=============================================================================== Final Fantasy X FAQ/Walkthrough For the Playstation2 Video Game Console By: Joe "Master" Pendragon and Steven "Oblivion" Grohowski =============================================================================== "The world lies on the brink of destruction. Only a select few may be able to save it." =============================================================================== <-----------------------------------------------------------------------------> TABLE OF CONTENTS <-----------------------------------------------------------------------------> =============================================================================== ------------------------------------------------------------------------------- 1. COPYRIGHT/CONTCACT INFORMATION.........................................#SA1C 1.1. Copyright.........................................................#SA1C1 1.2. Contact Info......................................................#SA1C2 2. UPDATE HISTORY.........................................................#SB2U 2.1. What's Happened?..................................................#SB2U1 2.2. Coming Soon!!!....................................................#SB2U2 3. PROLEGOMENON...........................................................#SC3P 4. STORY..................................................................#SD4S 5. BASICS/BATTLE/STATUS...................................................#SE5B 5.1. Game Information..................................................#SE5B1 5.2. Basics............................................................#SE5B2 5.3. Stats/Statuses....................................................#SE5B3 5.4. About Battling....................................................#SE5B4 6. CHARACTER BIOGRAPHIES..................................................#SF6C 7. ORIGINAL SPHERE GRID...................................................#SG7O 8. EXPERT SPHERE GRID.....................................................#SH8E 9. THE MENU...............................................................#SI9M 10. GAME WALKTHROUGH......................................................#SJ0W 11. ITEM LISTING..........................................................#SK1I 11.1. Recovery........................................................#SK1I1 11.2. Sphere Distillers...............................................#SK1I2 11.3. Miscellaneous...................................................#SK1I3 11.4. Key.............................................................#SK1I4 11.5. Spheres.........................................................#SK1I5 11.6. Special Use.....................................................#SK1I6 11.7. Field Usage.....................................................#SK1I7 12. WEAPON LISTING........................................................#SL2W 13. ARMOR LISTING.........................................................#SM3A 14. ULTIMATE ARMOR........................................................#SN4U 15. SHOP LISTS............................................................#SO5S 15.1. Random Travlers Shops...........................................#SO5S1 15.2. O'aka's Shops...................................................#SO5S2 16. AEON INFORMATION......................................................#SP6A 16.1. Aeons' Basic Data...............................................#SP6A1 16.2. Aeons' Statistics Formulas......................................#SP6A2 16.3. Stat Maxing Process.............................................#SP6A3 17. YOJIMBO'S MATH........................................................#SQ7Y 17.1. NTSC Version Math...............................................#SR7Y1 17.2. PAL/Int. Version Math...........................................#SR7Y2 18. BATTLE QUOTES.........................................................#SS8B 19. ANOTHER STORY.........................................................#ST9A 19.1. Summary.........................................................#ST9A1 19.2. Script..........................................................#ST9A2 20. MONSTER ARENA.........................................................#SU0M 20.1. The Main Monster Screen.........................................#SU0M1 20.2. Fight Monster Menu..............................................#SU0M2 20.3. Gil Required To Fight Monsters..................................#SU0M3 20.4. Capture Requirements............................................#SU0M4 20.5. Retribution For Unlocking.......................................#SU0M5 20.6. Original Creations Strategies...................................#SU0M6 20.7. Species Creations Strategies....................................#SU0M7 20.8. Area Creations Strategies.......................................#SU0M8 21. PENANCE/DARK AEONS....................................................#SV1P 21.1. Dark Aeons......................................................#SV1P1 21.2. Showdown With Penance...........................................#SV1P2 22. AL BHED TRANSLATING...................................................#SW2A 23. LIGHTNING DODGING.....................................................#SX3L 24. CACTUAR VILLAGE.......................................................#SY4C 25. BUTTERFLY CATCHING....................................................#SZ5B 26. CHOCOBO TRAINING......................................................#SA6C 26.1. Calm Lands Chocobo Breeding.....................................#SA6C1 26.1. Remiem Temple Chocobo Races.....................................#SA6C2 27. SEAGULL QUEST.........................................................#SB7S 28. OMEGA TREASURE CHESTS.................................................#SC8O 29. MAGIC POT QUEST.......................................................#SD9M 29.1. Intro...........................................................#SE0M1 29.2. About Magic Urns................................................#SE0M2 29.3. Theories........................................................#SE0M3 29.4. Possibly Received Items.........................................#SE0M4 29.5. Magic Pot Stats.................................................#SE0M5 29.6. Frequently Asked Questions ---> FAQs............................#SE0M6 30. NORMAL FIEND STRATEGIES...............................................#SF1N 31. CELESTIAL WEAPONS.....................................................#SG2C 32. BLITZBALL.............................................................#SH3B 32.1. Basics & Stats..................................................#SH3B1 32.2. The Teams.......................................................#SH3B2 32.3. General Controlling.............................................#SH3B3 32.4. Techniques 101..................................................#SH3B4 32.5. Scouting........................................................#SH3B5 32.6. Status Ailments.................................................#SH3B6 32.7. Player Positions................................................#SH3B7 32.8. Locating Team Players...........................................#SH3B8 32.9. Locating Free Agents............................................#SH3B9 32.10. Special Tech Info.............................................#SH3B10 32.11. Miscellaneous Techniques......................................#SH3B11 32.12. Key Techniques................................................#SH3B12 32.13. Starting Techniques...........................................#SH3B13 32.14. Statistics Charts.............................................#SH3B14 32.15. Speedy Reels Obtainment.......................................#SH3B15 32.16. Statistic Maximization/Team Strategies........................#SH3B16 33. AFFECTION SYSTEM......................................................#SI4A 34. NTSC/PAL/INT. BRIBE DIFFERENCES.......................................#SJ5B 35. REMIEM TEMPLE.........................................................#SK6R 36. SECRET AEONS..........................................................#SL7S 37. OMEGA RUINS AREA......................................................#SM8O 38. NAVIGATIONAL MAP COORDINATES..........................................#SN9N 38.1. Coordinates.....................................................#SN9N1 38.2. Airship Passwords...............................................#SN9N2 39. AL BHED PRIMERS.......................................................#SO0A 40. JECHT SPHERES LOCATIONS...............................................#SP1J 41. ORIGINAL GRID STAT MAXING.............................................#SQ2O 41.1. Method 1........................................................#SQ2O1 41.2. Method 2........................................................#SQ2O2 41.3. Method 3........................................................#SQ2O3 42. EXPERT GRID STAT MAXING...............................................#SR3E 42.1. Method 1........................................................#SR3E1 42.2. Method 2........................................................#SR3E2 43. ARMOR ABILITIES.......................................................#SS4A 44. WEAPON ABILITIES......................................................#ST5W 45. BLACK MAGIC...........................................................#SU6B 46. WHITE MAGIC...........................................................#SV7W 47. SKILL ABILITIES.......................................................#SW8S 48. SPECIAL ABILITIES.....................................................#SX9S 49. OVERDRIVES............................................................#SY0O 50. OVERDRIVE MODES.......................................................#SZ1O 51. MONSTER FORMATIONS....................................................#SA2M 52. MONSTER ENCYCLOPAEDIA.................................................#SB3M 52.1. Normal Enemies..................................................#SB3M1 52.2. Bosses..........................................................#SB3M2 53. MONSTER SCAN INFO.....................................................#SC4M 54. MONSTER SENSOR INFO...................................................#SD5M 55. SECRETS/TIPS..........................................................#SE6S 56. LUCA THEATER..........................................................#SF7L 57. SMALL QUESTS..........................................................#SG8S 58. SONG LYRICS...........................................................#SH9S 59. MECHANICS.............................................................#SI0M 60. Q & A (FAQs)..........................................................#SJ1Q 61. EXTRAS/LINKS..........................................................#SK2E 62. CODES/SECRETS.........................................................#SL3C 62.1. Gameshark.......................................................#SL3C1 62.2. Action Replay 2.................................................#SL3C2 63. REVIEW................................................................#SM4R 64. CREDITS/ACKNOWLEDGEMENTS..............................................#SN5C =============================================================================== <-----------------------------------------------------------------------------> 1.0. COPYRIGHT/CONTACT INFORMATION #SA1C <-----------------------------------------------------------------------------> =============================================================================== ------------------------------------------------------------------------------- 1.1. Copyright #SA1C1 ------------------------------------------------------------------------------- Copyright: Use of this FaQ/Walkthrough without the consent of me or Steve will result in an unpleasant death. Just ask and the answer will be yes. Sites Able to Use: www.ff-archives.com ------------------------------------------------------------------------------- 1.2. Contact Information #SA1C2 ------------------------------------------------------------------------------- E-mail: joemaster@earthlink.net AIM: Crusaderjoe22 ############################################################################ FINAL FANTASY X INTERNATIONAL ############################################################################ Final Fantasy X International FAQ/Walkthrough Final Version By: Joe Pendragon E-mail: joemaster@earthlink.net ========== Disclaimer ========== This FAQ is for personal use only. You are not allowed to use it for profit. (eg: selling it) Please DO NOT rip off any part of this guide, and you are not allowed to use it as a basis for making your own. You are allowed however, to post this FAQ/Walkthrough on your non-commercial/non-profit website provided that the entire content of this document remains as is. And lastly, if you wish to post this guide on your site please inform me. Sites Allowed to use: www.ff-archives.com ============ Introduction ============ Greetings everyone! This is my first guide so I welcome any comments / suggestions / contributions concerning the guide. ========== Contents ========== I. E-mail Policy II. FAQ/Walkthrough Updates/Revisions III. Game Information i. Game Controls ii. Game Menus 1. main menu screen 2. config menu iii. Game Basics 1. character navigation 2. battle system 3. element system 4. character customization 5. equipment customization 6. save spheres iv. Character Stats IV. Walkthrough i. Walkthrough - Zanarkand Stadium - Ruins - Salvage Ship - Underwater Ruins - Besaid - Cloister of Trials (Besaid) - S.S. Liki - Kilika - Kilika Woods - Kilika Temple - Cloister of Trials (Kilika) - S.S. Winno - Luca - Highroad - Mushroom Rock - Djose Temple - Cloister of Trials (Djose) - Djose Pilgrimage Road - Moonflow - Guadosalam - Thunder Plains - Macalania Woods - Macalania Temple - Cloister of Trials (Macalania) - Lake Macalania - Sanubia Desert (Bikanel Island) - Al Bhed Home - Airship - Bevelle - Cloister of Trials (Bevelle) - Via Purifico - Calm Lands - Mount Gagazet - Gagazet Mountain Cave - Zanarkand - Zanarkand Dome - Cloister of Trials (Zanarkand) - Within Sin ii. Extra Ending V. Sidequests i. Airship Coordinates / Passwords ii. Luca Sphere Theater iii. Chamber of Fayth Treasures iv. Remiem Temple (Chocobo Racing) v. Hidden Aeons 1. Yojimbo 2. Anima 3. Magus Sisters vi. Celestial Weapons 1. Tidus 2. Yuna 3. Auron 4. Wakka 5. Lulu 6. Rikku 7. Kimahri vii. Dark Aeons 1. Dark Valefor 2. Dark Ifrit 3. Dark Ixion 4. Dark Shiva 5. Dark Bahamut 6. Dark Yojimbo 7. Dark Anima 8. Dark Magus Sisters 9. Penance VI. Overdrives i. Overdrive Modes ii. Overdrive List VII. Aeons i. Aeon Information ii. Aeon Abilities iii. Aeon Attributes VIII. The Sphere Grid i. Sphere Grid Basics 1. Moving 2. Activating Nodes ii. Sphere List iii. Character Ability List 1. Skills 2. Special 3. White Magic 4. Black Magic iv. The International Sphere Grid IX. Equipment Customization i. Weapon Abilities 1. Ability Description ii. Armor Abilities 1. Ability Description X. Monster Arena i. Fiend List ii. Prize List 1. Area Conquest 2. Species Conquest 3. Original Monster Conquest iii. Area Conquest iv. Species Conquest v. Original Monster Conquest XI. Jecht's Spheres XII. Al Bhed Primers XIII. Blitz Ball i. Blitz Ball Basics 1. Game Modes 2. Character Stats 3. Action Commands 4. Encounters / Breakthroughs 5. Techcopy 6. Status Ailments ii. Blitz Ball Techniques XIV. Frequently Asked Questions (FAQs) XV. Credits ================= I. E-MAIL POLICY ================= Due to the amount of mails I've been receiving lately, I decided to impose some guidelines on what you should and should not do if you are to send me mail. Well, I felt like I had to do this since some of the mails are really beginning to annoy me. Here are the guidelines: 1. Only send me questions that are not yet answered in the guide. I'll be more than happy to help you out. 2. Please be specific. How am I suppose to reply to your mail if I don't even understand what you want to know? 3. Please read the FAQ section first before sending me mail. 4. Lastly, PLEASE DON'T SEND ME VIRUSES! ===================== II. Updates/Revisions ===================== Version 1.01 (May 29, 2002) --------------------------- - Corrected some spelling and grammar errors - Added info and strategy on Penance Version 1.02 (May 31, 2002) --------------------------- - Added guide for Zanarkand Destruction Sphere Puzzle - Added new section: Aeon Information - Added new section: Blitz Ball Version 1.03 (June 1, 2002) --------------------------- - Added new section: Al Bhed Primers - Added new section: Jecht's Spheres Version 1.04 (June 3, 2002) --------------------------- - Added new section: Luca Sphere Theater - Completed Overdrive List Section - New strategy on Blitzball match against Luca Goers - Added and updated Credits Section Version 1.05 (June 7, 2002) --------------------------- I apologize for the late update, since I've had some problems with my ISP. - Added new section: Monster Arena - Completed most parts of the Monster Arena section Version 1.06 (June 11, 2002) ---------------------------- - Completed Monster Arena section Version 1.07 (June 13, 2002) ---------------------------- - Added new section: Frequently Asked Questions (FAQs) - Added new section: E-mail Policy Version 1.08 (June 20, 2002) ---------------------------- Again, I'm sorry to have kept you guys waiting. I've been real busy these past few days. Please bear with me. ^_^ - Added and completed new section: Character Ability List - Added descriptions of all equipment abilities - FAQ section updated Version 1.09 (June 25 & 26, 2002) --------------------------------- I've been planning to finalize the guide since I believe that I already managed to cover all the important aspects of the game. If you want an item list, mix list or anything like that, just check some other guides. But feel free to send me questions / contributions. - Added additional information regarding the Dark Aeons. - Added and completed new section: Extra Ending - Added an alternate strategy against Evrae Version 1.10 (June 29, 2002) ---------------------------- I've received several mails from people that are asking me to make a mix list... well, perhaps you guys can tell me if you really want one so that I can decide whether or not I should make it. ^_^ - Completed most parts of the sphere grid section. - Added an illustration of the config menu. Version 1.11 (July 4, 2002) --------------------------- This is pretty much a small update. Well, I guess I lied about my plans on finalizing the guide ^_^ Anyways, keep those e-mails coming. - Corrected some spelling errors - Added new section: Chamber of Fayth Treasures - Made some minor corrections on the Dark Aeons section - Added some new Overdrive Modes Final Version (July 6, 2002) ---------------------------- Well... I guess I ended up keeping my word. I decided to finalize this since I think its complete enough. But I will keep adding small updates if necessary. Feel free to ask questions and send contributions. - Added and corrected some information regarding the Dark Aeons. Final Version (July 12, 2002) ----------------------------- I would like to remind everyone that regardless of any updates I'll be adding to this guide from this point onwards, it will still be in its Final Version. I still accept questions and cotributions, so keep 'em coming. - Added the full translation of the extra ending. - Added a new overdrive mode. - Corrected some drop items of some monsters in the monster arena section. - FAQ section updated - Credits section updated Final Version (August 24, 2002) ------------------------------- =============================================================================== <-----------------------------------------------------------------------------> 5.0. BASICS/BATTLE/STATUS #SE5B <-----------------------------------------------------------------------------> =============================================================================== ------------------------------------------------------------------------------- 5.1. Game Information #SE5B1 ------------------------------------------------------------------------------- _____________________________________________________________________________ / F i n a l F a n t a s y X \ ------------------------------------------------------------------------------- | Game's Name: Final Fantasy X | | Created By: SquareSoft | | Game's Genre: Role Playing Game | | Year Released (US): 2001 | | Year Released (PAL): 2002 | | Year Released (JP): 2000 | | Memory Card Space: 64KB | | Players in the Game: 1 | | Digital Control, Analog Control, | | Vibration Function | |_____________________________________________________________________________| \_____________________________________________________________________________/ ------------------------------------------------------------------------------- 5.2. Basics #SE5B2 ------------------------------------------------------------------------------- 1. Controls: ------------ - Left Analog Stick: Move your character around the world. - Right Analog Stick: Part in Lulu's Overdrives, Fury. - D-Pad Buttons: Move your character around the world. - Triangle: Allows you to access main command menu (info in 4 sections away). In battle it lets you skip/guard characters' turn. - X Button: This is the action button. It's what you use to confirm and make choices, along with more. - Square: Part in Auron's Overdrives, Bushido. As are more buttons. - Circle: Lets you return to previous screen. Ex. You are in Item Menu, you press it, and you're back in Main Menu select screen. 2. Saving Your Game: -------------------- Throughout the game of Final Fantasy X, you are inevitably going to encounter some of those little blue shiny spheres laying in some places where they seem to serve no concievable purpose. These, in fact, are save points, or save spheres, if you wish to call them that as an alternative; it doesn't matter. At each and every single one of these, when you first touch them, it will automatically and instantly revalesce your MP as well as your HP back up to maximum. You of course, can save your game progress up to that point at these spheres as well. Throughout the course of the game (after passing particular "checkpoints" if you will), you will eventually acquire new options at these as well. They include: after the blitzball game in Luca with the Goers, you can then opt to play blitzball games at these spheres; there is also the event in Home where you ride off in the airship, and then you can choose to hop aboard the airship thereafter. Note that depending on a certain event(s) in the game trigger you to not be able to play blitzball, however (these are like right after you kill Seymour in Macalania Temple of Ice). 3. Where To Turn For Help?: --------------------------- There is a very simple and extremely easy-to-use option which you can access by simply paying a little visit to the Menu Screen (pressing Triangle button when not in battle or cutscenes), and then by choosing on the option down at the very bottom, which is "Help". This of obviously opens up the Help Menu which is divided into three divisions which allows for you to get acclimated to the game and its basics in general. These include the following: Reference, Basic Controls, as well as Basic Terms, these all will help a newcomer to the game. What you can learn and acquire knowledge from in the Reference section on this Help Menu is the 411 on the different Command Abilities of the game, there is also info on Auto-Abilities, Overdrive Modes, and there is even the basic data on Overdrives also. So really, that specifies on the many different special battle commands. The Basic Controls part of the screen is what really explains to you the Menu (which is covered later on in this guide), in-battle procedures and precautions, as well as a few tips, and then information when not in battle and basically out on the field. Finally, is the Basic Terms area which will virutally summarize and categorize all of the basic terms and phrases in this game. That's it for that... 4. Equipment Info (Armors and Weapons): --------------------------------------- This screen is simply accessible from paying a minor visit over to the Items division of the Menu Screen which you access by pressing Triangle when not in a battle or a cutscene throughout the storyline or plot. Basically, in a nut- shell, what this is is a listing of every weapon and armor that a certain character has (since every character has different weapons and armors as anyone who has played Final Fantasies in the past would know). This screen allows for easy equipping and unequipping of those equipments. You also have the option of using the command called "Sort" to easily order and organize your party's armors and weapons. There is also the buying as well as selling of many different equipments through and throughout this game (how else do you expect to acquire any of the really good stuff, other than killing really powerful enemies and fiends?). For every bit of equipment that you have or want to buy, there is always a price, and these many vary from very cheap to very rip-off expensive at times. To get to this option of selling off your armors and weapons, go to any shop or item seller and then make the choice to Sell. Even easier is to buy, which you automatically do once at a shop or seller like O'aka XXIII. 5. Radar Function Map: ---------------------- Yeah, I know, it's a pretty long and wierd name that I gave it, but, it seemed to be the only name that truly fit from my perspective. Well anyway, where you are most currently located in the game will be shown and displayed in an easy- to-comprehend way on that little map on the screen by way of little white-ish, yellow arrow. A few more things about this to know which may help are: Red Arrow: This shows where you need to go, or your desired destination. White Square: This will indicate that there is a Save Sphere in that location. Green Square: This means that there is a door or cave in that very spot. Note that if you don't like this Radar Function Map on, you can always take it away by using Config option in the Menu Screen if you want. 6. Exploring The Vast World Of Spira: ------------------------------------- Exploring the huge and expansive world of Final Fantasy X, which of course is Spira, can be quite a huge feat to take on, so that is why I think you need some help here with accomplishing this successfully with ease. You will definitely be encountering many, many unique characters, with many different outlooks on life throughout this game, so I recommend talking to each one that you find here and there at least four times over to ensure that you get any and all possilee items from them as well as just hearing new things from them. When you later on in the game gain complete access to the Al Bhed airhsip, you have much easier time with navigating the world, getting missed items, and finishing every sidequest and minigame offered in this enormous game. 7. Utilizing Different Items: ----------------------------- This isn't too much of a big thing, and really a no-brainer, so I will probably try and make this quite brief. Throughout your gigantic adventure, you will have collected many, many items as well as equipment which I already have gone over earlier. There are some that just play an important role in battles for such purposes as restorating and even damaging the oppostion that you are facing. There are also some others that are absolutely essential to progressing in the plot or unlocking some secret aeons or secret items throughout the game. That is really all there is to explain about items. ------------------------------------------------------------------------------- 5.3. Stats/Statuses/Elements #SE5B3 ------------------------------------------------------------------------------- =-=-= Stats =-=-= 1. HP: This is the current as well as Max amount of life that you have that keeps that character(s) running though and throughout the battles and the game. It is also short for "Hit Points". 2. MP: This is the current as well as Max amount of Magic that you have that helps keep that character throughout the course of some battles. It is also short for "Magic Points". 3. STR: This stat is the count of how much power and how much punch that person can put behind their attacks when they use their attacks in the battle. It is also short for "Strength". 4. MAG: This stat is the count of how much Magic and how much damage that person can put behind their Magical attacks when they use them. It is also short for "Magic". 5. DEF: This stat is the count of just how much they can naturally reduce the amount of damage done by one of the opposition's attacks directed toward you. It is also short for "Defense". 6. MAG DEF: This stat is the count of just how much they can naturally reduce the amount of damage done by one of the opposition's Magic attacks directed toward you. It is also short for "Magic Defense". 7. AGL: This stat is just how speedy, quick, agile, whatever, that your character is through and throughout the battle and how. It is also short for "Agility". 8. ACC: This stat is just how easily you can make contact with the desired target in battle when you are going to attack at it with that character. It is also short for "Accuracy". 9. EVA: This stat is really just the count of just how easily that character is able to dodge and evade attacks from the enemies at them. It is also short for "Evasion". 10. LUCK: This stat is actually, mostly just a combination of Evasion and Accuracy stats, so if you raise this, you don't have to raise up those two others. It isn't short for anything because I actually list the full name "Luck" above this explanation. Also increases Critical Hit ratio. ------------------ Mechs. of Atk Dmgs ------------------ Physical Formula: [([Stat ^ 3 / 32] + 30) * Pwr / 16] Magical Formula: [Pwr * ([Stat ^ 2 / 6] + Pwr) / 4] Healing Formula: Pwr * [(Stat + Pwr) / 2] [Pwr of regular attack is 16.] Now. Normal hits use the Physical Formula with Stat = Str + Cheer. Simple enough. Black Magic damage uses the Magical Formula with Stat = Mag + Focus. Also simple. But you'll want some SpPwr bases to go along with that. Well, here's some of them: Lancet: 6 (for both HP *AND* MP damage) Fire, etc.: 12 Fira, etc.: 24 Firaga, etc.: 42 Flare: 60 Ultima: 70 Holy: 100 Drain: 20 Osmose: 10 (CANNOT BYPASS MDEF, EVEN WITH MENTAL BREAK) And finally most healing spells use the Healing Formula, where Stat = Mag + Focus. The following SpPwr bases are: Pray: 8 Cure: 24 Cura: 40 Curaga: 80 White Wind: 40 Now. I mentioned tricks. And this is what threw me very recently. Nova is base 70. Yes. And it works off Mag. Also yes. But it uses the PHYSICAL FORMULA. [Reduction of base damage due to Defense/Magic Defense. The Defense stat is converted to an integer between 0 and 730 ("DefNum"), which is then used to adjust the damage. Terence's formula for DefNum fits for the high and low Defense values, but it is off by 1 for some of the middle values.] DefNum = [((Def - 280.4)^2)/110] + 16 Dmg = [Dmg * DefNum / 730] [cheer/focus damage reduction] Dmg = [Dmg * (15 - Cheer) / 15] =-=-=-=- Statuses =-=-=-=- ---------------------- Semi-In-Depth Overlook ---------------------- ------------------------------------------------------------------------------- STATUS AILMENT | WHAT IT DOES? | REMEDIES ------------------------------------------------------------------------------- Zombie | Inflicts damage when you use a heal| Remedy, Holy Water | item or spell. | ------------------------------------------------------------------------------- Slow | Slows down characters' turns, also | Remedy, Esuna, Haste | lowers characters' Agility stat. | ------------------------------------------------------------------------------- Sleep | Puts character to Sleep, thus, | Physical Attack, Esuna, | rendering them unable to battle. | Remedy ------------------------------------------------------------------------------- Silence | Becomes totally unable to cast/use | Echo Screen, Remedy, | Magical spells. | Esuna ------------------------------------------------------------------------------- Poison | When that character takes turns | Remedy, Antidote, Esuna | under this status, it does damage | | to them. | ------------------------------------------------------------------------------- Petrification | Turns to Stone, thus, rendering | Soft, Esuna, Remedy | them unable to battle. | ------------------------------------------------------------------------------- KO (Death) | Knocks out target, thus, rendering | Phoenix Down, Full-Life, | them unable to battle. | Mega-Phoenix, Life ------------------------------------------------------------------------------- Doom | Acquires KO (Death) status when the| None | counter hits zero. | ------------------------------------------------------------------------------- Darkness | Lowers Accuracy stat of the target.| Remedy, Esuna, Eye Drops ------------------------------------------------------------------------------- Curse | While under this, you are rendered | Holy Water, Dispel | incapable of using Overdrives. | ------------------------------------------------------------------------------- Confuse | While under this status, you will | Remedy, Esuna, Physical | indiscrimately attack yourself, as | attack | well as other party members. | ------------------------------------------------------------------------------- Berserk | This will elevate Strength status, | Remedy, Esuna | but you attack unsustainably. | ------------------------------------------------------------------------------- Haste | Increases turns as well as raising | Slow, Purifying Salt | Agility. | ------------------------------------------------------------------------------- Delay | Delays one turn. | None ------------------------------------------------------------------------------- Regen | Regenerate HP each turn. | Remedy, Purifying Salt ------------------------------------------------------------------------------- Nul Spell | Which ever (if not, any combo) of |Dispel, use that element, | these you're in, you're immune to |Remedy, Purifying Salt | that element until it's used on | | you. Then it's nullified. | ------------------------------------------------------------------------------- Critical | HP turns yellow when you reach | Restorative Items | critical state. | ------------------------------------------------------------------------------- Reflect | Reflects most magic spells back to | Purifying Salt, Dispel | oppositions. | ------------------------------------------------------------------------------- Shell | Halves damage done from Magics. | Dispel, Purifying Salt ------------------------------------------------------------------------------- Protect | Halves damage from physical attacks| Dispel, Purifying Salt ------------------------------------------------------------------------------- ------------------------- Majorly In-Depth Overlook ------------------------- Note: "DOE" stands for Description of Effect. Here's an explanation chart of how these will be shown. #?. Displays name of effect - status of the ailment (pos. or neg.) - This will explain pretty much all about the main facets of particular status effect. Things such as its direct effect, and its "aftermath". - Appearance: This is basically a rundown on how effect looks like. - Strategics: So, wanna know how to effectively inflict this (?) status on enemy in battle? Look here. It has tons of info the likes of the following: - multi-incorporations, enemy- pre-on decimation, imbuing status to weapons, et al. - The next bit is designatated to providing the best ways to avoid ever catching the status effect on any or all characters. - Last of all there is info on how to remove the status should it ever occur. #01. Zombie - Negative: - DOE: When a character or characters is/are put under this dangerous status ailment, restorative items (such as Potions), curative magics (like Curaga) do damage instead of healing and aiding the afflicted. I also believe Holy does extra damage. Also, attacks that inflict Death (like Death or Doom), do not take effect. But, if an attack with Deathstrike/touch on it attacks, status is negated, but damage is still done. - Appearance: The whole body of the infected character and/or characters is all greenish, while also undead brume surrounds and floats around their heads until status is removed. - Strategics: If there's more than one enemy that shows up that's under Zombie status (only one case and that's the three Fallen Monks in Zanarkand Ruins), you'll want to use restorative items that go on the whole party instead of wasting three singles (like Mega-Potion, or Mega Pheonix). If you're facing tough enemy/boss with susceptibility to it, you can use Auron's Zombie Attack, or put Zombiestrike/touch on a weapon. Once it's on, you can bombard the enemy with restorative items and/or white magic spells. If an ememy is is immune to this status effect, the words [Immune] will pop up and it will not happen. - How to Prevent: The best way to prevent this is to have Zombieproof/Ward on an armor, and if it's an enemy's multiple attack, have it on all armors. Ribbon. - Best Recommended Treatment: Holy Water, Remedy, Dispel, Battle Ends, KO #02. Slow - Negative: - DOE: When a character goes under this status augmentation (or multiple characters do), it slows down their rate of battle, their bodies move slower, and turns for them come up way less often and farther after each other than they usually would. If all characters undergo this status change, you'll be seeing twice as much enemies' turns. If characters are under this and enemy is under Haste, there's about 4x more enemy turns. - Appearance: Not much appearance for this, but all that happens is the characters' movements in stance, and their actions go much slower. - Strategics: There's only one way (well, two in theory, but they're both basically the same thing) that you can utilize this status to your advantageous needs in battle, and that's to customize either Slowstrike or Slowtouch to character's(s') weapon(s). If an enemy is Immune to it, the [Immune] sign shows up on the screen, in which case effect doesn't go through. You will be getting about 2x more turns this way, and if under Haste/ga yourselves, you get about 4x more turns. - How to Prevent: There's two ways to keep this status from happening: first is to have an armor(s) with Slowproof. Next is to have an armor(s) with Slow Ward. Also, an armor with just Ribbon would also stop it as well. - Best Recommened Treatment: Haste, Esuna, Remedy, Battle Ends, KO #03. Sleep - Negative: - DOE: This status effect, puts your character victim(s), to sleep, meaning they are incapable of taking any actions until they wake up. Sleeping periods can last random amounts, ranging usually from three to eight turns, unless of course, you treat it sooner. - Appearance: Really, not much to explain here but simple "ZZZs" coming out of your character(s) as they Sleep. It's quite humorous to me, but not really to too many people like it is to me. Oh well... - Strategics: This effect really does come into good use in battle. When you do it, it usally only goes for 1-4 turns, unless you attack them in-between (an that's the only reason you should be putting them to sleep; fiend slaughter. Best way's to either use Wakka's Sleep Attack/Buster, and that's *really* good for putting aerial fiends to Sleep, but you can also customize Sleeptouch or Sleepstrike to your weapons and attack. If enemy cannot be affected by it, the words [Immune] will pop up across the top of them. - How to Prevent: Best way is to use Sleepproof or Sleepward, or Ribbon. - Best Recommended Treatment: Physical Attack, Remedy, Esuna, Battle Ends, KO #04. Silence - Negative: - DOE: When this status imperfection is done to one, or any of more than one of your party members, they are unable to use any sort of magic attacks. This includes Black Magic and White Magic only. It does not prevent you from using Kimahri's Blue Magic which is his Ronso Rages. This also does not stop you from using Skills and/or Special attacks in battle. It usually wears off of whoever is affected in about 3 turns or so, unless you remove it yourself manually, - Appearance: It makes sort of a cartoon thought/speech bubble appear over the character(s') heads that have three "." or if you'd rather call it one "...", meaning he/she is Silenced. - Strategics: This really is not a useful attack to use against most enemies, but works like a charm when it is used against a heavy magic-using fiend that you may encounter on your journey. A good example are Flans. You can induce Silence status by using Silencestrike/touch on weapons. - How to Prevent: There are two great ways to do this (but it's really based on same concept), and those are to have Silenceproof customize ability on armors, or, less recommended is Silence Ward on armors. Ribbon, too. - Best Recommended Treatment: Remedy, Echo Screen, Esuna, Battle Ends, KO #05. Poison - Negative: - DOE: This is a *very* bad status ailment, perhaps the second worst in the game (next to only Confusion). What happens is that your character/characters that go under this status are Poisoned (duh), and everytime they take a turn for anything (healing, attacking, aiding, etc.), they take damage. It takes a random amount from your characters, but on enemies, it's set percent. - Appearance: Green bio-hazard bubbles float around the character(s') heads. - Strategics: When you put this on an enemy(ies), and they're not immune (ie. [Immune] does pop up on screen), they have set percentage of max HP that it'll take away per turn. You can put it on enemies by Bio, Poisonstrike/touch. - How to Prevent: Poisonproof ability, Poison Ward, or, Ribbon. - Best Recommended Treatment: Remedy, Antidote, Esuna, Battle Ends, KO #06. Petrify - Negative: - DOE: During this status effect, a character or multiple characters (whichever it just so happens to be), get turned into stone statues. They cannot take actions until they're revived (if they're revived), and any attacks (unless they are "shattering" attacks) after that (when they're Petrified), says Miss. If all of the characters in your party are put under this Petrify status the game's over. - Appearance: As you could probably already guess what the status effect looks like when taken place, it's semblance is just your character(s) frozen into Stone statues (Petrified). They are frozen in whatever position they are in their battle stance (any little movement is captured). - Strategics: There are alot of enemies throughout the game in Spira that can be affected by Petrify. There are a few ways to put this status on enemies that are susceptible to it, and both of them are the same basic ways that you put most other effects on enemies. It's in the weapon abilities. You must either have Stonestrike/touch on your weapons. If the enemy is immune, the words [Immune] will show. If you're in a bad way against an enemy that's a toughie, try to Petrify it if it's weak to it (you can find enemies' status infos in my Enemy Encyclopaedia). - How to Prevent: The best, as well as the most effective ways to keeping this status from occurring on any characters is of course Stoneproof, Stone Ward, or Ribbon which is only in Pal/Int. - Best Recommended Treatment: Remedy, Soft, Esuna, Battle Ends, Shattering #07. KO (Death) - Negative, Misc.: - DOE: In this status (it's not truly a status, but more like a state), the character has been KO'd (knocked out), or, some call it Death, mostly because the move Death does KO status. Like Petrification, characters that have undergone KO, cannot lose that status until it's taken off manually by item (like Phoenix Down). If every single one of your party members experiences KO status, it will result in a Game Over. KO (Death) status only occurs when a(n) attack(s) breach characters' HP limits. - Appearance: Not much to say about it, but all that shows is your character falling dead or KO'd. - Strategics: Seemingless endless ways to induce this to enemy. I'll make an extreme generalization and say that you must cross enemy's HP limit to make them go to KO status. You can do this by putting it under certain statuses, physically attacking it, Skills and some Specials, Black Magic, and one White Magic (Holy). You must do KO to win a battle (unless you do Bribe). No enemy is immune to KO, but some are to Doom or Death. You can also inflict it by the weapon abilities Deathstrike and Deathtouch. Farplane Wind/Farplane Shadow also do the KO (Death) status effect. - How to Prevent: Don't let it attack too much, Deathproof, Death Ward, Auto-Life, Zombie Status - Best Recommended Treatment: Life, Full-Life, Phoenix Down, Mega Phoenix, Final Phoenix (Mix), Mega Phoenix (Mix), Battle Ends (in which case you're granted one HP) #08. Doom - Negative: - DOE: This attack puts a timer over your characters head (it's usually a timer of 4), and when that timer finally runs out while you're using up turns, you experience the KO (Death) status mentioned above. - Appearance: Again, not too much, but all it is is a timer (counter) that goes over the head with red numbers. - Strategics: Most all enemies this status can be done at. All you have to do's to use Kimahri's Ronso Rage. All enemies in game (that're able to be affected, other wise [Immune] appears), have a set amount of turns until they get KO'd. Ranges from 1-255. - How to Prevent: Ribbon - Best Recommended Treatment: Remedy, Holy Water, Esuna #09. Darkness - Negative: - DOE: What it does when it is put on a character or characters, is it blinds that/those characters(s). This greatly reduces that/those character(s) Acc stat and that ultimately makes them miss their physical attacks much mor frequently than usual. A good way to bypass this (especially against elementally based enemies) is to use Black Magic against the enemy, and if they don't have elemental affinities, Flare or Ultima or Holy. - Appearance: Black fog appears in front of the victims' heads, blinding them, and dramatically decreasing Acc. - Strategics: There aee actually quite a few ways to use this to your advantage in battle. I truly suggest that you really use them when you're fighting a strong enemy with high Acc. First way is Dark Attack or Dark Buster which are both attacks (Skills) found on Wakka's section of the Sphere Grid. Dark Buster has better chance of hitting, plus it does longer Dark. Next, is the weapon abilities that you can customize to your weapons, and those are of course Darktouch and Darkstrike. If enemy can't be affected by Darkness, the words [Immune] appear on the screen. - How to Prevent: Darkproof, Dark Ward, Ribbon are the best ways to do so. - Best Recommended Treatment: Remedy, Esuna, Eye Drops, Battle Ends, KO #10. Curse - Negative: - DOE: This effect isn't the most dangerous, but it sure as hell can be a killer when used against you. Especially in say cases with Original, Species, or Area Creations of Monster Arena. What it does is it interdicts you from using any characters' Overdrives. It even affects Aeons. - Appearance: The character starts flashing black every few seconds; denotes you're under Curse status. - Strategics: N/A - can't use against enemies since they don't have Overdrives. Even in aeon fights or against final boss BFA, you can't, although they may have Overdrives and Overdrive Guages. - How to Prevent: Curseproof - Best Recommended Treatment: Holy Water, Battle Ends, KO #11. Confuse - Negative: - DOE: In my opinion, this is, in fact, the worst and most excrutiatingly annoying status change in the whole entire game. What it does, is, it makes your character or characters that have been Confused by an enemy, become sorta confused and then they inadvertantly attack themselves, as well as others of your own party members. - Appearance: It makes two yellow stars start to float around the person's head. This means that they are Confused. This is like you just were nailed super-hard and you were disoriented, making you loose control, and then you just start attacking people. - Strategics: N/A - How to Prevent: Confuseproof, Confuse Ward, Ribbon - Best Recommended Treatment: Physical Attack, Remedy, Esuna, Berserk, Provoke, Threaten, Battle Ends, KO #12. Berserk - Negative/Positive: - DOE: Only reason it gets N/P status is because you might consider boosted Str and faster turns a positive bonus. But, as good as that may sound, you have absolutely no control over your characters. Meaning, if they're under Poison, and they get turns faster with no control (meaning no Antidotes), you're at a loss of tons of HP. As I said before, you get a big boost in Str, meaning, if Str's over 90 or so, you should be able to do 8000-9999 damage. And it's like you're under Haste status as well. - Appearance: A lot like Curse's appearance, just no flashing of the main color and the color that your character or characters turn into when in this status disorder is red instead of black. - Strategics: N/A - How to Prevent: Best ways to stop this from happening is Berserkproof, Berserk Ward, already on Berserk or Petrify. - Best Recommended Treatment: Confuse, Threaten, Provoke, Esuna, Remedy, Battle Ends, KO #13. Haste - Positive: - DOE: This is a great status, and one of the most useful ones throughout the game, and especially for some of those super-difficult special bosses like Penance/Dark Aeons and Original/Species/Area Creations in the Monster Arena. What this status does is when you're in it is it makes your turns on the CTB Bar come up much faster. Not only that, but the way your characters move is much quicker paced as well. When on this status, your turns come up about 2x as much as enemies (unless they're Hasted), and if they're on Slow, you get about 4x as many turns. - Appearance: First, a orange -ish colored clock appears on your characters. After that, all that happens and what it looks like is your characters are moving a lot faster when standing in battle. Also, they run up much quicker when they physically attack, and they perform magic spells also very much faster as well. - Strategics: This won't be how to use it on enemies (quite frankly, that would be bad), but how to put it on yourself and use it especially to your advantage: There are many ways to put Haste onto your party members, and these include but are not limited to: Haste, Hastega, Chocobo Feather, Chocobo Wing, and a few Mixes. Now, when you have Haste on and you are greedy and you desire more turns you can also put Slow on enemies unless they're immune, in which case [Immune] appears on screen. Delay on a single enemy while Hasted can give you alot more turns for much smaller bit of time. If enemy is not able to be affected by Delay, again, [Immune] note will show up there. - How to Prevent: Now, I'm not sure how you could want to prevent Haste from happening on yourself unless you're under Poison or Confusion or another bad status effect like that. But, you can prevent Haste/ga by having Reflect on one character (for single Haste), or all characters (Hastega). - Best Recommended Treatment: Aerospark, Dispel, Aerospark, Slow, Slowga (for Hastega ailment), Provoke, Threaten, Battle Ends, KO #14. Delay - Negative: - DOE: This is easiest one to explain. All that it does is it puts off a character's next turn (or however many turns that the move is meant to Delay, or, put off). After set period is done, goes back to normal on the CTB Window. - Appearance: N/A - Strategics: You can use this semi-status to your advantage by either doing Delay Attack or Delay Buster which can be learned on the massive Sphere Grid (Original as well as the Expert grids). - How to Prevent: Auto-Haste, SOS Haste (if Delaying hit makes HP go to Critical state). - Best Recommended Treatment: Haste, Hastega, Chocobo Wing, Chocobo Feather, Haste-inducing Mixes. #15. Regen - Positive: - DOE: Another extremely useful positive status effect in battle. It's about the exact opposite of Poison. Instead of losing HP every turn the victim gets, Regen regenerates the targets HP every turn anyone in battle gets. - Appearance: First little lights are around the target when the spell is cast. And when it is on the target character, there's also little lights and sparkles go around the targets body. - Strategics: Well there's only two ways to cast this spell automatically, but, there is another way that you can cast it indirectly. The first two ways are to either use the White Magic Regen on a character or have Auto-Regen customize ability on characters' armors. The indirect way, which truly isn't that recommended, is SOS Regen customize ability which can be put on armors. But that only takes effect once your HP is yellow, which isn't good, because you could still easily die. For enemies, if they're able, put Zombie and then Regen on enemies for big damages. Interesting note is that if you have Poison and Regen on at the same time, Poison is truly negated if you get enough turns in- between Poisoned turns. Note: it can be put by Healing Springs. - How to Prevent: Reflect - Best Recommended Treatment: Dispel, Enough turns go by, Aerospark, Threaten, Provoke, Purifying Salt, Battle Ends, KO #16. Nul Spell - Positive: - DOE: There are actually 4 types of NulSpells (NulBlaze, NulShock, NulFrost, and NulTide), but in order to conserve space, I do it all in one: as you may be able to tell, these spells with nullify the element that's name is after the starting "Nul": NulBlaze = nullifies Fire, NulShock = nullfies Lightning, NulFrost = nullfies Ice, NulTide = nullfies Water. One catch, when that element is used against nullification, the NulSpell is gone. Meaning, if you want it still on, you have to recast it. - Appearance: Either red (NulBlaze), blue (NulTide), yellow (NulShock), or white (NulFrost) bubbles rotate around target. - Strategics: Again, with positive statuses, you don't normally use it on enemies, but I'll give pointers to use both to your advantage. If you're facing enemies that use all elements, or any combos, put on Nuls of any of those. If just facing one-elemented enemies, put on that one. Now, say you're fighting a Maze Larva, who heals itself with a spell. You, could put that Nul on it so it won't do anything. The best ways to NulBlaze, SOS NulBlaze, Mighty Guard, NulAll, Mega NulAll, Hyper NulAll, Ultra NulAll - How to Prevent: The best ways to prevent this are other of same Nul in place, and, the Reflect spell. Easy as pie! - Best Recommended Treatment: Dispel, Purifying Salt, Aerospark, Battle Ends, KO, Water/Fire/Ice/Lightning (whichever Nul(s) is placed) #17. Critical - ???; not true status, but Negative - DOE: This effect, which is not a true status, is when your characters' HPs go under half max amount and then the HP (?/?) turns yellow; denotes fact that you are in critical HP state. - Appearance: The HP showing turns yellow. Also, the character that's in critical state goes down on their knees, and the lower HP becomes (meaning the higher the critical), the more they're down. - Strategics: N/A - they can't really can't go into critical. But, if you still count getting them half way as being critical...: Seemingless endless ways to induce this to enemy. I'll make an extreme generalization and say that you must cross enemy's HP limit to make them go to crit. status. You can do this by putting it under certain statuses, physically attacking it, Skills and some Specials, Black Magic, and one White Magic (Holy). - How to Prevent: Don't let it attack too much, Restorative items/spells - Best Recommended Treatment: Restorative items/spells #18. Reflect - Positive: - DOE: Puts a reflective spell on your character and/or characters that, when most magics are cast at them, it will be reverted back to the opposition(s), and then do damage to them. If enemy is immune, absorbs, weak to magic sent back (if it's element or Holy), it takes that into account. This goes for both sides of the battle: you and enemy. But, there *is* a list of magics that can't be Reflected back: Dispel, Auto-Life, Reflected magics, Ultima, Holy, Demi - Appearance: It puts a blue/white -ish barrier around your character(s), which shines when magic is sent at them. - Strategics: There are many case throughout the game in which you use this very strategically. You can, when enemies or bosses have magic attacks you really don't want to be hit with, use Reflect on all characters to send them back and do damage to them. Take into mind the above list. Also, you can put it on an enemy/boss like in this example: say that an enemy uses a restorative magic on itself on occasion. You can do Reflect on that foe to reap the benefits. You can cast this spell with Reflect White Magic, Auto-Reflect, SOS Reflect, and Star Curtain. - How to Prevent: Reflect already in place. - Best Recommended Treatment: Aerospark, Purifying Salt, Battle Ends, KO, Dispel #19. Shell - Positive: - DOE: Puts a protective spell on your character and/or characters that, when most magics are cast at them, it will make the total damage done by the magic is cut completely in half. Some special cases with special magics by some bosses cannot be halved in any way. - Appearance: It makes a red/orange -ish honeycomb -ish looking barrier appear in front of target, both when cast, and magic hits. - Strategics: Like I said before, this White Magic spell halves all magic done, except in few cases, so what does this mean? If you know an enemy is a heavy magic attacker, you can cast this spell on you to take less damage (ie. if it'd usually do 8000 dmg, it'll now do 4000 dmg). You can put it on enemies if they do elements to heal, or restorative magic so it'll have half recovery properties when used. You can do Shell with it Lunar Curtain, Shell, Auto-Shell, SOS Shell, some Mix, Mighty Guard - How to Prevent: Shell already in place. - Best Recommended Treatment: Aerospark, Purifying Salt, Battle Ends, KO, Dispel #20. Protect - Positive: - DOE: Puts a protective spell on your character and/or characters that, when most phsycial are done at them, it will make the total damage done by the physical is cut completely in half. Some special cases with special phys. by some bosses cannot be halved in any way. - Appearance: It makes a blue -ish honeycomb -ish looking barrier appear in front of target, both when cast, and magic hits. - Strategics: Like I said before, this White Magic spell halves all phys. done, except in few cases, so what does this mean? If you know an enemy is a heavy phys. attacker, you can cast this spell on you to take less damage (ie. if it'd usually do 8000 dmg, it'll now do 4000 dmg). It can be done by some Mix, Shell, Mighty Guard, SOS Shell, Auto-Shell, Mighty Guard - How to Prevent: Protect already in place. - Best Recommended Treatment: Aerospark, Dispel, KO, Purifying Salt, Battle Ends =-=-=-=- Elements =-=-=-=- --------------------------------------------------------------------- Fire -> Does fire damage to enemies, and this element is opposed to Ice. Ice -> Does ice damage to enemies, and this element is opposed to Fire. Lightning -> Does lightning damage to enemies, and this element is opposed to Water. Water -> Does water damage to enemies, and this element is opposed to Lightning. Holy -> Does holy damage to enemies, and this element is opposed to nothing. Gravity -> Does gravity damage to enemies (% ripped off), and this element is opposed to nothing. --------------------------------------------------------------------- ------------------------------------------------------------------------------- 5.4. About Battling #SE5B4 ------------------------------------------------------------------------------- 1. Prepping Up For The Battles: ------------------------------- What there must be before anything else can take place is that there must be three characters set up for the battle. You can of course do this by setting them as the first three in the Formation. Note that there will be a few and minor exceptions to this rule throughout the game. - Some Tips: If you are a newtimer: Have Tidus, Auron, and Yuna/Lulu. If you are acclimated: Have Tidus, Yuna, Wakka If you want Physicals: Have Tidus, Kimahri/Wakka, Auron If you want Magicals: Have Yuna, Lulu, Rikku Next what you need to do to get adequetly prepared for battle is have your characters well and pre-equipped with good armors as well as weapons (in other words, equipment). I suggest that for best performance in battle, that you have weapons: Break Damage Limit, First Strike, Evade & Counter, Triple Overdrive (or Celestials which are covered later on). And armors: Auto-Haste, Auto- Protect, Auto-Potion, and Ribbon (for Internationals/Pals). Also, refer to Secrets/Tips section for more good ones for special occasions). You might also want to heal some way or another if you're hurt before rushing off into random battles. Let's start! 2. Battle Basics: ----------------- --> CTB Window: The CTB Window is something completely new and original to this game as opposed to other Final Fantasy titles from the past. What it is is a bar that appears on the screen when you are in a battle with and enemy or boss or what have you. What the data in it will display to you is the turns of the whole battle to come for both your party and the enemy, as well as in the very order they will come. You can scroll down and up by using the L's and R's on your Playstation 2 Controller. - Let us say that your party has and average of 165 Agility statistic, and you encounter a battle with enemy or boss that has about an average of say 180. As you might be able to plainly see just by looking at the data, the enemy(ies) Agility stat is a bit higher than your own, therefore, it/they will get all of their turns in before you can even lay a hit in on it/them. - Time for a more technical example: Let us speak hypothetically, and assume that you have a party of Tidus, Wakka, and Rikku I suppose. Tidus' Agility is 150, Wakka's is 132, and Rikku's is 205. They now encounter a band of a Xiphos, a Demonolith, and a Varuna (not possible, but that would be pretty scary). The Xiphos has Agility of 17, Demonolith has Agility of 18, and Varuna has Agility of 26. Now, now, just by looking at this data you can tell that your whole active party has *way* higher Agility status than them. So, Tidus, Rikku, and Wakka get to attack the Xiphos, Demonolith, or Varuna before they attack you. - Next example which is if your party have Yuna, Auron, Kimahri and Agility is Yuna- 15, Auron- 30, Kimahri- 23, and they happen to encounter enemies Wraith, Yowie, and YKT-11 which have Agility like this: Wraith- 25, Yowie- 29, and YKT-11- 25, order will then be like this: Auron, Yowie, Wraith, YKT-11, Kimahri, and then lastly is Yuna. Note: There are sometimes exceptions and changed to CTB system. These mainly fall under if Delays, Slows, and Hastes are used in the battle. They also will happen if some characters have First Strike or Initiative on their weapon(s). Ambushes by enemies, and Preemptive Strikes by you may change this as well. - The next and final representation is rather wierd, though. This is, if you have a three person party with Agilities of 255 each, and then you encounter Penance per se in the International/Pal games with just as much Agility of 255. Since they all are equal, the game does it randomly I suppose. --> Help Window: This is the little caption box at the very top of the screen when you are engaged in a battle. This little miniature box will display all different sorts of good and useful information to beginners about a wide array of subjects and matters. These may include infos about different actions, enemies etc... Note that if you use Scan on an oppostion when this is active, you will get receive additional information displayed. Same applies for if you have Sensor ability on a weapon. Also note that you can turn this function on/ off by using the Config in the Menu Screen. --> Command Window: Depending on a certain character's abilities that they know and have acquired, they have many different commands that they may be able to use in battle when utilized properly. The only command other than a few others that every character possesses is the Attack option which is no matter what, the option at the very top of the list (as it is the most basic), but, of course, not everyone has same capabilities unless distinctively leveled up. Now I will run down all possible actions you may take: - Attack: Attacks an enemy physically. - Black Magic: Uses black, or oppressive magic against the opposition. Picking this lets you choose from all Black Magics you've learned thus far (listings are later on in this FAQ). - White Magic: Uses white, or helpful magic on one member or the entire party. By picking this, you get to choose from all White Magics you've learned so far (listings are later on in this FAQ). - Skills: Uses Skills, and then it takes you to a screen in which you can make a choices of which of the Skills that you have acquired on the Sphere Grid with that character thus far (listings are later in this FAQ). - Specials: Uses Specials, and then it takes you to a screen in which you can make a choices of which of the Specials that you have acquired on the Sphere Grid with that character thus far (listings are later on in this FAQ). - Item: With this command you can use any item that is not a Special Item. These include things like Potions and Phoenix Downs. Others are done with the command called "Use" which is originally Rikku's. -> *Summon*: Only Yuna can use this. You can use this command to summon forth great entities of power known as the "Aeons". There are many aeons in this game which you acquire either by going through temples throughout the story, or by doing extra sidequests (more on them later on). - Overdrive: You can access this by pressing left when on main Command Menu. This lets you to use Overdrives that characters have acquired or even their default Overdrives (more later on). - Trigger Commands: Only used in certain situations and scenerios in the game. These you access by pressing left at main Command Menu. Here's a full list: Talk: You can use this with ceratin characters only in Seymour battles. Pincer Attack: Surround Tros with Rikku and Tidus in Sunken Airship. Move Closer/Move Out: Used by Tidus and Rikku to move closer or farther when battling with Evrae before Bevelle area. Talk: Used only by Tidus when fighting Braska's Final Aeon to lower its deadly Overdrive guage. - Weapon: Let's you equip a new weapon while in battles. Only can use the ones you've acquired throughout the game so far though. This is accessed by pressing right on the main Command Menu (more on this later). - Armor: Let's you equip a new armor while in battles. Only can use the ones you've acquired throughout the game so far though. This is accessed by pressing right on the main Command Menu (more on this later). - Escape: Lets you run from the batle scene. This is accessible by pressing right on the main Command Menu. One chr at a time. - "Skip Turn": If you press Triangle button while it is a character's turn, it will automatically skip their turn and put them in Guard position. - "Exchange A Character": If you are during one of a character's turns and you press L1 button, you can exchange them out for a currently inactive character. -->> **AEONS' COMMAND SCREEN** <<-- - Attack: Attacks an enemy physically. - Black Magic: Uses black, or oppressive magic against the opposition. Picking this lets you choose from all Black Magics you've learned thus far (listings are later on in this FAQ). - White Magic: Uses white, or helpful magic on one member or the entire party. By picking this, you get to choose from all White Magics you've learned so far (listings are later on in this FAQ). - Skills: Uses Skills, and then it takes you to a screen in which you can make a choices of which of the Skills that you have acquired on the Sphere Grid with that character thus far (listings are later in this FAQ). - Specials: Uses Specials, and then it takes you to a screen in which you can make a choices of which of the Specials that you have acquired on the Sphere Grid with that character thus far (listings are later on in this FAQ). - Overdrive: You can access this by pressing left when on main Command Menu. This lets you to use Overdrives that characters have acquired or even their default Overdrives (more later on). - Unique Attack: Lets the aeons use their Unique attacks that no other person/ aeon in the game knows besides that aeon (more on this matter later). - Boost: This move is only accessible by pressing right on the main Command Menu. This will increase Overdrive bar raising, but at the expense of having a bit lower Defense stat. - Shield: This move is only accessible by pressing right on the main Command Menu. This move raises Defense stat, but at the expense of a mich slower Overdrive guage filling. Use when you can predict powerful boss move coming. - Dismiss: This move is only accessible by pressing right on the main Command Menu. It lets you send an aeon away from battle. 3. In-Battle Technical Information: ----------------------------------- - Pre-Emptive Strikes: In these kind of strikes, there will be the words up at the top of the screen which read "Pre-Emptive Strike". In this, it is about the exact opposite of Ambushes, because of instead of the enemy ambushing you and getting in all of their turns first, you will be the one to get in many, many turns in before the enemies even start to begin to scathe you at all. So, what this means is that the game completely and totally disregards Agility of all members and enemies, and lets your whole party get in turns before the opposing team does. Proceeding the usage of all characters turns during Pre-Emptive Strike, the CTB guage will again return to normal state in which Agility actually comes into play. You can raise your chances for Pre-Emptive Strike by putting Initiative ability onto one of your weapons, and you can get by customizing 6 Chocobo Feathers onto a weapon of your choosing. - Ambushes!: In this kinds of battle beginnings, there will be words up at the top of the screen which read "Ambushed". In this, it is the about the exact opposite of Pre-Emptive strikes, because instead of you attacking the enemy a lot first, it ambushes you and jumps you first before anything else happens, meaning that all enemy(ies) get their turn(s) in first before you can even begin to hurt them. Great Malboro is the Ambush masta'! So, what this means is that the game completely and totally disregards Agility of all members and enemies in the battle, and lets every and all enemies attacks you before your team does. Proceeding the usage of all enemies' turns during Ambushings, the CTB guage will again return to normal state in which Agility actually comes into play. You will definitely 100% guaranteed eliminate the chance of Ambushes by customizing First Strike onto *all* weapons. This is done using a Return Sphere on desired weapon to customize. =-=-=-=-=-=-=-=-= Taking Your Turns =-=-=-=-=-=-=-=-= 1. Using Attack Command: - Say a character attacked enemy with the Attack command and it had done 5000 damage, per se. This is with no other performance dehancing statuses in place, such as Power, Mental, Magic, or Armor Break attacks. Enemy takes its 5000 damage. Another outcome if we use this same number, is that we get Critical Hit in either by lucky coincidence or by having high Luck status, which would do 9999 damage with no Break Damage Limit, and about 10000 with Break Damage Limit on. If the enemy lives or dies, who cares, we still continue this informator. Now, we can assume that you have perhaps a weapon with abilities that inflict status augmentations. We will use Poison as first example: You do damage along with sometimes Poison effect if you're using Poisontouch, and almost guaranteed with Poisonstrike. So now whenever enemy gets their turn, they take damage by about almost always 1/4 of their *maximum* HP. So, if their HP is 20000, the done would be 5000 on the first attack, and 5000 every other turn it gets. Now, if you kill it with the attack, fight over, and sometimes, you might wonder what that "Overkill" that occasionally appears above defeated enemy means. This means that you killed it doing at, or over a certain pre-set amount that Square gave it (look in the Monster Encyclopaedia section for all info). Sometimes, certain fiends may be immune to physical attacks (only one I believe which is the Monster Arena's Jumbo Flan and if you count Neslug when in its shell). This means that the attack does absolutely no damage with no effect, it just will say "Immune". Sometimes, if you have weapons with elemental affinities on them, and the enemy absorbs that, it replenishes some of its health, like in this example: You encounter a Flame Flan in the Calm Lands, and you have Tidus attack it with a Flametounge weapon, it restores an amount of health that would've been the damage amount of the normal attack. Now, let's have an example in which an enemy is immune to a status imperfecting ability that is on a weapon: You encounter Great Malboro in either Sin or the Omega Ruins (and of course if you capture it for Monster Arena). You have Auron with a weapon that bears the customizable ability, Deathstrike. Attack is carried out, the words "Immune" then appear, negating any damage that would've, could've, and should've been inflicted. 2. Using Black Magic Command: Black Magic is of course the exact opposite of White Magic, and what it does is magic that can inflict damage on the enemy, therefore is oppressive magic. So, anyhow, time to begin with the examples just like with previous action: Say you use a Black Magic which does about 2000 damage to the opponent with no elemental preference. Another outcome if we use this same number, is that we get Critical Hit in either by lucky coincidence or by having high Luck status, which would do 4000 damage with no Break Damage Limit, and about 4000 with Break Damage Limit (no difference there besides probably a few random HPs because nothing is really exact). If the enemy lives or dies, who cares, we still continue this informator. Now, we take into consideration that they do have an elemental preference towards, say...Fire. What we would want to do is use Ice, or Holy magic, right? (I know Holy is White Magic, but since it does damage and is considered an elemental property, you can use it). You might also use Water against it too. But, let's say that you were a brand new player of the game and RPGs and didn't know any better, and you used Fire spell; this would make it regain HP by the same amount that would've been done by perhaps a Thunder spell to it. Now for next example: You encounter a Gemini (1,2) Inside Sin or even the Monster Arena. They have a strength, not an immunity, to both Lightning or Fire which means that the regular damage that would've taken occurrence is halved. So if you use Thunder, per se, and it would normally do 1000 damage, it would now do 500 damage instead. Now, it is time to give a representation of how things would outcome if you encountered an enemy with a weakness to an element: Say you had run into a Grat on the Mt. Gagazet Trail, which has a susceptibility to Fire element. You have Lulu use Fire spell on it and it will do double amount of normally prescribed damage. So say if it would usually do 3000 damage, it now would do 6000, got it? Now we move onto more advanced Black Magics. Now, there is a spell called Bio which causes Poison status, which can of course normally do 1/4 damage of enemy's current HP when they act. This doesn't do any pre-damage, however. Next, I will present two scenarios in which you use the spell Drain: First one is when you normally use it and drain any random amount of HP from the enemy and add it to your own. Next is one where a very interesting effect occurs. It is when the enemy is normally afflicted with Zombie status or when you cast it on them yourself. When you Drain from them then, you take damage yourself, that is the discrepency between said scenarios. Next is a quick explanation of what will happen with Demi: Demi does and rips away 1/4 HP from current HP as a Gravity- based move. There is of course a exception if the enemy has an immunity of the Demi spell in which "Immune" appears right above the screen of the television. That'll be it for Black Magic information. 3. Using White Magic Command: White Magic, as mentioned above in the Black Magic section, is the complete opposite of Black Magic. The reason being is that White Magic helps, and Black Magic damages (with one exception of Holy). Now, I will do what I've done with two previous commands with this one too: So, let us insinuate that Yuna perhaps uses Cure and it would normally recover 150 or so. Now, this can change due to many different circumstances to make it 75, heal opponent, but I'll get into those later, now, for more examples: Haste, we all know what it does, which is make characters speed up their rate of battle. This may be negated if Slow is used *after* Haste spell is used. If Haste is used after, it will negate Slow status if present. If there is Reflect spell status on character(s), the spell Haste will be sent at the enemies and this will of course speed up the enemy(ies) speed of battle. Then, we have the Slow effect, this is truly meant to be used against enemies, but if you wish to slow yourself a bit, feel free to use it. If you have an enemy with inherent Reflect or casted Reflect and you use this, it's reverted back to your character(s) and slow them down. If you have Reflect on your character(s) and it's used on them, it gets sent back at the opposition, these go without talking about if enemy is immune to them. Same this goes for Reflect spell. Now, we get back to example #1: If it is used on you, and you see that it is doing 75 damage with orange sphere around you, that means you're Shelled. Now, if you see that it bounces off and hits opponent with aqua energy shield in front of you, the means you're Reflected. Same goes with enemies in that example. Protect does not have anything to do with that example, but is still White Magic. We are now going to get to the next example in which you use the *only* White Magic spell that can actually do damage to its target, and that spell being Holy. It does Holy-elemental magic damage to enemy, unless it is immune to it, or the damage may be halved. This, like Ultima Black Magic, cannot be Reflected, but does whim to Shell effect. So that's all you need to know about White Magics. 4. Using Skill Command // Using Special Command: Since they're so alike (yet so different.:), I have decided to combine the two. Specials and Skills, hmm... I have alot to say about them, so get ready for it...:) They again, like White Magic and Black Magic, are basically completely opposites. Skills inflict damage/status effects of the enemy and will deduct MP for each usage (an example is Zombie Attack). Specials, on the other hand, are usually meant to help out your party and optimize their performance, and only some take MP away (a good example would be Flee). With Skills, it still comes down to another matter if enemy is immune to a certain status ailment, such as Juggernaut would be impervious to Zombie status attack. Take note that some Skill effects initiate an enemy to react in a certain way, such as using the Skill Mug against Nemesis would set off Ultima, but using its Special counter- part, Steal, would not trigger this event. There is also a Skill ability that enhances performance and gives you super-fast recovery time, that ability is of course Quick Hit which is on Tidus' Sphere Grid section. And then there are some other Skills which don't really inflict statuses (though they are considered status effects in theory), and those are the Breaks (Mental Berak, Power Break, Magic Break, and Armor Break). These abilities are used to lower those stats of the opposition; Power Break - decreases Str; Armor Break - decreases Def; Mental Break - decreases Mdef; Magic Break - decreases Mag. But again, I must reiterate that these statuses *do* whim to immunities, and will not take place if that particular foe is in fact immune. One more interesting note is that weapons effects in conjunction with Skills still take place, and that can work to your advantage or to your downfall... trust me... Now, as was previously mentioned, most Specials do not cost any MP, but the ones that do are Threaten- 12, Provoke- 4, Entrust- 8, Copycat- 28. But also note that for all MP-costing Specials and all Skills, the MP can be reduced to 0 with Three Stars, cut in 1/2 with Half MP Cost, and took to 1 with One MP Cost. Some of the Specials don't work on you, but are on some enemies, such as Threaten or Provoke, and some let you repeat actions (Copycat). One of these is imperative to learning all of Kimahri's Overdrives, and that's Lancet. Spare Change bypasses alot of enemy counters, but the downside of that is you lose Gil at the same time. Last one worth mentioning is Use, this is the only way (besides Rikku's Mix) that lets you utilize some of the game's rarer and more useful items such as Wings to Discovery. A few last notes: Specials have a smaller recovery timespan, whilst Skills have bigger ones. 5. Using Item Command: These are some of the things that keep you running in battle, and against most bosses in the game, you'd be lost without items. There are many types of items, ranging from onerous to roborant. For the oppressive and special-type items, you'll have to either do Rikku's Overdrive, Mix, or the move she originally starts out with and others have to learn by traveling to her part of Sphere Grid, Use. The useful and more curative items, which are used to heal HP, MP, or status ailments, can be accessed by the means of simply choosing this option. The max number of these items you can hold at once is 99x, but you can throw some away if you don't want too much of certain item. There are some discrepancies in which a restorative item can work against you such as in this insinuendo: If you heal say with a Potion, and it does damage (white numbers appear instead of green ones), it denotes that your character is under Zombie status. 6. Using Summon Command: This command is Yuna-exclusive (boy, would I like that command, then, mmm...:). In this action, Yuna summons forth the entities of great power, the aeons. They consist of Valefor, Ifrit, Ixion, Shiva, Bahamut, Yojimbo, Anima, and Magus Sisters - Cindy, Mindy, and Sandy. They then are the battlers for the rest of the bout, that is, unless you decide to use "Dismiss" command. They have a menu like characters', but, with few commands taken away and few commands added. And unlike previous FFs in which the summons did eye-candy fly-bys, the aeons stay and fight like normal party members. You expect to beat Penance otherwise? 7. Using Armor Command: Lets you change armors when in battle. An example: -> Say you were fighting Nemesis, and you forgot to switch to that "perfect" armor beforehand (god forbid). You'll need to waste one precious turn to get to that right armor. In this case it'd be Ribbon, Auto-Haste, Auto-Protect, Auto- Potion. That's how that works. 8. Using Weapon Command: Lets you change weapons when in battle. Another example: -> We'll now do scenario in which you should forget to equip the desired weapon for Bomb King which you had speant so much time customizing (hopefully). So, you'll choose Weapon command, and pick the weapon which has Break Damage Limit, Evade & Counter, and anything else. 9. Using Overdrive Command: Lets you use Overdrives when bar is full. A list...? Ok... - Tidus: Spiral Cut, Slice & Dice, Energy Rain, Blitz Ace - Auron: Dragon Fang, Shooting Star, Banishing Blade, Tornado - Yuna: Valefor, Ifrit, Ixion, Shiva, Bahamut, Anima, Yojimbo, Magus Sisters - Rikku: Grenade, Frag Grenade, Pineapple, Potato Masher, Cluster Bomb, Tallboy, Blaster Mine, Hazardous Shell, Calamity Bomb, Chaos Grenade, Heat Blaster, Firestorm, Brimstone, Burning Soul, Abaddon Flame, Snow Flurry, Icefall, Krysta, Winter Storm, Black Ice, Tunderbolt, Rolling Thunder, Lightning Bolt, Electroshock, Thunderblast, Waterfall, Flash Flood, Tidal Wave, Aqua Toxin, Dark Rain, Black Hole, Nega Burst, Super Nova/Sunburst, Ultra Potion, Panacea, Ultra Cure, Mega Phoenix, Final Phoenix, Elixir, Megalixir, Super Elixir, Final Elixir, NulAll, Hyper NulAll, Ultra NulAll, Mega NulAll, Mighty Wall, Mighty G, Hyper Mighty G, Super Mighty G, Vitality, Hyper Vitality, Mega Vitality, Mana, Hyper Mana, Mega Mana, FreedomX, Freedom, Quartet of 9, Trio of 9999, Hero Drink, Hot Spurs, Eccentric, Miracle Drink - Wakka: Elemental Reels, Attack Reels, Status Reels, Aurochs Reels - Kimahri: Jump, Fire Breath, Self-Destruct, Seed Cannon, Stone Breath, Thrust Kick, Doom, Aqua Breath, Bad Breath, White Wind, Mighty Guard, Nova - Lulu: Fire Fury, Fira Fury, Firaga Fury, Water Fury, Watera Fury, Waterga Fury, Blizzard Fury, Blizzara Fury, Blizzaga Fury, Thunder Fury, Thundara Fury, Thundaga Fury, Demi Fury, Bio Fury, Drain Fury, Osmose Fury, Death Fury, Ultima Fury, Flare Fury 10. Using Escape Command: Lets you run away from the scene of battle (one character at a time! That's why Flee is so much more effective). You can't run from storyline bosses, remember that... =-=-=-=-=-=-=-=-=-=-=-= OCCURING ENEMIES' TURNS =-=-=-=-=-=-=-=-=-=-=-= Here's a mammoth list of all enemies' attacks in the game. Argh... Achelous: Sonic Wave- Does magic damage, plus some non-elemental damage to all characters after 3 periods of 'Charge.' Attack- Physical damage against one person. Charging- After you attack it, it will start with the count to Sonic Wave. ------------------------------------------------------------------------------ Adamantoise: Breath- Hits everyone with fire elemental based magic. Earthquake- Non-elemental attack hits everyone in an earthquake. Attack- Physical damage against one person. ------------------------------------------------------------------------------ Aerouge: Thundara- Lightning based magic attack on one person. ------------------------------------------------------------------------------ Ahriman: Sonic Waves- Non-elemental damage on every character. Gaze Attack- Non-elemental damage to one, and sometimes adds Confuse. ------------------------------------------------------------------------------ Alcyone: Attack- Physical attack on one character. ------------------------------------------------------------------------------ Anacondaur: Stone Gaze- Petrify on one character. Sonic Tale- Non-elemental damage to one person. Attack- Physical damage on one character. ------------------------------------------------------------------------------ Anima: Oblivion- 16 physical hits to anyone randomly. For major damage. Pain- Non-elemental damage and death on only one person. Boost- Raises overdrive guage status a little. ------------------------------------------------------------------------------ Aqua Flan: Watera- Water based magic attack on one person. ------------------------------------------------------------------------------ Arms (Sinspawn Gui): The Arms Regenerated!- Once a couple of times after killed off arms regenerate. ------------------------------------------------------------------------------ Bandersnatch: Attack- Physical damage to one character. ------------------------------------------------------------------------------ Barbatos: Body Splash- Physical damage unto every active character. Mortar- Non-elemental damage to everyone. Is a counter once pierced and also on random normal turns. Attack- Physical damage on one person. ------------------------------------------------------------------------------ Bashura: Attack Twice- Physical damage x 2 on one person. Attack- Physical damage on one person. Dukes Up- It is used sorta as a counter after it has sustained about 9501 of damage. ------------------------------------------------------------------------------ Basilisk: Attack- Physical damage against one person only. Stone Gaze- Petrification on one. ------------------------------------------------------------------------------ Bat Eye: Gaze Attack- Non-elemental damage and and sometimes Confuse on one character. ------------------------------------------------------------------------------ Behemoth: Heave- Physical damage on solely one character. Attack- Physical damage on one character. Thundara- Lightning based magic attack on one character. ------------------------------------------------------------------------------ Behemoth King: Meteor- After death it uses Meteor for Physical damage for everyone. Tail- Physical damage on one person. Attack- Physical damage on only one character. Flare- Magically based non-elemental damage for one character alone. Mighty Guard- NulAll, Protect, and Shell on its ownself. Thundara- Lightning based magic attack on one character. ------------------------------------------------------------------------------ Biran: Berserk- Berserk status on himself. Bulldoze- Physical damage. Mighty Guard- NulAll, Shell, Protect on himself. Blizzard- Ice based magic attack on one character. Thunder- Lightning based magic attack on one character. ------------------------------------------------------------------------------ Bite Bug: Attack- Physical damage on one character and Poison sometimes. ------------------------------------------------------------------------------ Black Element: Demi- Takes away 1/4 of current HP. Flare- Non-elemental magic damage on one character. Berserk- Beserk status on one character. ------------------------------------------------------------------------------ Blue Element: Watera- Water based magic attack on one character. ------------------------------------------------------------------------------ Bomb: Fire- Fire based magic attack on one character. Attack- Physical damage on one person. Swell Up- Grows larger after every damage or rejuvenation it takes. Self-Destruct- After three "Swell Ups" it does Fire damage by exploding, and as somewhat of a counter attack on last character to act. ------------------------------------------------------------------------------ Bomb: Fire- Fire based magic attack on one character. Attack- Physical damage on one person. Swell Up- Grows larger after every damage or rejuvenation it takes. Self-Destruct- After three "Swell Ups" it does Fire damage by exploding, and as somewhat of a counter attack on last character to act. ------------------------------------------------------------------------------ Buer: Gaze Attack- Non-elemental damage and and sometimes Confuse on one character. ------------------------------------------------------------------------------ Bunyip: Attack- Physical damage on one character. ------------------------------------------------------------------------------ Cactuar: 10000 Needles- Does 10000 of physical damage as a special attack. Run Away- Flees from battle. Attack- Physical damage on one person. ------------------------------------------------------------------------------ Cave Iguion: Attack- Physical damage one one character with sometimes silence, and petrify. ------------------------------------------------------------------------------ Chimera: Megiddo Flame- Fire damage on one person. Used by the bull part of Chimera. Thundara- Lightning based magic attack on one character. Used by the Snake part of Chimera. Aqua Breath- Water damage on all characters. Used by the eagle part of Chimera. Attack- Physical damage on one character. ------------------------------------------------------------------------------ Chimera: Megiddo Flame- Fire damage on one person. Used by the bull part of Chimera. Thundara- Lightning based magic attack on one character. Used by the Snake part of Chimera. Aqua Breath- Water damage on all characters. Used by the eagle part of Chimera. Attack- Physical damage on one character. ------------------------------------------------------------------------------ Chimera Brain: Megiddo Flame- Fire damage on one person. Used by the bull part of Chimera. Thundara- Lightning based magic attack on one character. Used by the Snake part of Chimera. Aqua Breath- Water damage on all characters. Used by the eagle part of Chimera. Attack- Physical damage on one character. ------------------------------------------------------------------------------ Chocobo Eater: Fist of Fury- Physical damage on one character, after 1 turn charge of "You're Next!" You're Next!- Charges once on a turn and then unleashes Fist of Fury. Blizzard- Ice based magic attack on one character. Attack- Physical damage on only one person. Attack 2- Physical and gravity damage on all of your characters lowers HP by a set percentage, about 75%. ------------------------------------------------------------------------------ Coeurl: Thundara- Lightning based magic attack on one character. Blizzara- Ice based magic attack on one character. Drain- Counter attack after it has lost 33% of health, drains part of one person's HP and adds it to Coeurl's. Blaster- Counter Attack after it has lost 33% of health, uses Petrification on one character. Silence- Inflicts Silence to one person. ------------------------------------------------------------------------------ Condor: Attack- Physical damage on one character. ------------------------------------------------------------------------------ Crawler: Assault- Counter if attacked in any way shape or form whatsoever with physical damage. Mana Beam- Non-elemental magic damage to all characters after 3 turns of "Mana Beam in -> [???] turn(s). Gatling Gun- 8 physically damaging hits consectively and randomly. Mana Beam Interrupted!- If while counting down to Mana Beam it creates another Negator, the Mana Beam will be "negated." Mana Beam in 3 Turns- Signifies Mana Beam in 3 turns. Mana Beam in 2 Turns- Signifies Mana Beam in 2 turns. Mana Beam in 1 Turn- Signifies Mana Beam in 1 turn. ------------------------------------------------------------------------------ Dark Element: Bio- Poison on one character. Osmose- Drains part of one character's MP and adds it to Dark Element's. Drain- Drains part of one character's HP and adds it to Dark Element's. Reflect- Casts Reflect on itself. Fira- Fire based magic attack on one character. Watera- Water based magic attack on one character. Blizzara- Ice based magic attack on one character. Thundara- Lightning based magic attack on one character. ------------------------------------------------------------------------------ Dark Flan: Flare- Non-elemental magic damage on one character. White Wind- It recovers health as a counter attack after it has sustained enough damage. Bio- Poison on one character. Osmose- Drains part of one character's MP and adds it to Dark Flan's. Drain- Drains part of one character's HP and adds it to Dark Flan's. Demi- Depletes 1/4 of all characters current HP. ------------------------------------------------------------------------------ Defender: Haymaker- Physical damage on one character. Attack- Physical damage on one person. ------------------------------------------------------------------------------ Defender X: Blast Punch- Occasional counter and physical gravity attack, takes away a percentage of 50 current HP, and will delay your next turn of that one character. Attack- Physical damage to one person. Slowga- Puts the slow status on all people. Haymaker- Physical damage on one character. Mighty Guard- NulAll, Shell, Protect on itself. ------------------------------------------------------------------------------ Defender Z: Haymaker- Physical damage on one character. Attack- Physical damage on one character. Blast Punch- Occasional counter and physical gravity attack, takes away a percentage of 50 current HP, and will delay your next turn of that one character. Counters after HP is about 21149 or even less. ------------------------------------------------------------------------------ Demonolith: Pharaoh's Curse- Counters after an attack, Poison, Silence, Dark, Curse on the one character that strikes it. Breath- Petrification on all characters. Attack- Physical damage on one person. ------------------------------------------------------------------------------ Dingo: Attack- Physical damage on one character. ------------------------------------------------------------------------------ Dinonix: Attack- Physical damage and sometimes silence and petrification on one person. ------------------------------------------------------------------------------ Dual Horn: Gore- Physical damage on one character. Attack- Physical damage on one character. ------------------------------------------------------------------------------ Dual Horn: Gore- Physical damage on one character. Attack- Physical damage on one character. ------------------------------------------------------------------------------ Epaaj: Blades- On every 8th go, it uses physical damage on one character. Attack- Physical damage and poison on one person. ------------------------------------------------------------------------------ Evil Eye: Gaze Attack- Non-elemental damage and and sometimes Confuse on one character. ------------------------------------------------------------------------------ Evil Eye: Gaze Attack- Non-elemental damage and and sometimes Confuse on one character. ------------------------------------------------------------------------------ Evrae: Stone Gaze- Petrification on one person. Attack- Physical damage on one person. Inhale- Starts the count for it's Poison Breath attack. Swooping Scythe- Occasional counter, physical damage, ship is far away, if Evrae has minimal Hit Points left, and is executed on every person. Too Far For Breath- Means you are too far from Evrae for it to execute Poison Breath. Poison Breath- Poisons and uses non-element magic damage attack on everyone, and only after one turn of charging, during inhalation. Haste- Speeds up it's own next turn on itself. Photon Spray- 8 non-elementally magically damaging hits consectively and randomly. ------------------------------------------------------------------------------ Evrae Altana: Attack- Physical damage on one person. Stone Gaze- Petrification on one person. Photon Spray- Poisons and uses non-element magic damage attack on everyone, and only after one turn of charging, during inhalation. ------------------------------------------------------------------------------ Exoray: Firaga- Fire based magic attack on one character. Pollen- Uses as a counter, and inflicts everyone with Darkness, Poison, and Silence. ------------------------------------------------------------------------------ Extractor: Depth Charges- Physical damage and Darkness on everyone as a special attack. Aqua Shooter- Water damage on one person. Readying Depth Charges- Starts count for Depth Charges. ------------------------------------------------------------------------------ Fallen Monk (Bayonette Rifle): Attack- Physical damage to one and sometimes Zombie. ------------------------------------------------------------------------------ Fallen Monk (Flame Throwing Gun): Attack- Fire damage on all every character. ------------------------------------------------------------------------------ Flame Flan: Firaga- Fire based magic attack on one character. ------------------------------------------------------------------------------ Floating Death: Sonic Waves- Non-elemental damage on all peoples. Gaze Attack- Non-elemental damage and Confuse on one person. ------------------------------------------------------------------------------ Floating Eye: Gaze Attack- Non-elemental damage and Confuse on one person. ------------------------------------------------------------------------------ Funguar: Pollen- Counter, afflicts everbody with Sleep. Fire- Fire based magic attack on one character. ------------------------------------------------------------------------------ Gandarewa: Thunder- Lightning based magic attack on one character. ------------------------------------------------------------------------------ Garm: Attack- Physical damage on one character. And sometimes Sleep, Silence. ------------------------------------------------------------------------------ Garuda: Sonic Boom- Physical damage on every person. Attack- Physical damage on one character. And sometimes Darkness. ------------------------------------------------------------------------------ Garuda: Sonic Boom- Physical damage on every person. Attack- Physical damage on one character. And sometimes Darkness. ------------------------------------------------------------------------------ Garuda: Sonic Boom- Physical damage on every person. Attack- Physical damage on one character. And sometimes Darkness. ------------------------------------------------------------------------------ Gemini: Reaper- Physical damage to every character. Leaping Swing- Physical damage on one. Attack- Physical damage on one person. ------------------------------------------------------------------------------ Gemini: Reaper- Physical damage to every character. Leaping Swing- Physical damage on one. Attack- Physical damage on one person. ------------------------------------------------------------------------------ Geneaux (Tentacles[s]): Tentacles absorb magic!- While alive, they aborb any magic directed at Geneaux. Attack- Physical damage on one person. ------------------------------------------------------------------------------ Geosgaeno: Bite- Physical damage on one character. Stone Punch- Petrifies and shatters one character. KO Punch- KO's one character. ------------------------------------------------------------------------------ Ghost: Fira- Fire based magic attack on one character. Thundara- Lightning based magic attack on one character. Watera- Water based magic attack on one character. Blizzara- Ice based magic attack on one character. Doom- Begins 4 counts until Death. ------------------------------------------------------------------------------ Gold Element: Thunder- Lightning based magic attack on one character. ------------------------------------------------------------------------------ Grat: Seed Burst- Physical damage on one person. And sometimes Confuse. Seed Cannon- Physical damage to one character. ------------------------------------------------------------------------------ Great Malboro: Bad Breath- Inflicts Slow, Poison, Silence, Berserk, Confusion and Darkness on character. Eat- Physical damage on one person as a counter. Acid Juice- Physical damage on one character. ------------------------------------------------------------------------------ Grenade: Fire- Fire based magic attack on one character. Attack- Physical damage on one person. Swell Up- Grows larger after every damage or rejuvenation it takes. Self-Destruct- After three "Swell Ups" it does Fire damage by exploding, and as somewhat of a counter attack on last character to act. ------------------------------------------------------------------------------ Grendel: Attack- Physical damage on one person. Gore- Physical damage on one person. Charging- Starts count to Flame Ball. Flame Ball- Fire damage to all, after 1 count of "Charging." ------------------------------------------------------------------------------ Grothia: Fira- Fire based magic attack on one character. Meteor Strike- Non-elemental magic damage on one character. Hell Fire- Super Fire damage on all characters. Attack- Physical damage on one character. ------------------------------------------------------------------------------ Guado Guardian: Thunder- Lightning based magic attack on one character. Water- Water based magic attack on one character. Blizzard- Ice based magic attack on one character. Fire- Fire based magic attack on one character. Shremedy- Inflicts Confuse on one person. Protect- Halves all physical damage attacks. Remedy- Heals abnormal status done to leader (Seymour). Auto-Potion- After any damage is done, counter attacks by auto-healing. ------------------------------------------------------------------------------ Guado Guardian: Confuse- Inflicts Confuse on one character. Fira- Fire based magic attack on one character. NulFrost- Negates ice oriented attacks onto himself. Silence- Inflicts Silence on one person. Reflect- Casts Reflect on one. ------------------------------------------------------------------------------ Guado Guardian: Confuse- Inflicts Confuse on one character. Fira- Fire based magic attack on one character. NulFrost- Negates ice oriented attacks onto himself. Silence- Inflicts Silence on one person. Reflect- Casts Reflect on one. ------------------------------------------------------------------------------ Halma: Attack- Physical damage on one person, and sometimes Slow. ------------------------------------------------------------------------------ Head (Sinspawn Gui): Thunder- Lightning based magic attack on one character. Venom- Inflicts Poison to one as a special attack. The head stops moving!- Get this to happen by hitting it (Wakka's ball, or a a magical strike). The head is moving suspiciously!- Starts the count to Venom. ------------------------------------------------------------------------------ Ice Flan: Blizzara- Ice based magic attack on one character. ------------------------------------------------------------------------------ Iguion: Attack- Physical damage on one person, and sometimes Silence and Petrify. ------------------------------------------------------------------------------ Imp: Thundaga- Thunder based magic attack on one character. ------------------------------------------------------------------------------ Ipiria: Attack- Physical damage on one person, and sometimes Silence and Petrify. ------------------------------------------------------------------------------ Iron Giant: Reaper- Every 4 turns he does it, physical damage to all characters. Attack- Physical damage on one person. Leaping Swing- After being "Provoked" he does it for physical damage to only one person. ------------------------------------------------------------------------------ Killer Bee: Attack- Physical damage to one, and sometimes Poisoning occurs. ------------------------------------------------------------------------------ Kimahri: Jump- Physical damage on one. Attack- Physical damage on one. ------------------------------------------------------------------------------ Klikk: Attack- Physical damage on one character. ------------------------------------------------------------------------------ Kusariqqu: Thunder Breath- Lightning damage one everybody. Attack- Physical damage to one person. ------------------------------------------------------------------------------ Lamashtu: Blizzard Breath- Ice damage on everybody. Attack- Physical damage to one person. ------------------------------------------------------------------------------ Land Worm: Readying Quake- Starts count to Earthquake. Attack- Physical damage on one person. Earthquake- On every 7th go, it uses it for non-elemental magic damage. Regurgitate- After 5 hits on it, it'll spit up any swallowed character, and'll Delay the spat up character's next go around. Swallow- After 10 hits on it, it'll swallow a character from the fight. ------------------------------------------------------------------------------ Larva: Fire- Fire based magic attack on one character. Thundara- Lightning based magic attack on one character. ------------------------------------------------------------------------------ Left Fin: Gravija- Takes of 75% of current HP through Gravity magic. Negation- Occasional counter, it could be on itself or it could be on everyone. It negates every bad status ailment on itself, or when on everybody, it'll do the same plus remove all good effects from your party. Attack- Physical damage plus Delay effect on the entire party. Core gathers energy!- Starts count for Gravija. Sin remains motionless- It does not take it's current respective turn. ------------------------------------------------------------------------------ Lord Ochu: Water- Water based magic attack on one character. Earthquake- If awoken, it uses physical and gravity attack ripping off 50% of Ochu's current HP. Poison Claw- Physical damage and Poison on one person. Lord Ochu falls asleep- After it has lost 1/2 or more of it's max HP, it'll fall asleep and start restorating under the Regen status. And if it is awoken it'll deliver Earthquake. ------------------------------------------------------------------------------ Machea: Blades- On every 8th go, it uses physical damage on one character. Attack- Physical damage and Poison on one person. ------------------------------------------------------------------------------ Maelspike: Maelstrom- Non-elemental magic damage on every character. Rush- Physical damage on one person. Attack- Physical damage on one person. ------------------------------------------------------------------------------ Mafdet: Attack- Physical damage to one person, and occasionally Slow. ------------------------------------------------------------------------------ Magic Urn: Wrong!- If you hit the incorrect current eye it will explode on you like a counter. Bingo!- If you hit the correct current eye it will give you an item like a counter. Self-Destruct- If you get a "Wrong!" it'll explode for non-elemental magic damage on you. ------------------------------------------------------------------------------ Malboro: Acid Juice- Physical damage on one character. Bad Breath- inflicts Slow, Poison, Silence, Berserk, Confusion and Darkness on character. ------------------------------------------------------------------------------ Mandragora: Attack- Physical damage and Poison on one person. Ochu Dance- Inflicts everyone with Confuse, Darkness, Slow, Silence. It will use it after it has been left with about 15500 HP or even less than that. Earthquake- Physical damage on all of the people. ------------------------------------------------------------------------------ Master Coeurl: Thundaga- Lightning based magic attack on one character. Drain- Drains part of one character's HP and adds it to Master Coeurl's. Blaster- Inflicts Petrification on one person after it has less than 33% HP of health. Blizzaga- Ice based magic attack on one character. ------------------------------------------------------------------------------ Master Tonberry: Voodoo- If it has an aeon for opposition, it will attack it with Voodoo for physical damage. Karma- Counter attack is used on one person, and the damage done is calculated by 10x the amount of fiends that person has defeated, only before Chef's Knife will you be able to see him use it (not that you would really want to see it done). And is a special attack. Chef's Knife- After it moves towards you 4 times it will use it for physical damage. Move Closer- It will move closer to your party for 4 turns, then you'll see a Chef's Knife. ------------------------------------------------------------------------------ Maze Larva: Fire- Fire based magic attack on one character. Watera- It may be used on one character or itself. If used on itself it will heal, but if on you it will deal Water based magic attack on one person. It raises its Magic by 4. ------------------------------------------------------------------------------ Mech Defender: Attack- Physical damage to one character. ------------------------------------------------------------------------------ Mech Guard: Attack- Physical damage on one person. ------------------------------------------------------------------------------ Mech Gunner: Attack- Physical damage on one person. ------------------------------------------------------------------------------ Mech Hunter: Attack- Physical damage on one person. ------------------------------------------------------------------------------ Mech Leader: Electrocute- Lightning damage to one character. Attack- Physical damage on one character. ------------------------------------------------------------------------------ Mech Scouter: Attack- Physical damage to one character. ------------------------------------------------------------------------------ Melusine: Attack- Physical damage to one character. And sometimes Silence and Petrify. ------------------------------------------------------------------------------ Mimic (Petrifying Snake): Attack- Physical damage to one character. ------------------------------------------------------------------------------ Mimic (Giant Bird): Attack- Physical damage to one character. ------------------------------------------------------------------------------ Mimic (Armored Mole): Attack- Physical damage to one character. ------------------------------------------------------------------------------ Mimic (Horned Beast): Attack- Physical damage to one character. ------------------------------------------------------------------------------ Mi'ihen Fang: Attack- Physical damage to one person. ------------------------------------------------------------------------------ Mortibody: Shattering Claw- If the one person was afflicted with Petrification, that character will also become shattered. Cura- Restores a mediocre amount of HP to Seymour. Mortibsorption- Once it is KO'd, it'll drain some of Seymour's health to give some of it's own. Will varie and range from 4000 to 3000 to 2000 to 1000 then it stays at 1000. Fire- Fire based magic attack on one character. Blizzard- Ice based magic attack on one character. Thunder- Lightning based magic attack on one character. Water- Water based magic attack on one character. Desperado- Will remove all positive status effects from the whole party. ------------------------------------------------------------------------------ Mortiorchis: Mortibsorption- Once it is KO'd, it'll drain some of Seymour's health to give some of it's own. Will varie and range from 4000 to 3000 to 2000 to 1000 then it stays at 1000. Cross-Cleave- Physical damage unto one character. Total Annihilation- It does non-elemental magical damage to all, then attacks varying anywhere from 6-8 hits. After that, it attacks again using non-elemental magic damage. Full-Life- Will kill one person that is under Zombie from Lance of Atrophy. Slowga- Puts the Slow status onto every character. Mortiorchis: Ready to annihilate!- Starts count for Total Annihilation. Mortiorchis: Auto-Attack mode!- It will begin to execute Total Annihilation. ------------------------------------------------------------------------------ Murussu: Attack- Physical damage to one person. And sometimes Slow. ------------------------------------------------------------------------------ Mushussu: Flame Breath- Fire damage on everyone. Attack- Physical damage on one person. Occasional Slow. ------------------------------------------------------------------------------ Nebiros: Attack- Physical damage one one person, and sometimes Poison. ------------------------------------------------------------------------------ Negator: Negator disables all magic and summoning!- While the Negator is up in the fight, you cannot use magic nor summoned aeons. ------------------------------------------------------------------------------ Nidhogg: Flame Breath- Fire damage on everyone. Attack- Physical damage on one person. Occasional Slow. ------------------------------------------------------------------------------ Oblitzerator: Blitzball Rush- 12 hits of physical damage distributed randomly and also consecutively between all characters that are chosen. Mute Ball- Counter attacks with it if gets magic used on it. Physical damage as well as Silence is done with this. Blind Ball- Counter attacks with it if gets physically attacked. Physical damage as well as Darkness is done with this. ------------------------------------------------------------------------------ Ochu: Ochu Dance- Inflicts everyone with Confuse, Darkness, Slow, Silence. It will use it after it has been left with about 15500 HP or even less than that. Attack- Physical damage on one person. Sometimes with Poison, too. ------------------------------------------------------------------------------ Octopus: Attack- Physical damage on one character. Sometimes with Slow. ------------------------------------------------------------------------------ Ogre: Attack Twice- Physical damage x 2 on one person. Attack- Physical damage on one person. Dukes Up- It is used sorta as a counter after it has sustained about 4801 of damage or more. ------------------------------------------------------------------------------ Omega Weapon: Demi- Takes away 25% of the whole party's current HP with gravity magic. Nova- Non-elemental magic damage on all characters. 8000 damage. Ultima- Non-elemental magic damage on all characters. 5000 Attack- Physical damage on everyone. 8000 damage. Break- Inflicts Petrification on one person. Confuse- Inflicts Confusion on one person. Core Energy- Non-elemental magic damage on one character. 6000 damage. Shimmering Rain- It is a special attack that can't be cut in half in damage on everybody. 3200 damage. ------------------------------------------------------------------------------ Phlegyas: Sonic Wave- Does magic damage, plus some non-elemental damage to all characters after 3 periods of 'Charge.' Attack- Physical damage against one person. Charging- After you attack it, it will start with the count to Sonic Wave. ------------------------------------------------------------------------------ Piranha: Attack Physical damage to one person. ------------------------------------------------------------------------------ Pterya: Energy Ray- Non-elemental magic damage to one character. Sonic Wings- Delay and physical damage to one person. Attack- Physical damage on one. ------------------------------------------------------------------------------ Puroburos: Firaga- Fire based magic attack on one character. Attack- Physical damage on one person. Swell Up- Grows larger after every damage or rejuvenation it takes. Self-Destruct- After three "Swell Ups" it does Fire damage by exploding, and as somewhat of a counter attack on last character to act. ------------------------------------------------------------------------------ Qactuar: 1000 Needles- Strikes one character with 1000 physical damage as a special attack. Run away- Flees from battle. Attack- Physical damage on one. ------------------------------------------------------------------------------ Ragora: Seed Cannon- Physical damage to one person. ------------------------------------------------------------------------------ Raldo: Attack- Physical damage on one character. And sometimes Slow status. ------------------------------------------------------------------------------ Raptor: Attack- Physical damage on one, sometimes Petrification or Silence can occur. ------------------------------------------------------------------------------ Red Element: Fire- Fire based magic attack on one character. ------------------------------------------------------------------------------ Remora: Attack- Physical damage on one character. Rush- Physical damage on one person. Maelstrom- Non-elemental attack on every person once HP is below the 1000 mark. ------------------------------------------------------------------------------ Right Fin (Sin): Gravija- Takes of 75% of current HP through Gravity magic. Negation- Occasional counter, it could be on itself or it could be on everyone. It negates every bad status ailment on itself, or when on everybody, it'll do the same plus remove all good effects from your party. Attack- Physical damage plus Delay effect on the entire party. Core gathers energy!- Starts count for Gravija. Sin remains motionless- It does not take it's current respective turn. ------------------------------------------------------------------------------ Sahagin: Attack- Physical damage on one character. ------------------------------------------------------------------------------ Sahagin: Attack- Physical damage on one character. ------------------------------------------------------------------------------ Sahagin: Attack- Physical damage on one character. ------------------------------------------------------------------------------ Sahagin Chief: Attack- Physical damage on one character. ------------------------------------------------------------------------------ Sandragora: Seed Burst- This attack, which is done on one character, will do Confuse stat as well as some physical damage. ------------------------------------------------------------------------------ Sanctuary Keeper: Regen- Casts Regen on itself. Gradually restores HP. Esuna- Negates any statuses on itself. Curaga- Restores an impressive amount of HP back to itself. Mana Breath- Non-elemental magic damage on one person. Tail Sweep- It is a counter attack on all characters, and does Delay plus some physical damage. Reflect- Reflects some spells on itself. Attack- Physical damage on one person. Photon Wings- Induces Darkness, Sleep, Curse, Silence, Confuse on all as a special attack. Haste- Casts the Haste status on itself in order to speed itself in the fight with you. Protect- Casts Protect on itself and cuts physical damage in 1/2. ------------------------------------------------------------------------------ Sandragora: Seed Burst- Physical damage on one person and also Confuse. ------------------------------------------------------------------------------ Sand Wolf: Attack- Physical damage on one, and sometimes Sleep and Silence. ------------------------------------------------------------------------------ Sand Worm: Readying Quake- Starts count to Earthquake. Attack- Physical damage on one person. Earthquake- On every 7th go, it uses it for non-elemental magic damage. Regurgitate- After 5 hits on it, it'll spit up any swallowed character, and'll Delay the spat up character's next go around. Swallow- After 10 hits on it, it'll swallow a character from the fight. ------------------------------------------------------------------------------ Seymour: Multi-Thundara- Lightning based magic attack on two characters. Thundara- Lightning based magic attack on one character. Multi-Blizzara- Ice based magic attack on two characters. Blizzara- Ice based magic magic attack on one character. Multi-Watera- Water based magic attack on two characters. Watera- Water based magic attack on one character. Multi-Fira- Fire based magic attack on two characters. Fira- Fire based magic attack on one character. Shell- Damage received by magic is cut in half, and it's on himself. Summon Anima- Summons the aeon Anima after killing both Guado Guardians. ------------------------------------------------------------------------------ Seymour Flux: Flare- Non-elemental magic damage on one person. Lance of Atrophy- Physical damage and Zombie status to one character. Banish- Counter attack on an aeon, and makes them get killed automatically no matter what. Protect- Damage received by physical attacks is cut in half. Dispel- Nullifies all good status ailments from your entire group. Failed counterstrike- Seymour casts Flare on himself. Reflect- Reflects some spells on himself. Seymour watches... and waits- He skips a turn for now. ------------------------------------------------------------------------------ Seymour Natus: Break- Uses Petrification on one person. Banish- Counter attack on an aeon, and makes them get killed automatically no matter what. Multi-Blizzara- Ice based magic attack on two characters. Multi-Fira- Fire based magic attack on two characters. Multi-Watera- Water based magic attack on one character. Multi-Thundara- Lightning based magic attack on one character. Protect- Damage received by physical attacks is cut in half. Flare- Non-elemental magic damage on one person. ------------------------------------------------------------------------------ Seymour Omnis: Dispel- Nullifies all good status ailments from your entire group. Ultima- Non-elemental magic damage on every person. Thundara- Lightning based magic attack on one character. Fira- Fire based magic attack on one character. Watera- Water based magic attack on one character. Blizzara- Ice based magic attack on one character. Thundaga- Lightning based magic attack on one character. Firaga- Fire based magic attack on one character. Waterga- Water based magic attack on one character. Blizzaga- Ice based magic attack on one character. ------------------------------------------------------------------------------ Shred: Attack- Physical damage on one character, and sometimes Slow. ------------------------------------------------------------------------------ Simurgh: Attack- Physical damage on one, sometimes Darkness. ------------------------------------------------------------------------------ Sin (Fin): Switch Location- Moves to a different spot. ------------------------------------------------------------------------------ Sin (Core): Gravija- Takes of 75% of current HP through Gravity magic on everyone including it's own self but only you take damage if it is in it's shell at the particular point in time. Negation- Takes off bad statuses from itself, and good statuses from your whole entire party. Core is innactive- If Genais is in, it does not act. Core gathers energy- Starts count to Graviga. Blizzard- Ice based magic counter attack on all characters. Water- Water based magic counter attack on all characters. Thunder- Lightning based magic counter attack on all characters. Fire- Fire based magic counter attack on all characters. ------------------------------------------------------------------------------ Sin: Attack- Petrification or Confuse on one character, as a counter and as a some what of a special. Drawn to Sin- Your ship gets pulled towards Sin, like an orbit. Giga-Graviton- Game Over. ------------------------------------------------------------------------------ Sinscale: Attack- Physical damage to one character. Spines- After charging for one go, it'll do physical damage to one character. Wings start to flicker- Starts count for Spines. ------------------------------------------------------------------------------ Sinscale: Attack- Physical damage to one character. Spines- After charging for one go, it'll do physical damage to one character. Wings start to flicker- Starts count for Spines. ------------------------------------------------------------------------------ Sinscale: Attack- Kills themselves to damage you with physical damage. Sorta like the physical type version of Self-Destruct. ------------------------------------------------------------------------------ Sinspawn Ammes: Demi- Takes away 20% of everyones current HP as a gravity attack. ------------------------------------------------------------------------------ Sinspawn Echuilles: Drain Touch- Drains HP and adds to Echuilles and physical damage. Blender- On every 3rd turn it uses it for non-elemental magic damage. ------------------------------------------------------------------------------ Sinspawn Genais: Cura- Restores a mediocre amount of HP to itself. Thrashing- Physical damage to everyone. Venom- Non-elemental magic damage as well as Poison to one person. Sigh- Non-elemental magic damage as well as Darkness to every character. Magic absorbed- It absorbs all magic directed a the Core. Waterga- Water based magic attack on one character. ------------------------------------------------------------------------------ Sinspawn Geneaux: Water- Water based magic attack on one character. Staccato- Physical damage on everybody. Venom- Physical damage and Poison to one. Sigh- Non-elemental magic damage to every character. ------------------------------------------------------------------------------ Sinspawn Gui: Attack- Physical damage on one character. Demi- Takes off 25% of current Hp from everybody. ------------------------------------------------------------------------------ Skoll: Attack- Physical damage on one character. Sometimes adds Sleep and Silence. ------------------------------------------------------------------------------ Snow Flan: Blizzard- Ice based magic attack on one character. ------------------------------------------------------------------------------ Snow Wolf: Attack- Physical damage on one character. Sometimes adds Sleep and Silence. ------------------------------------------------------------------------------ Spathi: Mega Flare- Non-elemental magic damage on all characters. Countdown- Charges for Mega Flare ------------------------------------------------------------------------------ Spectral Keeper: Attack- Counter attack against 3 people as long as their platforms are running side-by-side. Glyph Mine- Detonates a mine on a certain platform, only receive damage if a person is currently on the platform. Berserk Tail- Physical damage on one person, and Berserk. ------------------------------------------------------------------------------ Spherimorph: Press- Tears off 50% of everybody's HP as a gravity attack. Attack- Physical damage on one character. Elemental Shift- If you hit it with the correct corresponding element, it'll change to a different one. Thunder- Lightning based magic attack on all or one character(s) if in the right Elemental Shift. Fire- Fire based magic attack on all or one character(s) if in the right Elemental Shift. Water- Water based magic attack on all or one character(s) if in the right Elemental Shift. Blizzard- Ice based magic attack on all or one character(s) if in the right Elemental Shift. ------------------------------------------------------------------------------ Spirit: Poison Mist- Non-elemental magic damage and counter on all people and inflicts Confuse, Poison. White Wind- If Provoked it will use it on all characters and restores HP. Fira- Fire based magic attack on one character. Watera- Water based magic attack on one character. Blizzara- Ice based magic attack on one character. Thundaga- Lightning based magic attack to either heal itself or on only one of your characters. ------------------------------------------------------------------------------ Splasher: Self-Destruct- As a final move on occasion it will do it for physical damage to one, and only if it is one Splasher. Attack- Physical damage and Poison sometimes if a multi grouped Splashers do, but if one Splasher does it only physical damage occurs. ------------------------------------------------------------------------------ Swamp Mafdet: Attack- Physical damage on one character. Occasional Slow effect. ------------------------------------------------------------------------------ Thorn: Pollen- Inflicts Darkness, and Sleep as a counter attack. Fira- Fire based magic attack on one character. ------------------------------------------------------------------------------ Thunder Flan: Thunder- Lightning based magic attack on one character. ------------------------------------------------------------------------------ Tonberry: Voodoo- If it has an aeon for opposition, it will attack it with Voodoo for physical damage. Karma- Counter attack is used on one person, and the damage done is calculated by 10x the amount of fiends that person has defeated, only before Chef's Knife will you be able to see him use it (not that you would really want to see it done). And is a special attack. Chef's Knife- After it moves towards you 4 times it will use it for physical damage. Move Closer- It will move closer to your party for 4 turns, then you'll see a Chef's Knife. ------------------------------------------------------------------------------ Tros: Attack- Physical damage on one person. Nautilus- Physical damage on all, has to have been energized by at least one other turn. Tentacles- Physical damage against one character. ------------------------------------------------------------------------------ Ultima Weapon: Holy- Holy based magic attack on all characters. Core Energy- Non-elemental magic damage on one person. Silence- Induces Silence to one character. Attack- Physical damage on one. Sleep- Induces Sleep to one character. Shimmering Rain- Damage to all as a special attack. Break- Induces Petrification to one person. ------------------------------------------------------------------------------ Valaha: Gore- Physical damage on one. Charging- Starts count to Flame Ball. Flame Ball- Fire damage versus all people. Attack- Physical damage to one character. ------------------------------------------------------------------------------ Varuna: Haste- Cast Haste on itself. Mana Focus- Starts count to Emblem of Fate. Dispel- Negates all of the positive status ailments that are currently casted on your party. Firaga- Fire based magic attack on one character. Waterga- Water based magic attack on one character. Thundaga- Lightning based magic attack on one character. Blizzaga- Ice based magic attack on one character. Pharaoh's Curse- Inflicts Silence, Curse, Poison, Darkness on one person. Emblem of Fate- Non-elemental magic damage to all characters but after 1 turn of Mana Focus. ------------------------------------------------------------------------------ Vouivre: Flame Breath- Fire damage on everyone. Attack- Physical damage to one, and Slow on some occasions. ------------------------------------------------------------------------------ Vouivre: Flame Breath- Fire damage on everyone. Attack- Physical damage to one, and Slow on some occasions. ------------------------------------------------------------------------------ Warrior Monk (Bayonette Rifle): Attack- Physical damage to one person. ------------------------------------------------------------------------------ Warrior Monk (Flame Throwing Gun): Attack- Fire damage to every character. ------------------------------------------------------------------------------ Wasp: Attack- Physical damage and sometimes Poison to one person. ------------------------------------------------------------------------------ Water Flan: Water- On itself to heal, or Water based magic damage to one character. ------------------------------------------------------------------------------ Wendigo: Auto Punch- While dukes are up, if you attack, it'll counter physically. Attack- Physical damage on one character. Dukes Up- After it's HP goes under 50% (9000 HP) it will put it's dukes up to signify it will counter physical attacks with "Auto Punch." ------------------------------------------------------------------------------ White Element: Blizzard- Ice based magic attack on one character. ------------------------------------------------------------------------------ Worker: Attack- Physical damage to one person. ------------------------------------------------------------------------------ Wraith: Death- KO's one character. Doom- "Dooms" a character to Death. ------------------------------------------------------------------------------ Xiphos: Attack- Physical damage and sometimes Poison to one character. ------------------------------------------------------------------------------ YAT-97: Upward Attack- Physical damage to all when fighting it from far away. Attack- Physical damage to one character. ------------------------------------------------------------------------------ YAT-99: Upward Attack- Physical damage to all when fighting it from far away. Attack- Physical damage to one character. ------------------------------------------------------------------------------ Yellow Element: Thunder- Lightning based magic attack on one character. ------------------------------------------------------------------------------ Yenke: Haste- Cast Haste on itself. Bulldoze- Physical damage on one character. Fire Breath- Fire damage on one character. White Wind- On himself or Biran, it heals some of their HP. Aqua Breath- Water damage on one character. ------------------------------------------------------------------------------ YKT-11: Thrust Kick- Ejects one character. Attack- Physical damage on one person. ------------------------------------------------------------------------------ YKT-63: Thrust Kick- Ejects one character if it is last enemy. Attack- Physical damage on one person. ------------------------------------------------------------------------------ Yojimbo: Daigoro- Physical damage to one. Wakizashi- Physical damage to one. Kozuka- Physical damage to one I don't know yet if he can use Zanmato in this fight... ------------------------------------------------------------------------------ Yowie: Attack- Physical damage to one. And sometimes Petrification and Silence. ------------------------------------------------------------------------------ Yunalesca: Attack- Counter physical damage, and nullifies all good statuses on one person but not Reflect status. (all forms) Drain- Drains some HP from an aeon and adds it to Yunalesca's. (all forms) Silence- If attacked with a magic, inflicts Silence on one person. (1st form) Hell Biter- Physiacl damage and Zombie on everbody. (2nd, 3rd forms) Osmose- Drains some MP from an aeon and adds it to Yunalesca's. (all forms) Curaga- Restores an impressive amount of HP back to Yunalesca. (3rd form) Cura- Restores a mediocre amount of HP back to Yunalesca. (2nd form) Absorb- Takes away 50% of current HP of one character and then adds that 50% of HP to Yunalesca's HP. (all forms) Regen- Restores Yunalesca's HP gradually on one character when under Zombie from Hell Biter. (2nd, 3rd form) Blind- When attacked in a physical manner, she counters by inflicting one character with Darkness. (1st form) Mind Blast- Non-elemental magic attack that afflicts all people with Sleep, Confuse, and Curse. (3rd form) Sleep- When attacked with a special, she counters by inflicting one character with Sleep. (1st form) Mega Death- KO's every character. (3rd form) ------------------------------------------------------------------------------ Zaurus: Attack- Physical damage on one person. And sometimes adds Silence and Petrify. ------------------------------------------------------------------------------ Zu: Wings start to glow- Starts count to Sonic Boom. Land on ground- Once it's HP is 3999 (66%) or less, it lands and no more Sonic Boom. Attack- Physical damage and Darkness on one person. Sonic Boom- On every 5th turn it has, it uses it for physical damage on all. ------------------------------------------------------------------------------ Zu: Wings start to glow- Starts count to Sonic Boom. Land on ground- Once it's HP is 3999 (66%) or less, it lands and no more Sonic Boom. Attack- Physical damage and Darkness on one person. Sonic Boom- On every 5th turn it has, it uses it for physical damage on all. ------------------------------------------------------------------------------ Earth Eater: Attack- Physical damage to one character only. Flare- Use when as a counter attack when on its back, and is a non-elemental magic attack to one person. Megaton Punch- Instantly KO's either one character as an occasional counter, or two characters sometimes on its own turn. Get up- After its own third turn after falling, it'll get back up. Knock Down- After sustaining 100001 HP loss while up, it will fall down on back. ------------------------------------------------------------------------------ Catastrophe: Demi- Takes away 1/4 (25%) of entire party's current HP as a gravity attack. Toxic Cloud- Curse, Poison, Confusion to one and non-elemental magic damage. Hundred Thorns- Major physical damage to everybody active. Toxic Spray- On the character with highest currently HP and will inflict Full- Break along with doing impressive physical damage on that one character. Exit Shell- Once you have dealed an amount of 450001 damage to Catastrophe while it is in the shell whence it starts out in. ------------------------------------------------------------------------------ Greater Sphere: Flare- non-elemental magical damage to one character as counter. Ultima- This will do non-elemental magic damage to everyone and is used as a counter attack. Attack- Physical damage to one. Elemental Shift- If you hit Greater Sphere with the elemental he is currently susceptible to he will change to a new elemental susceptibil- ity. Hydraulic Press- Takes away (I have calculated) 93.75% of everbody's *maximum* HP and is a gravity attack and also used as an occasional counter attack. Not used for current HP (remember that; it is important to your success). ------------------------------------------------------------------------------ Th'uban: Rainbow- Darkness, Sleep, Silence, Curse as well as Confuse to all characters as non-elemental magic damage. Condemn- Takes away all positive base status ailments from all your characters and is always a counter attack. Haste- This is a counter and is used on itself to accelerate next turn(s). I do not yet know exactly what triggers it though (I'll get back on this). Shell- Halves damage done by magically based attacks. On its ownself (Shell). Convergence- Non-elemental magic attack damage to one character only. Protect- Halves damage done by physical attacks. On its ownself (Protect). Attack- Physical damage to one character. ------------------------------------------------------------------------------ Neslug: Curaga- When in its shell it will use it on itself to restorate a gigantic amount of HP. Slime- Curse, Mental Break, Poison, Armor Break status effects on all and special attacks damage as I have discovered very recently. Also as a even more depressing setback; it doesn't whim to protecting. Megaton- Confuse and death to one person, doesn't matter if you're protected, and is a special. Attack- Physical type damaging to only one character. Exit shell- If you successfully shatter Neslug's *or* if it regenerates all of its HP while in its outer shell, it will finally break out. Resort to shell- Once you can pull-off minusing 2000000 HP from it it will go into its shell like a wuss. ------------------------------------------------------------------------------ Shinryu: Shining- Non-elemental based magic damage to all characters by 8 consective, simultaneous, randomly chosen character targets. Attack- Physical counter move to one character, and can also be used on own go. Eraser- The first time it will use it is 3rd turn, but it may be sooner or later, but anyway this will never, ever be used when just one character is still active in the battle, it is an impossibility to evade it, and it Petrifies and shatters one character at a time only (thank the lord).:| ------------------------------------------------------------------------------ Ultima Buster: Attack- Physical damage to only one character. Ultima- Non-elemental magic damage to everyone. Contamination- Zombie, Slow, Poison, Full-Break, and Confuse as a special to to one person; these even can work on aeons too!, I believe the two statuses changes that occur even with nullifications and immunities are Zombie, and Poison, and it happens only *after* at least one turn of the "Head is moving suspiciously." Arms: The arms regenerated!- If you fail to kill Ultima after you KO its arms, after a couple turns they'll grow back again. Protection- While the arm(s) are in play they'll block out any physical (and not magical, so that should give a strategic idea) damage that is in anyway way directed towards the stomach. This will now do less damage to the arms instead (excludes overdrives). The Head has no abilities other than what the Ultima Buster has so pay your reference to Ultima Buster's part of this. ------------------------------------------------------------------------------ Nemesis: Armageddon- This attack will always, 100% guaranteed, no matter what deal 99999 damage to every character reguardless of protection as a special type of attack and is used between the 9-11 turn(s) it gets. Ultima- This does non-elemental magic damage to all and is an occasional counter. I have calculated consistantly 5000 damages done. Ultra Spark- Poison, Curse, Power Break, Slow to all characters as special attack and is not halvable in anyway at all. Arkbeetle1 has also provided me with info on this doing about 32000 damage. Attack- Physical damage to one character. The damage done is about 15000 so it can almost be considered major, but is possible to halve with the spell Protect. Ethereal Cannon- This attack, Ethereal Cannon does non-elemental magical damage to one character only. Damage done is nearly about and around 20000 roughly. ------------------------------------------------------------------------------ **NOTE**: FROM THIS POINT ON, I AM CHANGING LAYOUT TO MAKE IT EASIER ON ME!!!! ------------------------------------------------------------------------------ Fenrir: - Fangs of Hell: This attack is annoying. What happens is that it does instant KO status, no matter what. - Fangs of Ruin: This attack does majorly strong physical damage against one of your characters. - Fangs of Chaos: This takes of 93.75% of your *current* HP with Gravity-type damage. It also adds Confuse status as well as doing physical-type damage to the victim. ------------------------------------------------------------------------------ Ornitholestes: - Poison Touch: This attack does Poison status, as well as doing Gravity and physical damage, and with Gravity it minuses 75% of *current* HP. - Drain Touch: This attack does physical damage paired up with Drain attack in which the HP taken from physical damage is then plused onto the HP of Ornitholestes' to heal it up. ------------------------------------------------------------------------------ Pteryx: - Beak: This attack uses the Delay status along paired up with physical damage to one person. - Beak of Woe: This attack will disregard if you're under Protect spell for the physical part of it. It will use physical damage and Curse status on one person, but it can also do it 3 times consecutively to the entire party. ------------------------------------------------------------------------------ Hornet: - Venomous Stab: This attack, what it will do is do Poison status, along with physical damage to one of characters. - Curaga: Uses Curaga White Magic which restores a very impressive random amount of HP to self. - Bewitching Stab: This attack, what it will do is do Confuse status, along with physical damage to one of characters. - Attack: This attack is actually quite dangerous. What will occur with it is Dark [3 turns], Silence [3 turns], Sleep [3 turns] happens. This is also in conjunction with KO status as well as physical damage. First 3 mentioned statuses don't happen if KO is successful. This is against one character in your party. ------------------------------------------------------------------------------ Vidatu: - Ultima: Non-elemental magical-type damage to your entire group of party members. - Osmose: This attack does Osmose effect in which the amount of MP that is leeched out of victim will give that much back to it. ------------------------------------------------------------------------------ One-Eye: - Black Stare: This attack is going to be doing the Curse status as well as physical damage on one character. - Shockwave: Silence (off- 10 turns), Darkness (off- 10 turns), Sleep (off- 1o turns), Slow, Confuse are done plus medium non-elemental magically-based damage on the whole party. ------------------------------------------------------------------------------ Jumbo Flan: - Ultima: Non-elemental magic-type damage against the entire party. - Reflect: Does the Reflect status to one character for other moves to them later. - Regen: If one character is under Reflect status, it will use this move on them to cast Regen on itself. - Curaga: If one character is under Reflect status, it will use this move on them to cast Curaga on itself. - Firaga: This attack does magic damage with the Fire elemental. - Waterga: This attack does magic damage with the Water elemental. - Blizzaga: This attack does magic damage with the Ice elemental. - Thundaga: This attack does magic damage with the Lightning elemental. ------------------------------------------------------------------------------ Nega Elemental: - Flare: This attack will do some medium non-elemental magic-type damage to one character. - Ultima: This attack will do some large non-elemental magic-type damage to all characters. - Thundaga: This attack does magic damage with the Lightning elemental. - Firaga: This attack does magic damage with the Fire elemental. - Waterga: This attack does magic damage with the Water elemental. - Blizzaga: This attack does magic damage with the Ice elemental. ------------------------------------------------------------------------------ Tanket: - Rush Attack: This attack will do Berserk, Delay, physical damage to one. - Attack: This attack will do Berserk, Delay, physical damage to one. ------------------------------------------------------------------------------ Fafnir: - Fire Breath Attacks: This attack will first do a physical damage attack on one party member, then Fire magic elemental damage to the entire party, then it is finished of by yet another physical-type damage attack to one of your party members. - Lightning Breath Attacks: This attack will first do a physical damage attack on one party member, then Fire magic elemental damage to the entire party, then it is finished of by yet another physical-type damage attack to one of your party members. - Ice Breath Attacks: This attack will first do a physical damage attack on one party member, then Ice magic elemental damage to the entire party, then it is finished of by yet another physical-type damage attack to one of your party members. - Attack: This attack will do physical-type damage to just one of your party members. ------------------------------------------------------------------------------ Sleep Sprout: - Thundaga: This attack does magic damage with the Lightning elemental. - Firaga: This attack does magic damage with the Fire elemental. - Waterga: This attack does magic damage with the Water elemental. - Blizzaga: This attack does magic damage with the Ice elemental. - Goodnight: Power Break, Armor Break, Poison, Sleep, Berserk statuses done as well as non-elemental magical-type damage to your entire party. Done as 1st turn in Ambushes. - Flare: This attack will do some medium non-elemental magic-type damage to one character. - Ultima: This attack will do some large non-elemental magic-type damage to all characters. ------------------------------------------------------------------------------ Bomb King: - Ultima: This attack will do some large non-elemental magic-type damage to all characters. - Attack: This attack does physical damage against one of your party members. - Inflate: Every one of 3rd damaging turns that Bomb King receives, he inflates like other Bombs, but at the end, it does't blow. - Firaga: This attack does magic damage with the Fire elemental. - Fira: This attack does magic damage with the Fire elemental. ------------------------------------------------------------------------------ Juggernaut: - Attack: This attack will do physical damage against just one of your party members. - Charging: Starts the count to Salvo attack. - Crush Spike: This attack will do the KO (instant Death) status in conjunction with physical damage in case protected to KO on one character. - Salvo: After Juggernaut has gone through one turn of Charging, it will do this which does Fire damage to all. ------------------------------------------------------------------------------ Ironclad: - Shinryudan: This attack does physical damage to one of your characters in the party. - Bushinzan: It does Osmose (Drain effect of MP), along with physical damage to everyone in the group. - Reppageki: Physical-type damage is does to one character and is sometimes used to counter. ------------------------------------------------------------------------------ Stratoavis: - Paean of the Heavens: At all 4th turns, it uses the Gravity-based attack to Darkness, Delay characters. Gravity part takes 93.5% maximum HP of every one of characters. - Attack: Physical damage on one of your characters. Used after it has used "Land on ground". - "Land on ground": In this, it falls down out of being airborne once HP becomes at least 108800. - Charging: Starts count to Paean of the Heavens attack. ------------------------------------------------------------------------------ Malboro Menace: - Gastric Juice Blast: This attack will do the Petrification status as well as physical damage against every single person. - Chow Time: This does some physical damage against just one of your party member characters. - Putrid Breath: Confuse, Silence (8 turns), Slow, Darkness (8 turns), Poison, Berserk, is done with non-elemental magic damage to all party. - Mega Gastric Juice: It does the Full-Break status effect while dealing out special-type damage. ------------------------------------------------------------------------------ Kottos: - Attack: This attack will do physical-type damage to one of your characters as a counter-action. - Attack+Attack: This attack is going to do physical damage on one person. ------------------------------------------------------------------------------ Coeurlregina: - Drain: Does Drain Black Magic and adds the HP taken to heal up Coeurlregina. - Chaos: Curse, Confuse, Doom statuses are done to one of your party members. - Thundaga: This attack does magic damage with the Lightning elemental. - Hyper Blaster: Regardless of protections, this attack does the KO (Death) status against one. ------------------------------------------------------------------------------ Jormungand: - Space-Time Vorpal: This attack will be doing some non-elemental magic-type damage to all. - Attack: This attack does physcial damage to one of your party members. - Cold Stare: Without paying any heed to protection, it does the Petrify status in conjunction with doing special-type damage. And all of this is done to just one of your people. ------------------------------------------------------------------------------ Cactuar King: - 99999 Needles: This does 99999 of no-matter-what special damage to one character. - Run Away: This move is when Cactuar King runs away from the scene of the battle. - 10000 Needles: This does 99999 of no-matter-what special damage to one character. Is always used counter-attack. ------------------------------------------------------------------------------ Espada: - Blade Shower: This attack will do physical damage to one of your characters. - Hades Claws: Annoying move. It does Poison, KO (protectable), physical hurt, heal Espada. Is used as regular attack or counter on one of your party members. ------------------------------------------------------------------------------ Abyss Worm: - Readying Quake: Starts count to Earthquake attack. - Regurgitate: Once a character has been Swallowed and Worm has taken two hits doing at least 1 damage, character is vomitted up. Hopefully HP is over 9999 to survive it... - Earthquake: After one turn of Readying Quake, it uses this attack which does non-elemental magic-type damage to all members of party. - Swallow: Once five hits have done at least 1 damage to Worm, it swallows final hitting person until the criteria has been met for Regurgitate. - Attack: It will do some physical damage against one of your people. ------------------------------------------------------------------------------ Chimerageist: - Blizzaga: This attack does magic damage with the Ice elemental. - Thundaga: This attack does magic damage with the Lightning elemental. - Megiddo Flame: This does Fire-type elemental damage against just one of your characters. - Aqua Breath: This does water-type elemental damage against just one of your characters. - Attack: This does physical damage on one. ------------------------------------------------------------------------------ Don Tonberry: - "Moving Along": It will move forward towards your party on all of *its* turns until it gets to one party member (that happens in four turns). He then does the "Doink" move). - "Doink": It doesn't have a name in this game, but I use reference to past FF games. This does some big physical hurtin' on one character. Used after 4 "Moving Alongs". - Voodoo: This move will do 99999 damage to an aeon, and is *exclusively* used when an aeon is there. - Karma: This was hard to find out about, but I did it =( Anyway, what happens is Don Tonberry uses this move as a counter to anything except aeon attacks, in which case Voodoo is used. This does special-type damage based on number of monsters that particular member has killed, then you multiply by 100. In easier terms; don't kill to much before getting here!:) ------------------------------------------------------------------------------ Catoblepas: - Flare: This attack does some non-elemental magic-type damage to one of your party members. - Ultima: This attack is used as a desperation move once all HP is gone and is non-elemental magical damage on entire party. - Attack: This attack simply does physical-type damage to one of your characters. - Pop Fly: This attack will do physical damage like the normal Behemoth/Behemoth King's and then do Delay effect. ------------------------------------------------------------------------------ Abaddon: - Emblem of the Cosmos: After one turn of Mana Focus, it does this move for physical damage against everybody. - Mana Focus: Starts count to Emblem of the Cosmos attack. - Firaga: This attack does magic damage with the Fire elemental. - Waterga: This attack does magic damage with the Water elemental. - Blizzaga: This attack does magic damage with the Ice elemental. - Thundaga: This attack does magic damage with the Lightning elemental. - Demi: Minuses 1/4 (25%) of the entire party's current HP as a Gravity-based move. - Pharaoh's Curse: Silence, Poison, Darkness, Confuse is done against one of your members. - Flare: This attack does some non-elemental magic-type damage to one of your party members. ------------------------------------------------------------------------------ Vorban: - Attack: This attack again, simply does some physical-type damage against one character. - Body Splash: This attack does physical-type damage against everyone of your party members. - Mortar: Does non-elemental damage as a counter attack against all of your party members. ------------------------------------------------------------------------------ Dark Valefor: Attack- Physical damage unto one character. Energy Blast- This will do major special attacking damage and is non-elemental like your aeon's overdrive. Watch out for this as it is done only when its overdrive bar reaches full. All characters are effected. Watch out for this! Energy Ray- This is a non-elemental magic based attack to every person just like your aeon's overdrive. This is nothing compared to its Energy Blast. Sonic Wings- Puts Delay on one character for next move and does physical hurt. ------------------------------------------------------------------------------- Dark Ifrit: Attack- Physical damaging counter attack on one character. It will use this immensely evenly over all characters and not just stick to one, so be very mindful. Hellfire- This will do major special attacking damage and is Fire elementally based (I still must test this a few more times) like your aeon's overdrive. Meteor Strike- Puts Delay on one character for next move and does physical hurt. ------------------------------------------------------------------------------- Dark Ixion: Thundaja- This will delay the target's upcoming turn and I must still test whether or not it is elemental lightning, or non-elemental. Attack- Mental Break, Confusion, Armor Break along with physical damage to one character. Attack- Sleep, Mental Break, Armor Break, and physical damage to one, it is only used as a counter. Aerospark- Negates any good helpful status effects from one person and is physically based too. During the first fight with DI it will use this when its overdrive bar is filled, but whilst the second fight it can use it on its normal turns even. Thor's Hammer- This will do Full-Break as well as special damage to all your characters. This is only used during the second fight with DI and will be used strictly when it reaches overdrive. ------------------------------------------------------------------------------- Dark Shiva: Heavenly Strike- KO unless protected, also adds Berserk and Confuse unless otherwise protected, and if protected against KO, physical damage occurs also. Diamond Dust- This does special type damage to all and I think is Ice based too but I am not absolutely positive about this (still testing). Attack- Nullifies all positively status effects and does some physical damage too. ------------------------------------------------------------------------------- Dark Bahamut: Impulse- Slow, Petrification, and Full-Break occur during this move, it also does special damage and on top of that is a counter move which it will only counter-execute after every 5th turn *you* attack it so be consciencious about this. Mega Flare- This will (with the very nice exeception of Auto-Life since some of these other dudes remove Auto-Life too with their's) take out any positive statuses from your whole entire party along with doing its special damage while in overdrive fullness too.:) Attack- Physical damage on one only. ------------------------------------------------------------------------------- Dark Anima: Pain- No matter if you are protected adequetly or not, it will automatically induce a saddening KO. Oblivion- It will use Osmose...there is still *alot* more to it though; It will do like Mega Flare and take away all good effects excluding Auto-Life. Lets not forget it does 16 simultaneous special attacks randomly. And lastly it can and will only be used when dark Anima's overdrive guage is completely filled up. Damn...:0 Attack- Zombie, Petrifiaction, Poison, Curse, physical damage; I needn't say more. Mega-Graviton- Will dispose of (I have calculated) about 44% (more like 43,75%) of *maximum* (not current) HP of everybody. It also has two attack properties; non-elemental magic, and gravity attack. ------------------------------------------------------------------------------- Dark Yojimbo: Wakizashi- Physical damage on all people active. Daigoro- Petrification, Poison and physical attack that can't be cut in half by any means necessary, and is used on one person. Zanmato- Can't evade, haha, instant...GAME OVER!, MUAHAHAHA. Oh, sorry, and is only executed on you when his overdrive bar is fully filled. On all. Kozuka- Full-Break, and Slow happen accompanied by physical damage to one. ------------------------------------------------------------------------------- Dark Magus Sisters: Cindy: Camisade- Osmose and physical damage to one. Delta Attack- If all Magus Sisters are in battle and overdrives are full, it does 6 hits of non-elemental magic damage to everybody, as well as negation of all good stauses. Attack- Physical damage and removal of any and all good statuses on one. Mega-Graviton- If guage is filled, it does Silence, Slow, Doom, Sleep, Darkness along with gravity attack taking away 43.75% of health to all. Sandy: Attack- Petrification and physical attack on one character. Razzia- Takes out Auto-Life status if present and physical damage on one character. Delta Attack- If all Magus Sisters are in battle and overdrives are full, it does 6 hits of non-elemental magic damage to everybody, as well as negation of all good stauses. Mega-Graviton- If guage is filled, it does Silence, Slow, Doom, Sleep, Darkness along with gravity attack taking away 43.75% of health to all. Mindy: Calamity- Curse, Darkness, Silence, Poison, Full-Break to one character. Passado- KO and unhalvable physical damage to one person. Delta Attack- If all Magus Sisters are in battle and overdrives are full, it does 6 hits of non-elemental magic damage to everybody, as well as negation of all good stauses. Mega-Graviton- If guage is filled, it does Silence, Slow, Doom, Sleep, Darkness along with gravity attack taking away 43.75% of health to all. ------------------------------------------------------------------------------- Penance: Immolation- Mental Break, Osmose, Armor Break, physical damage on one person. Obliteration- Slow and physical damage to all. Judgement Day- If both arms are there anytime in second half (3000000 HP depleted), this move may occur and does 99999 damage to all and is not halving material. Right Arm: Calamity- Curse, Darkness, Poison, Full-Break, Silence on one character. Attack- Petrification and physical damage to one character. Mighty Guard- Regen, Protect, Shell on all three parts of Penance. Left Arm: Attack- Takes away all positive status ailments and physical damage is done onto one character. Slowga- Slow effect on all people. Mega-Graviton- It does Silence, Slow, Doom, Sleep, Darkness along with gravity attack taking away 43.75% of health to all. ------------------------------------------------------------------------------ NOTE: *THE FOLLOWING ENEMIES PERTAIN TO REMIEM TEMPLE AEONS FIGHTS*!!! ------------------------------------------------------------------------------ Valefor: Sonic Wings- This attack does physical damage as well as the Delay effect to just one character. Attack- During this not-really-dangerous attack, Valefor does a regular attack for physical damage against one of your party members. Energy Blast- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, special type damage. Energy Ray- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, special type damage. ------------------------------------------------------------------------------ Ifrit: Hell Fire- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, Fire type damage. Meteor Strike- This attack is versus only one person and does some mediorcre special type damage to that person. Attack- During this not-really-dangerous attack, Ifrit does a regular attack for physical damage against one of your party members. ------------------------------------------------------------------------------ Ixion: "Ixion Defends!": During this move, it doesn't do any damage to you, but it does cast Shield to itself reducing damage dramatically. "Ixion Evades!": During this move, again, you don't sustain any damage, but it has now been made extremely difficult to land a physical strike on Ixion. Thor's Hammer- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, Lightning type damage. Aerospark- This attack not only does physical damage to one character, but it also uses Delay effect, too. Attack- During this not-really-dangerous attack, Ifrit does a regular attack for physical damage against one of your party members. ------------------------------------------------------------------------------ Shiva: Blizzaga- This attack does some pretty high-up-there Ice damage to one character alone. Blizzara- This attack does some pretty high-up-there Ice damage to one character alone. Attack- During this not-really-dangerous attack, Ifrit does a regular attack for physical damage against one of your party members. Heavenly Strike- This attack does physical damage as well as the Delay effect to just one character. Diamond Dust- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, Ice type damage. ------------------------------------------------------------------------------ Bahamut: Countdown: 1- Displays that Bahamut will unleash a very power Mega Flare in just 1 turn that'll kill an aeon most likely. Countdown: 2- Displays that Bahamut will unleash a very power Mega Flare in just 2 turn that'll kill an aeon most likely. Countdown: 3- Displays that Bahamut will unleash a very power Mega Flare in just 3 turn that'll kill an aeon most likely. Countdown: 4- Displays that Bahamut will unleash a very power Mega Flare in just 4 turn that'll kill an aeon most likely. Countdown: 5- Displays that Bahamut will unleash a very power Mega Flare in just 5 turn that'll kill an aeon most likely. Mega Flare- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, special type damage. Attack- During this not-really-dangerous attack, Ifrit does a regular attack for physical damage against one of your party members. ------------------------------------------------------------------------------ Yojimbo: Zanmato- This attack goes against either just one character, or all of your characters and unleashes devastating random amounts of HP, special type damage. Wakizashi- This attack either does phsycially based damage to all characters or just one of your characters. Kozuka- During this not-really-dangerous attack, Ifrit does a regular attack for physical damage against one of your party members. Daigoro- During this not-really-dangerous attack, Ifrit does a regular attack for physical damage against one of your party members. ------------------------------------------------------------------------------ Anima: Attack- During this not-really-dangerous attack, Ifrit does a regular attack for physical damage against one of your party members. Pain- This does magical type damage, as well as instant KO. Demi- This attack takes away 1/4 (25%) away from everybody's current HP, and not their maximum HP. Oblivion- Lets not forget it does 16 simultaneous special attacks randomly. And lastly it can and will only be used when dark Anima's overdrive guage is completely filled up, as well as Delay. Dispel- Takes away just about any of the positive status ailments that're on the one targeted character. ------------------------------------------------------------------------------ The Magus Sisters: - Sandy: Razzia- During this not-really-dangerous attack, Sandy does a regular attack for physical damage against one of your party members. Attack- During this not-really-dangerous attack, Sandy does a regular attack for physical damage against one of your party members. - Cindy: Cura- This move of Cindy's will be used on one of her sisters to restorate a fairly decent amount of HP back to them. Drain- During this attack, it takes away some HP from one of your party members and the exact amount that is leeched will be put onto Cindy's HP to restore her if she's hurt, but just to damage you if she is not hurt. So it's win/win for her. Dispel- Takes away just about any of the positive status ailments that're on the one targeted character. Mighty Guard- She does this unto every single one of her sisters (Mindy, Sandy) and what it does is it adds NulAll effect, Shell effect, and the Protect effect. Shell- This puts the Shell status effect onto one of her sisters like 1/3 of the Mighty Guard move. Holy- This unleashes the most powerful (and only) damaging White Magic in the game which is Holy. Camisade- During this not-really-dangerous attack, Cindy does a regular attack for physical damage against one of your party members. Regen- This will be adding the Regen positive status effect on one of her own sisters. Protect- This will be adding the Protect positive status effect on one of her own sisters. - Mindy: Passado- This does 15 physically damaging attacks across 15 simultaneous hits on only one character for massive damage. Flare- This does non-elemental magic damage to one character. Waterga- This attack does Water based elemental magic damage against one party member. Blizzaga- This attack does Ice based elemental magic damage against one party member. Thundaga- This attack does Lightning based elemental magic damage against one party member. Firaga- This attack does Fire based elemental magic damage against one party member. Watera- This attack does Water based elemental magic damage against one party member. Blizzara- This attack does Ice based elemental magic damage against one party member. Thundara- This attack does Lightning based elemental magic damage against one party member. Fira- This attack does Fire based elemental magic damage against one party member. Ultima- This does non-elemental magic damage against everybody in the whole entire party. ------------------------------------------------------------------------------ =============================================================================== <-----------------------------------------------------------------------------> 6.0. CHARACTER BIOGRAPHIES #SF6C <-----------------------------------------------------------------------------> =============================================================================== Note: I copied these from instruction manual verbatim. ------------------------------------------------------------------------------- 1. Tidus: Tidus is a cheerful, rising blitzball star playing for the Zanarkand Abes. He has long hated his father, who was a renowned player himself before his untimely death. Tidus' quick moves allows him to attack even the swiftest of foes with ease. Age: 17 Overdrive: Swordplay Sphere Grid Section: Top Left Starting Stats: HP: 520, MP: 12, Str: 15, Def: 10, Mdef: 5, Mag: 5, Agl: 10, Eva: 10, Acc: 10, Luck: 18 ------------------------------------------------------------------------------- 2. Yuna: Daughter of High Summoner Braska. Honest and determined. Yuna embarks on a pilgrimage to obtain the Final Aeon and defeat Sin. Yuna is learning the mystical art of summoning aeons--powerful spirits of yore. Age: 17 Overdrive: Grand Summon Sphere Grid Section: Bottom Left Starting Stats: HP: 475, MP: 84, Str: 5, Def: 5, Mdef: 20, Mag: 20, Agl: 10, Eva: 30, Acc: 3, Luck: 17 ------------------------------------------------------------------------------- 3. Auron: The legendary guardian who, together with High Summoner Braska, defeated Sin ten years ago. A man of few words, he guides Yuna and Tidus on their mission to vanquish Sin once more. He swings his gigantic sword with such power that even the toughest fiends are cut asunder. Age: 35 Overdrive: Bushido Sphere Grid Section: Top Starting Stats: HP: 1030, MP: 33, Str: 20, Def: 15, Mdef: 5, Mag: 5, Agl: 5, Eva: 5, Acc: 3, Luck: 17 ------------------------------------------------------------------------------- 4. Wakka: Coach and captain of the local blitzball team, the Besaid Aurochs. Wakka plans to retire from the sport after this year's tournament, so that he can devote himself fully to serving as Yuna's guardian. His deadly blitzball is especially useful for knocking down aerial enemies. Age: 24 Overdrive: Slots Sphere Grid Section: Top Right Starting Stats: HP: 618, MP: 10, Str: 14, Def: 10, Mdef: 5, Mag: 10, Agl: 7, Eva: 5, Acc: 25, Luck: 19 ------------------------------------------------------------------------------- 5. Rikku: A young Al Bhed girl. Her personality is upbeat and positive, and she in not afraid to speak her mind. She works hard to restore her outcast people to their former glory. Rikku handles mechanical enemies with ease, and can Steal items from enemies, too? Age: 15 Overdrive: Mix Sphere Grid Section: Bottom Starting Stats: HP: 360, MP: 85, Str: 10, Def: 8, Mdef: 8, Mag: 10, Agl: 16, Eva: 5, Acc: 5, Luck: 18 ------------------------------------------------------------------------------- 6. Kimahri A powerful warrior of the Ronso tribe. Kimahri has watched over Yuna from her youngest days. He speaks little, but is deeply devoted to Yuna and serves her loyally as a guardian. Kimahri can learn enemy skills with his Lancet ability. Age: 25 Overdrive: Ronso Rage Sphere Grid Section: Middle Starting Stats: HP: 644, MP: 78, Str: 16, Def: 15, Mdef: 5, Mag: 17, Agl: 6, Eva: 5, Acc: 5, Luck: 18 ------------------------------------------------------------------------------- 7. Lulu One of Yuna's guardians. She and Wakka think of Yuna as a younger sister. Lulu's stoic and self-possessed nature makes her seem insensitive at times. She specializes in the art of Black Magic, using various dolls to help cast powerful spells. Age: 22 Overdrive: Fury Sphere Grid Section: Bottom Right Starting Stats: HP: 380, MP: 92, Str: 5, Def: 8, Mdef: 30, Mag: 20, Agl: 5, Eva: 40, Acc: 3, Luck: 17 ------------------------------------------------------------------------------- =============================================================================== <-----------------------------------------------------------------------------> 7.0. ORIGINAL SPHERE GRID #SG7O <-----------------------------------------------------------------------------> =============================================================================== 1. Just What On Earth Is The Sphere Grid?: ------------------------------------------ The Sphere Grid is a new system of leveling up and stat maxing that Square has used specifically in this game. I suppose they wanted to be more unique than in some of the previous games. What this leveling up concept is all about is by gaining AP which convert into Sphere Levels after reaching certain points. You then use these to move around the Sphere Grid, gaining abilities, levels, higher stats, etc... There are about 860 nodes on this gigantic Grid (give or take a few), and you must overcome enemies, look in treasure chests, talk to people to obtain spheres to activate the many, many nodes and spheres that are on this grid to become more powerful throughout the game. Note: There are a few great pictures of the Sphere Grid right here on GameFaqs/FFX FAQ Screen. 2. How To Level Up Characters: ------------------------------ Well, well, you still don't know from what I have mentioned above? Ok, allow me to take it one step further (and for statistic maximization, go to the Stat Maxing sections of this guide): When you defeat enemy(ies), you gain AP, which as I had stated previously, converts into Sphere Levels for you to "spend" on the Sphere Grid. Note: To gain AP after battles with characters, they *must* participate in battle, as well as be standing when the battle comes to its conclusion. After battle(s), you press the Triangle button to take you into the main Menu Screen (more on this later), and use up the Sphere Levels to move to different nodes to become more powerful. By the way, you don't have to use them right away, either, you can save up your Sphere Levels and use them later all in one sitting or in divisions. Like Square said: "With the Sphere Grid, it's your choice". 3. All Of Those Different Symbols On Nodes: ------------------------------------------- You see, there are many, many different nodes on the Sphere Grid, and each of those symbols that appear on the nodes of the Sphere Grid mean a different category of attribute leveling or ability learning. There are actually sixteen different symbols to look out for on the Sphere Grid, and here, I will list them all for you...: - The nodes on the grid the Lv. and then a # there means that that node is locked and can't be activated without a Level Key Sphere with corresponding number if that particular Lock Sphere. - The nodes with the black diamond-type symbol on it will enable a character to use the Black Magic engrained in the node. Activated with an Ability Sphere. - The nodes with the white diamond-type symbol on it will enable a character to use the White Magic engrained in the node. Activated with an Ability Sphere. - The nodes with the two crossed swords on it will enable a character to use the Skill engrained in the node. Activated with an Ability Sphere. - The nodes with the plus sign symbol on it will enable a character to use the Special engrained in the node. Activated with an Ability Sphere. - The nodes with the target bulls-eyes on it will enable a character to raise their Accuracy attribute. Activated with a Speed Sphere. - The nodes with the partial symbol of Ying-Yang on it will enable a character to raise their Evasion attribute. Activated with a Speed Sphere. - The node with like a footprint on it will enable a character to raise their Agility attribute. Activated with a Speed Sphere. - The nodes with a star in the middle on it will enable a character to raise their Luck attribute. Activated with a Fortune Sphere. - The nodes with a shield that has a triangle inside on it will enable a character to raise their Magic Defense attribute. Activated with a Mana Sphere. - The nodes with a circle that has a triangle inside on it will enable a character to raise their Magic attribute. Activated with a Mana Sphere. - The nodes with a shield symbol on it will enable a character to raise their Defense attribute. Activated with a Power Sphere. - The nodes with a symbol of a sword on it will enable a character to raise their Strength attribute. Activated with a Power Sphere. - The nodes with the letter "M" on it will enable a character to raise their maximum Magic Points. Activated with a Mana Sphere. - The nodes with the letter "H" on it will enable a character to raise their maximum Hit Points. Activated with a Power Sphere. - The nodes with no symbol whatsoever on them are empty and will do nothing for you besides filling them with Spheres. 4. The Different Sphere Colors Of Characters: --------------------------------------------- The colors that you might be wondering about when you see that a characeter has activated a node on the Sphere Grid, are really just colors that the Square gave each of the characters so that you can differentiate which nodes each of your characters have activated thus far. There is going to be seven different colors that will appear on the Sphere Grid at one point or another, and each of them will represent a character (imagine: going through 800+ nodes and not knowing who has activated what and when. That would be utterly insane!). Anyway, the color key goes like this: Tidus: Aqua, Yuna: White, Auron: Red, Kimahri: Indigo, Rikku: Green, Lulu: Purple, Wakka: Yellow. 5. The Gruling Process Of Activation: ------------------------------------- To activate you need the corresponding sphere of the node you wish to activate. The other things is that you need to be next to or on the node that you'd wish to activate. Those are the only two requirements that you need to meet in order to be able to activate nodes and become even more uber. For a complete listing of all of the spheres that you will be needing to take on this job, please refer to the items section of this guide. And please note that even though this job sounds easy, it isn't, because the first job is hard to just collect a sufficient enough sphere supply, and the secod job isn't easy because there are quite a bit more than 850 nodes on this gargantuan Sphere Grid. 6. What Is On The Sphere Grid?: ------------------------------- Ok, ok. It's finally time for me to get really technical about this Sphere Grid business, and list just exactly what is on the Original Sphere Grid, which can be found in every single version of the game, Final Fantasy X. Finally... Now, there are 859 nodes on the Sphere Grid, and each character has a certain part of that number. And altogether that will equal 859. Here's a look at everybody's sections, and what abilities are in them: (For everything that's in them, go to the Stat Maxing sections) *Note*: Some of the counts might be off, so if you know the exact amount, please let me know and I'll give you credit. ---> Tidus' Section: - Strength Nodes +4/+3/+2/+1 - 5/1/6/4 - Final Str - 38 + 15 = 53 - Defense Nodes +4/+3/+2/+1 - 1/3/4/1 - Final Def - 22 + 10 = 32 - MagDefense Nodes +4/+3/+2/+1 - 0/0/1/0 - Final Mdef - 2 + 5 = 7 - Magic Nodes +4/+3/+2/+1 - 0/0/3/0 - Final Mag - 6 + 5 = 11 - Agility Nodes +4/+3/+2/+1 - 5/1/3/1 - Final Agl - 30 + 10 = 40 - Accuracy Nodes +4/+3/+2/+1 - 1/1/5/2 - Final Acc - 19 + 10 = 29 - Evasion Nodes +4/+3/+2/+1 - 2/3/0/0 - Final Eva - 17 + 10 = 27 - Luck Nodes +4/+3/+2/+1 - 0/0/0/1 - Final Luck - 1 + 18 = 19 - HP Nodes +300/+200 - 0/13 - Final HP - 2600 + 520 = 3120 - MP Nodes +40/+20/+10 - 0/5/1 - Final MP - 110 + 12 = 122 - Abilities: Quick Hit, Hastega, Delay Buster, Slowga, Slow, Delay Attack, Flee, Provoke, Haste, Cheer - Lock Nodes +4/+3/+2/+1 - 1/5/2/1 - Total - 9 - Empty Nodes: 31 - Total Tidus' Section Nodes: 123 ---> Yuna's Section: - Strength Nodes +4/+3/+2/+1 - 1/0/3/0 - Final Str - 10 + 5 = 15 - Defense Nodes +4/+3/+2/+1 - 2/0/1/0 - Final Def - 10 + 5 = 15 - MagDefense Nodes +4/+3/+2/+1 - 4/4/2/0 - Final Mdef - 32 + 20 = 52 - Magic Nodes +4/+3/+2/+1 - 7/5/0/0 - Final Mag - 43 + 20 = 63 - Agility Nodes +4/+3/+2/+1 - 7/2/1/0 - Final Agl - 36 + 10 = 46 - Accuracy Nodes +4/+3/+2/+1 - 1/0/0/0 - Final Acc - 4 + 3 = 7 - Evasion Nodes +4/+3/+2/+1 - 8/0/1/0 - Final Eva - 34 + 30 = 64 - Luck Nodes +4/+3/+2/+1 - 0/0/1/2 - Final Luck - 3 + 17 = 20 - HP Nodes +300/+200 - 0/13 - Final HP - 2600 + 475 = 3075 - MP Nodes +40/+20/+10 - 2/9/0 - Final MP - 260 + 84 = 344 - Abilities: Holy, Regen, Curaga, Dispel, Reflect, Shell, Protect, Auto-Life, Pray, Life, NulShock, NulTide, NulFrost, NulBlaze - Lock Nodes +4/+3/+2/+1 - 4/4/2/2 - Total - 12 - Empty Nodes: 36 - Total Yuna's Section Nodes: 138 ---> Auron's Section: - Strength Nodes +4/+3/+2/+1 - 8/0/0/0 - Final Str - 32 + 20 = 52 - Defense Nodes +4/+3/+2/+1 - 1/6/0/0 - Final Def - 22 + 15 = 37 - MagDefense Nodes +4/+3+/+1 - 0/0/1/6 - Final Mdef - 8 + 5 = 13 - Magic Nodes +4/+3/+2/+1 - 1/0/0/1 - Final Mag - 5 + 5 = 10 - Agility Nodes +4/+3/+2/+1 - 0/0/6/0 - Final Agl - 12 + 5 = 17 - Accuracy Nodes +4/+3/+2/+1 - 0/0/0/1 - Final Acc - 1 + 3 = 4 - Evasion Nodes +4/+3/+2/1 - 0/0/5/0 - Final Eva - 10 + 5 = 15 - Luck Nodes +4/+3/+2/+1 - 0/0/0/1 - Final Luck - 1 + 17 = 18 - HP Nodes +300/+200 - 0/18 - Final HP - 3600 + 1030 = 4630 - MP Nodes +40/+20/+10 - 0/5/0 - Final MP - 100 + 33 = 133 - Abilities: Power Break, Guard, Magic Break, Threaten, Armor Break, Mental Break, Zombie Attack, Entrust, Sentinel - Lock Nodes +4/+3/+2/+2 - 3/4/1/1 - Total - 9 - Empty Nodes: 33 - Total Auron's Section Nodes: 111 ---> Wakka's Section: - Strength Nodes +4/+3/+2/+1 - 4/1/9/2 - Final Str - 39 + 14 = 53 - Defense Nodes +4/+3/+3/+1 - 2/4/0/0 - Final Def - 20 + 10 = 30 - MagDefense Nodes +4/+3/+2/+1 - 1/0/0/0 - Final Mdef - 4 + 5 = 9 - Magic Nodes +4/+3/+2/+1 - 1/5/3/0 - Final Mag - 25 + 10 = 35 - Agility Nodes +4/+3/+2/+1 - 2/5/2/2 - Final Agl - 29 + 7 = 36 - Accuracy Nodes +4/+3/+2/+1 - 2/5/1/0 - Final Acc - 25 + 25 = 50 - Evasion Nodes +4/+3/+2/+1 - 0/1/4/2 - Final Eva - 13 + 5 = 18 - Luck Nodes +4/+3/+2/+1 - 0/0/0/1 - Final Luck - 1 + 19 = 20 - HP Nodes +300/+200 - 0/18 - Final HP - 3600 + 618 = 4218 - MP Nodes +40/+20/+10 - 0/9/0 - Final MP - 180 + 10 = 190 - Abilities: Aim, Silence Attack, Sleep Attack, Drain, Dark Buster, Silence Buster, Triple Foul, Osmose, Sleep Buster - Lock Nodes +4/+3/+2/+1 - 0/0/2/2 - Total - 4 - Empty Nodes: 30 - Total Wakka's Section Nodes: 128 ---> Kimahri's Section: - Strength Nodes +4/+3/+2/+1 - 0/1/4/0 - Final Str - 11 + 16 = 27 - Defense Nodes +4/+3/+2/+1 - 0/1/3/0 - Final Def - 9 + 15 = 24 - MagDefense Nodes +4/+3/+2/+1 - 0/0/1/0 - Final Mdef - 2 + 5 = 7 - Magic Nodes +4/+3/+2/+1 - 0/2/0/0 - Final Mag - 6 + 17 = 23 - Agility Nodes +4/+3/+2/+1 - 0/2/0/1 - Final Agl - 7 + 6 = 13 - Accuracy Nodes +4/+3/+2/+1 - 0/0/3/1 - Final Acc - 7 + 5 = 12 - Evasion Nodes +4/+3/+2/+1 - 0/0/0/0 - Final Eva - 0 + 5 = 5 - Luck Nodes +4/+3/+2/+1 - 0/0/0/0 - Final Luck - 0 + 18 = 18 - HP Nodes +300/+200 - 0/7 - Final HP - 1400 + 644 = 2044 - MP Nodes +40/+20/+10 - 0/5/0 - Final MP - 100 + 78 = 178 - Abilities: Dark Attack, Jinx, Scan, Ultima, Lancet - Lock Nodes: +4/+3/+2/+1 - 4/0/1/4 - Total - 9 - Empty Nodes: 12 - Total Kimahri's Section Nodes: 57 ---> Rikku's Section: - Strength Nodes +4/+3/+2/+1 - 2/2/4/3 - Final Str - 25 + 10 = 35 - Defense Nodes +4/+3/+2/+1 - 1/1/5/0 - Final Def - 17 + 8 = 25 - MagDefense Nodes +4/+3/+2/+1 - 0/0/5/0 - Final Mdef - 10 + 8 = 18 - Magic Nodes +4/+3/+2/+1 - 2/3/2/0 - Final Mag - 21 + 10 = 31 - Agility Nodes +4/+3/+2/+1 - 6/5/1/0 - Final Agl - 41 + 16 = 57 - Accuracy Nodes +4/+3/+2/+1 - 0/2/3/0 - Final Acc - 12 + 5 = 17 - Evasion Nodes +4/+3/+2/+1 - 0/0/0/0 - Final Eva - 0 + 5 = 5 - Luck Nodes +4/+3/+2/+1 - 0/0/0/1 - Final Luck - 1 + 18 = 19 - HP Nodes +300/+200 - 0/16 - Final HP - 3200 + 360 = 3560 - MP Nodes +40/+20/+10 - 0/6/0 - Final MP - 120 + 85 = 205 - Abilities: Steal, Use, Luck, Spare Change, Mug, Full-Life, Bribe - Lock Nodes +4/+3/+2/+1 - 7/4/1/1 - Total - 13 - Empty Nodes: 20 - Total Rikku's Section Nodes: 110 ---> Lulu's Section: - Strength Nodes +4/+3/+2/+1 - 2/0/0/1 - Final Str - 9 + 5 = 14 - Defense Nodes +4/+3/+2/+1 - 5/4/5/0 - Final Def - 42 + 8 = 50 - MagDefense Nodes +4/+3/+2/+1 - 12/3/6/0 - Final Mdef - 69 + 30 = 99 - Magic Nodes +4/+3/+2/+1 - 10/0/4/1 - Final Mag - 49 + 20 = 69 - Agility Nodes +4/+3/+2/+1 - 1/0/6/0 - Final Agl - 16 + 5 = 21 - Accuracy Nodes +4/+3/+2/+1 - 0/0/1/0 - Final Acc - 2 + 3 = 5 - Evasion Nodes +4/+3/+2/+1 - 8/0/6/0 - Final Eva - 44 + 40 = 84 - Luck Nodes +4/+3/+2/+1 - 1/0/0/0 - Final Luck - 4 + 17 = 21 - HP Nodes +300/+200 - 0/8 - Final HP - 1600 + 380 - 1980 - MP Nodes +40/+20/+10 - 4/7/0 - Final MP - 300 + 392 - Abilities: Fire, Thunder, Water, Blizzard, Bio, Demi, Doublecast, Fira, Watera, Blizzara, Thundara, Flare, Death, Firaga, Thundaga, Waterga, Blizzaga - Lock Nodes +4/+3/+2/+1 - 5/2/4/1 - Total - 12 - Empty Nodes: 19 - Total Lulu's Section Nodes: 143 =============================================================================== <-----------------------------------------------------------------------------> 8.0. EXPERT SPHERE GRID #SH8E <-----------------------------------------------------------------------------> =============================================================================== 1. Just What On Earth Is The Expert Sphere Grid?: ------------------------------------------------- The Sphere Grid is a new system of leveling up and stat maxing that Square has used specifically in this game. I suppose they wanted to be more unique than in some of the previous games. What this leveling up concept is all about is by gaining AP which convert into Sphere Levels after reaching certain points. You then use these to move around the Sphere Grid, gaining abilities, levels, higher stats, etc... There are about 805 nodes on this gigantic Grid (give or take a few), and you must overcome enemies, look in treasure chests, talk to people to obtain spheres to activate the many, many nodes and spheres that are on this grid to become more powerful throughout the game. 2. How To Level Up Characters: ------------------------------ Well, well, you still don't know from what I have mentioned above? Ok, allow me to take it one step further (and for statistic maximization, go to the Stat Maxing sections of this guide): When you defeat enemy(ies), you gain AP, which as I had stated previously, converts into Sphere Levels for you to "spend" on the Sphere Grid. Note: To gain AP after battles with characters, they *must* participate in battle, as well as be standing when the battle comes to its conclusion. After battle(s), you press the Triangle button to take you into the main Menu Screen (more on this later), and use up the Sphere Levels to move to different nodes to become more powerful. By the way, you don't have to use them right away, either, you can save up your Sphere Levels and use them later all in one sitting or in divisions. Like Square said: "With the Sphere Grid, it's your choice". 3. All Of Those Different Symbols On Nodes: ------------------------------------------- You see, there are many, many different nodes on the Sphere Grid, and each of those symbols that appear on the nodes of the Sphere Grid mean a different category of attribute leveling or ability learning. There are actually sixteen different symbols to look out for on the Sphere Grid, and here, I will list them all for you...: - The nodes on the grid the Lv. and then a # there means that that node is locked and can't be activated without a Level Key Sphere with corresponding number if that particular Lock Sphere. - The nodes with the black diamond-type symbol on it will enable a character to use the Black Magic engrained in the node. Activated with an Ability Sphere. - The nodes with the white diamond-type symbol on it will enable a character to use the White Magic engrained in the node. Activated with an Ability Sphere. - The nodes with the two crossed swords on it will enable a character to use the Skill engrained in the node. Activated with an Ability Sphere. - The nodes with the plus sign symbol on it will enable a character to use the Special engrained in the node. Activated with an Ability Sphere. - The nodes with the target bulls-eyes on it will enable a character to raise their Accuracy attribute. Activated with a Speed Sphere. - The nodes with the partial symbol of Ying Yang on it will enable a character to raise their Evasion attribute. Activated with a Speed Sphere. - The node with like a footprint on it will enable a character to raise their Agility attribute. Activated with a Speed Sphere. - The nodes with a star in the middle on it will enable a character to raise their Luck attribute. Activated with a Fortune Sphere. - The nodes with a shield that has a triangle inside on it will enable a character to raise their Magic Defense attribute. Activated with a Mana Sphere. - The nodes with a circle that has a triangle inside on it will enable a character to raise their Magic attribute. Activated with a Mana Sphere. - The nodes with a shield symbol on it will enable a character to raise their Defense attribute. Activated with a Power Sphere. - The nodes with a symbol of a sword on it will enable a character to raise their Strength attribute. Activated with a Power Sphere. - The nodes with the letter "M" on it will enable a character to raise their maximum Magic Points. Activated with a Mana Sphere. - The nodes with the letter "H" on it will enable a character to raise their maximum Hit Points. Activated with a Power Sphere. - The nodes with no symbol whatsoever on them are empty and will do nothing for you besides filling them with Spheres. 4. The Different Sphere Colors Of Characters: --------------------------------------------- The colors that you might be wondering about when you see that a characeter has activated a node on the Sphere Grid, are really just colors that the Square gave each of the characters so that you can differentiate which nodes each of your characters have activated thus far. There is going to be seven different colors that will appear on the Sphere Grid at one point or another, and each of them will represent a character (imagine: going through 800+ nodes and not knowing who has activated what and when. That would be utterly insane!). Anyway, the color key goes like this: Tidus: Aqua, Yuna: White, Auron: Red, Kimahri: Indigo, Rikku: Green, Lulu: Purple, Wakka: Yellow. 5. The Gruling Process Of Activation: ------------------------------------- To activate you need the corresponding sphere of the node you wish to activate. The other things is that you need to be next to or on the node that you'd wish to activate. Those are the only two requirements that you need to meet in order to be able to activate nodes and become even more uber. For a complete listing of all of the spheres that you will be needing to take on this job, please refer to the items section of this guide. And please note that even though this job sounds easy, it isn't, because the first job is hard to just collect a sufficient enough sphere supply, and the secod job isn't easy because there are quite a bit more than 800 nodes on this gargantuan Sphere Grid. 6. Original Sphere Grid and Expert Sphere Grid Differences: ----------------------------------------------------------- There are quite a few differences between the Original Grid and the Expert Grid which is only available in the Pal/Int. versions of Final Fantasy X. So here I will list all of those differences to inform you not to think that they are the same. Note: The key word in "Expert Grid" is "Expert", so that means that only use the grid if you've read this informator, and if you have already planned out your navigational strategies, because this is not an easy Sphere Grid, ok? - Difference#1: There are 859 nodes total on the Original Sphere Grid and 805 nodes on the Expert Sphere Grid. Thus, there is a difference there of 56 nodes, which makes life a lot more difficult. - Difference#2: There are eight extra abilities found on the Expert Grid that are not found on Original Grid. These are: Extract Ability- Makes enemy drop Ability Spheres. Extract Mana- Makes enemy drop Mana Spheres. Extract Power- Makes enemy drop Power Spheres. Extract Speed- Makes enemy drop Speed Spheres. Nab Gil- Steals Gil from the enemy whilst doing damage. Pilfer Gil- Steals Gil from the enemy. Quick Pockets- Decreased recovery proceeding item usage. Full-Break- Armor Break, Mental Break, Magic Break, Power Break to opposition. - Difference#3: Everyone will start out on the middle sphere of the Sphere Grid (where Kimahri normally starts off) except for Rikku which is just a Level 1 Key Sphere away from the rest of them. And those are basically all of the changes made between the two. ------------------------------- 7. What Is On The Sphere Grid?: ------------------------------- Ok, ok. It's finally time for me to get really technical about this Sphere Grid business, and list just exactly what is on the Original Sphere Grid, which can be found in every single version of the game, Final Fantasy X. Finally... Now, there are 805 nodes on the Sphere Grid, and each character has a certain part of that number. And altogether that will equal 805. I will refrain from doing what I did last time at this point because I do not *yet* know everything about this grid like I do the Original Grid. But, you can rest assure that I will eventually get it done. =============================================================================== <-----------------------------------------------------------------------------> 9.0. THE MENU SCREEN #SI9M <-----------------------------------------------------------------------------> =============================================================================== o----------------------------------o - Menu By Pressing Triangle: - o----------------------------------o The menu that I will be displaying is the menu that you can very easily access by pressing the Triangle button when not in Battle Mode, and not in a cutscene. So now, let's see a crude ASCII rendering of the Menu: ------------------------------------------------------------------------------- Character's Name | Current HP/Max HP | S.Lvl | |Sphere Grid | Current MP/Max MP | | +----------- ---------------------------------------------+ |Item Character's Name | Current HP/Max HP | S.Lvl | +----------- | Current MP/Max MP | | |Ability ---------------------------------------------+ +----------- Character's Name | Current HP/Max HP | S.Lvl | |Overdrive | Current MP/Max MP | | +----------- ---------------------------------------------+ |Equip Character's Name | Current HP/Max HP | S.Lvl | +----------- | Current MP/Max MP | | |Status ---------------------------------------------+ +----------- Character's Name | Current HP/Max HP | S.Lvl | |Aeons | Current MP/Max MP | | +----------- ---------------------------------------------+ |Formation Character's Name | Current HP/Max HP | S.Lvl | +----------- | Current MP/Max MP | | |Customize ---------------------------------------------+ +----------- Character's Name | Current HP/Max HP | S.Lvl | |Config | Current MP/Max MP | | +----------- ---------------------------------------------+ |Help +----------- ______________________________________________ ------------------------------------------------------------------------------- Time for an explanation! I. Basically, the whole left half column of the menu is self-explanatory, so, what I'm really concerned with explaining to you is what the divisions on the left side of the screen do. Without further ado, let's start! 1. Sphere Grid: When you move the Menu Cursor up to where it says the words "Sphere Grid", it takes you to that humongous board/grid where you can level up and accumulate new abilities which I had gone over very in-depth earlier in this guide. So here's a bit about it: The Sphere Grid is a new system of leveling up and stat maxing that Square has used specifically in this game. I suppose they wanted to be more unique than in some of the previous games. What this leveling up concept is all about is by gaining AP which convert into Sphere Levels after reaching certain points. You then use these to move around the Sphere Grid, gaining abilities, levels, higher stats, etc... There are about 861/805 nodes on this gigantic Grid (give or take a few), and you must overcome enemies, look in treasure chests, talk to people to obtain spheres to activate the many, many nodes and spheres that are on this grid to become more powerful throughout the game. Note: There are a few great pictures of the Sphere Grid right here on GameFaqs/FFX FAQ Screen. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 2. Item: When you take the cursor and move it over to where it says "Item" on this menu, it takes you to the new Item Screen. The way this is layouted it it has the bar up at the very top that says "Use", "Sort", "Equipment", "Key Items". I will get to those in just a bit, but for now, I explain the immediately obvious; the items. There will be two columns that can hold items (112 items can be held in each. So next to the little rectangular bar that says the name of a certain item, there is going to be a little circle that represents the quantity of that item you have. On this screen, you can only use the items that will heal the party; Potion, Mega-Potion, Hi-Potion, X-Potion, Elixir, Megalixir, Ether, Turbo Ether. This is because the others are solely meant to be utilized in battle. Whenever you accumulate more of an item, the number in the circle will increase until it reaches the 99 maximum. Now it's time to explain what is up in that little top bar: - Use: This is the command you are already in when you very first enter this screen. This allows you to use those items that revalesce your HP as well as your MP (these are listed to the above). The items that are greyed are things such as Phoenix Downs (you are automatically revived to 1 HP when the battle is over, that is, if you are KO'd), Remedy (you are already relieved of any and all status imperfections when the battle is concluded), and items such as Supreme Gem, which Rikku uses during Use and her Mix Overdrives. - Sort: This is the command in which you may organize, arrange, and rearrange if you find the current order is simply to sloppy and out of order, you want to access something quicker for a battle as opposed to cycling through a lot of items, or it just doesn't suit you correctly for any apparent reason. When you press it, it will make another little bar appear at the top which says "Manual" or "Auto". Manual means you will organize it yourself, and when you use Auto, it automatically fixes it by priority, or usefulness in battle (such as the restorative items first). - Equipment: This is very redundant to items part. This will enable you to view and access all of the equipment you have accumulated throughout the game so far, and like the items again, lets you arrange them either by Auto or Manual means. Manual means you will organize it yourself, and when you use Auto, it automatically fixes it by character. Here's the order: Tidus, Yuna, Auron, Kimahri, Wakka, Lulu, and then lastly, Rikku. - Key Items: Very self-explanatory, right? What this does when you press it, it transfers you to a screen where you get to view all of the Key Items that you have picked up through and throughout the game thus far (such as Flint). ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 3. Ability: This one is a lot like picking on the Items Menu of this Main Menu. When you first click it, attention is instantly redirected to the characters; pick one, and you are then enabled to view the abilities which that character has learned on the Sphere Grid (look above) so far. If you have acquired certain spells like Curaga, per se, you are then able to use it to replenish HP. This is very useful if you don't have the right, or good enough items, you just need enough MP to get the job done. When you move your cursor up and down along the abilities listed there, you get a new bar each time at the top which displays all the data on that particular ability. The kind of abilities that *can* be found here are listed to the below: - Black Magic: Uses black, or oppressive magic against the opposition. Picking this lets you choose from all Black Magics you've learned thus far (listings are later on in this FAQ). - White Magic: Uses white, or helpful magic on one member or the entire party. By picking this, you get to choose from all White Magics you've learned so far (listings are later on in this FAQ). - Skills: Uses Skills, and then it takes you to a screen in which you can make a choices of which of the Skills that you have acquired on the Sphere Grid with that character thus far (listings are later in this FAQ). - Specials: Uses Specials, and then it takes you to a screen in which you can make a choices of which of the Specials that you have acquired on the Sphere Grid with that character thus far (listings are later on in this FAQ). ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 4. Overdrive: Move you Menu Cursor down four clicks and then you get to choose on the Overdrive Menu of Main Menu. When you first pick it, the focus is automatically changed over to where you have to then pick on a character who's Overdrives you desire to view. Then, once you pick them, you come to a screen where, again, there will be a mini bar up there at the top, which will display "View", and "Set Mode". Below that there is going to be the selected character's name, then their Current/Maximum HP and Current/Maximum MP followed by Sphere Level and AP until next Sphere Level all on the same bar. Next, right below that, it will show the name of the character's Overdrive (ie. Swordplay), how full their Overdrive Meter is, and then what their current Overdrive Mode is (ie. Warrior). Next, in the big area below all of that, there is going to be every single Overdrive that character knows, or in Rikku's case, has executed. When you move cursor up and down along the different Overdrives, it shows a bar even higher which shows what they can do. Here's a list: Note: For lists of how to get and what they do, go to Overdrive section. - Tidus: Spiral Cut, Slice & Dice, Energy Rain, Blitz Ace - Auron: Dragon Fang, Shooting Star, Banishing Blade, Tornado - Yuna: Valefor, Ifrit, Ixion, Shiva, Bahamut, Anima, Yojimbo, Magus Sisters - Rikku: Grenade, Frag Grenade, Pineapple, Potato Masher, Cluster Bomb, Tallboy, Blaster Mine, Hazardous Shell, Calamity Bomb, Chaos Grenade, Heat Blaster, Firestorm, Brimstone, Burning Soul, Abaddon Flame, Snow Flurry, Icefall, Krysta, Winter Storm, Black Ice, Tunderbolt, Rolling Thunder, Lightning Bolt, Electroshock, Thunderblast, Waterfall, Flash Flood, Tidal Wave, Aqua Toxin, Dark Rain, Black Hole, Nega Burst, Super Nova/Sunburst, Ultra Potion, Panacea, Ultra Cure, Mega Phoenix, Final Phoenix, Elixir, Megalixir, Super Elixir, Final Elixir, NulAll, Hyper NulAll, Ultra NulAll, Mega NulAll, Mighty Wall, Mighty G, Hyper Mighty G, Super Mighty G, Vitality, Hyper Vitality, Mega Vitality, Mana, Hyper Mana, Mega Mana, FreedomX, Freedom, Quartet of 9, Trio of 9999, Hero Drink, Hot Spurs, Eccentric, Miracle Drink - Wakka: Elemental Reels, Attack Reels, Status Reels, Aurochs Reels - Kimahri: Jump, Fire Breath, Self-Destruct, Seed Cannon, Stone Breath, Thrust Kick, Doom, Aqua Breath, Bad Breath, White Wind, Mighty Guard, Nova - Lulu: Fire Fury, Fira Fury, Firaga Fury, Water Fury, Watera Fury, Waterga Fury, Blizzard Fury, Blizzara Fury, Blizzaga Fury, Thunder Fury, Thundara Fury, Thundaga Fury, Demi Fury, Bio Fury, Drain Fury, Osmose Fury, Death Fury, Ultima Fury, Flare Fury Now it is time to explain in-detail what "View" and "Set Mode" do!: - VIEW: You are automatically in this when you first enter the Overdrive Screen, and it lets you easily view and see what your Overdrives that you have do. They will be in that big area at the bottom of this first screen when you access. - SET MODE: This, when you press it up at the top of the very first Overdrive Menu, will take you over to a screen in which you can view and look at all of the data of any acquired specific Overdrive Mode. With your cursor, you can move along them all, and at the top of this screen, when you are highlighting a certain Overdrive Mode, it will display its info data up at the top. You can easily switch from current Overdrive Mode to a new one by moving the cursor over to the desired Overdrive Mode and press X button on it, voila! Note: That everyone starts out in Stoic Mode. Note: For complete Overdrive Mode coverage, I suggest that you head on down and pay Overdrive Mode section a little visit. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 5. Equip: When you go down to Equip and click on it, transportation to Equip Menu screen occurs. When you first pick on the Equip box, you must then choose on the character you wish to go to the Equip Screen with (I don't know why, but with all of this examples, I always do it with Yuna... *banters*). Now, you are at a screen where it is very preeminent that there is going to be a bar at the top where it displays aid for you to navigate this screen right. The below this, you get the character's name (ie. Yuna), Current/Max HP then Current/Max MP, followed by Sphere Levels, finally AP to next Sphere Level. Below that in the next row, or division of the screen, there is a picture of that character (*looks at Lulu*), their Overdrive Meter fullness, and then Overdrive Mode, also in this row can be included the character's currently equipped armor and currently equipped weapon. When you highlight the cursor on one of the weapons or armors, it displays their customized abilities at the bottom under where it says "Abiltities". If you click on the link to Weapon, it takes you to a scroll-down screen where you can cycle through, and equip a new weapon in you please, what ever fits your fancy. If you click on where it says Armors, it does the same thing, just, with your armors instead. It will be displaying your weapons/armors under where it says "Equipment". This concludes the information on Equip... ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 6. Status: This screen will be displaying mainly what your characters current statistical attributes are from amplifying the Sphere Grid, and it also will display the data that follows: The top bar of course will be there again to help you out while in this menu and displays what you do in this menu. Then, there is the division right under that that lets you view the character's name (ie. Yuna), Current/Max HP then Current/Max MP, followed by Sphere Levels, finally AP to next Sphere Level. Next division: there is a picture ofthat character, their Overdrive Meter fullness, and then Overdrive Mode. also in this row can be included the character's currently equipped armor and currently equipped weapon. Next, even below that, is a display of the level of all of that character's current stat levels. They go in this order from left column to right column: Strength, Defense, Magic, Magic Defense, Agility, Luck, Evasion, Accuracy. "Luck" above this explanation. Also increases Critical Hit ratio. You may also press X over and over to view aeon's White Magic, Black Magic, Skills, Specials acquired thus far. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 7. Aeons: Now, go down over to where it says Aeons on the main screen, and you get transported to a new screen which is rather familiar and recognizable. It first, up at the top, has that Help Bar where it displays what each thing on this screen does, such as "Look at aeon's info". The second bar, or division of the screen says, in this order, "Status", "Abilities", then "Attributes" (I'll cover these in just a bit, be patient). Then, even after that, there is a complete listing of all of the aeons you have attained throughout your quest, proceeded by their Current/Max HP and Current/Max MP. Now time for the covering of the three choices in the second bar of this screen (hurray! ): - STATUS: When you first choose on this option, it then allows for you to pick from any of the aeons that you have. When you finally choose them, you get transported to a screen exactly like the characters' Status Screen, only with the exception of there being aeons instead. The screen then has a bar at the top which is exactly like the one before in all of the other menus. Next, there's a bar that displays aeon's name, Current/Max HP and Current/Max MP, and Overdrive Meter. To the below of that, there is the aeon's picture, its Unique (Special) Attack, and its Overdrives (two in Valefor's scenerio). Then, there is the status display; it's like this: Strength, Defense, Magic, Magic Defense, Agility, Luck, Evasion, Accuracy. - ABILITIES: Now, from original Aeon Screen, you choose on Abilities which is next, this then allows to choose from all of your attained aeons once again. Now, when you make your decision you get yet another screen. Note: Yojimbo, Cindy, Mindy, and Sandy are excluded from Abilities. Now, you are at a screen in which evidentally, there is another help bar at the top of the screen. Below, is your "Status-Abilities-Attributes Bar", followed by a division of aeon's name, Current/Max HP and Current/Max MP, and Overdrive Meter. To the left of this screen is a listing of all learnable abilities. The ones in white are the ones you have corresponding number to items to learn it, and the ones that are gray can't be learned at the current time being or they're already learned by that aeon. This is under where it says "Ability to Learn". Next screen division is under where it says "Item Cost", when you highlight an ability to the left column, it will then show the item(s) you need at the top of that box, and in the left black circle it shows your current amount of that item, and then the amount you will have after you learn it in the second circle (ie. number 20 is in first circle, 5 is in second circle, that means the ability is 15 of that item to learn, understand?). You can cycle through that aeon's abilities learned by using Triangle button. - ATTRIBUTES: Again, you choose the third choice up at the bar, and then, pick the aeon you wish to raise attributes of. Now, you're moved to a screen which has following layout: First and foremost, there is the assistance bar at the top with some always-useful tips, followed by the bar with Status, Abilities, Attributes. Next is aeon's name, Current/Max HP and Current/Max MP, and Overdrive Meter. Then, on the bottom left corner of Attribute screen, there is going to be the largest and most striking column, the "Attribute to Raise" column. In this menu, you are able to use items you've obtained, and utilize them a different way; optimizing statistics. The way this is presented is it shows the attribute to raise in a pink bar, and a little further to the right of that in the same pink bar is aeon's current value of that stat (ie. HP.....5000). Next column, which is divided from this one with a dark bar, is what will represent the amount of a certain item deducted if you are able to learn desired ability. This is also displayed like with Abilities; yellow box with items' name at the top followed by two dark-colored circles. The left box will represent current quantity of particular item, and the second one is how many you'll have after raising that attribute. (ie. number 20 is in first circle, 5 is in second circle, that means the ability is 15 of that item to raise, understand?). Here is info on stat-increasing increments: HP: 100, MP: 10, Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 1, Agl: 1, Eva: 1, Lk: 1 Note: That once stats are HP: 99999, MP: 9999, Str-Mag-Def-Mdef-Agl-Lk-Acc-Eva: 255, you cannot increase them any longer, for they are uberzied. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 8. Formation: Thank god! This is definitely going to be a much more forbearing section to do... All that this little subdivision of the main Menu Screen will do is allow you to changed and toggle around the formation, or, order of the party. The only three spots of note that you should be concerned with are the very first three. These are the slots that will determine which characters will be appearing on the front lines in battle. You can easily switch them around by clicking on Formation, then picking the character you wish to switch, then, choose another character. They will now have switched up spots with each other. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 9. Customize: Ok, ok, I just feel like cutting to the damn chase here, since this is another mercilessly large subdivision, argh. Ok, very top part of the screen here is again reserved especially for the little Help Bar which will literally always display the following info: "Add abilities to equipment". Next up is... yup, you guessed it: character data bar. This displays infos on character's name, Current/Maximum HP and Current/Maximum MP then followed by Sphere Level and then AP to next Sphere Level. Now, to the real hard stuff...: Next portion of the screen is reserved for the almighty "Equipment" column, in which most of the useful infos lie. Really, what that displays is the name of every weapons and armors you've collected throughout your journey, and will be organized however you did it in the Items screen. Next on the agenda is under where it says "Abilities" to the bottom right hand corner of the screen. This shows whatever ability(ies) the specific weapons/armor you are currently highlighting with your menu cursor; the abilities will be displayed in the pink boxes under that small little column. I will now offer two examples to break you into, and acclimate you to this new aspect of FFX: - Example#1: First, we're going to do example with Yuna's Arc Arcana weapon by customizing: You need to have 4 Bomb Fragments (Firestrike), 4 Antarctics Winds (Icestrike), 4 Electro Marbles (Lightningstrike), and then have 4 Fish Scales (Waterstrike). Then you customize them onto empty-slots. - Example#2: Now, we do one with an armor, and once again, Yuna's the guinnea pig: This will be done out of Onyx Ring. There is only one ability which requires 4 Blessed Gems, and that ability is MagDef+20%. Then, customize! ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 10. Config: Is also called "Configuration". This transports you to a screen which shows everything that you might want to change about your Final Fantasy X game. These include: Sound- you can change music to Mono or Stereo; Subtitle- when talking, the words at the bottom don't appear; Names- lets you choose to view name of person you're speaking with; Cursor- choose Memory Cursor or Default Cursor; Help- lets you see or not see Help Box in fights; Aeons- let's you see normal or shorter types of Overdrive or Summoned videos; Map- allows you to turn the radar on your screen; and Vibration- allows to keep on or shut off the controller's vibrating. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 11. Help: This menu shows Basic Terms, Overdrives, Controls, Command-Abilities, Auto-Abilities, as well as Overdrive Modes. Easy enough, right? =============================================================================== <-----------------------------------------------------------------------------> 1.0. GAME WALKTHROUGH #SJ0W <-----------------------------------------------------------------------------> =============================================================================== =============================================================================== KEY TO WALKTHROUGH =============================================================================== =========================== -> The "=" followed by "-s" signify and introduce a --------------------------- new area in the game as well as some of the main features that can be found in them. *************************** -> signals a boss challenge impending or in progress and inside you'll see info on its stats and strategies and any other imperative infos. =============================================================================== Area 1. Zanarkand =============================================================================== ------------------------------------------------------------------------------- ---> Enemies: - Sinscale, Sinspawn ---> Items/Equipment: Long Sword ------------------------------------------------------------------------------- You get a little scene in which the music "Prelude" plays, but, when you then acquire control over your main character, Tidus, go on over into the small crowd, fans, of people. Now, I suggest that you speak with the two hot girls, to the right of this crowd. You now get your *only* chance in the whole entire game to rename your character (the only chance to name any character, for that matter). I left it Tidus, but make your own choice, and then, continue to speak with the three little children with their blitzballs in hand. After they get done with asking for your autograph, go on over and stand right in the center of this crowd of people. Tidus now leaves after saying "Well, gotta go. Cheer for me", and then you will be located on a long pathway full of people, which you will be hearing an announcer talking abou this game, and a little backround of Tidus' father, Jecht, and Tidus himself. Once you make it all the way over to the other side, you are in a new area where there is a large group of people waiting for Tidus, and not letting him pass (star-struck fans). So, keep going through them, and finally make your way into the blitzball stadium through the watery door. Now you will witness a very long and beautiful CG cinema. During it, you see that a mysterious force, "Sin", which is an assimilation of the FA and YY (go down in the walkthrough to find out), destroying Zanarkand. Proceeding the wreckage and cataclysm, you then have control of Tidus yet again so take him down a bit until he then encounters Auron, which has been somewhat of an enigma for the past 10 years. Now follow him out of this area where all of the people are running out of the blitzball stadium, and then, you see that hooded child again and everything suddenly freezes. After the strange scene, things are normal as usual, and you follow down the path until you meet up with Auron yet again. Now, after the scene "We Called It 'Sin'", you fight Sinscales which are weak enemies (look to the beginning of this section for unbeatable strategy), and you attain Longsword which used to belong to Jecht. Fight through the groups and clusters of Sinscales until you get to where the Sinspawn crashes into the building and unleashes more Sinscale. Battle and defeat them all hastily and with ease, and then, make your way to where Sinspawn falls down to the ground, you now must fight it. Boss Fight!!! ******************************************************************************* BOSS: SINSPAWN AMMES DIFFICULTY: 1 ******************************************************************************* #1. Sinspawn Ammes (Zanarkand) -> HP: 2400 - 1000 Overkill -> MP: 400 -> AP: None -> Statistics: Str: 1, Mag: 5, Def: 1, Mdef: 1, Acc: 0, Agl: 9, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Zombie, Threaten, Poison, Sleep, Petrify, Eject, Doom, Demi, Confuse, Death, Bribe, Berserk -> Weaknesses: None -> Strengths: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Demi: Magical/Gravitational damage all of your characters. This will take off 1/4, 25% of current HP, not maximum. ---> STRATEGIC TACTICS: <--- This fight shouldn't even be called a boss fight, in my opinion. First reason for this opinion is that you cannot die at all, this is due to its only move being Demi, which if you look to the above, can *never* kill you, only drop you to 1 HP. Next, is that even though it comes with 5 other Sinscales, those are only there for show, you'll take them out instantly and automatically due to a tutorial the game gives you no matter what, zzz... This tutorial deals with, and explains to you what Overdrives are in this game, and then, you realize that Auron has Overdrive Bar filled. Now, press left to go to the Subcommand Menu #2, now, pick Bushido then enter the button combination after picking on Dragon Fang. Be hasty, though, as you are under time limit, you'll still kill Sinscales, however. All that Sinspawn Ammes will do for the whole duration of this fight is use Demi, so, never heal, and just focus your main attentions and energies on physically attacking the rest of the fight. But first, Tidus' Overdrive is available next; stop the marker in the middle of the bar to get extra damage with his Swordplay: Spiral Cut. After all of its squid-like tentacles are diminished, the fight is finished with your two characters the victors... no matter what!!! Thereafter, proceeding the battle, you run past the wreckage of the fight and save the at the save sphere here. It replenishes HP/MP now and lets you save, but later in the game, they let you do a lot more with major pertinence to the storyline. Now, continue on to the next screen in which there are even more swarms of those annoying Sinscale bastards. But now, there is something different, after killing a few, Auron points out that there is a machine reactor hanging over the edge. So, attack it, and try to refrain from healing, until it falls over the edge and explodes the whole bridge. Now, sit back and watch the few beautiful scenes which proceed... Now, after being sucked up through Sin, you then have control of Tidus as he is floating in some mysterious force. Swim on over to where it shows a figure shaped like Tidus' father, then it shows a scene in which older Tidus talks whilst looking at younger version of himself. After this, you'll be in the very beginning of the Baaj Temple. =============================================================================== Area 2. Baaj Temple =============================================================================== ------------------------------------------------------------------------------- ---> Enemies: - Sahagin, Klikk, Geosgaeno, ---> Items/Equipment: 200 Gil, 5 Potions, Al Bhed Primer #1, 2 Hi-Potions, Flint, Withered Bouquet, Ether ------------------------------------------------------------------------------- After the decimation of Tidus' home, Zanarkand...concludes he will be all alone in the sea of Baaj Temple's ruins... When you first arrive here you are in the water, just swim forward the same way you did while you were floating just a minute ago. You can also swim left and find an Al Bhed Compilation Sphere(it is pretty meaningless right now). Or all the way to the right you can find a blue note written in a foreign language called, Al Bhed. Right behind it though is a treasure chest that has 200 gil. Then just keep heading North until you can find dry land then climb up. You will find a save sphere here, use it. On this platform you can also head left and find a Hi-Potion in a treasure chest. But then go back and just keep moving up until you get a mini-scene in which the path crumbles and falls underneath Tidus. Swim forward for a lil' while until these crazy enemies pop out called Sahagins, and then a fight ensues. Just waste them all, but then you are put against a HUGE monster called Geosgaeno. Here don't even bother attacking it just keep trying to run from battle until it lets you actually flee... kinda... Well, if you need actual strategy here, here it is: ******************************************************************************* BOSS: GEOSGAENO DIFFICULTY: 1 ******************************************************************************* #2. Geosgaeno (Outside Baaj Temple) -> HP: 32767 -> MP: 128 -> AP: None -> Statistics: Str: 36, Mag: 40, Def: 50, Mdef: 50, Acc: 50, Agl: 48, Eva: 0, Luck: 15 -> Steal: Common- Water Gem, Uncommon- 2 Water Gems -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Demi, Threaten, Death, Sleep, Confuse, Provoke, Doom, Zombie, Delay, Slow, Darkness, Silence, Armor Break, Mental Break, Magic Break, Power Break, Eject, Bribe, Berserk -> Weaknesses: Poison- 95; 10% -> Elemental Affinities: [Weakness] Holy, Water, Lightning, Fire, Ice -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Attack: This attack will take off 1/2 (50%) of Tidus' current HP as a Gravity based move. But it also will do physical damage with that. ---> STRATEGIC TACTICS: <--- This fight cannot be won without means of a cheat device, so, let's just get straight to it: The Sahagins attack you, all you have to do is kill off two of the three, then, this initiates the only bloody scene in the game where the big beast, Geosgaeno, chews and then spits out the other Sahagin. Now it takes to mind that it's your turn. So, when finally commenced in battle after the scene, we go like this: Tidus just physically attacks since he cannot do anything else but heal (which you *don't* want to waste your time with if you read what its only attack is). It only takes away 1/2 of *current* HP. Example: Your HP is 520, if it uses this attack, your HP is now 260, and if your HP is 1, it can't do any more damage, like with Ammes' Demi that we've experienced before. So keep attacking and/or just pressing Run, and after your HP is 65, it ends the fight with Tidus escaping into Baaj Temple inside. Don't worry, you get to exact your revenge later. After the scene you find yourself alone in a deserted temple. Here, save at the save point inside the main room, then walk to the middle of the big room and examine the remains of a fire. You now have to find the proper materials to start a new fire. Go into the closest door to the fire grounds and go to a chest, examine it and you should receive a key item named Flint. Now search this area for a different passage to the right and head up the stairs, around all the broken down pillars until you find a treasure chest, open it to get a nice Hi-Potion. Now head back to the main room, and go into the only other openable door. Then keep going up the stairway, making sure to stay along the right wall the whole time. Eventually the signal to "examine" will pop up, so do so to recieve the Withered Bouquet. Run back down the stairs and get the ether from chest if you didn't already do so, than go back to the main room and examine fire grounds. Now you'll get a freaky scene where something is running around and Tidus' fire goes out. A boss fight ensues..... ******************************************************************************* BOSS: KLIKK DIFFICULTY: 1.5 ******************************************************************************* #2. Klikk (Baaj Temple) -> HP: 1500 - 400 -> MP: 5 -> AP: 5 - 7 -> Statistics: Str: 14, Mag: 1, Def: 1, Mdef: 1, Acc: 50, Agl: 4, Eva: 0, Luck: 15 -> Steal: Common- Grenade, Uncommon- 2 Grenades -> Bribe: None -> Win: Common- 2 Ability Spheres, Uncommon- 2 Ability Spheres -> Gil Received: 50 -> Immunities: Poison, Scan, Sleep, Sensor, Berserk, Confuse, Bribe -> Weaknesses: Doom- 3 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Abilities: N/A -> Abilities: - Attack: This attack, when used, is going to be doing physcial-type damage against one of the characters. ---> STRATEGIC TACTICS: <--- This boss is harder than SPA, but, that doesn't mean it's hard. I cannot offer any where-are-your-stats preperations, because it's too early in the game to have even leveled yet.:) Nor do you have... *coughcustomizingcough*. Sorry, let's begin: You have to keep on fighting it until a band of Al Bhed bust in with a bang. You're now fighting along side with a young Al Bhed girl (this happens when you get Klikk's HP down halfway [1/2]). But, that's moving too far ahead, so, now for battle before this event: Hopefully you've saved your Potions and not used them frantically when HP was small against Sinspawn. Because, in this fight, you'll actually be needing them. This is how you should've fought until girl came: Attack -> Get Attacked -> Attack -> Get Attacked -> Potion. That's what always works. Too bad is that when girl comes in to aid you with this fight, it is both a blessing and a curse. The blessing it... well... she's there to help you beat it, and the curse is that its HP returns to original state. Hey, but guess what, this girl can throw Grenades and Steal them. She starts with two of them, so throw 'em both and each does about 300 damage. She then has capability of Stealing 2 more and claim another 600. And doing this in conjunction with Tidus' physical attacks, you'll have it dead within a matter of 8 turns (without healing) from the girl's arrival on the scene. With healing it's probably about 10-11 turns. Don't try to get the girl's Overdrive, because it's impossible in this battle, but don't worry, you'll get to later *hint Hint* After you beat it you watch a scene where the young Al Bhed girl knocks Tidus unconscious, then you find yourself on some ship?.?.?.? ============================================================================== Area 3. Al Bhed/Sunken Ship ============================================================================== ------------------------------------------------------------------------------ Items: None Weapons/Armor: None Enemies/Bosses: Tros, Piranha ------------------------------------------------------------------------------ Save at the save point here, and then talk to the young Al Bhed girl. She will then explain to you the new leveling up system, the Sphere Grid. Now talk to her after you talk to everyone. Now, when underwater, swim towards the sunken ship. When you arrive inside, go up to the machine and examine it. It will open a door, then go through the door and swim to the middle of this new room. Then head back, and get ready for a boss fight... Note: First you have to talk to the guy on the Al Bhed ship in the very beginning of the game who gives you 2 potions for good luck. Once you have spoken to him, dive off the ship with Rikku. Now press the button to get back onto the ship and talk to him again, he will give you another set of Potion x 2. Now dive off again and then come back up and do it again. Keep executing this same process until you have the desired the amount of Potions, most likely 99, at least for me. Then you will be set for many of the first bosses that you encounter in the game. ******************************************************************************* BOSS: TROS DIFFICULTY: 2 ******************************************************************************* #3. Tros (Sunken Ship) -> HP: 2200 - 600 -> MP: 10 -> AP: 8 - 12 -> Statistics: Str: 10, Mag: 1, Def: 1, Mdef: 1, Acc: 20, Agl: 12, Eva: 0, Luck: 15 -> Steal: Common- Grenade, Uncommon- 3 Grenades -> Bribe: None -> Win: Common- 2 to 4 Power Spheres, Uncommon- 2 to 4 Power Spheres -> Gil Received: 100 -> Immunities: Darkness, Demi, Eject, Provoke, Sleep, Zombie, Confuse, Death, Doom, Petrify, Silence, Threaten -> Weaknesses: Poison- 0 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Attack: This attack will do physical attack against one of your people. - Tentacles: This attack will do physical attack against one of your people. - Nautilus Charge: After at least one Tros' turn has passed in battle, or one turn after it uses it, it does physical-type damage to everyone. Big whirlpool. ---> STRATEGIC TACTICS: <--- This battle is definitely your most heated one yet in this game. So, needless to say, I hope you've done Potion trick above, and kept your health maximum before coming into this fight. You will fight on, and then everntually, you're given some info and a small tutorial introduction to the game's Trigger Commands. Now, there roles in this game aren't great, but in some boss battles, they're very significant. Anyhoo, we fight like so: Tentacles attack does near 50-100 damage. Normal attack will do about the same, if not slightly less. And then there's Nautilus Charge which will do much bigger damage of about 160-210. For the first move in battle, you have Tidus Cheer both of them (well, it only takes one Cheer to do them both). Now, for the girl's turn, you have her use a Grenade, and that's basically her whole-battle strategy, with minor exceptions of having to Steal some Grenades now and then. After she's used them all, and she's milked Tros of all of his, you just have her use pitiful I-do-50-damage physical attack. And Tidus attacks, and if Overdrive state is reached with him, well, you know what to do, heh... He is also meant for waiting in the wings for when HP is yellow, and then using Potions, and very rarely, Hi-Potions. After its HP is 1850, it then swims off until it's not hitable by physical attacks. This is when you should really use Grenades, they come very handy here. You now can use Trigger Command to "Stand By" and restorate 50 HP to each character, sweet, huh? And every time you get to HPs: 1850, 1500, 1150... it moves out, but eventually, you'll get to Pincer Attack Trigger Command, which makes Tidus go around one side, and the Al Bhed girl swim around the other way to surround it. Main benefit of doing this is first of all, to prevent Nautilus Charge, and secondly, to make it not able to ever swim off like a little pansy ever again, hahaha! But, be cautioned, there is one drawback from all of this good stuff (always has to be, argh!), and that is Tentacles attacking power almost doubles like in this example: Normally when I fought Tros before I did this, I once had 86 damage done to me, and then after, I did this, it went for 143. Now it was good that it happened to same person, that was I could compare it with same Def. From here, you continue same battle's strategy, of having Tidus with his attack and Potioning, and the chick to use any left Grenades, Stealing any (if there are any still), and normally attacking. After the fight, examine the thing in the middle of the room. After, a little a scene, it shows you and the girl back on the Al Bhed ship. She then gives Tidus some food, and they get into a conversation. She reveals that her name is Rikku. When all of this takes place, Sin attacks and leaves Tidus on the peaceful shores of..... ============================================================================== Area 4. Besaid ============================================================================== ------------------------------------------------------------------------------ Items: Phoenix Down x 5, Hi-Potion x 2, Potion x 2, Antidote x 4, 400 gil, Ether, 400 gil, Remedy Weapons/Armor: Brotherhood, Seeker's Ring, Rod of Wisdom. Enemies/Bosses: Kimahri, Piranha, Dingo, Water Flan, Garuda, Condor ------------------------------------------------------------------------------ After the few short scenes with the Aurochs and Tidus, head back and talk to the entire team to receive some very handy items. Now, start following Wakka, after you go far enough Wakka, and Tidus will have a nice talk, and he gives Tidus some reassurance. Then keep following Wakka until you get to a cliff, Wakka then pushes Tidus off (into water). Swim around underwater to find some treasure chests. Then rise and keep swimming in the direction that the radar indicates. You can do some good training here, but I recommend waiting until later. Once you reach the end, you watch a scene where Wakka asks Tidus to join the Besaid Aurochs, since it's blitzball Tidus gladly accepts. After the scene comes to a conclusion, save a the save point and then head towards the red indicator on your radar. Once you watch a few little cutscenes, just enter the village of Besaid. Here, get the treasure chest that appears right in the beginning, then go to the far west of the village (into a little crack in the radar) and open the 3 chests for very useful items at this point in the game. After all of this enter the lodge of the Crusaders (big blue tent), and save at the save sphere. Here you can get all of the information you want about the Crusaders and their cause. Once you're finished, go up to the temple (pretty unmissable) and after some explanation about summoners, guardians, and Yevon, go back to Wakka's tent, talk to him, and choose to "Take a nap". Once the sleepy head wakes up (and not before some wierd scenes) go back to the temple and walk up to the minister and Wakka, Tidus is then enraged that the summoner could die in the Cloister of Trials and disobeys the precepts of the Yevon temple to go and save the summoner. Solve the puzzles of the cloister like this...: 1. Touch the Symbol on the wall 2. Touch the symbol that appears on the next wall 3. Head down the stairs and take the Glyph sphere on the wall 4. Put the Glyph Sphere in the door down the stairs 5. Remove it again, and go down the hallway 6. Put it in the sphere recess on the left wall (don't take the sphere inside) 7. Keep going and examine the symbols to show a Glyph, touch it 8. Take the Besaid Sphere 9. Put it in the pedestal 10. Go back and get the Destruction Sphere and place it where you got the Besaid Sphere 11. Open the chest for the Rod of Wisdom 12. Go back and push the pedestal to the middle of that room You're done.... After you meet Kimahri, Lulu, and Yuna, you appear outside. Just walk forward and you see Yuna summon Valefor as a demonstration. During the campfire, speak to the young summoner. Now, only when you are ready, talk to Wakka, and choose to go to sleep. Tidus has an unusual dream. The next morning, leave the lodge and join the party, and Wakka will give you a cool sword called Brotherhood. Once you leave the village, you will have tutorial battles to aid you in getting acclimated to the game's battle system. When you arrive at the top of the mountain have Tidus pray with the rest of group (isn't necessary). Keep moving in the direction your radar indicates, eventually this guy will attack you.... ******************************************************************************* BOSS: KIMAHRI DIFFICULTY: 1.5 ******************************************************************************* #5. Kimahri (Besaid Island) -> HP: 750 - 300 -> MP: 10 -> AP: 3 - 4 -> Statistics: Str: 10, Mag: 8, Def: 15, Mdef: 5, Acc: 10, Agl: 15, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 2 to 4 Ability Spheres, Uncommon- 2 to 4 Ability Spheres -> Gil Received: 100 -> Immunities: Threaten, Eject -> Weaknesses: Poison- 0%; 25% -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Defense+5% -> Weapon Abilities: Piercing, Sensor -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: - Jump: This attack will do physical damage against Tidus (only character at that point. - Attack: This attack will do physical damage against Tidus (only character at that point. ---> STRATEGIC TACTICS: <--- Start off by using the Cheer ability to decrease the amount of damage you sustain from his attacks. Just attack back at Kimahri, and whenever your turns yellow, heal. Becareful for his Jump attack which can really hurt, and he also uses this attack on every third turn Kimahri receives in fight. And, if you miraculously have obtained Haste by this point in time use it for sure. Soon enough the fight will end. A special little note is that this mini-boss is the very first battle in this game to drop armors and/or weapons with some abilities on them, finally...! After that is said and done, keep going through the beautiful island, but get ready for some more tutorials (bah). Once you've gotten to the end, save here, then talk to everyone here more than once. Most of them will give you helpful items. The items consist of 400 gil, Phoenix Down x 3, Remedy, Ether, Seeker's Ring. Now board the ship there, the SS Liki. Talk to Wakka, and Lulu mutltiple for some different information. After, walk up to where the crowd has gathered around the beautiful summoner Yuna. You'll learn she has noble blood, as the daughter of Lord, High Summoner Braska (you saw his statue in the Besaid Temple). Once that is through, go back and talk to Wakka, and Lulu again, then go back to where the crowd of people were, and talk to Yuna. Before you talk to Yuna you can go down to the lower deck, and can donate gil to O'aka. After you view a few scenes involving Yuna and Tidus getting to know each other better, you fight..... ******************************************************************************* BOSS: SIN'S FIN DIFFICULTY: 2.5 ******************************************************************************* #6. Sin's Fin (SS Liki) -> HP: 2000 - 1000 -> MP: 100 -> AP: 10 - 15 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 6, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres -> Gil Received: 100 -> Immunities: Sleep, Doom, Silence, NulBlaze, NulFrost, NulShock, NulTide, Darkness, Shell, Poison, Protect, Petrify, Reflect, Slow, Haste, Zombie, Regen, Threaten, Death, Provoke, Eject, Berserk, Bribe, Confuse -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Lightning Ward, Water Ward, Fire Ward, Ice Ward -> Weapon Abilities: Piercing, Icestrike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: - Swim to new location: Change the place it's at in the water. It is just done to make boss look like it's doing something. ---> STRATEGIC TACTICS: <--- This battle isn't that hard, it will just take a good bit of time. First off, the only stat that matters is Str, and that should be around 16 or so with Tidus, Wakka same, and Kimahri 18. This is for AP, each of the Sinscales gives 2 AP for normal kill, and 3 APs for Overkill. So if you've followed big-Potions trick, you can stay alive for a while, and you can get 20 by using the suitcase on SS Liki. I don't recommend using them all, though. I suggest killing about 50 Scales for at least 100 AP and most 150 AP. At most you'll have to use about using 10 of your huge Potion amount. Now, we move onto Sin's Fin strategy: When you enter the fight, you see that it drops Sinscale to attack your party. Do not even bother with them, instead summon Valefor. Use it to first attack with magic (preferrably Thunder), once its overdrive guage fills use it, that should at least half its HP. Repeat this process, but if during any moment Valefor dies and Sin is still alive just use Lulu to cast magic and Wakka to throw his ball from a far. Only use Yuna to heal the wounded. After the battle, Tidus falls in the water and Wakka follows. Wakka gives Tidus Potion and they fight again with no saving in between... #7. Sinspawn Echuilles (Below SS Liki) -> HP: 2000 - 400 -> MP: 20 -> AP: 12 - 18 -> Statistics: Str: 10, Mag: 15, Def: 1, Mdef: 1, Acc: 15, Agl: 5, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 2 to 4 Ability Spheres, Uncommon- 2 to 4 Ability Spheres -> Gil Received: 115 -> Immunities: Sleep, Petrify, Death, Berserk, Zombie, Provoke, Eject, Confuse -> Weaknesses: Doom- 3, Poison- 0%; 25% -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Water Ward -> Weapon Abilities: Waterstrike, Piercing -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: - Drain Touch: This will do physically-based damage in conjunction with Drain effect which makes the damage done by physical-type damage added onto the boss' to restore HP. On one. - Blender: On every turn 3, Sinspawn Echuilles will use this move which executes non-elemental magic-type damage to everybody. ---> STRATEGIC TACTICS: <--- Thank goodness you have tons of Potions, 'cause you're going to need 'em! Wakka and Tidus take on this battle with a Sinspawn by themselves (crazy guys). But, we still have to live with it, let's go: It is accompanied by Sinscales, which are the only Scales in the game with a Zanmato Lvl of 4! Now, if you have any spare turns in which everything is going perfect, than I suggest taking them out. They just come back anyway. Otherwise, let them be, and if they're 50-60 damage hitting attacks get to you, use some Potions. Now we get to strategy of defeating big ugly Echie. For first move in battle (if it's Tidus'), you just have him use physical attack or Spiral Cut if it's left over from Sin's Fin fight. This will probably take out some 200-300 HP. But, if the turn is Wakka's, you have him use Dark Attack in an attempt (which almost always works!:) to make almost-60-damage-inflicting Dark Attack miss about 100% of the time. If you do it at the right time, and it connects, you can even dodge Blender which does nearly 100-130 damage depending on Def. I wish Sinscales here gave AP, but they don't, so suck lemons.=P If Wakka gets up to Overdrive Mode, use his Element Reels and it doesn't matter which element you get, as it's the same to every element. I suggest using Dark Attack every time it wears off of Echuilles. Remember, Cheer is your friend. ============================================================================== Area 5. Kilika ============================================================================== ------------------------------------------------------------------------------ Items: Elixir, Ether, Potion x 3, Mana Sphere x 2, Hi-Potion, Remedy, Luck Sphere, Al Bhed Primer Weapons/Armor: Scout, NulBlaze Shield Enemies/Bosses: Sinspawn Geneaux, Lord Ochu, Yellow Element, Killer Bee, Ragora, Dinonix ------------------------------------------------------------------------------ After the short couple of scenes, save, and then follow the people into Kilika (or whats left of it), simply head left once you've gotten to the bar. In this new area you will find Yuna, and the people left alive in Kilika. She is now preparing to "send" the dead to the Farplane. After the beautiful, yet sad scene of the sending, and you find yourself in the inn the next morning, Save again if you want and step outside. Datto from the Besaid Aurochs, gives you a message that Wakka is waiting for you. Don't go find Wakka just yet, you can go and find a few useful items around the village of Kilika. There is 3 potions in a chest in a broken down house. Go inside the bar for an Al Bhed primer. If you save a little girl to the West side of Kilika, the barmaid will let you have an Ether. When you are finally ready, head over to the Eastern side of town, and talk to Wakka who is super- vising the reconstruction of the East pier. Afterwards, head back West through Kilika. Go through the forest, there are many paths you can take through here, and many items you can pick up. This is a pretty good place to train. And the huge monster in plain site is only an optional boss, its name is Lord Ochu. Strategy for him is below... ******************************************************************************* BOSS: LORD OCHU (FACULTATIVE) DIFFICULTY: 3.5 ******************************************************************************* #8. Lord Ochu (Kilika Forest) -> HP: 4649 - 800 -> MP: 39 -> AP: 40 - 60 -> Statistics: Str: 15, Mag: 23, Def: 1, Mdef: 1, Acc: 10, Agl: 8, Eva: 0, Luck: 20 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: Remedy -> Win: Common- 1 or 2 MP Spheres, Uncommon- 1 or 2 HP Spheres -> Gil Received: 420 -> Immunities: Poison, Confuse, Provoke, Darkness, Berserk -> Weaknesses: Doom- 1 -> Elemental Affinities: [2x Damage] Fire -> Zanmato Lv: 4 -> Armor Abilities: Poisonward, Stoneward, Darkward, Sleepward, Berserkward, Silenceward -> Weapon Abilities: Poisontouch, Magic+5%, Strength+3%, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Water- Water based magic attack on one character. Earthquake- If awoken, it uses physical and Gravity attack ripping off 50% of party's current HP. Poison Claw- Physical damage and Poison on one person. Lord Ochu falls asleep- After it has lost 1/2 or more of its max HP, it'll fall asleep and start restorating under the Regen status. And if it is awoken it'll deliver Earthquake. ---> STRATEGIC TACTICS: <--- Pattern: Poison Claw(1,2) -> Water -> repeat... Earthquake on random turns (dodge with Valefor), and Sleep when its HP is 2149. That makes him semi-predictable. - Ok, you should have the following party for this fight, at least for much better chance: Tidus, Wakku, Lulu/Yuna. Kimahri doesn't matter much in this fight, unless you really want physical fight, but that's partly what Tidus is there for. Ok, it has a few dangerous attacks, like Water, this attack does about 260 damage to one charater, but you can have Yuna NulTide it as first move. The best way to go with Yuna, however, is to have her to summon forth Valefor and unleash Fires until it hits Overdrive state in which you can pulverize Ochu with Energy Ray. If you prefer not to have Yuna participate in the fight, and not to bring in the aeon, you can have Lulu use Fire spells, and then, perhaps a Fire Fury for obscene amounts of damage. If you get under Poison status with Poison Claw, heal up with Antidotes and Potions. There's a way to never see anything in this fight other than Earthquake, and that might still miss. Every 3-4 turns, have Wakka use both Silence and Dark Attack, this makes both Earthquake and Poison Claw miss, and Water prevented. Wake it up when it sleeps so it doesn't regain HP with Regen effect. After the intense battle with Ochu (if you manage to win) talk to Luzzu for a impressive prize of an Elixir. Then go save at the save point again near the beginning. Now, start navigating your way through these woods. When you get to the end, you will be at a large pathway of steps. Wakka then tells you the history the steps have (where Lord Ohalland trained at his prime). Then he races up the steps with Yuna and the rest of the Aurochs. Follow them but first save at the save sphere, and then keep moving up a little further. A boss fight ensues. ******************************************************************************* BOSS: SINSPAWN GENEAUX/TENTACLES DIFFICULTY: 2.5 ******************************************************************************* #9. Sinspawn Geneaux (Kilika/Area Before Temple) -> HP: 3000 - 900 -> MP: 30 -> AP: 48 - 72 -> Statistics: Str: 15, Mag: 10, Def: 1, Mdef: 1, Acc: 100, Agl: 7, Eva: 0, Luck: 0 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 2 or 4 Power Spheres, Uncommon- 3 or 6 Power Spheres -> Gil Received: 300 -> Immunities: Doom, Sleep, Darkness, Poison, Petrify, Zombie, Demi, Threaten, Eject, Provoke, Death -> Weaknesses: None -> Elemental Affinities: [2x Damage] Fire [Absorption] Water -> Zanmato Lv: 4 -> Armor Abilities: Dark Ward -> Weapon Abilities: Piercing, Darktouch -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Water- Water based magic attack on one character. Staccato- Physical damage on everybody. Venom- Physical damage and Poison to one. Sigh- Non-elemental magic damage to every character. #9.1. Geneaux Tentacles (Kilika/Area Before Temple - Sinspawn Geneaux) -> HP: 450 - 500 -> MP: 10 -> AP: 5 - 7 -> Statistics: Str: 14, Mag: 1, Def: 1, Mdef: 1, Acc: 20, Agl: 10, Eva: 0, Luck: 10 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 30 -> Immunities: Doom, Sleep, Darkness, Poison, Petrify, Zombie, Demi, Threaten, Eject, Provoke, Death -> Weaknesses: None -> Elemental Affinities: [1/2 Damage] Ice, Lightning [Absorption] Water -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Tentacles absorb magic!- While alive, they aborb any magic directed at Geneaux. Attack- Physical damage on one person. ---> STRATEGIC TACTICS: <--- SINSPAWN GENEAUX: You better have Kimahri with a piercing weapon eqipped so that it can actually penetrate that heavy shell of Geneaux. Don't use Lulu to use Fire on the shell, yet the Tentacles. Haste Tidus, and have him attack the Tentacles. Only use Yuna for healing purposes, I didn't find it a necessary procedure to summon in this battle. Once you break the shell. Start attacking physically with Kimahri, and Tidus, but now use Lulu to cast Fire on the newly revealed inside body. It won't take long after this point. When you arrive at Kilika Temple, and you walk far enough into it, you'll be greeted by some not-so friendly Blitzball players, the Luca Goers. After, enter the temple. Once you walk up and join the group, Yuna will meet a rival of her own, the summoner Dona, and her guardian Barthello. After, pray with Wakka, then follow your party into the inner sanctum of the Cloister of Trials. Tidus is pushed off by Kimahri (for you slow ones, he isn't a guardian yet). When the platform rises again, try to run out and you will run into Dona and her big guardian Barthello. Barthello then throws Tidus onto the platform, and you are forced to solve the puzzles of the trials. Heres how you do it... 1. Take the Kilika Sphere from the pedestal 2. Put in the sphere recess next to the door 3. Remove the Sphere and put it in the North wall in the next room 4. Take out the Kilika Sphere and place it in one of the other walls 5. Touch the glyph 6. Remove the Glyph Sphere and insert in a recess on the side walls 7. Now step on the glowing switch on the floor to transport the pedestal here 8. Take the Kilika Sphere from the right, and put it in the pedestal 9. Take the Glyph Sphere from the last room, and put it in the right wall of second room 10. Move the pedestal with the Kilika Sphere onto the glowing switch to make it drop 11. Take the Kilika Sphere down there and put it near the final door 12. Take the Destruction Sphere from the secret room 13. Put it where you took that last Kilika Sphere 14. Open the chest for a Red Armlet 15. Remove that last Kilika Sphere and enter that room Keep talking to Wakka and Lulu, until they say nothing else of significant importance. Then walk towards the door you entered from, and Yuna will come out. You now have Ifrit. Now, leave the temple and go back down to where you first entered Kilika, and join the rest of your party. Now choose to "Embark" on the ship. Leave your cabin and you can talk to O'aka. Lending him some more gil now is a wise choice. Now ascend to the deck. Go to the back of the boat, and but in to the conversation that Yuna and the Goers are having, now go up the steps on the deck, and listen to Wakka and Lulu's talk. Do this 3-4 more times to get some more info about their subject. Go back down and examine the blitzball near the bow of the ship. Jecht Shot Challenge: Whenever words appear around the screen press X and the direction of the words at the same time, if you get it right enough times you'll learn the second best Blitzball technique in the whole entire game. When you are ready go down to the cabins and go to sleep. ============================================================================== Area 6. Luca ============================================================================== ------------------------------------------------------------------------------ Items: 1000 gil, Phoenix Down x 2, Hi-Potion x 2, 600 gil, Al Bhed Primer VI, Al Bhed Primer VII, Magic Sphere, HP Sphere Weapons/Armor: Tidal Spear Enemies/Bosses: Oblitzerator, Vouivre, Worker, Sahagin Cheif ------------------------------------------------------------------------------ Once you arrive, get off the dock you are currently on, and head over to the next one so you can meet Maester Mika, to get there go Northward from where the SS Winno has been anchored. After the whole introduction to Maesters and all, you'll find yourself inside the locker room of the Besaid Aurochs. In here you will get a tutorial on how to truly get comfortable and acclimated to the game blitzball, use this opportunity to learn because in a little while you are gonna have to test your skills in an ultimately difficult way. When Yuna runs in with news that Auron is in the Luca cafe, she asks for the assistance of Tidus to go and meet him. When you leave the locker room, I do not recommend going straight for your main objective, rather, to take a look around Luca and to explore it to the fullest extent of your exploration capabilities, collecting items and other useful things. When you are finished navigating the huge city of Luca, head towards the ticket booth to meet up with the lady summoner. Now keep heading in the only other direction, when in the Luca Square, enter the cafe. You see that Auron is not there, but also Kimahri gets into a fight with some other Ronsos that he appearantly has some history with, Biran and Yenke. You now realize that Yuna is missing!, kidnapped by the Al Bhed! Now you are required to find her, it is simple though, just keep running towards the red arrow on your radar. Along the way you will encounter and do battle with forbidden machina which are being used by the Al Bhed. Refer to the section on how to overcome all fiends in the game, they are called "Workers". Many more hordes will ambush your party so annoyingly, so be ready to follow that same strategy over and over again. Now, after the cut snene where they are watching the blitz game on the monitor. Start running for Dock 4, but before you go make sure you have medicated any injuries you may have sustained while reaching this location. ******************************************************************************* BOSS: OBLITZERATOR DIFFICULTY: 1 ~ 2.5 ******************************************************************************* #10. Oblitzerator (Luca) -> HP: 6000 - 600 -> MP: 10 -> AP: 36 - 54 -> Statistics: Str: 16, Mag: 1, Def: 1, Mdef: 1, Acc: 10, Agl: 1, Eva: 0, Luck: 0 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 1 or 2 Elixirs, Uncommon- 2 or 4 Elixirs -> Gil Received: 580 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Regen, Zombie, Power Distiller, Mana Distiller, Speed Distiller, Ability Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Threaten, Death, Provoke, Eject -> Weaknesses: None -> Elemental Affinities: [1/2 Damage] Lightning, Holy, Ice, Water [2x Damage] Lightning -> Zanmato Lv: 4 -> Armor Abilities: Defense+3% -> Weapon Abilities: Lightningstrike, Piercing -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Blitzball Rush- 12 hits of physical damage distributed randomly and also consecutively between all characters that are chosen. Mute Ball- Counter attacks with it if gets magic used on it. Physical damage as well as Silence is done with this. Blind Ball- Counter attacks with it if gets physically attacked. Physical damage as well as Darkness is done with this. ---> STRATEGIC TACTICS: <--- Oblitzerator: Your main objective here isn't to attack the Oblitzerator, but instead the crane that is over to side. Before anything, cast Haste on Lulu. Have Lulu use Thunder Magic on it. All the while using Tidus and Kimahri to attack the Oblitzerator. Eventually Tidus will get a Trigger-Command, use this after you have weakend the crane enough. This will tear off half of the Oblitzerator, cutting its current HP in a whopping 93.75%. From here just follow the same tactics you have been using thus far but on the Oblitzerator. When you have successfully rescued the fair summoner, run back to the Auroch's locker room. The blitzball game is about to begin! Here are some of my personal tips for winning this game... 1. Have the Jecht Shot 2. Have Tidus swim back behind your goalie 3. Pass around to your nearest teammates to get them some experience 4. When you see an opening down the pool swim down behind their goalie, and use a Jecht Shot 5. Repeat this again and again and you'll win. After the game has concluded, Luca is attacked by fiends. There is a couple of awesome CGs that ensue, brace yourself... After Auron's entrance on the scene, he joins your struggle along with Tidus and they both become fully- fledged guardians. But not before you have to fight your way out of the pool with Tidus and Wakka, fight a Vouivre with Auron, and then fight a couple more fights with the 3 of them. After you'lll get the scene I told you about with them becoming guardians and all, but then you'll be on the Mi'ihen Highroad. ============================================================================== Area 7. Mi'ihen Highroad ============================================================================== ------------------------------------------------------------------------------ Items: Soft x 3, Potion x 10, Phoenix Down x 2, Mega Potion x 4, Hi-Potion x 9 Antidote x 6, 600 gil, Eye Drops x 3, 1000 gil, Remedy x 3, 2000 gil, Ether x 2, 400 gil, Lv. 1 Key Sphere x 2, X-Potion, Fortune Sphere Weapons/Armor: Scout, Red Ring, Tough Bangle, Thunder Blade, Hunter's Spear, Serene Bracer, Serene Armlet, Ice Brand Enemies/Bosses: Sinspawn Gui, Chocobo Eater, Thunder Flan, Mi'ihen Fang, Bomb, Ipiria, Dual Horn, Funguar, Raldo, White Element, Vouivre, Lamashtu, Red Element, Gandarewa, Floating Eye, Garuda, Raptor ------------------------------------------------------------------------------ Walk up to the save sphere located right in front of you when you first arrive on the highroad, you can now play blitzball at just about any save sphere you encounter on your journey. Talk to some of the people on the road to get some important items. But basically keep running down the highroad watching the cut scenes and fighting the battles, and talking to get the items of course. To the left of the road is an old scholar named Maechen, talk to him to learn some new and interesting information about Sin and the games plot in general. Throughout the game you will meet him on numerous occasions to get more info on the plot and to tie together many loose ends in your head. Anyway, when the Chocobo Knights leave, move into a little area to the very right of the road to meet and have an aeon battle with a women named Belgimine if you please. ******************************************************************************* BOSS: BELGEMINE/IFRIT DIFFICULTY: 2 ******************************************************************************* #11. Belgemine/Ifrit (Mi'ihen Highroad) -> HP: 3500 - 560 -> MP: 200 -> AP: 0 -> Statistics: Str: 18, Mag: 18, Def: 0, Mdef: 0, Acc: 0, Agl: 13, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: [Absorption] Fire -> Zanmato Lv: 5 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Meteor Strike- Non-elemental magic damage on one character. Hell Fire- Super Fire damage on all characters. Attack- Physical damage on one character. ---> STRATEGIC TACTICS: <--- This fight is extremely easy. The onlt thing that you are able to do is to use the aeon Valefor. While Valie is out, you have it to use Sonic Wings, and Ice spells. Or, if it's already in Overdrive state, Yuna's in Overdrive state, Val gains it in battle, or you have both it and Yuna in Overdrive, use one or two, however many you need. Ok, whether or not you win the bout doesn't matter. You win you get Echo Ring, and if you fail you get Seeker's Ring. After a few more easy fights, I've found that Ifrit has an attack pattern: - Attack - Meteor Strike - Attack - Meteor Strike and then you repeat... Hell Fire is used anytime that Ifrit's Overdrive Guage is completely filled up. Attack does little damage, Meteor Strike does semi-impressive amount of damage, and Hell Fire pummels you with big damage. Now you keep adventuring... ---> Here's another good strategy I've come up with: Belgemine (Ifrit): Start out with both Yuna and Valefor in overdrive mode. Then have Yuna summon Valefor, and unleash both Valefor's Energy Rays on Ifrit. If that does not do it, the battle continues. Now, have Valefor use Boost to get its overdrive higher quicker. Occasionally using Shield to block out some of the damage you have to endure from Ifrit's attacks. Use Valefor's overdrive again and that'll be that. Now just continue running until you see that the Crusaders pull their wagon over to the side. Once you have talked to Shelinda go over to where Gatta and Luzzu are. After the scenes in Rin's Travel Agency, step outside and hold a conversation with Yuna. Their is even a weapon/armor clerk, hear you can buy some useful armor for your characters. Just as you're preparing to leave, Rin talks to you and hands over the Al Bhed Primer vol. VIII, then you will engage in a fierce battle with the... ******************************************************************************* BOSS: CHOCOBO EATER DIFFICULTY: 4 ******************************************************************************* #12. Chocobo Eater (Mi'ihen Highroad - Travel Agency) -> HP: 10000 - 800 -> MP: 5 -> AP: 90 - 135 -> Statistics: Str: 25, Mag: 20, Def: 25, Mdef: 35, Acc: 25, Agl: 12, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 2 Lv.1 Key Spheres, Uncommon- 2 Lv.1 Key Spheres; Note that you only get this items if you beat it by making it go over the cliff. -> Gil Received: 970 -> Immunities: Doom, Sleep, Silence, Zombie, Demi, Threaten, Eject, Death, Confuse, Berserk, Bribe -> Weaknesses: Poison- 40; 5%, Armor Break- 50, Mental Break- 50, Power Break- 50, Magic Break- 50 -> Elemental Affinities: [2x Damage] Fire -> Zanmato Lv: 4 -> Armor Abilities: Lightning Ward, Ice Ward, Fire Ward, Water Ward -> Weapon Abilities: Piercing, Magic+5%, Sensor, Magic+10%, Strength+10%, Strength+5% -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Fist of Fury- Physical damage on one character, after 1 turn charge of "You're Next!" You're Next!- Charges once on a turn and then unleashes Fist of Fury. Blizzard- Ice based magic attack on one character - uses as a counter-attack when on its back with 4500 HP. Attack- Physical damage on only one person. Attack 2- Physical and gravity damage on all of your characters lowers HP by a set percentage, about 75%. ---> STRATEGIC TACTICS: <--- For Chocobo Eater first off a quick note, don't let the Chocobo Eater knock you over the cliff, ok! To start everything off in this contest, have Tidus start off rather orthodoxly by casting Hastega on Lulu. Now have her cast Fire magic non-stop. The next thing to do in the progression to besting this foe is to have Wakka use his Dark Attack, and then bring out your summoner to summon Valefor. Have Valefor now use Fire magic and physical attacks in a very perpetual fashion. If you use grand summon along with Valefor's overdrive guage already full, then use it several times. If Valefor gets KO'd before it can eliminate the Chocobo Eater, then Use Auron now to use Power Break to cut down on the damage it dishes out from now on. If you knock it down on its back keep attacking with no mercy nor remorse. You can knock it back with every 1201+ damage dealt, and to push him back takes 501. Keep knocking it back until you knock it over the cliff, if you don't and just kill it, that's fine too, even if you get knocked over that is even fine. But if you knock the beast over the cliff you will receive a more favorable reward. Here are the certain outcomes you can have for either getting knocked over, knocking it over, or just killing it.... 1. Getting knocked over- Nothing 2. Knocking it over- Just one free ride on a chocobo and AP 3. Killing it- Same as #2 Moving along on the Mi'ihen road, you eventually run into Shelinda yet again. You should try and console her. When you get down to the bottom, you see that Dona and Barthello are not being let through due to a special operation about to executed. Go talk to the person guarding the door he will not let you pass at the current time, now go talk to the person right in the same vicinity as him to donate to the Crusader's cause, the following amounts of gil you donate determine what item you will get out of this.... 100 Gil - Scout 1000 Gil - Ice Lance 10000 Gil - Moon Ring Once you get to pass thanks to the newly-dubbed Maester, Seymour. Just keep running down the Mushroom Rock area, speaking to the bands of Crusaders along the way, to get some good items to add to your inventory. Keep heading North until you meet Clasko and O'aka once more. Talk to them both, O'aka to purchase stuff from, Clasko will speak automatically, and tell you redirect to the West. Save in this new area, and continue on, and you'll encounter a guard in the operation can give you a Hi-Potion. Continue to run down this area collecting all of the goodies that you find along the way inside of the treasure chests. When you get down to the last rising platform, rise up, and here if you go all the way to the right you will get alternating cutscenes with Luzzu depending on how you have played the game up to this point in time. After, get on the elevator and raise up to the next level. Here you'll watch a few scenes explaining the Operation and about Wakka, Chappu, and even more about Machina. Keep on running towards the big tent which is the comand room that you heard about just a tad bit earlier. Once you have introduced (by the game) to Maester Kinoc, you should open the the two treasure chests in here to receive both a Serene Bracer, and even a Mega-Potion. Go and talk to the guard standing near the opposite entrance to the command center. Now watch the next couple of scenes involving Auron and Kinoc, then head over to the red arrow emanating on the radar and speak to the guard that is located there. A fierce battle is about to commence.... ******************************************************************************* BOSS: SINSPAWN GUI/ARMS/HEAD DIFFICULTY: 5 ******************************************************************************* #13. Sinspawn Gui (Operation Mi'ihen Site) -> HP: 12000 - 800 -> MP: 30 -> AP: 400 - 600 -> Statistics: Str: 29, Mag: 20, Def: 1, Mdef: 30, Acc: 100, Agl: 10, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: None -> Gil Received: 1000 -> Immunities: Sleep, Doom, Silence, NulShock, NulTide, NulBlaze, NulFrost, Poison, Darkness, Slow, Petrify, Zombie, Magic Break, Armor Break, Mental Break, Delay, Threaten, Eject, Death, Berserk, Confuse, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Sleepproof -> Weapon Abilities: Piercing, Sleepstrike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Physical damage on one character. Demi- Takes off 25% of current HP from everybody. #13.1. Arms (Operation Mi'ihen Site - Sinspawn Gui) -> HP: 800 - 500 -> MP: 1 -> AP: 37 - 55 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: None -> Gil Received: 300 -> Immunities: Doom, Sleep, NulShock, NulTide, NulBlaze, NulFrost, Silence, Poison, Darkness, Zombie, Petrify, Slow, Armor Break, Magic Break, Threaten, Mental Break, Eject, Death, Delay, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Ice Ward, Water Ward, Fire Ward, Lightning Ward -> Weapon Abilities: Lightningstrike, Piercing, Waterstrike, Icestrike, Fire- strike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: ??? -> Abilities: The Arms Regenerated!- Once a couple of times after killed off arms regenerate. #13.2. Head (Operation Mi'ihen Site - Sinspawn Gui) -> HP: 4000 - 800 -> MP: 200 -> AP: 48 - 72 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 15, Eva: 0, Luck: 0 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: None -> Gil Received: 200 -> Immunities: Doom, Sleep, NulShock, NulTide, NulBlaze, NulFrost, Silence, Poison, Darkness, Zombie, Petrify, Slow, Armor Break, Magic Break, Threaten, Mental Break, Eject, Death, Delay, Bribe, Power Break -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Ice Ward, Water Ward, Fire Ward, Lightning Ward -> Weapon Abilities: Lightningstrike, Piercing, Waterstrike, Icestrike, Fire- strike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: ??? -> Abilities: Thunder- Lightning based magic attack on one character. Venom- Inflicts Poison to one as a special attack. The head stops moving!- Get this to happen by hitting it (Wakka's ball, or a a magical strike). The head is moving suspiciously!- Starts the count to Venom. ---> STRATEGIC TACTICS: <--- Sinspawn Gui: First off make sure you have trained your characters, or at least the ones you are to use, to stats of about 20 or higher on the Mi'ihen Highroad, and Mushroom Rock Road. I recommend starting off with a party of Tidus, Yuna, Lulu. Now have Tidus use Haste on Lulu, have her now start using tons of Thunder attacks on the stomach of Gui. When it uses its Venom attack have Yuna cure it with an Esuna. Now trade out Tidus for Auron. Keep using Auron for attacking at the arms. Switch to having Lulu Thunder or Fire the head for a while. Keep having Yuna to heal and revive, all the while Auron has taken out the arms and ready to switch Lulu for Tidus, then have Auron and Tidus physically attack the stomach. Now use an Ether on Yuna and have her continue on healing. When the arms regenerate continue this strategy again as if it were the very beginning. Once that has been taken care of, you will watch a beautifully set-up scene where Sin has destroyed almost everything in sight. After this you are in for another boss fight... ******************************************************************************* BOSS: SINSPAWN GUI/ARMS/HEAD (AGAIN) DIFFICULTY: 1.5 ******************************************************************************* #14. Again Sinspawn Gui (Attacked Operation Mi'ihen Site) -> HP: 6000 - 800 -> MP: 30 -> AP: 400 - 600 -> Statistics: Str: 15, Mag: 20, Def: 1, Mdef: 30, Acc: 100, Agl: 10, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 3 or 6 Lv.1 Key Spheres, Uncommon- 3 or 6 Lv.1 Key Spheres -> Gil Received: 1000 -> Immunities: Sleep, Doom, Silence, NulShock, NulTide, NulBlaze, NulFrost, Poison, Darkness, Slow, Petrify, Zombie, Magic Break, Armor Break, Mental Break, Delay, Threaten, Eject, Death, Berserk, Confuse, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Sleepproof -> Weapon Abilities: Piercing, Sleepstrike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Physical damage on one character. Demi- Takes off 25% of current HP from everybody. #14.1. Arms (Attacked Operation Mi'ihen Site - Sinspawn Gui Again) -> HP: 800 - 500 -> MP: 1 -> AP: 37 - 55 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 0 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: None -> Gil Received: 300 -> Immunities: Doom, Sleep, NulShock, NulTide, NulBlaze, NulFrost, Silence, Poison, Darkness, Zombie, Petrify, Slow, Armor Break, Magic Break, Threaten, Mental Break, Eject, Death, Delay, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Ice Ward, Water Ward, Fire Ward, Lightning Ward -> Weapon Abilities: Lightningstrike, Piercing, Waterstrike, Icestrike, Fire- strike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: ??? -> Abilities: The Arms Regenerated!- Once a couple of times after killed off arms regenerate. #14.2. Head (Attacked Operation Mi'ihen Site - Sinspawn Gui Again) -> HP: 1000 - 800 -> MP: 200 -> AP: 48 - 72 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 15, Eva: 0, Luck: 0 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: None -> Gil Received: 200 -> Immunities: Doom, Sleep, NulShock, NulTide, NulBlaze, NulFrost, Silence, Poison, Darkness, Zombie, Petrify, Slow, Armor Break, Magic Break, Threaten, Mental Break, Eject, Death, Delay, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Ice Ward, Water Ward, Fire Ward, Lightning Ward -> Weapon Abilities: Lightningstrike, Piercing, Waterstrike, Icestrike, Fire- strike -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: ??? -> Abilities: Thunder- Lightning based magic attack on one character. Venom- Inflicts Poison to one as a special attack. The head stops moving!- Get this to happen by hitting it (Wakka's ball, or a a magical strike). The head is moving suspiciously!- Starts the count to Venom. ---> STRATEGIC TACTICS: <--- Sinspawn Gui Again: You now have control over a very destructive party that consists of Yuna, Auron, and...SEYMOUR! So this doesn't bode well for Gui. Anyway, once you have picked up your jaw, start using Seymours Black Magic against the main body and the beasts head very calously. Have Auron take out its arms with normal physically based attacks. Have Yuna heal them with her white magic spells. You may, if you want, try and get up Seymour's Overdrive which is called Requiem. This *is* the *only* time in the game that you can witness this move (unless you use cheat codes). It looks alot like Oblivion, just, without Anima, and it'll do about 3000 damage. Use Fira on the Head and then keep on using Thundara on the main stomach of it. Goodbye Gui... When Tidus regains consciousness once again, go to the Sphere Grid and cash in on the super amount of AP you have just earned from the fights. Now, while you are on the catastrophically obliterated beach, search for either Luzzu or Gatta (if you chose the second option two times Gatta is dead, any other choice has proven fatal for Luzzu). After, collect the Hi-Potion off of the immolated shores, or the "Aftermath." Follow your party after you save at the point. =============================================================================== Area 8. Djose =============================================================================== ------------------------------------------------------------------------------- Items: 4000 Gil, Ether x 2, Remedy, Phoenix Down x 2, Ability Sphere x 2, Mega-Phoenix, Hi-Potion x 3, Potion x 10, Magic Sphere, Al Bhed Primer Vol. XI, Mega-Potion Weapons/Armor: Bright Bangle, Soft Ring, Switch Hitter, Halberd, Variable Steel Enemies/Bosses: Bunyip, Basilisk, Bite Bug, Funguar, Gandarewa, Garm ------------------------------------------------------------------------------- Run down the Djose Highroad collecting all of the items and talking to everyone as you go along. Once you have reached the end, there is a fork in the road where there are two surviving Crusaders and just one Chocobo. When you reach this you must take the path that leads straightest to the path you were just taking on the Djose road (which is technically "right"). Once you take this route, cross over the bridge, and your final destination on this path is the Djose Temple. When you arrive at this place and walk towards the Temple (which right now looks like a huge mountain), you will get a cutscene where Yuna prays to the temple itself and breaks off the rock seal of the temple, allowing you entrance inside. When you are inside you will meet some new faces, Issaru and his guardians which just so happen to be his own brothers. When they're through talking to each other, start going up the stairs. When in this area, be sure that you collect the Remedy and the Ether that are in this area. After this has been done, enter the inner sanctum of the Djose Cloister of Trials. While you are in here, follow these steps to get yourself through it with ease... 1. Take the 2 Djose Spheres on the right and left. 2. Place them both on the double-slotted door, and go into this next room. 3. Take any Sphere from any side of the door in here. 4. Go to the far right and put it in either of those 2 slts there. 5. Take the other Sphere from the door and put it in the other slot to the right side of the room. 6. Slide the pedestal with the Sphere beneath the suspended pedestal to the right inside the room. 7. Grab the mega-shiny Djose Sphere and place it in the right slot of the main door. 8. Take out both of the Spheres on the wall directed to the right and then insert the 2 into both sides of the pedestal. 9. Head to the left of the room and step on the floor glyph to make the pedestal reappear in the center of the area. 10. Now push it into the raging pit of lightning. 11. Jump across the lighting and push the pedestal here into the wall. 12. Jump back to other side and use the pedestal switch on the ground to summon the pedestal back to the main room here. 13. Remove those Spheres from each side of the pedestal and return to the first area of the trials and put them each into both of these slots. 14. Take the mega-shiny Sphere again and put it in on the left slot of that same exact door. 15. Take the new platform to the next room in the place. 16. Send every of the 5 pedestals in this room back into their respective walls, this will trigger something on the roof. 17. Head back to the lower level. 18. Press the glyph and take the destruction Sphere in that new room. 19. Ascend to the higher area and put the Sphere into the pedestal to now reveal the secret item, a Magic Sphere. 20. Go to the left now, and rise up the steps. After all of these events take place it'll be morning. After Tidus wakes up from his sleep, go inside every room in the temple to get some handy items. Leave the temple and speak to your party which has gathered outside, now go back inside the temple (eeesh!). Talk to the person in the room on the left side of the steps, then you'll see Yuna finally wake up from the day of very hard work and sorrow. Go into the inn and get the Switch Hitter there, then set on across the few bridges south of the Djose Temple, and then finally onto the Djose road yet again, but on the bridges the temple's preist will hand over items (I forget they are). And on the next bridge over the Crusader guard will give you 10 Potions! But when you are again on the Djose road talk to the Crusader for a Halberd for Kimahri (not too special though). Now head up and you'll be arriving in the new area... =============================================================================== Area 9. Moonflow =============================================================================== ------------------------------------------------------------------------------- Items: X-Potion, 5000 Gil, Antidote x 4, Al Bhed Primer Vol. 12, Lv.1 Key Sphere x 6, Ether, Mega-Potion, Phoenix Down x 2, Magic Defense Sphere Weapons/Armor: None Enemies/Bosses: Extractor, Ochu, Bunyip, Gandarewa, Garm, Funguar, Bite Bug, Snow Flan ------------------------------------------------------------------------------- Keep on going in the North direction until you encounter Shelinda once more. Once the little chat is over move around her and pick up the Lv.1 Key Sphere x 3 from inside the chest in the crack. Keep on running in the set direction til you run into Kimahri's Ronso enemies, once their eerie conversation is through, and collect the X-Potion from the chest closest to where that scene had just taken place. Continue, then you'l see yet another chest, open it to get another Lv.1 Key Sphere I believe. Next event to take place as you progress up this same path is a run-in with Belgimine again, choose to battle her aeons again. Get ready...! ******************************************************************************* BOSS: BELGEMINE/IXION DIFFICULTY: 2 ******************************************************************************* #15. Belgemine/Ixion (Moonflow/Djose Road) -> HP: 6000 - 924 -> MP: 450 -> AP: 0 -> Statistics: Str: 22, Mag: 23, Def: 1, Mdef: 1, Acc: 0, Agl: 17, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: [Absorption] Lightning -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Attack- This will be doing physically-based type of damage to the one aeon that you have out. Aerospark- This is going to be doing the Dispel status for negation of positive statuses as well as doing some good physical-type damage to the aeon you're using. Thor's Hammer- It does its Overdrive while it does mega Lightning-type damage to the aeon that is out currently. Haste- This will add the Haste effect onto Ixion which picks up its rate of battle. ---> STRATEGIC TACTICS: <--- Belgemine (Ixion): This time around Belgimine shall summon forth Ixion, so now I recommend summoning Ifrit. Ifrit's overdrive should have been filled by your training in the various regions before this. When the battle to prove yourself as a summoner again begins, use that very overdrive, Hellfire. Next, Ixion will do one of two things, either Haste, or it might just attack simultaneously with attacks or Aerospark. It should now be nearing overdrive where it'll unleash a devastating Thor's Hammer that is capable of KO-ing Ifrit. Heal during the attacks with Fire on itself, then start using Boosts to reach your overdrive before Ixion. If it is impossible to do so, right before its overdrive move, cast a Shield to block out alot of damage from it. Once Ifrit gets to overdrive use it. Ixion is dead, if you need to summon Valefor, do it. After this contest you will get the Summoner's Soul whether or not you just so happen to win, but as a special bonus if you beat her you will receive 2 Dragon Scales for "going the extra mile." By the way refer to the section on items for info on what these things do. Keep on going the same way you have been going then after a little while, look at your radar, and look for a little path leading off to the left, the treasure chest here contains a good Magic Defense Sphere, get it. Get back onto the perscribed path and continue to go North. After you have gotten to where you get a scene where Tidus is introduced to Shoopufs, head left towards the South Wharf. Get the 2 Phoenix Downs in this area before you decide to anything else. You can also find O'aka here again, you can buy some good items from here at this point. Don't buy from any other merchants in this area, for I have found then to be the opinimy of "rip-off artists." Now talk to Auron to trigger the rest of the events in the area, then go on and head to the structure to the left of this area. Get the amount of gil 0f 5000 gil in the chest here, and then talk to her and then Wakka after her (it actually doesn't matter what order that you do so). Go speak to the Shoopuf rider/handler to depart for the other wharf across from this one. You will get a few scenes while riding the Shoopuf, after they are through, you will commence in yet another heated battle. ******************************************************************************* BOSS: EXTRACTOR DIFFICULTY: 4 ******************************************************************************* #16. Extractor (Under Shoopuf in Moonflow/Between Wharfs} -> HP: 4000 - 600 -> MP: 10 -> AP: 660 - 990 -> Statistics: Str: 23, Mag: 15, Def: 1, Mdef: 1, Acc: 30, Agl: 15, Eva: 0, Luck: 15 -> Steal: Common- Potion, Uncommon- Potion -> Bribe: None -> Win: Common- 1 or 2 Mega Phoenixes, Uncommon- 2 or 4 Mega Phoenixes -> Gil Received: 2400 -> Immunities: Sleep, Doom, Silence, Petrify, Poison, Darkness, Regen, Confuse, Zombie, Death, Berserk, Eject -> Weaknesses: None -> Elemental Affinities: [Absorption] Water [2x Damage] Fire -> Zanmato Lv: 4 -> Armor Abilities: SOS NulTide, SOS NulBlaze, SOS NulFrost, SOS NulShock -> Weapon Abilities: Piercing, Dearktouch -> Armor/Weapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Depth Charges- Physical damage and Darkness on everyone as a special attack. Aqua Shooter- Water damage on one person. Readying Depth Charges- Starts count for Depth Charges. ---> STRATEGIC TACTICS: <--- Extractor: I think stats by this point should be about 25-30 or something like that. Use any weapons that you may have found on your journey thus far that may be pre-equipped with the Lightningstrike ability for both of them. When the fight first begins you should have Tidus' first act be to cast Haste on his own self. Now use him and Wakka to attack. Then after Wakka's final turn, have Tidus then use Haste on Wakka too. Use their attacks consecutively on the Extractor. When it uses Aqua Shooter don't fray just heal with regular Potions, but if it uses Depth Charges at anytime use Hi-Potions or even a Mega-Potion. Continue this on the whole time. And use overdrives when their bars are totally full. Also note that whilst readying charges, if you use Delay attack, it stops Extractor from using Depth Charges, and it descends. In this new area after you beat it and get a few couple scenes, use the save sphere located here, and buy some more from O'aka. There is an Al Bhed book in this area for you to nab as well, don't miss it, as you can't get it until way later in the game. Now head in the left way onto the road, there is a chest here. Get it and you will get a much needed Ether (you're loadin' up). Once you have gone far enough on this trail, you'll get a scene where you see a girl taking her clothes off, but not all the way... IT'S RIKKU! She will then become a guardian along with the rest of the gang. Now as you keep on running down this path you will get into battles, one of which is just a tutorial on how to steal from random chests that you can find in random enemy encounters, along with learning how to "Mix." After all of this has finally taken place, I think you should train a little bit, get the items on the left and right side of the path, then make your way into the village of Guadosalam. =============================================================================== Area 10. Guadosalam =============================================================================== ------------------------------------------------------------------------------- Items: 3000 Gil, Lightning Marble x 8, Al Bhed Primer Vol. XIII, Mega-Potion, Hi-Potion x 2, Elixir Weapons/Armor: None Enemies/Bosses: None ------------------------------------------------------------------------------- After your little encounter with Tromell and then walks away with Yuna, Rikku will finally teach you how to customize abilities onto your weapons and armor as opposed to having to find them (some are impossible to get without). I suggest that you enter the inn near the entrance to Guadosalam before you proceed any further, you don't have to rest here, simply use the save sphere to do the inn's job and even to save. O'aka will be in the item shop just in case you care (his prices are better than the shops if you paid him right). Now head over to the main building in Guadosalam, it's located to the far North of the village, enter, go up the stairs for Hi-Potions x 2. Descend the stairs and talk to your party who are on the bottom level, go inside the doors once you have finished doing so. In this new room where all the food is talk to the whole group a couple of times. Eventually at one point or another Seymour will will have a talk with Yuna after a few colorful scenes and actually proposes marriage, after this, leave this room through the same doors you entered, and then finally leave the whole lobby entirely the same way. Out here, you will be reunited with your party, now run up the walkway at the top of Guadosalam and then make your way into the Farplane. While in here before the Farplane, you should check behind the wall for a total of 8 Lightning Marbles, they are un-viewable so it might take some time. Keep going in the same direction and then up the steps into the Farplane. The first person you should talk to is Wakka, he'll be talking to an image of Chappu, and you see that he looks just like Tidus except with orange hair. After this occurs, your Brotherhood will gain the abilities Sensor, Strength+ 10%, Waterstrike. Now speak to Lulu, she'll just be thinking about Chappu, and you as Tidus lift her spirits about it a little bit. After you talk to her go talk to Yuna to discover whether or not she will disclose whether or not that she has made a decision to marry Seymour or not. Once you have finished up all of your buisness inside the Farplane, leave. Now catch up with the rest of your party. Once Tidus and Lulu have had their talk, find her again and talk to her again. After you have, locate Rikku and speak to her. Then walk around the shop area, and Kimahri will then come out and recommend that you purchase some Guado potions (they're not called that). Now, go back down to the lower area and talk to Lulu again, now you get to tell Lulu whom you care for the most, either, Rikku, Lulu, or Yuna, whomever you pick doesn't really change anything storywise, only affection and that cutscene. Now go down the little walkway across from the red doors, now you'll be arriving in the... =============================================================================== Area 11. Thunder Plains =============================================================================== ------------------------------------------------------------------------------- Items: 2 Hi-Potions, X-Potion, Gil 2000x, Remedy, 2 Phoenix Downs, Gil 5000x, Ether, Al Bhed Primer Vol.XIV Weapons/Armor: Yellow Shield, Water Ball Enemies/Bosses: Qactuar, Iron Giant, Kusariqqu, Buer, Aerouge, Larva, Melusine, Gold Element ------------------------------------------------------------------------------- When you have first entered this area through the passage from Guadosalam, you will receive a quick tutorial on dodging lightning, which becomes an important quest for you later in the game. So, what you first do is to pick up the items 2x Phoenix Downs towards the West side of the beginning area. Now, we can continue knowig we've gotten everything in this area thus far. You should keep going on down the vast sections/divisions of the Thunder Plains by moving from one tower to another to not be knocked down (even though it can get you items, as can dodging [visit Lightning Dodging section of FAQ]). You will eventually reach up to next Rin's Agency, but first, some general infos about the Thunder Plains region: There are tons of enemies in this area, alot of them are rather agile, but some are rather brute in Str. And even at that, there's some that has elemental affinities to lightning. And then some are aerial, so you'll have to use Wakka's blitzballs or Lulu's lv2 spells. But then, there's a very tough enemy, that's the Qactuar, little kids of the Cactuar family, they've extremely big Eva and can kill little HPed characters with 1000 Needles attack. There are Qactuar Stones around this region which are only for later use in the game to obtain Kimahri's celestial weapon, Spirit Lance (Note: activate them by using [Square] button). There's tons of items all over the Thunder Plains, also. Now, back to the Travel Agency, there'll first be a Yellow Shield on the ground right in front of it. Right inside of the inn, there's a few books, a stand in the middle, and a person at it. Now, go speak with Rikku who's very afraid of the lightning due to a mishap in the past with her Brother, and as an addition to getting a conversation with her, you also receive the XIV Al Bhed Book from Rin and when you speak, pick on first answer, if you don't, you get it later on in Bikanel Desert. Now, go onto the back of the Agency and then you will see that Tidus makes a mistake and falls into Yuna's room (naughty dawg.:) After the scene with him Yuna/Wakka, talk to everyone again if you like and then get out of the inn. Now, leave, and if you haven't pick up the Yellow Shield there, do so now, ok? It comes in handy with few enemies around here. As you keep moving on into the more Northern sections of the region, you will get under a pavillion-shaped lightning tower with a save sphere under it. Go under there and Yuna will then get into a scene where she thinks about the major decision of "to marry, or not to marry, that is the question". Once that scene is done and over with, get the Ether item here. But, this is not the only item that is located up there - there's Remedy, X-Potion, 2000x Gil, just as well. After all this business is done here in the Plains, you want to keep heading up North, and this leads into the area of Macalania Woods. =============================================================================== Area 12. Macalania =============================================================================== ------------------------------------------------------------------------------- Items: Gil 2000x, 3 Phoenix Downs, MP Sphere, 3 Remedies, Mega-Potion, Ether, Gil 400x, 2 Hi-Potions, 2 X-Potions, Gil 5000x, Elixir, Luck Sphere, Lv.1 Key Sphere, Lv.2 Key Sphere, Jecht's Sphere, Al Bhed Primer Vol.XVI, Al Bhed Primer Vol.XV Weapons/Armor: Sleepy Cait Sith, Shell Targe, Avenger Enemies: Chimera, Iguion, Murussu, Wasp, Blue Element, Xiphos, Spherimorph, Snow Wolf, Ice Flan, Mafdet, Evil Eye, Crawler, Negator, Seymour, Anima, Wendigo, Guado Guardians ------------------------------------------------------------------------------- When you have finally first arrived in the forest here at Macalania, you want to keep going forward until you can go to the left, then do so. Here, you are able to pick up the Sleepy Cait Sith weapon for Lulu, and you also can pick up a good Gil x2000 cash-in amount (Note: that the SCS Doll will be in a tree, so use action button to get it). Now what you do is to continue on along the path in the woods and picking up all items in chests that are around here, they can really help you out eventually. So, if you keep going on, you will soon enough meet a person dressed up very wierdly playing a harp. The person then lets you play the Butterfly Game, but don't do it now, wait until you have the airship and then use the Butterfly Catching section of this guide if you need any help. If you just keep running through the very celestial color forest, when you reach the end, you will meet up with O'aka XXIII again, so stock up on any needed items or equipments for upcoming boss bouts. Now, when you see a scene in which Auron slices, and cuts, and breaks through the side of the woods and the deep trunks all badass-like, go on through as well. Don't forget the Primer there! Just continue into the shiny pond here and engage in a fight with the boss: ******************************************************************************* BOSS: SPHERIMORPH DIFFICULTY: 5.5 ******************************************************************************* #17. Spherimorph (Macalania Forest/Spring) -> HP: 12000 - 2000 -> MP: 100 -> AP: 3240 - 4860 -> Statistics: Str: 20, Mag: 20, Def: 100, Mdef: 1, Acc: 30, Agl: 15, Eva: 0, Luck: 15 -> Steal: Common- Ether, Uncommon- Turbo Ether -> Bribe: None -> Win: Common- 1 or 2 Lv.2 Key Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres -> Gil Received: 4000 -> Immunities: Sleep, Silence, Darkness, Petrify, Sensor, Slow, Scan, Death, Eject, Delay, Provoke -> Weaknesses: Doom- 20, Threaten- 75, Poison- 90; 5% -> Elemental Affinities: It depends on which "Elemental Shift" it's currently in -> Zanmato Lv: 4 -> Armor Abilities: Water Ward, Fire Ward, Ice Ward, Lightning Ward -> Weapon Abilities: Firestrike, Lightningstrike, Icestrike, Waterstrike, Piercing -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Press- Tears off 50% of everybody's HP as a Gravity attack. Attack- Physical damage on one character. Elemental Shift- If you hit it with the correct corresponding element, it'll change to a different one. Thunder- Lightning based magic attack on all or one character(s) if in the right Elemental Shift. Fire- Fire based magic attack on all or one character(s) if in the right Elemental Shift. Water- Water based magic attack on all or one character(s) if in the right Elemental Shift. Blizzard- Ice based magic attack on all or one character(s) if in the right Elemental Shift. ---> STRATEGIC TACTICS: <--- This fight is very annoying, and also it's time consuming, but it's manageable if you have the proper accoutrements. The best party to have for this battle is Yuna for summons, Lulu for opposing magics, and Tidus for... just being main character.:) Now, what to have on your Armors is Auto-Shell, Auto-Haste, and Auto-Protect. Weapons don't matter (just don't have any elemental affinities on them!!!). The next things on list for doing is to have Yuna just to heal and/or Triangle Guarding. Lulu to use one Focus. Now, I know I might've scared you above when I mentioned "Elemental Shifts" above, but it's easy to bring out and use advantageously. And actually, there's the safe*er* way, and the more dangerous method of doing things. The safer way is to have Yuna summon Valefor since it's the only aeon so far that can use all elemental spells. Now, have Valefor use Attack command, and doing so will bring Spherimorph to use an elemental move. It may be Water, Ice, Lightning, or Fire. Here's some minor tips on this: If it uses Water spell, you are to use Lightning spell to have it switch and do damage instead of healing it. If it uses Fire spell, you are to use Blizzard spell to have it switch and do damage instead of healing it. If it uses Lightning spell, you are to use Water spell to have it switch and do damage instead of healing it. If it uses Blizzard spell, you are it use Fire spell to have it switch and do damage instead of healing it. Within this time frame, if you've messed up and got hurt, remember your Summoner/*WHITE MAGE's* role is, *hint hint* ;) - Now, the less safe way...: Is to have Tidus use physical attacks against Spherimorph. This, like using Valefor's attacks, lets you bring out Spherimorph's current elemental property, and this enables you to counteract correctly, and not totally screw you over. From this, you use the chart again. And, even though Press looks scary as hell, there's a way to cut down damage executed: This is to have Auron come in and Power Break to make damage done measly 25%. After the fight has finished, you get the very first of the Jecht Sphere Key Items, a rather long and emotional scene, as well as even getting Auron's 2nd Overdrive Shooting Star, and how to get more ones. Now, leave this Spring area the way you entered, and then save at the save point right outside of the hole Auron left. Now get out of here and you'll be in the next area of Macalania, Lake Macalania. Now, once you're there, go to the other side of the Rin's Travel Agency, you will be picking up the next Al Bhed Book. Now, go back to the other side and you'll see Clasko tending a chocobo, so talk with him and choose the first answer. Now save inside of the Agency and get your characters & aeons Overdrives up at the tutorial if you don't want to lose HP, but with regular enemies if you want AP. Now, go farther into the next area and then you get into a fight after many twist of events. ******************************************************************************* BOSS: CRAWLER DIFFICULTY: 6 ******************************************************************************* #18. Crawler (Lake Macalania) -> HP: 16000 - 4000 -> MP: 1 -> AP: 4400 - 6600 -> Statistics: Str: 25, Mag: 30, Def: 100, Mdef: 50, Acc: 30, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- Lunar Curtain, Uncommon- 2 Lunar Curtains -> Bribe: None -> Win: Common- 1 or 2 Elixirs, Uncommon- 2 or 4 Elixirs -> Gil Received: 7000 -> Immunities: Doom, Sleep, Darkness, Silence, Petrify, Poison, Regen, Zombie, Eject, Provoke, Threaten, Death, Mental Break, Armor Break, Power Break, Magic Break, Confuse, Berserk, Bribe -> Weaknesses: None -> Elemental Affinities: [1/2 Damage] Water, Holy, Ice, Fire [2x Damage] Lightning -> Zanmato Lv: 4 -> Armor Abilities: Lightning Ward, Ice Ward, Water Ward, Fire Ward -> Weapon Abilities: Icestrike, Piercing, Waterstrike, Alchemy, Lightningstrike, Firestrike -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Assault- Counter if attacked in any way shape or form whatsoever with physical damage. Mana Beam- Non-elemental magic damage to all characters after 3 turns of "Mana Beam in [???] turn(s). Gatling Gun- 8 physically damaging hits consectively and randomly. Mana Beam Interrupted!- If while counting down to Mana Beam it creates another Negator, the Mana Beam will be "negated." Mana Beam in 3 Turns- Signifies Mana Beam in 3 turns. Mana Beam in 2 Turns- Signifies Mana Beam in 2 turns. Mana Beam in 1 Turn- Signifies Mana Beam in 1 turn. #18.1. Negator (Macalania Lake - Crawler) -> HP: 1000 - 1000 -> MP: 1 -> AP: 220 - 330 -> Statistics: Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 0 -> Steal: Common- Hi-Potion, Uncommon- 2 Hi-Potions -> Bribe: None -> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Hi-Potions -> Gil Received: 300 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Regen, Zombie, Scan, Provoke, Death, Threaten, Eject, Confuse, Berserk, Bribe -> Weaknesses: None -> Elemental Affinities: [1/2 Damage] Holy, Water, Ice, Fire -> Zanmato Lv: 4 -> Armor Abilities: Ice Ward, Lightning Ward, Fire Ward, Water Ward -> Weapon Abilities: Lightningstrike, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Negator disables all magic and summoning!- While the Negator is up in the fight, you cannot use magic, nor summoned aeons. ---> STRATEGIC TACTICS: <--- Ok, party that is needed for this fight is Lulu/Wakka (Lulu once Negator is gone), Tidus, Auron, and also make sure that you have purchased or found some Lightningtouch/Lightningstrike weapons throughout your journey (preferrably Lightningstrike). You can custom-make them, also. HP of those characters should be about 2500 or so, so you survive everything that it throws at you. Hopefully you took keed to my advice and got characters' and aeons' Overdrive Guages full, because you're going to need 'em. We now head into battle and get prepared to pulverize Crawler's mechanized ass. Since Negator stops all summons and magics, you must first take it out, and that is also why I said to use Lulu *only after* Negator is out, but remember, it comes back also, so you'll have to act quick. After Nega is gone by using Wakka's ball, you then want to bring in Lu instead and have her use her Thundara spells. You can also use Yuna for purposes of summoning Ixion and doing Thor's Hammer and Thunder magic also. Hi and Mega-Potions are very useful here, as well as Phoenix Downs. If you have 1500 HP or higher, you should be able to survive Mana Beam which does about 1400+ damage, and if you have aeon out, use shield before every fourth Crawler's turn. It has slight pattern: - Mana Beam every 4th turn Crawler gets (Negator can't be present), Mana Beam in 3-2-1 turns is used in between, Assault is used to counter, and Gatling randomly. Overdrives! Alt. strategy sent by Greg Moyle If you do not destroy the Negitator, you and the crawler cant use magic which mean he can't use the mana beam. You want to use Rikku, Tidus, Auron, and Kimhari. You use a lot of potions this way but is is pretty easy when you get him at a low health. When this happens, You can use Rikku to use her overdrive and make pineapple(funny name ya know? :) which should do about 3000 damage to the negatator and the crawler. (at least for me) but this might be something to consider trying out. After you beat Crawler and Negator, and then Tromell thanks you yadaa, yadaa, you get more scenes in which Wakka discovers Rikku's Al Bhedness, and then they ride off on snowmobiles. This is the first time Affection System comes into play (unless you got Blitz Ace already like I have just recently). But all of this is erelevant, you still get to the same place, just being entertained differently while you wait. You then finally arrive at the Macalania Temple, so nab the Mega-Potion here and continue on in. There's also a guy who pays 400 Gil. Whilst inside of the temple's entrance, you first speak with Tromell Guado who is there and then he hands over an armor for Rikku called the Shell Targe (not anything to useful, really). You may also speak with Shelinda in here about Yuna supposedly marrying Seymour. After you've done all of this, you make your way up the steps and then there's one person who runs out of thr side room and onto their knees in horror. Go investigate! Inside that room, the party rolls a sphere to to witness a shocking truth about former Lord Jyscal and his son Seymour. There's two Remedy items in the very back of this room, and after talk with the horrified person for 2x Hi-Potions. Now leave there. There's then (in chests) 2 X-Potions, Elixirs and Ethers, Phoenix Downs, and 5000 Gil, all for the taking right outside in the main big area. Save and regain HP, and make any necessary preperations for the upcoming boss fight by going up those steps. You-know-who awaits... ******************************************************************************* BOSS: SEYMOUR/ANIMA/GUADOS DIFFICULTY: 6.5 ******************************************************************************* #19. Seymour Guado (Macalania Temple) -> HP: 6000 - 1400 -> MP: 100 -> AP: 2000 - 3000 -> Statistics: (Before Anima) Str: 20, Mag: 25, Def: 1, Mdef: 25, Acc: 100, Agl: 20, Eva: 0, Luck: 15 (After Anima) Str: 20, Mag: 32, Def: 1, Mdef: 25, Acc: 0, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- Turbo Ether, Uncommon- Elixir -> Bribe: None -> Win: Common- 1 or 2 Black Magic Spheres, Uncommon- 1 or 2 Special Spheres -> Gil Received: 5000 -> Immunities: Doom, Sleep, Silence, Darkness, Petrify, Power Break, Zombie, Demi, Delay, Provoke, Threaten, Death, Eject, Confuse, Bribe, Berserk -> Weaknesses: Magic Break- 50, Poison- 40; 10% -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Silenceproof, -> Weapon Abilities: Silencetouch, Piercing -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Multi-Thundara- Lightning based magic attack on two characters. Thundara- Lightning based magic attack on one character. Multi-Blizzara- Ice based magic attack on two characters. Blizzara- Ice based magic magic attack on one character. Multi-Watera- Water based magic attack on two characters. Watera- Water based magic attack on one character. Multi-Fira- Fire based magic attack on two characters. Fira- Fire based magic attack on one character. Shell- Damage received by magic is cut in half, and it's on himself. Summon Anima- Summons the aeon Anima after killing both Guado Guardians. #19.1. Anima (Macalania Temple - Seymour Guado Battle) -> HP: 18000 - 1400 -> MP: 50 -> AP: 2500 - 3750 -> Statistics: Str: 25, Mag: 20, Def: 1, Mdef: 1, Acc: 30, Agl: 25, Eva: 0, Luck: 15 -> Steal: Common- 3 Silence Grenades, Uncommon- Farplane Shadow -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 3000 -> Immunities: Doom, Sleep, Silence, Darkness, Petrify, Power Break, Zombie, Demi, Delay, Provoke, Threaten, Death, Eject, Confuse, Bribe, Berserk, Poison, Magic Break, Mental Break, Armor Break -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Sleep Ward, Silence Ward, Dark Ward -> Weapon Abilities: Piercing, Sleeptouch, Darktouch, Silencetouch -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Oblivion- 16 physical hits to anyone randomly. For major damage. Pain- Non-elemental damage and death on only one person. Boost- Raises overdrive guage status a little. #19.2. Guado Guardians (Macalania Temple - Seymour Guado Battle) -> HP: 2000 - 2000 -> MP: 10 -> AP: 290 - 435 -> Statistics: Str: 10, Mag: 15, Def: 1, Mdef: 1, Acc: 100, Agl: 12, Eva: 0, Luck: 15 -> Steal: Common- Hi-Potion, Uncommon- Ether -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 300 -> Immunities: Sleep, Provoke, Doom, Confuse, Bribe, Berserk -> Weaknesses: Silence- 20, Death- 10, Poison- 0; 25% -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: MP+5%, HP+5%, Magic Defense+3% -> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Piercing, Sensor -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Thunder- Lightning based magic attack on one character. Water- Water based magic attack on one character. Blizzard- Ice based magic attack on one character. Fire- Fire based magic attack on one character. Shremedy- Inflicts Confuse on one person. Protect- Halves all physical damage attacks. Remedy- Heals abnormal status done to leader (Seymour). Auto-Potion- After any damage is done, counter attacks by auto-healing. ---> STRATEGIC TACTICS: <--- Seymour/Anima/Guados: So he turns out to be an insidious, malignant murderer bent on nothing but destruction, so what, now you'll make him pay dearly for his sins. It is good idea to start out with Yuna, Tidus, and Wakka. Use their trigger commands to raise some of their personal statistics. Now, have Rikku use Steal on both of the Guados that accompany Seymour, this will disable their usage of the Auto-Potions. After this occurance, switch out Wakka in exchange for Auron. Have Tidus and Auron combine their efforts to mainly focus on taking out the Guado Guardians by physical means. Then the incarnation of belligerent fear will consume the diabolistic Seymour, he will then bring forth the crippling, and inexorable Anima. By the way stats, especially Yuna's should be at about 30 or so. Now, when Anima has been summoned to carry out Seymour's dastardly deed, Have Yuna first summon Ifrit. Make sure that his overdrive guage is full and then unleash a malicious Hellfire unto her. She will then retaliate by killing Ifrit or almost killing him (more often than not Ifrit will die from this). Now have Tidus execute a Slice & Dice on the aeon engulfed by darkness and hatred. After, use any turn that Auron may possess to simply attack or use any Phoenix Downs on anyone that has fallen to Pain. Then have Yuna summon Shiva, Have Shiva use Diamond Dust once it has been filled. Then as Anima starts that erradication and execution of Shiva, have her heal herself by using the element of Ice on herself (Blizzara). Then, once the overdrive bar is filled use Diamond Dust again, this will beat Anima, then the hard part is yet to come... Let Shiva be dismissed. The same tactics that Seymour uses from now on are cheap and irritating, but very destructive "Multi-Spells." Your party here should remain the same, have Tidus use the Haste spell on Yuna, this will allow her to use healing and restorative spells quickly. If her MP gets too low for this, then don't be timid in using healing items eccessively. After Tidus gets through with using Haste, have Lulu cast Bio on Seymour, just to poison, and have Auron only attack with Magic Breaks as to lower the power and effectiveness of the Multi-Spells. +-ALTERNATE STRATEGY-+ (thanks to THETRISANTEREEAN) Before fighting Seymour charge up all your overdrives on all your aeons. Then make sure Auron, Yuna, and Tidus (AKA Xerok on mine) overdrives are also full. Use the way you beat Anima, and after that he should cast a Multi-Spell and if you can survive that, summon any aeon (I used the first one Valefor) and use the overdrive attack on him. The Energy Ray did 9986 damage and killed him in one hit. This way you can save the hassle of having to constantly heal. Just make sure all overdrives are charged. Hope this helps. P.S. Because you will still have a few overdrives left. You can use them on Wendigo. Summon Ixion and use Thor's Hammer on him, he should then beat you down to a very small amout of health but your overdrive gauge shouls be full again. Use Thor's Hammer once again and he should be defeated, if not you will have to find your own way but this should work. After the long and heated battle with Seymour (on my first, unprepared file, it took me 13 tries to beat him, but I started game over right after to become more ready), you're going to want to save at the save sphere there and then go do the Cloister of Trials here (thought you'd get off that easily?)... 1. First, go down into the big area to the bottom and then take the Glyph Sphere that is in the column at middle of the room. 2. After that, carry that sphere into the pedestal and then move the pedestal across the slippery ice into an ice pile and then the ice simply vanishes. 3. Now, move the pedestal down the path into the room below. After, you go too. 4. Once down there, you will have to take that same Glyph Sphere and then put it into the recess to the right wall, and doing so will make a recess rise into the above room bearing a sphere. 5. Ascend to the area above you and then remove the Macalania Sphere from the new recess and then place it in the former Glyph-Sphere-Pedestal. 6. Once done, you then push that same pedestal towards a column to the right in that bottom area. And that, will make something new appear above you. 7. Now what you is take the Macalania Sphere under the entrance and then run down to the lower place. Now put it in the recess to the left and this makes a part of the ice bridge reform. 8. Ok, now, what to do? Oh yeah! Remove the Macalania Sphere from that recess from the top and then put inside of the pillar in the middle. This makes the final part of ice bridge form, and there's also a stand-on switch. 9. After, go on up there and and then stand on top of the siwtch in the ice, and that transports Macalania-Sphere-containing pedestal up to where you are located. 10. But damn, a piece of ice bridge is gone. More work awaits... ugh! 11. So anyway, now you must remove that Maca Sphere and then move it down the path. 12. Now you must go down the way you pushed it and then stand on switch to bring pedestal from in the ice. 13. Now place that Macalania Sphere that you've got inside the recess close to the front, and that will make some of the ice bunches come back. 14. Once all that is completed, you have to take the Macalania Sphere from middle pillar and place it in the recess to allow access to the Destruction Sphere. 15. So take it and put it in the slot to the left of the lowest door in the area. 16. Doing so will make the ice explode there, and this lets you easily get to the secret item in this trial; Luck Sphere. 17. Ascend from there again and then move the pedestal into that ice again to get the Macalania Sphere there, and then relocate it onto the pedestal. 18. Push the pedestal to the below area, now. 19. Now put it in the correct place to add another section to the bridge of ice and then go back up to the top. 20. Final Step (yes!): Now take the Macalania Sphere and put into the last pillar to do last part of ice bridge. At long last, you're done! Now, after all of the dramatic scenes, you'll want to leave here and then run from all the Guado Guardians, you'll might have to fight, and it's your choice whether to fight them or run from them. Anyway, just keep on running and pick up the Level 1 Key Sphere and Mega-Potion in the Crevasse area. Proceeding any further starts a battle with the Wendigo and some Guados. ******************************************************************************* BOSS: WENDIGO/GUADO GUARDIANS DIFFICULTY: 4 ******************************************************************************* #20. Wendigo (Macalania Lake) -> HP: 18000 - 1432 -> MP: 32 -> AP: 2000 - 3000 -> Statistics: Str: 40, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 18, Eva: 0, Luck: 15 -> Steal: Common- Hi-Potion, Uncommon- X-Potion -> Bribe: None -> Win: Common- 1 or 2 Hi-Potions, Uncommon- 2 or 4 Hi-Potions -> Gil Received: 3000 -> Immunities: Poison, Petrify, Zombie, Reflect, Slow, Eject, Death, Confuse, Bribe -> Weaknesses: Doom- 5, Silence- 20, Darkness- 20, Sleep- 20 -> Elemental Affinities: None -> Zanmato Lv: 1 <--- not a typo! -> Armor Abilities: SOS Haste, HP+10% -> Weapon Abilities: Piercing, Counter-Attack -> Armor/eapon Dropped: Slots: 1 to 2 Pre-Customized Abilities: 1 to 2 Drop Percentage: 64/128 (50%) -> Abilities: Auto Punch- While dukes are up, if you attack, it'll counter physically. Attack- Physical damage on one character. Dukes Up- After its HP goes under 50% (9000 HP) it will put its dukes up to signify it will counter physical attacks with Auto Punch. #20.1. Guado Guardian 1 (Macalania Lake - Wendigo) -> HP: 1200 - 1432 -> MP: 330 -> AP: 290 - 580 -> Statistics: Str: 1, Mag: 14, Def: 1, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- Hi-Potion, Uncommon- X-Potion -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 480 -> Immunities: Slow, Silence, Confuse, Threaten, Sleep, Magic Break, Berserk -> Weaknesses: Doom- 5, Poison- 25; 25%, Petrify- 25, Death- 25 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Magic Defense+3%, MP+5%, HP+5% -> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Sensor, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Confuse- Inflicts Confuse on one character. Fira- Fire based magic attack on one character. NulFrost- Negates ice oriented attacks onto himself. Silence- Inflicts Silence on one person. Reflect- Casts Reflect on one. #20.2. Guado Guardian 2 (Macalania Lake - Wendigo) -> HP: 1200 - 1432 -> MP: 330 -> AP: 290 - 580 -> Statistics: Str: 1, Mag: 14, Def: 1, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- Hi-Potion, Uncommon- X-Potion -> Bribe: None -> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres -> Gil Received: 480 -> Immunities: Slow, Silence, Confuse, Threaten, Sleep, Magic Break, Berserk -> Weaknesses: Doom- 5, Poison- 25; 25%, Petrify- 25, Death- 25 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Magic Defense+3%, MP+5%, HP+5% -> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Sensor, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 4/128 (3%) -> Abilities: Confuse- Inflicts Confuse on one character. Fira- Fire based magic attack on one character. NulFrost- Negates ice oriented attacks onto himself. Silence- Inflicts Silence on one person. Shell- Puts Shell status on Wendigo as desperation. ---> STRATEGIC TACTICS: <--- This fight can be both intense and tough, or simply a cakewalk in the park. You have two (well, if you're thinking literally; 3) immediate worries in the fight: First one(s) are the Guados, we'll discuss about taking them out a little bit later on. And the second being that the Wendigo's under Berserk when you first meet, and attacks do much more like here: - Under Berserk: The highest damage I ever felt was 2761, and the lowest was 2261. - Un-Berserked: The highest damage I ever felt was 1687, and the lowest was 1319. This should give you an idea about how you want Berserk GONE. The first thing you do is to have Rikku Steal (like she did on the GGs against Seymour), to prevent any further Auto-Potions if there's been any yet. Hopefully you have Auto-Haste on all armors, if not then you'll want to cast it on all active members of the party. Next, make sure that Tidus is Protected. Wendigo is totally susceptible to being Darked, so do it now. Now have your previously- Hasted Auron come back out for major ass-whooping. There are two actually *useful* ways of knocking away the Guados. One is to summon an aeon and OD them to hell, and second of all is to use Tidus or Wakka's attacks or their Overdrives. But be careful, if you kill both Guados, they cast Shell as well as Protect on Wendigo (you were wondering why Wendy wasn't immune to those status weren't you?). It doesn't matter if you kill one after the other, or at the same time, they'll do it seperately or together, remember that. We have good means of negating this though, hehe, took me awhile to figure out of being pulverized while under these statuses, too. You have Ixion come out and use its Aerospark unique attack. There are a few tips that someone sent me a long time ago when I asked them a great strategy to beat Wendigo (good old days of not knowing. ah...), and I'd happily credit them properly if they'd resend the mail so I could know their name. The tips are: - You don't attack physically when its hands are up, you use oppressive magics (or in other words, Lulu's Black Magic spells. Preferrably Fire, or if you're super-developed, you can also use Flare). - If you have Auron do his Skill Power Break on Wendigo, it'll make Berserk status attacks seem like un-Berserked attacks, and un-Berserked attacks seem pitiful. - Threatening Wendigo since it's able to be affected by it is also a good idea because it won't attack for a while, giving you some good opportunities. Now, once you're beneath the ice after it cracks under Wendigo's rage, you use the save poin there. Now what you are to do is to speak with any and all of your party members at least once. Now, once Yuna is woken up after talking with the party, you just have to do it again (so much repitition). Also, before you go, make sure to nad the Lv.2 Key Spheres that's in the treasure box in this area. Leave and you're in the open expanse of the... =============================================================================== Area 13. Bikanel Desert =============================================================================== ------------------------------------------------------------------------------- Items: 4 Remedies, 24 Al Bhed Potions, 2 Ethers, 16 Hi-Potions, 4 X- Potions, 5 Mega-Potions, 10000 Gils, Lv.2 Key Sphere, Elixir, 3 Megalixirs, 2 Teleport Spheres, Mercury Crest, Al Bhed Primer Vol. XVIII, Al Bhed Primer Vol. XVII Weapons/Armor: None Enemies: Sandragora, Mech Gunner, Mech Guard, Alcyone, Mushussu, Sand Wolf, Cactuar, Zu, Sand Worm ------------------------------------------------------------------------------- Once Tidus gets back up after seeing Sin again, you will be found in a small oasis. While in it, you want to swim on to the back of it and obtain 4 Remedy items, and then get out and save at the save sphere that is located just out of the water. So now, you just continue to make your way Northward and then Tidus is ambushed bu a gigantic creature which is named Zu. In this fight you use Tidus to fight until Auron comes in and then you just Power Break and attack normally with him, even use any other Breaks he has. When Lulu enters the fray, have her use Thunder and Bio (and if available, Flare) spells. Keep heading even further in the same direction until you find Wakka, that's the next character that you get back. Now, get the Al Bhed Potions from the Al Bhed treasure chest. Now, if you keep going up, the next character that you will be finding here in the desert is Kimahri Ronso. Only one character left; Rikku, and she's not too far away, either. After locating Kimahri, you then go in a left direction to finally locate Rikku! But who's missing...? Oh no! Yuna's nowhere to be found! Then, just play the game, it'll eventually come together. Near where you have found Rikku, there'll be 8 Al Bhed Potions, as well as Ethers. Ok, now that you have Rikku, there'll actually be two characters running around which are Tidus and Rikku, leading you to inquire, "what the hell"? Anyway, there's going to be a tutoring fight which shows how Rikku can Steal from mechs and erradicate them with the greatest of ease. So, just keep going through all sections of the desert and all the seemingly endless sand until there's another sign in Al Bhed. Just in case you can't read Al Bhed due to not collecting Primers or not reading my Translating of Al Bhed section, allow me to translate: "Home Ahead". Now, if you want or care, there's 4x Hi-Potions to the West. Basically, the Bikanel Desert region is easy to navigate, this is because you just have to go North toward the red arrow. Only tough part's fighting the Sandragora in a sand dune. Now I'll just list where all items are found generally since it's a huge area and predicatable to navigate: # Sanubia Desert: East - Aside from what I previously mentioned, you can get Al Bhed Primer XIV (if missed previously) # Sanubia Desert: West - 3 Megalixirs, 8 Hi-Potions, 3 Mega-Potions, Mercury Crest, 2 X-Potions, 2 Teleport Spheres # Sanubia Desert: Central - 4 Hi-Potions, 8 Al Bhed Potions, 2 X-Potions, 2 Mega-Potions Now, here's little strategy I whipped up for taking on Sandragora: Note: Stats are in the Enemy Encyclopaedia section! - If you're ever hit with its status inflicting hit Seed Burst which does physical damage and Confuse, what do you think all those Al Bhed Potions we've been stocking ip on are for. You should have customized weapons with Firetouch or Firestrike, and you should also use Lulu's Lv.2 Fire attacks. Too bad we don't have Ifrit.:( SUPER-DUPER-GREAT TIP!: On my most recent playthrough, I've discovered a way to take Sandragora out in *one* hit no matter what. This trick is to have Auron use his Shooting Star Overdrive to Eject it from battle. Match is over with you as undisputed winner. Just keep going and you'll eventually reach Al Bhed Home. =============================================================================== Area 14. Al Bhed Home =============================================================================== ------------------------------------------------------------------------------- Items: 2 Hi-Potions, Friend Sphere, 10 Al Bhed Potions, Elixir/Hi-Potion/Potion/ Soft/Remedy/Friend Sphere/Mega-Potion, Skill Sphere, 10000 Gil, Al Bhed Primer Vol. XIX, Lv.2 Key Sphere, Al Bhed Primer Vol. XXI, Lv.4 Key Sphere, Al Bhed Primer Vol. XX Weapons/Armor: None Enemies: Bomb, Chimera, Dual Horn, Guado Guardian ------------------------------------------------------------------------------- Once the rather intense and sad introduction, and once you've met Yuna's uncle/ Rikku's dad, Cid (always one in the FFs isn't there?), you should go over and pick up the Al Bhed Book Volume XIX. After you have done that and you're all content about it, go over and loot one of the dead people for 2 Hi-Potions (you sick, uncaring person...:O). Now, as you move further and then everyone's in the following room, you're ambushed by a Guado Guardian and a pack of fiends that they brought with them. So beat them (taking out Guados first like always) and continue on until you get to the next area where you here Cid talking over an intercom and then you're again moved in on by strong Dual Horns and more stupid Guado Guardians. Same strategy. Now, you head on down those steps there and then go into the Living Quarters area. Ok, there's the Al Bhed Primer Vol. XX here on bed. There is chests in here, and I've decided to make a little chart to help you out here for all columns and choices (If you don't have many Primers): ------------------------------------------ 1st Column |Bomb |Elixir|Hi-Potion | ------------------------------------------ 2nd Column |Mega-Potion|Soft |Chimera | ------------------------------------------ 3rd Column |Potion |Remedy|Evil Eye | ------------------------------------------ So from viewing this, you can conclude anything you want to know. There's a treasure chest outside in the hallways and corridors which contains 6 Al Bhed Potions. Also, there is Al Bhed Primer Vol. XXI. We now go into yet another door which has a blue-ish light on it. Enter and since the Chimera fight in here is a toughie, here's some good strategy: Chimera: Stats should be 45-50. Put up 2 or these 3 (or maybe even all 3), Protect, Shell, Reflect. Learn its attack pattern. Having your strongest attackers just attack is a good idea. The best idea here though is, to summon. Now another chart for the puzzle in here: ---------------------------------- Dig.1 | Add #'s | ---------------------------------- Dig.2 | Minus 2nd # off of 1st # | ---------------------------------- Dig.3 | Multi. 1st # times 2nd # | ---------------------------------- Dig.4 | Add #'s | ---------------------------------- After cracking the code successfully, you will get a much well-deserved Special Sphere. Now, the other chest isn't a number lock, but instead, it's a Q&A test. And you know what that means, yup, that's it, another chart for ya...:) ---------------------------------- Q #1 | Answer #3 | ---------------------------------- Q #2 | Answer #4 | ---------------------------------- Q #3 | Answer #2 | ---------------------------------- Q #4 | Answer #1 | ---------------------------------- And for completing that successfully, you will get the exact opposite as last time, a Skill Sphere. When you go back to where you were before sidetracking, you are put in the area called Environment Controls, so after the shocking and dramatic scene the ensues you will go over and take the 10000x Gil amount from inside of that lonely treasure chest. Not bad, eh? But before that, you get Lv.2/4 Key Spheres. Now head through the door and you're on the airship! =============================================================================== Area 15. The Airship =============================================================================== ------------------------------------------------------------------------------- Items: 4 Al Bhed Potions Weapons/Armor: None Enemies: Bomb, Dual Horn, Evil Eye, Evrae ------------------------------------------------------------------------------- Once aboard the cool new airship after the colorful and "heated" CG cinema, you have to talk to everybody on the airship's bridge. Also, thank god you didn't leave Rin behind because you're going to be in desperate need of items soon, I guarantee you, hehehe... You might now want to search around the airship for some other familiar faces such as Dona whose outside the bridge and in a room to Tidus' running-towards-you right side, and you're left side. And just like Clasko, what you say to her here determines where she'll be later on. Now, speak with everybody again when ready and then Brother. You should definitely train with the airship's invaded enemies that Rin warned about before next boss bout. Now, make your way down all hallways of the big ship and when you reach the final one (you'll be able to know because there's a save sphere right when you enter it). In here there'll be an Al Bhed guy who will fork over a good 4 Al Bhed Potions (you'll need every last one of them, trust me on this one). Now move on up and get a scene where you see a giant serpent-like creature outside the airship's window, that's why you need everything I mentioned; THAT is Evrae. Rin's also just a bit further up, so make any last-minute preperations before meeting your demise. Now make your way up the elevator and to the top of the ship where your party congregrates to challenge Evrae. ******************************************************************************* BOSS: EVRAE DIFFICULTY: 7 ******************************************************************************* #21. Evrae (Top of Airship) -> HP: 32000 - 2000 -> MP: 500 -> AP: 5400 - 8100 -> Statistics: Str: 36, Mag: 30, Def: 1, Mdef: 1, Acc: 100, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- Water Gem, Uncommon- 2 Water Gems -> Bribe: None -> Win: Common- 1 or 2 Black Magic Spheres, Uncommon- 1 or 2 Black Magic Spheres -> Gil Received: 2600 -> Immunities: Zombie, Threaten, Death, Sleep, Provoke, Poison, Silence,Petrify Armor Break, Magic Breaks, Eject, Demi, Confuse, Bribe, Berserk -> Weaknesses: Slow- 50, Darkness- 50, Doom- 30 -> Elemental Affinities: [1/2 Damage] Lightning, Ice, Water, Fire -> Zanmato Lv: 4 -> Armor Abilities: Stone Ward -> Weapon Abilities: Stonetouch, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 -> Abilities: Stone Gaze- Petrification on one person. Attack- Physical damage on one person. Inhale- Starts the count for it's Poison Breath attack. Swooping Scythe- Occasional counter, physical damage, ship is far away, if Evrae has minimal Hit Points left, and is executed on every person. Too Far For Breath- Means you are too far from Evrae for it to execute Poison Breath. Poison Breath- Poisons and uses non-element magic damage attack on everyone, and only after one turn of charging, during inhalation. Haste- Speeds up it's own next turn on itself. Photon Spray- 8 non-elementally magically damaging hits consectively and randomly. ---> STRATEGIC TACTICS: <--- Now, this guy is rather annoying for very most people the first time they ever fought it, so don't be ashamed if you can't get it down the first two tries at it. It doesn't really matter what kind of weapons you have, but an armor with Stoneproof ability is extremely useful in the long run because of its Stone Gaze attack. I believe Evrae has an attack pattern, if so, it is a minor one. It has a few devastating attacks, but for the most part you're in the clear when it comes to getting excrutiatingly attack by this Bevelle Defender. Here are a few general rules for this fight: -> I recommend using Trigger Command and then waiting for Salvo only *after* dealing at least 1/4 to 1/2 damage to its Health Points. -> Before readying to fight it, get your stats up to least of 40 average by training in the corridors of the invaded airship (very important if not done). -> Don't ever use Delay moves because it will eventually counter-act with Haste which will of course negate them. -> Now for a representation of its attacks and its attack patterns (hurray)!: - Swooping Scythe which is used only after lowering its HP down to 10665 or less will deal near 800 damage to all characters by diving at them. (It is also occasionally used as a counter attack move) - Photon Spray will do about 100 damage to randomly chosen characters and is only used while your ship is far away from Evrae using the Trigger Command. - Stone Gaze will be triggered by two things I've found thus far which are: You've done three physical attacks unto it; You've done six magic attacks (note that there might be more that trigger it). And for effects - it does what it says... Petrification to one character! - Attack which is its regular physical attack will do about 1300 damage to one. - Poison Breath is done after one 'Breathe In' charge, and does nearly 1500 magic damage to all characters as well as Poisoning the characters too. -> Now for some attack pattern: a) If the ship is close up to Evrae *only*, attack pattern will go: Attack, Attack, 'Breathe In', Poison Breath; repeat, repeat, repeat... b) If ship is away it only does Photon Spray over and over again. - Begin the battle off by having Tidus use Hastega (if you don't have it, I do not think that you should not really waste turns with single-at-a-time Haste). I now recommend having a starting party of Rikku, Tidus, and Wakka. Have Rikku now use either Gold or Silver Hourglasses, or maybe Mixing two Wings to Discovery to get together a Trio of 9999 and have Tidus react to that with Slice & Dice for some super damage. Hell, that might even end it right there.;) Now, back the ship up with either Tidus or Rikku with Trigger Command "Pull Back." As you may know if you've fought Evrae previously, every couple of turns while away from Evrae, Cid does Salvo move which sends tons of missles Evrae's way which do about 100 damage each time. While back here, you can switch up Rikku for Lulu and do Fury spell as well as using Wakka for some attacks of his blitzball only. If you get Photon Shot-ed and it does too much damage for comfort, feel free to heal up with a Mega-Potion or if you can spare, Megalixir. Attack until you use up all final Salvos and then pull back in (3 only). I also suggest while away though to Haste up everyone if not done already. Note that Lulu can also be using either Water or Thunder spells while in the fight while away from it. While right up close 'n' personal yet again with Evrae, switch up your party once more to Auron, Tidus, and Rikku or Lulu. Here's how they would both go: -> Lulu Scenario: By this point Evrae should be close to under 10665 HP which means that you'll be seeing alot of Swooping Scythe unfortunatly and Hastes. Dispel Haste immediatly and have Wakka Dark Evrae to prevent Swooping Scythe and its physical attack. This alone is not enough to stop the almighty you, so what your first move at this point will be to have Auron execute Mental Break followed by Tidus using simply physically attacking at Evrae for his turns and healing when in desperate need, use Shell on everyone too. Lulu should amplify her turns to the fullest by using Thundaga (or Thundara) on her turns, or if you have accumulated Flare by that point as I did you should most definitely use them, if she reaches Overdrive use a Fury of one of those two, she may also cast Focus on Tidus and/or Auron. Now use Auron for Power Break. I received following info from dr8l7765: cast Reflect on one character and then on Evrae (or vice versa), and then use Slow on Reflected character to bounce it off to Evrae and when it counters it with a Haste it'll bounce off Evrae and onto one of your own people. How great!:) This is a better and easier alternative than using Dispel as said earlier in this strategy. If Stone Gaze happens, use Soft. -> Rikku Scenario: By this point Evrae should be close to under 10665 HP which means that you'll be seeing alot of Swooping Scythe unfortunatly and Hastes. Dispel Haste immediatly and have Wakka Dark Evrae to prevent Swooping Scythe and its physical attack. This alone is not enough to stop the almighty you, so what your first move at this point will be to have Auron execute Mental Break followed by Tidus using simply physically attacking at Evrae for his turns and healing when in desperate need, use Shell on everyone too. Just like Lulu Scenerio.:) For Rikku's turn if you just so happen to not be able to prevent Swooping Scythe you should use her to use Al Bhed Potions. For other turns she gets you can also have her throw 100000 gil (if you can spare it) for a quick and easy 9999 damage. If you get Stone Gazed during this scenerio you should heal it up with an Al Bhed Potion. If you get Rikku's or Tidus' or Auron's overdrive use them! You can utilize this ultimate efficiency by Mixing Trio followed by Slice & Dice. =============================================================================== Area 16. Bevelle =============================================================================== ------------------------------------------------------------------------------- Items: HP Sphere, Al Bhed Primer Vol. XXII Weapons/Armor: Knight Lance Enemeies: (Flamethrower) Warrior Monk, (Bayonett) Warrior Monk, YKT-63, YAT-99 ------------------------------------------------------------------------------- Ok, after beating up on Evrae, you see a few intense scenes on your party entering (really busting into) the city of Bevelle (what a way to make an entrance, huh?). Once your party lands (they're probably in bad shape, aren't they?), you are forced to fight through many Monks. Some of them have flame- throwing guns, and some are normal bayonetts. Too bad there's no Yuna for NulBlaze... Good strategy, have Auron attack and have Lulu use lv2+ magic spells whilst having Tidus Cheering. Haste is also a good idea. You will soon enough get to where Seymour and Yuna are, but you're restrained by guards and forced to bear the ultimate torture; the ugly Seymour kissing the beautiful and sexy Yuna, meaning, *gasp* they're married. *dies* Well after is just more scenes where Yuna jumps off but then summons Valefor to save her (great plan, Yuna!). Alot ensues. After that's all done, Rikku smokes the place and you're able to make a hasty retreat to the Temple of the Fayth in Bevelle. An immolatingly powerful aeon awaits, hehe.;) After the small little scene in which everyone's faith in Yevon breaks, pick up the Al Bhed Primer Vol XXII and proceed into the longest Cloyster of Trials in the game: 1. Looks challenging, no? Alright, first when you get to the rotating glyph on the ground, you auto-stop at it, and then you mist wait patiently for the arrow to be facing right, and then press X button at the right time. 2. Now that you're on a platform, you want to take the Bevelle Sphere at bottom and then put into the Pedestal you have. 3. Once that's done, you'll want to move the pedestal back into the flowing current to form a moving platform once more and then use it to get back up to the higher section. 4. Once you are back at the very top like I said, get back on the rotating glyph and turn right. At the end, you want to take out one of the Bevelle Spheres you have with you on the pedestal and then place it into the recess there. Doing so will unleash a catastrophic chain of events, which... hehe, just kidding, what it does is starts up an important part in the lower section of this. 5. So now you put the pedestal back and then ride it to the end where the glyph is to go back. 6. After that, you will have to utilize the glyph that's in the center to make a turn right (remember to time it right, like always!). 7. Now you are to take out the Bevelle Sphere that's in that recess there and then place it into a slot on your pedestal. Now put pedestal back on track and then ride it over the edge. 8. Now you must use that glyph and then use it to direct you right and then go on down. And then go left till the end. 9. Continue on in the same direction ignoring the glyphs, until, that is, you get to the final one there and then you are to turn right until you get to another platform. 10. Now what you do is quite easy, just take out one of the Bevelle Sphere in your pedestal and then put it into the first recess at the left on this area. 11. Get back onto main path and go over the edge. 12. Now, use the low area to get to the glyph right before the last one and then make turn right. 13. Keep on going to the back of this big land and then move the Glyph Sphere on over to pedestal. 14. After, push the pedestal back onto main path to the farthest end of it and make a turn to the right and get to the glyph colored purple and then out inside the Glyph Sphere for Destruction Sphere. 15. Now you must go over the edge with floating platform again, this makes you go to start again. 16. Ok, now you go to same glyph you got to that last platform from and again go to the right. Now, get off and go put Destruction Sphere in recess in which you got Glyph Sphere, and that opens new pathway. 17. Now, push pedestal back on main path and then move over to the final glyph and turn to the right with the arrows. After, take out the Bevelle Sphere that you had already put in there. 18. Now, fall over the edge yet again and then at the 2nd glyph there, you AGAIN turn right. Argh. And after, you move that pedestal over the land and then go on over to newer, unexplored area. 19. Now, in the new area where ther's really all standing-ground, you will want to go away from pedestal (finally) and go up the steps. 20. Go up and then go right and pick up item in the chest; HP Sphere. You now get a switch where treasure chest was, so, stand on it and pedestal is now up. 21. Remove 1 Bevelle Sphere and then place it inside of the recess there and that allows access to new passageway. 22. If you want extra-good Kimahri's weapon from here, then you'll move the pedestal into the current to the left and cross to get Knight Lance for Kimahri Ronso. 23. Go back across and go through to next area. ---------------------------- VIA PURIFICO AREA OF BEVELLE ---------------------------- *breathes fresh air* Finally! After the long and confusing trials (took me long as hell to type up), you get Yuna from Chamber of the Fayth and then you see Tidus and Auron in a cage in the next scene/location. Ok, so attend the trial of Yuna. NO, not an aeon trial, but a court hearing where you see all maesters deciding on Yuna's sentence, heh. By the way, you've received aeon Bahamut. Now you are Yuna by her lonesome in the Via Purifico. This area is very confusing. But at least you start close to a save, so use it! And don't fret, you'll soon be finding some of your allies, starting with the closest being Auron, hell yeah! As for layout of this section, I'll be doing it it in small instructions. First, characters: -> Auron is right across the first teleporter to the right of the next save sphere. -> Lulu is to the first left of the starting point, then go up and then left again. And finally, up/right and she'll be next to the treasure chest. -> Kimahri will be right of the starting point, then up, right, and he'll be in a corner. ---> Now I'll do items and how to get them: -> There is an Elixir in a chest if you go to the room the is located after going in following directions: Left, Up, Left, Down -> There's Mega-Potion in a chest in the room where you've to go in these directions: Right, Up, Right, Up -> You'll find a Magic Sphere if you go to room with these directions to follow: Left, Up, Right -> There is even a Black Magic Sphere in the room: Up (far), right. Easiest to find. -> Lucid Ring, 10000 Gil, Skill Sphere await in the room all the way at the Northwest room. Directions?: Left, Up, Left, Up (far), Left. But you see that you're blocked. Easy. When glyph is pointing at barred room, stand on it to get inside. Now back on track, we start at beginning save sphere and then use closest teleport pad to get to next save sphere. Just run through the red-lighted room and you get to fight Isaaru and his three aeon pals. ******************************************************************************* BOSS: PTERYA/GROTHIA/SPATHI DIFFICULTY: 2.5 ******************************************************************************* #22a. Pterya (Via Purifico - Isaaru/3x Aeons Battle) -> HP: 12000 - 2550 -> MP: 1000 -> AP: 2000 - 2000 -> Statistics: Str: 20, Mag: 18, Def: 10, Mdef: 10, Acc: 0, Agl: 21, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: 2000 -> Immunities: Sleep, Silence, Darkness, Poison, Petrify, Confuse, Slow, Zombie, Power Break, Magic Break, Mental Break, Armor Break, Sensor, Scan, Berserk, Demi, Delay, Threaten, Provoke, Death, Eject, Power Distiller, Speed Distiller, Mana Distiller, Ability Distiller, Extract Power, Extract Mana, Extract Speed, Extract Ability -> Weaknesses: Doom- 5 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Energy Ray- Non-elemental magic damage to one character. Sonic Wings- Delay and physical damage to one person. Attack- Physical damage on one. ---> STRATEGIC TACTICS: <--- Ok, you actually fight this guy after beating up on Grothia, but since I messed up when writing, I decided to show this guy first. Anyhow, easy fight. If you summon in Shiva, Ifrit, or Ixion in Overdrive, you can use them to do 9999 dmg to Pterya (Isaaru's Valefor). When Pterya gets its Overdrive and uses it on them (Shield first!), you can use an elemental spell on your own aeon to regain probably more health than damage was done. Sonic Wings does Delay and deals about 200 damage. And its regular attack does about 100-150 of physical-type damage. Heal accordingly. Alternately, you can use Bahamut to wipe the floor with Pterya. Look down for Grothia first! #22b. Grothia (Via Purifico - Isaaru/3x Aeons Battle) -> HP: 8000 - 2550 -> MP: 600 -> AP: 2000 - 2000 -> Statistics: Str: 23, Mag: 21, Def: 10, Mdef: 1, Acc: 0, Agl: 18, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: 2000 -> Immunities: Sleep, Silence, Darkness, Poison, Petrify, Confuse, Slow, Zombie, Power Break, Magic Break, Mental Break, Armor Break, Sensor, Scan, Berserk, Demi, Delay, Threaten, Provoke, Death, Eject, Power Distiller, Speed Distiller, Mana Distiller, Ability Distiller, Extract Power, Extract Mana, Extract Speed, Extract Ability -> Weaknesses: Doom- 5 -> Elemental Affinities: [Absorption] Fire -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Fira- Fire based magic attack on one character. Meteor Strike- Non-elemental magic damage on one character. Hell Fire- Super Fire damage on all characters. Attack- Physical damage on one character. ---> STRATEGIC TACTICS: <--- Remember, do not be surprised that you fight Grothy before you do Pterya, got it? Anyway, first way to beat him is to bring out Shiva and pummel to kingdom come with Blizzaras, and then Diamond Dust. Remember to put up Shield before getting Hell Fired, and if she's learned NulBlaze, put that on also. You can also Grand Summon Bahamut as first move in battle and then proceed to witness the newly designed Mega Flare. Byebye, Grothia. #22c. Spathi (Via Purifico - Isaaru/3x Aeons Battle) -> HP: 20000 - 2550 -> MP: 1500 -> AP: 2000 - 2000 -> Statistics: Str: 31, Mag: 38, Def: 1, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Silence, Darkness, Poison, Petrify, Confuse, Slow, Zombie, Power Break, Magic Break, Mental Break, Armor Break, Sensor, Scan, Berserk, Demi, Delay, Threaten, Provoke, Death, Eject, Power Distiller, Speed Distiller, Mana Distiller, Ability Distiller, Extract Power, Extract Mana, Extract Speed, Extract Ability -> Weaknesses: Doom- 5 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Mega Flare- Non-elemental magic damage on all characters. Countdown- Charges for Mega Flare. ---> STRATEGIC TACTICS: <--- Hardest boss aeon that Isaaru has to throw at you, and you can't use Bahamut! This is because Spathi is Bahamut. Darn. Well, you'll probably be using a few aeons here, but I recommend just starting off using Valefor, attack, Sonic Wing, attack, etc. Hope to get to Overdrive where you can use Energy Ray or Energy Blast, and do alot (about 4000 damage). Before Mega Flare, use Shield, but you might still die with Valefor. I've also discovered that if BahaMen... erm... Bahamut kills an aeon with aeons left and Bahamut still has a turn before Yuna can summon new aeon... you can say bye, Yunie. Anyway, that rarely happens, so bring in new aeon (probably Ifrit). Have Ifrit do same things until he gets his Overdrive up and then unleash big bad Hell Fire. Watch Ifrit die, then bring Shiva. Same goes with her. Hopefully Bahamut's dead by now (more than likely it is). You can easily take out Bahamut during the turns it's bascially inactive due to charing. Here's how it goes: -> Mega Flare in 5... -> Mega Flare in 4... -> Mega Flare in 3... -> Mega Flare in 2... -> Mega Flare in 1... -> Mega Flare (!!!) And you repeat the cycle if it lives (most likely). An aeon probably won't live to see light after a Mega Flare, so just bring out a new one. Mega Flare does about 7000 damage each time, meaning about 1500+ with Shield in play. That's all you need to win! Ok, after the little talk, apologies, etc. are through, you are switched over to Tidus, Rikku, Wakka's scene where they're underwater and about to encounter huge surprise. First, save right there and then swim off into the bigger area. You'll probably encounter some rough enemies along the way, so there's another save point right before the big "surprise" (feel the hair bristling on the back of your neck?). Now, move on forward a bit and get ready for Evrae!... Altana... Remember the shop here, though. ******************************************************************************* BOSS: EVRAE ALTANA DIFFICULTY: 1 ******************************************************************************* #23. Evrae Altana (Via Purifico) -> HP: 16834 - 2000 -> MP: 200 -> AP: 5800 - 8700 -> Statistics: Str: 32, Mag: 27, Def: 1, Mdef: 1, Acc: 100, Agl: 25, Eva: 0, Luck: 15 -> Steal: Common- 2 Water Gems, Uncommon- Healing Spring -> Bribe: None -> Win: Common- 1 or 2 Black Magic Spheres, Uncommon- 1 or 2 Black Magic Spheres -> Gil Received: 3000 -> Immunities: Doom, Sleep, Silence, Poison, Petrify, Threaten, Eject, Provoke, Confuse, Eject, Berserk, Bribe ---> always in Zombie -> Weaknesses: Slow- 50, Darkness- 50 -> Elemental Affinities: [2x Damage] Holy -> Zanmato Lv: 4 -> Armor Abilities: Stone Ward -> Weapon Abilities: Stonetouch, Piercing -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Physical damage on one person. Stone Gaze- Petrification on one person. Photon Spray- Poisons and uses non-element magic damage attack on everyone, and only after one turn of charging, during inhalation. ---> STRATEGIC TACTICS: <--- This is easiest boss in the game. General tips: - Don't ever take out the locks on the doors, doing so you'll miss treasure chests with good weapons in them. - The best way to kill it is to use two Phoenix Downs (don't waste Mega-Phoenix items), and that'll kill it. Remember now, this boss is under permanent Zombie status. After you beat the Altana, you swim around underwater and you open both treasure chests for Avenger weapon and the Rematch weapon. One for Tidus, and the other for Wakka. Keep going and you'll end up on the Highbridge. O'aka is found here (what's he doing in a place like this?), so you might want to stock up on items from him, because *tough* boss fight is coming up. The fiends around here are very tough, so train for a long time. Yuna should be nearing end of her Grid by now, or at least near Shell and Reflect. There's a save sphere right before the boss fight, so use it and continue on into the next area for the boss fight against Seymour. Ugh! ******************************************************************************* BOSS: SEYMOUR NATUS/MORTIBODY DIFFICULTY: 6 ******************************************************************************* #24. Seymour Natus (Bevelle Highbridge) -> HP: 36000 - 3500 -> MP: 200 -> AP: 6300 - 9450 -> Statistics: Str: 30, Mag: 25, Def: 1, Mdef: 1, Acc: 100, Agl: 21, Eva: 0, Luck: 15 -> Steal: Common- 2 Tetra Elementals, Uncommon- 3 Tetra Elementals -> Bribe: None -> Win: Common- 2 or 4 Lv.2 Key Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres -> Gil Received: 3500 -> Immunities: Doom, Sleep, Silence, Darkness, Petrify, Zombie, Confuse, Slow, Magic Brea, Armor Break, Mental Break, Threaten, Demi, Delay, Berserk, Death, Eject, Bribe -> Weaknesses: Poison- 50; 4%, Provoke- 10 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: SOS Shell -> Weapon Abilities: Icestrike, Waterstrike, Lightningstrike, Firestrike, Piercing -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Break- Uses Petrification on one person. Banish- Counter attack on an aeon, and makes them get killed automatically no matter what. Multi-Blizzara- Ice based magic attack on two characters. Multi-Fira- Fire based magic attack on two characters. Multi-Watera- Water based magic attack on one character. Multi-Thundara- Lightning based magic attack on one character. Protect- Damage received by physical attacks is cut in half. Flare- Non-elemental magic damage on one person. #24.1. Mortibody (Bevelle Highbridge - Seymour Natus) -> HP: 4000-4000-3000-2000-1000 [Note: There is no way that you can get Overkill on Mortibody.] -> MP: 50 -> AP: 0 -> Statistics: Str: 22, Mag: 20, Def: 50, Mdef: 1, Acc: 100, Agl: 28, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Doom, Silence, Sleep, Poison, Darkness, Petrify, Zombie, Slow, Demi, Confuse, Threaten, Delay, Provoke, Eject, Death, Berserk, Power Break, Mental Break, Magic Break, Bribe, Mental Break -> Weaknesses: Armor Break- 50 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Shattering Claw- If the one person was afflicted with Petrification, that character will also become shattered. Cura- Restores a mediocre amount of HP to Seymour. Mortibsorption- Once it is KO'd, it'll drain some of Seymour's health to give some of it's own. Will varie and range from 4000 to 3000 to 2000 to 1000 then it stays at 1000. Fire- Fire based magic attack on one character. Blizzard- Ice based magic attack on one character. Thunder- Lightning based magic attack on one character. Water- Water based magic attack on one character. Desperado- Will remove all positive status effects from the whole party. ---> STRATEGIC TACTICS: <--- - Seymour Natus: All that you are absolutely going to need for this fight are core stats that are closed to 45-50. HP about 4000-4400, MP is supposed to be closer to 210. When you start off, have Yuna, Auron, and Tidus to use their Trigger Commands to raise one of each of their stats for this battle. Now have Tidus use Haste on Auron, or better yet Hastega for everyone. Now, for now switch out Yuna for Lulu, and then have her cast Bio on Natus. Have Auron and Tidus attack with physical means, once that is done, switch Lulu for Yuna once more, then make Yuna Grand Summon her newly acquired aeon, the legendary Bahamut! Have it use the legendary Mega Flare overdrive taking health from Seymour and, killing the Mortibody once taking another 4000 health on the probable 9999 damage dealt by Mega Flare. Once he Banishes Bahamut, he'll either use Break to petrify or he might just use a Multi Spell (you'll negate all except the one you don't have one your armor. He might also use a Flare for biblical damage amounts; heal right after these. Moving on... Have Tidus use Slice & Dice followed up by Auron Shooting Star-ing this reincarnation of Seymour. Then on Yuna's go, have her summon any aeon with their overdrive guages full. Then, once they are on the field, use their overdrive (preferably Shiva's Diamond Dust) doing massive damage over again just like last time. After Banishing it, if he uses the element you can't nullify heal with a Mega-Potion. Finish the fight with him by reapeating this strategy. +-ALTERNATE STRATEGY-+ Well, this strategy is much better than the last one that I mentioned, and deals much greater with strategics. Ok, now, after about 21 dead Seymour Natus, I've finally discovered his patterns at HP intervals: - This guy alternates turns with Mortibody... repeat... - Now, here's for first go-around of HP; 24000 to maximum 36000: You will see chains in these: a Water spell results in Multi-Watera, etc., but you might also see Desperados...: Blizzard or Desperado <-> Multi-Blizzara, Thunder or Desperado <-> Multi- Thundara, Water or Desperado <-> Multi-Watera, Fire or Desperado <-> Multi-Fira - This is for the second go-around of HP; 12000 to ~1.5 MAXHP = 23999: Protect, Shattering Claw or Desperado, Break *Few Notes*: Protect is used right after HP is dropped below 24000 HP mark. Break can be avoided with Stoneproof/Ward. - This is for 3rd (final) HP go-around; 1 to ~3.0 MAXHP = 11999: Desperado or Cura, Flare *Note*: Flare does the Delay status effect on Seymour Natus for about 3-4 turns afterward. --> So, you start off with Yuna, Tidus, and Kimahri. Now, Tidus can speak with Seymour to get stat boost of Str+10. Ok, I do not suggest that you keep Kimahri in your main frontline party, so switch him out for Auron (he won't be here too long for now) so that he can speak with Seymour as well for a Str+10 bonus for the fight. HolyDarkPaladin has reported in that any positive statuses on three characters will initiate Desperado. Now I didn't know that until recently, so from that data I can put together another table: - If Poison is on Natus past first HP go-around, he won't move onto his later moves like Flare. This is a good thing. Nope, only elemental chains with Morti. - Past second HP go-around, Shattering Claw happens against Breaked characters, and that dismisses them from battle permanently. Ruby Weapon wannabe... ;P - If you summon an aeon for this battle, prepare for them to meet hell. They'll go bye with Natus' Banish move which disappears them from the entire battle. They only get one turn in, and then Banish, so make it count!!! - If you use Aerospark on Natus with Ixion aeon, and then it makes him go directly into 2nd HP go-around, Protect isn't done. - If you cast any good status change on a character, the Mortibody gets ticked and then it uses Desperado to take it all away. Meanie! --> Ok, now onto main strategic tactics: Auron's and Yuna's armors have Auto-Reflect, Auto-Haste, Auto-Shell. Tidus', on the other hand, should consist of Auto-Protect, and Stoneproof alone. Now, in the beginning of battle, take Kimahri out for Auron (this is really super- imperative). Now, for Yuna's (make sure she has Dispel ability!): have her use NulFrosts to everybody. Note: Rikku can be used there and then brought out so she can Mix Shining Thorn + Shining Thorn to get Hyper NulAll so it doesn't take all those turns. Another benefit of this is that it gives Focus and Cheer (raises Str, Def, Mag, Mdef) for the fight. Auron just attacks, and then Yuna just heals with Hi-Potions or Mega-Potions, and if things get desperate: some Elixirs. Don't use Magic to heal Auron or herself, since they have Auto-Reflect on, remember? In next HP go-around, you have Tidus Provoke the bastard. What does this do? It makes him only do Break on Tidus. How does this help? Well, remember that Tidus has Stoneproof on his armor, thus, you never see Petrify or Shattering Claw. You only take damage which you heal with Hi-Potions (no megas since it's only one character getting beat up on). Auron can destroy him with Shooting Star in this form. Yuna just stays there being pretty and helping to heal Tidus. Auron should just attack now and save his Overdrive for later on in the bout. Oh, yeah, how could I forget!? Use Yuna to Dispel his Protect. In the next form, you are introduced to Flare, this is an easy one to avoid, as was Break. Still Desperado can still happen in the same way as it does in the last three forms, but we don't need to worry about that. Tidus, poor chap, he is the one that could possibly take damage from Flare. So, have Yuna Dispel the past Provoke off him. He and Auron attack and Overdrive. While Yuna again heals. If an aeon has Overdrive, use it (especially Bahamut). If Natus uses Flare to Yuna or Auron, it Reflects and then hits Natus for about 1600 damage. Killing Mortibody also does damage like this: First kill- 4000, Second Kill- 3000, Third Kill- 2000, all proceeding kills- 1000. After intense battle, you're going to be in a newer area of a very familiar place... +-ALTERNATE STRATEGY-+ Sent by Imperial On the Highbridge, continually be attacked by the Yevon robots and warrior monks. Once attacked, get Yuna on the field and have her summon an aeon. Once the aeon is out on the battlefield charge up its Overdrive bar. Once its Overdrive bar is at maximum, dismiss the aeon and call out another and so forth. try to get all of your aeon's up to full overdrive. For the bird aeon, this may be difficult as most attacks will KO him before he can charge. Next go attack Seymour and use the other characters Overdrives and so forth, and as soon as Yuna joins the battle, have her call out one of her aeons and blast it with an overdrive. I averaged 7000 damage to Seymour with each aeon. Although Seymour will use banish, simply call out another aeon on Yuna's turn. I was able to successfully able to kill Seymour very quickly. =============================================================================== Area 17. Macalania Forest =============================================================================== ------------------------------------------------------------------------------- Items: None Weapons/Armor: Lucid Ring Enemies: None ------------------------------------------------------------------------------- This is very short area, in which the only thing of interest (and I mean "interest", hehe), is a CG Cinema involving two intimate characters. Sure, you can get Lucid Ring, but no action with leveling up on enemies, but that's taken care of in next section. When you're first here, you must speak to all of your party members, and then you move on to the next area here. Now just keep on running forward and then you'll be ing Spring area (know you're in the right place by Kimahri is there). Don't forget Lucid Ring! Now, go into the water and watch a romance scene with Tidus and Yuna, but only after their long talk with each other. Then, leave there. In the Northern area, you have to just run forward more and you'll be in a huge and vast expanse called the Calm Lands. =============================================================================== Area 14. The Calm Lands =============================================================================== ------------------------------------------------------------------------------- Items: [Maybe] 30 Speed Spheres, [Maybe] 30 Power Spheres, 5000 Gil, 10000 Gil, 2 Level 2 Key Sphere, 60 Farplane Winds, Megalixir, 2 Mega-Potions, Fortune Sphere, MP Sphere, 2 X-Potions, Jecht's Sphere, Aeon's Soul, Cloudy Mirror, Rusty Sword, Al Bhed Primer Vol. XXIII, Al Bhed Primer Vol. XXIV Weapons/Armor: None <- [?] Enemies: Nebiros, Skoll, Flame Flan, Shred, Ogre, Mech Scouter, Chimera Brain, Coeurl, Anacondaur, Malboro, Magic Urn, Defender X, Dark Element, Nidhogg, Defender, Ghost, Epaaj, Valaha, Mech Hunter, Imp, Yowie, Thorn ------------------------------------------------------------------------------- Ok, you'll be entering all the way at the south of this huge area, so once in the beginning, you head to the West and then you will again run into Maechen, but not after getting slight scene first. Then, you get the scene with him and you continue to run all over the Calm Lands. Major enemies of note here would be Malboro, Ogre, and Chimera Brain. Coeurl is a slight threat as well. Here's how to dispose: -> Malboro: Have stats closer to 50-53 to take this beastly foe. Start off with Tidus using Haste of Hastega, if it is available. Now just have Lulu attack with the element of Fire and use Auron and Tidus to attack. After 5-7 hits it should be lying at your feet. -> Ogre: Have stats that are near 40 here. Auron is good for attacking here, also have him use his overdrive if you want. Have Tidus attack him too. Lulu is good here only to cast Fire on it. -> Chimera Brain: Stats have to be in about the ranges of 70. Once you have met that requirement, go find it in the Calm Lands and follow the same strategy as the last 2 fights I've walked you through. -> Coeurl: Stats in the 65 range is best. If you wish to use magic in this fight do not do so with Thunder or ice, because it absorbs it. Just attack at it, and heal yourself after it's magic attacks. Summon anything other than Ixion, and Shiva, so Valefor or Ifrit are the way to go in terms of summons. I thought that'd be helpful since those enemies are so hard. Anyway, just keep going into the plains and then you'll see little scene where Rin's Agency "On- Wheels" comes for you to buy stuff (you won't need much since there's a shop in the Central of the Calm Lands. Buy if you want and then go to the Central shop area. There's a save point here to recover any lost HP, and of course to save your game data. You also get a cutscene with someone Wakka and Lulu knew from long ago, but you only meet him here in the game. His name is Zuke... Father Zuke. *plays James Bond music* :) Now, go to an area close to the middle and you get to fight Belgemine once more with her new aeon! No, don't worry, it's not Bahamut. ******************************************************************************* BOSS: BELGEMINE/SHIVA DIFFICULTY: 2.5 ******************************************************************************* #25. Belgemine/Shiva (Calm Lands Central Area) -> HP: 15000 - 1432 -> MP: 900 -> AP: None -> Statistics: Str: 20, Mag: 20, Def: 180, Mdef: 180, Acc: 0, Agl: 21, Eva: 0, Luck: 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten, Provoke, Nulification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: [Absorption] Ice -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Heavenly Strike: When Shiva's Pverdrive Guage is filled up, she'll use this move to do physically-based damage as well as doing the Delay effect on your aeons. - Blizzara: This will do magic-type damage with the Ice elemental. - Attack: What this one does is that it does physical-type damage to your currently present aeon. ---> STRATEGIC TACTICS: <--- Strategy? Simple. Her three attacks are not anything to piss your pants about: attack only does about 200 damage; Blizzara - depends on the aeon (ie Ifrit); Heavenly Strike - about 400+Delay. But that's only on Overdrive. What, no Diamond Dust! (???) All I can say is "thank goodness". Anyway, we can take her out before Overdrive easily. How? Easy. You summon Ifrit and use his Fire based attacks on her for some decent damage (not too much more due to her not having a susceptibility to Fire, Fira, or Firaga). But the major benefit is that you can use him to use Fire spells on himself to restorate HP. Bahamut is also a top choice for this battle, one Mega Flare will annihilate her. And if need be, you can always back that up with Impulses. Afterwards, go pay another visit to the Central area to get HP back and save at its save sphere, also there's a Level 2 Key Sphere right behind the shop, and there's also Al Bhed Primers throughout the lands. Exact locations? Sorry... *threatens SinirothX with a Behemoth King*... Fine!: - Primer Vol. XXIII: At the Northwest area of the Calm Lands. - Primer Vol. XXIV: At the left side of the Remiem Temple (I get into this later in the guide. ---> Now, for a few notes on Calm Lands section: - Many enemies I listed above in the Calm Lands introduction box are part of Cavern of the Stolen Fayth, which is under the lands in the Gorge after the fight with Defender X. - Same goes for alot of the items that I had mentioned, too. So if I don't cover an item in this CL section, assume that it's in CotSF. Note: There's the Monster Arena to the far East of the Calm Lands, but I seriously recommend that you don't go there until later in the game when you're super-powerful, you have ton o' Gil, and you have *alot* of time on your hands. I cover it in a later section, as well. Note: You can do Chocobo Training minigame here, but don't do it until after you've the airship. I've devoted a section to that, too. When you're ready, go up to extreme Northeast of this region and go into the next screen. Save. Then go across the bridge. You get a scene with a few Guados and then some robotic, rusted bucket-of-bolts comes to fight you at Guados' command. ******************************************************************************* BOSS: DEFENDER X DIFFICULTY: 4 ******************************************************************************* #26. Defender X (Gorge Area) -> HP: 64000 - 4060 -> MP: 1 -> AP: 6600 - 9900 -> Statistics: Str: 42, Mag: 5, Def: 30, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15 -> Steal: Common- 4 Lunar Curtains, Uncommon- 4 Lunar Curtains -> Bribe: None -> Win: Common- 1 or 2 Lv.2 Key Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres -> Gil Received: 3500 -> Immunities: Sleep, Silence, Poison, Petrify, Berserk, Slow, Zombie, Power Break, Demi, Death, Delay, Threaten, Confuse, Eject, Bribe -> Weaknesses: Darkness- 95 -> Elemental Affinities: None -> Armor Abilities: SOS Protect -> Weapon Abilities: Magic+3%, Strength+3%, Magic+5%, Strength+5%, Magic+10%, Strength+10%, Piercing (might be more) -> Armor/Weapon Dropped: Slots: 1 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 30/128 (25%) -> Abilities: Blast Punch- Occasional counter and physical, Gravity attack, takes away a percentage of 50 current HP, and will Delay your next turn of that one character. Attack- Physical damage to one person. Slowga- Puts the slow status on all people. Haymaker- Physical damage on one character. This attack never misses an attack. No matter what! Mighty Guard- NulAll, Shell, Protect on itself. ---> STRATEGICS: <--- Massive HP, huh? Well, don't let me fool you - this boss is a total pushover, loser of a boss. I mean, not even big stats to back up the large HP it's packing. The perfect party here would definitely have to be Tidus, Auron, and Yuna/Rikku. Lulu, Wakka, Kimahri won't be participating too much in the battle compared to the others. Armors need to have Auto-Protect and Auto-Haste as to not waste any precious turns. Here's how turns will go in the battle. Note that for this battle I'm doing things differently, as in I will list characters' name and then what they should do for turns each time they get their turns, Mm- kay...? - Auron: Armor Break for first turn so that its defenses are lowered, allowing for major damages. From then on out you use normal attacks with him. Overdrives with him are also a good idea. See, he really plays the weaken-DefenderX-so- that-others-can-obliterate-it role. Armor Break comes along later, also, but mainly do physical attacks. - Tidus: Since already Auto-Hasted, he can use 5x Cheer spells to where there's no notable stat increase. You also Provoke Defender X with Tidus so that it only attacks him (whose HP should be about 3500, with Auto-Potion on as well as Rikku's Trio of 9999. Provoke only lets Defender X use Blast Punch, not much worry. Then, from there you can have him use physical attacks and his strong Overdrives. - Yuna / Rikku: If you have Yuna in the beginning, she's really there for the casting of Protect among other protective spells perhaps. And if you get Slowga by it, use Dispel or Esuna with her. Other than that, her White Magic is good for healing purposes. But, if you had Rikku in there, she's only good for Trio of 9999 first, then, she should just Steal Lunar Curtains from it, and maybe physically strike it. Ok, now that that's out of the way with battle tactics, it's time to give feedback on when attacks occur so that you can tell when to do all that and emerge victorious: Unless Provoked, just about every turn you see is its regular physical attack which isn't anything to worry about in this point in the game (about 1550 dmg), but imagine earlier on in the game. If Provoke is in place, or on fourth normal turns, you'll see Haymaker for close to 3000 damage to one character. So have Protect in place! Then there's Blast Punch which is a counter attack, it does 50% of HP now plus Delay effect. Example: Your HP is 4120, so its BP would do 2060 damage. Ouch. Slowga after 5 Fire spells happens, but why the hell would you want to do that. Another effective thing is to have Lulu use Water magic spells. Now, that you've won, you go across the bridge and into the next area. Ignore the path leading down for now; it goes into Cavern of the Stolen Fayth, and I cover that later in the guide. =============================================================================== Area 15. Mt. Gagazet =============================================================================== ------------------------------------------------------------------------------- Items: Return Sphere, Level 1 Key Sphere, HP Sphere, 20000 Gil, Fortune Sphere, Level 4 Key Sphere, 2 Mega-Potions, Saturn Crest, Braska Sphere Weapons/Armor: Pep Talk, Recovery Ring, Defending Bracer Enemies: Mech Leader, Mech Defender, Grat, Grenade, Bashura, Imp, Bandersnatch, Nidhogg, Behemoth, Dark Flan, Mandragora, Grendel, Ahriman, Splasher, Maelspike, Achelous, Biran Ronso, Yenke Ronso, Seymour Flux, Sanctuary Keeper ------------------------------------------------------------------------------- Ok, for a short little while you just keep on going in the same exact direction that you start out in until you get a semi-long scene. After, you save at the save sphere and go up even further. You now get another scene and have to fight a boss battle... ******************************************************************************* BOSS: YENKE/BIRAN DIFFICULTY: 4.5 ******************************************************************************* #27a. Yenke Ronso (Gate of Mt. Gagazet) -> HP: Depends on Kimahri's HP - 2500 -> MP: 200 -> AP: 4500 - 6750 -> Statistics: Str- Half of Biran's Str, Mag- Based from Kimahri's HP, Def- 30, Mdef- 50, Acc- 100, Agl- -6 Kimahri's Agl, Eva- 0, Luck- 15 -> Steal: Common- Lv.3 Key Sphere, 2 Lv.3 Key Spheres -> Bribe: None -> Win: Common- 1 or 2 Return Sphere, Uncommon- 1 or 2 Friend Spheres -> Gil Received: 1500 -> Immunities: Zombie, Sleep, Slow, Provoke, Petrify, Delay, Darkness, Threaten, Silence, Reflect, Poison, Eject, Death, Confuse, Bribe, Berserk -> Weaknesses: Doom- 20 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: MP+20% -> Weapon Abilities: Piercing -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 Drop Percentage: 127/128 (99%) -> Abilities: Haste- Cast Haste on itself. Bulldoze- Physical damage on one character. Fire Breath- Fire damage on one character. White Wind- On himself or Biran, it heals some of their HP. Aqua Breath- Water damage on one character. #27b. Biran Yonso (Gate of Mt. Gagazet) -> HP: Based on Kimahri's Mag and Str - 2500 -> MP: 200 -> AP: 4500 - 6750 -> Statistics: Str- Based on Kimahri's HP, Mag- Half of Yenke's Mag, Def- 30, Mdef- 50, Acc- 100, Agl- -4 Kimahri's Agl, Eva- 0, Luck- 15 -> Steal: Common- Lv.3 Key Sphere, 2 Lv.3 Key Spheres -> Bribe: None -> Win: Common- 1 or 2 Return Sphere, Uncommon- 1 or 2 Friend Spheres -> Gil Received: 1500 -> Immunities: Zombie, Sleep, Slow, Provoke, Petrify, Delay, Darkness, Threaten, Silence, Reflect, Poison, Eject, Death, Confuse, Bribe, Berserk -> Weaknesses: Doom- 20 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: MP+20% -> Weapon Abilities: Piercing -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 Drop Percentage: 127/128 (99%) -> Abilities: Berserk- Berserk status on himself. Bulldoze- Physical damage. Mighty Guard- NulAll, Shell, Protect on himself. Blizzard- Ice based magic attack on one character. Thunder- Lightning based magic attack on one character. ---> STRATEGIC TACTICS: <--- First some notes: You can use Lancet on Biran to get Thrust Kick, Mighty Guard (after used), Self-Destruct, Doom. You will get Aqua Breath, White Wind (after used), Stone Breath, Fire Breath from Yenke. They both have set attack patterns, making them easy*er* to deal with (thank goodness). First I'll do the attack pattern for Biran: Thunder Bulldoze Blizzard Bulldoze - Now, I am going to list out the attack pattern that is used by Yenke Ronso. He, in my opinion, isn't as hard...: Fire Breath Bulldoze Aqua Breath Bulldoze Remember, when both of the enemy Ronsos are right next to each other, do not attack with "Attack" command, that'll cut the normal damage done into about 1/4. Instead use any Ronso Rages after they're gained with Lancet. And, if you have Ultima from his grid already, it comes very handy indeed. Once you kill Biran (if done first), Yenke is Hasted, but don't take off as it's a waste of a turn. Once you kill Yenke (if done first), Biran is Berserked and forever uses Bulldoze. Ok, the fight takes no more than 6 minutes at most. So, after the battle, you should just keep going on North and then you get up to the main big area called the Moutain Trail. Prepare for a long trip. First, go up the little snow off to the side here for 20000 Gil. Yeah! There's even more chests *crosses fingers for other great items* with Defending Bracer armor for Auron, Level 4 Key Sphere (awesome), 2 Mega-Potions (not bad), and HP Sphere (hard to get, so, it's good). So, keep moving along not too much further, and eventually, there'll be a little crack into the mountain in which you can obtain the one and only Braska Sphere. Just keep following all of the snowy paths using the ones you haven't visited so far (sorta easy to get lost, ain't it?). Once you get far enough, you will soon enough encounter Wantz who is O'aka XXIII's brother. After talking with him, buy Zombie-protecting armors for all characters, it's *very* momentous. If you don't talk to him, you won't be able to see him in Macalania Woods later, making it even harder for you to get Tetra armors. Stock up on every item he has, also. Now, you will come upon a save sphere; use it. Continue on and you run into a long-time foe, Seymour. Jesus Christ, won't he ever leave well enough alone!? ******************************************************************************* BOSS: SEYMOUR FLUX/MORTIORCHIS DIFFICULTY: 9 ******************************************************************************* #28. Seymour Flux (Mt. Gagazet Before Cave Area) -> HP: 70000 - 3500 -> MP: 512 -> AP: 10000 - 15000 -> Statistics: Str- 30, Mag- 15, Def- 40, Mdef- 40, Acc- 100, Agl- 38, Eva- 0, Luck- 15 -> Steal: Common- Elixir, Uncommon- Elixir -> Bribe: None -> Win: Common- 1 or 2 Lv.4 Key Spheres, Uncommon- 1 or 2 Lv.4 Key Spheres -> Gil Received: 6000 -> Immunities: Zombie, Sleep, Slow, Provoke, Petrify, Delay, Darkness, Threaten, Reflect, Eject, Death, Confuse, Bribe, Berserk, Demi, Doom, Power Break, Mental Break, Armor Break, Magic Break -> Weaknesses: Poison- 90; 2%, Silence- 50 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: SOS Shell -> Weapon Abilities: Piercing, Darkstrike -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Flare- Non-elemental magic damage on one person. Lance of Atrophy- Physical damage and Zombie status to one character. Banish- Counter attack on an aeon, and makes them get killed automatically no matter what. Protect- Damage received by physical attacks is cut in half. Dispel- Nullifies all good status ailments from your entire group. Failed counterstrike- Seymour casts Flare on himself. Reflect- Reflects some spells on himself. Seymour watches... and waits- He skips a turn for now. #28.1. Mortiorchis (Mt. Gagazet Before Cave Area - Seymour Flux Fight) -> HP: 4000-4000-3000-2000-1000 [Note: There is no way that you can get Overkill on Mortibody.] -> MP: 512 -> AP: 0 -> Statistics: Str- 40, Mag- 40, Def- 100, Mdef- 1, Acc- 100, Agl- 38, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Zombie, Sleep, Slow, Provoke, Petrify, Delay, Darkness, Threaten, Reflect, Eject, Death, Confuse, Bribe, Berserk, Demi, Doom, Power Break, Mental Break, Armor Break, Magic Break, Silence, Poison -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Mortibsorption- Once it is KO'd, it'll drain some of Seymour's health to give some of it's own. Will vary and range from 4000 to 3000 to 2000 to 1000 then it stays at 1000. Cross-Cleave- Physical damage unto one character. Total Annihilation- It does non-elemental magical damage to all, then attacks varying anywhere from 6-8 hits. After that, it attacks again using non-elemental magic damage. Full-Life- Will kill one person that is under Zombie from Lance of Atrophy. Slowga- Puts the Slow status onto every character. Mortiorchis: Ready to annihilate!- Starts count for Total Annihilation. Mortiorchis: Auto-Attack mode!- It will begin to execute Total Annihilation. ---> STRATEGIC TACTICS: <--- Seymour Flux: This fight does not come without pandemonium. Here is what you truly need to stand a chance against him, An armor that has Zombieproof, and Auto-Potion. Your weapons are to be equipped with First-Strike. Have most stats at an average of 63. HP is to be in the range of 4000-5500, and MP does not really matter here. Head into battle with all overdrives full, even aeon's too. Use the first three characters of Tidus, Auron, and Lulu. What to do next?, oh yeah, have Tidus Hastega party, and then have Yuna Protect and Shell everyone. Have Auron perhaps use Shooting Star (not for Eject though)! Here is some of boss's attack pattern information that I've deciphered: - Boss goes Flux then Mortiorchis... repeat... - Here is for the first 'go-around' of HP; 52500 to maximum of 70000: Lance of Atrophy, Full-Life, Lance of Atrophy, Full-Life, Dispel, Cross Cleave reapeat, reapeat, repeat... - Here is for the second 'go-around' of HP; 1/2 (35000) to 52499: Protect, Lance of Atrophy, Full-Life, Lance of Atrophy, Full-Life, Dispel, Cross Cleave repeat, repeat, repeat... (Note: Protect won't be done again because it only happens right after first attack setting Flux's HP under 52500)... - Here is for third 'go-around' of HP; 1 to 34999: Reflect, Auto-attack mode, Flare (on Reflected self [I'll list trick to bypass this later;)]), Ready to annihilate., Seymour watches... and waits., Total Annihilation, Flare on Reflected self, Ready to annihilate., Seymour watches... and waits. Repeat, repeat, repeat... (Note: Reflect won't be done again because it only happens right after first attack setting Flux's HP under 35000)... Note: I've never encountered any discrepancies in these patterns. -> Now it's time for an overlook at how boss attacks: - Flare: Non-elemental magic damage on one person. - Slowga: Used as a counter attack and uses the spell Slowga on all of your characters. Triggered if you try and Delay Mortiorchis. - Lance of Atrophy: Physical damage and Zombie status to one character. - Banish: Counter attack on an aeon, and makes them get killed automatically no matter what. - Total Annihilation: Non-elemental magic damage to every character by sending a random amount of 6-8 attacks and then finishes move with an attack more powerful. - Protect: Damage received by physical attacks is cut in half. - Dispel: Nullifies all good status ailments from your entire group. - Failed counterstrike: Seymour casts Flare on himself. - Cross Cleave: Physical damage to all characters. - Mortiorchis: Ready to annihilate!: Starts count for Total Annihilation. - Mortiorchis: Auto-attack Mode!: Shows that it will begin Total Annihilation. - Reflect: Reflects some spells on himself. - Seymour watches... and waits: He skips a turn for now. - Mortibsorption: If it loses all of current HP, it'll recover fully by draining some of Flux's. Amounts vary; counts down from 3000 and lowers by 1000 until it stays at 1000 for remainder of battle. Now you know what you're in for, you're set! Now for the Trigger Command that Kimahri and Yuna can get I will list what they can gain: Yuna- +10 Magic Defense, Kimahri- +10 Strength. So starting out like before just continue that by double- checking that you have Haste status on everybody that is active (this is super important I cannot even begin to describe it to you). For Flux's first attack, he'll use none other than Lance of Atrophy which with recommended armor type will only deal out about 600 damage instead of also doing Zombification to one character. If you don't have the Zombieproof on armors, when Lanced, immediately use Holy Water to negate it! I recommend for following turn having Rikku conjure up Mighty G Mix. Now, for Mortiorchis' turn: it uses Full-Life on which ever character was a target of Lance of Atrophy, so if your Zombied with out Reflect beware, *Hint, hint*. Do the same again. For Flux's next turn he'll use a Dispel. He now only has one move remaining in first HP 'go-around' until he starts repeating the same predictable sequence. This move is Cross Cleave which does about 2300 physical damage to all characters. Heal, now all that you have to do is get boss' HP down to the minimal of 52499 to engage in next pattern sequence which is mentioned above. Here isn't any other pattern to be worried about though. First move that does damage under 52500 will trigger Flux to Protect himself. Just attack or heal until his upcoming turn which is like I show to the above, Lance of Atrophy, oh yeah, if you do get hit with LOA and then Full-Life you wait until this move to recover any fallen characters with Mega-Phoenix or if you have it with enough MP, use Full-Life of your own on them. For next turn boss gets Mortiorchis part will use Full-Life as expected, easily avoidable as touted by me earlier. Repeat what you have done. The next time Flux acts he will repeat those last two actions, so if the need to heal arises, do so. Next attack on the list *looks up*, oh, looks like Dispel and we do not want Reflect, Shell, Haste, Protect, and also Rikku's Mighty G removed do we? The way to avoid it is to use Wakka for Silencing (note the 50% chance of Silence working), so instead of a measly Silence Attack, do Silence Buster. This will most likely keep you good and ready to go. Next move to expect after hopefully failed attempt at Dispel is Cross Cleave which will be halved to about 1150 damage instead of normal about 2300 and then you can just heal fully by using Mega-Potion. Next hit to set him to 34999 or less HP will begin new attack pattern. Dispel his first move which is if you look up, Reflect so later moves don't eradicate your party. Next move is not that much of a worry until a little later on; Auto-attack Mode!. But the move after that is big issue (or can be if not handled properly). Here is a good advice on a way to avoid Flares (which are the move after): Just Dispel the Reflect status that I told you about earlier and he'll whack his own ass with Flare, hahaha!!! Anyway, skip through next two Seymour's turns without worrying about them, BUT, when the second turn is over have Yuna bring in Bahamut who should be in overdrive and hit Flux with Mega Flare. This should end battle right there, but if not, don't expect to block up and coming Total Annihilation with Bahamut, for he will be Banished and then have your party take the damage. If Auron's HP is about 6000+ he should be able to survive the onslaught and then administer Mega-Phoenix to revive everyone. Now have Tidus use Slice & Dice or have Yuna summon Shiva to use Diamond Dust to finish the fight once and for all. +-ALTERNATE STRATEGY-+ Tidus' Str stat should be high and everybody's HP rather high also. You must make sure that you have two Wings to Discovery in stock for this strategy to work effectively. You can gain 10 extra points in some stats for having Yuna and Kimahri 'Talk' to Flux. But that is not of any importance to us here, no, what you wanna do first is cast Haste, Protect, and Shell just in case you cannot defeat Flux in *two* moves (wow, huh?). First have Rikku Mix 2 Wings to Discovery to get Trio of 9999. Now have Tidus use Slice & Dice, each of 6 hits will do 9999 damage to Flux and reduce him to mere 10000. Just have Auron use physical attack for 9999 and then have Rikku attack to finish it. Don't worry about Lance of Atrophy/Full-Life combo, ok? You win! ---> Here's an alternate strategy sent by Harry Macdougall: 1. Get every Aeons overdrive set and ready. 2. Get LuLus Fury ready. 3. Get Aurons Shooting Star ready. 4. Make sure Tidus has haste. You dont even need hastega. 5. Enter the battle with a party of LuLu, Tidus, and Yuna. 6. CAST HASTE ON YUNA!!!!!!!!!!! 7. Summon Valefor or whatever his name is.(I named him chaos o.o) 8. Use Energy Ray (make sure it does 9999) Inbetween 8 & 9, Seymour uses banish, and the thing absorbs 4k from him. 9. If it is Lulu's turn, use Thundaga Fury. make sure you get at least 6 of the twirl things done. 10. Switch Tidus for Auron if it is Tidus's turn. If not, summon Ifrit 11. Use Hellfire (make sure it does 9999) Inbetween 11 & 12 Ifrit dies. 12. By now you should have Auron in, use Shooting Star. It must do at least 5350. 13. Summon Ixion (Lulu and auron shouldnt get many turns because of haste on yuna) 14. Use Thor's Hammer (make sure it does 9999) NOTE: Now the thing that is behind Seymour should be steadily healing itself, and draining Seymour too. 15. Summon Shiva (for any of Auron & LuLu's turns, have them keep everyone healthy and happy) 16. Unleash a nice Diamond Dust for 9999. 17. Summon your trump card, Bahamut. 18. MEGAFLARE THE SONBITCH!!!!!! 11000 DAMAGE MINIMUM 19. By now he should have about 500-1000 life left. He shouldn't have even used Flare yet. It may be Yuna's turn again. Switch to Tidus and attack. If he doesn't kill it, he should knock off a good chunk. Seymour should use Flare now. If it hits Auron you're fine. If LuLu dies, he may prep for TA. If this happens....pray. 20. If you survive to Auron or LuLus turn, have Auron attack or switch to Wakka for LuLu and attack. He should be dead. After arguably the hardest storyline boss in the game, you keep on going into the following areas and you'll eventually come across a row of pillars. In between them you can pick up the Saturn Crest which is inside of a treasure chest there. After that is done, go on over and save and the save sphere and continue into the next places. Now, there's a scene and you'll be on game- starting boat in Zanarkand. Now I don't want to spoil anything major, so just follow boy around and talk and listen, etc. You'll wake up after the party calls to you. Then, keep running towards the cave through all the celestial scenery and fayth. This place is rather confusing, but nothing worse than somethings that you've faced thus far. What you're first going to want to do is to just to keep on running in an upward direction. Then, once you get to a fork, you'll want to turn and start heading left now. Once in the right place (you'll know by being in the Submerged Passage), you just keep going, and when you reach a shell spinning around and sphere, you get a trial where you use Wakka's ball to nail it. So do so and you will be receiving a Level 1 Key Sphere item for your work there. The next right place is the Moutain Cave, and all you do here's nothing important, just to head left at next fork and get in the watery area. To help locate if you're in right area of the big cave now you can see on your menu if you're in the Submerged Passage 2. This is almost like a Cloister of Trials, and in essence, it is a cluster of trials. Underwater you will see a blue, red, and green hole in the underwater wall. Listen carefully to following instructions: colors are in accordance to the character's sphere grid colors; Blue = Tidus, Red = Wakka, Green = Rikku. Now, a treasure chest appears below and you can obtain a Fortune Sphere from it. This now gets easier. Head back to the save point at the first fork in the path and then go back and into the path to get Pep Talk armor for Wakka. Now, there's the next fork where you are able to receive the Return Sphere and Recovery Ring. So, you're happy in items, huh? Back at save sphere, go up into the big area and there'll be some steps that appear (to be honest it took me 16hrs of play time to find this, but I got extremely big stats the first time through). Go up, and then you get another cutscene. After it takes place, keep going forward and then use the save sphere at the end and continue out of the moutain's cave, *but* into extremely tough boss battle. Ugh... ******************************************************************************* BOSS: SANCTUARY KEEPER DIFFICULTY: 7.5 ******************************************************************************* #29. Sanctuary Keeper (Summit of Mt. Gagazet) -> HP: 40000 - 6400 -> MP: 256 -> AP: 11000 - 16500 -> Statistics: Str- 37, Mag- 40, Def- 100, Mdef- 100, Acc- 50, Agl- 32, Eva- 0, Luck- 15 -> Steal: Common- Turbo Ether, Uncommon- 2 Turbo Ethers -> Bribe: None -> Win: Common- 1 or 2 Return Spheres, Uncommon- 1 or 2 Return Spheres -> Gil Received: 6500 -> Immunities: Doom, Sleep, Petrify, Zombie, Demi, Delay, Confuse, Death, Eject, Provoke, Bribe -> Weaknesses: Power Break- 50, Poison- 90; 5%, Magic Break- 50, Darkness- 99~ 100 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: MP+10% -> Weapon Abilities: Piercing, Half MP Cost -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Regen- Casts Regen on itself. Gradually restores HP. Esuna- Negates any statuses on itself. Curaga- Restores an impressive amount of HP back to itself. Mana Breath- Non-elemental magic damage on one person. Tail Sweep- It is a counter attack on all characters, and does Delay plus some physical damage. Reflect- Reflects some spells on itself. Attack- Physical damage on one person. Photon Wings- Induces Darkness, Sleep, Curse, Silence, Confuse on all, as a special attack. Haste- Casts the Haste status on itself in order to speed itself in the fight with you. Protect- Casts Protect on itself and cuts physical damage in 1/2. ---> STRATEGIC TACTICS: <--- This is not the kind of boss you wanna fight after using so many good items on fighting Seymour Flux, but it's not as hard, but still requires quite a bit of strategy. The bastard does have a pattern of attacking your party like few other of the bosses in the game. It goes like this: - It will be using Photon Wings on its first move, and it's not a pretty customer. Best Help: Have and armor with Confuseproof, and Curseproof. The other statuses aren't as bad and you can use Esuna. - The second turn it gets is where it'll use its normal attack, which isn't big fuss. Best Help: First, high Eva is great for missing it, but if you get hit with it, a Mega-Potion would do the job of healing. - The third turn is spent doing the same exact thing as what was done on the second turn, so... Best Help: First, high Eva is great for missing it, but if you get hit with it, a Mega-Potion would do the job of healing. Same as last time. - Now, we start big-timing it: Sanctuary Keeper's fourth turn will be used up by attacking for a good 3000 damage on one character. Best Help: Ok, no good Eva'll get you out of this one. A few things to help will be Shell and Mdef+20%, cutting damage to about 1000 only or so. And if you have that, all that's needed is Hi-Potion. But if not, have them Phoenix Downs ready. - Fifth Sanctuary Keeper's turn is the move where it uses the Curaga White Magic spell/Protect/Regen/Esuna Best Help: Tips for extra moves: Armor Break happens on it/evil status, uses Protect. Regen may be done normally instead of Curaga. Armor Break-excluded negative status augmentation is on it, it uses Esuna. - Sixth Sanctuary Keeper's turn is the move where it uses the Curaga White Magic spell/Protect/Regen/Esuna Best Help: Tips for extra moves: Armor Break happens on it/evil status, uses Protect. Regen may be done normally instead of Curaga. Armor Break-excluded negative status augmentation is on it, it uses Esuna. -> Now we get to a more non-pattern hit, but is still extremely predictable, and that is Tail Sweep. It does about 500 HPs deduction and is always done as a counter attack. Now is Haste spell which is done on itself if you decide to use Slow effect on it. Battle starts! Ok, we should have armors fitted with the abilities Auto-Haste, Auto-Shell, Confuseproof, and Curseproof. All very important. Wakka's weapon of choice should have Darkstrike customized onto it. Have Tidus' weapon have Slowstrike on it, as well. First move have Tidus use Cheer, and then have Yuna Reflect Keeper. We just have Wakka normally physical attack on it to Dark it. On Tidus' next go, have him use normal attack and that's how to keep it under Slow status forever. Next Yuna's turns have her use Protect on the whole party. Ok, now we've him right where we want him with his attacks doing virtually nothing that they're meant to do, and him under horrible statuses with no means to heal. So we take on Photon Wings first. You then take about 1000 damage along with Dark, Silence, Sleep - thank god you have that Confuse/Curse -proof armors, or else you'd be beating yourself, and if you ever got out of it, you couldn't use Overdrives. Esuna with Yuna on those statuses and then wither Mega-Potion or Curagas. Note If the boss uses Protect on itself throughout the skirmish tandem with beating on you, just use Dispel on it to take it away. Next 2 goes you get attacked with attacks, but they'll miss most certainly, but if they connect, heal the about 600 damage (remember Protect halves the normally 1200 damage) with a Hi-Potion. Next turn is Mana Breath, only one character gets about 1500 damage done (normally about 3000-3150), so heal with Curaga. Counters are Tail Sweep. Not much going on there, besides it happening and you seeing "Miss" above all your characters. If it hits even with Darkness status effect in place, cure it with Potion (it'll do 500 damage normally and about 200-260 with Protect there). Note: Once its HP is at least 1 HP point below 20000, it'll take away Protect, but until then you'll be healed or fixed up by any White Magics it decides to use. Note: I've recently been told that you can use Magic Break on it in conjunction with Shell to make damage done by Mana Breath a meer 800!! Same goes with if you let it use Curaga, it does only about 4999-5000 HP recovery on itself. Now, you may wonder what I meant by "let it use Curaga". What I meant was that if you Dark it with Wakka's ball, it won't do it, instead you'll see pointless Esuna which is bounced back to you because of earlier Reflect, heh. =============================================================================== Area 16. Zanarkand Ruins =============================================================================== ------------------------------------------------------------------------------- Items: Fortune Sphere, Sun Crest, 10000 Gil, Friend Sphere, Level 3 Key Sphere, Luck Sphere Weapons/Armor: Spiritual Targe Enemies: Behemoth, Grendel, YAT-97, Yunalesca, Dark Flan, Ahriman, YKT-11, Spectral Keeper, Mandragora, Bashura, Defender Z, (Bayonett) Fallen Monk, (Flamethrower) Fallen Monk ------------------------------------------------------------------------------- After you have defeated Sanctuary Keeper, you'll have to run all the way down the slopes and hills and you will then be able to watch (well, really listen to) a long scene one Yuna's sphere. After, keep running into the ruins of Zanarkand. You then get the same scene you did as the first scene of the game (all the members around the campfire). Now, save at the save sphere located there and run into the next area following the party. Ok, just keep heading on along the paths here and on your way be sure to grab the Spiritual Targe, as well as the Fortune Sphere. In the next area, which if you look at your main menu is called the Dome, you just have to go inside of it, and then the good stuff really starts to happen here in the Zanarkand Ruins. By the way, the enemies you encounter here, which if you look up, are all from Mt. Gagazet, at least the ones in the first area of ZR are. Here are some strategies for some of the harder enemies in this area which are the ones from the Dome on: -> Defender Z: Have stats near 75-80 for him. You'll want to use Provoke on it as well as atacking with Power Break to lower its Str and damage done to you, and Armor Break so that you can do more damage against its rough armor. -> Behemoth: Have stats between 60-75. Just attack it physically, while acting on the side of caution, because its Thundara can destroy. It also has an attack where it tosses you up and drops you which hurts even worse. Bahamut is your friend here, remember that! -> Mandragora: Have stats up in the way of 65. Just have Yuna summon Bahamut, and have Lulu attack with Firaga. Maybe even have Auron just attack it physically. The rest of the enemies here you should be able to handle on your own without any help. Note: You can kill Fallen Monks one at a time with Phoenix Downs, and all instantly with Mega-Phoenixes. Alrighty, in the Dome Interior, keep going along the path, and there's a 10000-Gil-Containing treasure chest if you climb on up. Ok, when you reach next save sphere, you can then pick up Level 3 Key Sphere and Friend Sphere, among also saving there. INto the Corridor, chasing after memories of Jecht, Auron, and Braska, you collect the Luck Sphere in the treasure chest. After, go to the end and enter the Cloister of Trials. Note: Before we start this trial, I would like to say if you need any extra help with these trials, there's a GIF map of them on the GameFaqs FFX FAQ page. 1. First you must stand on top of the square near the beginning to start up the whole thing. 2. Go look at the "TV" at the back to actually SEE the solution. 3. First, step on the three of the switches that are to the right ones starting from second-to-top one down to the bottom on the right side. 4. Afterwards, you must stand on the one all the way to topleft of the room. 5. Ok, now, there are six pedestals in the room, so actuate the topleft pedestal into its appropriate slot. After, enter the next area. 6. Now, in the next bigger area, go up to the TV and press X button to show everything. Ok, now stand on the only switch to the right of the center area touching it, the three switches in front of TV, and then two purple ones to the West of the room (first ones). 7. Once done, there's a Yevon symbol that appears around the middle, then all activated switches de-color. Now, go back into first room and push in the pedestal to bottomleft pedestal. 8. Touch TV and then step on following floor switches: Southwest, 2 South ones, Northeast, 2 North ones below TV, one touching North of middle chasm. 9. Another symbol appears, same deal. But afterwards, go into beginning room and push topright pedestal. 10. Again, go press on TV and then step on top of the following switches: South east one touching middle, 2 Southeast ones, Northeast, switch two below North east one, 3 below TV. 11. Go into starting trial room again after symbol shows and push in the ped to the bottomright. 12. X the TV just once more and then step on the following switches on the floor (getting bored?:)): Northeast, switch two below Northeast, switch above Southeast, very South one touching center, 2 below TV, West. 13. Excrutiating, no? Anyway, now to the TV in big room and remove Kilika Sphere from the left side of the TV and go to small room. 14. Now, put it in the left pedestal here. 15. Go back to big room and remove the Besaid Sphere from right TV's recess. 16. Now put it into the left pedestal in the smaller room, which makes the middle area of the big room shine. Also, there's a new save sphere to use before entering the shiny light. When you decide to enter the light, you are in for another boss battle. ******************************************************************************* BOSS: SPECTRAL KEEPER DIFFICULTY: 6 ******************************************************************************* #30. Spectral Keeper (Zanarkand Ruins' Cloister of Trials) -> HP: 52000 - 8000 -> MP: 500 -> AP: 12000 - 18000 -> Statistics: Str- 36, Mag- 1, Def- 100, Mdef- 100, Acc- 50, Agl- 36, Eva- 0, Luck- 15 -> Steal: Common- Ether, Uncommon- Turbo Ether -> Bribe: None -> Win: Common- 1 or 2 Lv.4 Key Spheres, Uncommon- 1 or 2 Lv.4 Key Spheres -> Gil Received: 7000 -> Immunities: Doom, Sleep, Darkness, Poison, Petrify, Slow, Zombie, Power Break, Magic Break, Confuse, Threaten, Berserk, Armor Break, Demi, Delay, Death, Eject, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Iceproof, Waterproof, Fireproof, Lightningproof -> Weapon Abilities: Icestrike, Waterstrike, Piercing, Firestrike, Lightning- strike -> Armor/Weapon Dropped: Slots: 2 to 3 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Counter attack against 3 people as long as their platforms are running side-by-side. Glyph Mine- Detonates a mine on a certain platform, only receive damage if a person is currently on the platform. Berserk Tail- Physical damage on one person, and Berserk. ---> STRATEGIC TACTICS: <--- Boss is neither tough nor easy. There are many glyph platforms surrounding Spectral Keeper, all of which we're going to be using strategically throughout the fight. You should have Auto-Haste and Berserkproof abilities on your armors primarily (you get Hypello Potions for BP from Shred in Calm Lands). The best possible party for this bout is Yuna, Tidus, and Auron. And Rikku might be used later on in the fight if needed or if wanted. Now, we will take a look at a bit of notes for the fight and good-stuff-to-know: - It uses a normal physical attack as a counter on 3 platforms next to each other, for about 700 or so damage. - The Berserk Tail move is its most dangerous and character-crippling attack. It does Berserk plus an extra of 1100 damage or so to one character. - Glyph Mine is used on two platforms. What it does is KOs two characters that are on them *if* they're on them. Ok, we begin battle. Hopefully you have high Eva as to maybe be able to evade its counter attack which is done after anything. It doesn't have an attack pattern, but you can tell when things happen: It uses Berserk Tail on every turn it gets. After you actually damage it 4 hits and get countered, you see Glyph Mine afterwards. A good word of caution is to *never* have your characters 1-2-3 on platforms, that's bad, and it will be your biggest downfall, so Move away before anything. I recommend follwing platform formation: Big HPed character should be in front of Keeper (Auron, probably). Then, Tidus and Yuna behind it. If you're on about-to-be-Glyph-Mined platform, Move away no matter what. If any characters ever get hit with Berserk Tail, all you do is heal damage done with Yuna's Curaga since you have Berserkproof on. All you do to heal a counter attack is use Hi-Potion. If you ever get KOed by Glyph Mine (hopefully you don't), just revive with Phoenix Down or Life. Summon aeons for overdrives for lots of damage if you want. But, onto main strategy. Once you take heed to my recommended platform formation, have Yuna do Protect on character in front of Keeper so they can withstand more, and then it gets easy: Have Tidus use Provoke on Keeper. Now, every turn Tidus gets, he Guards with Triangle button. All the while, you have Auron attacking and Overdriving and you switch Yuna for Wakka. Like this he can attack and Overdrive as well. Now, you've made work of Spectral Keeper, now what? Use the elevator here and go down. After a few scenes with the party, you go into the next area. Well, in here you are going to meet the first summoner to ever defeat Sin, and also, the daughter of Yevon: Lady Yunalesca. Save before this and then get ready to fight with her. ******************************************************************************* BOSS: YUNALESCA DIFFICULTY: 8.5 ******************************************************************************* #31. Yunalesca (Zanarkand Dome: Chamber of the Fayth) -> HP: Form 1: 24000 - None; Form 2: 48000 - None; Form 3: 60000 - 10000 -> MP: 500 -> AP: 14000 - 21000 -> Statistics: Str- 20, Mag- 30, Def- 50, Mdef- 50, Acc- 0, Agl- 40, Eva- 0, Luck- 20 -> Steal: Common- Stamina Tablet, Uncommon- Farplane Wind -> Bribe: None -> Win: Common- 1 or 2 Lv.3 Key Spheres, Uncommon- 1 or 2 Lv.3 Key Spheres -> Gil Received: 9000 -> Immunities: Doom, Sleep, Darkness, Poison, Petrify, Slow, Zombie, Power Break, Armor Break, Mental Break, Magic Break, Demi, Delay, Provoke, Eject, Death,Power Distiller, Mana Distiller,Speed Distiller, Ability Distiller, Bribe Confuse, Extract Power, Extract Mana, Berserk, Exrtact Speed, Extract Ability, -> Weaknesses: Threaten- 75 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Zombieproof -> Weapon Abilities: Zombiestrike, Piercing -> Armor/Weapon Dropped: Slots: 2 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Counter physical damage, and nullifies all good statuses on one person but not Reflect status. (all forms) Drain- Drains some HP from an aeon and adds it to Yunalesca's. (all forms) Silence- If attacked with a magic, inflicts Silence on one person. (1st form) Hell Biter- Physical damage and Zombie on everbody. (2nd, 3rd forms) Osmose- Drains some MP from an aeon and adds it to Yunalesca's. (all forms) Curaga- Restores an impressive amount of HP back to Yunalesca. (3rd form) Cura- Restores a mediocre amount of HP back to Yunalesca. (2nd form) Absorb- Takes away 50% of current HP of one character and then adds that 50% of HP to Yunalesca's HP. (all forms) Regen- Restores HP gradually on one character when under Zombie from Hell Biter. (2nd, 3rd form) Blind- When attacked in a physical manner, she counters by inflicting one character with Darkness. (1st form) Mind Blast- Non-elemental magic attack that afflicts all people with Sleep, Confuse, or Curse. (3rd form) Sleep- When attacked with a special, she counters by inflicting one character with Sleep. (1st form) Mega Death- KO's every character. (3rd form) ---> STRATEGIC TACTICS: <--- FF History Note: if you think about it boss is reminiscent of FF7's Hojo fights. Very hard boss that had me stumped for a very long time, but I've found out alot about this boss within getting beaten so many times. It's all formulated in this strategy. Anyway, here's a great armor set-up for you: Auto-Med (with 30+ Remedies), Curseproof, Deathproof, and Auto-Reflect. Make sure that's on everybody and you can negate any bad statuses sent your way. Best party for this fight is certainly Tidus, Yuna, and Auron. This boss is predictable, in each form there's a pattern: - #1 Form (First 24000 HP): Switches with attack or Absorb. Seeing what Absorb does at the top, here's an example: your max HP is 8500, so the damage done by this attack is 4250. Attack does about 400 damage in general. In this form, she counters Physical attacks with Blind (inflicts Dark), Special attacks with Sleep (puts to sleep), and Magical attacks with Silence (disables magics). - #2 Form (Second 48000 HP): Not as much as a set pattern here, but it's enough of one to mention. Her first move here is Hell Biter, which won't take Zombie effect because of Auto-Med + Remedies. This promts her (only if under the Zombification), top only use Regen and Cura spells on you. Too bad it doesn't work like that without Zombie, because then you'd be healed. But not being in Zombie means her using Hell Biter over and over again; who cares? We'll not be getting Zombie, only minor damage (about 200), which we can heal with a Potion. She counters with attack for same 400 damage. She also uses Regen on herself as well as Curaga and Cura which you can Reflect her and get for yourself. - #3 Form (Second 60000 HP): Don't worry, I'll be getting to strategy in a bit. But, for now, I'm still on patterns.;) This form has truly sey pattern of attacks, and it goes in this order: Mega Death, Regen or Curaga or Hell Biter, Regen or Curaga or Hell Biter, Mind Blast, Regen or Curaga or Hell Biter, do over... Ok, the strategy for the first form of Yunalesca is simple, though it doesn't always work: Yuna first casts Protect, and Shell on everyone, and Tidus casts Hastega. Now Tidus and Auron work to attack her and get Blind (status negated because of Auto-Med + Remedy). Alot of their hits will miss, but when they land, it'll only take three hits to take out of this form. A good tip here is to Threaten her (25% likely chance), and then get in those three hits easily. Next form, she now is packing 480000 HP to deal with. Not difficult. Now, in this next form she starts using Hell Biter, which you won't be affected with Zombification, but still have to heal with Potion. Cast Shell on Yunalesca in this form so Cura and Curaga only take 1/2 effect. If you summon an aeon, she uses Drain and Osmose on them to take MP and HP, so use their Overdrives quickly, and try to summon Bahamut with Grand Summon and Overdrive already full (but in next form, I'm just informing you now because it seems appropriate). If she uses counter attack, just heal with Potion and restore any positive status effects you need on your party that were there before. Final form, she starts out with Mega Death; not as bad as it may seem. Even though we're immune to it with Deathproof, even if we didn't, it has extremely low Acc and frequency of hitting. If it does... bye. Next time it might be Hell Biter which you only need to heal with a Potion or Mega-Potion (to get everybody at one time); Regen on you if you're Zombied, or on her if not which you must Dispel off of her; Curaga maybe on you if you're Zombies, but on her ownself if otherwise, which healing is 1/2ed because you placed Shell on her earlier. Next time it's the same thing as the turn previously. Now it's time for Mind Blast to occur for the first time. It does about 650 damage (heal it with Mega-Potions), and other statuses which'll either be negated with Auto-Med or "Immune" will appear because of Curseproof. Afterwards it's same as turn before Mind Blast, and then it starts over... That's all that's needed to beat Yunalesca. Ok, well... wow! Pat yourself on the back, you've done an amazing job of beating one of the hardest normal bosses in the whole game. Anyways, afterwards go down the stairs there and there will be a treasure chest at the bottom which will contain the Sun Crest for Tidus' ultimate celestial weapon later on: the Caladbolg. Now, run back out of the Dome and then you'll see a very short CG scene with Sin and you receiving airship completely. =============================================================================== Area 17. The Airship Again =============================================================================== ------------------------------------------------------------------------------- Items: None Weapons/Armor: None Enemies: Sin, Sin's Core, Right Fin, Left Fin, Sinspawn Genais ------------------------------------------------------------------------------- If you want, you can use the airship and go off to do sidequests and minigames covered completely later in the guide, but for now, walkthrough must continue. Now, speak with everyone there at the airship's bridge area and then make your way for the cabin area. Speak with Yuna and then you are to run on back into the bridge again. Now, go and talk with Cid and when you get the choice, press Highbridge area of Bevelle as where you need to go. Now, run all the way up, and we watch alot unfold after a few scenes with Belgemine, Mika, and the Fayth boy. Now, after that, you're back on the ship and ready for some fighting. Ok, speak Cid yet again and then when you get over to the Navigational Map, you have to choose Sin as the next destination. Now, go back to the top area of the airship where you had that huge strategic fight with Evrae. Hopefully you're prepared because you're in for a long and epic boss-haul of biblical proportions...! ******************************************************************************* BOSS: LEFT FIN DIFFICULTY: 4 ******************************************************************************* #32. Left Fin (On Top Of Airship - Many Sin Fights) -> HP: 65000 - 10000 -> MP: 999 -> AP: 16000 - 24000 -> Statistics: Str- 30, Mag- 30, Def- 100, Mdef- 50, Acc- 0, Agl- 20, Eva- 0, Luck- 15 -> Steal: Common- Mega-Potion, Uncommon- Supreme Gem -> Bribe: None -> Win: Common- 1 or 2 HP Spheres, Uncommon- 1 or 2 HP Spheres -> Gil Received: 10000 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Slow, Haste, Zombie, Power Break, Magic Break, Demi, Threaten, Provoke, Eject, Berserk, Delay, Confuse, Death, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Poisonproof -> Weapon Abilities: Poisonstrike, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Gravija- Takes of 75% of current HP through Gravity magic. Negation- Occasional counter, it could be on itself or it could be on everyone. It negates every bad status ailment on itself, or when on everybody, it'll do the same plus remove all good effects from your party. Attack- Physical damage plus Delay effect on the entire party. Core gathers energy!- Starts count for Gravija. Sin remains motionless- It does not take it's current respective turn. ---> STRATEGIC TACTICS: <--- I'll do things a bit differently here; first I'll do strategy, and then after that I'll provide you with any good technical info. Ok, what you'll want to do is have Tidus, Wakka, and Lulu in your party. Wakka can be substituted for Yuna, but only if she's learned Holy from her part of the Sphere Grid already. First, use Tidus to cast Hastega. Now, if you have Wakka, just have him use Attack Reels Overdrive, or to simply attack it afterwards physically. If you have Yuna out, don't use Holy just yet, but instead, cast Shell to everybody in the party. Lulu's role is to cause major damage by Doublecastings of Ultima, or, if she doesn't have that, Flare. Ultima Fury is also quite effective. You can go up closer to Sin by using the Trigger Command talk to Cid. Ok, when you're up close, strategy completely changes: Have a party of Tidus, Kimahri, and Auron. Auron's mainly there for Overdrives, and Armor Break. Tidus can annihilate the Fin with Slice & Dice, or if obtained already, he can also use Blitz Ace (but slower recovery time). Kimahri just uses his powerful physical attacks, but Rikku can also do this if she's been powered up strong enough on the Sphere Grid. Ok, now for the tech. data: When you're close up, you can either catch a break for the beginning three turns (more likely this way) with Sin remains Motionless, or you can get about 1700 damage done with its physical attack. The next turn will always be Core gathers energy! after which turn it'll unleash a devastating Gravija, taking away 75% current hit points. Example: You have 10000 HP currently, this attack would do 7500 HP away, leaving you with meer 2500! After that, on the 6th attack it gets, it uses Negation, which at close up range takes away all good statuses on your party members. Then the pattern repeats. Damage done at close- up range is greater than that of far-away range. Gravija will never be used at far distance. Ok, what's next? Oh yeah! Now, for far away distance attack pattern: Everytime you deal five turns to it (that *do* damage. This is a must), it will attack with an attack similar to that of Evrae's Swooping Scythe, which does about 1400 damage. So far, attack pattern looks like this: SRM., SRM., SRM., SRM., Attack. If it uses Negation (on random turns) from far away, it takes off any bad statuses that you may've inflicted on it. ******************************************************************************* BOSS: RIGHT FIN DIFFICULTY: 4 ******************************************************************************* #33. Right Fin (On Top Of Airship - Many Sin Fights) -> HP: 65000 - 10000 -> MP: 999 -> AP: 17000 - 25500 -> Statistics: Str- 30, Mag- 30, Def- 100, Mdef- 50, Acc- 0, Agl- 20, Eva- 0, Luck- 15 -> Steal: Common- X-Potion, Uncommon- Shining Gem -> Bribe: None -> Win: Common- 1 or 2 Lv.3 Key Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres -> Gil Received: 10000 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Slow, Haste, Zombie, Power Break, Magic Break, Demi, Threaten, Provoke, Eject, Berserk, Delay, Confuse, Death, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Stoneproof -> Weapon Abilities: Stoneproof, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Gravija- Takes of 75% of current HP through Gravity magic. Negation- Occasional counter, it could be on itself or it could be on everyone. It negates every bad status ailment on itself, or when on everybody, it'll do the same plus remove all good effects from your party. Attack- Physical damage plus Delay effect on the entire party. Core gathers energy!- Starts count for Gravija. Sin remains motionless- It does not take it's current respective turn. ---> STRATEGIC TACTICS: <--- I'll do things a bit differently here; first I'll do strategy, and then after that I'll provide you with any good technical info. Ok, what you'll want to do is have Tidus, Wakka, and Lulu in your party. Wakka can be substituted for Yuna, but only if she's learned Holy from her part of the Sphere Grid already. First, use Tidus to cast Hastega. Now, if you have Wakka, just have him use Attack Reels Overdrive, or to simply attack it afterwards physically. If you have Yuna out, don't use Holy just yet, but instead, cast Shell to everybody in the party. Lulu's role is to cause major damage by Doublecastings of Ultima, or, if she doesn't have that, Flare. Ultima Fury is also quite effective. You can go up closer to Sin by using the Trigger Command talk to Cid. Ok, when you're up close, strategy completely changes: Have a party of Tidus, Kimahri, and Auron. Auron's mainly there for Overdrives, and Armor Break. Tidus can annihilate the Fin with Slice & Dice, or if obtained already, he can also use Blitz Ace (but slower recovery time). Kimahri just uses his powerful physical attacks, but Rikku can also do this if she's been powered up strong enough on the Sphere Grid. Ok, now for the tech data: When you're close up, you can either catch a break for the beginning three turns (more likely this way) with Sin remains Motionless, or you can get about 1700 damage done with its physical attack. The next turn will always be Core gathers energy! after which turn it'll unleash a devastating Gravija, taking away 75% current hit points. Example: You have 10000 HP currently, this attack would do 7500 HP away, leaving you with meer 2500! After that, on the 6th attack it gets, it uses Negation, which at close up range takes away all good statuses on your party members. Then the pattern repeats. Damage done at close- up range is greater than that of far-away range. Gravija will never be used at far distance. Ok, what's next? Oh yeah! Now, for far away distance attack pattern: Everytime you deal five turns to it (that *do* damage. This is a must), it will attack with an attack similar to that of Evrae's Swooping Scythe, which does about 1400 damage. So far, attack pattern looks like this: SRM., SRM., SRM., SRM., Attack. If it uses Negation (on random turns) from far away, it takes off any bad statuses that you may've inflicted on it. ******************************************************************************* BOSS: SIN'S CORE/SINSPAWN GENAIS DIFFICULTY: 5 ******************************************************************************* #34a. Sin's Core (On Top Of Airship - Many Sin Fights) -> HP: 36000 - 3000 -> MP: 999 -> AP: 18000 - 27000 -> Statistics: Str- 1, Mag- 30, Def- 100, Mdef- 100, Acc- 0, Agl- 20, Eva- 0, Luck- 15 -> Steal: Common- 3 Stamina Springs, Uncommon- 4 Stamina Springs -> Bribe: None -> Win: Common- 1 or 2 MP Spheres, Uncommon- 1 or 2 MP Spheres -> Gil Received: 10000 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Slow, Haste, Zombie, Power Break, Magic Break, Demi, Threaten, Provoke, Eject, Berserk, Delay, Reflect Confuse, Death, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Slowproof -> Weapon Abilities: Slowstrike, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Gravija- Takes of 75% of current HP through Gravity magic on everyone including its ownself but only you take damage if it is in it's shell at the particular point in time. Negation- Takes off bad statuses from itself, and good statuses from your whole entire party. Core is innactive- If Genais is in, it does not act. Core gathers energy- Starts count to Graviga. Blizzard- Ice based magic counter attack on all characters. Water- Water based magic counter attack on all characters. Thunder- Lightning based magic counter attack on all characters. Fire- Fire based magic counter attack on all characters. #34b. Sinspawn Genais (On Top Of Airship - Many Sin Fights - Core) -> HP: 20000 - 2000 -> MP: 200 -> AP: 1800 - 2700 -> Statistics: Str- 30, Mag- 35, Def- 80, Mdef- 50, Acc- 0, Agl- 25, Eva- 0, Luck- 15 -> Steal: Common- Star Curtain, Uncommon- Shining Gem -> Bribe: None -> Win: Common- 1 or 2 Return Spheres, Uncommon- 1 or 2 Return Spheres -> Gil Received: 10000 -> Immunities: Threaten, Sleep, Provoke, Poison, Petrify, Mental Break, Haste, Efect, Doom, Delay, Confuse, Berserk, Death, Darkness, Armor Break, Bribe, Is immune to Demi when it's in its shell -> Weaknesses: Zombie- 80, Silence- 99 -> Elemental Affinities: [Absorption] Water [2x Damage] Fire -> Zanmato Lv: 4 -> Armor Abilities: Zombieproof -> Weapon Abilities: Zombiestrike, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Cura- Restores a mediocre amount of HP to itself. Thrashing- Physical damage to everyone. Venom- Non-elemental magic damage as well as Poison to one person. Sigh- Non-elemental magic damage as well as Darkness to every character. Magic absorbed- It absorbs all magic directed a the Core. Waterga- Water based magic attack on one character. ---> STRATEGIC TACTICS: <--- Sinspawn Genais, this son of a bitch absorbs any magic that you may happen to cast at the Core's way, which is very annoying, so, we're going to first focus on dropping its ass. So first cast Hastega on everybody (unless you don't already have it on your armors). Now, now, Yuna then Shells the entire party as well as Reflecting them. First, before any strategy, we have to take care of looking at bosses pattern: Venom -> Venom -> Thrashing; counters all magic excluding Demi with Waterga, but that's why we've Shell and Reflect. You might want Protect before Thrashing. Ok, kill Genais with Overdrives and physical attacks (20000 HP isn't hard to take away), you move onto Sin's Core. Now it starts acting, because when Genais was out, it was being little pansy and not doing anything. Note: G does into its shell after 1/2 HP is gone, and it'll counter everything with Cura, so Reflect it to get the Cura. And when its turns on the CTB are up, it uses Sigh (look up for details). Esuna on the Darkness statuses. When Genais is in its shell, Core gathers energy. Then, it uses Gravija, but unlike Fins', it also takes out 75% of its own HP. So heal up with Mega-Potion or X-Potions, and then unleash an Overdrive to kill it. Now, when back on the airship, who must speak with everybody. After you've done that, go up to the top area of the airship. Here, you'll find Yuna standing all by her lonesome, go soothe her.:) Not like that you pervert! Hehe... Anyway, in the next scene, you get another taste of affection from your favorite girl. After, you must fight with main Sin once and for all. ******************************************************************************* BOSS: SIN DIFFICULTY: 6 ******************************************************************************* #35. Sin (On Top Of Airship - Many Sin Fights) -> HP: 140000 - 16000 -> MP: 999 -> AP: 20000 - 30000 -> Statistics: Str- 30, Mag- 30, Def- 40, Mdef- 40, Acc- 0, Agl- 30, Eva- 0, Luck- 15 -> Steal: Common- Ether, Uncommon- Supreme Gem -> Bribe: None -> Win: Common- 1 or 2 Lv.3 Key Spheres, Uncommon- 1 or 2 Lv.3 Key Spheres -> Gil Received: 12000 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Slow, Haste, Zombie, Power Break, Magic Break, Demi, Threaten, Provoke, Eject, Berserk, Delay, Confuse, Death, Bribe -> Weaknesses: None -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: Silenceproof -> Weapon Abilities: Slowstrike, Sleepstrike, Silencestrike, Darkstrike, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 3 Drop Percentage: 127/128 (99%) -> Abilities: Attack- Petrification or Confuse on one character, as a counter and as a some what of a special. Drawn to Sin- Your ship gets pulled towards Sin, like an orbit. Giga-Graviton- Game Over. ---> STRATEGIC TACTICS: <--- Final Sin Form: Wow, you're finally here... it is time to prove to all of Spira and to yourself that you can banish Sin for good, do you have what it takes to do it? Well even if you don't, you can get it done with ultimate strategy that I provide here. Ok, in stats-talk you must should have all of the core statistics at about 85-90 to guide you through virtually unscathed, and for HP it should at least be around 7000-9999. Next, is the need for a good armor, this, for this fight is an armor that has Zombieproof, Confuseproof, and Stoneproof to stand against its normal attack which can inflict them all at the same time (but it usually doesn't get them all off). You're set! For the first three turns of the battle you're in the clear because all it will do is get closer to the airship by using "Drawn to Sin." Get all the licks in that you can and then prepare for the rest of the fight by maybe doing any necessary healing. While Sin is out there you can damage it by using Lulu's Fury spells, Wakka's blitzball (not really recommended), and my favorite only because I had so much to spare, tossing 100000 gil for 9999 damage. Once Sin is as close as it's gonna get I think I should now describe your main desideratum: - You see, Sin has this move, Giga-Graviton, which on Sin's 13th or 12th (I don't know which yet) and it will cause no-matter-what Game Over and cannot be blocked by spells, aeons, nor can be negated by Auto-Life. - So needless to say, you must kill off all 140000 of Sin's HP before it has the chance to unleash it's cataclysmic attack. Now once Sin is as close as it's going to get, have Tidus start by casting Hastega to speed things up if he didn't do it while it was far. You will also want to have Yuna use many Holys over and over again, in conjunction with Lulu doing Doublecasts of Ultima and Flare, she can also use her to unleash some Furys of those spells too. Now after you think you've done substancial enough damage bring in Auron instead of Lulu. Now continue... Have Auron either use Banishing Blade or if you have been to lazy to collect all of those 5 Jecht Spheres, you can improvise with Armor Breaking it. If you have the correct armor I suggested you have nothing to fret about other than about 800 damage from its normal attack which you can heal if you want with a few Potions or Mega-Potion. Now just finish it off by using Tidus' Slice & Dice overdrive and Wakka's Attack Reels if you've already gotten into blitzball. You can also use Quick Hits if learned. I also seriously recommend that you Mix up a Trio of 9999 using many of the combos found in that part of Abilities section and then using physical attacks or Mug with Rikku for some 9999 damage each time as well as accumulating some Ethers or Supreme Gems. =============================================================================== Area 18. Inside Sin =============================================================================== ------------------------------------------------------------------------------- Items: Elixir, Level 3 Key Sphere, Special Sphere, Level 4 Key Sphere, 20000 Gil, Megalixir, Defense Sphere, HP Sphere, Attribute Sphere, Skill Sphere, White Magic Sphere Weapons/Armor: Knight Lance, Hrunting, Mage's Staff, Prism Ball, Infinity, Wicked Cait Sith, Stillblade, Laevatein, Defending Bracer, Four-on-One, Wizard Lance, Phantom Ring Enemies: Gemini, Gemini, Exoray, Adamantoise, Barbatos, Demonolith, Varuna, Behemoth King, Ahriman, Great Malboro, Wraith, Land Worm ------------------------------------------------------------------------------- After the airship has landed inside of Sin, you follow your whole party forward and then when you arrive at the next save sphere, you of course should save and continue on into the Sea of Sorrow. This area is huge, it's also a big maze. First, items: Elixir, Level 3 Key Sphere, Special Sphere, Wizard Lance, Phantom Ring. Now, I will offer some vague info on how to navigate, since it's hard as hell to find your way (especially since your radar only reveals areas after you find them): First, go Northwest for a short time. Now, start heading Northest. Eventually you'll come to a place where you can turn left, and at the end of that path, go up. Again, go left, And then Northwest again for a while. Down for about 10 steps, right for about 10 more steps, and then North all the way to the end. Save. Go up the steps and you fight Seymour for the final time... ******************************************************************************* BOSS: SEYMOUR OMNIS/MORTIPHASM DIFFICULTY: 6.5 ******************************************************************************* #36. Seymour Omnis (Sin: Garden of Pain) -> HP: 80000 - 15000 -> MP: 999 -> AP: 24000 - 36000 -> Statistics: Str- 20, Mag- 35, Def- 180, Mdef- 100, Acc- 0, Agl- 40, Eva- 0, Luck- 20 -> Steal: Common- Shining Gem, Uncommon- Supreme Gem -> Bribe: None -> Win: Common- 1 or 2 Lv.3 Key Spheres, Uncommon- 1 or 2 Lv.3 Key Spheres -> Gil Received: 12000 -> Immunities: Doom, Sleep, Silence, Darkness, Poison, Confuse, Petrify, Slow, Zombie, Power Break, Magic Break, Power Distiller, Mana Distiller, Speed Distiller, Ability Distiller, Extract Mana, Extract Power, Extract Speed, Extract Ability, Berserk, Demi, Delay, Threaten, Eject, Provoke, Death, Bribe -> Weaknesses: None -> Elemental Affinities: Depends on the Mortiphasms. -> Zanmato Lv: 4 -> Armor Abilities: SOS Shell, SOS Protect, SOS Haste -> Weapon Abilities: Magic+20%, Piercing -> Armor/Weapon Dropped: Slots: 3 to 4 Pre-Customized Abilities: 1 to 2 Drop Percentage: 127/128 (99%) -> Abilities: Dispel- Nullifies all good status ailments from your entire group. Ultima- Non-elemental magic damage on every person. Thundara- Lightning based magic attack on one character. Fira- Fire based magic attack on one character. Watera- Water based magic attack on one character. Blizzara- Ice based magic attack on one character. Thundaga- Lightning based magic attack on one character. Firaga- Fire based magic attack on one character. Waterga- Water based magic attack on one character. Blizzaga- Ice based magic attack on one character. #36.1. Mortiphasm (Sin: Garden of Pain - Seymour Omnis) -> HP: 6000~7000 - Cannot Overkill -> MP: 30~50 -> AP: 0 -> Statistics: Str- 20, Mag- 20, Def- 1, Mdef- 1, Acc- 30, Agl- 10, Eva- 0, Luck- 20 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Doom, Zombie, Demi, Threaten, Delay, Slow, Death, Sleep, Darkness, Silence, Confuse, Provoke, Power Break, Armor Break, Magic Break, Mental Break, Poison, Berserk, Petrify, Eject -> Weaknesses: None -> Elemental Affinities: Sorta Depends -> Zanmato Lv: 4 (???) -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: None ---> STRATEGIC TACTICS: <--- Seymour Omnis: This will be your final confrontation against the obdurate Seymour. Start out with core stats of about or near 100. HP should be nearing 7000-7500 and MP better be at least 300-350. For armor have Fire Eater, Water Eater, Ice Eater, Lightning Eater on everybody. Weapons should have First Strike, and Strength+10-20%. Now head into the heat of battle with an active party that has Auron, Tidus, and Lulu. Have Tidus cast Hastega now, then use Auron to use a physical strike at the main body, now have Lulu cast a magic attack that is corresponding to the current color of the disks or Mortiphasms behind him (Red- Fire, Blue- Water, Yellow- Lightning, White- Ice). After that is done he will use a multi spell, any of which will actually heal you through out the fight rather than administering some serious hurt. After that period of nothingness order Tidus to use a Slice & Dice or if available a Blitz Ace, the BA might finish him off for good. If not, continue to have Auron attack him, then cast Ultima on him for some 9999 damage. Do this again. He might then use an Ultima spell on you, after it, heal right away immediately. Now on your next turns it matters not what you do as long as you bring Yuna in so she can any aeon, so long as it's in the range of Yojimbo, Anima, or the Magus Sisters. I used Anima, so I'll describe how it went with her, first have her use Pain or her overdrive it might or it might not finish things, if it does then you needn't read on any further, but if he survives read on. Anima will now get Banished, so next have Tidus and Auron attack and have Yuna cast Auto-Life on Tidus if at all possible. For the next move you take, use Tidus to attack and Auron to attack too, then have Yuna switch to Lulu. Then your tactics from now on will be to, Tidus- physical attack, Auron- physical attack, and Lulu- Ultima and heal when it is needed. Finally, you're done with Seymour forever. Now we're in the City of Dying Dreams. So, with any place that has super-tough enemies, I'll provide general strategies on how to beat them (since, after all, they're all strong-as-hell enemies): Gemini: Armor Break is your friend here for getting its Defenses down and letting you alot more damage to them normally. You can also get this by using Banishing Blade. More alternatives would be to use character's Overdrives (especially Attack Reels and Slice & Dice). Heal with Yuna and/or items when you absolutely need to badly. Exoray: Have your stats more up near 79-86. Just attack at it physically and with Firaga. After about 2-5 hits it should be reduced to nothing. Adamantoise: Have stats between 80-100 and you should do fine. Use some of your stronger attackers to attack at it with piercing weapons. Have your some of your weaker characters heal the stronger ones, and have Yuna summon against it if you want. This will not be too much work for you, trust me. Barbatos: Stats should be breaching 115 definitely. Have a piercing weapon equipped, and then hammer away. Summon either Bahamut, or one of the secret aeons for best results. None of the other aeons will do much to it, unless they use their overdrives, but that is still questionable. Demonolith: Have stats between 140-170. Don't flat-out physically attack it because it will use "Pharaoh's Curse" which puts tons of bad effects on that one character. To avoid this fate, summon the Magus Sisters. They can finish it off with ease. Alternatively... Demonolith: Boy, is this bastard a pain in the neck!? He counters almost everything you throw at him with his pansy little 'Pharaoh's Curse'. But guess what... there's a way around that! Yes you hear correctly! Ok on the first move in the battle (if not done already) you should switch out everybody's weapon for one that has Silencestrike. Now have the most powerful attacker (probably Auron), nail it with that to Silence it. If this does not work, and it does get Pharaoh's Curse off, than have Tidus follow up with Silence Buster. Now just pound on it 'til it goes down. Invigorating!!! Varuna: Have stats near 160. Now have Tidus cast Hastega in the beginning of the whole battle. Now use Auron to attack at it physically. Have Yuna heal and summon. Now use Tidus for physical attacking purposes. Keep repeating this until you have it killed. Oh, and when you decide to summon, make sure it is the Magus Sisters or Anima which you summon, and then use their overdrives, or use Mindy's Passado. Behemoth King: Stats should be in the area of 125. In the beginning, cast your Hastega spell. Use Ultima, and Flare a bunch of times. If that doesn't do it in a little while, summon your strongest aeon(s). When you kill it, it will always use Meteor as a last resort. So even if you kill it you can still lose. So have protect on all the time (especially near the end of the battle). Or...: I always used to hate dying from its damn Meteor counter desperation, so I thought that there had to be a way to keep from it, now the result of my hours of hard work to find one is before it, because there is!!! How you will do this is you first off equip *one* character with the weapon ability Evade & Counter. Make infinite sure that that character has learned the Provoke ability from Tidus' Sphere Grid section. Now we go around looking for a Behemoth King (never thought you'd here that did you?) inside Sin. When in the battle I say use Auron to use Dragon Fang or Tornado overdrives to get Behemoth King down to about 1/4 of its original 67500 HP. Now, since Tidus was most likely the one whom you chose to have the right weapon and Provoke (because it's on his own grid, and easiest to obtain). Now you have that character use the Provoke ability on the King and it he will only attack that character who Provoked him (duh)! But!!!... that character will never be hit because of that one little detail of him/her having the Evade & Counter ability on. And on top of never being hit, you will always hit BK. Now as it dies it cannot use Meteor surprizingly, because if it did use Meteor it would have to hit everybody, and that would be going against the "Provoke Laws", I suppose.:) Ahriman: Stats should be 50-65 to make it fair (better for you than it). Just pummel it with magic, and/or physical attacks between 3-4 times and it should fall out of the air quickly. Be careful for it's normal attack which can confuse it's victim. Great Malboro: Stats better be in 185 or even higher. The Magus Sisters can discombobulate it within a couple of turns (if none of them are Passados). Anima and Bahamut can be your friends here to. And if you summon Yojimbo, pay him within the 5000 to 15000 range for a Kozuka, but hopefully a Wakizashi and that should do it in for alot of damage. If you are ambushed by it, hope you have Auron's overdrive guage full, with first strike on, and pull off a Shooting Star. Goodbye Great Malboro. Another way: Great Malboro: Yo, wasup, Mr. Ambush-a-lot!? Now you're gonna die and there is nothing you and your little bad ambushing habit can do about it neither! *sticks toungue out.* What you're going to do first is (if it ambushes you) hope you have everyone's weapon with First Strike. Now you could Shooting Star it with Auron like I previously mentioned, or you could at that point, use Delay Buster on GM. Now you can pound it with Mugs, Quick Hits or even knock back to the stone age with overdrives. Wraith: Have stats near 50 for this particular fight. It will cast Doom on you if you do not manage to kill it before it's turn. You can cure that with a Holy Water or a Remedy. Now use Auron to attack at it as much as he can with Haste on him. Tidus should help him in attacking, and Yuna to heal is best. Land Worm: Have stats close to 100 to be able to do battle at max ifficiency. Now use whomever your most powerful characters to attack at it. Doing about 9999 damage per hit. That is actually your second more reliable method here, but use either Bahamut or your secret aeons to use their overdrives. If you use that, they might kill it in one hit. ---> Ok, now that that's all done and taken care of, we first walk a bit for- ward and then take a look at the glyph on the wall to the right. Now, go off and kill ten fiends around here. Then, go back and look at the glyph again. Go and kill another ten fiends then go back and look at the next glyph-wall. Now, you go out and kill off fifteen fiends and then go back, look at the wall again, and then go to the back and collect Level 4 Key Sphere that's there. Now, get out and keep running on the original set path. Then, get on the aqua block with Jecht's symbol on it to go up and you then can nab the Four-on-One blitzball weapon for Wakka. Ok, keep on running and you eventually come to a column that you can push on down, and then in the treasure chest it reveals, you can get the Defending Bracer. Now, just keep going back on along the path, then, at the next available turn to the left, take it, and then press X on the wall there and you have access to a good Megalixir. Get back on the path yet again, and then keep moving along until you get to a hole, and down the stairs in it you will receive a big amount of Gil: 20000 to be precise. Now, stand on top of the blue-Jecht-symbol block to be transported up to another treasure chest which contains an HP Sphere. After, go down the walkway there and then open the next treasure chest that's there for you to pick up a Defense Sphere (stacking up on alot of items, huh?:)). Get on the blue-Jecht-symbol block that's floating around so that you can be out back on the beat path. Once back down, just keep running along the path, and eventually you'll come to another open area, but this one has columns coming up out of the ground for no apparent reason. Now, go to right edge of this area and you will see small scene which has Tidus peering over the ledge, so, slide down the tunnel here and then there's going to a Laevatein staff weapon for Yuna in a treasure chest that's down there. Now, climb the stones close to this area, and when up, keep going in the right direction. You'll now be in the area called Tower of the Dead and it will crash down from the sky after you save and more forward. Bam! Ker-splat! Tidus is dead!... Hah, just fooling you, move forward towards the tower and enter it through the symbol-like thing on it. Ok, you may be thinking, this looks familiar, that's because it is. Anyway, if you touch the icicles coming out of the floor, you will be forced into a battle with some tough enemies. Ok, the whole point here's to go and touch the little ice-diamond-looking things that appear everywhere, and to get the following items: Infinity, Skill Sphere, Knight Lance, Wicked Cait Sith, White Magic Sphere, Hrunting, Stillblade, Prism Ball, Mage's Staff, Attribute Sphere. After you collect the 10th item, you're transported to the final boss area in the ruined Zanarkand blitzball dome. Watch the long scene and then get ready to fight your father... sorta... ******************************************************************************* BOSS: BRASKA'S FINAL AEON/YU PAGODAS DIFFICULTY: 7.5 ******************************************************************************* #37. Braska's Final Aeon (Sin: Dream's End) -> HP: Form 1: 60000 - None; Form 2: 120000 - 20000 -> MP: Form 1: 100; Form 2: ??? -> AP: 0 -> Statistics: Form 1: Str- 45, Mag- 50, Def- 100, Mdef- 100, Acc- 10, Agl- 40, Eva- 0, Luck-15 Form 2: Str- 50, Mag- 50, Def- 100, Mdef- 100, Acc- 10, Agl- 40, Eva- 0, Luck-15 -> Steal: Common- Turbo Ether, Uncommon- Elixir -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: Power Distiller, Mana Distiller, Speed Distiller, Ability Distiller, Extract Power, Extract Mana, Extract Speed, Extract Ability, Death, Demi, Threaten, Darkness, Slow, Sleep, Doom, Regen, Petrify, Eject, Bribe -> Weaknesses: Poison- ???; 1% -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: - Form 1: Triumphant Grasp- This attack will do Zombie status effect as well as do phys- type damage to one character. Jecht Bomber- This attack does special damage, but is only used when an aeon is present in battle. Jecht Beam- It does the Petrification status ailment, and it even backs it up with non-elemental magic-type damage. Attack- This will be doing phsical damage to only one person. - Form 2: Triumphant Grasp- This attack will do Zombie status effect as well as do phys- type damage to one character. Jecht Bomber- This attack does special damage, but is only used when an aeon is present in battle. Jecht Beam- It does the Petrification status ailment, and it even backs it up with non-elemental magic-type damage. Attack- This will be doing phsical damage to only one person and Delay. Attack2- This will be doing phsical damage to only one person and Delay. Almight Jecht Shot- This does big special-type damage when used. And is on all party members. #37.1. Yu Pagoda Right (Sin: Dream's End - Braska's Final Aeon) -> HP: 5000 - None -> MP: 5000 -> AP: 0 -> Statistics: Str- 0, Mag- 50, Def- 80, Mdef- 80, Acc- 0, Agl- 40, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: NulBlaze, NulTide, NulShock, NulFrost, Power Break, Magic Break, Armor Break, Mental Break, Berserk, Confuse, Darkness, Death, Eject, Doom, Petrify, Protect, Poison, Provoke, Shell, Regen, Reflect, Threaten, Zombie, Sleep, Silence, Bribe -> Weaknesses: Slow- 50 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Curse- This attack does Poison, Silence (3 turns), Curse, Sleep (3 turns), Darkness (3 turns). As well as doing non-elemental magical-type damage to one party member. Osmose- This takes away all of the MP to one random character. Power Wave- If both Yu Pagodas are active currently, they will sometimes use this on Braska's Final Aeon which removes bad status effects, gives 1500 HP and charges its Overdrive Meter slightly. Will be done two in a row. #37.2. Yu Pagoda Left (Sin: Dream's End - Braska's Final Aeon) -> HP: 5000 - None -> MP: 5000 -> AP: 0 -> Statistics: Str- 0, Mag- 50, Def- 80, Mdef- 80, Acc- 0, Agl- 40, Eva- 0, Luck- 15 -> Steal: None -> Bribe: None -> Win: None -> Gil Received: None -> Immunities: NulBlaze, NulTide, NulShock, NulFrost, Power Break, Magic Break, Armor Break, Mental Break, Berserk, Confuse, Darkness, Death, Eject, Doom, Petrify, Protect, Poison, Provoke, Shell, Regen, Reflect, Threaten, Zombie, Sleep, Silence, Bribe -> Weaknesses: Slow- 50 -> Elemental Affinities: None -> Zanmato Lv: 4 -> Armor Abilities: None -> Weapon Abilities: None -> Armor/Weapon Dropped: N/A -> Abilities: Curse- This attack does Poison, Silence (3 turns), Curse, Sleep (3 turns), Darkness (3 turns). As well as doing non-elemental magical-type damage to one party member. Osmose- This takes away all of the MP to one random character. Power Wave- If both Yu Pagodas are active currently, they will sometimes use this on Braska's Final Aeon which removes bad status effects, gives 1500 HP and charges its Overdrive Meter slightly. Will be done two in a row. ---> STRATEGIC TACTICS: <--- Braska's Final Aeon: Have basic statistics at about 105-115 for this fight. HP near 8000-9999. Armor should be fit with Defense+20%, Zombieproof, Stoneproof. You should go ahead and have your weapons either be the character's you are planning on using here's celestial weapons or weapons that have the abilities First Strike, Strength+20%, and maybe Break Damage Limit and then you'll be fine in the weapons category. Now you should have everyone's including aeon's overdrive guage filled. Check that off in your imaginary check list. So now you should be adequetly prepared to take on this nasty foe, and one of the most adrenaline filled fights in the entire game thus far. Go into the battle with an active starting party that is consisted of the characters Tidus, Yuna, and of course the man, Auron. Begin by making Tidus execute a Hastega. Now use Auron to get in an attack physically, Yuna should now take her turn to cast an Auto-Life on herself. Now take Tidus and get in about two or maybe even three Quick Hits. Once at this point have Auron use a Power Break to reduce the BFA's strength more and more. Every once in awhile the Yu Pagodas will heal its HP by 1500 and raise its overdrive bar little by little. And if BFA has any statuses upon it a that particular moment in time when they "Power Wave" BFA, all of them will be negated. Don't worry about killing them yet, for the main BFA is your primary concern as of now. Now on Yuna's next turn use her to cast Protect on herself as well (boy, she is selfish?). BFA's turn to attack you now, it'll use just an attack with a punch for normal physical damage, no need for despair. Once it executes this, use any next person to heal that certain person who got attacked with a X-Potion or if it is Yuna, have her do Curaga. Now have Auron continue with Power Breaks and Tidus to use about 3-4 Quick Hits and that will probably be the end of its first form or stage if you will, this happens and is signified by knocking 60000 of its HP down the perverbial drain. The next half begins and now it has a sword and 120000 HP to contend with. Have Tidus use the Trigger Command "Talk" to deplete its overdrive bar to zero. Now use Auron to do another Power Break yet again. Now if you want, have Yuna switch out for a while for Lulu and then have Lulu cast an Ultima spell to render the Yu Pagodas obsolete for a while. Use Tidus' Quick Hits for a spell (2 or 3 times), then Auron to either Power Break or an overdrive hopefully, the overdrive is better when it is Banishing Blade for now. Once BFA takes its next turn either a sword attack normally, Almighty Jecht Shot (if OD guage is full), Jecht Beam (if OD guage is full), or a Triumphant Grasp (if OD guage is full). Alot of status will be negated from these because of your armor. Now, bring in Yuna for Lulu again, have her summon Bahamut. Keep using Bahamut's Impulse after Mega-Flare. BFA's overdrive will fill and he'll use Jecht Beam for some exorbitant damage to Bahamut. If it doesn't die than keep using Impulses. Once Bahamut dies, and by this time the Yu Pagodas will be back (drat), so now just have Tidus use a Blitz Ace or if unavailable, a Slice & Dice will do just fine. Have Auron attack physically and heal with Yuna. These will be your battle politics for the remainder of the bout. - I have received following info on the Yu Pagodas from Arkbeetle1 and then confirmed it with others: This isn't much to worry about since you won't be spending too much of your time with the Yu Pagodas but it just feels right to mention it being this guide must contain any and all info. Basically it goes something like this: Yu Pagoda has 5000 HP in beginning, you attack it for 6000 damage and put it out of commission for a while and then it comes back, it now has new HP value of 6000. Now let us say that you're first hit did not take it out at once; one of your characters hit it for 4231 and then another hits for 8512; it goes down for little period and comes back with added quantum of 4231 + 8521 = 12752 new max HP. Hope that proves useful somehow. You win the fight! Now move on to rest of the best game ever! --------------------------------------------------------- Beating Braska's Aeon With Expedience by Emmiyeh | Thanks --------------------------------------------------------- I had just gotten the Magus Sisters and realized that they were insanely powerful, so I decided, "What the heck, I'll see if I can beat BFA with them." So I used this "strategy" to beat BFA in all of 5 minutes: I had everone's HP around 4000 - 6000. The Sisters' HP were around 11000, 10000, and 8000. I did not gain anymore HP after getting them, so they were the same strength as when I first aquired them. I had Yuna's ultimate weapon and nothing else of great importance. Before the battle I got the Magus Sisters' Overdrive gagues filled. I got into the battle with BFA, used Tidus's Hasteaga (I don't think it mattered. I just needed Tidus to do something) and summoned the Sisters. I used their overdrive and killed the first form in one hit. Then came the second form. BFA got to do two hits before it was my turn again. I then had each of the Sisters attack (And fortunatly they obeyed!) and they killed him. That was that. BFA killed in 5 minutes. Ok, after a few dramatic and tear-inducing scenes with Tidus and his father Jecht, you engage in battles against the last mini-bosses in the game. Now, you cannot die against these enemies because you have infinite inherent Auto-Life status, meaning you're always reaved after you die. Anyway, here're some tips for beating your "Possessed by Yu Yevon" aeons: Note: I've received many questions about whether these aeons you fight at the end of the game are the Dark Aeons. The answer is NO. I have a whole other section devoted to those Dark Aeons. Plus, if these were the Dark Aeons and *Penance* (which isn't here) that everyone says is so hard as hell, how'd you expect them to be annihilated so easily? 1. Valefor -- HP: Variable MP: Variable So, we get to the first of your aeons that you've to dispatch. Watch the small scene with the aeon being possessed by Yu Yevon and you have to fight a silver, dark looking Valefor. The best party I can recommend is this: Tidus, Wakka, and Lulu. Tidus' swift movements and hits should be able to land a hit on Valefor, but if not, use and Overdrive. Ok, first move of the battle's to have Tidus Hastega the whole party. Wakka uses his ball to attack Valefor. Lulu, can Doublecast and/or Fury Ultimas and Flares. Tidus from then on out uses an Overdrive or Quick Hits. 2. Ifrit -- HP: Variable MP: Variable Alright, watch the same kind of little scene with Yu Yevon possessing the aeon and get ready to annihilate another one of your aeons. Yuna's devastated yadaa, yadaa. Ok, best suggested party would be Tidus, Auron, and Lulu. Ifrit's Eva's probably high, but not as high as Valefor's so Tidus and Auron should be able to land hits with no problem. Ok, so, start match with same old Hastega and then Tidus and Auron attack. Lulu uses Ultima, Flare again, or, if you haven't enough MP for those, you can use Blizzaga. 3. Ixion -- HP: Variable MP: Variable To me, this is easiest of the many final aeon battles, but that's just me. It may not be to you, but who knows? Anyhow, the ultimate party for this battle's Lulu, Tidus, Rikku (!!!) Yup, Rikku. Ok, for the start of the match, you have Tidus yet again cast Hastega. His roles for the rest of battle is to simply just attack physically (and maybe heal). Lulu, like the other battles, is used to Flare and Ultima (and for this battle Waterga) the aeon. Rikku, should Mix together a Fish Scale + Strength Sphere (etc) to get powerful (about 2000) damage to Ixion. She can also heal using Al Bhed Potions or other high-curing special items with Use. 4. Shiva -- HP: Variable MP: Variable Well, she is a fast one, that she is. But, she's manageable, trust me. Alright, I will start out same as always and recommend the best possible party for picking apart Shiva limb from limb: Tidus, Lulu, [someone with Acc, Agl 100+]. Tidus starts off Hastega -ing the whole entire party for quicker turns. From then on out you use him for Quick Hitting. Lulu's same as always; Ultima or Flare or now Firaga. The other character can unleash Overdrives or normal hits if they're fast enough. 5. Bahamut -- HP: Variable MP: Variable: So we've finally come upon the hardest one of the engulfed aeons. He'll take a bit of time, and you'll probably die about 1-3 times, but that's mostly depending on how you leveled him. Anyway, the best party is a matter of who's the strongest all-around. But, there's one party that usually seems to get the job done the quickest: Yuna, Tidus, Lulu. Uh-huh, they're the group that's gonna defeat final aeon. Here's how: Tidus, first off, casts Hastega to the whole entire party of yours. Next turn characters get, if it's Yuna that gets it, she has basically two options that'll hurt Bahamut pretty badly: first is she can cast Holy for some massive damage (around 3000-4000), and next one is she can, if a secret aeon's been obtained (in which case you have to fight that one after), *Grand* Summon that aeon and finish Bahamut with its Overdrive move. You here me right, you can Grand Summon (if there's an aeon left), and use an aeon against it without it being possessed! If you ever get hit by Bahamut, and HPs are yellow (denotes that HP is 1/2 of maximum), you can have Yuna Curaga it, but it's not necessary because of Auto-Life always. Lulu, is to Doublecast Flares and Ultimas the whole time. Don't bother with other spells since it's either immune to them, or it just woudn't do any significant damage. If Tidus gets his Overdrive Guage full, use his Slice & Dice Overdrive attack. --> Note: strategies for remaining un-necessary-to-fight-here aeons shall be mentioned in near future update. Stay tuned. <-- 6. Final Boss -> Yu Yevon | Difficulty: 1 HP: 99999 - [Can't Overkill] MP: 1 AP: 0 - 0 Immunities: Sleep, Silence, Petrify, Darkness, Scan, Threaten, Provoke, Bribe, Confuse, Berserk Weaknesses: Poison- 0; 5%, Doom- 3 - So, we've finally reached the very ending of the game, and the final boss (who should've been Braska's Final Aeon), is a total wussy pushover who's completely susceptible to some of the worst statuses. I suggest a party now: Auron, Yuna, Tidus. My three favorite characters are the best for the final fight together, so it's time to kick some Yu Yevon ass. All right, we start out as usual with Tidus using Hastega at the whole group. Now, we look at Yu's attacks: - Osmose: Takes MP from all three of your chosen characters to fight. - Curaga: When ever you do any sort of damage to Yu Yevon, he does this as a counter-action to get back HP. - Gravija: Takes away 75% of your characters' current HP, but it also does damage to Yu Yevon as well. - Ultima: Does about 3000 damage to all characters. This attack is not able of being cut down in damage. Sure, he's the last boss, but he's also the easiest boss in the entire game. There are four best ways to kill him: 1) You can cast Doom spell on him with Rikku's items and then he'll die in just three turns after that. 2) Put him under the Zombie status with Auron's Zombie Attack. Now have Yuna use restorative magic and when he takes damage, he uses Curaga, hehe. 3) You cast Reflect on him, so that way you can do damage to him, and every time he uses Curaga, you are healed. 4) Have Auron use his Banishing Blade Overdrive to put the Breaks on Yu Yevon, this greatly reduces his stats, and lets you do more damage with your attacks. Now, just watch the final scenes, that are indeed, extremely sad, and will most likely cause you to cry (at least I cried). Then, watch the credits while you listen to Suteki Da Ne sung by Rikki. After credits, you get a small scene where Tidus is swimming up towards you. My theory on this is that since Yuna was whistling off the peer, he's "coming running" like he said he would when she whistled while they were in Luca. I guess their love for each other is that powerful. Anyway, the game's over. Now, move to the rest of the guide. "The End". =============================================================================== <-----------------------------------------------------------------------------> 11.0. ITEM LISTING #SK1I <-----------------------------------------------------------------------------> =============================================================================== I will divide these all into seperate categories depending on their uses. ------------------------------------------------------------------------------- 11.1. Recovery #SK1I1 ------------------------------------------------------------------------------- Potion- Restores 200 HP to one party member Hi-Potion- Recovers 1000 HP of one party member X-Potion- Fully rejuvenates the HP of one party member Mega-Potion- Restores 2000 HP to every party member Ether- Recovers 100 MP of one character Turbo Ether- Recovers 500 MP of one party member Phoenix Down- Revives a single party member from death Mega Phoenix- Brings back the entire party from death Antidote- Cures a character from poison Soft- Cures a character from petrification Eye Drops- Cures a character from Darkness Echo Screen- Cures a character from silence Holy Water- Cures a character from curse and zombie Remedy- Cures a character from all status abnormalities Elixir- Fully recovers a character's HP and MP Mega Elixir- Recovers the entire party's HP and MP ------------------------------------------------------------------------------- 11.2. Sphere Distillers #SK1I2 ------------------------------------------------------------------------------- Ability Distiller- Puppets an enemy to drop ability spheres Mana Distiller- Puppets an enemy to drop mana spheres Power Distiller- Puppets an enemy to drop power spheres Speed Distiller- Puppets an enemy to drop speed spheres ------------------------------------------------------------------------------- 11.3. Miscellaneous #SK1I3 ------------------------------------------------------------------------------- Winning formula- ??? (customize, Mix) Underdog's Secret- ??? (customize, Mix) Gambler's Spirit- ??? (customize, Mix) Wings to Discovery- ??? (customize, Mix) Door to Tomorrow- ??? (customize, Mix) Designer Wallet- ??? (customize, Mix) Amulet- ??? (customize, Mix) Pendulum- ??? (customize, Mix) Shining Thorn- ??? (customize, Mix) Hypello Potion- ??? (customize, Mix) Musk- ??? (customize, Mix) Map- Shows you a map of Spira Rename Card- Change the name of an Aeon of your choosing ------------------------------------------------------------------------------- 11.4. Key #SK1I4 ------------------------------------------------------------------------------- Saturn Sigil- A celestial item made into the shape of Saturn Saturn Crest- A celestial item made into the shape of Saturn Jupiter Sigil- A celestial item made into the shape of Jupiter Jupiter Crest- A celestial item made into the shape of Jupiter Mars Sigil- A celestial item made into the shape of Mars Mars Crest- A celestial item made into the shape of Mars Venus Sigil- A celestial item made into the shape of Venus Venus Crest- A celestial item made into the shape of Venus Mercury Sigil- A celestial item made into the shape of Mercury Mercury Crest- A celestial item made into the shape of Mercury Moon Sigil- A celestial item made into the shape of the Moon Moon Crest- A celestial item made into the shape of the Moon Sun Sigil- A celestial item made into the shape of the Sun Sun Crest- A celestial item made into the shape of the Sun Flower Scepter- Has something to do with a secret Aeon Blossom Crown- Has something to do with a secret Aeon Mark of Conquest- Given to those who have surpassed mortal bounds Rusty Sword- A rusty sword Jecht (Auron, Braska) Sphere- A sphere(s) recorded on the 3's pilgrimage Aeon's Soul- Enables your Aeons to increase their current attributes Summoner's Soul- Allows your Aeons to learn new abilities Cloudy Mirror- The surface is clouded and dull Celestial Mirror- The surface is bright and vibrant Flint- Starts fires Withered Bouquet- Someone put heart and soul into making this Al Bhed Primer(s)- Teaches you the different letters in the Al Bhed language ------------------------------------------------------------------------------- 11.5. Spheres #SK1I5 ------------------------------------------------------------------------------- Power Sphere- Activates STR, HP, DEF node Mana Sphere- Activates MAG, MAG DEF, MP nodes Ability Sphere- Activates ability nodes Speed Sphere- Activates EVA, ACC, AGL nodes Attribute Sphere- Activates speed, strength, magic, nodes used by allies Special Sphere- Activates special ability nodes used by allies Fortune Sphere- Activates luck nodes Black Magic Sphere- Activates black magic nodes used by partners White Magic Sphere- Activates white magic nodes used by partners Master Sphere- Activates any node HP Sphere- Creates HP nodes out of empty ones MP Sphere- Creates MP nodes out of empty ones Defense Sphere- Creates defense nodes out of empty ones Strength Sphere- Creates strength nodes out of empty ones Agility Sphere- Creates agility nodes out of empty ones Accuracy Sphere- Creates accuracy nodes out of empty ones Evasion Sphere- Creates evasion nodes out of empty ones Magic Sphere- Creates magic nodes out of empty ones Magic Defense Sphere- Creates magic defense nodes out of empty ones Luck Sphere- Creates luck nodes out of empty ones Friend Sphere- Re-locate yourself to an allies position on the grid Teleport Sphere- MOve to any node activated by a partner Return Sphere- Go back to any previously activated node Warp Sphere- Warp to any node Clear Sphere- Erase any node with the exception of Ability nodes ------------------------------------------------------------------------------- 11.6. Special Use #SK1I6 ------------------------------------------------------------------------------- Three Stars- Reduces the party's MP cost to 0 Twin Stars- Makes 1 character's MP cost down to 0 Mana Tonic- Doubles the party's max MP Stamina Tonic- Doubles the party's max HP Mana Tablet- Doubles the max MP of 1 character Stamina Tablet- Doubles the max HP of 1 character Purifying Salt- Hurts the target and negates it's magic effects Soul Spring- Absorbs HP and MP from an enemy Stamina Spring- Absorb HP from an enemy Mana Spring- Absorb MP from an enemy Healing Spring- Uses regen on the character you pick Star Curtain- Uses reflect on the character you pick Light Curtain- Uses protect on the character you pick Lunar Curtain- Uses shell on the character you pick Chocobo Feather- Uses haste on the character you pick Chocobo Wing- Uses hastega on the character you pick Farplane Shadow- Uses death on 1 enemy Farpalne Wind- Uses death on every enemy Dark Matter- Deals alot of damage to all enemies Candle of life- Uses doom on an enemy Silver Hourglass- Delays the next turn of every enemy on the screen Gold Hourglass- Damages all enemies and sets back their next turn Poison Fang- Uses poison on an enemy and also damages them Petrify Grenade- Turns all enemies to stone Supreme Gem- Deals major damage to every enemy Shining Gem- Deals mediocre damage to 1 enemy Blessed Gem- Deals major damage to 1 enemy Shadow Gem- Halves the current HP of every enemy Dream Powder- Puts all enemies to sleep as well as damage them Silence Grenade- Silences all enemies and hurts them Smoke Bomb-Casts darkness on all enemies and hurts them Sleeping Powder- Puts all enemies to sleep as well as hurt them Grenade- Explodes on all enemies for minimal damage Frag Grenade- Inflicts damage and armor break on every enemy Fish Scale- Deals damage with the element of water on 1 enemy Dragon Scale- Deals damage with the element of water to 1 enemy Water Gem- Deals damage with the element of water to all enemies Lightning Marble- Deals damage with the element of thunder to 1 enemy Lightning Gem- Deals damage with the element of thunder to all enemies Electro Marble- Deals damage with the element of thunder 1 enemy Fire Gem- Deals damage with the element of fire to all enemies Bomb Fragment- Deals damage with the element of fire to 1 enemy Bomb Core- Deals damage with the eleent of fire to 1 enemy Ice Gem- Deals damage with the element of ice to all enemies Arctic Wind- Deals damage with the element of ice to 1 enemy Antarctic Wind- Deals damage with the element of ice to 1 enemy Healing Water- Restores the whole party's HP Al Bhed Potion-Cures poison, silence, petrification and restores 1000 HP Tetra Elemental- Restores everyone's HP and uses NuAll on everybody ------------------------------------------------------------------------------- 11.7. Field Usage #SK1I7 ------------------------------------------------------------------------------- Save Point- Allows you to save your progress up to that point Sphere Moniter- Allows you to get information about things in that area Al Bhed Compilation Sphere- Get to view your current rank among the Al Bhed =============================================================================== <-----------------------------------------------------------------------------> 12.0. WEAPON LISTING #SL2W <-----------------------------------------------------------------------------> =============================================================================== Note: Per character, all weapons are in alphabetical order. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tidus' Weapons -> Longswords =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- WEAPON'S NAME | ABILITIES FOR CUSTOMIZATION | ------------------------------------------------------------------------------- Ambitious | Overdrive > AP | ------------------------------------------------------------------------------- Apocalypse | Darkstrike, Poisonstrike, Slowstrike | | Silencestrike | ------------------------------------------------------------------------------- Arc Sword | Half MP Cost | ------------------------------------------------------------------------------- Ascalon | Double AP | ------------------------------------------------------------------------------- A-Steel | Distil Ability | ------------------------------------------------------------------------------- Astral Sword | One MP Cost | ------------------------------------------------------------------------------- Avenger | Counter-Attack | ------------------------------------------------------------------------------- Balmung | Overdrive > AP, Triple Overdrive | ------------------------------------------------------------------------------- Baroque Sword | Weapon with 2-3 empty slots when it | | has 2-4 slots | ------------------------------------------------------------------------------- Basilisk Steel | Stonetouch | ------------------------------------------------------------------------------- Brotherhood | Sensor, Strength+5%, Strength+10%, | | Waterstrike | ------------------------------------------------------------------------------- Caladbolg | Celestial Weapon - N/A | ------------------------------------------------------------------------------- Crystal Sword | Firestrike, Icestrike,Lightningstrike| | Waterstrike | ------------------------------------------------------------------------------- Dance Macabre | Deathstrike | ------------------------------------------------------------------------------- Deathbringer | Deathtouch | ------------------------------------------------------------------------------- Double-Edge | Firestrike, Icestrike | ------------------------------------------------------------------------------- Durandal | Triple AP | ------------------------------------------------------------------------------- Enchanted Sword | Magic+3% | ------------------------------------------------------------------------------- Excalibur | Break Damage Limit | ------------------------------------------------------------------------------- Fencing Saber | Strength+5% | ------------------------------------------------------------------------------- Flametongue | Firestrike | ------------------------------------------------------------------------------- Force Saber | Magic+20%, Strength+20% | ------------------------------------------------------------------------------- Gilventure | Gillionaire | ------------------------------------------------------------------------------- Gravestone | Stonestrike | ------------------------------------------------------------------------------- Heartbreaker | Triple Overdrive | ------------------------------------------------------------------------------- Helter-Skelter | Darkstrike, Poisonstrike, Slowstrike | ------------------------------------------------------------------------------- Hrunting | SOS Overdrive | ------------------------------------------------------------------------------- Hunter's Sword | Sensor | ------------------------------------------------------------------------------- Ice Brand | Icestrike | ------------------------------------------------------------------------------- Knight Sword | Strength+5%, Strength+3%, | | Strength+10% | ------------------------------------------------------------------------------- Largamente | Slowstrike | ------------------------------------------------------------------------------- Lifesaver | Alchemy | ------------------------------------------------------------------------------- Lightning Steel | Lightningstrike | ------------------------------------------------------------------------------- Lionheart | Double Overdrive | ------------------------------------------------------------------------------- Liquid Steel | Waterstrike | ------------------------------------------------------------------------------- Longsword | Original weapon you get | ------------------------------------------------------------------------------- Lullaby Steel | Sleeptouch | ------------------------------------------------------------------------------- Mage Masher | Silencestrike | ------------------------------------------------------------------------------- Master Sword | Strength+5%,Strength+3%, Strength+20%| | Strength+10% | ------------------------------------------------------------------------------- Mirage Sword | Magic Booster | ------------------------------------------------------------------------------- M-Steel | Distil Mana | ------------------------------------------------------------------------------- Muted Steel | Silencetouch | ------------------------------------------------------------------------------- Nightbringer | Darkstrike | ------------------------------------------------------------------------------- Nightmare | Sleepstrike | ------------------------------------------------------------------------------- Poison Steel | Poisontouch | ------------------------------------------------------------------------------- Prism Steel | Magic Counter | ------------------------------------------------------------------------------- P-Steel | Distil Power | ------------------------------------------------------------------------------- Ragnarok | Overdrive > AP, Triple AP | | Triple Overdrive | ------------------------------------------------------------------------------- Razzmatazz | Silencetouch, Slowtouch | ------------------------------------------------------------------------------- Rune Steel | Magic+5% | ------------------------------------------------------------------------------- Rune Master | Magic+5%, Magic+20%, Magic+3%, | | Magic+10% | ------------------------------------------------------------------------------- Save the Queen | Double AP, Double Overdrive | ------------------------------------------------------------------------------- Sidewinder | Poisonstrike | ------------------------------------------------------------------------------- Slasher | Pierci