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Final Fantasy X / X-2 HD Remaster FFX


FAQ/Walkthrough by KeyBlade999
Version v1.10, Last Updated 2014-05-06
Table of Contents
1. Notes on This FAQ
2. Donations
3. Introduction
4. Walkthrough
1. Introduction
2. Besaid Island
3. Kilika
4. Luca
5. Mi'ihen Highroad
6. Mushroom Rock
7. Djose
8. Moonflow
9. Guadosalam & The Thunder Plains
10. Macalania
11. Sanubia Desert
12. Bevelle
13. The Calm Lands
14. Mt. Gagazet
15. Zanarkand
16. Sin

5. Sidequests
1. The Celestial Weapons
2. Lightning Dodging
3. Cavern of the Stolen Fayth
4. Cactuar Village
5. Revisiting the Temples
6. Auron's Special Spheres
7. Hidden Airship Areas
8. Baaj Temple
9. Remiem Temple (in full)
10. The Omega Ruins
11. Monster Arena
12. The Dark Aeons
6. Enemy Bestiary
1. Monster Stats
2. Monster Drops & Steals
3. Monster Bribes
7. Blitzball
1. A General Note
2. The Basics of Blitz
3. Scouting
4. Techs
5. Key Techs
8. Special Abilities
1. White Magic
2. Black Magic
3. Skills

4. Specials
9. Overdrives
1. Tidus - Swordplay
2. Wakka - Slots
3. Yuna - Grand Summon
4. Lulu - Fury
5. Kimahri - Ronso Rage
6. Auron - Bushido
7. Rikku - Mix
8. Seymour - Requiem
10. Overdrive Modes
1. Ally
2. Avenger
3. Comrade
4. Coward
5. Dancer
6. Daredevil
7. Healer
8. Hero
9. Loner
10. Rook
11. Slayer
12. Stoic
13. Sufferer
14. Tactician
15. Victim
16. Victor

17. Warrior
11. Aeon Analyses
1. An Introduction
2. Aeon Base Stats
3. Learning New Abilities
4. Aeon Stat Augmentation
5. Valefor
6. Ifrit
7. Ixion
8. Shiva
9. Bahamut
10. Yojimbo
11. Anima
12. The Magus Sisters
13. Yojimbo Mechanics
12. Item Listings
1. Consumables
2. Battle Items
3. Sphere Grid Items
4. Mix/Customize Items
5. Misc. Items
13. Equipment Abilities
1. Intro & Notes (READ!)
2. Weapon Abilities
3. Armor Abilities
14. Shop Details
1. Quick-Jump

2. Shop List
15. Trophy Guide
1. Quick List
2. Detailed Guide
16. Miscellany
1. Al Bhed Guide
2. AP Grinding
3. Gil Grinding
17. Credits
18. Version History
19. Legalities

Winner of GameFAQs's FAQ of the Month award for April 2014! A huge thanks goes out to every person who

Game: Final Fantasy X HD Remaster (from the Final Fantasy X/X-2 HD Remaster)
Consoles: PlayStation 3, PlayStation Vita
File Type: Formatted FAQ/Walkthrough
Author: KeyBlade999 (a.k.a. Daniel Chaviers)
Version: v1.10
Time of Update: 12:25 AM 4/15/2015
File Size: 1,093 KB

Notes on This FAQ

Strategic Freedom: Some features of both games make strategy-writing a little difficult, be it the freedom of
the Sphere Grids in FFX or the freedom of Dresspheres in X-2. Writing a walkthrough that directly states to
go for certain things in either not only makes the game less fun, but it forces you to use this thing from
start-to-finish and causes derailing for those not at the start. Thusly, I will not do that, but try to create
strategies most people could adhere to in some way, which is generally quite possible. That said, I am
open to alternative strategies or just other stuff I ought to note. After all, most characters tend to somehow
fall on an intended path (like FFX's Yuna becoming a natural healer). In any case, just keep it in mind.
Remake Details: Just to clear up some confusion... This newer release of Final Fantasy X and X-2 differ
noticeably from the originals. Firstly, you can consider the HD graphics of the game to be understood as a
change. Additionally, these are based off the international releases, made just after their original releases basically, they're expansions of the originals, but still were released on the PlayStation 2. Just in case you
find something confusing about the Dark Aeons or something. Specifically, Final Fantasy X HD is based off
the PAL and International releases of Final Fantasy X on the PS2; Final Fantasy X-2 HD is based off the
Japan-only release Final Fantasy X-2 International + Last Mission, also for the PS2.

Donations
While I do write all of my guides for free, it does take a lot of time and effort to put them together. If you're feeling
generous and want to show your appreciation, I am gladly accepting donations. I don't know exactly what the
donations will be used for, but just know that you would definitely be helping me make more quality FAQs! Even the
smallest donation amounts are appreciated, and they are a great way to say how much you appreciate the work I do.
If you do decide you'd like to donate, please send the donations through PayPal at the e-mail address listed
below. Thank you so very much for at least considering this!!

Donation/Contact E-Mail
keyblade999.faqs@gmail.com

Introduction
Hello, and welcome to my first PlayStation 3/Vita FAQ. This FAQ concerns the HD compilation of the two Final
Fantasy X games, which is kind of fitting for a first FAQ, given that I poured much of my youth into these two games.
(Granted, it's only my first FAQ for the console - I've gotten well over 300 on others.) They're very fun games to play,
if but a bit lengthy, and perfect material for at least warming me up to the newer PlayStation consoles. After all, who
knows, I might work on Kingdom Hearts 2.5. =P
This all said, I can't really offer much more than that for an intro. FFX and FFX-2 were great RPGs to begin Square
Enix's FF series on the PlayStation 2, and they quickly became among of my favorite games on the console. While I

still deem Final Fantasy V, VI, and VII more appropriate for remakes than these two, I still look forward to FAQing
these. Hope you enjoy!

Walkthrough
Introduction

Sectional Flowchart

A Blitzball Game
The Transition...
Unknown Temple (SPOILER: It's actually known as the Baaj Ruins/Baaj Temple later in the game.)
The Salvage Ship
Underwater Ruins

A Blitzball Game

TREASURES CHECKLIST
[_] Potion x2
After some of the introductory scenes, you'll regain control of the main character on what I've always assumed to be
some kind of boat, though it's never been easy to tell. >_> <_< In any case, speak with mostly everyone around here
to get some conversation done and a superficial background on the character you're controlling, who you also will get
to name (probably Tidus, to make it easy on everyone involved). Afterwards, you'll end up on a highway overpass.
Run along it for a while; as you go along, speak with everyone on the way - one (a girl in a pink shirt) should yield
you two Potions, so long as you tell her you have some spare tickets. Which you probably don't, but there are bigger
problems to come, regardless. Eventually, you'll be allowed to proceed into the blitzball stadium at the end.

Enjoy the awesome blitzball sequence there before things get really ... uh ... whoa.

The Transition...

TREASURES CHECKLIST
[_] Longsword
LOCAL ENEMY BESTIARY
Monster Name
Sinscale

100

When you return to controlling Tidus, you'll have a pretty clear path to go along for a while. On the way, you'll meet up
with Auron - he will ally you for a while, and he can be quite the physical powerhouse. In any case, continue along the
path outside of the stadium; after a strange scene with the hooded child, continue along the path to Auron again. This
scene will culminate in a battle with Sinscales - consider them the Goblins of other Final Fantasies: weak and they
love death (we assume). You'll also get the Longsword weapon from Auron during that battle, which teaches you the
basics of FFX battle. Continue along through the groups of Sinscales. As you do, you'll end up getting surrounded by
them. While you couldgrind against them in normal RPGs (indeed, I did the same thing when I was younger and
rash), they yield nothing, so don't bother - attack the ones directly blocking you and move on. Don't worry, they're too
weak to cause legitimate damage. Eventually, you'll encounter something a bit ... bigger.

BOSS - Sinspawn Ammes

You've already dealt with the Sinscales thus far in the main game (and more than enough, I might add - they're
annoying, eh?), so you should be familiar with their simplistic offense. Sinspawn Ammes is different: it
relies ENTIRELY on Demi. Demi is in fact its weakness in this game: it eliminates 25% of the target's current HP. That
seems like a huge problem, but worry not.
This battle opens up with Auron having his Overdrive as well. Overdrives are like the specialest - >_> - of attacks in
this game. These attacks typically deal higher damage than normal, sometimes deal additional effects, and often can
also hit multiple times so you can worry less about the 9,999-damage cap. In any case, Auron's Dragon Fang
requires you to press a simple sequence of buttons to induce an attack on all enemies, which, if executed uncrappily,
should kill all of the Sinscales.
And what does that mean? There's only Sinspawn Ammes left! And what does that mean? You'll only have to deal
with Demi! And what does that mean? You can't die! ... No, seriously, you won't. Since it shaves off 25% of
your current HP, the most it take is 1 HP (2~4 HP), and it rounds down for the damage, so at 1 HP, you take (0.25*1
= 0.25, floored = 0) damage. So, put them Potions away: eliminate any Sinscales that you somehow didn't kill *throws Vita at you* - and then Attack the crap out of Ammes.
Though what happens if it hits zero MP is beyond me. >_> As far as is known, Demi is supposed to account for 32
MP in consumption, enough for 12 Demi castings. However, it's been noted that the boss does quite a few more than
that, with no end known. Perhaps the boss is using a special variation of Demi specifically drawn up for it that costs
very little MP (i.e. zero)? Whatever the case, don't expect it to actually run out as far as is known.
After the fight, continue along the highway overpass to the Save Sphere. Yay~! Examining one fully heals your party's
HP/MP/status (and the HP pro'lly took a beating) as well as lets you save the game. Continue along again to a battle
with some Sinscales and continue beating them off; eventually, Auron will suggest to attack the generator nearby.
Attack it a few times without regard for the Sinscales to ... well.... In any case, a scene occurs and you end up floating
elsewhere during it; during that part, just press Circle to go down to continue the scene.
You'll later end up somewhere ... else.

Unknown Temple

TREASURES CHECKLIST
[_] 200 Gil
LOCAL ENEMY BESTIARY

[_] Potion x2
Monster Name

Sahagin

100

Submerged Ruins: After the scenes, you'll end up in some kind of watery temple. Upon regaining control, go forward
for a bit. (If you've beaten this game before, go left first and use the Al Bhed Compilation Sphere - Al Bhed is a simple
dialect in this game involving the switching of letters around so that A is Q or some crap like that. You'll hear it more
momentarily.) If you go to the right, you can try to read the language of Al Bhed on the glyph; even if it is mostly

useless right now, you can find 200 Gil in the chest behind it. There are also two Potions to the south of the Sphere.
Anyhow, once done, go north and into the next area.
Ruins: Underwater Hall: In this area, go along the path and left to a Hi-Potion, then along the main pathnorthward
to a scene. The path will fall out beneath you, dropping you into the water. Swim forward a bit to engage in battle with
some of those Sahagins before ... Whoa. Am I the only one reminded of a certain scene from Star Wars: Episode
I here?

BOSS - Geosgaeno

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
To the curious, 32,767 is just under half of the maximum HP most enemies would have been allowed in most earlier
RPGs (i.e. 2000 or prior) for the most part. Most games then had statistics limited to a two- or four-byte system
wherein the max for each stat was FF or FFFF in hexadecimal (256 or 65,536) respectively. 32,767 equates to 7FFF.
Not like you care. >_>
You know, this wasn't something I figured out until I last played FFX about eighteen months ago, but this fight, while
not winnable, actually doesn't produce a Game Over, either. See, Geosgaeno will only use one attack in this battle yes, you'll see him again, probably in a blitzball game? =P - and this attack will take off 50% of your current HP.
Again, like in the battle versus Ammes, you therefore can't die. Therefore, pocket those Potions (or repocket them if
they floated off =P) and just Attack for a while.
(In theory, you could beat this guy. However, he defaults to ending the battle after a third hit. If you somehow cheat,
you can't get anything for beating Geos this time, so don't bother. For that matter, if you're cheating, why are you
using my FAQ?)
Ruins: Corridor: After the battle, head north and into the next, rather cold area. *huddles around a Charmander*
Ruins: Hall: In this large, spacious area (as in, no good for retaining heat), go to the center and you'll find the
remains of a long-dead fire. You decide to light, since you'll probably spend eternity here or something and that is the

most productive thing you can do at the moment. You know, other than that glaring Save Sphere to the southwest. If
you head to the eastern door nearby, you'll find it unable to open; however, along a semi-hidden path nearby, you can
get an X-Potion. As for the doors to the west?
Ruins: Small Room: Examine the nearby desk to find some Flint. Return into the main Hall and exit off to the north.
Ruins: Stairs: Here, go downstairs a bit to find an Ether, which will be useful for healing your MP waaaay down the
road, at least for Tidus's sake. =P At the top of the stairs, you should be able to find a Withered Bouquet of flowers
on the wall to use as tinder for the fire. Continue along and to the next area to find a Hi-Potion before returning.
Ruins: Hall: Go ahead and examine the fire. As your mind gets on food and stuff, some food conveniently walks on
by. 'Cause, you know, that's ... Okay, this might be more expected.

BOSS - Klikk

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
The Klikk (I swear, I keep mispelling that) doesn't have much of an offense: mostly a basic physical attack for 75~125
damage or so. Not a lot, but note that it's not percentage-based - *gasp* it's the first boss in the game you can
legitimately lose! (Sinscales don't count. If you lost to those, you may as well throw your console out the window.
Now. Like, literally, stop reading this FAQ and just throw it.)
Annnyhow.... There's not a lot you can do at this point since you lack access to the Sphere Grid, and even if you had
it, you couldn't do anything since this is also the first battle to give you AP. >_> So, you're basically left to Attack to
your heart's desire, but keep in mind to use Potions when you hit 150 HP or so.
Halfway through the fight, there will be a scene in which some ... other people arrive. One of them, aptly named
"?????" (such a pretty name), will ally you for now. She (yes, she) mostly specializing in Stealing from the enemy,
then Using the Grenades (look under "Special"). Grenades ought to do 200~350 damage around now, so that's nice,
even though you have to work through all of the Klikk's HP again. Yup, Tidus's effort was in vain, somehow. >_>

Whether you want to Use the Grenades is up to you (since they hit all enemies, they'll have better use later on), but
be sure to keep your HP up regardless.
After the scene, there will be a bit of talking in Al Bhed. I can't ... understand what ... they're sa-- Oh, that's pretty
clear. Never mind.

The Salvage Ship

TREASURES CHECKLIST
[_] Potion x3
Eventually, you'll end up on the deck of some Salvage Ship. There, speak with the girl from earlier and she'll speak
about the Sphere Grid. As you probably already have gathered, there are two Sphere Grids in FFX HD (and, really,
the PAL/International versions of the original PS2 release). The original Sphere Grid models the original, "easy"
Sphere Grid American FFX players had before. It divided the characters into their specialized paths (like Tidus for
fast, physical attacking) before forcing them to go elsewhere. The Expert Sphere Grid from which you could have also
chosen looks different mostly because of the sheer freedom you can have: every character could become a Tidus if
you dared, for example. In any case.... You'll go through the tutorial on how to use it. Basically, earning AP earns you
Sphere Levels (SLVLs), which is currency for moving over the Sphere Grid (1 SLVL for untraveled paths, one node at
a time, or four nodes on traveled paths). You'll get to use Spheres to place nodes or activate nodes to earn their
benefits, such as stat boosts or new abilities. That's basically it. Be sure to use it yourself!
After, speak with the northwestern guy on the ship for three Potions, then examine the whitish object on the deck
nearby to find Al Bhed Primer Vol. I - this will fill in some of the letters in Al Bhed conservation. You usually have to
grab about 15 or so to be able to truly fill in the blanks, though. Anyhow, speak with the girl who gave the tutorial
again to dive underwater.

INFINITE POTIONS!
As a notable footnote, when you dive in the water, you can approach the Salvage Ship again and press the Square
Button to be let back on it. There's a slight bit of misprogramming (I think) with this sequence, in that you can speak
with the guy who gave you the three Potions again for three more Potions, then do it again ad infinitum until you're full
of Potions. It shouldn't take much more than half an hour to grab 99 (33 trips), though their utility is pretty bad - 50 or
so (17 trips) will suffice for the while until you get more effective means of healing.
As a footnote to this footnote, though, I've gotten word that this glitch does not work in versions released in the U.K. I
have also heard different reports that it does work in U.K. versions, so I'm not sure what to think: those reporting the
legitimacy of the glitch in the U.K. did use downloadable versions. In any case, either way, it would be best for you to
double-check.

Underwater Ruins

LOCAL ENEMY BESTIARY


Monster Name
Piranha (x1)
Piranha (x2)
Piranha (x3)

50
100
150

Underwater: Just keep using Circle to dive into the ruins.


Underwater ruins: Here in the entry room, examine the control panel and you'll end up banging on it to open the
door. [Disclaimer: Banging on stuff usually doesn't work. Trust me, it doesn't.] Afterwards, just continue along and
you'll do a simple battle. Afterwards, there will be a scene; as you swim back, well... Examine the thing marked on the
map and you'll find something.
A giant squid. How unique.

BOSS - Tros

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
This battle can be a bit difficult for once. Tros's offense will mostly consist of a standard attack, Tentacles (singletarget), and Nautilus Charge. The regular attacks usually ~75 damage. Nautilus Charge will take one noticeable turn
to charge and it does 150~200 damage, so be sure to Defend on that turn!
At the start of the battle, there's not much special you'll need to worry about. For the most part, attack and heal if you
get under 200 HP. After Tros takes 350 damage, things change a bit. Tros gets out of your range at that point.
Once Tros is out of range, you can't directly attack. You can have ????? use some Grenades on it, though! (Though
how they manage to get the propulsion necessary to go through liquid and defy bouyancy is beyond me.) This is also

a good time to heal. You can do that via Potions, or the Trigger Command Stand By (50 HP) if your stock is low. You
could also stick to having Tidus use Cheer for Strength/Defense boosts.
After a bit in the out-of-range position, Tros will use Nautilus Charge. Whether you take the beating or do something
else is up to you - 150 damage can be nasty, but at least Cheer helps some while boosting Strength. With each 350
damage he takes after the Nautilus Charge, Tros usually runs off. After three or so of these incidents, the Pincer
Attack Trigger Command finally becomes apparent to you. Seriously? You didn't think of that before? Silly Tidus. The
water pressure must be squeezing your poor little brains out.
Anyhow. That will negate Nautilus Charge for the remainder of the battle, but, since Tentacles becomes single-target,
it will start doing about as much damage as Nautilus did. The main strategy before all of the running-away crap Tros
did applies again: attack, blow stuff up, and heal when needed.
Once the fight is done, examine that thing in the middle of the room to begin a scene. Eventually, this culminates with
some Sin-ful thoughts on Tidus's part. (You'll get the joke when you get there. Maybe. I dunno. I'm the king of bad
jokes. Seriously, read my Luigi's Mansion: Dark Moon FAQ - that's what happens when I'm on pain meds. =P)

Besaid Island

Sectional Flowchart

Arrival on Besaid
Besaid's Cloister of Trials
Departure from Besaid
The S.S. Liki

Arrival on Besaid

TREASURES CHECKLIST
[_] Moon Crest
[_] Antidote x2
LOCAL ENEMY BESTIARY

[_] Antidote x2
[_] 400 Gil
Monster Name

Condor
Dingo
Garuda
Water Flan

95
125
1,400
315

Beach: After arriving on the shores of Spira, you'll regain control after a brief scene. Immediately begin by heading to
the southeast and into an alcove nearby. You'll find the Moon Crest within. This is used to help get Yuna's ultimate
(Celestial) weapon a LOOOONG ways down the road, but might as well start now, eh? Return to the main beach and
head west to find a chest with two Antidotes within, then go speak with the Aurochs and Wakka. Doing so will earn
you 200 Gil, 3 Potions, 2 Potions, and a Hi-Potion in all. Also be sure to follow Wakka eastward towards the
Crossroads.
Crossroads: Continue east after Wakka. Time for a swim!
Valley: In this aquatic area, simply head along the path before you. Be sure to dive underwater and look carefully for
some chests: you'll find a Phoenix Down, Hi-Potion, and two Antidotes inside them - 'cause, you know, people
drop stuff like this regularly. They're also missable, since you never return here.
Village Slope: Simply go left and along some more into the village.
Besaid Village: After the scene in the village, you're welcome to sit around and plunder as you please. Due west of
the place where you regain control is a Phoenix Down. Now, take a look at the minimap and you ought to see a very,
very narrow westbound path: use the minimap to navigate to it and follow it for 400 Gil, a Hi-Potion, and two
Potions. Enter the large blue tent along the west side of the area; it's the main HQ for the Crusaders in Besaid. Not
that we care: I just see an appetizing Save Sphere in there. *noms* Feel free to speak with the people here about
why the Crusaders exist, though, and to pick up the Al Bhed Primer Vol. II on the floor.
That will just about do it for now. Have you noticed that big large gray temple at the north side of town yet? It's no
mere background decoration: walk into it. There will be a brief scene there, after which you need to speak with Wakka
in his hut and take a nap. There will be a bit more cutscene-stuff; just walk left during the cutscene that results. When
you awaken, head back into the temple. There, after some scenes, you'll run off into the Cloister.

Besaid's Cloister of Trials

TREASURES CHECKLIST
[_] Rod of Wisdom
The Cloister of Trials in regards to FFX is simply that: a set of trials that is meant to keep the unworthy from learning
the all-powerful abilities to summon Aeons. (Though you won't get anything truly worthwhile until the last 1/4 of the
game. >_>) As far as you ought to care, it's a puzzle. They get more annoying in later areas.
Anyhow, go north and examine the glyph on the wall before you; upon touching it, a path opens up nearby, so follow
it. Examine the wall at the bottom and you can learn about the different spheres: the green Glyph Spheres that are
used mostly to open doors and such, the purple Destruction Spheres that remove obstacles (often optional ones for
treasure!), and then the "Place" Spheres (i.e. Besaid Spheres) that have effects depending on where you are.

Grab the Glyph Sphere after the brief tutorial, then go downstairs and shove it into the small space on the door at the
bottom. Go through the newly-opened door, then re-examine the Sphere to take it back. (FYI, you can only hold one
at a given time. Odd, as you have two hands and probably some kind of pockets, but whatever.) Go along the hallway
and place the Glyph Sphere on the pedestal near the left wall. This will reveal a Destruction Sphere; leave it for now.
Continue along to the glyph on the wall and touch it, then take the Besaid Sphere you find.
Pick up that Sphere and put it on the pedestal just to the left. Return to the Destruction Sphere you find moments ago
and place it where the Besaid Sphere was to open a secret room; beyond is a Rod of Wisdom, a pretty decent
weapon for Yuna, who will join our party momentarily. (It boosts Magic by +8% and has Sensor.) Return to the
pedestal again, this time pushing it into the center of the room (just run into it with the Analog Stick): it will sink into
the floor and make you an elevator. There will be a lengthy scene thereafter; enjoy.

Departure from Besaid

TREASURES CHECKLIST
[_] Brotherhood
[_] Phoenix Down x3
BESAID ITEM SHOP
Item Name
Antidote
Phoenix Down
Potion
BESAID WEAPON/ARMOR SHOP
Type
Weapon
Weapon
Weapon
Weapon
Armor
Armor
Armor
Armor
LOCAL ENEMY BESTIARY
Monster Name
Condor
Dingo
Garuda

50 Gil
100 Gil
50 Gil

Enchanted Rod
Magical Mog
Power Ball
Warrior's Sword
Seeker's Armguard
Seeker's Bangle
Seeker's Ring
Seeker's Shield

95
125
1,400

Water Flan

315

Besaid Village: After the scene in the temple, you'll get to see what the heck an Aeon is. After, you also get to give it
a name (by default, this Aeon is Valefor). At night, speak with Yuna and you'll get a question from Wakka, to which
you can respond as desired. Speak with Wakka once more thereafter and you can finally get on with things.
To begin, Wakka will hand you the Brotherhood, a sword once used by his brother. It currently just has the Strength
+5% ability (which makes it already better than the Longsword), but there's more to come with the sword later on
(including Strength +10%!). Anyhow, after the gifting, head into the item shop. Speaking with the girl with the dog
eventually yields something along the lines that "her dog found something". (Sorry, still running off of the Japanese
version right now. >_>) Once that has happened, go into the third of the eastern houses of Besaid and speak with the
dog to get a new Overdrive for Valefor, Energy Blast - he's the only one to get TWO Overdrives, so be happy! (You'll
also see it in FFX-2, which can surprise some of you later. ;))
Don't forget to shop up in the item shop! The main thing you'll want in coming hours are Antidotes for Kilika, and
maybe some Phoenix Downs - we've got Potions out the wazoo here, not to mention Yuna's Cure, so you ought to be
fine on the HP front. Leave town and, as you do, you'll gain the Map.
Village Slope: As you leave Besaid, you'll be engaged in a battle against some enemies, and you'll be taught how to
utilize your party members for their roles. Basically, it works like this - Tidus for fast monsters (wolves), Lulu for
magically-weak or elementally-weak enemies (Flan), Wakka for flying enemies, and Yuna to summon to wreck s***.
Or to heal. Yeah, that's helpful, too. The first battle emphasizes Tidus and Wakka. In the second, you'll use Lulu to hit
weaknesses - Fire hurts Ice and Ice hurts Fire, while Water hurts Lightning and Lightning hurts Water. (Which means
to use Thunder on the Water Flan.) Further east, there will be another scene.
Promontory: Pray if you wish here before moving on. Save as you go along to the Ancient Road because...

BOSS - ???? (Kimahri)

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield

Strategically speaking, you won't see a lot out of this fight. The boss in question will stick to a basic physical which
hits for about 75 damage around now, while his Jump - occuring every three or four turns - deals closer to 125
damage. Even so, you can't do much about it. You mostly just get to hit back-'n'-forth, healing as needed, since it's
just Tidus fighting here. Buffing yourself with Cheer might help, though.
After the battle, Kimahri will join the party as you earn a Hunter's Sword (a seemingly forced drop from the fight?).
Continue on. (Be sure to revisit the shop in Besaid, since it now sells equipment! Don't bother with a Seeker's Ring,
though, since you'll get a superior one momentarily!)
Waterfall Way: As you go along the linear path here, you'll end up walking into a fight with a Garuda. This first fight
will make you have Yuna call upon her Aeon. You'll also be able to use Wakka's special abilities to deal with another
Garuda further ahead (Dark Attack can blind the target, lowering their accuracy dramatically). Continue along the path
to the crossroads, then southwest to the beach.
Beach/Dock: As you reach this area for your departure towards Kilika Island, speak with the peolpe wishing you
good-bye: they'll also hand you items, including 400 Gil, a Remedy, anEther, a Seeker's Ring (with HP +10%),
and three Phoenix Downs. Continue aboard the ship.

The S.S. Liki

TREASURES CHECKLIST
[_] Remedy
When you arrive on the ... uh ... sh-- *vomits on Sin*
>_>
Anyhow, when you get on the ship, after the scene, be sure to look around the more obvious spots. You can find
a Remedy in the cabin, for one. There, also, you can kick a suitcase to get a number of Potions - 0 to 20, in fact.
Essentially, it works like this: you can get enough Potions to build your stock up to 20, but you will get no more
Potions beyond that. For example, I have 15 Potions: I get 5 from the suitcase; I have 99 Potions, I get a sore foot
from kicking the suitcase. There's also an Al Bhed Primer Vol. III in the middle of the power room.
As for stuff that matters? In the cabin of the ship, you'll O'aka XXIII. For now, he'll request some money from you, and
will keep doing so for a while. If you manage to do so, you will end up lowering his prices closer to the middle of the
game (along the Mushroom Rock Road). Here's how it works:

0 ~ 100 Gil
101 ~ 1,000 Gil
1,001 ~ 10,000 Gil
10,001 or more Gil
So, basically, pay him over 10,000 Gil or you will have to pay more money. It's up to you whether to do it, but you
have time if you don't somehow have 10,001 Gil on-hand like everyone else at this point. =P

That actually about sums it up. Back on the deck, speak with Yuna, then with Wakka, then with Yuna again as you
progress through some scenes ... to a boss!

BOSS - Sin, Sinscales

Sin himself won't do much to you in this fight: even though all it would take is him to simply dive waaay down into the
ocean to kill you all, he'll move about on occasion to no effect. (That's one strong harpoon!) However, he does
release Sinscales every now and then, which are slightly buffed-up versions of those from Zanarkand. They won't do
excessive damage, maybe 75~100.
In any case, if you want, it wouldn't be too bad an idea to grind against the 'Scales. I mean, they're pretty easy to
beat, right? With mild healing from Yuna's Cure on occasion, you could get quite a bit of AP and Gil. (FYI, to get the
10,001 Gil O'aka wants, you need to kill 455 Sinscales (450 if you throw Sin into the mix). =P) The 'Scales will come
on and on endlessly for the most part; however, they only do so when you kill off three of them. If you kill off just two,
you can stop their reproduction (?) and therefore make life a little easier on you.
Anyhow, whether you want to or not, you have to fight Sin eventually. To do this, there are three main methods: you
can attack with Lulu's magic, with Wakka's Blitzball (stick to basic Attacks), or have Yuna Summon Valefor and attack
from a distance with him. All work pretty well. I recommend Valefor simply because he's a bit more of a powerhouse,
especially with that Overdrive. Shouldn't be a big problem of a fight even without Valefor, so long as you can heal
ably.
That fight progresses into an underwater one that is legitimately difficult.

BOSS - Sinspawn Echuilles, Sinscales

Echuilles comes allied by ever-more of those annoying Sinscales. Granted, they're normally not annoying - no less
than two minutes ago I recommended you grind on them =P - but when you're down to two characters that are
already weakened, then, yeah, you have a problem. Echuilles mostly sticks to two attacks. Drain Attack is always
used twice in a row, dealing around 50 damage to a character and healing Echuilles for the same. It will use Blender
every three turns for about 100~125 damage as well.
So, how to go about this? Well, initially, you'll probably want Tidus Cheering a bit: this can help boost your Defense
against Drain Touch and the 'Scales. Blender is considered magical, so it won't help that, though. You can also have
Wakka hit Echuilles with Dark Attack and, in doing so, pretty much immunize yourself from Drain Touch. Once that's
done, focus on healing before you get into an offense centered against Echuilles - once he dies, it's over, so don't
worry about the endless array of Sinscales.
After the battle and a cutscene, you'll arrive on Kilika.

Kilika

Sectional Flowchart

Arrival in Kilika
Kilika Woods
Kilika's Cloister of Trials

Departure from Kilika: The S.S. Winno

Arrival in Kilika

TREASURES CHECKLIST
[_] Al Bhed Primer Vol. IV
KILIKA WEAPON/ARMOR SHOP
Type
Weapon
Weapon
Weapon
Weapon
Weapon
Armor
Armor
Armor
Armor

Cactuar Scope
Hunter's Spear
Hunter's Sword
Rod of Wisdom
Scout
Seeker's Armguard
Seeker's Bangle
Seeker's Ring
Seeker's Shield

After the scenes aboard the ship, use the Save Sphere and follow the people into the remains of Kilika. At the bar,
head west and you'll find Yuna to watch the "sending". You'll find out more about that in the scene itself, but,
anyhow... You'll awaken the next morning in the inn. Use the Save Sphere if desired, go outside and speak with
Wakka to the east. Head into the local tavern at the "Y" fork for the Al Bhed Primer Vol. IV as well.
Along the southern part of the village is a weapon shop. Meanwhile, if you head west of the tavern, you can find a
destroyed house with a girl in the ruins; save her, then go to the tavern again for an Ether chest. Continue west from
the tavern along into the Woods, grabbing three Potions from the last house before reaching the woods.

Kilika Woods

TREASURES CHECKLIST
[_] Mana Sphere x2
[_] NulBlaze Shield
LOCAL ENEMY BESTIARY
Monster Name

Dinonix
Killer Bee
Ragora
Yellow Element

140
110
780
300

As you enter the Woods, you'll eventually run into a random encounter of some sort. This is supposed to be used to
demonstrate Kimahri's abilities. Through Lancet, Kimahri is able to learn the various enemy attacks (called Ronso
Rages in FFX) in the game: he's like the Blue Mage of this game, or the Enemy Skill materia wielder (ref. FFVII), or
the Vampire (ref. Bravely Default). In doing so, he must simply use Lancet: nothing else is needed. So long as that
enemy has a wieldable skill, Kimahri will learn it as an Overdrive and his Overdrive gauge will max out. In this
particular battle, he'll learn Seed Cannon from a Ragora.
First go east of the entrance of the area to find two Mana Spheres. Glance at the minimap and go along the first
narrow path heading north. This will take you to a Scout, a weapon for Wakka. Head north of the chest to a four-way;
go north and along to the main central path, then go north and west to find a Luck Sphere. This creates a Luck +4
node on the Sphere Grid. While this is the highest degree of Luck, keep in mind placing it now will require
backtracking later on, possibly, since you lack a Fortune Sphere with which to activate it.
Anyways, remember when the guards split up not long ago? Go speak with the woman guard and you'll get
a Remedy. That does it for now; go back close to the entrance of the area, and just to the north, you'll probably have
noticed that big plant thingy? Save and approach it if you dare. (It's not difficult!) Speak with Luzzu on the way to
get four Antidotes, by the way, which can be helpful in the coming fight.

BOSS - Lord Ochu

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
Final Fantasy vets are probably familiar with this type of enemy: it LOVES to status you. Granted, it's not as bad as
the Great Malboro you'll find later in the game (or SwagPlay Klefkis and Thunduruses in Pokmon >_<), but more on
that later. Anyhow, Lord Ochu's main offensive attack is Water, which hits for about 250 damage. You'll also see

Poison Claw (~100 damage), which may also poison the target. There's finally Earthquake. This attack hits everyone
and removes half of their current HP. So it can't kill you if it just uses that move, but it has other ways to deal with you.
The strategy seems fairly clear, no? Throw Lulu out there for a lot of Fire spells, while Wakka's Silence Attack will
help get rid of the Water. Yuna should be used first for NulTide (in case Silence Attack fails), then in the meantime for
healing ailments that pop up. Once Yuna's duty is done with (when Water is effectively disabled), switch Tidus in for
the boosted offense, and out again when healing is needed. Pretty simple.
Once the Lord Ochu falls to around 2,000 HP, it will suddenly fall asleep the next chance it gets: this will induce a bit
of a Regen effect on it. Regen continually heals the target's HP for certain amounts (it's not technically variable there's a formula for it, but it's WAAAY too complex for most of you), so it would seem that this is bad. Since the boss
ends up inducing Sleep on itself in the meantime - reminds me of Rest from Pokmon - you could just strike it to
wake it up, no? That could be a bad idea, though - it will counter this with Earthquake, which is nasty!
So, what do you do? You could have Lulu just use Fire on the Lord Ochu (and others, possbily, if you have the Expert
Sphere Grid and opted for some Black Magic) - Magic won't awaken the Ochu, so that might work, though it could
also take a while. You could also take the chance at waking it up and just multi-targeting Yuna's Cure after, or switch
in a decoy group of party members, wake it up, and switch on the next turns.
My preferred route is this, though - have Yuna Summon Valefor! Haven't you noticed that Valefor is, y'know, flying?
That kinda means an earthquake (or Earthquake) won't hurt it! Sonic Wings also should delay the boss a little, so
continual usage of that works nicely. Valefor also should have Fire, so that works, or you can simply unSummon him
once the Earthquake is evaded.
After the battle, speak with the nearby Luzzu (the red-head) for an Elixir. Nice! ^_^ You can also speak one of the
nearby female soldiers to grab a Hi-Potion. Not as nice, but it's not that bad, either. Also speak with the woman who
gave you the Remedy earlier for a NulBlaze Shield. Neat.
Continue south from where the battle was fought and use up the Save Sphere, then go far to the north and east and
along to the stone stairs towards the temple. On the way...

BOSS - Sinspawn Geneaux

E
Co
R

Something has always creeped me out about this boss since I was young. =/
Anyhow, there are three main units on the field: the main body of the Sinspawn, and two Tentacles. The Tentacles'
main role is to automatically absorb ANY magic that is cast, so look out for this. Geneaux relies on several attacks.
While in the shell, it only does Sigh (magic damage on all) every two turns. After, it will use Water, Staccato (hits all),
and Venom (may poison; hits the highest-HP character), which gets pretty nasty. The Tentacles, other than their
magic absorption, will rely on a basic physical. Each attack from either usually hits for 100~125 damage, so it can get
nasty with three enemies on the field.
First things first. You'll want to get three big physical units - as in, Wakka, Tidus, and Kimahri - to start wailing on the
Tentacles. Without them, Geneaux will no longer absorb magic and, since the shell is considered "Armored" (you'll
learn more about that after Luca), it will then be finally vulnerable. The Tentacles shouldn't take long to go down, so
long as you focus your efforts to a single one at a time. Using Cheer may also help that.
Once that's over with, switch in Yuna to have her Summon Valefor: Valefor should have the strongest Fire of the
group, but if you can't use him (or don't want to), you can always use Lulu. Additionally, if Kimahri has the Hunter's
Spear (or another Piercing-abiltiy weapon), he can help attack the main shell, too, since Piercing ignores the Armored
nature of enemies. Around the time the Sinspawn hits 2,400 HP, it will burst out of the shell, revealing the much-uglier
main body. Get rid of Valefor if you're using him, then switch the main offense to Lulu, Tidus, and Yuna: Yuna for
healing the inevitably high damage, Lulu for the Fire weakness, and Tidus to cut stuff up. (As a note, you may want
Yuna to lead with NulTide, as Water can get pretty bad. Or you can try to get Wakka to Silence Attack him.)
After the battle, continue along the path upstairs towards the temple. Approach the internal parts of the temple after a
scene, then save the game within the temple. Pray with Wakka, then go north into the Cloister.

Kilika's Cloister of Trials

TREASURES CHECKLIST
[_] Red Armlet
You'll have to wait around for the elevator before entering.
Once you enter the Cloister proper, go towards the flaming pedestal and retrieve the Kilika Sphere from it. Go to the
door and put it on the right-side hole, then remove it again: flames will rise up, then be extinguished, burning away
the door.
In the second room, put the Kilika Sphere into the slot on the northern wall, then take it out again and put it on the
east wall. Examine the northern glyph to open the door. Head through it.
In this third room, take the Kilika Sphere out from the wall to the east. Go back into the previous room and put it on
the west wall, then take the Glyph Sphere from the nearby pedestal. Go north to the larger room and place the Glyph

Sphere back to the east, into the same slot from which you grabbed the Kilika Sphere. Backtrack a room and put one
of the Kilika Spheres - which is irrelevant - onto the pedestal in the center.
Push the pedestral north into the large room, then east and north onto the glowing floor panel. Go west and
downstairs after to the charred floor, then east to find another Kilika Sphere. Snatch it up (hot, hot, hoooot!) and go
into the room to the south, placing the Kilika Sphere on the west side of the room. Back in the large room, go east
and into the small room that opened up to find a Destruction Sphere within; go downstairs now and place it in the slot
on the wall to the east (the same that held the Kilika Sphere moments ago) and you'll find a chest containing a Red
Armlet for Kimahri.
Go back and snatch up just any Kilika Sphere you want, then return to the large room once more. Go downstairs,
then up the eastern set of stairs. At the door there, place the Kilika Sphere into the wall, then take it out again to
remove the door. Move on ahead. (It doesn't matter if you take the Sphere with you. Makes you wonder though: if you
take it, would other summoners be unable to reach the Fayth? Hm.)
In the room after, you'll find the rest of your party. Speak with everyone and attempt to leave to make another scene
start up.

Departure from Kilika: The S.S. Winno

TREASURES CHECKLIST
[_] Hi-Potion
Kilika: After the scene in the temple, and with the summon Ifrit learned, backtrack to the main village of Kilika: the
woods should be simple to navigate with the Ochu out of the way. =P Simply head along to the dock at the southern
part of the village and you can leave the island.
S.S. Winno: After you regain control, be sure to examine the chest for a Hi-Potion, then go east and out of the room
to find O'aka again. As before, he's requesting you donate him some money to give you a discount on goods in the
future. They're cumulative across the game as you give them out: here are the stats again, for reference...

0 ~ 100 Gil
101 ~ 1,000 Gil
1,001 ~ 10,000 Gil
10,001 or more Gil
Head up to the main deck after kicking O'aka in the gil-sack and speak with Yuna, found near the bow. Also be sure to
loot the bridge on the way for Al Bhed Primer Vol. V. Go find Wakka and Lulu next: they're found towards the
starboard side of the ship, up the stairs, and go up there several more times - these latter times are optional, but
elaborative.
Anyhow, also head to the deck of the ship. (Note: You may want to save before this! It's a one-time (for now) chance
to learn the Jecht Shot, invaluable for the upcoming Blitzball tourney! And there's a Trophy for it!) Examine the
bumpy-looking blitzball and there will be a brief scene. When directed to, press X and a direction on the D-Pad inthe

orientation of the message. Doing it correctly earns you the Jecht Shot, a great Blitzball skill, and a great aid for
obtaining some stuff for Wakka in the late-game...
Anyhow, there will be some more scenery before reaching Luca. (God, I love Luca.)

Luca

Sectional Flowchart

Yeah, Luca doesn't last too long.


Before & During the Blitzball Tournament
After the Blitzball Tournament

Before & During the Blitzball Tournament

TREASURES CHECKLIST
[_] Al Bhed Primer Vol. VI
[_] Magic Sphere
O'AKA'S ITEM SHOP & LUCA'S ITEM SHOP
Item Name
Antidote
Echo Screen
Eye Drops
Phoenix Down
Potion
O'AKA'S WEAPON/ARMOR SHOP
Type
Weapon
Weapon
Weapon
Armor

50 Gil
50 Gil
50 Gil
100 Gil
50 Gil

E
Rulebreaker
Stunning Steel
Thunder Spear
Magic Bangle

Armor
Magic Ring
Armor
Red Armlet
LUCA'S WEAPON/ARMOR SHOP (opens after Auron joins)
Type
Weapon
Enchanted Rod
Weapon
Halberd
Weapon
Magical Mog
Weapon
Power Ball
Weapon
Warrior's Sword
Armor
Metal Armguard
Armor
Metal Armlet
Armor
Metal Bangle
Armor
Metal Ring
Armor
Metal Shield
After arriving in Luca, head to the Save Point and use it and stuff. Go northeast to the next area for a scene, after
which you can end up getting a Blitzball tutorial. It's lengthy, but it will suffice better than most things I can put here for
now. >_> <_< Anyhow, after the tutorial (or your ignorance thereof), Yuna will burst in, giving a good excuse to leave.
(I mean, pretty girl and all. =P) Simply follow the linear path outside to the Main Gate area, then go west and down
the other set of stairs; you can the Al Bhed Primer Vol. VI and two Hi-Potions at the end here, on the ground.
Backtrack outside again, and deal with the shops as desired. Head west and you'll return to the docking areas. You'll
eventually find O'aka; go north to grab the chests with a Tidal Spear, with 600 Gil a bit to the southeast of it. Go
northwest of there and opposite the ramp onto the ship to find two Phoenix Downs, then keep going along into the
next docking area. At Dock #5, you'll find a ton of boxes; look at the minimap and you'll see a path going off from the
northeast corner here, which leads to an HP Sphere and a Magic Sphere!
Once we're done with the docks, return back to where you started (just keep going 'round) and head north from there
to the next area. Go northeast from this area to the Theater area, where you can find Al Bhed Primer Vol. VII.
Backtrack a couple of area to the bridge, then go north to the Square and again to the Outskirts where you can find
a 1,000 Gil chest. Return to the Square and you can buy some weapons and items from the people nearby. Go along
the red carpet in the area and into the caf for a scene.
After, you need to return to the docks: there, as you go along, give Kimahri a Thunder Spear from O'aka. You'll thank
me later. As you go along the docks, you'll have to fight off some Workers or machina. In Dock #3, Workers can be
found at random, which drop Hi- or X-Potions, by the way, which is great as you can't buy either yet! ^_^ The
machines are weak to Lightning (e.g. Lightningstrike, Thunder) - it would be nice to have Rikku at this point, but oh
well. Just keep goin' around and through the machina battles and you'll end up against a boss. Be sure to save
before going east to it!

BOSS - Oblitzerator

Most of the Oblitzerator's attacks are geared towards preventing an offense from you. If you attack it physically, it will
counter with Blind Ball: an attack for ~120 damage that may Blind. (Luckily, the Blind lasts only one turn.) If you attack
magically (i.e. Thunder), you will get hit with Mute Ball: the exact same as Blind Ball, but to Silence. Sometimes, the
Oblitzerator will use Blitzball Rush on its turn: it hits you twelve times at random, generally an average of 250~400
damage per character, depending on your luck.
... But this is all immaterial, really. This battle is more of a gimmick than anything. To begin with, have Tidus Haste
Lulu. Lulu should then focus on Thundering up the Crane three times, while Kimahri sits on his butt or chases his tail
or somethin' and Tidus ... well, probably should use Cheer, since there's nothing better to do unless you get hit.
Eventually, after three Thunders, you can have Tidus use the "Use Crane" Trigger Command - in doing so, you will
cut off a whopping 93.75% of the boss's HP - if you did nothing up to this point, you bring it down by 5,625 HP down
to a low 375 HP!
After that, have Lulu just Thunder the Oblitzerator while the others attack. I mean, 375 is NOT a lot.
After this, you simply have to play the remainder of the Blitzball game, for which you get a Strength Sphere for
winning the game. Go to Wakka in the Aurochs' locker room for that.

After the Blitzball Tournament

LOCAL ENEMY BESTIARY


Monster Name
Garuda
Sahagin Chief
Vouivre

1,800
170
225

After the Blitzball game is over - win or lose, it doesn't matter - you should save. Tidus and Wakka will get into battles
against Sahagain Chiefs, around two dozen. Don't worry, it's not all at once; mostly in groups or two to four. Soon
thereafter, you'll control Auron against a Vouivre; a simple attack will take care of this. The next fight against the
Garuda (in which you have Tidus, Wakka, and Auron) is a bit more difficult. Have Wakka Dark Attack it, then the rest
just Attack; it will counterattack, so look out for that. But, otherwise, it's pretty simple: there will be a scene thereafter,
and then you can save.
Follow Auron all around to the center of town, then go north for a while along the red arrow on the minimap to the
destination: there's nothing left here, really, unless you want to look into the shops, and there wasn't much to begin
with. Ascend the stairs and, after some scenes, speak with Yuna to begin progressing to the next destination.

Mi'ihen Highroad

Sectional Flowchart

Progressing to the Travel Agency


The Travel Agency
Continuing to Mushroom Rock

Progressing to the Travel Agency

TREASURES CHECKLIST
[_] Ice Brand
[_] Lv. 1 Key Sphere
LOCAL ENEMY BESTIARY
Monster Name
Bomb
Dual Horn
Floating Eye
Ipiria
Mi'ihen Fang
Raldo

850
1,875
140
180
160
240

Vouivre
White Element

255
390

Life is a hiiiighwa-- *ahem* >_>


Highroad: South End: Anyhow, in this area, as you go along, you'll be given an in-battle tutorial regarding armored
enemies. Some enemies have armor on them that makes them tough to damage physically, and sometimes magic
just is not viable for them. In that case, you have the Piercing ability: this allows you to ignore their armor and deal
normal damage. In the late-game, this will become a mostly-pointless aspect, but it is critical for survival up until
almost the end. Auron is the main one for this skill, usually having it on all of his weapons, and Kimahri helps with
that, not to mention that you can add it to your weapons yourself ... but that's a ways down the road.
When you arrive on the Highroad, go ahead and save with the nearby Save Sphere, then head along the linear path
for a bit. (By the way, you can play Blitzball via the Save Spheres now, just FYI.) As you go along the path, speak with
the old man on the west side to learn a bit about the history of the statue. Further on down, you'll be stopped by him,
after which you should go west and open the chest for an Ice Brand weapon.
Further to the north, you will find an alcove to the east where you can find a woman clothed in green. (Luigi?) This
woman is Belgemine, also one of the summoners. She will often come to test you on the way and, in this fight, you'll
use Valefor versus her Ifrit. (It would be nice to come into this fight with his Overdrive.) Basically just have Valefor go
between Blizzard and Shield to live against Meteor Strike; hopefully you win. You'll get the Seeker's Ring for losing,
and an Echo Ring for winning. Continue on into the next area - be sure to speak with the NPC near Belgemine on
the way, as you'll get a Hunter's Spear.
Highroad: South: Continue along the main path. As you pass by the Chocobo (you know, the big yellow bird?), go
past the bird northward to a Remedy. There are also a Red Ringand three Softs to locate across this part of the
Highroad or to get from people, so look around.
Highroad: Central: Like with the area before, it's a linear path along which you can go into the obvious alcoves and
speak with people for various treasures: Lv. 1 Key Sphere, four Antidotes, 2,000 Gil, 600 Gi, a Hi-Potion,
and three Eye Drops. Moving along. >_>

The Travel Agency

TREASURES CHECKLIST
[_] Lv. 1 Key Sphere
RIN'S MI'IHEN HIGHROAD ITEM SHOP
Item Name
Antidote
Echo Screen
Eye Drops
Grenade
Map

50 Gil
50 Gil
50 Gil
300 Gil
50 Gil

Phoenix Down
Potion
RIN'S MI'IHEN HIGHROAD WEAPON/ARMOR SHOP
Type
Weapon
Enchanted Rod
Weapon
Halberd
Weapon
Magical Mog
Weapon
Power Ball
Weapon
Shimmering Blade
Weapon
Warrior's Sword
Armor
Pearl Armguard
Armor
Pearl Armlet
Armor
Pearl Bangle
Armor
Pearl Bracer
Armor
Pearl Ring
Armor
Pearl Shield
Within the main building of the agency, you'll find several amendities, including a shop, inn, and a Save Sphere.
There's also an Al Bhed Compilation Sphere, but I probably think you'd already have used one if you needed it back
around Baaj. Save your game and leave for a scene.
Thereafter in the morning, there will be a brief encounter with a man who gives you a Lv. 1 Key Sphere - this is
useful in removing blockades on the Sphere Grid. (On the Expert Sphere Grid, you could also backtrack and remove
the blockade near the start so you can start accessing "Rikku's" abilities more readily.) If you leave, you'll run into Rin,
the owner of this and other travel agencies across Spira; he's an Al Bhed, too. He'll hand over the Al Bhed Primer
Vol. VIII and two Mega-Potions. Leave the agency after saving to find a boss!

BOSS - Chocobo Eater

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy

100 Gil
50 Gil

Rare Steals
AP Yield
Gil Yield
Let's begin with a brief description of this fight's battlefield. The battle takes place on five slots, which you can
effectively number 1-2-3-4-5. You will be in the second one, while the boss is in the third. If the boss pushes you off
the edge of the first slot, then you don't have to deal with him, but gain no rewards and start immediately from the
Oldroad. If you kill the boss outright or push him off the fifth slot's ledge, you win.
The Chocobo Eater is a bit of a physical powerhouse; his main attack typically hits for 250~300 damage. He can also
use Fist of Fury - this will come after a "You're next!" message, showing who will be hit. It does easily 1,000+
damage, so expect to Phoenix Down that character on the next turn. He can also use Blizzard, Ice-elemental damage
to a single target. And, finally, he can push everyone back: this will be through an attack hitting everyone, removing
18.75% of their current HP in the process. So it won't kill you, but it's 3/16 (almost 1/5) of your HP.
With this battle, you'll clearly want Lulu casting Fire a bunch to hit the boss's weak point. Wakka will make a great ally
in this fight, too: this boss is suspectible to Darkness, so Dark Attack helps get rid of that pesky physical attack. Then
also lead with Auron to use Power Break to get rid of some of the damage from the physical should it hit. Once
Blinded and Broken, it will be best to switch immediately to Yuna and bring out Valefor, then have him be using Fire,
since his Fire is most likely stronger than Lulu's. (Plus, the Overdrive.)
If you opt for a more orthodox offense, it will be best to keep it up with Lulu, Auron, and Yuna (for healing). With each
1,200 damage dealt, the boss will be knocked on its back, at this time only being able to use Blizzard. If you deal 500
damage to it, it goes back a slot. Just keep up the Fire and healing and you ought to be fine after this.

Continuing to Mushroom Rock

TREASURES CHECKLIST
[_] Ice Brand
[_] 2,000 Gil
LOCAL ENEMY BESTIARY

[_] Seeker's/Echo Ring


[_] 600 Gil
Monster Name

Bomb
Dual Horn
Floating Eye
Ipiria
Mi'ihen Fang
Raldo
Vouivre
White Element

850
1,875
140
180
160
240
255
390

The outcome after the Chocobo Eater battle can differ a bit if you won or lost. If you won, see the "Newroad" bits; if
you got pushed over the edge, see the "Oldroad" bits. However, we'll assume that you won the fight, and thusly the
Oldroad section will be going backwards, since you can get to it at the end of the Newroad.
Newroad: South: If you won the battle, you get a free Chocobo ride if you wish. In doing so, though, you'll avoid
encounters, so I don't recommend using the Chocobo (cute as the bugger is ;_;) since you need to be strong. *bulges
Lulu's muscles* HOWEVER, don't get rid of it yet. >_> Anyhow, this first area is a simple linear trip.
Newroad: North: Here, look a bit more carefully as you run along to find some yellow feathers. If you examine them
with the Chocobo, you can jump to some treasure; in this case, aHeat Lance. Snatch it up, then continue along to Al
Bhed Primer Vol. IX, then further along to the next area.
Highroad: North End: Here, open the chest for two Hi-Potions, then go southeast to the Oldroad.
Oldroad: North: Simply run along the linear path. Along the way, you can use the feathers to find a Thunder
Blade and a Scout, but, otherwise, it's just a linear path to the next area.
Oldroad: South: Continue along to find a Fortune Sphere from the Chocobo Feathers. "Kweh!" Yeah, that's right,
you can finally put use to that Luck Sphere you found back on Kilika! Also go to the end of the Oldroad to find a Mars
Crest, critical in the development of Auron's Celestial Weapon! Backtrack now to the crossroads at the northern end
of the Highroad.
Highroad: North End: Speak with Dona here after dismounting your Chocobo for a scene. Approach the checkppint
and you can speak with the guy on the left to make a donation: 100 Gil for a Scout, 1,000 for an Ice Lance, and
10,000 for a Moon Ring. Try going through the checkpoint properly to get an explanation of Operation Mi'ihen; since
you can't get through, attempt to leave and a special someone will let you on through to the Mushroom Rock Road.

Mushroom Rock

Sectional Flowchart

To the Crusader Base


Operation Mi'ihen
The Aftermath

To the Crusader Base

TREASURES CHECKLIST
[_] Hi-Potion
[_] Ether
[_] Serene Armlet
[_] Al Bhed Primer
O'AKA'S ITEM SHOP (Note: These assume you donated 10,000+ Gil, and are thusly 70% (x0.7) the normal
Item Name
Antidote
35 Gil
Echo Screen
35 Gil
Eye Drops
35 Gil
Phoenix Down
70 Gil
Potion
35 Gil
O'AKA'S WEAPON/ARMOR SHOP (Note: These assume you donated 10,000+ Gil, and are thusly 70% (x0
Type
Weapon
Ice Brand
Weapon
Rod of Wisdom
Armor
Light Bracer
Armor
Magic Bangle
Armor
Magic Ring
Armor
Metal Shield
Armor
NulFrost Armguard
LOCAL ENEMY BESTIARY
Monster Name
Funguar
540
Ganderwa
148
Garuda
4,000
Lamashtu
275
Raptor
200
Red Element
450
Thunder Flan
450
Mushroom Rock: When you arrive, go along the path and speak with the stationary guard to grab a Hi-Potion, and
then to the one running around for an Ether. Further along, you'll meet up with Clasko, one of the Crusaders (as you
ought to know), who will tell you where to to. Go northwest and speak with O'aka for some items if you want (Icestrike
in particular can be useful). Also save and speak with the person near the Sphere for a Hi-Potion. After, go further
along the path and onto the circular metal ... thingy in the gronud. You'll rise up and....
Valley: This area, while winding and linear (not to mention holding part of Rikku's ultimate weapon down below >_<),
is pretty simple. When you reach the treasure chest, speak with the person next to it for ten Potions, then open the
chest for 1,000 Gil. Go west and further along the main path; as you next turn north, open the chest for a Remedy,
then just continue more and more along the path. As you go under the northwestern overhang, grab the HiPotion from the chest below, then continue on to the metal panel and the mystic elevator.
Precipice: Speak with the man nearby for an X-Potion, then head northeast. As you do, you'll spot out a path to the
west; go along it and use the elevator to reach a Serene Armlet. Go back up and run-for-fun along some more of the
path. Eventually, you'll see another path leading off to the west; follow this curving path to find Al Bhed Primer Vol.

X on the ground. Return to the main path and continue along to the elevator. Go ahead and use the Save Sphere,
then speak with the soldier for a Mega-Potion. Go south for a scene, then go on up the 'vator.
Plateau: Go south for a brief scene, then northeast to the main command center. (As a note, be sure to backtrack
back from where the scene with Wakka and the machina occurred at the very entrance of Mushroom Rock: you can
encounter a guard who will give you a Tough Bangle for Lulu, amazingly useful with the HP +20% ability!)

Operation Mi'ihen

TREASURES CHECKLIST
[_] Mega-Potion
O'AKA'S ITEM SHOP (Note: These assume you donated 10,000+ Gil, and are thusly 70% (x0.7) the normal
Item Name
Antidote
35 Gil
Echo Screen
35 Gil
Eye Drops
35 Gil
Phoenix Down
70 Gil
Potion
35 Gil
O'AKA'S WEAPON/ARMOR SHOP (Note: These assume you donated 10,000+ Gil, and are thusly 70% (x0
Type
Weapon
Avenger
Weapon
Sentry
Weapon
T.K.O.
Armor
Alert Armlet
Armor
Blue Bangle
Armor
Lucid Armguard
Armor
Pearl Ring
Armor
Red Ring
Armor
White Armlet
When you reach the main HQ for the Operation, go northeast for the scene, after which you can go east to the Save
Sphere. You'll also find O'aka there; there's a pretty nasty (for some) boss fight ahead, so prep up. You won't find any
ailments or elements (other than Thunder) hitting you in this fight, so don't bother with the Wards or SOS's if you don't
have a different reason to; personally, the shop back at the start of Mushroom Rock is better (often HP +5%).
Anyhow, after that, open the chest to the northeast for a Mega-Potion, then look for the rack of spears more to the
southeast. Behind it, semi-visible, you'll find a Serene Bracer. Save at the Save Sphere, then speak with the guard to
the southeast to confirm that you're ready. This, of course, leads to a boss!

BOSS - Sinspawn Gui

Okay, so let's discuss the boss as a whole. Your main target in this fight is the boss's lower torso, which has a quaint
12,000 HP. The main problem with this is that the arms of the boss (two total, off to the sides) tend to block physical
strikes. The arms are a bit weak at only 800 HP each, but they are also considered Armored, so you need magic or
Piercing to ably hurt them. Once they're done with, the main body is open, but only for a few turns.
As for their offense? The arms just sit there. The main body will focus on the usage of a basic physical (~500
damage) or Demi, which, like against the Sinspsawn Ammes from the start, cuts off 25% of your current HP: it can't
kill you, but it will hurt nonetheless. It continually alternates between these two moves, so you can predict what's next.
The head of the Gui is the main problem. It can use Thunder, which won't hit too hard (~150) due to the head's low
Magic. However, when the head starts moving, you need to attack the head, and quick: it is about to use Venom,
which can poison and deals around 350~450 damage.
So, what's first? Well, the head is a good start: once that's dead, the boss's largest threat (Venom) is permanently
disabled, since the head doesn't regenerate. To hit it, you'll want to use Wakka's Blitzball or Lulu's Magics. You could
have Tidus buff up the team with Cheer in this time, or have Auron work on the Arms, or have Yuna sit around to heal
damage - whichever you pick for that time is up to you.
After the head's gone (it'll turn grayish), it's time to work on the main body. For this, you'll want to bring out Lulu again:
the arms shouldn't be blocking her spells. They will block basic physical strikes, though - bring out Auron and/or
Kimahri (whoever has Piercing) so they can chop up the arms. Then, once both arms are gone, bring your strongest
out and just start wailing on him. Be sure to hit him with Power Break, though - that will largely aid in reducing the
physical damage you take.
The main difficulties in this boss are Demi and Venom. Venom is easily taken care of in a few turns, and Demi with a
simple Cura or Mega-Potion from Yuna.
Back from the grave, huh...

BOSS - Sinspawn Gui

This boss has largely remained unchanged from the previous fight; the main thing is the reduction in HP for the body
and head and the near-halved Strength from the main body. Even the offense is about the same. So expect about
200 damage or less from most attacks other than Demi.
You'll be fighting this fight only with Yuna, Auron, and Seymour. Seymour, as you can tell from his simply exorbitant
HP and stuff, is pretty much a god (and it's a lot more noticeable later in the game ;)) Trust me, he is a good deal
stronger than you, and this is also the only time you'll control him. If you manage, you can let him get hurt enough to
use this Overdrive, which will easily hit 3,000+ damage. It's a bit worth it if you've never played this game and thusly
never seen Anima's Overdrive.
Since you're limited to those three, you can quickly guess who to specialize where. Yuna will actually be detrimental
to the offense if she Summons (Seymour is better than her Aeons, yes...), so focus on healing with her. Auron is best
left to attacking the arms, then the main body, as before. And Seymour just needs to hit the head with a Black Magic
spell or two before slaughtering the main body. (Even though this battle would be a LOT quicker if you focus straight
on the main body, it's a nice idea, while it is easy, to beat up the head and arms for AP and Gil.)

The Aftermath

TREASURES CHECKLIST
[_] Hi-Potion

O'AKA'S ITEM SHOP (Note: These assume you donated 10,000+ Gil, and are thusly 70% (x0.7) the normal
Item Name
Antidote
35 Gil
Echo Screen
35 Gil
Eye Drops
35 Gil
Phoenix Down
70 Gil
Potion
35 Gil
After fighting off the Sinspawn for the second time, there will be a bit of a scene. When you regain control, go north
and you'll find another scene to watch. (Who lives and dies in that scene is irrelevant, but it basically is related to
whether you told those involved to fight or not before the Operation began.)
After that, go west and save, then speak with everyone. Thereafter, go west some for a Hi-Potion and speak with
Auron, then just follow your party as you walk along the road to the Djose region. Shop at O'aka's on the way if you
want...

Djose

Sectional Flowchart

Djose Highroad
Arrival at Djose Temple
Djose's Cloister of Trials
Leaving Djose

Djose Highroad

TREASURES CHECKLIST
[_] Soft Ring
LOCAL ENEMY BESTIARY

[_] Variable Steel


Monster Name

Basilisk

Ma
2,025

Bite Bug
Bunyip
Garm
Simurgh
Snow Flan

200
400
240
200
600

As you reach the Djose Highroad, you should meet up with Shelinda; she'll freely heal your party, so take advantage
of that now. Continue along the road and speak with the first man you meet to obtain a Soft Ring; this immunizes
Yuna from the Basilisks' Petrifications, so equip it now! Continue along to the praying man for a Variable Steel, then
go west for two Phoenix Downs. Speak with the nearby robed man (he may or may not be here yet) for a Hi-Potion.
Continue further along the path. As you go north, keep your eye to the east side of the path to find an Al Bhed
Primer Vol. XI. There, you'll also see a chest nearby. You should see an alcove in the wall to the west, which you can
follow to the Bright Bangle chest. Return to the main path and continue along to the brown-clothed man for
an Ether, then to the soldier later for a Mega-Potion. Eventually, you'll reach a fork. To the northwest is the
Moonflow, which we'll go along later - for now, go northeast to Djose Temple.

Arrival at Djose Temple

TREASURES CHECKLIST
[_] Ability Sphere x4
DJOSE TEMPLE ITEM SHOP
Item Name
Antidote
Echo Screen
Eye Drops
Phoenix Down
Potion
Soft
DJOSE TEMPLE WEAPON/ARMOR SHOP
Type
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
Armor

50 Gil
50 Gil
50 Gil
100 Gil
50 Gil
50 Gil

Fencing Saber
Halberd
Hyper Ball
Rune Mog
Rune Rod
Shimmering Blade
Metal Armguard

Armor
Armor
Armor
Armor
Armor

Metal Armlet
Metal Bangle
Metal Bracer
Metal Ring
Metal Shield

As you reach the main temple area, cross the bridge and you'll meet up with the Chocobo Knights. After the brief
scene with them, continue along to the temple and, in the scene thereafter, speak with Yuna and the temple will open.
Cool~! Anyhow, outside the temple, you'll find the shops in that building to the northeast, just next to the temple.
There is a chest behind it with four Ability Spheres inside, while a chest in the westernmost part of the area
yields 4,000 Gil. Enter the temple when you're ready.
Inside, there will be a scene with Isaaru before you regain control. Go left of the stairs to the Cloister to find
an Ether and east for a Remedy. Then head into the room to the right of the stairs and open the chest for a Mega
Phoenix. This is an extremely valuable item: it can revive your party from KO with full HP! Be sure to keep a
tight, tight hold of it!
When you are done, head into the Cloister.

Djose's Cloister of Trials

TREASURES CHECKLIST
[_] Magic Sphere
When you enter, take the two nearby Djose Spheres - one at a time, of course - and put them into the door to the
north. Shock-ingly enough, it'll open!
Beyond, you'll see two spheres, one each on the oblique walls nearby. Take each and put them into the two slots on
the east side of the area; the ceiling will glow after, so push the pedestal underneat the glowing thing. This, in turn,
will give a charge to the Djose Sphere on the pedestal. Take this charged Sphere and place it into the slot of the
northeast-oblique wall, just east of the northern door. Said door should open.
Now, go to the east side, where those two Djose Spheres are. Snatch each and put them on the pedestral, then go to
the west side of the room and step on the glowing tile to reset the pedestal. Push the pedestal into the room to the
north, then into the electrically-charged gap: the electromagnetism in the gap will hold the pedestal in place due to the
Djose Spheres, making a viable way across. Simply jump on it, then push the pedestal northward on the other side of
the game: doing so will end up revealing part of the main Djose glyph in the previous room.
Go back to that room and step on the glowing tile to the west to again regain your pedestal. Take the super-charged
Djose Sphere that opened the room to the north, then place it on the wall to the west to reveal more of the Djose
glyph. Take each of the Djose Spheres from the pedestal now and place them into the slots on the east and west wall
of the first room of the Cloister. This will complete the Djose glyph, making an elevator: get on it, a la Mushroom
Rock, to ascend.

In this area, go north and you'll find five pedestals. As logic would suggest, simply push each backward into the wall
to complete some more electrical circuits. Go downstairs now and you'll see a glyph on the wall to the far west (it's
whitish-grayish, not green): examine it to find a Destruction Sphere. Take it back upstairs to the newly-formed
pedestal and place the Destruction Sphere atop it to find a Magic Sphere chest. After, go west and upstairs; the
Cloister is done!

Leaving Djose

TREASURES CHECKLIST
[_] Switch Hitter
After finishing the main part of the Cloister of Trials, there will be another scene, in which you can leave the chamber
to proceed further. So, then, pat yourself on the back: you now have the lightning unicorn Aeon, Ixion! (Note of trivia:
That's the name of the time-travelling train in Dark Cloud 2, another PS2 game like FFX originally was.)
Annnyhow... The next morning, go into the back of the shop to find a Switch Hitter, then return inside the temple.
(The Switch Hitter is for Wakka, which is pretty good for this point: it has the Strength +3% and Strength +5%
abilities.) After, go into to the room to the west from the main foyer. Speak with the woman next to the bed and there
will be a scene as Yuna awakens. After, walk back towards the fork in the Djose Highroad to the southwest; as you
walk along Pilgrimage Road from the temple, though, speak with everyone: you'll get aHalberd, two Hi-Potions,
and ten Potions from various people along the way. Eventually, your party will reach the fork; Moonflow and
Guadosalam are to the northwest, so let's go!

Moonflow

Sectional Flowchart

The Moonflow's South Side


Crossing the Moonflow
The Moonflow's North Side

The Moonflow's South Side

TREASURES CHECKLIST
[_] Lv. 1 Key Sphere x3
[_] Magic Def. Sphere
LOCAL ENEMY BESTIARY
Monster Name
Bite Bug
Bunyip
Funguar
Ganderwa
Garm
Ochu
Snow Flan

200
400
540
148
240
7,200
600

South Bank Road: This area mostly delineates into a linear path. As you go forward, speak with Shelinda, then go
along the nearby side-path for three Lv. 1 Key Spheres. Continue along and speak with the Ronso if you want, but
mostly just go northeast of them for the X-Potion. As you continue along, there will be another small alcove to the
right that contains three more Lv. 1 Key Spheres. (They're kinda encouraging ESG players to get Rikku's abilities,
maybe? =P)
As you continue further along, you'll encounter Belgimine again. You can fight her with your Aeons; this time, she'll
just use Ixion (leaving you with Ifrit and Valefor). Ifrit is clearly the better option since it can use Fire on itself for some
healing, but other than that? Eh. You'll probably want to abuse your Boost command to build up an Overdrive.
Winning the battle will net you two Dragon Scales, or losing will get you six Smoke Bombs. Winning OR losing
grants you the Summoner's Soul, allowing you to teach abilities to your Aeons. More on that will be covered in later
sections (once they're actually covered), but the tutorial should suffice: give your Aeons certain quantities of certain
items to learn certain abilities and expand their prowess!
Just to the north of Belgy on the semi-hidden path to the left will be a useful Magic Def. Sphere, so grab that.
Continue into the next area.
South Bank: After a scene here, continue on further.

Crossing the Moonflow

TREASURES CHECKLIST
[_] Phoenix Down x2
O'AKA'S ITEM SHOP *

Item Name

Antidote
50 Gil
Echo Screen
50 Gil
Eye Drops
50 Gil
Phoenix Down
100 Gil
Potion
50 Gil
Soft
50 Gil
NOTE (*): The other shops here have the same goods at higher prices (x1.5 for the woman, x2.0 for the man)
O'AKA'S WEAPON/ARMOR SHOP
Type
Equi
Weapon
Double-Edge
Weapon
Snakehead
Weapon
Switch Hitter
Armor
Emerald Bangle
Armor
Mythril Ring
Armor
Serum Bracer
MOONFLOW: SOUTH BANK (MAN STANDING OUTSIDE) WEAPON/ARMOR SHOP
Type
Equipment Na
Armor
Bright Armlet
Armor
Emerald Bangle
Armor
NulTide Ring
Armor
Serum Shield
Armor
Soft Armguard
Armor
White Bracer
MOONFLOW: SOUTH BANK (MAN INSIDE TENT) WEAPON/ARMOR SHOP
Type
Weapon
Blurry Moon
Weapon
Flametongue
Weapon
Hunter's Sword
Weapon
Ice Ball
Weapon
Twin Lance
MOONFLOW: SOUTH BANK (WOMAN) WEAPON/ARMOR SHOP
Type
Equipmen
Armor
Blue Bracer
Armor
Bright Shield
Armor
Danger Armguard
Armor
Echo Bangle
Armor
Serum Ring
Armor
Soft Armlet

When you arrive in the shop-filled area that is the southern bank of the Moonflow, open the nearby chest for two
Phoenix Downs, then speak with Auron and go west a while. Speak with the Chocobo Knights if you want, then head
into the nearby enclosure where Lulu is; speak with her, then open the nearby chest for 5,000 Gil. Save the game
and speak with Wakka.
As you progress back to the boarding area, consider plundering some of the shops for items: very imminently, we'll
be fighting a boss with JUST Tidus and Wakka. It is not ideal to have anything but Lightningstrike and/or Strength +X
% on your weapons since the boss resists all but Lightning, elementally. Status-wise, it will be vulnerable to Provoke,
but that's about it. Anyhow, board ze Shoopuf and.... Well, what did I tell you?

BOSS - Extractor

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy

Rare Steals
AP Yield
Gil Yield
The Extractor can be pretty annoying (and a bit of a wake-up call) to those who have been ignoring Tidus or Wakka
for the majority of the game. It relies primarily on two attacks. There is Aqua Shooter for magical/Water damage to a
single character, hitting for about 300 damage. The other is Depth Charges, which hits everyone for around 450 and
can blind them for three turns. You'll notice that Depth Charges are about to be fired with the obvious "Readying
Depth Charges" message appears; next turn, they'll fire, unless you cause 500 damage or Provoke the
monster. (However, if Provoked, damage from Aqua Shooter is boosted by 50%!) The boss has a cyclical pattern
from what I observed, using two Aqua Shooters before Depth Charges.
If possible, open this fight with both Slow on the boss, then Haste on yourself. After that, work up a simple brute-force
offense with Tidus and Wakka, healing with Hi-Potions when the situation (<400 HP) calls for it. Eventually, the boss
will charge up for its next turn, on which it uses Depth Charges: ignore even healing at this point to hurt the boss for
500+ damage. It's pretty simple.
There are two alternative strategies. The first is pretty simple. You can avoid the Depth Charges if you Provoke the
Extractor. As to whether to do this is up to you; personally, I don't like this strategy. It boosts the damage from Aqua

Shooter by 50%, making them almost as powerful as Depth Charges. Then again, Aqua Shooter is single, not multi,
targeted. Plus, if you somehow have Water Ward armor, that can work really well.
The other pretty much requires the use of the Expert Sphere Grid and a lot of forethought. Had you started with an
ESG game and backtracked from the start with either Tidus or Wakka to go along Lulu's "path" of the Grid for her
elemental spells and magic boosts, you could've gotten Thunder/Thundara by now and a nice bit of Magic to
compensate. While neither character could really replace Lulu, it's a thought for those ESG players who deviated
from tradition, or just have no other strategy but to grind.
During the scene, you'll get docked on the other side of the Moonflow. Stock up with O'aka and save first; that battle
was probably taxing on your Eye Drops or Phoenix Downs if you were unprepared. Ascend the nearby incline to grab
the Al Bhed Primer Vol. XII, then go west for an Ether.

The Moonflow's North Side

TREASURES CHECKLIST
[_] Antidote x4
LOCAL ENEMY BESTIARY
Monster Name
Bite Bug
Bunyip
Funguar
Ganderwa
Garm
Ochu
Snow Flan

200
400
540
148
240
7,200
600

North Bank: As you reach the northern bank of the Moonflow (outside of the wharf), you'll find a familiar character on
the ground. Rather than letting Wakka batter her to death with a ball (seriously, how's that even a weapon?), we'll
simply let this character - Rikku, as you may recall - join the party. As you go into random battles here, you'll learn
about her primary skill, Steal - you can use it to take items from enemies and to defeat chests in battle. (The Omega
Ruins is the main exception to that, but that's way down the road.) You can also learn about her Mix Overdrive: mix
two items and you can get crazy effects. It is easily the best and most abusable Overdrive in the game, as you'll see
in later battles.
After the tutorials (or in-between, whatever), go along the linear path northward. Open the chest on the way for four
Antidotes, then head into the next area.
North Bank Road: Not much to say about this area. Go along the path and open the chest on the way for a MegaPotion. Eventually, you'll hit Guadosalam.

Guadosalam & The Thunder Plains

Sectional Flowchart

Guadosalam
The Thunder Plains

Guadosalam

TREASURES CHECKLIST
[_] Mega-Potion
O'AKA'S ITEM SHOP

[_] Al B
Item Name

Antidote
Echo Screen
Eye Drops
Phoenix Down
Potion
Soft
GUADOSALAM WEAPON/ARMOR SHOP
Type
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
Armor
Armor
Armor

75 Gil
75 Gil
75 Gil
150 Gil
75 Gil
75 Gil

Baroque Sword
Devastator
Ductile Rod
Halberd
Shimmering Blade
Switch Hitter
Variable Mog
Yellow Armguard
Yellow Armlet
Yellow Bangle

Armor
Armor
Armor
Armor

Yellow Bracer
Yellow Ring
Yellow Shield
Yellow Targe

As you enter Guadosalam, in the introductory scene, Rikku will give you a brief tutorial on customizing weapons. If
you've been following my FAQ for a while, you've probably noticed how some of the weapons' and armors' abilities
have been labeled with "[no slot]" or "Blank Slot" or something else. These represent the slots for abilities (or a lack
thereof); if there is a slot that is blank, you can put an ability there so long as you have the right items. Under the right
circumstances, this can be more easily abused than the Celestial Weapons themselves (the ultimate weapons of
FFX), although the effort going into that is extraordinary. In any case, yeah, it helps to put some abilities on. If you've
got plenty of spare items, feel free to check out the weapon/armor shop in Guadosalam: all equipment there has one
blank slot for customization, conveniently enough.
Anyhow, once you regain control, go into the place on your right to find the inn. Speak with Shelinda there if you wish,
but the main point is to save and heal up. Head towards the red door you can see (Maester Seymour's residence),
but ignore it; to the east of it, there's a Mega-Potion to grab. Then head inside the house to the west and grab the Al
Bhed Primer Vol. XIII within, then go to the back and open the semi-visible chest for 3,000 Gil. Go upstairs and grab
the two Hi-Potions, then go downstairs and through the door for a scene.
Afterwards, speak with everyone back outside. After the party regroups, go east and up the ramp to the south. At the
second building you can access, you'll find O'aka. He'll serve the normal shop duties of Guadosalam, but why there's
a 50% price gouge is beyond me. =/ Go west and south to the southwest corner of Guadosalam. Speak with the two
people blocking the way to the Thunder Plains; if you pass by the hooded one, you can snatch up an Elixir. Go back
east and towards the incline up to the Farplane. On the winding road there, hug the left side to find eight Lightning
Marbles in a hidden chest.
In the next area, speak with the party, then go into the Farplane proper. Speak with Wakka, Lulu, and Yuna for some
conversations before returning Seymour's house and speaking with Lulu, then everyone else in the party. After this
set of scenes, approach the entrance to Guadosalam; if you try to leave to the Thunder Plains (southwest from the
main entrance you came through), Shelinda will speak with you. After that scene, speak with the party again, then
leave to the Thunder Plains.

The Thunder Plains

TREASURES CHECKLIST
[_] Phoenix Down x2
[_] X-Potion
THUNDER PLAINS TRAVEL AGENCY ITEM SHOP
Item Name
Antidote
Echo Screen

50 Gil
50 Gil

Eye Drops
Grenade
Map
Phoenix Down
Potion
Soft
THUNDER PLAINS TRAVEL AGENCY WEAPON/ARMOR SHOP
Type
Weapon
Baroque Sword
Weapon
Devastator
Weapon
Ductile Rod
Weapon
Halberd
Weapon
Shimmering Blade
Weapon
Switch Hitter
Weapon
Variable Mog
Armor
Yellow Armguard
Armor
Yellow Armlet
Armor
Yellow Bangle
Armor
Yellow Bracer
Armor
Yellow Ring
Armor
Yellow Shield
Armor
Yellow Targe
LOCAL ENEMY BESTIARY
Monster Name
Aerouge
Buer
Gold Element
Iron Giant
Kusariqqu
Larva
Melusine

50 Gil
300 Gil
50 Gil
100 Gil
50 Gil
52 Gil

200
230
1,200
3,600
445
1,498
265

}c Qactuar |c 500 |c 1 |c 19 |c 1 |c 1 |c 255 |c 15 |c 15 |c 17 |c 0 |c 350 |c 1,500 |c None |


NOTE - BROTHERHOOD: By this point in the game was when I first noticed that Tidus's Brotherhood sword had
changed in its abilities. Before, it was simply Strength +5%. Now it has Strength +5%, Strength +10% (a total of
+15%), Sensor, and Waterstrike. The latter is very effective here in dealing with some of the Lightning-based enemies
you'd expect in a region called the Thunder Plains.
NOTE - LIGHTNING: Just a footnote, but the lightning you'll find in the Thunder Plains won't hurt you. While you can
dodge it by pressing X at the right time, this mostly has a use in obtaining Lulu's Venus Sigil, which won't even have a
use until the very late-game. In any case, if you're finding the lightning bothersome to your progress (again, it

miraculously doesn't hurt you, just knocks you back a bit), duck under the lightning rods you'll see scattered through
the area. If you earnestly want to do this kind of stuff, see the Lightning Dodgingsidequest for details.
NOTE - QACTUARS: Last note, I promise! In any case, you'll see several stones throughout the Thunder Plains that
have pictures of Qactuars (or perhaps Cactuars) on them. These glowing stones, if you press Sqaure in front of them,
allows you to battle Qactuars, not found in any other way. So, why beat it? You can steal Chocobo Feathers from it,
for one thing. Also, if you beat it, you're very likely to obtain armors with the HP and MP Stroll abilities that let you heal
HP/MP as you walk! Of course, like the Cactuars they represent (kinda), they are a bit difficult to beat, mostly due to
their high Evasion and high Magic Defense. You can easily beat them with the Electro Marble item (stolen from most
Thunder Plains enemies), which deals flat (even if elemental, although it's irrelevant on Qactuars), and it'll usually
beat them,
South Thunder Plains: Begin by grabbing the two Phoenix Downs from the chest to the west when you regain
control. Most of the Thunder Plains is just a simple journey northward otherwise. As you go, you'll quickly encounter a
Save Sphere. Use it, then go northwest from thre to two Hi-Potions. Continue northward along the west side of the
area to find one of those Qactuar statuses in addition to a hidden 5,000 Gil chest behind it. Go northeast from there
into an alcove for a Water Ball; throw it on Wakka if you plan on using him a bit for the Plains. Further north of there
is the next area.
Agency Front: At the agency, speak with Rikku before entering the agency. Within, speak with everyone else before
going after Yuna (through the door to the northeast). When Rin arrives, give him the first answer to his question for Al
Bhed Primer Vol. XIV. After, do what you want, but eventually you have to peek in on Yuna. ;) After the scene, go
speak with Rikku in the morning and you'll eventually end up outside, much against her will. Examine the object you
can see on the ground just a bit to the northeast of the Agency to find theYellow Shield, then leave.
North Thunder Plains: About as non-descript as the first half. =/ After having left the agency area, go east and south
to find an X-Potion. Continue northward for a bit to the overhang near the lightning rod in the distance and, after
Yuna's special li'l scene there, snatch up the Ether, then go northeast of there for 2,000 Gil. East of the latter, you
find a chest containing (I believe) a Remedy. From there, continue north into Macalania. (Or, as Tidus would say,
Macarana.)

Macalania

Sectional Flowchart

Macalania Woods
Macalania Travel Agency
Macalania Temple
Macalania's Cloister of Trials
Escape from Macalania

Macalania Woods

TREASURES CHECKLIST
[_] Sleepy Cait Sith
LOCAL ENEMY BESTIARY
Monster Name
Blue Element
Chimera
Iguion
Murrusu
Xiphos
Wasp
O'AKA'S ITEM SHOP

Max HP
1,500
5,250
370
580
2,700
360

Item Name

Antidote
75 Gil
Echo Screen
75 Gil
Eye Drops
75 Gil
Hi-Potion
750 Gil
Phoenix Down
150 Gil
Potion
75 Gil
Soft
75 Gil
O'AKA'S WEAPON/ARMOR SHOP (after 25% price drop: tell him his items are too expensive without buy
Type
Weapon
Force Knuckles
Weapon
Ice Ball
Weapon
Rod of Darkness
Weapon
Shimmering Blade
Weapon
Sonic Steel
Armor
Blue Armlet
Armor
White Bangle
South Woods: For now, the path to your east upon entrance will be blocked, as well as a more hidden one to the
east. You'll see uses of both later in the game (a shortcut to Bevelle and the Celestial Weapons' quest, respectively).
For now, save and head north some. As you go up the incline along the linear path, you'll find a semi-hidden chest as
you turn for the second time; the chest contains a Sleepy Cait Sith for Lulu. Continue further along and open the
chest at the bottom of the path for 2,000 Gil, then go northeast an area.

Central Woods: A pretty simple-to-navigate path again. As you go along it, you'll find a chest in the northeastern area
containing three Phoenix Downs just before descending. Continue to the bottom and you'll find someone that will let
you play some kind of butterfly minigame. Basically, the goal is to touch several multicolor butterflies in a limited time:
you want the blue ones, but not the red ones. It's a pretty easy game, to be honest. In any case, it's a pretty pointless
effort at this time; closer to the end-game, though, you can get a critical part to Kimahri's Celestial Weapon. Go east
to the next area when you're done.
North Woods: As you go up the next incline, veer off to behind the tree to find a Remedy chest, then simply go
along the linear path to the next area. Again, nothing special.
Lake Road: As you arrive, save and speak with O'aka. The MOMENT you speak with him, leave his shop and tell
him his items are too expensive to lower their cost by 25%. Since we're here, the Blue Armlet and White Bangle are
relatively decent purchases for our next elemental-focused boss, and Sonic Steel is always great due to the rare First
Strike ability. What a shame we can't Customize anything else onto it, though. Anyhow, get the whitish thing (Al Bhed
Primer Vol. XV) off of the ground to the southeast, then go north. After a scene, go north and approach Yuna to start
up a boss.

BOSS - Spherimorph

BOSS ANALYSIS: Spherimorph has a few attacks that can be pretty nasty. It can use the four basic elemental spells
- Fire, Water, Thunder, and Blizzard - each hitting for usually around 400 damage. They're mostly used as
counterattackes, though. Other than that, it can use a basic physical (300~500) and Press. Press is a truly nasty
attack: it will cut off 50% of your current HP. Granted, we've fought worse, and it won't kill you, but that's a lot when it
basically puts you within a 2HKO range, right?
What makes this boss more interesting than most is Elemental Shift. Elemental Shift is used to change the boss's
elemental affinities. Basically, it is weak to one element and absorbs the remaining three. Basically, that means you
must be spot-on with the affinities and be flexible or you will be healing the boss rather than kicking its Jell-O butt.

Shift will be used each time you hit it with the element it is weak to, and there is a random chance of any four
elements being the one it changes into.
MAIN STRATEGY: A bit of set-up is always nice: you'll want Yuna to start throwing on the Nul-Element spells pretty
quickly and throughout the battle; while they won't protect you from the main hazard that is Press, Press also can't
kill. If by some miracle you have a Bomb Fragment, Bomb Core, Fire Gem, or their equivalents in other elements
(those are Fire), you can have Rikku Mix one of them with a Hi-Potion to put NulAll on the party, which is the same
thing as NulBlaze, NulShock, NulTide, and NulFrost, all in one, but they still only last the same duration (i.e. NulBlaze
goes away when hit with Fire). It's probably best to save that for a pinch.
Other good set-up would likely include the use of Haste, Shell, and Focus, and to have Power Break be placed on
Spherimorph: that will halve Press's damage to 25% of the current HP. You can also throw up Magic Break to further
weaken the Magic counters.
Eventually, you'll have to put up an offense. Have someone Attack the boss with a non-elemental weapon (or, if you
have to, a weak elemental weapon). The boss will counter with some spell after the Attack. This spell will be the
boss's current element, and the opposite of the element is what you should attack with. In other words:

Bos
Fire (Fire)
Blizzard (Ice)
Water (Water)
Thunder (Lightning)
Got that? Have Lulu (preferably: just whoever has your best Magic stat is equally good) use the appropriate "-ra" spell
to attack back. The boss will change element. Have your "bait" attacker attack, have Yuna heal him or restore a
missing Nul-Element, and then Lulu attack once the proper spell is found. Loop from there, pretty much.
ALTERNATIVE STRATEGY (POISON): There's another more passive strategy you can use, so long as you can
Poison the boss (Bio spell, Poisontouch/Poionstrike abilities, and a few other less-common ways). Basically, the boss
is rather resistant to Poison; the odds of it hitting are about 1 in 10, which is kind of hard to inflict when only one
person's doing the work. That said, you ought to be able to have Lulu using Bio at this point, since it's not much
further away than her "-ra" spells. Once Poison is eventually instilled, the Spherimorph will lose 5% of its max HP
(600 HP) per turn it takes, leaving you to live out 20 turns. If you can live out twenty turns on simply healing, that will
do well - hell, you can Haste the boss to make things go faster! XD Other methods for instilling Poison include the
Poison Fang item for the most part as well. Just saying.
ALTERNATIVE STRATEGY (ZOMBIE): This is purely theoretical. For it to be viable, you would have to have done an
INSANE bunch of grinding - to the point that it is unlikely you'd need to bother with FAQs at all for this boss. It
involves the Zombie Strike skill or Zombietouch/Zombiestrike abilities for your Aeons or weapons. Zombie Strike can't
be learned without a Lv. 4 Key Sphere (Normal Sphere Grid) or a Lv. 3 Key Sphere (Expert Sphere Grid), though, and
I don't know of a viable source for enough Holy Waters to apply the abilities. In any case, if you're cheating somehow
or know something I don't, Spherimorph should be vulnerable to Zombification. If you can inflict Zombie on him, that
will allow you to do massive damage with curative spells/items or death with a Phoenix Down or the like.
After the battle, you'll get one of Jecht's Spheres and Auron's Shooting Star Overdrive! Leave to the previous area
and save, then go northwest an area.

Macalania Travel Agency

TREASURES CHECKLIST
[_] Al Bhed Primer Vol. XVI
LOCAL ENEMY BESTIARY
Monster Name

Evil Eye
Ice Flan
Mafdet
Snow Wolf
O'AKA'S ITEM SHOP

310
1,350
710
400
Item Name

Antidote
Echo Screen
Eye Drops
Hi-Potion
Phoenix Down
Potion
Soft
TRAVEL AGENCY ITEM SHOP

75 Gil
75 Gil
75 Gil
750 Gil
150 Gil
75 Gil
75 Gil
Item Name

Antidote
Echo Screen
Eye Drops
Grenade
Hi-Potion
Map
Phoenix Down
Potion
Soft
O'AKA'S WEAPON/ARMOR SHOP
Type
Weapon
Weapon
Weapon
Armor
Armor
Armor

50 Gil
50 Gil
50 Gil
300 Gil
750 Gil
50 Gil
100 Gil
50 Gil
50 Gil

Force Knuckles
Halberd
Sonic Steel
Echo Armlet
Echo Bangle
Serum Ring

Armor
Armor
TRAVEL AGENCY WEAPON/ARMOR SHOP
Type
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
Armor
Armor
Armor
Armor
Armor
Armor
Armor

Soft Bracer
Soldier's Targe

Baroque Sword
Devastator
Ductile Rod
Halberd
Longsword
Shimmering Blade
Switch Hitter
Variable Mog
Seeker's Armguard
Seeker's Armlet
Seeker's Bangle
Seeker's Bracer
Seeker's Ring
Seeker's Shield
Seeker's Targe

When you arrive outside the Travel Agency on Lake Macalania, you'll find Clasko and a Chocobo outside. Speak with
them if you want, but the main feature is the Al Bhed Primer Vol. XVI further to the west. And, of course, the Agency
itself. Save and heal inside, and shop if you feel like it. (Most of the stuff you'll find - here or at O'aka's - isn't worth the
money you'll spend on it, either because it's simply too expensive or it's simply inferior. Oh, and the Agency's item
shop is better as it's cheaper.)
Once outside, go along the path further ahead onto the lake itself and, as you do, there will be a scene before you
fight a good ol' machina.

BOSS - Crawler & Negator

BOSS ANALYSIS: Depending on you fight this, this can be the most annoying fight you've had so far. The Negator's
main and only purpose here is to prevent any case of magic spell, even Aeon Summoning. Whether you choose to
knock it out is up to you; it can make hitting the Crawler's weakness of Lightning with Thundara easier, but Mana
Beam can happen, too... Hence, the two strategies below.
Anyhow, the Crawler's offense consists of several attacks. It can use Gatling Gun for eight random-targeting attacks,
so expect each character to take at least 300 damage. That's all the Crawler will use... normally. With the Negator
gone, it can counter anything you throw at it with Assault, which tends to hit for 750~950 damage. More importantly,
if you eliminate the Negator, the Crawler will immediately begin to countdown to a Mana Beam (3 turns): it's a nonelemental magic attack to everyone that often hits for 1,000~1,500 damage, which is extremely nasty, if not outright
deadly.
PHYSICAL STRATEGY: This is the strategy I recommend, as it gets rid of the worry regarding the Mana Beam.
While you can be under threat from Gating Gun, that is a fair deal weaker than Assault or Mana Beam by several
times. For this, it would be ideal to use Tidus, Auron, and Wakka or Kimahri; basically, whoever has the highest
Strength and some Thundertouch/Thunderstrike weaponry. Rikku can also do some work with elemental mixes and
the like. For the most part, it's an all-out offense in this fight: just wail on the Crawler until it's dead. Heal as needed.
Et cetera. While the high Defense of the Crawler will make it take a while without Lightning weaponry, it's better than
the potential OHKO of Mana Beam.
MAGICAL STRATEGY: Before we go on about this, it is of the utmost importance that either Lulu has more Agility
than the Crawler (21 or more) so that she can get in multiple turns, or that someone else other than Lulu has Black
Magic. This latter aspect is more abusable in the Expert Sphere Grid, especially with minor grinding and
backtracking. This second magic-caster doesn't have to be good at it; it's simply to abuse a counter in the game.
Anyhow, begin your offense with Wakka: for the most part, he is the only one able to hit Negator, so do that. Have
Tidus boost everyone with Cheer (mostly for the Defense boost) and Lulu use Focus for her Magic boost or Reflex for
an Evasion boost, whichever you prefer. Once the Negator goes down, switch out Tidus for Yuna to do some healing
and Wakka for your secondary magic-caster or Tidus if you're confident in Lulu.
This offense should basically have Lulu cast Thundara four times on the Crawler, an effort aided by Tidus's
Haste/Hastega (or Slow on the Crawler, or both). After four magic attacks, a new Negator will be spit out. Normally,
this would be bad since it negates your magic-oriented offense, right? However, Mana Beam - which the Crawler is
charging up in the interim - will also be nulled! If you can get in the four Thundaras needed before the Crawler is done
charging Mana Beam, you will negate Mana Beam. This would seem like the better strategy, but remember that you
can suffer some pretty nasty damage from Assault. Be sure to keep Yuna healing or using Protect for this phase for
sure. Once Negator number two pops out, revert to your original party and loop.
After the fight, there will be a few revealing scenes before you head off to the Temple.

Macalania Temple

TREASURES CHECKLIST
[_] Mega-Potion
[_] Elixir

[_] 400 Gil


[_] Phoenix Down x3

Crevasse: Go along the path, pretty much. Open the chest on the way for a Mega-Potion and continue on.
Road: Go along the linear path again. Speak with the first person along it for 400 Gil, then continue to the Temple.
After a scene, you'll enter.
Hall: Speak with Tromell for a Shell Targe and open the chests in the area for two X-Potions and 5,000 Gil.
Approach the steps to the Cloister and someone will come out of the back rooms in horror; go into the room behind
them for the reason as to why they're in horror. After the scene, open the chests in this room for two Remedies and
speak with the person who came out of the room for two Hi-Potions. Go into the other set of backrooms for
an Ether and an Elixir from the men in there, with three Phoenix Downs also in a chest. That's about it; enter the
Cloister! (Save before doing so, because...)

BOSS - Seymour

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
This boss can be divided into three individual phases, in the first of which you'll fight Seymour and two Guado
Guardians. The Guados will focus on healing Seymour for 1,000 HP anytime he suffers any kind of damage and
Remedy him if ailed. Otherwise, they can Protect themselves, use Shremedy to cause confusion, and use the
standard Black Magic (Fire, Blizzard, Thunder, Water) on you. Seymour, meanwhile, will use Blizzara, Thundara,
Watera, and Fira, in that order, each for around 500~700 damage. He'll open with a self-Shell.

For the first phase, you'll probably want to use the Talk Trigger Command - for Tidus, this is a Strength +10 boost,
and a Magic Defense +10 boost on Yuna. Open with Hastega from Tidus as well until you get the Guados' AutoPotion stopped: to stop it, simply have Rikku Steal from them! XD Once both enemies are stolen from, you can focus
on brute-force elimination. Don't use Overdrives for now; mostly stick to focused, Magic-based (i.e. Lulu) offenses on
them.
And, while all this is going on, Yuna still has to do something: nullify elements! Seymour has a big flaw in his strategy
in that he'll use his spells in a consistent order: Blizzara, Thundara, Watera, and Fira; thusly, have Yuna set up
NulFrost, NulShock, NulTide, and NulBlaze, in that order. This fight won't last long while the "focused offense" group
wails on Seymour (who, by the way, should be fought physically due to his Shell), since, once 3,000 HP is gone...

Seymour summons Anima at 3,000 HP. Anima is a very powerful Summon, though this battle fails to show it. Anima
will use her (yes, her) relatively typical skill: Pain. This is guaranteed Death, or around 1,000~2,000 damage if
Deathproof'd, which is very impossible right now. You can also get hit her Overdrive, Oblivion, 16 random-targeting
hits, which basically means 2,000+ damage to your party.
So, how to go about it? Trust me, Pain is not something you'll want to stand up against at this point in the game,
assuming you somehow even have Deathproof on your armor. Have Yuna open up the fight with her new "????"
Aeon, which is actually Shiva. Have Shiva stick to mostly Attack for now. (Heavenly Strike delays you more than
Anima since Anima is immune to Delay effects. And Blizzara wastes MP.) If you need healing, cast Blizzara on Shiva,
but mostly tough it out with Attack. Once Shiva's Overdrive is reached, wait for Anima to use Boost: since this boosts
her damage intake by 50% or so, you can throw out the Overdrive then for a good 7,000 damage or so. (Or you can
save it for later. Whatever.) Anima's not that difficult with self-curation.

After that, Seymour comes back fully healed and raring to avenge his Aeon! Or something. In any case, nothing's
changed from the first phase of the battle other than Seymour will use his spells in a Multi-Sepll form now, able to use
them twice now. This basically means Yuna really needs to keep up the work on the Nul-spells, but otherwise little to
say.
Speaking of which, I will note that Seymour is suspectible to several ailments you may find useful - moreso in this part
than the first (hence the note) due to his redoubled offense, Magic +28% boost, and how you now must eliminate his
6,000 HP in whole. Magic Break may hit (about 50% chance) and halve his Magic down to about 16 (64% of the
starting Magic). If you Poison him (close to 50% chance), all you have to worry about is living out ten turns before the
Poison kills him. (It takes off 10%, or 600, of his HP per turn.) Just some thoughts.
After the scene, go along to the Save Sphere and save, then head into the Cloister of Trials.

Macalania's Cloister of Trials

TREASURES CHECKLIST

[_] Luck Sphere


Easily the most annoying of the Cloisters (yes, I include Bevelle), and the only one in which you already have the
Summon from the Fayth before doing it.
Anyhow, head down the ramp to the middle of the three floors. (There's the bridge above and a basement below.)
Take the Glyph Sphere from the central of the three pillars and put it on the pedestal nearby. Push the pedestal
eastward to a block of ice that it breaks; after, push the pedestal north onto the ramp to the lower floor. Go down to
the lower floor now and take the Glyph Sphere, then go west and put the Sphere into the left of the two slots. Go back
up the ramp and go to the point below where you arrived; take the Macalania Sphere from there and place it onto the
pedestal on the floor below. Slide the pedestal eastward and one segment of the path will be permanently completed
(as we've no need to manipulate it further).
Go back up and grab the Macalania Sphere from the eastern slot, then go down the ramp. Place it on the western
pillar, then go back to the top of the ramp and remove the Sphere. The ramp disappears as a result. Put the taken
Sphere on the central pillar next (where the Glyph Sphere was) to complete the remainder of the walkway.
There's a bit more to be done before we leave (if you want, anyhow). Go up the ramp you came in from and step on
the glowing panel at the top. Take the Macalania Sphere from the reappearing pedestal and push it down the slide.
Place the Macalania Sphere into the slot below the entrance ramp, then the Macalania Sphere from the central pillar
into the basement-ramp slot. Go to the lower-left and examine the flashing glyph, then take the Destruction Sphere.
Take it downstairs and it put it on the rightmost of the left two slots; this reveals a chest with a Luck Sphere.
Take the Macalania Sphere from the entrance ramp and put it into the far eastern slot, then push the pedestal east
into the ice block, then north and downstairs. Place the basement's Macalania Sphere on it, then push it east to fill a
pillar. Ascend to the middle floor and take the Macalania Sphere next to the ramp you just used and put it into the
middle pillar; this should recreate the upper walkway. Head up and leave.

Escape from Macalania

TREASURES CHECKLIST
[_] Lv. 1 Key Sphere
After leaving the Cloister of Trials, you'll basically be sent running from the area. On the road just outside the Temple,
you'll be running from a few Guado Guardians; if they reach you, you fight them. They're little different than when they
were with Seymour, so no real problems there. In any case, outside, continue across the large crevasse, picking up
the Lv. 1 Key Sphere as you go. Once you reach Lake Macalania, there will be another scene with a boss to boot.

BOSS - Wendigo

Again, the Guardians tend to be supportive units in this fight to aid the Wendigo. They tend to use Protect and Shell
on him to halve physical and magical damage, respectively. They also will Berserk it to buff his Strength, and can
reinstill if it you get him out of it. Otherwise, they will use Auto-Potion for 1,000 HP healing on themselves and
Thundara, Fira, and Blizzara to attack you. The Wendigo is much simpler, hitting with only basic physicals - however,
once his HP falls under 50%, it will counter every attack with an attack that is 25% stronger than normal. It can also
use a physical during this time that is 50% stronger than normal. That's nasty when you factor in the Berserk and 40
Strength, easily 1,500~2,500 damage.
So, how to start? Firstly, the Wendigo is NOT your priority. I recommend sending in Rikku as early as possible. You
can do this by keeping her out of the initial party; then have Tidus come in with the Sonic Steel (First Strike) equipped
and swap to Rikku. She ought to get the lead on one of the Guados; she can then steal from him to stop his healing,
then the same with the other later. Meanwhile, have Tidus get sent back in for Hastega while Lulu or Auron or
whoever's strongest begins to decimate the Guado Guardian. Once Rikku's done, switch her out for Lulu or another
Black Magic user do she can shatter the other Guardian, and have Tidus go on the offensive after the Hastega.
Hopefully, the Guardians got in minimal buffing on Wendigo before their deaths. Then again, they can cast Protect or
Shell when they die.
With that out of the way, we can now get rid of Berserk in some fashion, and preferably Protect and Shell. Berserk
can be removed by using a Remedy or Esuna on the best. Protect and Shell can be a bit more difficult without Dispel
on hand; if you do, though, great. Otherwise, you'll have to have Yuna Summon Ixion and use Aerospark; that has a
Dispel effect added to it.
So, now, all of the boss's buffs are gone, with no possibility of them coming back without extreme stupidity on your
part. Weaken it further! This beast is still strong at 40 Strength, so why risk it? Use Power Break and Dark
Attack/Buster on it; Power Break halves the Strength (to 20), and Darkness makes sure you are unlikely to be hit at
all. (Darkness may take a few tries, as it is resisted.) If you want, throw in Armor and/or Mental Breaks to help your
own offense.
The end result? Halved Strength, halved Defense, halved Magic Defense, and Blindness: its Strength is pitiful now,
and that's assuming it hits. It's basically a quivering wimp. From there on out, it's pretty simple. Keep a healer onhand to Cure whenever it's really needed, somehow, while you have two other offensive units do the work. When the
boss raises his fists (under 9,000 HP), go for a more magical offense to avoid having to deal with counterattacks.
(Note that if you get Sleep Attack/Sleep Buster to take effect here, Magic will not awaken the boss, and the Sleep
lasts 20 turns, so you can work that in your favor as well.)

After the fight, you'll end up inside Sin after he attacks. Speak with Rikku, then go to Kimahri. Open the chest next to
him for a Lv. 2 Key Sphere, speak with him, then go north and speak with Auron. Open the chest you saw in the
cutscene for an Avenger (it's hard to see outside of the scene, though). Then go south to continue.

Sanubia Desert

Sectional Flowchart

Sand, Sand Everywhere...


Home, Sweet Home

Sand, Sand Everywhere...

TREASURES CHECKLIST
[_] Al Bhed Primer Vol. I
[_] Al Bhed Potion x8
[_] Al Bhed Potion x8
[_] Mercury Crest
LOCAL ENEMY BESTIARY

[_
[_
[_
[_
Monster Name

Alcyone
Cactuar
Mech Guard
Mech Gunner
Mushussu
Sandragora
Sand Wolf
Sand Worm
Zu (first)
Zu (others)

Max
430
800
1,280
2,800
680
12,750
450
45,000
12,000
18,000

Desert Oasis: After a rather nostalgic scene, leave the oasis water and save. Right now, all you have with you is
Tidus; you'll find the others as you go along, though, trust me. To the right of the Save Sphere in the shade is Al
Bhed Primer Vol. I if you missed it. In the southwest corner of the oasis is a chest with four Remedies. Go north
from there and you'll soon run into a battle with the powerful Zu. (Not as strong as the others here, but still.) You CAN
die with this fight, so Haste Tidus and Slow the bird, then be sure to keep your HP up as you wear it down.
Eventually, Lulu and Auron will join you, making this a bit easier. After, go north and you'll find Wakka. Speak with
him. You can find Al Bhed Primer Vol. III under his tent if you don't have it, and you can get eight Al Bhed
Potions from the nearby chest. These are useful items that heal 1,000 HP and several status ailments when Used.
Keep them handy; you can often steal them from enemies here (especially the machina that are one-hitted with
Steal), so you may well end up with 99 by the end of this desert like I did. Anyhow, go along the path southwest to the
next area.
East Desert: Here, go northeast to find Kimahri doing ... something. In any case, he's ours. Grab the nearby Al Bhed
Primer Vol. V if you don't have it. Go northwest of where you entering the area and you'll quickly find Rikku as well.
(Be sure to use her to one-hit machina with Steal, to Use Al Bhed Potions, and to open chests! ^_^ This is
truly Rikku's homeland!) Open up the nearby chests (two Ethers, eight Al Bhed Potions), then save and follow
Rikku northward. As you reach the slightly clearer ... clearing, you'll find a sign and a fork. Go southwest to find four
Hi-Potions, then get the Al Bhed Primer Vol. XIV if you don't have it from the signpost. Go northeast to the next
area.
Central Desert: Go north from the start and you'll find a chest with four Hi-Potions in it near a rock. Go southwest
from there and you can find a long rock, near which you'll find two X-Potions. Go northwest from there to the fence
to find two Mega-Potions, then northeast to the Save Sphere. Save there; the battles are probably getting a bit
tolling, eh? Also grab the nearby eight Al Bhed Potions. Go northward and past the narrow path is a larger
enclosure. The nearby broken structure yields a Lv. 2 Key Sphere and 10,000 Gil. To the far northeast, you can
find Al Bhed Primer Vol. XVII on the ground, while to the far southwest you'll find an Elixir. Backtrack to the Save
Sphere, then go north from there. As you near the exit to the next area, pick up Al Bhed Primer Vol. XVIII and
continue on.
West Desert Here, go north for a bit. As you reach the area with the sandstorm to the east, you'll find a fair few
quicksand pits with enemies at the bottom. Some of these enemies are actually guarding treasures. In these (among
the regular chests you'll find here), you'll find a Mercury Crest (part of Rikku's Celestial Weapon), two MegaPotions, three Megalixirs,two X-Potions, and two Teleport Spheres. Leave this area to the northwest.

Home, Sweet Home

TREASURES CHECKLIST
[_] Al Bhed Primer Vol. XIX
[_] Al Bhed Potion x6
[_] 10,000 Gil
LOCAL ENEMY BESTIARY
Monster Name

Ma

Bomb
Chimera
Dual Horn
Evil Eye
Guado Guardian

2,200
9,000
3,795
430
2,600

Outside: As you arrive at the Home of the Al Bhed, go west and grab Al Bhed Primer Vol. XIX. Approach the
entrance; be sure to examine one of the dead bodies on the way for two Hi-Potions. (FFVII all over again: Cids and
dead bodies with items all over the place. =/) Enter the building.
Entrance: Inside, you'll end up in a battle. After, go east and through the door for another battle.
Main Corridor: After the battles, grab the four Al Bhed Potions behind, then use the southern stairs. Go into the
room on the left.
Living Quarters: After the fight, go to the chest. (I'm marking it in bold not to emphasize, but because the result is
variable.) You'll basically have nine options to choose from: in order, a Bomb battle, Elixir, Hi-Potion, Mega-Potion,
Soft, Chimera battle, Potion, Remedy, and Evil Eye battle. After getting your probable Elixir (=P), examine the other
chest. There, pick the second option of the third row, the third option in the second row, and then the second option of
the second row for a Friend Sphere. Get the Al Bhed Primer Vol. XX to the right of the chest, then leave the room.
Go downstairs and forward to find six Al Bhed Potions, then go back and right a little to find Al Bhed Primer Vol.
XXI. Go into the door on the right. After the battle, example the chest on the right and answer the questions with the
third, fourth, second, and first answers to get a Skill Sphere. Now, the other chest presents a math problem. You
have to add the numbers given for the first number, subtract for the second, multiply for the third, and add again for
the final one. For example, given the numbers 5 and 4 for each, the result would be "9" "1" "20" and "9". The numbers
are random, but the operations (written in Al Bhed) are not.
After this, you'll get a Special Sphere. Leave the room and check the door on the left for a battle, then go downstairs
for a Lv. 2 Key Sphere and a Lv. 4 Key Sphere. Go through the door.
Remainxer: After a scene here, snatch up the 10,000 Gil from the chest. Continue along to the airship!

Bevelle

Sectional Flowchart

Aerial Battle!
Landing in Bevelle
Bevelle's Cloister of Trials
Escape the Via Purifico - Yuna

Escape the Via Purifico - Tidus


Leaving Bevelle

Aerial Battle!

TREASURES CHECKLIST
[_] Al Bhed Potion x4
RIN'S ITEM SHOP
Item Name
Ability Distiller
Antidote
Echo Screen
Eye Drops
Grenade
Hi-Potion
Mana Distiller
Phoenix Down
Potion
Power Distiller
Soft
Speed Distiller
RIN'S WEAPON/ARMOR SHOP
Type
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
Armor
Armor
Armor
Armor
Armor

110 Gil
55 Gil
55 Gil
55 Gil
330 Gil
550 Gil
110 Gil
110 Gil
55 Gil
110 Gil
55 Gil
110 Gil

Baroque Sword
Devastator
Ductile Rod
Halberd
Shimmering Blade
Switch Hitter
Variable Mog
Seeker's Armguard
Seeker's Armlet
Seeker's Bangle
Seeker's Bracer
Seeker's Ring

Armor
Armor
LOCAL ENEMY BESTIARY

Seeker's Shield
Seeker's Targe
Monster Name

Bomb
Chimera
Dual Horn
Evil Eye

Max
2,200
9,000
3,795
430

The airship is finally yours! ... Well, not yours to control, but eventually enough. Not to mention it's cool enough to fly
for once rather than walk everywhere. After regaining control on the bridge, speak with everyone and feel free to
explore the ship at your leisure, though note that, as you leave, the ship will be ambushed. Don't forget to speak with
Rin to shop and stuff. Anyhow, go along the linear path in the ship's main hall and you'll eventually reach a deck near
the top. Speak with some of the Al Bhed here for four Al Bhed Potions. Save, then go north of the area to the
elevator to begin battle against the defender of Bevelle.

BOSS - Evrae

Evrae has a number of attacks. Like most enemies, it has a basic physical attack; expect this to hit for 750~1,000
damage. It can also use Poison Breath after a charge-up turn; it hits everyone for some damage and will Poison
everyone, too. These two attacks are only used when the ship is close to Evrae. Stone Gaze can also be used when
close to Petrify. When you're far off, it can use Photon Spray as well, which hits eight random targets; expect to suffer
an average of 500 damage each. At low HP, he'll also use Swooping Scythe (sometimes as a counter) to get close
and hit everyone for ~700 damage. This can also possibly Shatter a Petrified person - that means they're KO'ed and
the slot is completely vacant, so you cannot revive them or switch someone in. o_o;

This battle is fought kind of like that Chocobo Eater one from way back. You can use Trigger Commands to tell Cid to
move the ship to or from the Evrae. When you're close, you can attack any way you want; however, from afar, you
must use ranged attacks (Blitzballs, magic, and the like).
Anyhow... Open the fight by making the ship move away. Once that's done, use this time to buff: Hastega, Protect,
Cheer, Focus, and the like. Use each as much as you need to. If you have two Sphere Distiller-type items, Mix them
with Rikku if you can to throw up Mighty G and speed that up (Haste, Shell, Protect). Buffing should be easy enough.
After, the fight begins. When you're still far off, focus the offense with Wakka, Rikku, and Lulu. Wakka should throw
Blitzballs (Attack) and Lulu should use magic. Her magic won't be very effective (unless you buffed a lot or have
Flare), though; if you have Wakka with Mental Break, that'd be a swell idea. (Or you can wait and let Auron do it.)
After that Break (if applicable), have Wakka try Dark Buster, since there's a 50% chance to blind the Evrae. Rikku isn't
there for offense; rather, she can use Al Bhed Potions for some nice healing. You got a ton of those back in Bikanel,
so you won't have problems with supply: since they heal Poison and Petrification, too, that makes things extra nice.
When she can't do anything ... I dunno, bring in Tidus for Cheer? Also note that Cid will fire 12 missiles at Evrae every
now and then when far off, th+ree times total, each for about 2,000~2,500 damage total. Nice.
By the time you pass half-HP, Evrae will Haste itself and likely use Swooping Scythe soon, basically forcing you to
bring out the physical offense, likely Tidus and Auron in lieu of Wakka and Lulu. Keep in Rikku, though, for healing. If
you have someone with Dispel (probably Yuna >_<), have them Dispel the Evrae's Haste when you can to slow
things down. (Alternatively, you can Reflect one of your allies and also Evrae, then have Slow bounce off the
Reflected ally. The Evrae WILL counter this with a self-Haste, which would then bounce off of Reflect and ... heh. It's
risky, though, since the character in question may need something beyond an Al Bhed Potion like a decent
Cura/Curaga.)
As for the offense itself in close-quarters, Armor Break works well enough, and Power Break can manage to get rid of
those attacks from the Darkness'd Evrae that do hit. Tidus can stick to simple physicals or further buffing of Auron
with Cheer, and Rikku, again, to Al Bhed Potions. That's about it; this boss is actually quite easy with the healing kept
up and sufficient starting buffs.

Landing in Bevelle

LOCAL ENEMY BESTIARY


Monster Name
Warrior Monk (flamethrower)
Warrior Monk (gun)
YAT-99
YKT-63
After that epic entrance into Bevelle, you'll be forced to fight your way through a number of enemies. There's nothing
special about any of the fights you deal with, but be sure to not leave the YKT-63 unit for last in any battle or it can
Thrust Kick your party members off the field irreplacably, which is not a good thing. Otherwise, the general strategy in
each is to have Rikku throw up some Al Bhed Potions to heal while your best physical and magical units tear the

1,40
1,40
2,70
4,20

remainder up. Nothin' special, as I said. (NulBlaze is very effective here against the flame-throwing Monks, but it's
really only viable to those with the Expert Sphere Grid.)
At the end of the path, you'll end up being taken into the Cloister.

Bevelle's Cloister of Trials

TREASURES CHECKLIST
[_] Al Bhed Primer Vol. XXII
When you arrive and regain control, examine the nearby terminal to ride the stairs to the bottom. After a brief scene,
head into the next area and get the Al Bhed Primer Vol. XXII from the ground, then save and continue into the
Cloister proper.
In Bevelle, you'll basically move around on glyphs atop some kind of electromagnetic current. They move
automatically in a set direction, but you can choose where to go at the junctions. To do so, you will need to press X
while the glyph at the intersection glows, pointing in the desired direction. So long as you make a map or something,
you ought to be fine. Or you can follow my FAQ. Anyhow, I tell you this now because it doesn't easily stop, and it's
hard to look back and forth between an FAQ and the game.
Begin by examining the nearby pedestal to make a glyph platform and ride it to the intersection. Go right there, then
grab the Bevelle Sphere at the end of the path. (It will not be on the pedestal; it's the one you just reached.) Grab it
and put it, too, on the pedestal, then push the pedestal back into the current. Ride it and you'll make a right at the
next junction automatically, but need to take another right manually. Once you do, put a Bevelle Sphere into the
nearby recess.
Push the pedestal onto the current again and ride it for a loop back to the start. Go straight for the first intersection,
and left at the second, then take the Bevelle Sphere from the wall and put it on the pedestal. Return into the current
and loop back to the start. Go right at the first fork and left at the next. Go straight at the next two and, at the final
junction of this "floor", go right. Put a Bevelle Sphere into the recess on the wall, then return the pedestal into the
current. Loop back to the start.
Go right at the second intersection next (discounting the one you begin with) and you'll find a Glyph Sphere. Grab it,
put it on the pedestal, and return into the current. Continue to the next junction and take a right (even though your
GPS likely says left =P). Run across the solid path to the glyph, where you should place your newly-found Glyph
Sphere to find a Destruction Sphere. Take it and put it on the pedestal.
Yet again, push the pedestal into the current and loop to the start, then take a right at the second intersection so you
can place the Destruction Sphere where the Glyph Sphere started at. Go into the current and take the next right, then
snatch up the Bevelle Sphere you put here earlier. Place it on the pedestal and use the current to make another loop.
Go right at the first intersection (discounting the starting one). Push the pedestal across when you land so you can
move further. ... Anyhow.

After landing, take a Bevelle Sphere from the pedestal and go upstairs. At the top, open the chest for an HP Sphere.
Step on the sparkling floor panel nearby to get your pedestal as well; push the pedestal into the current to the left to
get the chest with the Knight Lance.

Escape the Via Purifico - Yuna

TREASURES CHECKLIST
[_] Mega-Potion
LOCAL ENEMY BESTIARY

[_] White Magic


Monster Name

Aqua Flan
Bat Eye
Cave Iguion
Maze Larva
Sahagin
Swamp Mafdet

Max HP
2,025
380
550
2,222
1,380
850

After all that in the Cloister, there will be some scenes in which only the expected occurs. (Well, other than
executions, sadly. T_T) You'll be taken into the Via Purifico and control initially just Yuna. Yuna is now in control of the
most powerful non-optional Aeon in the game, Bahamut - while not truly the strongest (*drools over Magus Sisters*),
he can break the damage limit of 9,999, so, yeah...
Anyhow, when you regain control, save the game. Be careful in the random encounters here; you don't want Yuna to
get too hurt, so she'll be relying on running or Aeons in those, and those Aeons are going to become CRUCIAL in
about ten minutes. Go east at the fork and, then go north there to find Kimahri. There is also a Mega-Potion chest
here. After grabbing it, go north along the path to find Auron and a Save Sphere. Go west from there, then south at
the fork. Once you eventually reach the open area, go along the small hall to the east to find Lulu. Also open the
chest behind her for a White Magic Sphere, then go to the southwest corner for an Elixir.
Examine the glyph amongst the rubble to warp, then go north and east at the fork to find the start again. Save if you
want. Go north now past the glyph in the ground, then go down a hall to the east to find a Black Magic Sphere. Step
on the glyph to move the warp panel; go west, north, and west to find a warp glyph with a moving pointer. When it
points west, step on it to find a Lucid Ring and a Skill Sphere. Go east to find a 10,000-Gil chest, then warp back.
Go east at the fork to the Save Sphere. Save, then go north to find Isaaru.
And he ain't happy.

BOSS - Isaaru's Aeons: Grothia (Ifrit), Pterya (Valefor), and Spathi (Bahamut)

Isaaru will fight using only his Aeons, and he will only use three: his Ifrit, Valefor, and Bahamut, named Grothia,
Pterya, and Spathi, respectively. Only one will be used at a time, and their offenses can be expected. Grothia can use
a basic physical, Meteor Strike (delays), Fira, and Hellfire for an overdrive. Pterya can use a basic physical, Sonic
Wings (delay), and Energy Ray for its overdrive. Finally, Spathi just uses Mega Flare - it's overdrive - every five turns.
Grothia's and Pterya's attacks are pretty expected in their damage range, usually 500~1,250 - it's dependent on your
Aeons' stats, Yuna's stats (trust me on that), elemental affinities, and the like.
ALSO, TAKE EXTREME CARE THAT YUNA CAN BE HIT IN THIS BOSS FIGHT! Yes, Yuna can be hit by Isaaru's
Aeons, and that is brutal on her if you followed typical tradition on your Sphere Grid (i.e. made her a healer). This is
mostly when an Aeon is killed and the opponent is fast enough to get in a turn before Yuna can re-Summon. It's
nasty, to say the least, especially if it's an overdrive. And, since she's alone in this fight ... *Pac-Man dying noise*
Anyhow, Isaaru opens with Grothia, which will be the easiest of the three. It tends to arrive with a full Overdrive, so
expect Hellfire on the first turn. If you have NulBlaze on anyone, great, use them. Otherwise, DON'T bring in Shiva
and simply Shield, then attack: your offense ought to be mostly just "-ra" magic or Attack. This Aeon (probably
Valefor) will likely die, so bring in Shiva to counter to settle the rest.
Next comes Pterya, a rather cool name for Valefor. Don't waste any Overdrives here, but bringing in someone other
than Shiva is a good idea. Bahamut works nicely; besides, you can't use this mighty Aeon in the next fight, so why not
get in some practice, eh? Not much to say in the way of offense, though - blast 'em with all you got, Shield before
Overdrives, etc.
Spathi is the nasty one of the bunch. All it will do is sit there and wait until its Overdrive gauge is full in five turns, then
blast you with Mega Flare for well over 5,000 damage, which will likely one-hit your Aeons. Counter by bringing in
anyone with an Overdrive, but don't use it immediately; rather, keep up a simple offense of Attack or a "-ra" spell.
(The delay-inducing attacks slow you down slightly, too, and since Bahamut is immune to Delay, don't bother.) Use
Overdrives as soon as possible, though, and be sure to Shield before Mega Flare - you might survive! =O If you do,
heal up and keep battering Spathi.
It's mostly the kind of boss battle where you have to come in wielding Overdrives on all your Aeons, and maybe even
a Grand Summon from Yuna. ... That, or some way to induce Doom (kills in five turns here), but that's unlikely to
happen anytime soon. =P

That's basically it before you get control of Tidus.

Escape the Via Purifico - Tidus

TREASURES CHECKLIST
[_] Avenger
CHEST'S ITEM SHOP
Item Name
Ability Distiller
Antidote
Echo Screen
Eye Drops
Hi-Potion
Mana Distiller
Phoenix Down
Potion
Power Distiller
Soft
Speed Distiller
LOCAL ENEMY BESTIARY

100 Gil
50 Gil
50 Gil
50 Gil
500 Gil
100 Gil
100 Gil
50 Gil
100 Gil
50 Gil
100 Gil
Monster Name

Octopus
Phlegyas
Remora
Sahagin

4,500
1,680
3,000
380

Wanna go for a swim? =P


In any case, here you'll take control of Tidus, Rikku, and Wakka, just 'cuz. Save when you gain control and use the
nearby chest as a shop (WTF?), then go east and into the larger area. As you continue along, you'll have another
Save Point. Guess what's beyond?
It ain't no Magikarp.

BOSS - Evrae Altana

Evrae's offense is a lot more compact this time. It can use a basic physical, Photon Spray (remember, 8 randomtarget attacks?), and Stone Gaze (Petrify).
Anyhow, remember what I said earlier about this "ain't no Magikarp?" Scratch that. At least Magikarp can last a while
in Pokmon. =P If you have Sensor on your weapons, you can quickly tell that the boss is a Zombie. You know what
that means? Two Phoenix Downs or two X-Potions will kill this boss outright! X-Potions are more likely to hit than
Phoenix Downs, so you may want to use those in desperation, but they're also more valuable.
After the battle, backtrack to the Save Point (since some poor person probably got hurt), then go along the path
northward. Be sure to loot the ground-level chests for the Avenger andRematch weapons - these are hugely
valuable due to their abilities, Counterattack and Evade & Counter, respectively. ^_^;

Leaving Bevelle

O'AKA'S ITEM SHOP


Item Name
Ability Distiller
Antidote
Echo Screen
Eye Drops
Hi-Potion
Mana Distiller
Phoenix Down
Potion

100 Gil
50 Gil
50 Gil
50 Gil
500 Gil
100 Gil
100 Gil
50 Gil

Power Distiller
Soft
Speed Distiller
LOCAL ENEMY BESTIARY

100 Gil
50 Gil
100 Gil
Monster Name

Warrior Monk (flamethrower)


Warrior Monk (gun)
YAT-99
YKT-63
So, the party has reunited and we're on the Highbridge. Speak with the conveniently-located O'aka to grab some
items, and grind around here if you want, but there aren't too many features here worth note. Save, then go north and
battle the oh-so-sexy Seymour.
... *vomits*
Sorry, gotta make terrible jokes every now and then. >_> <_<

BOSS - Seymour Natus


The asterisk beside the Mortibody's HP is used to note that it is not always 4,000 HP. When killed, it absorbs HP from
Seymour to regain it. It will have 4,000 twice, 3,000, 2,000, then 1,000 from there on out. Just saying.

BOSS ANALYSIS: Seymour's offense will change throughout the battle. Early on, he'll stick to Multi-Blizzara, MultiThundara, Multi-Watera, and Multi-Fira, in that order, to hit two characters per turn for around 1,250 elemental
damage. At the same time, the Mortibody will stick to Blizzard, Thunder, Water, and Fire, in that order. This phase
lasts while Seymour is between 36,000 and 24,000 HP usually. Basically, consider the Mortibody as a foreteller of
what Seymour will use.

1,40
1,40
2,70
4,20

From 24,000 to 12,000 HP, things become a lot simpler. Seymour opens with a Protect before going into only Break
(petrifies you). To combo this, the Mortibody will use Shattering Claw every turn. This can damage, and if petrified,
your character is immediately killed, cannot be revived, and no character comes into their slot (imagine it like
Eject). THIS IS BAD. Well, obviously. >_> Anyhow, hope you have some Softs!
From 12,000 HP down, the Mortibody relies on Cures, and Seymour on Flare (1,500+ non-elemental damage).
Counterattack-wise, you'll only see them from the Mortibody, and only in the case of Desperado. Desperado is used if
all three characters have the same positive status. For example, three characters have Haste, or three have Shell, or
the like. It will NOT activate if, say, two characters have Protect and the third one has Haste, or if two characters have
Haste and two have Shell (one being double-statused). It hits lightly, but can remove those statuses. You can also
have Seymour use Banish one turn after an Aeon is brought into play.

MAIN STRATEGY: This is the main strategy you can expect to use in this fight. You'll probably want to open simply.
Bring in Yuna and have her cyclically throw up NulFrost, NulShock, NulTide, and NulBlaze, in that order, to deal with
the occurence of Seymour's elemental spells. If you have Reflect, use that on two characters (remember Desperado!)
instead and simply heal the third one as time goes on. When she doesn't have anything to do, have her heal or
induce Shell. Remember, only Shell two people or you'll risk Desperado! The other two units? You can have them
probably just outright attack in any way you prefer. Hasting Tidus and Yuna works pretty nicely, or at least Yuna and
someone (since she's likely the main healer).
When the 24,000 HP mark comes close, think about something. Try killing the Mortibody instead - if you do that,
Seymour crosses 24,000 HP, loses 4,000 more (that's how the Mortibody revives the first time), and won't cast
Protect. This is easily done with an Aeon's Overdrive. Bahamut, for example, can hit around 6,000 each with little
problem, meaning 10,000 to Seymour (6,000+4,000). Granted, the Aeon will be Banished, but whatever. You can also
just simply cross the 24,000 HP line, have Seymour cast Protect, then Dispel it yourself (or have Ixion use
Aerospark).
Anyhow, second phase battle strategy: Seymour petrifies you and Mortibody kills you in near-perfect sync. Here, the
key is to have as many turns as possible between the petrification and the shattering. Switch Yuna out for Rikku;
there's no point in healing, so Rikku is probably best for the Al Bhed Potion, since it cures petrification and heals
1,000 HP for the whole party. (Shattering Claw still hurts, even if it doesn't shatter.) Other than that, maintain the
offense.
Once the third phase rolls around, things get ... difficult. Flare is a pretty nasty spell to be hit with; 1,500+ damage is a
bad day for that spell. There's also the fact that Mortibody Curas Seymouur. You can try to put Reflect on Seymour to
bounce the Cura onto you (or at least Shell to weaken it if you lack Reflect). Flare is a different problem: you have to
Reflect two of your characters and hope to Yevon the 2:1 odds work in your favor that the remaining person isn't hurt.
Luckily, Flare makes Seymour slightly slower, so it's a bit easier than you think. The offense should be mostly outright
blasting stuff.

ALTERNATIVE STRATEGY - POISON: This is a pretty simple strategy. Seymour is able to be Poisoned through Bio,
Poisontouch/strike, the Poison Fang item, and other expected means. It only is induced half the time, but it can hit,
and with each turn that passes, Seymour will lose 4% of his HP (1,440). So, if you can last out 25 turns like that, it's
viable. The catch is that Seymour's offense may still change - but only if you attack him. That's right! Don't attack
Seymour other than the Bio spell and, even past 24,000 or 12,000 HP, his offense remains the Multi-spells. That

means you can keep looping the Nul-elemental spells for 25 turns while someone else heals the damage
that is induced. A passive but completely legitimate strategy.

ALTERNATIVE STRATEGY - OVERDRIVES EN MASSE: Due to the nature of the Mortibody's HP-sucking way of
staying alive, you can effectively begin to break the damage limit right here, right now, so long as you end up using
attacks that hit both Seymour and the Mortibody. While it's not entirely perfect, and the cap is truly not broken (it's just
sets of sequential damage), this works pretty well. Basically, a common tactic when people have trouble in FFX is to
build up their Overdrives in the field and then unleash them in the battle. Here, do so with your Aeons. They'll get
killed after they move, but they'll still get in some work with an Overdrive: if you exceed 4,000 damage on them,
Mortibody sucks HP from Seymour (first 4,000, then 3,000, then 2,000, then 1,000 forevermore). That makes it pretty
easy for Bahamut to come in and wreck Seymour for over 10,000 HP, and sequential Aeons can do pretty decently,
too, since you have four others! On average, just to Seymour, they'll have to do about 7,200 damage, so you may
have to fight this fight yourself a bit, but the Mortibody can ultimately be Seymour's demise. >:)
Eventually...

The Calm Lands

Sectional Flowchart

A Brief Stint in Macalania


Welcome to the Calm Lands
Remiem Temple
Leaving the Calm Lands

A Brief Stint in Macalania

TREASURES CHECKLIST
[_] Lucid Ring
As hope begins to dwindle, speak with everyone while at the campsite. Go southward after Kimahri, then left at the
Spring. You'll meet with Yuna as some "Suteki Da Ne" plays in the background. After that rather ... expressive

cutscene, go back to the previous area, grab the Lucid Ring, then head to the crossroads. Go west two areas for
a Jecht's Sphere. Go far to the east to find the lands of tranquility. Or something.

Welcome to the Calm Lands

TREASURES CHECKLIST
[_] Aeon's Soul
[_] 30 Power/Speed Sph
RIN'S ITEM SHOP & MONSTER ARENA ITEM SHOP
Item Name
Ability Distiller
100 Gil
Antidote
50 Gil
Clear Sphere
10,000 Gil
Echo Screen
50 Gil
Eye Drops
50 Gil
Hi-Potion
500 Gil
Mana Distiller
100 Gil
Phoenix Down
100 Gil
Potion
50 Gil
Power Distiller
100 Gil
Soft
50 Gil
Speed Distiller
100 Gil
RIN'S WEAPON/ARMOR SHOP - WEST CALM LANDS (note the Buckler: armor normally can't have M
Type
Weapon
Malleable Staff
Weapon
Shapeshifter
Armor
Buckler
Armor
Curative Targe
Armor
Savior Bangle
Armor
White Armguard
Armor
Wizard Bracer
RIN'S WEAPON/ARMOR SHOP - CENTRAL CALM LANDS
Type
E
Weapon
Baroque Sword
Weapon
Devastator
Weapon
Ductile Rod
Weapon
Halberd

Weapon
Shimmering Blade
Weapon
Switch Hitter
Weapon
Variable Mog
Armor
Seeker's Armguard
Armor
Seeker's Armlet
Armor
Seeker's Bangle
Armor
Seeker's Bracer
Armor
Seeker's Ring
Armor
Seeker's Shield
Armor
Seeker's Targe
MONSTER ARENA WEAPON/ARMOR SHOP - EAST CALM LANDS
Type
Weapon
Beastmaster
Weapon
Catcher
Weapon
Herding Staff
Weapon
Iron Grip
Weapon
Taming Spear
Weapon
Taming Sword
Weapon
Trapper Mog
LOCAL ENEMY BESTIARY
Monster Name
Anacondaur
Chimera Brain
Coeurl
Flame Flan
Malboro
Mech Scouter
Nebiros
Ogre
Shred
Skoll

M
5,800
9,800
6,000
1,500
27,000
2,750
700
9,400
1,950
1,000

As you enter the vast Calm Lands (trust me, there's not a lot here, despite the space), head west. As you go through
a scene and down the incline, you'll meet up with Rin. Consider strongly buying the Buckler and Curative Targe. The
Buckler has the Magic Counter ability, normally only reserved for weaponry. While Tidus may not be able to get
a lot of use from it, especially without an Expert Sphere Grid until the very end of the game, it's nice for when you
start filling out his Sphere Grid, regardless of which that may be. The Curative Targe's Auto-Med is simply great since
it auto-heals most ailments that hit you.
Anyhow, head northeast a while to the center of the Calm Lands to a Travel Agency. There, you can battle
Belgemine's Shiva if you want (shouldn't be hard with five Aeons =P). You'll get the Aeon's Soul regardless of a win
or loss; this helpful item allows direct augmentation of an Aeon's stats! You can also get 30 Power Spheres for

winning, or 30 Speed Spheresfor losing. Save in the Agency, and shop if you want. Speak with everyone, too, and
grab the Lv. 2 Key Sphere behind the agency itself.
After, head to the northwestern Calm Lands where you ought to find a lady riding a Chocobo. ("Kweh!" *flutter*) You
can train Chocobos with her; when you do so, at least do the first course properly (it'll teach you how) so you can ride
it. Go to the northwesternmost part of the Calm Lands and you can find Al Bhed Primer Vol. XXIII. Now head to the
far southeast corner of the area and plunder the chests there for 5,000 Gil and 10,000 Gil. (Seems kinda pointless to
put them so close together, but not combine them...) Anyhow, there's also a Chocobo feather on the ground nearby.
Examine it if you want and continue on into Remiem Temple.
Otherwise, far to the north of there in an alcove on the east wall is the Monster Arena. There, you really should NOT
do anything; I'll cover it in a different section (when this FAQ is actually complete). Don't get me wrong; it's very
rewarding, but you can't do much other than the Calm Lands' bit of it right now. Better to wait until we have the airship
and traveling freedom.
Further north from there, we can work on Leaving the Calm Lands.

Remiem Temple

TREASURES CHECKLIST
[_] Al Bhed Primer Vol. XXIV
When you arrive at Remiem Temple, save. I will note that it's a little pointless to bother with what's within the temple
for now. While you can technically work on a new Summon here (and the best one at that), we're far off from being
able to complete the quest. (By the way, it's a super-Belgemine gauntlet. =P) Another section, another time....
The main reason we're here, then? Left of the Save Sphere should be Al Bhed Primer Vol. XXIV. Also nearby should
be a Chocobo! (Dunno why I love those cute li'l birds so much.) If you ride it, you get to do a race. While completely
optional, the rewards are grand enough to warrant covering it now.
In any case, you will be in a race against another Chocobo in a set of winding, ever-smaller circles to the end. If you
win, by definition you get the Cloudy Mirror. (Keep in mind that you cannot hit the poles on the way down.) Nice as
that is, we still can't properly use it for now until we get the Airship and can work on the Celestial Weapons. However,
you can open chests on the way to get other rewards: one chest yields an Elixir, two yields a Megalixir, and three
yields 30 Wings to Discovery! ^_^; You can have Rikku Mix two of these to create the Trio of 9999 item, which
makes every action your party does do 9,999 damage/healing (or more, if it normally would do more).
A brief sidequest, but it's well worth it if you get all three chests. ;)

Leaving the Calm Lands

So, then, you're done with the Calm Lands? Are you done shopping, grinding, beating Belgemine, and riding cute li'l
Chocobos? Then there is not much else to do. From the Calm Lands proper, go north along the far eastern wall and
you'll end up on a bridge near Mt. Gagazet. Save as you prepare to cross it, for as you cross it ...

BOSS - Defender X

BOSS ANALYSIS: Defender X is one of the most annoying bosses you'll probably ever encounter (outside of the
Monster Arena): he hits hard and he takes a lot to bring down ably. Most of his attacks easily hit for 1,750 ~ 2,500
damage, typically enough to 1HKO/2HKO you with ease. It can use Blast Punch, which is just a counterattack that
removes 50% of your HP. It can also use the very powerful Haymaker (expect 3,000 from it) and a basic physical
(~1,500). It can also use Mighty Guard to nullify all elements against it once and to use Protect and Shell. It will also
use Slowga with every five item or magical attacks that hit it.

MAIN STRATEGY: This battle will take a fair bit of buffing to finish properly; start with Tidus, Auron, and Yuna. Tidus
should focus on Hastega, then lots and lots of Cheer for a while to buff up the party's Defense (since all of X's attacks
are physical). Yuna needs to stick to Protect and simply Cura/Curaga thereafter, though she can be nice to Dispel
Mighty Guard. And, finally, Auron is good for Armor Break. (Can't use Power Break due to an immunity. Crap.)
With all this set-up, there's not much left to say. Maintain what you can of it and be sure to revive and heal as soon as
it's needed. With Armor Break in, Tidus will be good at throwing up an offense after those five Cheers, and so will
Auron. (You'll want to stick to a physical offense as to not invoke Slowga. While Blast Punch is not appealing, Yuna
should have ample time to cure it on her last turn before X gets his.) And Yuna's just there to heal and revive. Just
batter him down, and use Aeons if you feel like it. (As a footnote, you can try to have Dark Buster take effect; the
odds are only like 5%, though, so I don't recommend wasting time. However, the benefits are large.)

ALTERNATE STRATEGY - PROVOKE: As it so happens, the use of the Provoke ability creates a huge hole in the
boss's offense. When you use Provoke, Defender X will only use - and ONLY use - Blast Punch on the Provoker.
Blast Punch deals damage equal to 50% of your current HP, rounded down, meaning it can't kill you (1 HP * 0.5 =
0.5, round down = 0, 1-0=1) at all. So long as you don't remove the Provoker from the game somehow (like kill him
yourself, use Summons, or the like), you'll be guaranteed to not lose!

ALTERNATE STRATEGY - TRIO OF 9999: Yeah, expect me to note something like this in every boss for a while...
Anyhow, if you got the 30 Wings to Discovery from Remiem Temple, you are in luck. Mixing two of them together
yields Trio of 9999, turning all actions' effects to 9,999 damage or healing. That includes, for example, Yuna's Pray.
This is a set 9,999 damage - nothing affects it, so... Anyhow, if you have Rikku Mix those two, Tidus can follow with
Blitz Ace or Lulu with a nice Spell Fury of any kind (7+ casts) for a quick win.
After the battle, continue on to Mt. Gagazet. Don't forget the Cavern of the Stolen Fayth if you want a good sidequest!

Mt. Gagazet

Sectional Flowchart

Climbing Mt. Gagazet


Mt. Gagazet Cave

Climbing Mt. Gagazet

TREASURES CHECKLIST
[_] 20,000 Gil
RONSOS' & WANTZ'S ITEM SHOPS

[_] Mega-Potion x2
Item Name

Ability Distiller
Antidote
Echo Screen

100 Gil
50 Gil
50 Gil

Eye Drops
Hi-Potion
Holy Water
Mana Distiller
Phoenix Down
Potion
Power Distiller
Soft
Speed Distiller
RONSOS' WEAPON/ARMOR SHOP
Type
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
Armor
Armor
Armor
Armor
Armor
Armor
Armor
WANTZ'S WEAPON/ARMOR SHOP
Type
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
Armor
Armor
Armor
Armor
Armor
Armor

50 Gil
500 Gil
300 Gil
100 Gil
100 Gil
50 Gil
100 Gil
50 Gil
100 Gil

Baroque Sword
Devastator
Ductile Rod
Shapeshifter
Shiranui
Switch Hitter
Variable Mog
Glorious Armguard
Glorious Armlet
Glorious Bangle
Glorious Bracer
Glorious Ring
Glorious Shield
Glorious Targe

Equipme
Booster Cactuar
Conductor
Double-Edge
Double Penalty
Shimmering Blade
Survivor
Trident
Blessed Bracer
Blessed Ring
Haste Targe
Shell Bangle
Tetra Armguard
Tetra Armlet

Armor
LOCAL ENEMY BESTIARY

Tetra Shield
Monster Name

Achelous
Ahriman
Bandersnatch
Bashura
Grat
Grenade
Grendel
Mandragora
Mech Defender
Mech Leader
Nidhogg

5,100
2,800
1,800
17,000
4,000
7,500
9,500
31,000
8,700
3,700
2,000

Mountain Gate: As you arrive at the snow-covered (and Ronso-covered) Mt. Gagazet, go along the path before you.
Watch the scene as you reach the clearing, then save and continue along the path to meet some ol' buddies.

BOSS - Biran Ronso & Yenke Ronso

Maxim
Maxim
Stre
De
M
Magic
Ag
L
Ev
Acc
Element
Common
Rare Ite
Comm
Rare
AP
Gil
As a brief note, take care the Biran has double Yenke's Strength, and Yenke has double Biran's Magic. They're both
capable of using a variety of Ronso Rages, so be SURE to Lancet each guy a few times for free Overdrives and, in
another sense, free Overdrives. Biran can use Thunder, Blizzard, and Berserk magic, nothing special. His Rages
consist of Bulldoze (single target) and Mighty Guard (NulAll, Protect, Shell). Biran can also be Lanceted for the
Doom, Thrust Kick, and Self-Destruct Rages Yenke uses Haste, but then it's just Rages - Fire Breath (fire to all),

Bulldoze (single target), Aqua Breath (water to all), and White Wind (heals party for HP equal to the user's). He also
should have a Stone Breath Rage, although he doesn't ever use the move (thank Yevon).
They have a set patthern of moves, too! Biran uses Thunder, Bulldoze, Blizzard, Bulldoze, and loops. Yenke uses
Fire Breath, Bulldoze, Aqua Breath, Bulldoze, and loops. At under 25% HP, Biran will cast Mighty Guard, and Yenke
will use White Wind; that's the only time they'll use them. Once their partner is dead, Biran uses Berserk (so he just
Attacks) while Yenke uses Haste.
The strategy is pretty simple, though I do find it odd how they force Biran and Yenke to be weaker when Kimahri is.
It's like Square expected you to not use Kimahri at all. =/ Anyhow, you'll be fighting with just Kimahri. For the most
part, you'll want to open your offense with Lancet and Overdrives, especially Mighty Guard if you can get it (thus, start
on Biran). When it comes to using the Overdrives you Lancet, remember you don't have to use the Lanceted one
(and don't use Self-Destruct or you'll have a Game Over). Use whatever you want, and especially go for the Breaths
when the enemies are together.
Overall, it's a pretty easy battle. Keep in mind these two are suspectible to the Doom Rage, which kills in 20 turns
here. It's a while, but it's something to do if you're at a lower level and having trouble breaking those relatively high
Defenses.
Speak with one of the Ronso nearby for a shop if you want, Save at the Save Sphere, then continue north an area.
Mountain Trail: As you go along the linear trail, stick to the right side for a bit and you'll eventually hit a ramp to the
stone part of the path; you can go to the end to find a 20,000-Gilchest! ^_^ Go to the west side for another scene,
then go to the northwest and behind some rocks (you should see a small path on the minimap) to find a semi-visible
chest for two Mega-Potions. Continue along the linear path for a while.
Eventually, you'll come to an "A"-shaped fork (without the middle line in the "A"); go northwest along the thin path to
find Braska's Sphere at the end. This should be able to get Auron Banishing Blade if you've gotten every sphere up
to this point, too! ^_^ Go south and along the ever-linear path. At the stone object, examine it for a scene if you
desire, then go west from it along the roundabout path to a Defending Bracer. Go northeast next and speak with
Wantz, who's basically taking O'aka's place for now. (Good, his voice kinda annoyed me.) From him, you'll definitely
want to buy Lulu's Booster Cactuar (if you can afford it: it literally more than doubles magic damage) and Rikku's
Survivor (again, if you can: Alchemy is awesome); they're quite useful, clearly. You may also want the Blessed Ring
and Bracer since the next fight has some Zombies to content with, though you should be able to also just buy Holy
Waters and customize Zombie Ward/Proof onto your armor.
Shopping spree aside, go past Wantz along the path for a bit. Look at the minimap as you continue; you should see a
hook-like path to the south; run along it for a Lv. 4 Key Sphereand an HP Sphere. Return to the main path and
continue west to the gravestone. Examine it if you want, then contniue along the path to the Save
Sphere. SAVE RIGHT NOW - quite possibly the hardest boss of the game is dead ahead!! Continue along and...

BOSS - Seymour Flux


The asterisk beside the Mortiorchis's HP is used to note that it is not always 4,000 HP. When killed, it absorbs HP
from Seymour to regain it. It will have 4,000 twice, 3,000, 2,000, then 1,000 from there on out. Just saying.

BOSS ANALYSES: Yet again, these two will attack in a specific order, depending on Seymour's HP.
70,000 - 52,500 HP:
o Seymour: Lance of Atrophy. This does some 500~600 damage and induces Zombie. Heal the
status ASAP.
o Mortiorchis: Full-Life. This will target a Zombie, and will kill them without Reflect on them. In theory,
you could kill the Zombie first and then have then be Full-Lifed to full HP, but it is pure theory.
o Seymour: Lance of Atrophy. Same as before.
o Mortiorchis: Full-Life. Same as before.
o Seymour: Dispel. Probably to get rid of Reflect, but also removes good statuses. Nothing you can
do about it.
o Mortiorchis: Cross Cleave. It hits everyone for 1,500~2,500 damage, so that's bad, especially if you
have Zombie on ... Uh-oh.
o Loop from here.
o If one of them gets two consecutive turns (when considering the enemy party only), the second turn
will have nothing occur.
52,500 - 35,000 HP:
o Seymour will open with Protect. Only time he uses it, and it halves physical damage. Dispel it.
o Loop of the previous phase - the only difference was Protect, which is only used after crossing
52,500 HP.
o If one of them gets two consecutive turns (when considering the enemy party only), the second turn
will have nothing occur.

35,000 - 0 HP:
o Seymour: Reflect. You'll get why in a moment.
o Mortiorchis: Triggers "Auto-Attack mode". Does nothing but signify the coming of Total Annihilation.
o Seymour: Flare on himself; expect ~2,500 damage from this. Since he is Reflected, it bounces off
to you ... unless you Dispel!
o Mortiorchis: "Ready to annihilate"
o Seymour: "Watches ... and waits"
o Mortiorchis: Total Annihilation. It is a single attack to all, then 6~8 random-target hits, then another
attack to all. Expect easily 3,500+ magical damage from this; be sure to Shell beforehand!
o Seymour: Self-Flare again.
o Mortiorchis: "Ready to annihilate"
o Seymour: Reflect if you Dispelled it; otherwise "Watches ... and waits"
o Mortiorchis: Total Annihilation again
o It loops from the previous Self-Flare after this point.
o If one of them gets two consecutive turns (when considering the enemy party only), the second turn
will have nothing occur.
Counterattacks:
o Seymour: Counters with Banish one turn after an Aeon arrives.
o Mortiorchis: Counters with Slowga when you use a Delaying attack or try to induce Slow. However,
if you kill it with Delay Attack or Delay Buster, it won't counter with Slowga.

MAIN STRATEGY: So, yeah, welcome to FFX hell. By far the hardest boss of the game, even exceeding some of the
Monster Arena in difficulty (I'm NOT kidding), Seymour is a major threat that you will likely lose against at least once.
When you begin, you'll want to open up with a lot of support. Kimahri should be in for Mighty Guard (or have Rikku
Mix a Distiller and a Curtain for Mighty G - same thing). Tidus needs to dole out some Hastega as well while Yuna
works on Reflect.
After this, switch out Kimahri/Rikku for Auron and Yuna for Rikku. Auron is great at maintaining an offense, while
Rikku - especially with the Survivor weapon with Alchemy you could've gotten from Wantz (doubles items'
effectiveness) - can heal through the Reflect via Al Bhed Potions. She'll serve as the main healer for this fight, using
Phoenix Downs (KO), Holy Waters (Zombie), or the like. Unless you beat the first two phases in record time, be sure
to switch her out regularly for Yuna to induce more Reflect. Reflect, in case you can't tell, is used to bounce back that
annoying Full-Life; we have to heal through that with Al Bhed Potions, but first go for healing. And, since that turn
healing Zombie is ... well, a turn, that's why I recommended getting Zombie Ward/Proof armors earlier.

Anyhow, offense. Initially, swap out Tidus for Wakka just after the Hastega, who ought to have Silence Buster by now.
Seymour is suspectible to Silence, though only at a 50% rate - once Seymour is Silenced, Dispel goes away. Flare
also may, but we'll worry about that later. Have Tidus back in and start he and Auron whacking at Seymour while
Rikku heals what's needed or is swapped for Yuna to reinstill Reflect (if you didn't get Silence in before it). Keep a
track of what the enemies do; you CAN predict when the deadly Cross Cleave will come, and you can thusly Defend
before it, reducing the damage to 1/4 (with Mighty G in effect), which is closer to 400~750.
Keep this up through the second phase; just be sure to make Yuna Dispel his Protect when it arrives.
After crossing 50% HP, we get some trouble. If Silence is still not there, Seymour will Reflect himself, then begin
bouncing Flare off himself to deal with any Reflect you may have. Whoever gets the first turn between Reflect and
Flare, whatever the situation, needs to swap out for Yuna to use Dispel on him; he'll hit himself with Flare! Be sure to
keep out your Mighty G'd party after this, though, or at least a Shelled one - eventually, Total Annihilation will occur,
and that'll be heavy, easily 1,750+ under Shell (and approaching 4,000 without). You, in theory, could send out an
Aeon as cannon fodder for it if you're worried; they'll go away the next turn, but whatever.
Just keep getting rid of his Reflect and attacking when you can and eventually he'll go down...

ALTERNATE STRATEGY - POISON: Yup, it looks like Seymour still has the possibility to be poisoned. The odds of it
here are about 10%, though - it would be best to induce it with Bio Fury from Lulu, but otherwise you will have to run
with Poisontouch/strike weaponry or Poison Fangs. Eventually, he WILL be poisoned; the Poison removes 2% of his
HP (1,400) each turn, meaning he'll die in 50 turns. For that time, throw up a passive offense - in other words, just
heal everyone, throw up self-buffs, et cetera. It will be a bit difficult to deal with, though, since you'll be dealing with
the Lance of Atrophy/Full-Life combo the whole time (so long as you do not attack him - it's better than Flare/Total
Annihilation).

ALTERNATE STRATEGY - AEON OVERDRIVES: This strategy is not that effective, mind you. It's mostly good for
those who have no problem with the Lance/Full-Life combo, but have trouble with Total Annihilation. You probably
only have five Aeons (Valefor, Ifrit, Ixion, Shiva, Bahamut) at this point. Even if you hit the damage cap on each, you'd
only eliminate 60,995 HP, and that's assuming you kill Mortiorchis each time - and you only have that one turn, so you
have to make it count. However, then again, think about it - the opening half of the battle is relatively easy. If you can
manage to get Seymour down to below 50,000 HP or so (or preferably just above 35,000 to avoid Total Annihilation
totally), you have a legitimate shot at using five Overdrives in a row and winning outright.
How does this work? Simply build up your Aeon's Overdrives before the fight and fight as you would normally through
the first half. Around 35,000 HP or the time the Mortiorchis opens auto-attack mode, bring out Yuna and start
Summoning each Aeon sequentially (and in descending order of power, for the sake of effectiveness), having each
use their Overdrive before being Banished. Hopefully, you'll win. 35,000 HP is definitely within the range of five
Aeons' Overdrives, after all, each having to only hit for about 5,000 damage, and that's not including the damage
Mortiorchis does to Seymour to heal itself upon its death.

ALTERNATIVE STRATEGY - TRIO OF 9999: If you got the 30 Wings to Discovery from Remiem Temple, you are in
luck. Mixing two of them with Rikku together yields Trio of 9999, turning all actions' effects to 9,999 damage or
healing. That includes, for example, Yuna's Pray. This is a set 9,999 damage - nothing affects it, so Fire is just as
good as Ultima, for example. Anyhow, if you have Rikku Mix those two, Tidus can follow with Blitz Ace or Lulu with a

nice Spell Fury of any kind (8+ casts) for a quick win. Or you can simply maintain a very basic Hasted offense - I
mean, eight hits is not a lot.
Congratulations on beating that boss. Here's a cookie.
Anyhow, after the scene, continue around the precipice to the other side. As you go down the pillared path, grab
the Saturn Crest from behind one of them, then continue on.

Mt. Gagazet Cave

TREASURES CHECKLIST
[_] Lv. 1 Key Sphere
LOCAL ENEMY BESTIARY
Monster Name
Achelous
Ahriman
Behemoth
Dark Flan
Maelspike
Splasher (1)
Splasher (2)
Splasher (3)

Max H
5,100
2,800
23,000
12,800
10,000
200
400
600

Once inside the Cave, reach the Save Sphere and save. (You do NOT want to fight Seymour Flux again. >_<;) We'll
be using the Save Sphere as a hub for a while since the Gagazet Cave can be a little confusing, so expect to go back
here a lot for the sake of navigational simplicity. Go northwest from there to a lake of water; go into it. (Note that you'll
only control Tidus, Wakka, and Rikku at this point.) Go along the path to an object with some kind of barrier rotating
around it. Time your button press right so that Wakka sends his Blitzball between the two barriers' gaps to hit the
switch. Get the chest that appears for a Lv. 1 Key Sphere, then return to the Save Sphere.
From there, go northeast and left at the next fork. Swim along the lake to another ... thing. Basically, you need to
make the characters look at the circles that basically are close to their size: Rikku for green, Tidus for blue, and
Wakka for orange. (It mirrors their Sphere Grid colors, too.) Open the chest that appears for a Fortune Sphere, then
return to the Save Sphere.
Go northeast from the Sphere and then right at the fork to find two more chests, a Recovery Ring and a Return
Sphere. Backtrack to the Save Sphere.
From the Sphere, go northwest and along the small path to the right to find a Pep Talk. Go northeast of the Save
Sphere again and go left at the fork, then go left at the next fork. Save as you go outside because ... well, you have
another boss to fight. Though the boss looks cool!

BOSS - Sanctuary Keeper

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: It's always nice to have bosses with patterned movesets! ^_^
o Photon Wings - Damage to all characters, about 750~1,000. This also inflicts a variety of ailments:
Curse, Confusion, Sleep, Silence, and Darkness - the latter three will last for three turns if
uncured, but the other two will keep going until healed. Only thing you can do about this is a
bunch of healing, or Proof Armors.
o Attack - Not much to say. Expect around 1,000 damage from this.
o Attack - Again.
o Mana Breath - High magical damage (~3,000) to a single character. Use Shell.
o Curaga, Protect, Regen, or Esuna - All of these go against the boss, basically as self-buffs. The
earlier you can set up Reflect on him, the better. It mostly depends on what he has: Armor
Breaking him causes Protect, and other ailments cause Esuna.
o Curaga, Protect, Regen, or Esuna - Same as above.
o Tail Sweep (500~1,000 to all) can be used at random, by the way. It will remove Haste and induce a
Delay.

MAIN STRATEGY: You'll want to prepare for a long battle in this one. For the most part, you want to have everyone's
Overdrives already full and the same for your Aeons. Why? Photon Wings - the boss's first move - induces Curse,
preventing Overdrives effectively.

On the first turn of the battle, have Yuna OUT of the party so your faster units can switch to her and Summon
someone. I don't care who, just use them as cannon fodder for Photon Wings since you likely don't have Curseproof
or Ribbon on your Armor. The Aeon will suffer from Curse, though, which is why I recommend using up their
Overdrive, suffering the Wings, and then switching them out - you want that cannon fodder to stay around for a while.
Be sure to summon a different Aeon on later turns when you need cannon fodder (more Overdrives), after which
you'll just have to repeat-Summon, which doesn't really matter. Better than getting Confused.
Once you're back, it's time to cast Reflect on the Keeper - this will keep it from using spells on itself later down the
road. It will eventually Reflect you as well, so either switch that person out or Dispel it. Trust me, you do not want
Curaga or Regen on that thing. You'll probably want to open with a few other buffs: Hastega and Mighty G(uard)
come to mind, mostly. Keep up a pretty heavy offense after that, but there's little point in specializing in anything.
You may be able to hit with Darkness (Dark Buster), but the odds are like ... 1%. Beyond that, heal and send in
cannon fodder when needed.

ALTERNATE STRATEGY - POISON: As with a few more recent bosses *cough*Flux*cough*, the Sanctuary Keeper
is suspectible to the Poison ailment with around a 10% success rate. You can induce it preferably through Bio Fury, or
just Bio, Poisontouch, Poisonstrike, and Poison Fangs. Once induced, the boss loses 5% of its HP (2,000) per turn,
causing death in 20 turns. From there on out, all you really need to do is heal any sustained damage and send out
Aeon cannon fodder for Photon Wings.
... But there's a slight problem: the boss can use Esuna on itself! Oh noes! What will we ever do!? ... It's a good thing
the boss usually only gets one turn for your three or four, then! As it so happens, you can also induce a Stat Break
upon it - Power, Armor or Magic Break, specifically, which succeed half of the time. When the boss reaches those
curative stages on its fifth/sixth turns of the loop, it will favor the removal of Breaks over other ailments. Problem is, it
will only bother with Armor Break, and do so by casting Protect, not Esuna.
Anyhow, what does this mean? In addition to your passive offense after the induction of Poison (i.e. healing), you
need someone to be constantly using Armor Break (preferably whilst under Haste for extra turns) so that they can
inflict it (and some damage) to force the boss to not cure Poison. After this, since Protect is already up, you have to
Dispel it (and Armor Break, coincidentally), and reintroduce Armor Break. In doing so, the Poison damage will
continue on and on. >:)

ALTERNATIVE STRATEGY - TRIO OF 9999: If you got the 30 Wings to Discovery from Remiem Temple, you are in
luck. Mixing two of them with Rikku together yields Trio of 9999, turning all actions' effects to 9,999 damage or
healing. That includes, for example, Yuna's Pray. This is a set 9,999 damage - nothing affects it, so Fire is just as
good as Ultima, for example. Anyhow, if you have Rikku Mix those two, Tidus can follow with Slice & Dice or Blitz Ace,
or Lulu with a nice Spell Fury of any kind. Overall, you'll need five hits, so if you don't want to use Overdrives, a very
basic offense also suffices.
After the battle, go along the path for a scene and pick up the sphere therafter. Continue on...

Zanarkand

Sectional Flowchart

Zanarkand, 1,000 Years Later


Zanarkand's Cloister of Trials
Battling for the Fayth
Departure

Zanarkand, 1,000 Years Later

TREASURES CHECKLIST
[_] Fortune Sphere
LOCAL ENEMY BESTIARY
Monster Name
Ahriman
Bashura
Behemoth
Dark Flan
Defender Z
Fallen Monk (rifle)
Fallen Monk (flamethrower)
Grendel
Mandragora
YAT-97
YKT-11
Zanarkand Ruins: Go along the linear path for a bit. There will be a familiar scene as you progress to the next area.
Zanarkand Ruins: Overpass: Save after that scene and follow the party to the Overpass. Go along the path for a
while; as you go around the left bend, look for the Fortune Spherechest. In the next area, there will be a scene. As
you go along the linear thereafter, look for a small "lump" on the minimap where you can find a Spiritual Targe.
Continue along.
Dome: Save and enter.
Dome: Interior: Go along the path for a bit, descending ever-deeper. As you go beneath an overpass and just past it,
go east and along the path there heading back the way you came along the overpass; you'll get 10,000 Gil at the

2,800
17,000
23,000
12,800
42,300
3,300
3,300
9,500
31,000
3,700
6,200

end. Return to the ground and follow the path for a while more to a Save Sphere. Continue walking on past there to a
fork. If you go east, you'll find a Friend Sphere. Grab it, then go along the other branch. As you go along, a bunch of
spirits will pass by; at that point, look for a southwestbound path on the other side of the bridge at the end of which
you'll find a Lv. 3 Key Sphere. Return to the mani path and keep going.
Dome: Corridor: As you go along the hall here, stick along the right side and you can get a Luck Sphere. Continue
up to the Save Sphere, then into the Cloister.

Zanarkand's Cloister of Trials

NOTE
In case some of you are unaware, every Cloister thus far has had something to do with a single Destruction Sphere.
This is no coincidence, especially if you plan on getting a certain Aeon from the Baaj Temple after the game gives you
the airship. At the moment, Zanarkand will not yield a Destruction Sphere - it will LATER, just not now, and you will
need it for the Aeon. In any case, if you are coming looking for how to get that Destruction Sphere, you must come
back after grabbing the airship; the details for it are just above the section divider for Battling for the Fayth.

TREASURES CHECKLIST
[_] Magistral Rod
When you enter the Cloister, you'll notice a diagram appearing on the screen in front of you. This diagram is made up
of a number of "Tetris blocks", as I tend to call them. (Play Tetrisand you'll understand.) Also note how there are a
number of white dots on the tiles on the floor; stepping on them will make shapes appear. Use this tiled layout in
conjunction with the picture below to make the images.

After this, six pedestals will pop out in this, with the next room to the northwest opened up. By pushing in the four
pedestals in the northeast, northwest, southwest, and southeast corners, you'll get more of these "Tetris block"
puzzles to solve, just in a larger room. Go there and examine the screen to get the actual puzzle. Again, a diagram of
the floor is below - remember to be careful to avoid stepping on unneeded tiles!

After doing this, get the Kilika Sphere from the northern part of the larger room. Take it to the small room and place it
in the left pedestal, then go back and take the Besaid Sphere and place it in the other pedestal. The middle of the
larger room will begin to shine brightly and a Save Sphere will appear nearby. Be sure to use it. Go to Battling for the
Fayth for the what's in the second room.

When you come back to this Cloister after grabbing the airship, you'll find the panels active again, and they are in the
same positions as in the pictures above. In the first room, make the white squares appear (gray in the drawings
above for obvious reasons). In the next room, do the same with the squares to grab a Destruction Sphere back in the
first room. In the larger room, place it on the slot near the large screen where the Besaid Sphere was to reveal
a Magistral Rod chest.

Battling for the Fayth

Once you've solved the puzzle comprising Zanarkand's Cloister of Trials, the area darkens except for the gap in the
second, larger room. SAVE FIRST, then go in there.

BOSS - Spectral Keeper

BATTLEFIELD ANALYSIS: Before we get anywhere with this fight, it will be prudent to understand the battlefield
situation. This battle will take place with your allies on six different platforms around the boss, who is the center of the
six. Look at the diagram to the right, for example: the red platforms are you, and the blue circle is the boss. At any
given time, the boss is facing one platform, right? (Like in the picture, he's facing the lower-right one.) That platform
and the two next to it are at risk from most attacks. (The whole region is divided by the dashed line, with "X" circles
marking those in danger.) Use this information wisely - remember, you can switch platforms on a turn.

BOSS ANALYSIS: Spectral Keeper is actually pretty adamant in his offense, sticking to Berserk Tail most of the time.
It will hit one character for 750~1,250 damage and induce Berserk. That's bad, even moreso than under normal
circumstances. See, the Spectral Keeper will counter any action against it with an attack to the three tiles it is facing,
typically hitting for over 1,250 damage. At times, he will also use Glyph Mine. Glyph Mine infects two of the six
platforms (completely random - may or may not be yours) with explosives, causing them to KO anyone on them two
turns later.
If you happen to summon an Aeon, just expect to see three turns of attacks and Glyph Mine every four. Aeons get
their own separate platform, so it's basically one on one, but Glyph Mine will be implanted on the Aeon's platform and
kill them ... if you don't Dismiss them! =P

MAIN STRATEGY: With this fight, you NEVER, EVER want your three characters together: keep one platform
between each of them, always. Logic would say to put everyone behind him, but the boss is prepared for that:
Berserk Tail allows a change in direction, and then that Berserk causes an uncontrolled attack, then comes a
counterattack... >_<
Offense-wise, you will need to be very, very conservative as well. Bring in your strongest attackers, then two support
units. I tend to use Auron for the offense, Yuna for the main support, then I swap around for the secondary support.
Your support should open with Hastega and Protect on everyone, after which you're pretty much set: just keep
someone able to use Esuna or Remedies with you. It's a slow and lengthy battle with only one offensive unit, but it's a
lot better than getting screwed over by a Berserked character.

ALTERNATIVE STRATEGY - BERSERKPROOF: Berserkproof is an ability you can customize onto armor for 32
Hypello Potions. Hypello Potions are found on the enemies Mafdet, Murussu, and (the more recent, as in the Calm
Lands) Shred. To get them from any of those three, though, you'll need the Bribe ability, which means a possible bit of
grinding. In any case, you can Bribe a Shred for 19,500 Gil to get 25 Hypello Potions, so you'll need 39,000 to get
more than 32 (50). Put it on some piece of armor for someone (preferably your whole party, actually).
Once this is done, you can go for a more traditional offense: two offensive units and one support. I still like to use
Tidus, Auron, and Yuna for this. Tidus does good for Hastega and Yuna for Protect and Curaga. After this, Tidus and
Auron go on the offensive while Yuna uses Curaga every chance she gets to deal with the myriad Berserk Tails and
counterattacks. You won't have to worry about ailments due to Berserkproof; Glyph Mine will be the main problem,
but you'll live through that - simply Move, then stop attacking until you can spread out the party once again.
This strategy works very well in conjunction with the Provoke skill. In doing so, every attack will go towards the
Provoker, who ought to be your bulkiest character Defense/HP-wise. Buff them with some Protect and have them
simply Defend every turn, quartering the damage they take down to 500 or less easily. Heal them every now and then
while two others tear the boss from the rear.

ALTERNATE STRATEGY - AEON BATTLE: Honestly, this is the method I prefer most over all of them. You can
easily fight well with Aeons here. It is recommended you open your battle with the human characters still with
Hastega and Protect - you'll be Dismissing regularly, so it wouldn't be bad to insure those extra turns. When you
Summon your Aeon, it's preferred to Summon Bahamut if he can heal himself, or Shiva if not. Shiva can do pretty
nasty damage, and a self-Blizzara every two or three turns can suffice for healing. Just wail on the boss and Dismiss
every four turns (of the boss) when Glyph Mine is implanted, then re-Summon after the mine blows, lpaying defense

in the meantime. Simple, but it works, especially in conjunction with already-full Overdrive gauges and Grand
Summon.

ALTERNATE STRATEGY - TRIO OF 9999: And this is the ultimate method of all of them, but only if you have the
materials necessary. If you got the 30 Wings to Discovery from Remiem Temple, you are in luck. Mixing two of them
with Rikku together yields Trio of 9999, turning all actions' effects to 9,999 damage or healing. That includes, for
example, Yuna's Pray. This is a set 9,999 damage - nothing affects it, so Fire is just as good as Ultima, for example.
Anyhow, if you have Rikku Mix those two, Tidus can follow with Slice & Dice or Blitz Ace, or Lulu with a nice Spell
Fury of any kind. Overall, you'll need six hits, so if you don't want to use Overdrives, a very basic offense also suffices
if you're careful about it due to the boss's countering.
After defeating the Spectral Keeper, use the elevator that appears down to the lower floors. There will be a cutscene
before you can go on to the next area. Save and progress into the Chamber of the Fayth. There will be a scene there
before you encounter what may well be the second-hardest main boss of the game.

BOSS - Yunalesca

BOSS ANALYSIS - FIRST FORM: This boss will take place across three different battles, so you know. The first form
is very status-heavy to most of you. Yunalesca's main offense reflies on two attacks - a basic physical that removes
everything positive on you but Reflect. That's the big problem. You can also expect to see Absorb, which deals
damage equal to 50% of your max HP, healing Yunalesca for the same; it's used on the highest-HP character. She'll
alternate between these two attacks. If you happen to attack physically, you'll be hit with Blind; magically, you'll be hit
with Silence; with anything else, Sleep.
MAIN STRATEGY: You'll want to open the fight with Yuna, Rikku, and a good offensive unit. Begin the fight by
throwing up Reflect on everyone, and do NOTHING before that is achieved: Reflect will bounce back the Blind,

Silence, and Sleep counters, making live a lot easier for you. From there on out, let Rikku take care of the healing (Al
Bhed Potions + Alchemy = 2,000 HP) and your offensive unit Attack. You'll see a fair bit of the physical and Absorb,
but the physical is weak (~400 damage), and the Al Bhed Potions should help in keeping the highest-HP character
above 50% to prevent their death.
ALTERNATE STRATEGY - ZOMBIE: More of a side-note than anything, but if you happen to Zombify one of your
own characters, Absorb will do brutal damage to Yunalesca - draining from Zombies hurts the drainer, after all! You'll
be unable to actually heal them, though, so it's extremely risky, especially given you have to use Zombie Attack on
your own characters to get it to work. In that case, try a very weak character for it, or Defending/Protecting before
being hit.

BOSS ANALYSIS - SECOND FORM: For this form, you'll see an opener in Hellbiter. Hellbiter hits everyone and
inflicts Zombie on them; the damage itself is around 600~1,000 if you're unlucky. It will be used again if your entire
party is cured of Zombie. Thusly, keep your highest-HP unit in Zombie. You will also see Cura and Regen here to deal
damage to Zombied units, and also the Absorb and basical physical from the previous form; same effects, too.
MAIN STRATEGY: Simple enough. After the opening Hellbiter, un-Zombie one or two of your characters. (Not all
three or it'll just happen again - that is a good reason to NOT have Auto-Med on you.) The third character (the
Zombie) at minimum needs to have Reflect on them; this will bounce back the boss's recurrent Cura and Regen.
Admittedly, Yunalesca will be healed, but there's nothing you can really do about that - it's better than dying. If your
offense is physically-oriented, you will benefit by simply Shelling Yunalesca to halve the effects of Cura. You can also
Dispel Regen, of course.
So, for this battle, you'll want to keep a party of a support unit and two offensive units: for me, that meant Tidus, Yuna,
and Auron. Tidus and Auron stuck for the main offense (plus, Hastega is always nice) while Yuna focused on healing,
Reflect, Shell, Protect, and Dispel. You won't be able to heal the Zombied character, by the way, so try to Protect
everyone; it'll help weaken that basic phyiscal attack.
Close to the end of the battle (<1,000 HP), be sure to de-Zombie everyone and heal them fully as much as you can.
Hellbiter will be used on the next turn, hopefully weakened by Protect, and that will Zombie everyone. TRUST ME, IF
YOU DO NOT KEEP AT LEAST ONE PERSON IN ZOMBIE, YOU WILL HAVE A GAME OVER!

BOSS ANALYSIS - THIRD FORM: Without exception, Yunalesca opens this battle with Megadeth - excuse me,
Mega Death. As you might expect, this is Death against your entire party, and it is 100% accurate - the only way to
avoid it is to be in Zombie, and if you're not in Zombie, then you lose outright. She will also use this periodically in the
fight. You'll also see a number of familiar attacks: Hellbiter, Curaga, Regen, Absorb, and that basic physical. You will
also see Mind Blast, which hits everyone pretty hard and inflicts Sleep, Confusion, and Curse.
There is a set pattern here, too. First is Mega Death. Second comes Hellbiter, or Curaga or Regen if there are no
Zombies. Third is the same as the second, then there's Mind Blast, another Hellbiter/Curaga/Regen turn, and then
Mega Death. It loops.
MAIN STRATEGY: If you only had one person in Zombie when the change in form occurred, hurry up and use a
Mega Phoenix, then Phoenix Down the guy that went down and X-Potion him; if you had two, Phoenix Down the
remaining one and hit 'em with an X-Potion. Reinstill any of the good statuses (Hastega, Reflect, Protect) that you
can as well. As it stands, keeping your characters in Zombie is about the only thing worth doing; it takes far too much

time to heal them all, so you'll just have to rough it. Hopefully Yunalesca will begin to favor some of your characters
so not everyone dies simultaneously.
In any case, once Reflect is up, also Shell Yunalesca to stop Curaga from being so damn beneficial, and be sure to
hit her with Dispel with Regen comes up. Revive anyone who dies and be sure to keep up a powerful offense.

CUMULATIVE ALTERNATE STRATEGY: What? Didn't expect me to do much about Trio of 9999? *scoff* Yeah, right.
Anyways, this strategy does work across the bar with this fight, allowing you to simply Mix into any problematic
situation two of the Wings of Discovery from Remiem Temple. And thus, Trio of 9999 is created, making all of your
actions deal 9,999 damage or healing, regardless of their strength otherwise.
In this fight, that makes things a lot easier. In the first two forms of Yunalesca, all you really need is a speedy offense,
Lulu's Furies, or Tidus's Slice & Dice or Blitz Ace. If you opt for this quick way of eliminating Yunalesca, be sure to get
Zombied before the third form, as usual, since Mega Death will kill you. (You can alternatively try Deathproof on your
armor - just bribe the Epaaj in the Cavern of the Stolen Fayth five times for 87,000 Gil each and you'll get enough
Farplane Winds for one armor. =P) The third form won't be much harder than the others, so long as you keep up the
high-power offense and Zombification.

Departure

TREASURES CHECKLIST
[_] Sun Crest
After that fight versus Yunalesca, go atop the stairs to the north for a warping thingy; you should eventually notice a
chest containing the Sun Crest for Tidus's Celestial Weapon if you go enough times. Backtrack outside of the
Chamber for a scene with Auron, then backtrack out of the Dome. As you leave, you'll embark on the airship.

Sin

Sectional Flowchart

As a HUGE note, it is highly recommended you do some of the optional things in this game before bothering with Sin.
(See Sidequests for the details.) Sin can be difficult to deal with, especially the bosses therein. While you don't need
to 100% the Monster Arena or kill all of the Dark Aeons (=P), it is recommended to delve at least a little into the deals

with the Celestial Weapons, for example. I mean, if you thought the Spectral Keeper and Yunalesca were
difficult, Seymour Omnis and Braska's Final Aeon will do to you what you're about about to do to Sin.
Tearing Sin A New One
Inside Sin
The Final Battle!

Tearing Sin A New One

After getting access to the airship and doing as much or as little on the side as you so desire, go speak with Cid on
the bridge and opt to go to Sin. There will be a scene, after which you need to reach the top of the ship. Save on the
way, because you're fighting something a bit bigger than Evrae this time.

BOSS - Sin's Fins


In case you're curious, we're covering both Fins together here due to their huge similarities - it's enough to warrant
the same strategy for both, I kid you not.

BOSS ANALYSIS: Both Fins largely rely on the same attacks. They can use a physical attack to all characters sometimes as a counter - to hit everyone for 1,000~1,500 damage and induce a Delay. There's also Negation to

remove the Fin's negative statuses and to remove your positive statuses. Finally, there's Gravija, a move with a oneturn character the rips off 75% of your HP. Pretty simple. They tend to use that basic physical or nothing on the first
three turns of their battle routines, then a charge turn, making Gravija occur every five turns.
MAIN STRATEGY: As it so happens, this battle is fought similarly to the Evrae boss - you can tell Cid to move in
closer or far off. Being closer puts you at risk for more attacks, but also makes it easier to actually attack. Being far off
can help you avoid attacks (i.e. Gravija), but if Cid can't get in a turn... Plus, there's a lot fewer options for distance
attacking.
Anyhow, the main strategy is pretty simple. Stay far-off for a few turns to buff yourself up: Hastega, Mighty G(uard) (or
Protect/Shell for the main benefits), and then just Cheer/Focus yourself from there until you're ready. If you want to
start an offense before pulling in, pull out Wakka or Lulu for their Blitzball or Black Magic, respectively. (Or Yuna's
Holy.) When you're ready, pull in close and just wail on the Fin, and I mean blast it with everything you've got. When
you see the charge turn for Gravija coming up soon, you can either pull out of the combat for a bit and pull in after, or
you can wail on the boss some more, just using Curaga after.
ALTERNATE STRATEGY - TRIO OF 9999: This is quite literally the quickest way to end both fights: two Wings of
Discovery Mixed together by Rikku. (By the way, there are quite a few other combos, but this is mostly the one you'll
use since you could have the 30 from Remiem. Whatever.) Have her send that in, then go for a multi-hit Overdrive
(Slice & Dice (6), Blitz Ace (8), or Fury (typically 8+) for massive damage; if you can get in seven hits, you'll win. Or
you can simply Mix it up as you pull in, Hastega everyone, and make a pretty quick offense (especially with Quick Hit)
take down each Fin with little trouble.
Next, please.

BOSS - Sin's Core & Sinspawn Genais

BOSS ANALYSIS: At the beginning, you'll want to mostly focus on the Sinspawn, who is used to absorb magical
attacks from hitting Sin. It can use a few attacks, depending in part on whether it is in its shell. Overall, you'll see
Thrashing (physical to all), Venom (magical to one; Poisons), Waterga, and Sigh (magical to all, Blinds). It will also
Cura itself when in the shell. It actually has a set pattern outside of the shell: Venom, Venom, Thrashing, and a loop
from there. Each hits for about 1,250 damage, so look out. Waterga is the counter spell, used when you use magic
(other than Demi for some reason).
As for the core, which is Sin? It does nothing. Once the Sinspawn is gone, though... Anyhow, you'll see the basic
elemental spells as a counterattack from it; they'll hit everyone. You can only hit the core with Wakka, though, and
Lulu after beating Genais. Not much of a point to it anyhow. Meanwhile, it can charge up for Gravija, against ripping
75% of your HP off.

MAIN STRATEGY: Open up again with a nice bit of buffing, mostly Hastega and Mighty Guard (or Protect/Shell on
everyone). (In case you thought about it, it's not a good idea to try Reflecting everyone and constantly magicattacking Genais to try to get a lot of Waterga counters: it absorbs Water.) You'll also possibly want to try to use
Silence Buster on it; Silence Buster will hold off the Waterga and Venom, which is nice. Otherwise, a simple offense
will work: just wail on it and heal when you need to.
After Genais hits 10,000 HP or lower, it will go into its shell. Every time it is attack, it will hit itself with Cura, while it will
attack with Sigh on regular turns. You'll also begin to see the Core charge for Gravija. Note that Gravija hits Genais,
too - attack Genais weakly and it may just come out of its shell (due to the Cura raising it above 10,000 HP) long
enough to be cut down to 2,500 HP or a little more by Gravija! =P Use Curaga from there and then just wail on
Genais somehow; probably a small Overdrive or something, I dunno. Whatever you can do.
After this, the Core remains. It will counter with elemental spells at random, but they're pretty minor, rarely exceeding
400~600 damage. If you Reflect everyone, you ought to be fine until Negation hits, if it does. So, with Reflect up, all
you'll get hit with is Gravija, which can't kill ... kinda reminiscent of Sinspawn Ammes, eh? Wail on it.

ALTERNATE STRATEGY FOR GENAIS: While there is not a real alternate strategy for just the core, you can
definitely try one more thing on Genais. It resists the Zombie status, but is not fully immune to it; about 20% of time,
you can inflict it with Zombie Attack or Zombietouch/strike. Once it's Zombified, it's like that fight against Evrae Altana:
three Phoenix Downs or X-Potions and away he goes. >:)

ALTERNATE STRATEGY ON THE WHOLE - TRIO OF 9999: As usual, I'll note the quick way to end this fight: two
Wings of Discovery Mixed together by Rikku. (By the way, there are quite a few other combos, but this is mostly the
one you'll use since you could have the 30 from Remiem. Whatever.) Have her send that in, then go for a multi-hit
Overdrive (Slice & Dice (6), Blitz Ace (8), or Fury (typically 8+) for massive damage. (Just avoid Furies if you haven't
killed Genais or you'll have problems.) Or you can simply Mix it up while using Hastega for everyone, and make a
pretty quick offense (especially with Quick Hit) take down each enemy with little trouble. To kill Genais, you need
three hits, and four for the Core.
After the battle, speak with everyone and go to the top of the airship again, where you can speak with Yuna. Save on
the way to the top of the ship for one last battle.

BOSS - Overdrive Sin

BOSS ANALYSIS: There's not much Overdrive Sin will do to you. The main thing you'll see is some kind of
counterattack that can Petrify, Confuse, and Zombify you. The Petrification is the main problem. To be honest, I've
only seen it several times out of the several dozen times I've played this game (FFX HD being only like the third
time), but it can be problematic without Stoneproof or the willingness to continue. Other than that, you can have 15
free turns, after which Giga-Graviton is used to end the game outright.
MAIN STRATEGY: Open with Wakka, Lulu, and Tidus. Since the former two are likely the only two able to put up a
major offense, they can throw Blitzballs and high-level Black Magic. Tidus should be used for Hastega. After that, if
Yuna knows Holy, bring her in, but otherwise stick to Cheer (since your offense is likely physical).
After three turns of being drawn to Sin, you can attack directly with your physical units. Switch the main party to
Wakka, Auron, and Tidus. Have Auron use Armor Break to halve the beast's Defense, then begin absolutely wailing
on it with everything you've got. Quick Hit especially is useful here to get yourself additional turns. If you somehow
have Doublecast, use Lulu in lieu (lol) of Wakka and begin Doublecasting after a Mental Break. To be honest, there
isn't much you can do but wail on it for a while and hope for the best. Over the course of 15 turns, you are expected
to deal an average of about 9,333 damage per turn, so better pull out what you can.
ALTERNATE STRATEGY - TRIO OF 9999: This really only should be used in desperation or on low-level games,
since this boss is waaay to easy to really warrant it otherwise. Have Rikku Mix together two Wings to Discovery (or
another valid combo) to make Trio of 9999 as soon as you can in the fight. From there, you can simply have Lulu use
a good Fire Fury for a ton of hits (it's easier on low-level magic, trust me) and then go for other stuff with Wakka. Or
you can wait for the ship to be pulled in close and simply throw Blitzballs and Magic at it in the meantime; unless your
Agility is absolutely abysmal, you ought to be getting in at least one attack per turn (and more likely four or five),
which is already more than enough to finish off the boss.

Inside Sin

TREASURES CHECKLIST
[_] Phantom Ring
[_] Defending Bracer
[_] Hrunting
[_] Infinity
LOCAL ENEMY BESTIARY

[_] Spec
[_] 20,0
[_] Pris
[_] Knig
Monster Name

Adamantoise
Ahriman
Barbatos
Behemoth King
Demonolith
Exoray
Gemini (club)
Gemini (sword)
Great Malboro
Land Worm
Varuna
Wraith

54,400
2,800
95,000
67,500
45,000
7,400
36,000
36,000
64,000
80,000
56,000
22,222

Near Airship: Save and move on. ... Looks bigger from the inside than outside, eh?
Sea of Sorrow: God, I hate this area, with the whole "create your own map" thing. >_< Head north and east along
the path. Keep an eye on the minimap as you head east as a path to the north should open up. Go north, then west
there. Hug the north side of the path as you do to reveal a path. Go along it (unknowlingly passing a fork to the east don't worry) to a "T"-junction with paths to the east and west. Go west first to another junction; hug the south side and
you'll find the southern branch. Run along it to find another junction; hug the west side to find the west branch from it
yielding a Phantom Ring, then go east from there to a Special Sphere.
Be especially careful next to the Sphere, since the waterfall next to it brings you down a bit; the map remains as-is,
though, so you can navigate. Go back to the that " |-- " junction on the west side where we turned south earlier. Go
north from it and you'll find a "Y"-shaped fork; go northwest from it to find an Elixir, then go northeast and south along
the path. If you hug the east side, you'll eventually find yourself on a path to the east. Don't go along it yet - I'm just
using that as a reference for our bearings. In reality, you're at a three-way intersection; to the south, you can grab
a Wizard Lance for Kimahri first! Then go east and grab the Lv. 3 Key Sphere you can find by hugging the south
side.
From there, go north for a bit. Save at the Save Sphere, then go up the stairs.
Motherf--

BOSS - Seymour Omnis

BOSS ANALYSIS: Not much different than you'd expect, maybe. Seymour wields the main four elemental "-ra" and "ga" spells, able to hit with each for about 1,500 damage or so. He can also use Ultima for over 3,000 damage, and
Dispel to remove positive statuses from your whole party with every five actions against. What spells he uses is
dependent on the Mortiphasm wheels behind him.

MAIN STRATEGY: This strategy allows pretty easy abuse of Seymour's Dispel - all you really need to do is bring in
Hastega and use Armor Break on Seymour to halve his Defense to 90.
Now, it turns out that Seymour is a lot easier than you'd think here. You remember how I said earlier about Seymour
using Dispel as a counter for every five actions you take against him? With sufficient Agility and Hastega, that can be
warped to your advantage. Simply use a lot of attacks or something (Quick Hit works really well!) to get him hit five or
more times between each of his turns and he will always use Dispel on his turn rather than actually attack. Reinstill
Hastega after and continue attacking. Dispel will occur, you use Hastega, you attack... It loops! XD The only problem
is when Ultima comes up; you'll have to heal for that, but it's not likely to kill at full HP.
Alternatively, you can just go for a real offense like most of you probably will. See that Mortiphasm wheel in the
background? When it turns, you can tell EXACTLY what element Seymour will be using next; for the majority of the
battle, you'll want Yuna preparing a Nul spell for the next element or Curagaing damage from Ultima. Early battle setup otherwise ought to include Hastega, Mighty G(uard) (or at least Shell on all), and Armor/Mental Break (depending
on whether your offense is aimed for physical or magical damage; you'll deal about 1.8x more damage through magic
just based on Defenses).
After the set-up, begin doing whatever you want to do. If you were going physical, Quick Hit is the big thing to get in a
lot of attacks, while pure offense works fine enough. If you were going magical - as you should - Flare and Ultima
work well. If you don't have those, you can cast the opposite of whatever Seymour's going to cast. For example, if

Seymour wants to cast Firaga, then Lulu should (double?)cast Blizzaga and Yuna should cast NulBlaze. Beyond that,
reinstill at least Hastega whenever Dispel comes around - and it will - and heal when needed; it's mostly a long grind.

ALTERNATE STRATEGY - ELEMENTAL EATER: Simple enough. If you've managed to customize Fire, Ice,
Lightning, and Water Eater onto all of your armors, you will end up absorbing all of the magical damage - other than
Ultima - that Seymour sends at you. The consequences, then, should be very obvious: he pretty much heals you,
except for Ultima, for which you can heal with Curaga. Simply do that: lots of attacking with a Curaga on occasion.

ALTERNATE STRATEGY - TRIO OF 9999: Have Rikku Mix together two Wings to Discovery (or another valid
combo) to make Trio of 9999 as soon as you can in the fight. From there, you can simply have Lulu use a good Fire
Fury for a ton of hits (it's easier on low-level magic, trust me), or Slice & Dice or Blitz Ace with Tidus. This battle gets
ramped up pretty quickly, so it's not entirely ideal to sit there and just grind against Seymour with a simple offense
(even if it is just 9 hits), so seriously consider building up Lulu's overdrive beforehand, since hers (or Tidus's, if you've
gone crazy enough to get Blitz Ace) will likely OHKO Seymour.
City of Dying Dreams: This area is actually pretty linear, though there's that whole "make your own map" thing
again. Anyhow, go north while hugging the east side of the path; you'll eventually go down a side path for. The wall to
will you something about killing 10 fiends (you can kill them any way you want, but WITHOUT Aeons). Beyond there,
after you come back, will be another 10-fiend wall, then a 15-fiend wall. After this, you find a Lv. 4 Key
Sphere beyond. ... Really?
Go north some more on the main path and you'll find a bluish platform that rise you up to the Four-on-One weapon.
Go back down and a bit northwest to find a pillar you can push down to find the Defending Bracer. Go north along
the main path to find a hole in the ground where you can find a 20,000 Gil chest. Near to it is another rising platform
you can use to go to another area. Go along the path there to find a dead-end (supposedly), but you can grab an HP
Sphere and a Defense Sphere on the way. At the eastern part of the dead-end is another ridable platform that
deposits you just north of the 20,000-Gil chest from before.
After disembarking, go far to the west of the 20,000-Gil hole for a good ol' wall. Examine it to find a Megalixir beyond.
then finally head east a bit along a narrow eastbound path. As you reach the open area, the camera changes a bit;
head south when it does and you can find some paths around a bit of a wall. At the back of this section is a slide you
can use to go to aLaevatein chest. Examine the wall nearby and climb with the X Button and you'll eventually reach
the next area.
Tower of the Dead: This will be the last Save Sphere you see for the rest of the game. Be sure you are the utmost
prepared for whatever or whomever may come because, once you enter that tower, there is no turning back. It's do or
die.
Nucleus: In this area of Sin, your goal is to collect the ten items that pop up from time to time. You will actually gain
items from these, though not necessarily in the order I found them:Attribute Sphere, Hrunting, Prism Ball, White
Magic Sphere, Wicked Cait Sith, Skill Sphere, Mage's Staff, Stillblade, Infinity, Knight Lance. If you touch the
ice blades on the floor, by the way, you'll have a battle - try to be quick and to perserve your stats...!

The Final Battle!

Dream's End: So, it's all come to this. After going through the Nucleus and collecting the ten items there, go into the
menu right now and make any Sphere Grid and equipment changes you need to. Heal up everyone as well as you
can without sacrificing yourself. Finally, in the field, go north and approach the man to the north to end it all.

FINAL BOSS - Braska's Final Aeon


Regarding the asterisk next to the Yu Pagoda's HP... The Yu Pagoda is weird in how it eventually regenerates.
Basically, the damage you dealt to it before its death is what it will come back with. If you hit it three times, one for
2,000 damage, one for 2,500 damage, and one for 501 damage, it would come back with 5,001 HP. If you hit it 16
times at 99,999 damage (a really good Fury), it would come back with 1,599,984 HP. Get me?

Maximu
Maximu
Stren
Defen
Mag
Magic D
Agili
Luc
Evad
Accur
Element W
Common It
Rare Item
Common
Rare S
AP Yi
Gil Y
BOSS ANALYSES: Braska's Final Aeon (henceforth known as the BFA, because it's 5:00 AM and I don't feel
confident I can type the long way a lot of times without screwing it up) can hit you pretty hard unless you went rather
comprehensive on some of those sidequests. While it's by no means a Dark Aeon or Monster Arena creation, it can
be hard to deal with without doing SOME kind of quest. BFA has a basic physical for about 2,000 damage and
Triumphant Grasp (needs to charge) for about 3,000 damage and Zombie. It also has a Beam attack that hits for
about 1,000 damage and can petrify. It will also a bombing attack against Aeons, and an Overdrive for about
4,000~6,000 damage to all. That Overdrive can be stopped twice through Tidus using Talk, but only twice. The
Pagodas are there mostly to heal the BFA and to boost it's Overdrive gauge. They can also use Curse and Osmose.
(Curse actually inflicts Curse AND Sleep, Silence, Poison, and Darkness.)

MAIN STRATEGY: Simple enough: begin with the basics like Hastega, Mighty Guard (or Shell/Protect), and other
stuff you want. You'll probably want to focus your offenses first on one of the Yu Pagodas; that Overdrive is nothing to
laugh at for most of you looking at an FAQ. Whether you want to kill off the second is up to you. If you have Auto-Med
on, you will have to manually heal the Curse via Holy Water, but otherwise are fine. If you have the Ribbon ability, no
problem leaving the second one alive and alternating between killing them. Otherwise, you'll likely want to equalize
your offense between the two ... Aeon Overdrive, anyone? =P
It won't take long to focus on BFA - I mean, 5,000 isn't much. Have someone throw up Power Break on BFA, and
whenever the status needs to be reinstilled. Combined with Protect, you'll only have around 11 Strength to contend
with after that, which is great! (Granted, the Pagodsa can heal the Break, but that's only if they're both alive, hint hint.)
There's also Armor and Mental Breaks for your offense; overall, if you have Full Break (Expert Sphere Grid only) or
Banishing Blade available, you've got something good for you. ;) Beyond there, it ought to be your typical offense:
Quick Hit if possible, and just basic physicals or high-power Magic (Ultima recommended obviously!) otherwise. Heal
when needed, of course, and be sure to remove any ailments that pop up (and remove Zombie before healing!).
The second form (after the 60,000 HP) isn't much different: there's an 11% boost in Strength and doubled HP, but
that's about it. You'll also begin to see that Overdrive more since it's likely you'll have used Tidus's two Talks by then,
especially if you're not vigilant in eliminate Pagodas. When you do see it coming, send out an Aeon as cannon fodder
(remember to Shield), and then Dismiss then lest it get used again later. So, in effect, a longer, slightly-harder grind.

ALTERNATE STRATEGY - POISON: Goodness, this is the type of strategy you use when you're REALLLLLLLY
desperate. Yes, the BFA can be Poisoned. The odds of it are pretty abysmal at around 1%, though, so it can take a
while to put it up, and the maintenance to KEEP it up is also a downside. (Remember, when both Pagodas are alive,
they heal the boss's ailments and bit of its HP - you have to keep one Pagoda constantly dead for this to work.) Once
the status is instilled, the BFA will lose 1% of its max HP per turn (600 or 1,200), meaning you'll win the game in 200
turns. It's a long shot, clearly, but may as well note it.

ALTERNATE STRATEGY - ZOMBIE: Unlike the Poison strategy, Zombification works a lot better, but only if you can
keep a Pagoda dead for a while. As usual, you'll need to have Zombie Attack or Zombietouch/strike to inflict the
Zombie status. From there on out, keep someone blasting the Pagoda with whatever they can. Other than that, you
can attack the Zombie in the obvious ways: Regen, Curaga, X-Potions, and the like work exceptionally well especially Curaga under the Break Damage Limit ability!

ALTERNATE STRATEGY - TRIO OF 9999: As usual, you can have Rikku Mix together two Wings to Discovery for
the usual results: Trio of 9999, making every bit of damage or healing you heal work for 9,999 damage (or more, if it
normally does more). This works really well in this fight since a lot of healing will be needed. Rikku can use Al Bhed
Potions for 9,999 HP recovery. Lulu can use Spell Furies at the BFA for at least 8+ casts with little trouble (79,992
damage), Tidus with Blitz Ace for (79,992 damage), or the like. Even a simple offense boosted by Hastega can
quickly eliminate the BFA in a mere few minutes: 7 hits for the first form, and 13 for the second. =P
And that, dear readers, sums up the main walkthrough of Final Fantasy X HD. After having gone beyond the fight with
Braska's Final Aeon, you will then end up fighting your Aeons, even optional ones and Yu Yevon in sequential order.
However, these fights are impossible to lose as you will always be in the Auto-Life state for these fights, even after
revival, so it's just a super-long grind at even the lowest of levels. You can manage more than enough, I assure you.

And with that, congratulations on beating Final Fantasy X HD! =D

Sidequests
The Celestial Weapons

Sectional Flowchart

Introduction to the Quest:


o A Bit About The Weapons (more than a mere bit, important to read!!)
o The Celestial Mirror
The Weapons' Crests:
o Tidus - Sun Crest
o Yuna - Moon Crest
o Rikku - Mercury Crest
o Lulu - Venus Crest
o Auron - Mars Crest
o Wakka - Jupiter Crest
o Kimahri - Saturn Crest
The Weapons' Sigils:
o Tidus - Sun Sigil
o Yuna - Moon Sigil
o Rikku - Mercury Sigil
o Lulu - Venus Sigil

o Auron - Mars Sigil


o Wakka - Jupiter Sigil
o Kimahri - Saturn Sigil
The Weapons Themselves:
o Tidus - Caladbolg
o Yuna - Nirvana
o Rikku - Godhand
o Lulu - Onion Knight
o Auron - Masamune
o Wakka - World Champion
o Kimahri - Spirit Lance

A Bit About The Weapons

What are the Celestial Weapons? On a general level, they are considered to be the ultimate weapons one can get in
Final Fantasy X, one for each of the seven characters in the game. While there are some weapons you can outright
customize to have better abilities, these weapons have special properties that can make them exceed even those
weapons for general combat.
As I view it, each Celestial Weapon has three components: the base weapon, a Sigil, and a Crest. Each alone is
useless, and any two together almost as much so. But when three come together and are powered up, you can
unleash the weapon's full potential! Within the scope of this section - the most important of the sidequests - we will
discuss several things. These include how to start the quest and how to find each component of the weapon. But first,
you may as well finish reading this section, for it contains a further overview of the weapons.
When you get the main weapon, it sucks. It outright sucks. All it has is a No AP ability, prohibiting your growth. This is
pointless, right? Well, you can upgrade it! When you later get the Celestial Mirror, you can return to the place where
obtained the Mirror - if you have a Crest, you can upgrade the weapon to have No AP and Double Overdrive.
*sarcastic gasp* And, yes, you must give up the Crest before the Sigil. But once you give the Sigil as well (you must
speak with the ... thing twice), you unlock the weapon's full potential, including its unique abilities and HP/MP
damage mechanics! Below, I will discuss those!

CELESTIAL WEAPONS' ABILITIES


Character

Tidus
Yuna
Rikku
Lulu
Auron
Wakka
Kimahri
CELESTIAL WEAPONS' SPECIAL DAMAGE MECHANICS
Character
Tidus
Yuna
Rikku
Lulu
Auron
Wakka
Kimahri

Caladbolg
Nirvana
Godhand
Onion Knight
Masamune
World Champion
Spirit Lance

By the by, when you look at the below formulas, note the distinction between percent and the amount of HP/MP you
have - 50/100 HP is the same as 5/10 HP or 45/90 HP or 45,000/90,000 HP. Also note the very small change
between 1/999 and 1/9999 for MP and 1/9999 and 1/99999 for HP - you don't need a lot of HP/MP to get the full use
out of the weapons, mechanics-wise. I mean, the difference is only about 1 point of damage per 1,000 HP or
something; 100 damage at the most is not something to worry about, so don't use the Break HP/MP Limit abilities
JUST for this.

DAMAGE MULTIPLIER FOR HIGHER HP/MP WEAPONS:

M = (10 + (100 * A/B)) / 110

-or-

M = (10 + (100 * C)) / 110

A = Current HP or MP of user
B = Maximum HP or MP or user
decimal

C = Percentage of HP or MP remaining of user, represented as a


M = Damage multiplier (some stats below):

Caladbolg
Nirvana
Godhand
Onion Kn
Masamun
World Ch
Spirit Lan

(asymptotically approaching) 0.09090909090909090909090909090909x at 1/infinity


HP (in theory only)
0.09091818190909181819090918181909x at 1/99,999

HP

0.09100000909181827273636454554546x at 1/9,999

HP/MP
(or HP, too)

0.09181909181909181909181909181909x at 1/999 MP
0.18181818181818181818181818181818x at 10% HP/MP
0.31818181818181818181818181818182x at 25% HP/MP
0.50000000000000000000000000000000x at 45% HP/MP
0.54545454545454545454545454545455x at 50% HP/MP
0.77272727272727272727272727272727x at 75% HP/MP
1.00000000000000000000000000000000x at 100% HP/MP

Essentially, this first formula presents the idea that your percentage of HP or MP remaining (percentage, not amount)
influences your damage. It is at it highest at maximum HP/MP (10 + 100 = 110, 110/110 = x1). Thusly, keeping your
character at full HP at all times (especially in a low-level game) is crucial to maintaining damage. It also explemifies
why I don't like using Celestial Weapons on the general since some of the abilities or the sets thereof can be
improved upon, but the max multiplier is x1, you see? Same-or-inferior damage, inferior abilities.

DAMAGE MULTIPLIER FOR AURON'S MASAMUNE:

M = (130 - (100 * A/B)) / 60

-or-

M = (130 - (100 * C)) / 60

A = Current HP of user
B = Maximum HP or user
C = Percentage of HP remaining of user, represented as a decimal
M = Damage multiplier (some stats below):

0.5000000000000000000000000000000x at 100% HP
0.9166666666666666666666666666667x at 75% HP
1.0000000000000000000000000000000x at 70% HP
1.3333333333333333333333333333333x at 50% HP
1.7500000000000000000000000000000x at 25% HP
2.0000000000000000000000000000000x at 10% HP
2.1664999833316664999833316665000x at 1/9,999 HP
2.1666499998333316666499998333317x at 1/99,999 HP
(asymptotically approaching) 2.1666666666666666666666666666667x at 1/infinity
HP (in theory only)
This formula for Auron's Masamune is a bit different, as the weapon itself relies on having lower HP to deal more
damage. Again, it's a percentage, not a pure number, so be sure to note that. Notably, the modifier is its lowest at full
HP (A/B = C = 1), which halves the damage you dole out. At very low HP (1/9999 is 0.0100010001...%), your modifier
is its max at 2.1665x more damage. Being 1/99999 HP is barely more, though, closer to 2.1666x. I showed the exact
values for some above, by the way. Thusly, I do like using Auron's Masamune weapon due to some possible AutoLife abuse, but that's the only one.

The Celestial Mirror

TREASURES CHECKLIST
[_] Cloudy Mirror
Before you bother with gathering the Celestial Weapons and beating the crap out of some enemies with them
(Omega Ruins, anyone?), you must begin by getting the Celestial Mirror. And, for that, you must first get the Cloudy
Mirror - without it, this whole quest is meaningless. Begin by going to the Calm Lands and getting a Chocobo from the
lady riding one around there. Then head to the southeastern portion of the area, just east of the entrance to
Macalania - you should find a Chocobo feather on the ground there. Press X near it and you'll flutter to Remiem
Temple.
There, you'll see two more Chocobos on the other side of the bridge. Examine the sphere near the left Chocobo, and
then mount the Chocobo on the right. There will be a brief race in which you run along a series of platforms and get
rewards based on the number of chests you open on the way. These extra rewards are relatively immaterial (although
the 30 Wings to Discovery for 3 chests is insanely valuable) - the Cloudy Mirror will always end up being yours.
So, the Cloudy Mirror is yours now, eh? Problem is, it's useless in its current state. Head to the entrance of Macalania
Woods and speak with the woman nearby; it turns out her husband is missing. (Trust me, there's a purpose to all of

this.) Go east two areas from here to the four-way intersection and you'll find him. Speak with him and return to the
entrance to learn that their son is missing, too.... See that sparkling path nearby? Follow it and go north/northwest
when you reach the fork near the ambrosia-looking plant. Speak with the boy and you'll be prompted to use the
Cloudy Mirror, turning it into the Celestial Mirror.
Good, now we're all set ... except that we don't have the Crests, Sigils, or Weapons. T_T

Crests

TREASURES CHECKLIST
[_] Sun Crest

[_] Moon Crest

Tidus - Sun Crest


Location: This is found in the room where you fought Yunalesca in Zanarkand. Just go up the stairs until
you see the chest with it inside. (Note: If you don't get it on your first trip here, you will have to fight Dark
Bahamut first.)

Yuna - Moon Crest


Location: As it so happens, this is the earliest of the available Crests - so early, in fact, it was even
available in the original FFX PS2 demo, as I recall! On the beaches of Besaid where you first met Wakka,
go southeast into the water. Along the eastern wall is an alcove in which you'll find this.

Rikku - Mercury Crest


Location: In the East Sanubia Desert, inside a chest at the bottom of a quicksand pit.

Lulu - Venus Crest


Location: Simply revisit the Farplane in Guadosalam; you'll find it there. And, no, it's not available on your
first trip there; only after getting the airship can you find this one.

Auron - Mars Crest


Location: You may already have this one. Remember when you fought the Chocobo Eater? If he knocked
you off the ledge during that fight, you ended up very near to this Crest's chest! If not, go to the end of the
Mi'ihen Highroad, near the entrance to Mushroom Rock. Go southeast and along to the end of the Mi'ihen
Oldroad to find this.

Wakka - Jupiter Crest


Location: This can be found in Luca, in the Auroch's locker room. Look around the lockers for the chest;
it's somewhat hidden.

Kimahri - Saturn Crest

Location: This can be found atop Mt. Gagazet. Do you remember that promontory where you battled
Seymour Flux? It's the area just past the only Save Sphere on the long, linear mountain trail. As you leave
this promontory towards the Gagazet caverns, look behind one of the pillars on the path; behind one, you'll
find the Crest in a chest.

Sigils

TREASURES CHECKLIST
[_] Sun Sigil

[_] Moon Sigil

Tidus - Sun Sigil


Location: This is perhaps the most annoying of all the Sigils to get. Head to the Calm LAnds and speak
with the Chocobo-riding lady there. You'll have to do some training with a Chocobo, possibly; most of
those are really easy, though. Eventually, you'll get the option to race here, and, during the race, get
a negative time (under 0:0.0, and not including it). It IS possible. During the race, you simply must hit as
many balloons as you can (-3 seconds each), but avoid the birds (+3 seconds each). Ultimately, it's just a
lot of practice. Once hit hit under 0 seconds, you get the Sun Sigil.

Yuna - Moon Sigil


Location: See the Remiem Temple (in full) section for proper details. Basically, after getting the Magus
Sisters, speak with Belgemine in the Remiem Temple and opt to Send her.

Rikku - Mercury Sigil


Location: Get into the Cactuar Village in the Bikanel desert. See the Cactuar Village section for more
details on this lengthy quest.

Lulu - Venus Sigil


Location: Dodge 200 consecutive thunderbolts in the Thunder Plains, then visit the Travel Agency there.
See the Lightning Dodging section for details.

Auron - Mars Sigil


Location: You have to unlock 10 total of Species and/or Area Creations at the Monster Arena. This is
essentially done by using Capture weapons to defeat enemies, which Captures them for the Monster
Arena. To unlock a Species Creation, you must Capture all of the enemies of a particular species (e.g. all
Flans, all Elements, all Insects, etc.). To unlock an Area Creation, you must Capture all of the enemies of a
particular area (e.g. all from Besaid, all from Mi'ihen, all from Sin, etc.). You do NOT have to beat them,
simply unlock them, and the manager will give you the Sigil.

Wakka - Jupiter Sigil


Location: This can only be gotten after getting all of Wakkas Overdrives; see Wakka - Slots for details.
After getting all of them, this can appear as a prize for winning a Blitzball league.

Kimahri - Saturn Sigil


Location: Go to Macalania Woods. As you go through the main dungeon, you'll be able to see a man and
can speak with him to play a butterfly-hunting minigame; simply hunt down all of the blue butterflies within
the time allotted to win. You must play both minigames offered as well to get the Sigil. It's simple enough,
probably the simplest of the Sigils.

Weapons

TREASURES CHECKLIST
[_] Caladbolg

[_] Nirvana

Tidus - Caladbolg
Location: You remember how you had to get the Sun Sigil, right? Go to the Calm Lands, speak with the
Chocobo Lady, train a Chocobo if necessary, then race her and try to get a negative time? Basically, if
you've done that, you've already done the main part of this quest - if not, you simply need to beat her in
regards to your time. It need not be negative, but having the Sun Sigil signifies that you're already okay.
Anyhow, in the northern part of the Calm Lands, run from west to east along the northern border to find a
small hidden path to this weapon.

Yuna - Nirvana
Location: For this, you need to Capture one of every fiend in the Calm Lands. To capture fiends, you must
have the Capture ability on your weapon and physically defeat the enemy with said weapon. Then go back
to the Monster Arena and speak with the dude; a chest should appear, inside which is the Nirvana.

Rikku - Godhand
Location: Literally the easiest of them all to find! When you gain control of the airship, you can opt to enter
a password to unlock a location. Enter "GODHAND" as your password - note that it is case-sensitive, and
don't include the quotes. Once inputted, you can go to the new "Mushroom Rock" area and simply go
along the linear path to find the Godhand's chest.

Lulu - Onion Knight


Location: Return to Baaj Temple. (See the linked-to section for details - I'll assume this is a second trip,
discounting the beginning-of-the-game one.) After having beaten Geosgaeno, go into the water where you
fought him and you can go underwater to find the chest containing this. It's a little difficult to see (PS3
users may have some luck brightening their TV or increasing the contrast), so you'll probably have to dive
and just mash the X Button. You ought to find it somewhere in the southwestern part of the area.

Auron - Masamune
Location: First, get the Rusty Sword. This can be found just outside of the Cavern of the Stolen Fayth, to
the east and at the end of the path. Take it, then return to the airship and fly to the Djose Highroad, then go
to the entrance of the Mushroom Rock Road area. Go north at the first fork - rmemeber, the first time you
came here, you were blocked from coming this way. Go north and laong to find an elevator to ride to a
statue of Lord Mi'ihen, which you can examine to get the Rusty Sword transformed into the Masamune.

Wakka - World Champion


Location: After winning a number of Blitzball games (10 or so should suffice) and having obtained the
airship, head back to the caf in Luca where you first meet Biran and Yenke Ronso. Speak with the
bartender. You should receive the World Champion there; if not, you'll be told something about getting
better, meaning to win more Blitzball.

Kimahri - Spirit Lance


Location: Throughout the Thunder Plains, there are three glowing stones you can press Square in front of
to pray. In doing so, the Qactuars will appear in the area. (If you've fought one - they look just like Cactuars
- you've already done this.) In the southern half of the Plains, there is a broken lightning rod to the east;
examine it with Square to find the Spirit Lance.

Lightning Dodging
TREASURES CHECKLIST
[_] X-Potion x2
[_] Venus Sigil
The first of the available "true" sidequests, you can do this quest as soon as you reach the Thunder Plains. As you
cross the Thunder Plains, lightning loves to strike from above. There is actually a minigame integrated here wherein
you get prizes for dodging the lightning - in fact, dodging enough bolts of lightning gets you part of Lulu's ultimate
weapon! By pressing X the moment you see the whitish flash, you can dodge the bolt of lightning. An internal counter
in the game will count up how many bolts you've dodged or been hit by, and you get rewarded by chests at Rin's
agency (halfway through the Thunder Plains) when you get enough in either.
Just note that the counter resets if you get hit by lightning (yes, it must be consecutive), save the game, leave the
area, or get too close to a lightning rod. Anyhow, you'll want to have some time on your hands, and probably a No
Encounters armor, too, just so you don't fight weakling enemies. The rewards?
Bolt-Dodging:
o Dodge 5 - X-Potion x2
o Dodge 10 - Mega-Potion x2
o Dodge 20 - MP Sphere x2
o Dodge 50 - Strength Sphere x3
o Dodge 100 - HP Sphere x3
o Dodge 150 - Megalixir x4
o Dodge 200 - Venus Sigil
Get Hit By Lightning:
o 30 times - Ether

[_] Mega-Poti
[_] Ether

o 80 times - Elixir

Cavern of the Stolen Fayth


TREASURES CHECKLIST
[_] Megalixir
[_] X-Potion
LOCAL ENEMY BESTIARY
Monster Name
Dark Element
Defender
Epaaj
Ghost
Imp
Magic Urn
Malboro
Mech Hunter
Nidhogg
Thorn
Tonberry
Valaha
Yowie

[_] Lv. 2 Key Sphere


[_] Flexible Arm
Max HP
1,800
12,000
8,700
9,999
880
999,999
27,000
5,500
2,000
4,080
13,500
8,700
900

DUNGEON LOCATION: You know where you fought Defender X just northeast of the Calm Lands, right? (If you
don't, you probably haven't fought him and are thus in the wrong section.) To the west of there is a small path that
takes you around linearly towards the Cavern of the Stolen Fayth in the next area. When you come, you'll need about
300,000 Gil to assure that you get the Yojimbo Aeon as well. If you want him. To be honest, I've always found him
rather crappy and luck-based.
MONSTER NOTES: There are a few particular monsters of note here. The Magic Urn is one where you cannot win
(without Yojimbo's Zanmato attack, and that's pretty pointless). You're instead meant to simply attack it and hope to
Yevon you get the correct eye of the seven there; you can get a prize for doing so (such as Elixirs - that's the main
highlight, though...). If you're wrong, you get attacked. The odds for the eye being correct is unknown; I'm an
advocate of the theory that it's simply a 1/5 (20%) chance per attack. (That means the odds for all seven hits is
(1/5)^7, or 1 in 78,125. That's a 0.00128% chance. You're over 12 times more likely to find Shiny Pokmon in
Pokmon X/Y (12/65,536).) In any case, the other monster of note is the Tonberry; if you attack, it counters with
Karma, dealing damage equal to the number of monsters the attacker has killed ... times ten. Ouch. After four turns,
the Tonberry will begin to simply outright attack you and not bother with Karma, though. Phew.
WALKTHROUGH: When you arrive in the first room, go east for a bit. As you go through the hall, go east at the fork
for a Megalixir, then north into another room. After a brief scene there, go north to a "T"-shaped intersection; first go
east and grab the Lv. 2 Key Sphere, then go west to find a four-way intersection. Go north to find a Fortune Sphere,
then go west of the fork for another four-way. There, go west and grab Al Bhed Primer Vol. XXV from the ground,
and north to get two Mega-Potions.

Now head east and save with the Save Sphere on the way. Go to the clearing at the end of the path, then into the
chamber beyond...

BOSS - Yojimbo

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: Yojimbo is a pretty simple boss to fight, seeing as how he's an Aeon and all. I mean, they have
pretty limited offenses when they start, eh? Daigoro and Kozuka are his main attacks for physical damage, and the
rare Zanmato is an outright kill. Don't expect over 500~1,000 damage from the former two, though it's pretty
dependent on when you came here. I mean, grinding for 300,000 Gil is no mean feat in the early game, eh?
MAIN STRATEGY: Nothing complicated. Have someone open with a Protect on everyone or Mighty G/Mighty Guard
to speed things up, and Hastega if desired. After that, it's simply wailing on Yojimbo until he goes down, with some
healing-between.
ALTERNATE STRATEGY - DOOM: By this point, the Doom status can be induced a number of ways, including
Kimahri's Doom Ronso Rage (earned from the Ghosts around here) and Candles of Life, if you have them.
Regardless, once the status is induced, Yojimbo dies in five turns. All you have to do is protect yourself until then by
healing and the like. Not like it's truly necessary, though - Yojimbo is extremely unlikely to use three Zanmatos in five
turns, and his other two attacks are rather painless.
After the battle, step on the warp panel and face east. (Sound familiar from the Via Purifico?) Press X to go to a room,
then open the chests for an MP Sphere and a X-Potion. Go west if you want a Flexible Arm weapon. Return north
to chamber where you fought Yojimbo. In the following scene, respond however you want to Yojimbo, then you'll have
to pay him. You'll probably want to pay him want he asks... If you pay him half of the money he asks, plus a little
more, he'll haggle you down. Do it two times or so and then fork over what he wants (typically 200,000~300,000 Gil).
That's it.

Cactuar Village
TREASURES CHECKLIST
[_] Mercury Sigil
As you went through the Bikanel desert about halfway through the game, you probably recall that one area with all of
the quicksand pits, right? And how to the east there was an area completely blowing with sand? Within that area is
the Cactuar Village, protected by the sandstorm. And, in this quest, we will access it! (Note that this can only be done
after returning to Bikanel after getting the airship. You may also want No Encounters, just to make this a helluva
faster.)
In the area named, you should be able to find a stone with a Cactuar engraved on it. Examine it with X and you will
be given the general location of one of the Cactuars, of which there are ten. By the way, when you find one, sneak
up on it from behind. If you don't, you'll get the "Sphere del Perdedor" which, if I remember my Spanish right (and I
likely don't), translates to "Sphere of the Loser" or "Loser's Sphere". If you do sneak up on it within the time given,
you'll get their own special sphere. More special spheres = better rewards. Clearly. Anyhow.
Once you sneak up on them, you'll battle them, and then you can return to the Cactuar stone, give 'em the sphere,
and then go for the next one. Finally, below are the locations of the Cactuars.
In case you don't want to look at your menu, going from the Oasis towards Home, you'll have the Oasis (1st area),
Sanubia Desert - West (2nd area), Sanubia Desert - Central (3rd area), and Sanubia Desert - East (4th area)
Tomay: This first of the Cactuars is found at the Oasis.
Rovivea: East Sanubia Desert, at the far west side.
Chava: West Sanubia Desert, near the rock sign with the "20% off" thingy on it.
Alek & Aloja: Central Sanubia Desert, near the ruins here.East Sanubia Desert, near the Save Sphere.
Vachella: Go to the East Sanubia Desert and examine the Save Sphere.
Robeya: Central Sanubia Desert, in the treasure chest to the west.
Issra: West Sanubia Desert, in one of the quicksand pits.
Elio: Go to the Oasis, then return to the airship and go to the top (like where you fought Evrae).
Flaile: Return to the stone and he'll appear behind you.
After this, depending on how many personalized spheres you got, you'll get two chests. One is always a Mercury
Sigil, used as a part of Rikku's Celestial Weapon. The other varies upon how many personal spheres: 1 or 2 for
a Potion; 3, 4, or 5 for an Elixir; 6 or 7 for a Megalixir; and 8 or 9 for a Friend Sphere. Meh.

Revisiting the Temples


TREASURES CHECKLIST

[_] Evasion Sphere


[_] Accuracy Sphere
[_] Magic Sphere
Note that this quest is not available, really, until you get control of the airship. Also note that you will have a few
problems outside some of the Temples, to be discussed more in-depth later in the guide. Just know that Dark Valefor
and Dark Shiva are likely not worth the fight right now. In any case, when you get control of the airship, go to the
Highbridge and to the end of the path there for a scene. Then you can go back to the temples!
When you return to the temples and go through them again, you can get a number of rewards:
Besaid - Evasion Sphere, White Magic Sphere, two Potions, Hi-Potion, Elixir
Kilika - Luck Sphere, Accuracy Sphere, Defense Sphere, Agility Sphere
Djose - Luck Sphere, Magic Defense Sphere, Agility Sphere
Macalania - Magic Sphere, Magic Defense Sphere, Accuracy Sphere
Bevelle - Cannot return
Cavern of the Stolen Fayth - Strength Sphere
Baaj - Nothing
Remiem Temple - Defense Sphere

Auron's Special Spheres


If you look across the world throughout your journey, you'll find several special video spheres, all of which are
associated with Auron's Overdrives - get more of these to unlock more of his Overdrives. (See Auron - Bushido for
more details.) Below, I will simply list where you can find most of these Auron's/Jecht's/Braska's Spheres. Note that
you'll need the airship for the majority of these.
Jecht's Sphere: Found as a part of the plot just after beating the Spherimorph.
Jecht's Sphere: Look beside the temple in Besaid Village.
Jecht's Sphere: Look on the main deck of the S.S. Liki.
Jecht's Sphere: In Luca, head to towards the Auroch's locker room. Remember, from the main hub of the
area, that's the area on the right side of stairs at the back. The sphere is just outside.
Jecht's Sphere: At the end of the Mi'ihen Oldroad, near where the Mars Crest chest is. You'll have to
access it from the Mi'ihen/Mushroom Rock checkpoint and go southeast from there.
Jecht's Sphere: Near the tent in the Moonflow's South Wharf with the Save Sphere.

[
[
[

Jecht's Sphere: Just run along the eastern part of the southern Thunder Plains. It's near a lightning rod.
Jecht's Sphere: When you enter Macalania Woods, go east from the entrance.
Auron's Sphere: On Mushroom Rock Road, south of the large elevator.
Braska's Sphere: Down the thin northwestern path on the Mt. Gagazet Trail.

Hidden Airship Areas


Once you gain control of the airship after the events in Zanarkand, you can unlock a number of areas in two ways:
manually searching the map for the X/Y positions of the areas, and others via passwords. Here, I will cover most of
these areas, though only the minor areas are covered in the scope of this particular section - see the links for the
larger areas.

PASSWORDS

Password (CASE-SE
GODHAND
MURASAME
VICTORIOUS
(X,Y) POSITION COORDINATES (approximate)
X
12~14
58~61
40~42
57~59
30~32
73~76
34~36
56~58
71~73
35~36
13~15
42~44

Y
Baaj Temple
Battle Site
Besaid Falls
Mi'ihen Ruins
Omega Ruins
Sanubia Sands

Baaj Temple
TREASURES CHECKLIST
[_] Mega Phoenix
LOCATION: In case you don't know, the Baaj Temple is the area in the game where Tidus arrives at just after the
events in the dream Zanarkand - you know, that watery temple where you met Geosgaeno? Anyhow, if you haven't
found it, it's found by searching the map on the airship for certain coordinates - X from 12~14, and Y from 58~61. (By
the by, you'll really want Stone Ward/Proof on your armor. Just sayin'.)
WALKTHROUGH: When you arrive here, go north to the end of the path and leap into the water; hopefully, you
already grabbed the items the first time you were here, so I won't have to cover them. Anyhow, cannonballllll~! Once
you land, you will need to go northeast for a scene and a battle.

BOSS - Geosgaeno

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: Yeah, this looks familiar... Anyhow, Geosgaeno's offense is a bit different from before. It can use
Stone and KO Punch attacks for the obvious statuses (Stone and KO, respectively). You will also see Geosgaeno
Swallow your characters. When this happens, their good statuses (Haste, Protect, et cetera) and bad statuses (e.g.
Poison, Zombie!) will be given to Geosgaeno. (He won't Swallow KO'ed/Petrified characters ... don't bother. =P) The
character will get Regurgitated eventually, though. Depending on the situation, different damage is dealt.
Scenario A: Geosgaeno gets a turn before the trapped character and Regurgitates, or you get a turn
beforehand, but Defend. In this case, the character is spit out and damage is dealt to all characters equal
to that character's current HP minus 1. (For a 2,500 HP character, for example, that's 2,499 damage to
all.) Thusly, you have one character with 1 HP and the other two in a state varying upon your HP going in.
Scenario B: You get a turn before Geosgaeno and opt to Struggle, but Geosgaeno lives. Geosgaeno thusly
counters with Regurgitate. The character will be spit-out and KO'ed by the damage.
Scenario C: You get a turn before Geosgaeno and use Struggle. Geosgaeno dies, but in one last act of
desperation, Regurgitates. This will do 9,999 damage to everyone! Without Auto-Life and/or Break HP
Limit (and 10,000+ HP, of course), you will die! You are likely to get a Game Over from this one, so be
very careful if you suspect Geosgaeno to have low HP; just Defend if you do.

MAIN STRATEGY: A simple offense works well enough here. Don't bother buffing your characters up because you'll
likely see one Swallow during this fight, and you don't want Geosgaeno getting, say, Protect, Shell, Reflect, Regen,
Haste, and NulAll, do you? =P I'd rather take a bit of extra damage (given all damage here is statusing you or KO'ing
you or fixed, really) than halve the damage I deal here. You'll want one character designated for your revival stuff
(unless you have Deathproof and Stoneproof or Ribbon on your armors), too, since you'll be doing that a lot. Heal
when needed and so on - it's not that complicated of an offense, but you are going to be healing a lot.

ALTERNATE STRATEGY - SWALLOW ABUSE: Under normal circumstances, Geosgaeno is immune to most
statuses but Poison. However, a slight flaw in the programming of this game allows you to put other ailments on him.
It kinda mirrors a certain problem with Rage in Final Fantasy VI (I think it was) - even though you could be immune to
an ailment, if you got it on via a Rage, it would be permanent. Anyhow, same thing here. Geosgaeno is immune to
most ailments, and the most abusable of them here is Zombie, right? If you get Zombie on one or all of your party
somehow (Zombie Attack, Zombietouch, Zombiestrike), they can be Swallowed.
In turn, Geosgaeno will absorb their status and thusly also be Zombied. At that point, it won't take long to kill him:
throw X-Potions, Phoenix Downs, Curagas, and the like at him until he goes down. =P

ALTERNATE STRATEGY - POISON: Poison can be induced on Geosgaeno in pretty much any way you want to; you
can do it via Swallow or via the usual means (Poisontouch/strike/Fang); it'll hit most of the time. From there on out,
you simply need to stay alive for 10 turns; each turn, Geosgaeno loses 10% of his HP, almost 3,300 per turn.

ALTERNATE STRATEGY - TRIO OF 9999: And, of course, Trio of 9999 can be abused here since you have Rikku
with you! ^_^ Have her Mix up one however you wish and all actions you do will cause 9,999 damage - that's a fourturn death from Geosgaeno. If you cast Hastega, you'll be pretty certain to never see Swallow in this fight, especially
if Tidus can use Slice & Dice or Blitz Ace.
After the fight, go into the building nearby and through the door. Go up the rock and through the double doors. In the
room beyond with the statues, go to the southwest corner for aMega Phoenix and to the southeast one for
a Megalixir. Now, go north. Each of these statues will light up depending on whether you've gotten the Destruction
Sphere treasure from each area. The are six emblems: Besaid is in the top-left, Kilika in the bottom-right, Djose in the
middle-right, Macalania in the middle-left, Bevelle in the top-right, and Zanarkand in the bottom-left. If not all six are
lighting up, then use the links below and return to the Cloisters - all those puzzles have been covered!
Besaid's Cloister of Trials
Kilika's Cloister of Trials
Djose's Cloister of Trials
Macalania's Cloister of Trials
Bevelle's Cloister of Trials - you can't miss this one, though, so there's no point in worrying over it
Zanarkand's Cloister of Trials - this is below the main walkthrough for the area
When you've found all the Cloisters' treasures, go to the room beyond the statue room in Baaj to get the Anima Aeon
- and some interesting info about Seymour.

Remiem Temple (in full)


TREASURES CHECKLIST

[_] Lightning Gem x4


[_] Stamina Spring x60
Remiem Temple can be found the Calm Lands. Get a Chocobo and to the southeast side of it, just east of the
entrance from Macalania Woods. There, you can find a Chocobo feather on the ground, which will prompt the
Chocobo to flutter-jump over to Remiem Temple. A few details you can do before the airship is obtained are
discussed in Remiem Temple, a sub-section of the Calm Lands walkthrough. This mostly discussed Al Bhed Primer
Vol. XXIV, the Chocobo races, and the 30 Wings of Discovery.
Within the Temple itself, you can meet up with Belgemine. She is here to challenge you in a consecutive battle
against her numerous Aeons - you'll have to beat Valefor, Ifrit, Ixion, Shiva, and Bahamut in order. You can also fight
Yojimbo and Anima as you get them, and the Magus Sisters after all this is done. They're all easy battles, especially
with the prowess you are given from teaching Aeons abilities. Just match up elements or go for sheer power with
Anima. =P By the way, items are rewarded for winning:
Valefor - Four Lightning Gems, or the Summoner's Soul if you don't have it; four Power Spheres thereafter
Ifrit - 30 X-Potions, or the Aeon's Soul if you don't have it; five Mana Spheres thereafter
Ixion - 10 Chocobo Feathers; eight Power Spheres thereafter
Shiva - 60 Mega-Potions; six Star Curtains thereafter
Bahamut - Flower Scepter; eight Mana Spheres thereafter
Yojimbo - 8 Shadow Gems; ten Power Spheres thereafter
Anima - 60 Stamina Springs; ten Mana Spheres thereafter
Magus Sisters - 40 Shining Gems; twelve Power Spheres thereafter
After defeating the Magus Sisters, you can opt to Send Belgemine, and in doing so earn the Moon Sigil.
As for earning the Magus Sisters? That's a bit harder. You need two things. One is the Flower Scepter you can earn
here. To earn the Blossom Crown, you need to go to Mt. Gagazet and capture every fiend there and within the cave.
Then, after getting the Flower Scepter and Blossom Crown, you also need to get Yojimbo (see Cavern of the Stolen
Fayth) and Anima (see Baaj Temple). Then you can return to Remiem Temple and go to the sealed door in the back
to obtain the ultimate Aeons - the Magus Sisters!

The Omega Ruins


"The roiling skies let loose a vile beast without a soul; Omega was its name"
~ Quoted: from a tome in Final Fantasy V ~

TREASURES CHECKLIST
[_] Al Bhed Primer Vol. XXVI
LOCAL ENEMY BESTIARY

Monster Name
Black Element
Floating Death
Great Malboro
Halma
Machea
Master Coeurl
Master Tonberry
Mimic (Basilisk)
Mimic (Dual Horn)
Mimic (Garuda)
Mimic (Machina)
Puroboros
Spirit
Varuna
Zaurus

Max HP
7,600
6,700
64,000
13,000
18,000
13,000
48,000
40,000
60,000
40,000
40,000
20,000
10,000
56,000
7,850

FINDING THE OMEGA RUINS: In case you don't know, to find the Omega Ruins, you need to go to the bridge of the
airship after getting it. When searching the map of Spira manually (like the X,Y,Z coordinates), look for X from 71~73
and Y from 35~36 and press X to find the Omega Ruins.
SOME PREPARATORY NOTES: Note that the Omega Ruins are THE hardest dungeon of the game. While the
Monster Arena is admittedly better than these guys, and the Dark Aeons are absolutely BRUTAL, the Omega Ruins
can best even the best while unprepared. At the ULTIMATE least, I would recommend having someone with Flee and
a First Strike weapon; unless you're rather powerful, the Great Malboros here will always ambush you, always use
Bad Breath, and then basically let you kill yourself - you need to flee from that battle, pretty much, in my opinion. You
will also want a No-Encounters piece of equipment (such as the one dropped by Geosgaeno in the Baaj Temple).
Why? Well, if you're underleveled, you can at least get some treasures. If you're like me, you'll play without it up to
the near-end, then equip it to go to the Save Sphere and back, then beat the boss at the end. =P Just sayin'.
EXPLANATION OF RANDOMIZED CHESTS: As far as I understand it, according to the Ultimania guide from FFX
on the PS2 (note - no evidence for presence in FFX HD), the chests are randomized and limited to 2~4 chests per
room. In a room, the odds are 1 in (X+1) for a chest being trapped or none being trapped, "X" being the number of
chests in a room. For example, in a 2-chest room, there's a 1/3 (33%) chance for one chest to trapped, 1/3 for
another to be trapped, and 1/3 for none to be trapped. By extension, there's a 67% chance for one chest to be
trapped in a 2-chest room, 75% for a 3-chest room, and 80% for a 4-chest room. So, what can these chests contain?
As far as is known...
Cactuar Wizard for Lulu (Half MP Cost)
Defending Armlet for Kimahri (Stoneproof, Poisonproof, Blank Slot, Blank Slot)
Defending Bracer for Auron (Silenceproof, Darkproof, Blank Slot, Blank Slot)
Friend Sphere x2
Lv. 3 Key Sphere x2

Lv. 4 Key Sphere x1


Phantom Ring for Yuna (Ice Eater, Fire Eater, Lightning Eater, Blank Slot)
Turnover for Wakka (Magic Counter, Counterattack)
Warmonger for Auron (Double AP, Double Overdrive)
Warp Sphere x99 (holy crap!)
When you arrive, make quick use of that Save Sphere nearby - you will not - yes, will not - see another one for the
remainder of the dungeon.
Just north of the start is a three-way fork. If you go east, you'll find some of those random treasures I noted earlier they're random, so don't bother asking me. Go west of the start to find some more random chests, then go
northwest from there. You'll soon come to a "T"-junction (you'll notice if you zig-zag along the path lol). Go west of
there to find morerandomized chests, then return to the fork and head east. As you go down the incline to some
more random treasures, also note the Al Bhed Primer Vol. XXVI at the northeast side of the clearing. That'll be the
last one if you've followed the guide insofar!
Go northwest from the clearing now and along the incline. Touch the glyph down at the bottom, then go back to the
clearing. Go south and to the top of the ramp and touch that glyph on the stone panel. This will lead you southwest to
a Teleport Sphere. Return to the clearing and go along the path to the east. Approach the platform and rise up, then
continue along to find a boss!

BOSS - Ultima Weapon

BOSS ANALYSIS: While "Ultima" can always be interpreted as a shortening of "Ultimate", this by no means is the
strongest enemy of the Omega Ruins. Still, he has a pretty nasty moveset. There's a basic physical, Shimmering
Rain (all; unblockable), Core Energy (targets one), and Holy for his damaging offense. Expected damages are hugely
variable, mostly because people have done different things by this point, like some may have done the Monster
Arena or Dark Aeon quests or something or not. However, Holy is the strongest of the attacks, typically double or
more the damage of his other attacks. Anyhow. Ultima Weapon also can use Break, Sleep, Silence, and Confuse on
you to induce ailments, so Auto-Med or Ribbon armors are nice. ... Oh, and by the by, Ultima has a set move pattern:
Basic Attack
Silence or Break (50/50 chance)
Core Energy
Holy, Confuse, or Sleep (33/33/33 chances)
Basic Attack
Shimmering Rain
Loop from here

MAIN STRATEGY: Usual stuff to begin with - Hastega, Protect, and Shell. Mighty G or Super Mighty G also work nice
enough and save a couple of turns. Reflect is also worth consideration to bounce back Confuse, Sleep, and Silence.
You'll generally want to begin a generic offense like you would against the normal enemies in this area: just your best
hitting people (or the Magus Sisters). From there, not a lot to say, other than to heal when needed. You may want to
consider throwing up Dark/Silence buster, too, to help in the prevention of physical and magical attacks.

ALTERNATE STRATEGY - DOOM: Not a lot to say about this reaaaaaaally slow strategy. This boss is vulnerable to
Doom, which you can give out through Candles of Life, mostly. This boss will die in 99 turns that way. It's extremely
slow, but it gives you a great chance to win so long as you apply one of the Mighty G's and keep your HP high, since
you don't need to keep an offense up.

ALTERNATE STRATEGY - BRIBE: I kid you not, this is pretty much the one boss vulnerable to Bribe. To Bribe
Ultima Weapon, you need to give it no less than 1,000,000 (one million) Gil. That's quite a bit, eh? In any case, that
will be an instant win, and it also lets you get 99 Pendulum items, which are useful enough in themselves to
be worth the 1,000,000 Gil.

ALTERNATE STRATEGY - TRIO OF 9999: And, of course, all roads lead back to the Trio of 9999 Mix. If you don't
want to fight, wait 99 turns, or spend 1,000,000 Gil, this is pretty much all you've got. With Trio of 9999, all attacks hit
for 9,999 or higher damage, killing this boss in 11 hits (10 if you do minor damage beforehand). That means a Blitz

Ace from Tidus or a good Fire Fury from Lulu will kill in a single hit. And, of course, you can always just throw up
Hastega and use Quick Hit or Attack a bunch until you inevitably kill him. ... I swear, this is the most broken thing ever.
After the battle, heal up (maybe?) and go forward to the next (and brighter) part of the ruins.
This area is basically a winding spiral of platforms connected by bridges, heading all down to the boss. Begin by
going west to grab a Friend Sphere, then simply go along the platforms to the east for a long while ... to the bottom.

BOSS - Omega Weapon

BOSS ANALYSIS: This boss will be nothing short of a b****-slap to the face of those who played the original U.S.
version of FFX (such as yours truly) and assumed outright they could come here at the same levels as they did then.
Hell no. The International Omega Weapon was much harder, boasting just over 10 times more HP and stat boosts
ranging from 10% (Defense) to ~20% (Strength) to 300% (Magic Defense). Yeah. You've got trouble.
Anyhow, my sentimental rage aside. Unlike the similar-looking Ultima Weapon, most of Omega's offense is different
and is random. It can use a basic physical, Shimmering Rain, Core Energy, Ultima, and Nova (non-elemental to all,
like Ultima) for some severe damage. Notably, Nova can be Lanceted by Kimahri as it is an Overdrive for him. You'll
also see Demi to cut off 25% of your current HP, Break to petrify, and Confuse to confuse.

MAIN STRATEGY: There's no real way to cut corners here. You can cast Doom and wait out 222 turns, but that's
going to take a while. There's also Trio of 9999, but that's essentially 101 turns of combat. When you fight Omega,
expect to come in with stats of 110+ and Break Damage Limit/Celestial Weapons. Otherwise, don't bother with him.
Open with the usual stuff: Protect, Shell, Regen, and Hastega. Super Mighty G and Hyper Mighty G are
recommended as opening Mixes for this stuff. Have Kimahri open the fight with Lancet, and then Nova if he's decent;
otherwise, just swap him out for someone else. After that point, just wail on the boss. Avoid elemental attacks, since

he absorbs those, and simply just keep up an offense with a Curaga and Auto-Life as necessary. From there on out, I
can't really say much in the way of strategy, simply because your generic "attack-'n'-heal" offense is all you're really
given.
You can try Trio of 9999 with some various multi-hit attacks for some nice damage. Flare Fury still works, and Blitz
Ace also is good, each hitting for about 80,000~90,000 damage, which is about 10%. Attack Reels from Wakka is the
best if you can manage to line up 2x-2x-2x for twelve attacks (nearly 120,000 damage). If Rikku gets another Mix (like
by Entrust), you might be able to get one of her nine-hit Mixes (like Lightning Bolt) to work for about 90,000 damage.
If you're going to opt for such a Trio of 9999-oriented offense, be sure to have the Entrust ability and the Overdrive
mode Comrade (easier gauge buildup than simply Stoic). It can work, but it will still be a bit difficult.
You also might have some luck just using the Magus Sisters. But, basically, anything you can get to do a ton of
damage is a good idea, but never let your HP fall too low!
After that, you can pat yourself on the back - short of the Monster Arena and Dark Aeons, you've beaten one of the
hardest bosses in FFX! Remember to go back to the area where you fought Omega for the almighty ... Magic
Sphere?
... *throws Vita at a wall*

Monster Arena

Sectional Flowchart

Introduction: *flips sign to "Open"*


o An Introduction to the Mosnter Arena and How it Works
o Unlocking Unique Creations (contains a list of monsters by area and by species!!)
o Preparing to Fight!
Area Creations: The Minor Leagues of the Monster Arena.
o Stratoavis
o Malboro Menace
o Kottos
o Coeurlregina
o Jormungand

o Cactuar King
o Espada
o Abyss Worm
o Chimerageist
o Don Tonberry
o Catoblepas
o Abaddon
o Vorban
Species Creations: The Major Leagues of the Monster Arena.
o Fenrir
o Ornitholestes
o Pteryx
o Hornet
o Vidatu
o One-Eye
o Jumbo Flan
o Nega Elemental
o Tanket
o Fafnir
o Sleep Sprout
o Bomb King
o Juggernaut
o Ironclad
"Original" Creations: Winning the World Series of baseball with only a single player in four no-hitter games
with two broken arms while blindfolded and drunk at night during a power outage, all whilst underwater
during an earthquake. ... Maybe I'm exaggerating. >_>
o Earth Eater

o Greater Sphere
o Catastrophe
o Th'uban
o Neslug
o Ultima Buster
o Shinryu
o Nemesis

An Introduction to the Mosnter Arena and How it Works

The Monster Arena is perhaps the most expansive sidequest of Final Fantasy X, and, barring the Dark Aeons (to
some), the most difficult. Hence, I have left it for near-last, not only because it's a pain in the ass to scroll through
abougt 150 KB of text (just a guess), but because you should do it last (or second before last). The bosses here are
the most difficult ones of the original US FFX, and second to just one, really, in other releases, including HD.
The Monster Arena is located in the Calm Lands at the east side. The manager there appearently had all sorts of
monsters within his small room in the back, and they've (surprisingly!) gotten loose! He also happens to be old and
lazy and thusly tasks you to get them back. In return, he will let you fight them (albeit not for free), let you buy Capture
weapons (albeit not for free), and give you tons of valuable items for capturing ever-so-many (which makes it all
worth it - really, it does!).
To Capture a monster you find in battle (you can capture most of them), you need a weapon with the Capture ability,
and must defeat an enemy using that weapon. This means Attack or Skills (Overdrives don't count). It kinda sucks,
though - these weapons have only one slot (Capture), and you cannot Customize Capture onto weapons ... I really
wanted Deathstrike...
You can capture up to ten of any enemy, and any random-encounter enemy (barring a few) from every area. As you
capture all the enemies of a particular species or from a particular area, special new monsters called "Creations" will
be made available for you to combat, the strategies for which comprise the majority of this section, mostly because
they're so hard. As time goes on, you'll also have to Capture, say, five and ten of every enemy to unlock the biggest
bad boys (such as the 10,000,000 HP Nemesis) - ever-more time-consuming, but is it worth it?
Perhaps. Whatever the case - whether you're here simply for a few Celestial Weapon thingies or here to slaughter
Nemesis in twain - good luck!

Unlocking Unique Creations

As described in the previous section, your capture of particular enemies (by area and by species) will be tracked by
the game. After meeting milestones in that regard (all from an area or all of a species), new monsters will be unlocked
at the Monster Arena for you to fight, and you will also be given a special set of items! Below discusses details on the
unlocking these Creations and the rewards for doing so.
By the by, the Sunken Cave is really the Cavern of the Stolen Fayth.

AREA CREATIONS
Area
Besaid
Kilika
Mi'ihen Highroad
Mushroom Rock Road
Djose Highroad
Thunder Plains
Macalania
Bikanel
Calm Lands
Sunken Cave
Mt. Gagazet
Inside Sin
Omega Ruins
SPECIES CREATIONS

Strato
Malbo
Kotto
Coeur
Jormu
Cactu
Espad
Abyss
Chim
Don T
Catob
Abad
Vorba
Species Creation

Fenrir
Ornitholestes
Pteryx
Hornet
Vidatu
One-Eye
Jumbo Flan
Nega Elemental
Tanket
Fafnir
Sleep Sprout
Bomb King
Juggernaut
Ironclad

Ch
St
M
M
M
St
Tw
St
Go
Pu
He
Tu
Li
M

ORIGINAL CREATIONS
Original Creation
Earth Eater
Greater Sphere
Catastrophe
Th'uban
Neslug
Ultima Buster
Shinryu
Nemesis

Preparing to Fight!

When it comes to fighting any of the Creations here, you've got a handful to deal with - unless you've fought some of
the Dark Aeons already, these will be the hardest bosses you'll fight in the game, and are among the hardest I've ever
fought. Then again, I didn't intentionally grind myself to 255 in all stats, although ... that would work. =P Here's a
general level of what I think you ought to have:
Sphere Grid: Likely a good 75+% completion rate or so should give you statistics like the below. Having all
abilities is highly recommended, especially in the case of everyone having White and Black Magic and
some other similar skills. Essential skills include Doublecast, Holy, Flare, Ultima, Curaga, Auto-Life, Full
Life, and Quick Hit, for the most part. Copycat can help reduce MP costs and is nice just when looping
stuff your other characters don't have. Quick Pockets on the Expert Sphere Grid is also really helpful for
item usage.
Overdrives: Simple enough - have the best everyone can get. If they get better ones. That means Blitz Ace
for Tidus, Attack Reels for Wakka (yes, not the best in order, but definitely the best anyhow), Tornado for
Auron, Nova for Kimahri, some stuff to do some crazy Mixing with Rikku, and ... well, you REALLY ought to
have the Magus Sisters by now, but your use of them will likely be limited.
Items: As many you can get of Remedies (if you don't use the Ribbon ability on everyone), Phoenix Downs
(for Auto Phoenix), X-Potions (for Auto-Potion - trash all other Potions!!), Elixirs, and Megalixirs. Plus, there
are a ton of good Mix combos for Rikku.
Statistics: Likely around 150+ for Area Creations, 200+ for Species and Original Creations for your base
stats like Strength and Defense. You do not need to exceed 9,999/999 on HP/MP - if you do, fine by me,
but it's not needed, for reasons explained later. You'll want 9,999 HP/999 MP without breaking their limits.
With, you'll want 15,000~20,000 HP for the Area Creations, 30,000~40,000 for the Species Creations, and
as high as you can get it for the Originals. MP is basically estimated at 1/10 HP, by the way. Granted,
those are pretty exorbitant estimations - to be honest, I went by these without Break HP/MP Limit. >_> <_<
Weapons: The Celestial Weapons can suffice for this set of battles, but, to be honest, they're rather inferior
except in the case of Auron - with him, having a lower percentage of HP can provide a damage boost of
just over 210% at its lowest levels. (See the section A Bit About The Weapons for details.) With your selfmade weapons, you'll likely want Break Damage Limit, Triple Overdrive, One MP Cost, and something

else for the fourth slot. I'd go for Evade & Counter, Magic Counter, Magic Booster (works well with One MP
Cost!), or Strength/Magic +20% (whichever your character will specialize in).
Armor: Ribbon by far would be a great ability, though its use would be limited - plus, 297+ Dark Matters are
hard to come by, but, damn, is the ability effective when you need it. Auto-Haste is also great, as is AutoPotion and Auto-Phoenix. (Just be sure to trash all your Potions/Hi-Potions with the former!) Ultimately,
those four abilities are the ones I recommend for a superb armor: Auto-Potion (with X-Potions only), AutoPhoenix, Auto-Haste, and Ribbon - you'll be taking away every status but a few (but including KO), always
halving physical damage (which comes a lot), always at doubled Agility, and healing for 9,999 HP when
you take damage. Whether you want Break HP/MP Limit is up to you. Honestly, I got by without Break HP
Limit (but 9,999 HP) - plus, NO attack exists that will exceed 9,999 damage that you cannot predict or
counter or send in Aeons as cannon fodder for. One MP Cost defeats the purposes of Break MP Limit
(unless you're casting over 1,000 spells per battle - what?), too.

Stratoavis

BOSS - Stratoavis

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: Stratoavis has a set pattern of moves. He will Attack twice, then charge for Paean of the Heavens,
which is to be used on the next turn. Paean of the Heavens knocks off 93.75% of your maximum HP (since it's the
max HP, it CAN kill), induces a Delay, and blinds, so you need to fully heal on the turn before AND after it. Stratoavis
will land after losing 2/3 of its HP (hits 106,667), only using his Attack thereafter.

MAIN STRATEGY: Auto-Protect is great for this fight, for the most part, since you'll be seeing a lot of Attacks. AutoMed and Remedy also work well to counteract the ailments from the Paean. Anyways, this boss isn't much special,
since you know his routine. Attack on the first few turns. Next, Defend or heal on the charging turn. Protect and
Defend quarters the damage taken from Paean, reducing it to almost 23.5% of your max HP. Heal on the next turn,
then just keep up the attacking.
By the by, keep in mind that the boss is vulnerable to all four types of Breaks. Full Break or Banishing Blade can get
in all four at once, and Power Break at least is recommended (and Armor Break and Mental Break for increasing your
damage, of course). You can also Slow the boss (90% chance) if you feel like he's moving too much, though it's not
really needed.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: This boss can easily be two-turned with some abilities. If
your spells from Lulu aren't doing over 20,000 damage (I'm talking like Fire and Water), then you will want Rikku to
Mix Trio of 9999 for this. You'll also want three people with maxed Overdrive gauges, with the third person (other than
Lulu/Rikku) to have Entrust. Have Rikku Mix Trio of 9999, then go into the Fire Fury - you ought to be able to deal as
high as 16 hits, nearly 160,000 damage. Have the third character Entrust their gauge to Lulu and repeat; you then
only have to hit for 32 damage after that.
This strategy can also work with Tidus's Blitz Ace (9 hits at best), but that has to deal at least 160,000 damage per
Overdrive (nearly 18,000 damage per hit with a perfect Overdrive) for a two-use kill. You can also try two Entrusts
with this strategy and deal just over 11,850 per hit to get it with three Blitz Aces.
And, of course, all these tactics work well with a 2x-2x-2x slot row on Wakka's Attack Reels (12 hits). At that level,
you'd need to break the damage limit though by dealing over 13,333 damage per hit. If you try with two Entrusts, you
need only 8,889 or more damage per hit to make it. Attack Reels is rather luck-based, but it's all a thought.

Malboro Menace

BOSS - Malboro Menace

Maximum HP
Maximum MP
Strength
Defense

Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: Every time on the first turn, you will be ambushed; unless you have First Strike and 35+ Agility,
you will be hit. Granted, you REALLY ought to have more than 35+ Agility, and Auron's Masamune has First Strike.
Anyhow, expect Putrid Breath from this - it hits you with some damage, Darkness, Silence, Slow, Breserk, Poison,
and Confusion, all at once. Expect to have a LOT of trouble if you don't have Ribbon. Anyhow, there's also Chow
Time (physical damage to one), Gastric Juice Blast (physical damage to all, may Petrify), and Mega Gastic Juice
(damage to one plus Power/Armor/Magic/Mental Break).

MAIN STRATEGY: How does one survive the first turn? You need either two things. I highly recommend having
Ribbon on your armor and you won't have a worry, really. Otherwise, Confuseproof, Berserkproof, and Auto-Med also
suffice ... but that's a lot of slots, no? Alternatively, you can have 35+ Agility and First Strike on your weapon, AND
keep Yuna out of the opening party - switch to her on the first turn and bring out an Aeon for some cannon fodder. It
also helps you keep your Ribbon/Auto-Potion/Auto-Haste/Auto-Protect armor and avoid damage.
After that, it's pretty simple - damage and heal. Putrid Breath is pretty unpredictable, so if you don't have any of the
two set-ups noted above, you need to fight with Aeons or quickly obliterate the boss with Overdrives, somehow. Ifrit or
the Magus Sisters are recommended (since this boss is weak to Fire, and the Magus Sisters are strong). It's simple
once you're past the first turn, really.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)

Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Kottos

BOSS - Kottos

BOSS ANALYSIS: Kottos doesn't have much of an offense to give. He'll use basic physicals throughout the whole
battle, really, and always as a counterattack. That's about it.

MAIN STRATEGY: Throw up Protect/Auto-Protect and Hastega/Auto-Haste, and simply tread carefully here. Don't
attack too much or you'll get countered too much (Protect only halves physical damage), and be sure to heal when
needed. Auto-Potion with X-Potions really ought to suffice for that here, though.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Coeurlregina

BOSS - Coeurlregina

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense

Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: There is no set pattern to this boss's moves like the last few; even so, Chaos is used quite often,
but it simply inflicts Confusion, Curse, and Doom, no damage. You can also see the Drain and Thundaga spells, and
finally, there's Hyper Blaster - that's instant-death to a character that defies Deathproof.

MAIN STRATEGY: Ribbon and Confuseproof/Auto-Med will suffice a lot for dealing with the oft-used Chaos; you
won't deal with the Doom, though, which causes KO 5 turns later; hope you have Auto-Phoenix/Auto-Life! Curse can
also be a bit debilitating, so if you're using Overdrives, you should simply open the fight up with them and don't let up.
And you can't do anything about Hyper Blaster other than sending in an Aeon (and it's not predictable, so you'd
effectively fight with that Aeon) or Auto-Phoenix.
Still, Ribbon and Auto-Phoenix make the fight laughable. With those two (or the suitable alternates named above),
you shouldn't have trouble with this one.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Jormungand

BOSS - Jormungand

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: Not a lot to this boss fight. The most dangerous attack you'll see is Cold Stare, which hits a
character for unblockable damage that can also Petrify them. You'll see it somewhere around 25% ~ 40% of the time
if you're me. Which you're not, but whatever. There's also a basic physical and Spacetime Vorpal (magical damage to
all). That doesn't seem too bad, but a basic physical here will shatter a Petrified character, eliminating 33% of your
party outright.

MAIN STRATEGY: Stoneproof or Ribbon are crucial for this battle. With either one, Cold Stare is just mild damage,
and the other two attacks are barely moreso. Open with your usual blockades if you must (Hastega/Protect/Shell) and
simply attack and heal as needed. It's noteworthy that this boss is resistant to Slow and all of the statistic breaks; the
latter is very helpful if you prefer a magic-oriented offense because this guy will tank through those.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Cactuar King

BOSS - Cactuar King

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade

Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: Nothing beyond what you'd expect from a Cactuar - 10,000 Needles deals 10,000 damage
(instant-kill to those without Break HP Limit), and 99,999 Needles deals 99,999 damage (instant-kill no matter what).
Both are also painfully unblockable without Aeon cannon fodder, and they won't last long enough to matter.

MAIN STRATEGY: There's pretty much no chance of fighting this guy without 200+ Accuracy - that 240 Evade is
essentially a 94% evasion rate (240/255), at least to me. Don't really know how it works, but whatever. That Agility is
also pretty hard to get by without a First Strike set of weapons, which you'll probably need at lower levels. There's
also Auto-Haste and 41+ Agility, though.
Anyhow, let's assume you can hit this cactus. Auto-Haste and Auto-Phoenix will be very crucial here. Auto-Phoenix
will stop you from dying for 99 of the boss's turns - for that matter, if you plan on fighting this guy, don't bother healing.
99,999 Needles is too unpredictable for healing to be worthwhile. ... Honestly, I'd really go for the Overdrive strategies
orTrio of 9999 as mentioned below - 100 Defense and 255 Magic Defense is DIFFICULT to pierce without maxing
your stats (and, even this, this boss is immune to all elements). In essence, hit when you can and hope to Yevon your
99 Phoenix Downs last.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it! ... Though, to be honest, you better cast Auto-Life a LOT, as 99 Phoenix Downs can wear
down quickly.

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Espada

BOSS - Espada

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy

Rare Item Drops


Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: The boss will only use two attacks: Hades Claws and Blade Shower. Hades Claws will damage
you and restore some of the Espada's HP; it will also automatically KO you, or Poison you if you survive via
Deathproof/Ribbon. It also used as a counterattack. Ouch. Blades Shower is just high physical damage to a single
character, used after every four Hades Claws (including those from counterattacking).

MAIN STRATEGY: Come in with Ribbon or Deathproof, and don't come back until you do.
Anyways, this boss heavily relies on HP restoration to survive (as if 280,000 HP wasn't enough) - Hades Claws
restores it, and he regains more via Regen. (And, no, you cannot Zombie him.) To beat that, you pretty much have to
get at the boss before he can get at you. Thusly, the fewer turns you spend healing, the better - thus, Auto-Potion with

X-Potions and Auto-Phoenix also work very well here to save myriad turns. And rounding out with Auto-Haste helps
you outspeed the boss.
When the fight opens, you'll want to begin with two things: Slow on the boss, and Full Break or Banishing Blade. This
will halve its nasty Agility (to 26), Strength (22), Defense (50), Magic (16 - not that it's used), and Magic Defense (80).
That's MUCH more managable, no? I mean, granted, Hades Claws can still kill you, but it's not going hurt as much
when you have Ribbon/Deathproof on, and even less if you happen to have Auto-Protect or instill Protect via Mighty
G(uard) or something.
Once the boss's stats are depleted, you simply attack and heal from there on out. Try to favor physicals, since the
boss takes 1.6x more damage from them than magical attacks.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Abyss Worm

BOSS - Abyss Worm

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: If you've fought these Worm-species enemies for extended periods of time (like your first trip
through Bikanel), you know what to expect. It's signature move is to Swallow a character (only after being hit five
times, as a counter to the fifth attacker) - they'll be Regurgitated after being hit twice more, with the Regurgitated
character taking 9,999 damage (5,000 with Protect). There's also a basic physical and Earthquake, which takes a turn
to charge-up before magical damage to everyone.

MAIN STRATEGY: Not a lot to say. When you begin the fight, it's nice to open with Protect on everyone if you don't
have Auto-Protect - in doing so, you ought to be able to prevent Regurgitate from killing you. You'll also want to open
with Haste if you don't already have Auto-Haste. From there on out, attack the boss a lot and it'll eventually Swallow
the fifth attacker. Take time to heal everyone you can and do other buffing if you wish (the boss will not do anything
until being hit twice, which causes Regurgitate). Shell is something you'll want to throw up in that time, since
Earthquake is halved that way. Beyond this, it's a simple attack-and-heal fight, really.

ALTERNATE STRATEGY - REGURGITATE ABUSE: A little glitch is in the system, though - as it turns out,
counterattacks don't seem to count towards the Regurgitate counter. This includes two examples to be discussed:
self-Reflect and Evade & Counter. First is self-Reflect. Carefully time your attacks such that your Swallowed character
just so happens to not be your main magic caster; in the meantime, put Reflect on the magic caster. After the
Swallow, but before Regurgitate, you can (Double)cast Flare on yourself (preferably - most others work) to hit the
Abyss Worm, and it won't trigger Regurgitate. Since the Worm doesn't bother with anything until Regurgitating ...
there you go.
Do you prefer to use Evade & Counter? In this case, do absolutely nothing at all during the battle, really, while having
Evade & Counter on everyone's weapons. Only two things will occur during the fight: either a basic physical (where
you counter - but the counter for Swallow fails to go up) or Earthquake (in which you can know ahead of time and
switch to Yuna to summon Valefor as cannon fodder). Dismiss Valefor after Earthquakes and simply sit there and

Defend. Hell, cast Protect and Slow on your party and Haste on the Worm to increase efficiency! (Just leave Yuna out
of your main party or you might not have time to get to her in the CTB before the Earthquake hits.)

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Chimerageist

BOSS - Chimerageist

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility

Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: This boss loves elemental attacks! (Quelle surprise. It's a Chimera. Duh.) It's basically uses
elementals whose strength are on the level of the "-ra" spells - Megiddo Flame (basically Fira), Blizzara, Thundara,
and Aqua Breath (basically Watera to all). There's also a basic physical.
There is also a set pattern to the moves: Megiddo Flame, Blizzara/Thundara, Attack, and Aqua Breath, looping from
there.

MAIN STRATEGY: This battle is ridiculously easy - then again, it's actually the first of the Area Creations made
available to you, fightable before even leaving the Calm Lands the first time. In any case, you'll likely want to open
with the Mix Mighty G if you're having trouble; this puts up Protect and Shell, halving the boss's attacks' damage
entirely. From there, you'll want to cyclically cast NulBlaze, NulFrost or NulShock, and NulTide. After the first round,
you'll know which of the NulFrost/NulShock to cast, since one will always be missing for you to fill in. ;) From there,
heal whatever damage the basic physical does and wipe the floor with 'im. Just don't bother with a magical offense
(barring Flare/Ultima/Holy) since he is immune to all elements.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Don Tonberry

BOSS - Don Tonberry

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: This boss is extemely abusable for gaining AP ... but that's another section. Anyhow, he's
basically a buffed Tonberry. Karma will be his main counterattack for when he's far-off (i.e. first four turns) - it will deal
damage to the attacker equal to the number of monsters they've killed times 100. It's easier to say instant-kill, since it
would've taken on hell of a low-level game to avoid killing any monsters. I mean, there's like 60 required fights in the
game alone, aren't there? That's 6,000 damage by itself. *ahem* You'll also see a basic physical attack every turn
after the four turns are up, which is a bit nasty.

MAIN STRATEGY: Auto-Phoenix is essential for the first four turns, and Auto-Potion with X-Potions for the remainder.
That's about it, really - he's no different than any other Tonberry, other than the buffed stats and hole-tearing Karma.
Attack and heal when needed.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Catoblepas

BOSS - Catoblepas

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade

Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: This boss can be a bit nasty to deal with. It has a basic physical and Pop Fly (physical damage +
delay) - that's nothing much to care about. He can, however, cast Flare and Ultima. Ultima comes as a final attack at
least, but it's very powerful and non-Reflectable.

MAIN STRATEGY: A lot of expectations during the majority of the fight - open with Protect and Shell (or Reflect, if
you have Auto-Potion and only X-Potions - that means no Curaga will be needed) if they're not Auto'd on your armor,
then work on weakening the boss, too! Full Break and Banishing Blade are good to halve his defenses and his
damage further to a now 1/4 of the norm (we're talking 19 Strength and 15 Magic with Protect/Shell on). From there
on out, it's simply healing and attacking, though.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Abaddon

BOSS - Abaddon

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: Abaddon relies on a magic-heavy offense: you'll see Firaga, Waterga, Thundaga, Blizzaga, Flare,
and Demi for the most recognizable of these. You'll also see Pharaoh's Curse to cause Darkness, Silence, Curse,
and Poison, and Emblem of the Cosmos, which requires a noticeable turn to charge (Mana Focus) before there's
heavy physical damage to a single target.

MAIN STRATEGY: You'll want to open this battle with the usual - Hastega/Auto-Haste, Protect/Auto-Protect, and
Reflect with Auto-X-Potions going around to make healing a lot easier. Hyper Mighty G is a good Mix to use to open
the fight as well, as is Super Mighty G if you don't really want to throw up super-valuable items - this will do Protect,
Shell, Regen, Haste, and Auto-Life (latter for the Hyper), so, yeah, it saves plenty of time! Granted, Reflect is still
superior to Shell in this instance since you ought to be able to use Auto-Potion, which is a 9,999-HP heal with only XPotions in stock, but to each their own.
This takes care of most of his magical offense. Demi, you'll just have to live with; the rest of the Black Magic is
reflected. Granted, none but Flare will do damage (he's immune to all elements due to an eternal NulAll - plus, he,
too, has Reflect), but better to take no damage than half-damage. To take care of Pharaoh's Curse, you can have
Ribbon or Auto-Med or just have a Remedy ready for after it hits.

For your offense, you'll want to probably rely on physical attacks - Abaddon always has Reflect and NulAll, so the only
thing that you can hit him with magically is Ultima, unless you Reflect magic off of yourself. That's also a viable
strategy; in fact, you'll do about 12% more damage that way since his Magic Defense is lower - so, basically,
Doublecast Flare. If you prefer to go physical, use a lot of Quick Hits.

ALTERNATE STRATEGY - EMLBEM OF THE COSMOS ABUSE: Maybe this is pure coincidence, but it's worked
both times I've fought Abaddon on FFX HD. In essence, it seems that, when you get in about six or seven attacks,
Abaddon will use Mana Focus on his next turn as a charge-up for Emblem of the Cosmos; this seems to disregard
the distance between the turns. That means you can, in effect, force him to always use Emblem of the Cosmos every
two of his turns.
This would require Hastega and Quick Hit except at rather high Agility levels. In essense, simply get Hasted and start
using Quick Hit; after six or seven hits, you'll succeed and Abaddon will use Mana Focus next chance he gets. In the
next turn, either do some Protecting (EotC is physical) or Summon an Aeon as cannon fodder and let it stay until the
attack passes. Dismiss the Aeon or heal, whichever the case is, then Quick Hit some more. Of course, attack more
between Mana Focus and EotC if you have enough turns (always check the CTB!) - you only need that last turn or so
to be the Summoning or Defending or whatever it is you do.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Vorban

BOSS - Vorban

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: Vorban's offense shouldn't be much of a surprise to you; just look at him! He can use a basic
physical attack, Body Splash (hits all), and Mortar. Mortar is used as a counterattack only for non-elemental magical
damage to everyone; it seems to be used with every 1~4 attacks against the boss.

MAIN STRATEGY: Clearly enough, you need Protect and Shell (Auto-Protect/Auto-Shell) from the start. Mighty
G, Super Mighty G, and Hyper Mighty G all work well enough for this bit of it, though all you really need is Mighty
G then Hastega/Auto-Haste. From there on, just keep attacking with whatever you've got. Quick Hit is the main
recommendation since it can give you can extra turn on the off-chance Mortar is fired so you can quickly throw up
Curaga if needed. Nothing beyond this.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),

Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Fenrir

BOSS - Fenrir

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield

BOSS ANALYSIS: Ugh, I hate these guys... One of his attacks is Fangs of Ruin, which is just nasty physical damage.
Then there's Fangs of Chaos - it will Confuse you and rip off 93.75% of your current HP. So it won't kill you, but let
you kill yourself. >_< Finally, there's Fangs of Hell, which is an instant KO to you, regardless if you have Deathproof
or Ribbon. Yup, 297+ Dark Matters for nothing ... well, there's Confusion. >_>

MAIN STRATEGY: Basically, expect to lose this fight without Ribbon/Confuseproof and Auto-Phoenix in your armor.
Ribbon is good to stop Chaos Fangs' Confusion to result in a self-death, and Auto-Phoenix stops Fangs of Hell. You'll
also likely want Auto-Potion and Auto-Protect - Auto-Potion with X-Potions helps to ward off Fangs of Ruin, and AutoProtect more so.
Anyhow, open the fight with what you don't have of Hastega and Protect before you start to wail on it. Hitting it hard is
pretty impossible, especially if you go the magical route - and that's assuming you had enough Accuracy to hit him in
the first place. I kept missing when I had 220+. >_> About the only way to hit it for me was a couple of high-Strength
(~190) Blitz Aces that ended up slaughtering this puppy. If you earnestly expect to be able to put up a non-Overdrive
offense, you need to go physically and hope to God some of your Quick Hits hit, because that's about the only way to
do it - at least Quick Hit can give you a chance to respond after.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Ornitholestes

BOSS - Ornitholestes

Strength
Defense
Magic
Agility
Luck
Evade

AP Yield
Gil Yield
BOSS ANALYSIS: There's not much to say about this guy's offense. You can expect Poison Touch; it's the worst of
the two attacks, tearing off 75% of your current HP and inducing Poison if you can't prevent it. Drain Touch is
basically a physical-damaging Drain spell.

MAIN STRATEGY: Not a lot to say about this one; you'll need a high-Accuracy, high-Agility offense to be able to get
anywhere with this guy, though. Have Protect from the start to halve some of the nastier damage and then get
someone to use Hastega - both, of course, only if you need them. You might actually benefit in this fight from having
someone use Aim a few times to boost up your Accuracy, but, beyond this, heal when needed.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)

Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Pteryx

BOSS - Pteryx

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy

Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: Yeah, this thing only has 100,000 HP. Must be a reason! ... No, not really. It uses two attacks. One
of them is a basic Beak attack that hits a character and causes a delay in their next turn, while Beak of Woe can hit
one or everyone and induce Curse. It also ignores Protect.

MAIN STRATEGY: You ought to be fine here, really, if you've been fighting other Species/Original Creations. It
doesn't have exorbitant Evade or Strength (though Auto-Protect is nice), and the statuses are meager at best - relying
on Overdrives is only really for the desperate, but at least they're 100% accurate. So, basically, do a lot of damage
quickly: Quick Hit him to death.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Hornet

BOSS - Hornet

BOSS ANALYSIS: A pretty expectable offense. You'll see a basic physical - it's main danger - that can deal damage
and induce Silence, Darkness, and Sleep, each for three turns ... assuming you survive the instant-death part of it
with Ribbon/Deathproof. Yeah, it'll kill you without those. It can also use Venomous Stab or Bewitching Stab for
damage and Poison or Confusion, respectively. Then there's a self-Curaga.

MAIN STRATEGY: "Come in with Ribbon or die" - that's the motto of this boss. >_> *wields a flyswatter*
Begin by throwing up Hastega and Protect if they're not Auto'd on your weapons. Haste especially will be needed,
since that 102 Agility is no joke; even with only 63 Strength, if he starts getting in multiple consecutive attacks, you
are in TROUBLE. After that, throw up Reflect on the boss. You shouldn't be using a magical offense here anyhow; if
you're going to anyways, be sure to hit it directly with Ultima or to Reflect magic from yourself. You can also Silence it
(95% chance) if you prefer.
After that, go into using Full Break or Banishing Blade - this should halve its Strength, Defense, Magic ('cause that's
all it relies on </sarcasm>), and Magic Defense to 32 (16 with Protect), 35, 44, and 48, respectively. Not so harmful
now, is he? From there, just start throwing up Quick Hit and he'll go down semi-quickly.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999

normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Vidatu

BOSS - Vidatu

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: ...? All you'll see from the Vidatu are Osmose and Ultima. Osmose is probably just there to gather
more MP for the Ultima since it is rather costly, but ... wow.
MAIN STRATEGY: Disconsidering the fact that you can OHKO this boss? When you begin your offense, keep in
mind that it has NulAll, so nothing elemental ever hits it, and there's Regen, in case that surprises you. The main
problem with this boss is its sheer bulk; 230 Defense and Magic Defense makes this the Shuckle of FFX HD. (No,

seriously, even Shuckle has a base 230 Def./Sp.Def in Pokmon.) If you open with Full Break or Banishing Blade,
you'll halve its Strength, Defense, Magic, and Magic Defense to more comfortable levels - 6, 115, 39, and 115,
respectively, making Ultima laughable.
For the most part, just weaken him, put Hastega on yourself if you lack Auto-Haste, and use Quick Hit for a while.
ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!
ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

One-Eye

BOSS - One-Eye

BOSS ANALYSIS: This boss only has two attacks. There's Black Stare, which hits for physical damage and can
induce Curse to a single person. The other attack is Shockwave; it magically hits everyone and can induce Slow,
Confusion, Sleep, Darkness, and Silence.

MAIN STRATEGY: Auto-Haste is imperative in this battle because the odds are basically 50% for this fiend using
Shockwave to Slow you, and Ribbon is also imperative to stop the other ailments caused by it. After these two are
installed onto your armor, all you have to worry about is simply damage that ... oh, wait, Auto-Potion with X-Potions.
Okay, never mind, Quick Hit/Overdrive away!

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Jumbo Flan

BOSS - Jumbo Flan

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: You can probably expect what you'll get under this offense: Firaga, Blizzaga, Thunderaga,
Waterga, Flare, and Ultima are the main things you'll be hit with. The Jumbo Flan also semi-creatively uses Reflect
on you, then later goes to bounce Regen or Curaga off of you onto it - don't bother trying to fool it either; Dispelling it
just causes it to avoid healing itself. Crap. But, yeah, it's all magic here.

MAIN STRATEGY: I HATE this ... uh ... gelatinous blob thing! You cannot hit it physically (although Blitz Ace oddly
worked), you cannot hit it elementally without hitting it, you cannot hit it directly with any magic without bouncing it off
yourself due to its perma-Reflect, and it has 1.3 million HP. Geez...
Open with Hastega/Auto-Haste and, then hurry up and put Reflect on someone and begin Doublecasting Flare off of
them. Also cast Slow on the Reflected person to bounce it to the Flan. After that, you can Dispel the Reflect on that
someone and more properly Doublecast Ultima on the Flan, which pierces that Reflect; it's not a lot more damage
(+17%), but it's something. From there on out, you basically have to just rely on Auto-Potion or Curaga for your
healing while that 1,300,000 HP slowly grinds down ... down ... down ... down ... down ...

ALTERNATE STRATEGY - ANIMA: Before this battle, you will need to have Anima if you plan to use this strategy
(obviously enough). It is also recommended for her to know Haste and Regen, and Shell as well if you've yet to boost
her Magic Defense significantly. Curaga would also be nice for emergencies. Open the battle with Anima throwing up
Regen and Haste, in that order, then Shell as is applicable; this will allow her to regenerate her HP over time (lessens
the need for Curaga) and get in a lot of turns, offensively. So, what does one do on those turns?
As it happens, Anima's Pain is not classified as a physical (which would be nulled) or a magical (which would be
Reflected) attack, allowing you to directly deal damage to the Jumbo Flan. Thus, it's as simple as that with a
good-'nuff Anima: self-buff, Pain, Pain, Pain, Pain, Pain, Pain...

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with a Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Nega Elemental

BOSS - Nega Elemental

Maximum HP
Maximum MP

Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: The Nega Elemental has a pretty basic, all-magic offense - Firaga, Blizzaga, Thundaga, Waterga,
and Flare, with Ultima coming as a counterattack to anything you do to it.

MAIN STRATEGY: Without exception, open the fight with Reflect - this will send most of those painful spells back at
Nega. He will be healed by most of them except Flare, but it's relatively minor; you should be able to out-damage that
bit of it. Ultima you can't Reflect, so you'll need to heal after it. But, overall, not a lot to say - throw up Reflect, then
Doublecast Flare/Ultima to death. Remember to bounce the Flares off yourself, though, as Nega can Reflect itself.

ALTERNATE STRATEGY - ANIMA: Before this battle, you will need to have Anima if you plan to use this strategy
(obviously enough). It is also recommended for her to know Haste and Regen, and Shell as well if you've yet to boost
her Magic Defense significantly. Curaga would also be nice for emergencies. Open the battle with Anima throwing up
Regen and Haste, in that order, then Shell as is applicable; this will allow her to regenerate her HP over time (lessens
the need for Curaga) and get in a lot of turns, offensively. So, what does one do on those turns?
As it happens, Anima's Pain is not classified as a physical or a magical attack, allowing you to directly deal damage to
the Nega Elemental without fear of retaliation via Ultima! Thus, it's as simple as that with a good-'nuff Anima: self-buff,
Pain, Pain, Pain, Pain, Pain, Pain...

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),

Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Tanket

BOSS - Tanket

Strength
Defense
Magic
Agility
Luck
Evade
Accuracy

Rare Steals
AP Yield
Gil Yield

BOSS ANALYSIS: What a crappy offense - it can do a basic physical and it can also doing a slightly-faster basic
physical. Both of these, however, cause Berserk and delay your next turn. Ouch. They're also not too friendly at over
100 Strength.

MAIN STRATEGY: Well, first things first - without Berserkproof or Ribbon, you can have troubles here. Auto-Haste
and Auto-Protect also very good. Beyond that, though, it's mostly one of those heal-and-attack battles. Evade &
Counter can be useful for dodging the attacks, at least. Be sure to use Armor/Full Break, too, to halve the boss's 100
Defense to 50, then start barraging it with Quick Hit. This will become extremely vital at under 50% HP, too, as the
boss will focus a lot on its Rush Attack, which seems to speed up its next turn like Quick Hit does, which will slowly kill
you at low Agility if you can't keep up. >_< To be honest, the Overdrive set is the way to go for this one.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Fafnir

BOSS - Fafnir

Strength
Defense
Magic
Agility
Luck
Evade
Accuracy

Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: Fafnir is a nasty guy, but at least he has a set pattern of moves. He opens first with a basic
physical attack. On the next turn, he does an Attack to one guy, hits everyone for Ice damage, and then Attacks
another guy, all in the same turn. On turn three, he uses the same thing, but using Fire damage; on turn four, then
same thing, but Lightning damage; and an Attack on turn five and loop from there. We're talking an average of 2.2
attacks per turn.

MAIN STRATEGY: Due to the sheer amount of damage flying around, having Auto-Protect and Auto-Shell or opening
with Hyper Mighty G (yes, nothing less than that type of opening) will be VITAL to your survival. Also open with
Hastega and Auto-Life, and maybe Regen - though, honestly, the less time you can spend on this setting-up bit, the
better. If you happen to already have Auto-Protect, Auto-Shell, and Auto-Haste, then Rikku opening with Ultra
NulAll also saves a ton of time (NulAll, 5 each of Cheer, Focus, Aim, Reflex).
As you begin, start by blowing up NulFrost, NulBlaze, and NulShock, in that order, and refilling the empty holes when
they come. This will take a load off of your damage since those Triple Attacks' elemental portions hit everyone. If you
can keep up with him, you'll end up nullifying a lot of the damage yourself through the Nul-spells and Auto-X-Potions.
You'll also want to open with Full Break or Banishing Blade to halve this beast's stats (38 Str or 19 with Protect, 15
Def, 55 Mag or 28 with Shell, 65 MDef). That done, you can get onto the real offense - due to the significantly smaller
Defense, it will be better to use a lot of Quick Hit, since physical attacks here on average deal 333% more damage.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Sleep Sprout

BOSS - Sleep Sprout

Strength
Defense
Magic
Agility
Luck
Evade
Accuracy

Rare Steals

AP Yield
Gil Yield
BOSS ANALYSIS: You'll learn to hate this guy in due time if you can't OHKO him. Why? The move Goodnight
causes damage to everyone and puts Sleep, Poison, Berserk, and Armor/Power Break on them. (BTW, you don't
block Breaks with Ribbon.) There's also a number of basic Black Magic spells you'll see: Firaga, Blizzaga, Thundaga,
Waterga, Flare, and Ultima. So, nothing unexpected there, but all the damage here is magical and that's a pretty high
Magic stat, wouldn't you say? Its main strategy is to halve your physical damage so that you can't really strike at its
167 Defense (Power Break, you see?), and you can't Break it, either...

MAIN STRATEGY: Anyhow, what to do when the battle begins? Well, you better have First Strike on someone and
Yuna out of the initial party on the off-chance you're ambushed; if you are, there's the Goodnight attack and you're
pretty screwed because, even with Ribbon, you'll still get your Strength and Defense halved through Power Break.
(Though, now that I think about it, why does it bother with Armor Break if it has no physical attacks?) You'll also see
Goodnight if you ever attack physically, so, ouch....
Open your fight with Aeon cannon fodder if you must, but otherwise throw up Shell and Hastega. Reflect wouldn't be
too bad (in addition to Shell, since Goodnight is magical and nonreflectable, as is Ultima) to throw back some spells.
Once that's done, go for Quick Hit if you have Ribbon and are willing to stand the Goodnight's damage (though you
definitely won't Quick Hit again =P). Otherwise, Flare, Ultima, and the like work good. It won't take long to fall, I
assure you ... you can just Trio of 9999 this guy away if you must!

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Bomb King

BOSS - Bomb King

BOSS ANALYSIS: ... It's a Bomb, what'd'ya expect? It can use Fira and Firaga for its main elemental magic spells,
as well as a physical attack. You'll also see Ultima, of course, though their power is mediocre for the Monster Arena
Creations. You'll also see the boss grow like a normal Bomb in response to being hit (takes three hits here), although
this is seemingly aesthetic as, unlike normal Bombs, the boss doens't blow up after the fourth hit. Growing does have
a minor purpose, though, in advancing the boss's offense from Fira to Firaga to Ultima, so look out for that ... or
abuse thereof, as to be discussed later.

MAIN STRATEGY: Nothing special to begin with. I seriously recommend opening the fight with three Quick Hits,
before anything else. This will make the Bomb King grow once, changing his offense to Fira in lieu of his physical
attack. We can nullify Fira, but not a physical attack - in fact, the whole strategy below relies on buffing up while
nullifying any antagonizing attacks for the SOLE purpose of defeating this boss as fast as possible before a good
Ultima can get in.
Since the Bomb King is limited to Fira and a basic physical at the start, take your sweet time buffing with Hastega,
Shell, Protect, Regen, and Auto-Life - hey, may as well, since we rarely get such good chances. Heck, spamming

NulBlaze may not even be too bad an idea. Or you can have Rikku throw up Hyper Mighty G or Ultra NulAll depending on what your armor abilities are (nothing really important for HMG, and Auto-Haste/Protect/Shell/Regen
for Ultra NulAll to get some stat boosts). Trust me, you'll be happy about this buffing time later, especially if you go
around and throw up lots of Cheer and Focus, too...
I'm not kidding. Do it.
After it's done, begin to bash the crap out of the Bomb King - but wait until literally just after his turn to do so. Again, if
you hit him, he grows and his offense increases to Firaga and then to Ultima - you don't want to be hit by Ultima in
lieu of Fira just because you had to get in two Quick Hits, right? AFTER the boss's Fira, go into a Quick Hitting frenzy
- do nothing but Quick Hit, as you'll not be countered until the boss eventually gets to use Ultima. Hopefully, with
Break Damage Limit and some high Agility, you might not even have to SEE a non-nullified attack. =P

ALTERNATE STRATEGY - COUNTERATTACK ABUSE: For this strategy, basically have Evade & Counter on all of
your weapons. During the first stage of the boss's growth (i.e. at the start), it will only be able to use a basic physical
attack. Thusly, Evade & Counter, right? Evade it and strike back, right? As it turns out, this boss's internal counter will
not counterattacks towards its growth - in other words, you can sit there and counterattack 479,999 times, and it will
still use a basic physical attack before you deal that last 1 HP of damage to kill it.
And thus, the abuse! During your turns, do absolutely nothing but buff yourself up initially (the attack is weak - may
as well go Cheer, right?) with Protect, Hastega, Regen, Auto-Life, Cheer, and Aim as much as you can. If you want,
go ahead and Mix Trio of 9999 together to end this boss in 49 counterattacks. But this buffing is all unnecessary - on
a general level, Evade & Counter will make you invincible, and the buffing is just insurance and speeding up the
damn thing. You can Haste the boss and Slowga yourself if you want to really get it doing, then just keep mashing
Triangle to Defend - 'cause, after all that buffing, there's nothing to do but Defend and quarter the damage you take.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive

Blitz Ace
Attack Reels
Low-level Furies

Juggernaut

BOSS - Juggernaut

Strength
Defense
Magic
Agility
Luck
Evade
Accuracy

Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: The Juggernaut uses only a few attacks. It can use a basic attack for some damage, and it can
use Crush Spike to instantly kill, or to damage if you have Deathproof/Ribbon. There's also Salvo, which takes a turn
to charge, and the charging begins after the Juggernaut uses its fourth Crush Spike. Salve is basically some nasty
Fire-elemental damage to everyone.

MAIN STRATEGY: Ribbon/Deathproof and Fireproof/Eater are essential for this fight. ... Well, Fire Eater isn't really,
but it's nice to absorb Salve, eh? In any case, you have enough time before it's fired to put up NulBlaze if you want.
Anyhow, there's not much to say. Open with what you don't have Auto'd of Hastega/Protect, then simply go into some
Quick Hits and heal as needed. (Don't expect to get in anything magical, since the Juggernaut is immune to all
magic.) You may want to put up Full Break or Banishing Blade to halve his offenses and defenses, each quite

significantly (49 Str, 70 Def, 35 Mag, 31 MDef). Be sure to use NulBlaze at some point before a Salvo is fired, and
that's pretty much it - eventually, he'll go down.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Ironclad

BOSS - Ironclad

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility

Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: The Ironclad is essence of bulkiness, boasting 220 Defense, 180 Magic Defense, and a whopping
2,000,000 HP, more than any other Species or Area Creation, any normal FFX enemy, some Dark Aeons, and ... ah,
you get the message. Anyhow, the boss's attacks are rather weak: there's Reppageki (hits one), Bushinzan (all), and
Shinryudan (one). He actually uses them in that order, too. The first two are about the same in power, with the
Shinryudan being about 50% stronger. They're like 15~25 altogether in their base power, by the way; most good
magic is stronger. It's not important, but it shows you how much this guy relies on tanking you rather than fighting
mano a mano.

MAIN STRATEGY: Of course, when I fight a tank, regardless of the RPG, it almost always loses. =D Open the fight
with what you lack of Hastega, Protect, Regen, and Auto-Life - if you must, Hyper Mighty G saves a few turns. (Shell
isn't needed, since all the boss's attacks are outright physicals.) Also be sure to use Full Break or Banishing Blade on
him to halve his Defenses; you won't get Power Break through (and Magic Break is useless), but it again saves some
time. From there on out, use Quick Hit if you want the physical offense, though Flare and Ultima are smarter as they'll
deal ~22% more damage and can be Doublecasted. =P A simple but lengthy fight, really.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 200 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as

everyone also has Entrust. Also, since the boss has a ton of HP, this goes on a scale of 2-4 Overdrives, since you
can't kill it with 1.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Earth Eater

BOSS - Earth Eater

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy

Rare Item Drops


Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: Oh, God, I hate this guy... He will typically be seen using Megaton Punch. It can be used once as
a counter for ANYTHING, and twice during his normal turns, and it can induce KO immediately, or physical damage if
protected against. Like the Chocobo Eater it mimics, you can hit it for 100,000 damage and it'll fall down, after which
it'll just cast Flare for two turns before getting back up.

MAIN STRATEGY: I'm not kidding when I say this - if you do not have Deathproof or Ribbon on ALL of your armors
now, get out of here and grab the items necessary for it. They're virtually necessary to win this, unless you plan on

every other turn being a Mega Phoenix. You will also want Auto-Haste, Auto-Shell, and Auto-Protect. Auto-Protect
isn't thatneeded, but it can help you survive a Megaton Punch; if you're confident, swap for Auto-Potion with only XPotions in stock since that'll help deal with Flare later in the fight.
The only way I could think to win was a high-damage, high-speed strategy - in this case, you NEED to exceed over
100,000 damage in a single attack. In doing so, you will knock him and cancel the Megaton Punch counter you had
coming, and then the two Megatons you had coming for the battle-finisher. Granted, Ribbon/Deathproof would let you
sit through them, but, at a 117 Strength, that's not a good idea, even with exorbitant (200+) Defense if you're running
9,999 HP like me. You need to have the ability to execute such an offense as many times as you can, which means
seven full Overdrive gauges, each wielder with Entrust, all heading to Tidus for a Blitz Ace averaging 11,112 damage
per hit - if you can manage that, you've got an effective free 15 turns.
Once the Earth Eater is on his ass, he will begin countering everything with Flare - this will be Reflected off him, so
don't expect to block it, just have Shell/Auto-Shell/some kind ofMighty G up by then. Flare is a LOT more manageable
than Deathproof'd Megaton Punch ... IF you have Shell. Otherwise, expect a lot worse to come from it - SHELL IS
NECESSARY TO SURVIVE!
At this point, you'll want to be Quick Hitting as much as you can; you'll be hit by Flare, but it'll be halved by Shell and
healed by Auto-Potion if you've got it. Keep Quick Hitting, too - the more turns you can get while the Earth Eater is on
his back, the less you have you to deal with Megaton Punch. Screw that crap about not hitting a man while he's down
- this ain't no man! =D
Eventually, Earth Eater will likely get up. Try to notice beforehand (keep a track on the CTB - it's third turn is when it
gets up) and Entrust another Overdrive gauge to Tidus (ifStoic/Comrade hasn't already gotten him another lol) for
another Blitz Ace. It gets up, you knock it back down in flashy style and Quick Hit it again and again to oblivion.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

Greater Sphere

BOSS - Greater Sphere

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense

Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: The Greater Sphere is basically super-buffed Spherimorph. You can expect a simple physical
attack if yuo do nothing at all. It will cast Ultima on you if hit it with most things - physical OR magical. If that thing
happens to be an Overdrive, you will get hit with Hydraulic Press instead (also occurs at random), which rips off
93.75% of your max HP - not your current, your MAX. That means if you have less than 9,375 HP out of 9,999 left,
you die. If you have less than 93,750 left of 99,999 left, you die. Ouch. (As a note of trivia, if you happen to deal
93,750 damage across each of 16 hits, you win.) Also, if you summon an Aeon, expect to see the basic "-ga" skills.

MAIN STRATEGY: This battle demands having no Break HP Limit, yet having Auto-Potion with only X-Potions in your
stock. That way, you will heal fully after every attack, negating them all so long as you have enough Defense. Like
with Spherimorph, this guy has a weakness, but it varies, and to know it you must get him to cast something ... or do
you?
As usual, there's a slight flaw in the system regarding Elemental Shift, which we couldn't abuse back against
Spherimorph. Basically, like a number of other fights we've seen, Elemental Shift seems to not count counterattacks
(including Reflected ones from you to it) for some reason. Thusly, hurry up and put Reflect on your party and have
someone throw Fire against an ally. (Like usual, the Greater Sphere is weak to one element and absorbs the rest.) If
it's absorbed, big deal; if you dealt damage, though, you've found the weakness. And no Elemental Shift has occured!
=O
You know what that means, right? A foolproof strategy! At 9,999 HP with 99 X-Potions (only kind of Potions you have
in stock), you'll get hit with a basic physical or Hydraulic Press, likely not die, and then fully heal yourself. Your
offense? Doublecast the "-ga" spell the Greater Sphere is weak to on yourself and it'll go to the GS Ball (lol), with no
Elemental Shift triggered. Then you can Copycat it around and around and basically be invincible until you run out of
X-Potions, which probably won't happen if you have Hastega already on and decent Agility.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),

Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to three uses of a
single Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives. (Clearly, if
none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional Overdrives if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value, so long as
everyone also has Entrust.)
The only problem with this Overdrive strategy is that you'll be hit with Hydraulic Press after one Overdrive! If
you go multi-Overdrive, you MUST heal in-between the Overdrives, since Hydraulic Press is based on maximum HP
and takes away HP from the party equal to 93.75% of that.

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Catastrophe

BOSS - Catastrophe

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy

Rare Item Drops


Common Steals

Rare Steals
AP Yield
Gil Yield
If it matters to anyone, this is probably the easiest of the Original Creations ... or at least the first one I ever beat. >_>
BOSS ANALYSIS: The boss will stay in its shell for a good while, like the Sinspawn Geneaux we fought at Kilika,
until we get rid of so-much (450,000) HP. Every two turns, it will use the Toxic Cloud attack: this can do some magical
damage to all and inflict Poison, Confusion, and Curse. It will skip every other turn.
After breaking dat shell, it will use Toxic Spray as its first move. It will always hit the highest-HP character and inflict
physical damage as well as Power, Armor, Magic, and Mental Break - you'll need to Dispel them to get anything good
from them. Next comes Demi, which you're familiar with, then Hundred Thorns for some semi-nasty physical damage
to everyone.

MAIN STRATEGY: For this battle, you'll want to have Ribbon, Auto-Haste, Auto-Protect/Auto-Shell, and Auto-Potion
(only X-Potions in stock) on your armor with pretty much no exception. Ribbon stops Toxic Cloud from making you kill
yourself (though you have to manually heal Curse), Auto-Haste is nice, and Auto-Potion heals. AutoProtect/Shell/Haste are used rather than simply instilling them in the battle solely because of Toxic Spray. The only
way to rid yourself of the Full Break is Dispel, which would also get rid of Protect, Shell, Haste... You get me? If
they're Auto'd, then they don't go away when you Dispel. Dispel is still a turn, but it could be a lot worse.
Anyhow, the battle strategy? Since Toxic Cloud's main problem is prevented via Ribbon, you have nothing to worry
about during this phase. Spend this time buffing up and even bringing on Cheer and Focus and all that good stuff
before even bothering with the offense.
From 1.75 million HP on, you'll have to deal with the real thing. Dispel any Breaks you get, but that will be the main
thing you have to worry about short of the occasional healing.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to four uses of a single
Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives.
(Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional
Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value,

so long as everyone also has Entrust. By the way, since this boss has a TON of HP, the scale is from 2-4 Overdrives
to accomodate - there's no killing below that number.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Th'uban

BOSS - Th'uban

BOSS ANALYSIS: Th'uban thankfully has a regular move pattern.


It first will open with a basic physical attack.
Next comes Rainbow, which is physical damage to all. You'll also get Confusion, Curse, Sleep, Darkness,
and Silence.
The boss will then use Protect; if that's on, then Shell; if that's on, then Regen; if that's on, turn is skipped.

Fourth is Convergence, which is nasty magical damage to one character. Like a set 99,999, or 50,000 with
Shell - expect it to kill without Break HP Limit.
It loops from there.
You'll also see Condemn - physical damage to all, plus Dispel that removes even Auto-Life to counter most
things.
You will see Haste as a counter to statusing attacks.

MAIN STRATEGY: Beforehand, if you want a positive status, you had best let it be an Auto-thingy in your armor. I
recommend Ribbon, Auto-Haste, Auto-Protect or Auto-Shell (whichever you want - personally, I stuck with my AutoPhoenix armor), and Auto-Potion. Ribbon deals with that pesky Rainbow, the Auto-abilities to save time, and AutoPotion with a X-Potion-only stock to heal.
As it turns out, Condemn is NOT triggered by Reflecting attacks off of yourself, so if you want to go this route (the
only really logical one), you'll want to open by putting Reflect on everyone and, from there, simply Doublecasting
Flare off your allies for a while. You'll have to deal with some attacks and have to heal from them - hopefully AutoPotion/Auto-Phoenix come into action! It's simply that, really - let your armor heal you while you endless go on a
Doublecasted Flare rampage. That's about it - Dispel the Th'uban every two rounds of his loop (since that's when he
puts up Shell - Protect is irrelevant) and keep Flaring.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. Still,
if you prefer that, go for it!

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to four uses of a single
Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives.
(Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional
Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value,
so long as everyone also has Entrust. By the way, since this boss has a TON of HP, the scale is from 2-4 Overdrives
to accomodate - there's no killing below that number.)

Overdrive
Blitz Ace
Attack Reels

Low-level Furies

Neslug

BOSS - Neslug

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
In case you're curious, the Neslug is the only enemy that can legitimately be called an "original" Creation, as
everyone else is just based off other enemies' sprites.
BOSS ANALYSIS: Neslug doens't have a lot of attacks, to be honest. Outside of his shell, you'll see a basic physical.
You can also see Megaton then - it's kinda like the Megaton Punch from Earth Eater, as it can KO, or Confuse if you
have Deathproof (and neither if you have Ribbon). But even worse than that (o_o;) is Slime. It hits your whole party
and will inflict Curse, Poison, Armor Break, and Mental Break, and its damage is not halvable. You'll also see Curaga
whilst the thing is in its shell, and nothing else.

MAIN STRATEGY: Open the battle with what you lack of Protect and Hastega on everyone (although you ought to
have Ribbon, Auto-Protect, Auto-Haste, and Auto-Potion, perhaps, on your armor). WHATEVER you do - I
repeat, WHATEVER YOU DO - do NOTHING until you Silence Neslug. I don't care how you go about it - I went
Silence Buster - but if you do not, your life will become a living hell after you deal 2,000,000 damage.

After getting your buffs and Silence up, carefully keep track of the damage your moves deal for the next 25 turns or
so. If you don't, everything can go to hell. Granted, this strategy is not completely needed, but it makes it a LOT
easier. Neslug starts with 4,000,000 HP - manually keep track on a piece of paper how damage you dealt and with
whom; try to focus your offense to Quick Hit to make things a bit easier on you. Also grab a calculator to manually find
out the boss's EXACT HP each turn, and with each turn take a general estimate of his HP after the next attack.
(Assume the next attack will be critical. Again, you have to be careful here.)
As a footnote, I had about 200 Strength on everyone and was rather consistent in 99,999 damage-dealing, which
means 20 turns later, 2,000,020 HP was left.
As you near 2,000,000 HP gone or left - whichever you prefer, it's the same thing =P - be extremely careful. When
you are certain the next Quick Hit will exceed 2,000,000 HP taken (or lower the Neslug below 2,000,000 HP), STOP.
At that point, have Tidus go into Blitz Ace, or Wakka into Attack Reels (which is less certain but more effective).
What you want to do at this point is to deal over 1,000,000 damage in a single hit. This will skip a LOT of hell the
second phase gives you (and yuor potential failure is part of the reason we did Silence earlier). For Tidus to finish off
Blitz Ace perfectly for this, he needs to hit for 99,999 damage for each of the nine hits, and no less - even then, it
won't work exactly, but you'll be close enough to Entrust another Overdrive to him that it won't matter. (For 2 perfect
Overdrives, it's 55,556+ per hit.) If you opt to use Wakka instead, it's a bit more luck-based, but landing 2x-2x-2x on
the Attack Reels is 12 hits, not 9. That means you CAN do it with a single Overdrive dealing 83,334+ per hit, or two
for 41,667+ per hit.
If you happen to get stuck in the second phase, you might want to run unless it was a semi-failed Overdrive that
brought you there. During this phase, Neslug becomes impervious to all physical attacks (except Overdrives), and
can heal between 1 and 65,535 HP per turn through Regen. Ouch. There's also a self-Curaga (which I could've
sworn broke even the 99,999 healing limit once), but if you Silenced the boss earlier, no worries there. Basically, for
this phase, you MUST keep Doublecasting Ultima with everyone in the party, stopping ONLY to use Slice & Dice, Blitz
Ace, or Attack Reels again. You must deal 1,000,000+ damage in this phase, reducing the boss below 1,000,000 HP,
to get this to end.
DO NOT SUMMON AN AEON DURING THIS PHASE! I did that and had miscalculated my HP (my handwriting
sucks), and it turns out 99,999 damage form the Magus Sisters wasn't enough. You know what I saw in return? Over
150,000 HP healed by Regen - which means it CAN break the 99,999 healing limit, and it's about ten times what
you'd get from not having an Aeon.
After that, in the third phase, you'll be back as you were with the first phase, really - same attacks, same way to
respond and everything. Though this time, if you get an Overdrive like Blitz Ace one last time ... use it. 1,000,000
damage is reachable here, especially if you broke the shell the first time.

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to four uses of a single
Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives.

(Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional
Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value,
so long as everyone also has Entrust. By the way, since this boss has a TON of HP, the scale is from 3-5 Overdrives
to accomodate - there's no killing below that number.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Ultima Buster

BOSS - Ultima Buster

BOSS ANALYSIS: During this fight from Ultima Buster (look familiar, no?), you'll be able to exepct a basic physical as
well as its namesake Ultima. When the head begins to move, the next turn will be Contamination, which is a TON of
ailments to one character: Poison, Confuse, Slow, Zombie, Armor Break, Power Break, Magic Break, and Mental
Break. That means that you'll need Ribbon and some Holy Waters to stop the Zombie from REALLY getting hurt, and
Dispel to remove the halved stats. Unlike normal, this can also hit Aeons, too - yeah, Zombified Aeons. O_O

There is a regular pattern at least. When the head acts, it will sacrifice its turn to the main body to do a basic physical,
charge turn, Contamination or nothing if the head is dead. With the main body, it's a bit more complex, but it
essentially can be Ultima or a basic physical every turn, or both. If the head is dead, then it's always Ultima, with
basic Attacks also occuring every other turn.

MAIN STRATEGY: After Sinspawn Gui, you'd be tempted to kill the head.
... *smacks you with newspaper* No, bad boy!
See, the problem with killing the head is that you're going to be hit with Ultima every turn, and it pierces protection,
remember? With the head alive, you'll be seeing a lot of Attacks and the occasional Contamination, sure. However,
Auto-Protect/Auto-X-Potion covers the Attacks aptly, and Auto-Med/Ribbon and Dispel/Remedy thereafter cover
Contamination. It's slightly more management, but Ultima every turn is not something you really want to deal with.
Not to mention you can just hit the head when it starts moving to shut it up.
So, what do you want on your tombst-- I mean armor? Ribbon, Auto-Haste, Auto-Potion, and Auto-Phoenix/AutoProtect work well and keep things nice and quick.
As for attacking the arms? Yeah, sic 'im with some Quick Hits when you begin the fight and you'll get rid of the main
protection of the main body. Quick Hit the main body thereafter. If you're at around 200+ Strength, you'll also see the
head begin moving by this time, if not before - get Wakka in and Quick Hit it, or just hit it with some weak magic.
Weak magic is probably better since the head could be one-hitted at 200 Strength and you want it alive. (I know, still
sounds crazy typing it.) You'll have to rekill the arms every three or four turns, so all the more reason for Quick Hit,
no?
That really sums it up. Kill the arms, DON'T kill the head, and Quick Hit-and-heal-when-needed will manage to work.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. Still,
if you prefer that, go for it! ... If it matters at all, the arms and head die in 3 turns from Doom.

ALTERNATE STRATEGY - OVERDRIVES/TRIO OF 9999: Basically, you can abuse Overdrives and Trio of 9999 for
this fight. There are three main ways to do so: Lulu's Furies (9,999 per hit, 16 hits with Fire Fury = 159,984 damage),
Tidus's Blitz Ace (9 hits at 9,999 damage = 89,991 damage), and Wakka's 2x-2x-2x Attack Reels (12 hits at 9,999
damage = 119,988 damage), and those numbers simply assume you don't hit for 10,000 damage normally. (With
Lulu's Furies, you would have to hit for 2.5 times that 9,999 (25,000 or so) to hit 9,999 with the Fury.)
Thusly, you can bring in everyone and have them with full Overdrives. If you don't normally hit or exceed 9,999, you
will need Rikku's Trio of 9999 Mix, and the third non-Overdrive-using person with Entrust. If you DO exceed 9,999
normally, you can just Entrust to that person twice for three uses. With this boss, to kill it in up to four uses of a single
Overdrive type, below are the minimum damages you must deal to kill it with that many Overdrives.
(Clearly, if none of the numbers are 9,999 or less, then you can't use Trio of 9999 to win like this without additional
Overdrives - if everyone came in with Overdrives (7), that's seven uses, about half of the 3 Overdrives column value,
so long as everyone also has Entrust. By the way, since this boss has a TON of HP, the scale is from 4-6 Overdrives
to accomodate - there's no killing below that number.)

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Shinryu

BOSS - Shinryu

Ah, Final Fantasy V nostalgia all over again.


BOSS ANALYSIS: Did any of you play Final Fantasy VII? If you did, you'll find this guy to play a lot like the Ruby
Weapon from those days whose main strategy was to quickly eliminate two of your characters and pummel the third.
The main way this is achieved is through Eraser, which Petrifies the target - AND it cannot be blocked, even if you
have Ribbon or Stoneproof (or both, like it'd make a difference lol), so you might as well call 'em Shattered since
you're underwater. What does this mean? Shinryu can use Eraser to eliminate your party one by one, until you have
just one left.
Now you see Shinryu's strategy, right? Use Eraser and someone's gone. Do it again. Then hit 'em with Shining that's 4.5x more powerful than a normal attack when you only have one person being hit. If the AI was programmed

so that he simply did Eraser - Eraser - Shining, you'd actually have an interesting problem. Sad he can be OD'd to
death. ... I meant Overdrive'd. >_>

MAIN STRATEGY: Essentially, nothing short of high damage in a short time period will win this fight. If you can
manage, bring in everyone with full Overdrive gauges and 180+ Strength, or at least enough to deal 99,999 damage
in a single hit against this thing or whatever the below tactics say. You have several ways to go about it without being
hit by Eraser (and, frankly, they're the only ways I know to win this fight - any ideas?).
Have Tidus use Blitz Ace, and Wakka use Attack Reels. If you get perfect on both (2x-2x-2x for Attack
Reels), you need to deal 95,239 or more damage per the 21 attacks on average to win.
This strategy takes a bit longer, but is less luck-based. Have Tidus use Blitz Ace, then someone Entrust him
an Overdrive gauge, Blitz Ace, Entrust, Blitz Ace. You'll need to deal 74,075+ damage per hit of the 27
attacks to win.
This is the most luck-based of all, but requires the least Strength: essentially, it's the same as the previous
strategy, but with Wakka getting the Overdrives. With three perfect 2x-2x-2x Attack Reels, you get 36 hits.
On average, you must 55,556+ damage with each to win.

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. I'm
only noting it out of an obligation to note it and that it'll work about
0.000000000000000000000000000000000000000000001249478940926% of the time. Yes, I did the math: 2/3
chance to not see Eraser, right? Across 255 turns, that's (2/3)^255 odds to never see it, or (2^255 / 3^255), or around
(5*(10^76) / 4*(10^121)). Those odds are not great - it's like finding 11 Shiny Pokmon in a row in the wild without
any kind of aide (base odds: 1/4096 as of 2011).

Nemesis

BOSS - Nemesis

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility

Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: For the ultimate boss of the US FFX on the PS2, this guy has a simpler offense than would be
expected. Nemesis can use a basic physical, Ethereal Cannon (non-elemental magic to one character), Ultima, and
Armgageddon. Armageddon always hits for 99,999 damage, so you have a problem there... There's also Ultra Spark,
which hits everyone and induces Power Break, Slow, Curse, and Poison; the damage is unhalvable, and Power
Break, Slow, and Curse break through Ribbon. CRAP! All of these attacks are also extremely nasty at 255
Strength/Magic.

MAIN STRATEGY: Don't bother coming here without maxed (255) stats or nearly so, or Nemesis will wipe the floor
with your remains. I'm not kidding - short of Penance, this is the worst guy of the bunch. 255 Strength and Magic
regularly will hit you for 10,000+ damage even then, and likely 99,999 without; 200 Agility is almost impossible to
outspeed; 150 Defense/Magic Defense is the definition of sturdy in the Monster Arena; and he can absorb every
element as well...
As for your armor? Auto-Potion with X-Potions only in the stock is critical; Auto-Haste keeps you fast without the need
for Hastega; Auto-Protect and Auto-Shell will halve most of the damage, other than Ultra Spark and Armageddon, that
come at you. Auto-Phoenix and Ribbon have their uses, but since your ultimate goal ought to be simply not dying,
don't really bother wasting that slot; all Ribbon helps with anyhow is Poison.
When the battle begins, you HAVE to open slowly - if you attack too early, you'll likely get blasted by an Ultima (yes,
it's a counterattack), and there goes the neighborhood. With max stats, your only real worry is Armageddon, a
nonblockable kill to everyone. To prepare for that, there's little that can be done. Armageddon IS predictable, but the
boss has a number of move routines. Basically, you can keep track of the moves he does from the start on his own
turns and, after Armageddon (protect from it via the below methods before its 9th-12th turns), it loops.
One option is Auto-Life. With Auto-Life placed, you won't die from the Armageddon, which used generally every ten of
the boss's turns. Auto-Life is most quickly instilled via Hyper Mighty G - if you have seven characters with Overdrive
gauges, then you are essentially free for 70 turns; alternatively, you can keep some people in the main battle to use
their Overdrives while the remainnig four sit in the back row to swap in and Entrust when Rikku needs to Mix.
Alternatively, you can Summon an Aeon to take the brunt of the blow; this also grants you about 80 free turns (since
nothing else other than this needs worrying) if you have all of the Aeons. When you Summon them, it's best that you
do it just before the boss's 9th turn and simply open with their Overdrive; it's slightly random on when Armageddon is
used, but they'll likely absorb the brunt of the blows dealt between the Overdrive and that if needed, especially the
Magus Sisters.

Anyhow, once you are buffed - that means what you don't have Auto'd of Haste, Protect, Shell, and Auto-Life - you
need to continue buffing. Trust me on this - Cheer and Focus, each five times, will be a huge boost to your main
statistics. (That's +25 points to Str/Def/Mag/MDef, defying even the 255 limit, which is a 10% boost at those levels not a lot, but it can be amazingly helpful to those running without Break HP Limit, as I recommend.) This is quickly
done with Ultra NulAll as a Mix, which provides some other optional-but-helpful benefits.
So, then, onto killing Nemesis. Since you're not breaking the 9,999 HP limit, you'll be fine by getting Auto-Potion or
Auto-Life whenever you are attacked, so that's nice. For the most part, keep up a lot of Quick Hits and revive anyone
who dies (Quick Pockets + Phoenix Down), then instill Auto-Life on them again. The only thing to keep in mind is to
keep track of the boss's moves and send in an Aeon or something as cannon fodder for when Armageddon is about
to be used. Hopefully, you'll win and get that Mark of Conquest to mark that you have "surpassed mortal bounds" ...
almost. Just one more thing left - the Dark Aeons!

ALTERNATE STRATEGY - DOOM: Like a number of bosses in the Monster Arena, this one is vulnerable to Doom.
This is the essence of a desperation tactic, however, because it will take 255 turns for the Doom to kill the boss. Still,
if you prefer that, go for it - it may actually be the preferred strategy in this case since it simply lets you heal, though
how to deal with the Armageddons when your Aeons are gone gets a bit tedious since there's going to be a lot
of Hyper Mighty G's going around (set up a Comrade Overdrive Mode party to boost Rikku's gauge faster) or AutoLife (Haste, Haste, Haste), but it can work unless you intend to GRIND against this guy.

ALTERNATE STRATEGY - OVERDRIVES: It's not possible to use this as your sole tactic, really, since even 7 16-hit
Overdrives from Lulu needs 89,286+ damage per hit to work, and that's stuff like Fire; it's harder when you're forced
to use Flare, closer to 8 hits. That said, the most reliable tactic here is Tidus's Blitz Ace - use Entrust to bring
everyone's Overdrives to him and go for 7 9-hit Overdrives, which equates to 6,299,937 if you hit max damage.
Similarly, Wakka's 2x-2x-2x Attack Reels hits for 7 12-hitters, 8,399,916 damage, both of which are pretty good at
shortening this fight if needed. From there, you can simply turn on Comrade and keep everyone alive until more
Overdrives are filled, Entrust them, and keep going.

The Dark Aeons

Sectional Flowchart

Introduction to the Quest


Preparations to Make
The Aeons' Locations
Dark Valefor

Dark Ifrit
Dark Ixion
Dark Shiva
Dark Bahamut
Dark Yojimbo
Dark Anima
The Dark Magus Sisters
Penance

Introduction to the Quest

If you're from the US, welcome to uncharted territory, for you, like me, have never fought the Dark Aeons before,
more than likely. The Dark Aeons were bosses exclusive to the International/PAL releases of Final Fantasy X over a
decade ago; luckily for us, they're in the HD releases of the game.
So, what ARE the Dark Aeons? That, I cannot really answer, since there's not a lot given out in the plot about them.
(Or at least anything I'll give out up front - you'll learn what you can in due time.) What I can answer without spoiling a
lot is that they're the best of the best of the bosses in this game, sort of. They noticeably go up in difficulty from Dark
Valefor (kinda like the Area Creations of the Monster Arena) to Dark Shiva-ish (the Species Creations) to the rest
(Originals) to the one to end it all, Penance, who is Nemesis on steroids. Ultimately, beating Penance is the goal of
this quest, and what makes it so difficult ...
... but being able to achieve this is the true mark of a Final Fantasy X master. Being able to beat Penance signifies
you are among the elite in FFX, for so few are able to beat a beast whose stats mark near the maximum allowable by
the game. For that is why this, of all the Sidequests sections is left for last - it may not be the longest, but it is
definitely the hardest.
In the following sections, I will construct analyses on how you should prepare, how to find the Dark Aeons, their
mechanical data, and, finally, how to cut them in twain. Enjoy.

Preparations to Make

Depending on which Aeon(s) you want to fight, you can always shift this around a little; generally, the later the Aeon is
available, the harder the boss. In general, if you already beat most of the Original Creations in the Monster Area, you
should be fine, but here are some specifics.
Overdrives: Simple enough - have the best everyone can get. If they get better ones. That means Blitz Ace
for Tidus, Attack Reels for Wakka (yes, not the best in order, but definitely the best anyhow), Tornado for
Auron, Nova for Kimahri, some stuff to do some crazy Mixing with Rikku, and ... well, you REALLY ought to
have the Magus Sisters by now, but your use of them will likely be limited.
Items: As many you can get of Remedies (if you don't use the Ribbon ability on everyone), Phoenix Downs
(for Auto Phoenix), X-Potions (for Auto-Potion - trash all other Potions!!), Elixirs, and Megalixirs. Plus, there
are a ton of good Mix combos for Rikku.
Statistics: It varies. You'll want 175+ on your stats most likely if you're fighting in order, and simply bump up
to 200+ once you pass Dark Ixion. Dark Bahamut on will require stats in the range of 225+, and Penance
demands an effective set of maxed-out characters. There's no need to exceed 9,999 HP here, so don't
bother, really. MP isn't much to worry over due to One MP Cost, but 999 is probably already yours if you
have suitable stats to fight these guys.
Weapons: The Celestial Weapons can suffice for this set of battles, but, to be honest, they're rather inferior
except in the case of Auron - with him, having a lower percentage of HP can provide a damage boost of
just over 210% at its lowest levels. (See the section A Bit About The Weapons for details.) With your selfmade weapons, you'll likely want Break Damage Limit, Triple Overdrive, One MP Cost, and something
else for the fourth slot. I'd go for Evade & Counter, Magic Counter, Magic Booster (works well with One MP
Cost!), or Strength/Magic +20% (whichever your character will specialize in).
Armor: Ribbon by far would be a great ability, though its use would be limited - plus, 297+ Dark Matters are
hard to come by, but, damn, is the ability effective when you need it. Auto-Haste is also great, as is AutoPotion and Auto-Phoenix. (Just be sure to trash all your Potions/Hi-Potions with the former!) Ultimately,
those four abilities are the ones I recommend for a superb armor: Auto-Potion (with X-Potions only), AutoPhoenix, Auto-Haste, and Ribbon - you'll be taking away every status but a few (but including KO), always
halving physical damage (which comes a lot), always at doubled Agility, and healing for 9,999 HP when
you take damage. Whether you want Break HP/MP Limit is up to you. Honestly, I got by without Break HP
Limit (but 9,999 HP) - plus, NO attack exists that will exceed 9,999 damage that you cannot predict or
counter or send in Aeons as cannon fodder for. One MP Cost defeats the purposes of Break MP Limit
(unless you're casting over 1,000 spells per battle - what?), too.

The Aeons' Locations

None of these will appear until after the airship is obtained. ... Well, they will appear around the time you hit
Macalania, but don't bother with them until you get the airship.
Dark Valefor - In front of the village of Besaid. As you enter, a man will appear and summon him.
Dark Ifrit - Go to the final area of the Sanubia Desert; near one of the quicksand pits is a woman looking for
her daught. When prompted to search, go north an area.

Dark Ixion - In the Thunder Plains, go to the northern half of the area. You'll see a man standing below one
of the lightning rods; speak with him.
Dark Shiva - Simply return to Macalania Temple and speak with the Guado summoner as you approach.
Dark Bahamut - In the Zanarkand Ruins, in the room where you fought Yunalesca and where the Sun Crest
is found.
Dark Yojimbo - After having gotten Yojimbo, go to the end of the Cavern of the Stolen Fayth and to the Fayth
itself. Things become a bit tedious then, since you'll fight the guy five times; just never leave the Cave and
never use the teleporter (unless you need to).
Dark Anima - Go to the cave atop Mt. Gagazet. Go to the room where you threw Wakka's Blitzball at the
thingy that had two shields around; repeat this there and win to fight this guy.
The Dark Magus Sisters - Head to Mushroom Rock Road's entrance area; you'll see a woman speaking with
a child there. Flee from them; as you go along running away, you will be caught up to by the summoners. If
you make it to the other side without being caught, you'll fight the Magi one by one; otherwise, altogether.
Penance - Defeat the other Dark Aeons and you can simply choose him from the NavMap on the airship.

Dark Valefor

BOSS - Dark Valefor

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals

AP Yield
Gil Yield
BOSS ANALYSIS: With Dark Valefor you know what to expect from the offense. There's a basic Attack, Sonic Wings
(damage + Delay), and both of his Overdrives will make an appearance, each dealing damage to all. Energy Ray can
be halved with Shell, but Energy Blast you'll just have eto take.

MAIN STRATEGY: Having Protect on from the start will halve most of the damage you take, and Haste ought to give
you 4~7 turns before Valefor gets a move in. Instill whatever you don't have Auto'd among those with the appropriate
spells or Super Mighty G. Auto-Life can be valuable if you don't trust your Aeons with cannon fodder duty, but
otherwise not - you should be able to survive or "cannon fodder" your way through everything.
Your offense is pretty simple, at least - lots and lots of Quick Hit. Quick Hit is about the only way to deal damage,
since it is on average 83% more powerful than magic (taking Valefor's Defenses only into account). Beyond this, heal
when needed (though Auto-X-Potion ought to suffice) and send in Aeons to block for Valefor's Overdrives when his
gauge is maxed.

ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough
Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small
number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have
your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking
until done.
Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the
luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water,
etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. Below is a chart
detailing the minimum amount of damage you must deal out per hit in a given Overdrive to succeed in this fight for
the named number of Overdrives. We only name three Overdrives for several reasons; table width, the ability to hit
for under 99,999 damage with these, and stuff like that. Plus, simple division and multiplication can get you to
whatever you desire.

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Dark Ifrit

BOSS - Dark Ifrit

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: Again, nothing much to be worried about, at least as far as the unknown - 220 Strength makes
these brutal. >_> Anyhow, you'll see a basic Attack and Meteor Strike, the latter of which is magical and Delays. The
Attack is only really used as a counter attack in my experience. Of course, you'll also see Hellfire after the gauge
maxes, which is unblockable and seemingly non-elemental. That, or I didn't have NulBlaze up as I thought I did thank Yevon for Auto-Life!

MAIN STRATEGY: Auto-Haste is a must in this battle so you can avoid being Delayed every freakin' turn - without
exception, other than Hellfire, you'll see Meteor Strike every turn. For that matter, Auto-Protect and Auto-Shell (or
Shell ASAP and Protect soon thereafter, or an initial Super Mighty G/Hyper Mighty G) also help by halving all but
Hellfire. Meteor Strike will still likely hit for 10,000+ damage, so if you have already put on Haste, Protect, and Shell,
you'll want to throw up Ultra NulAll as well - there isn't any use from the NulAll, but five Cheers and Focuses will boost
your Defense and Magic Defense (and Strength and Magic) by 25 points, at least allowing you to survive its attacks.
In fact, your Auto-X-Potion will then basically kick in and nullify that damage, leaving only Hellfire, for which you can
bring in Aeons as cannon fodder. =P
So, that's basically the summation of the battle opening - Hyper Mighty G, Entrust, then Ultra NulAll to get a lot of
buffs in quickly. From there on out, Quick Hit is the best way to deal with things since it further helps to counteract the
Delay effect of Meteor Strike alongside Haste. If it matters to you, magic is about 6% stronger than physical attacks
against Ifrit, so Doublecasting Flare or Ultima also can work out.
Since you're basically auto-healed with Ifrit's main offense, it's simply Quick Hit or Doublecast, Summoning an Aeon
as cannon fodder for when Hellfire eventually comes.

ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough
Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small

number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have
your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking
until done.
Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the
luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water,
etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. Below is a chart
detailing the minimum amount of damage you must deal out per hit in a given Overdrive to succeed in this fight for
the named number of Overdrives. We only name three Overdrives for several reasons; table width, the ability to hit
for under 99,999 damage with these, and stuff like that. Plus, simple division and multiplication can get you to
whatever you desire.

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Dark Ixion

BOSS - Dark Ixion

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield

BOSS ANALYSIS: Dark Ixion begins to throw some interesting things into the mix when you battle him. He has two
main Attacks. The first is his usual Attack; it will do some physical damage and cause Confusion, Armor Break, and
Mental Break, doubling the damage you take. Ouch. You can also see a different one as a counterattack; it's the
same, but causes Sleep, not Confusion. You can also see Aerospark (physical damage + Dispel (removes Auto-Life
too)), Thundaja (non-elemental-Thundaga, really, to all - has a delay effect). Of course, it's Overdrive - Thor's
Hammer - will come, too - it's unblockable and non-elemental and also induces Power, Armor, Magic, and Mental
Break. Ouch.

MAIN STRATEGY: If you plan on buffing any whatsoever, it pretty much has to be through armor Auto-abilities: key
ones include Ribbon, Auto-Protect, and Auto-Haste. Auto-X-Potion (as I effectively call it) also works well here due to
the myriad attacks flying around. When the battle opens, Shell would be a great thing to get on everyone to help deal
with the prominently-powerful Thundaja - either cast it one by one, or simply go for Mighty G. Beyond that, you
shouldn't need much for this fight; if you're having trouble when it comes to constant 10,000+ damage, though, try
Mixing Ultra NulAll for the various stat boosts that come with it.
Anyhow, as for an offense? The faster this guy goes down, the better; nothing here is really worth being hit by, so
Quick Hit is by far the recommendation. If you're going to go for a magical offense (which is about 17% stronger), you
should Doublecast Flare and Ultima a lot. But, basically, once you've halved the damage you take and immunized
yourself from the ailments, Auto-Potion should be able to take care of the boss's main offense (other than the
Breaking Attack; you might have to Dispel to live through some attacks after that). Just remember to send in an Aeon
to deal with Thor's Hammer when it comes up so as to avoid a ton of Breaks - or that death, of course.
You will have to fight Dark Ixion twice, by the way. It's clear how to do so, though.

ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough
Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small
number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have
your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking
until done.
Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the
luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water,
etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. Below is a chart
detailing the minimum amount of damage you must deal out per hit in a given Overdrive to succeed in this fight for
the named number of Overdrives. We only name three Overdrives for several reasons; table width, the ability to hit
for under 99,999 damage with these, and stuff like that. Plus, simple division and multiplication can get you to
whatever you desire.

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Dark Shiva

BOSS - Dark Shiva

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: Not much that will be unexpected here. Dark Shiva's physical Attack seems to have a Dispel
effect attached to it that will even get rid of Auto-Life, so that's not nice. There's also Heavenly Strike, the biggest
danger of the bunch: it will inflict KO, Berserk, and Confuse in addition to some damage; obviously, if you don't have
Ribbon/Deathproof, you'll only get KO'ed. Finally, Diamond Dust is non-elemental and hits everyone; for once, it has
nothing special attached to it, other than being unhalvable, but still very predictable.

MAIN STRATEGY: You will pretty much NEED Ribbon for this battle, or a combination of Death-, Berserk-, and
Confuseproof; otherwise, Dark Shiva will likely just keeping bashing ice against your head until you die. Auto-Protect
is also invaluable as it halves the damage from both the basic attack (which won't get rid of an Auto'd ability) and
Heavenly Strike, putting them within a survivable range. And, of course, Auto-X-Potion will basically nullify that after
with sufficient Defense such that you live.
If you don't have Auto-Protect, then it's wise to open the battle with Mighty G. Don't bother with anything more in that
regard, as Dark Shiva's likely just to kick you to remove it. Even so, Auto-Haste will also be invaluable; it's the only
way to beat Shiva's 255 Agility without having to put it back on every other turn. And, even then, you might not
outspeed her - it seems her attacks have an advanced recovery rate like Quick Hit/Pockets does, so the higher your
base Agility coming into this fight, the better ... too low and she'll get all of the turns she needs before you can open
your mouth to complain about all that red in the CTB window.

... Wait, you got a turn? Great! Throw up Mighty G or Hyper Mighty G (whose utility is likely to be wasted over Mighty
G's, but whatever, it gives us a fighting chance), then go into an infinite series of Quick Hits. Hopefully, you'll manage
to get her down at least a significant amount before her next turn rolls around.
Basically, all this fight is about is avoiding Heavenly Strike's ailments and maximizing your efficiency on the turns you
happen to get. Just remember to send in cannon fodder Aeons before Diamond Dust, as usual.

ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough
Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small
number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have
your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking
until done.
Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the
luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water,
etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. Below is a chart
detailing the minimum amount of damage you must deal out per hit in a given Overdrive to succeed in this fight for
the named number of Overdrives. We only name three Overdrives for several reasons; table width, the ability to hit
for under 99,999 damage with these, and stuff like that. Plus, simple division and multiplication can get you to
whatever you desire.

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Dark Bahamut

BOSS - Dark Bahamut

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade

Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: Again, nothing new comin' from Dark Bahamut, other than attachments to his attacks. There is the
usual basic physical, which will be his main attack. After every five attacks that hits Dark Bahamut (excluding
counters, to be noted more momentarily), he'll use Impulse - this is unblockable damage to everyone, and it will also
dole out Slow, Petrification, and the Power, Armor, Mental, and Magic Breaks to halve your stats. As predictable as
ever, Dark Bahamut will use Mega Flare when his Overdrive gauge is full, hitting everyone very heavily with a basic
Dispel effect.

MAIN STRATEGY: Either you have Ribbon, abuse counterattacks (to be mentioned), or die. That's it. You can't win in
five Attacks unless you somehow manage to hit for 800,000 HP each time. And while that's readily possible through
Wakka's 2x-2x-2x Attack Reels (12 hits), you'll need to exceed 66,667 damage on EACH of those hits, all against an
enemy with 234 Defense. Any less than that twelve from Wakka equals a failure there. So, yeah, multi-Overdrive
works, but that's not very reliable, especially against a 255-Agility enemy.
So, you don't wanna super-duper-mega-Overdrive this guy, and you don't want to go for counterattack abuse. Fine
then. Be my guest. Auto-Protect will be great for this battle, or at least a regular Protect - the only thing that'll get rid of
it is Mega Flare, and you can predict that; Impulse nullifies it, but you can Dispel it (and reinstill Protect if it's not
Auto'd). Hyper Mighty G is sa nice way to open for quick Protect, Haste, Regen, and Auto-Life to all; if you would
prefer to instill those manually or already have them Auto'd, then you need to go for Ultra NulAll, as those five Cheers
will be hugely helpful in lessening the damage from the Attacks you'll be pummeled with. It makes Attack survivable,
and Impulse already is, so there's Auto-X-Potion doing its work for you.
So, basically, all you have to do after that buffing is to use lots and lots of Quick Hit, and Dispel any Breaks you get hit
with, and send in Aeon fodder when Mega Flare's comin'.

ALTERNATE METHOD - COUNTERATTACK ABUSE: Simple enough, since you've probably used this strategy
once before if you've used this FAQ. As you know, Impulse is triggered whenever five attacks are sent Dark
Bahamut's way, right? With Ribbon and Auto-Haste, it's a bit of an inconvenience since you have to deal with the Full
Break, although it's a LOT worse without Ribbon (instant Game Over). If you're unwilling to bother with 297 of Dark
Matters for Ribbon on the party, or don't have the Defense/HP necessary to stand up to Attack, or the Agility to get in
the buffs needed to stand up to Attack first, then this is for you!
Evade & Counter. Yup. That's it. That really ought to work. You can also try working Sentinel Specials with a
Counterattack character that has Auto-Potion (with X-Potions), Auto-Protect, and a nice bit of Defense to see how
that works; it basically quarters the damage, which is better for those of you with lower HP/Defense. Either way, the
counterattacks won't trigger Impulse, meaning Dark Bahamut is essentially killing himself. Just keep Yuna out of the

main party so you can switch to her when Dark Bahamut's Overdrive is full to provide some cannon fodder for Mega
Flare.

ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough
Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small
number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have
your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking
until done.
Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the
luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water,
etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. Below is a chart
detailing the minimum amount of damage you must deal out per hit in a given Overdrive to succeed in this fight for
the named number of Overdrives. We only name three Overdrives for several reasons; table width, the ability to hit
for under 99,999 damage with these, and stuff like that. Plus, simple division and multiplication can get you to
whatever you desire.

Overdrive
Blitz Ace
Attack Reels
Low-level Furies

Dark Yojimbo

BOSS - Dark Yojimbo

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops

Rare Item Drops


Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: Little that you wouldn't expect except (surprise!) additional effects added to moves. Wakizashi his most-used move for me - is a simple physical to all; it still hits hard at 244 Strength, though. For Daigoro, you'll
see Poison and Petrification alongside single-target non-reducable physical damage. Kozuka is blockable and
physical and single-target, and it causes all the Breaks and Slow. Finally, there's the Overdrive, Zanmato - this is an
instant-KO to everyone with an Auto-Life removal, the KO is regardless of Deathproof or Ribbon, meaning the only
way to survive is Aeon cannon fodder.

MAIN STRATEGY: Even though Ribbon doesn't prevent Zanmato, you'll want it to help stop Daigoro dead. AutoHaste is also nice to deal with Kozuka, and to prevent the Haste from being Dispelled when you get rid of the Breaks.
Auto-Protect is less usable (only good for Wakizashi/Kozuka), but it can be nice to have nonetheless. With that
buffing, you ought to be getting hit for under 10,000 HP when not Broken, so Auto-X-Potion also works well.
There's not a lot to open the battle with; instill Super Mighty G if you don't have Haste AND Protect on yet (Mighty
G for just Protect, Hastega for just Haste), and that might as well suffice for the buffing. As usual, Ultra NulAll's stat
boosts can also be nice to lower the damage from Dark Yojimbo further if need be.
After that, your offense is pretty simple - Quick Hits, due to the faster recovery rate, further aided by Auto-Haste. A
magical offensive is another way to go, since magic is about 46% stronger than physicals on Yojimbo, in which case
you can simply Doublecast Flare/Ultima instead, whichever you prefer, really!
After the fight, you will have to chase after the summmoner in the cave, and on foot into another room. Since you
have to fight Dark Yojimbo five times total, having some back-up allies from the start to induce Overdrives with
(mostly those opening Mixes) via Entrust can help a lot.

ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough
Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small
number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have
your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking
until done.
Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the
luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water,
etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. Below is a chart
detailing the minimum amount of damage you must deal out per hit in a given Overdrive to succeed in this fight for
the named number of Overdrives. We only name three Overdrives for several reasons; table width, the ability to hit
for under 99,999 damage with these, and stuff like that. Plus, simple division and multiplication can get you to
whatever you desire.

Overdrive
Blitz Ace

Attack Reels
Low-level Furies

Dark Anima

BOSS - Dark Anima

Maximum HP
Maximum MP
Strength
Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakness
Common Item Drops
Rare Item Drops
Common Steals
Rare Steals
AP Yield
Gil Yield
BOSS ANALYSIS: Dark Anima throws a little bit extra into the mix, mostly via side-effects of moves, and quite a few
at that! Her Attack consists of damage, Poison, Petrification (then Shatter), Curse, and Zombie to a single person.
Her usual Pain move causes death, which is unblockable via Ribbon or Deathproof. There's Mega-Graviton, a new
one for her; it's really just a loss of 43.75% (nearly half) of your maximum HP as well as Slow, Silence, Darkness,
Sleep, and a 5-turn Doom. Ugh. And, finally, we have her Overdrive, Oblivion - that's 16 hits to everyone, plus an MPdraining effect and a Dispel effect. Basically, expect death from that.

MAIN STRATEGY: Ribbon, Ribbon, RIBBON! You will need that ability a LOT for this fight. With it, you'll nullify most
of her annoying ailments, including Attack's Petrify-Shatter combo. Auto-Haste will ward off the Slow effects, and
Auto-Protect can help to lessen the damage you get. Auto-Phoenix will be essential as well, since it's basically the
only way to circumvent Pain's Death effect without casting Auto-Life every few turns.

So, basically, come in, all guns blazing - the faster you get started, the less time you have to worry about Pain. While,
sure, Auto-Phoenix > Pain, Pain > 0 Phoenix Downs, you dig? If anything, that should keep you close to alive for
Mega-Graviton; if not (basically, under 5,000 HP, or under 4,376/9,999 technically), Curaga needs to be used, and
quickly. Basically try to prepare for anything that can come on the next turn.
In the end, though, you will have to Quick Hit, and Quick Hit a LOT. 8,000,000 HP is a ton to take down, and you only
have 7 Aeons with which to deflect Oblivion with; 1,145,000 damage between Oblivions is your main target. A likelyunreachable target, but it's something to aim for; with a ton of Quick Hits, high Strength, high base Agility, and AutoHaste, you might actually have a shot at that. If not, when Overdrives come, you'll have to send out Auto-Life
or Hyper Mighty G quickly in lieu of your Aeons. If you have to get hit by the eighth-and-on Oblivions, be sure to
recover your MP via Megalixirs.
It's ultimately a very simple fight to deal with once you prevent the main ailments and throw up a few good abilities on
your armor ... albeit a LENGTHY fight.

ALTERNATE STRATEGY - OVERDRIVE ABUSE: This simple enough. With Break Damage Limit and high enough
Strength (or Magic and maybe Trio of 9999 with Lulu), you are able to do massive damage to this boss in a small
number of turns. In doing so, you must first enter the battle with as many Overdrive gauges full as possible. Have
your main Overdrive user use an Overdrive, then have others Entrust their gauges to that person and keep attacking
until done.
Question is, who to use? Tidus has the most reliable one in Blitz Ace, hitting 9 times when done right. Wakka has the
luck-based 2x-2x-2x Attack Reels, which hits 12 times. Lulu hits the most if she uses one of her low-level (Fire, Water,
etc.) spells with Fury, hitting up to 16 times, but it's more likely 8 if you have to use Flare or Ultima. In any case,
there's pretty much no hope of doing it with under nine or ten Overdrives, so it will take a while, but it's probably worth
it if you're desperate.

The Dark Magus Sisters

In case you didn't read the The Aeons' Locations section earlier, when you encounter the Dark Magus Sisters on
Mushroom Rock Road, there will be a brief scene and "minigame" beforehand. Basically, if you can outrun the
summoners chasing you, you get to fight the three Magi one by one rather than altogether. It's a HUUUGE benefit for
this battle, as you can tell if you've ever used the Magus Sisters. I'll end up assuming that you are fighting each one
by one, since it's a simple-to-win game.

BOSS - Dark Magus Sisters

Maximum HP
Maximum MP
Strength

Defense
Magic
Magic Defense
Agility
Luck
Evade
Accuracy
Element Weakn
Common Item Dr
Rare Item Drop
Common Steal
Rare Steals
AP Yield
Gil Yield
OVERALL BATTLE PREP: Yeah, with three varied enemies to fight, you'll going to need a decent set of skills.
Basically, it all comes down to the armor for this section; your stats ought to be 250~255 by now, or you probably
wouldn't even want to bother. Ribbon is very key to preventing the myriad ailments you will see throughout the battle;
Auto-Potion with an X-Potion-only stock to heal; and Auto-Protect and Auto-Shell to halve a lot of the damage so that
Auto-Potion can take effect at under 9,999 HP to basically nullify damage. Since most attacks here are physical, it
may be wise to swap Auto-Shell for Auto-Haste because of the high Agility you'll see here (mostly Mindy), but that's
up to you - it also helps stop Slow effects from the Mega-Graviton everyone has.

DARK SANDY ANALYSIS: Dark Sandy isn't a whole lot to be surprised at, especially if you've fought Dark Anima
already. There's a basic physical Attack, which does some damage and will Petrify. You'll also see her signature
Razzia, which is damage plus the removal of Auto-Life. >_<; There's also the Mega-Graviton you saw against Dark
Anima; it removes 43.75% of your max HP and causes Sleep, Silence, Darkness (the three of which are Ribbonstopped), Slow (Auto-Haste-stopped), and Doom (damn) in five turns.
Mega-Graviton will only be used if the lone sister's Overdrive is full at least. If the three sisters are together and have
full Overdrives, then there's trouble - Delta Attack. This will be six non-elemental, non-reducable attacks to everyone;
it also has a Dispel effect and can remove Auto-Life, meaning that you have to send in Aeon cannon fodder when the
three sisters are at max Overdrives or you basically lose.

MAIN DARK SANDY STRATEGY: Assuming you're running Ribbon/Auto-Haste/Auto-Protect/Auto-Potion armor, you
won't have much to worry about here when you begin the fight.Mighty G for Shell might be useful if you don't expect
to kill her before her Overdrive fills up, though that's likely better used just before rather than do something that might
be a total waste (especially if you already have Auto-Shell, too). But, basically, once you've got those up, it's Quick Hit
a bunch of times for the most part. You'll have to use Auto-Life a while after Mega-Graviton hits (a Doom counter of 1,
to avoid its removal by Razzia), or just send in Aeon fodder beforehand (the recommendation).

DARK MINDY ANALYSIS: Not much to be surprised at from Dark Mindy, either. There's Passado, which is an
instant-KO to a single character via unblockable physical damage; the KO effect is blockable, though. There's also
Calamity, which is Silence, Darkness, Poison, Curse, and all four Breaks; Ribbon protects from three of these, but the
rest are either "deal with it" or "Holy Water/Dispel". Like Sandy, she can use Mega-Graviton or Delta Attack if needed.

MAIN DARK MINDY STRATEGY: A great day to have Ribbon armor, no? That will get rid of most of the threat from
Dark Mindy, anyhow. The Breaks are inconvenient when you're hit by Calamity, though, so you'll be Dispelling every
few turns. Other than that, (Auto-)Protect ought to make Passado survivable and then nulled by Auto-Potion, so long
as you're not in Armor Break. Calamity, you use holy Water or live with Curse, and regardless use Dispel so you don't
die. And Mega-Graviton and Delta Attack are Aeon fodder attacks you can predict.
And your offense is predictable, too - Quick Hits, with whatever healing is needed. Doublecasting Flare/Ultima might
be preferable, though, since they are ~42% stronger than a physical offense; that part's up to you.

DARK CINDY ANALYSIS: And, surprise, Dark Cindy won't vary much from her normal un-Dark counterpart. There's
a basic attack, which happens have a Dispel side-effect that removes Auto-Life. She can also use her signature
Camisade, which hits your HP and MP, so you'll probably use (Mega)Elixirs a few times in this fight. Other than that,
she has the same Mega-Graviton and Delta Attack as everyone else.

MAIN DARK CINDY STRATEGY: Same general thought pattern should continue here. Auto-Protect and Auto-Haste
work well here since Dark Cindy cannot get rid of them and they halve most of the damage you'll deal; the only threat
here, really, is Camisade's Osmose. Quick Hit or - much preferred - Doublecasting Flare or Ultima. (With 223 Defense
and 105 Magic Defense, magic is generally 2.12x stronger.) It's not complicated; it's just that Dark Cindy is bulky.
Attack, heal your MP every now and again, and send in cannon fodder for Overdrives.

Penance

BOSS - Penance

BOSS ANALYSIS: Penance is, in essence, the strongest boss you'll ever fight in Final Fantasy X. While it is not the
strongest possible, with stats nearing their maximums of 255 in most stats, Penance will NOT let you get by with
anything short of 255 in all stats except - maybe - Luck. Even at maximum Defenses, Penance's attacks can still
pierce 10,000+ damage without buffing. More on that kind of stuff in a moment.
Anyhow, the main body of Penance is clearly the main threat. It knows three moves. There's Obliteration for physical
damage to everyone and Slow. There's also Immolation for physical damage to everyone, an Osmose effect (MP loss
for you), and Armor and Mental Breaks (halved Defenses). Finally, there's Judgment Day, his most volatile move, but
only used after taking 3,000,000+ damage (<9,000,000 HP) and whilst having both arms. It deals an unblockable,
unhalvable 99,999 damage to everyone and drains their MP like Osmose does; in essence, it takes everything away
from you, but you can prevent it by keeping both arms down or circumvent the death via Auto-Life or Aeon cannon
fodder.
The arms also get their own moves. Both are able to use a basic physical attack, although the effects differ upon the
arm. The Left Arm will be able to Dispel all of your positive statuses (and ONLY positive - can't get rid of the
Immolation's Breaks this way), and this includes Auto-Life. The Right Arm can Petrify you instead. The Left Arm can
also use Mega-Graviton; in this instance, it rips off 75% of your maximum HP and doles out Silence, Darkness,
Sleep, Slow, and Doom (5 turn). The Left Arm can use Slowga as well for the obvious effects. All of the Left Arm's
moves seem to have an inherent Quick Hit/Pockets-like side effect of boosted recovery rates as well.
The Right Arm has attacks other than the basic Petrifying physical and, like the Left Arm, they also have a Quick sideeffect. Calamity should be familiar; this hits you with Curse, Darkness, Silence, Poison, and all four statistical breaks.
The largest danger is Mighty Guard, really, used by the Right Arm - it will put Protect, Shell, and Regen on all of
Penance, essentially halving all damage they take and restoring lots of HP for ten turns, based on the CTB's tick
system. The "tick" system is hard to describe, but let's just say it does work on percentages of the max HP. It's a lot
here, too - one "tick" equals 46,975 HP of recovery, and there's almost always 9 ticks between Penance's turns, so
we're talking about 422,775 HP of recovery per turn for Penance for ten turns, which equates to just over a 35%
recovery rate if left alone. Granted, all this was mathematical extrapolation from known formulas; I actually would
never let him sit there even a single turn before a Dispel, just knowing the math.

MAIN STRATEGY (12,000,000 -> 9,000,000 HP): Before the battle, there are several abilities you'll want on your
armor, mostly if you're playing without breaking 9,999 HP as I recommend. Ribbon is vital here to deal with a ton of
the ailments you'll be pummeled with. Also important is Auto-Protect, as it cannot be Dispelled and halves most of the
damage you'll take. Auto-Haste is essential to keep up with this guy as you'll be outsped otherwise. And, finally, it

comes down to Auto-Potion with an X-Potion-only stock, Auto-Phoenix, or Defense +20%. Yes, Defense +20% has its
uses, since, coupled with Auto-Protect, you'll only take 40% of the damage you'd normally take. It's up to you there.
All my armors had Ribbon, Auto-Haste, Auto-Protect, and Auto-Potion.
Without exception, you will want to begin by Mix-buffing. If you have the auto-abilities named previously, all you
should do is open with Ultra NulAll. As usual, this is for the 5 Cheers, Reflexes, Focuses, and Aims; despite the lack
of need to nullify elements, this will exceed your 255 limit on stats, bringing them up by about 10% from there (+25).
This makes most attacks hit for under 9,000 damage with Auto-Protect easily enough, meaning Auto-X-Potion should
suffice for curing, or Full Life under One MP Cost.
Your priority is NOT a direct offense against Penance; for the most part, that will just get you killed. While being under
10,000 HP is recommended for that extra armor slot, extreme care must be taken to keep your item stocks high, after
all.
During the battle, after buffing, you'll always want to focus on attacking the Arms, and specifically the Left Arm first;
Mega-Graviton will be deadly, probably. Do this via Quick Hits, and you should have enough time to take out the
Right Arm before anyone gets a turn. The point of attacking the arms first is to - other than to grind up Master
Spheres =P - is to prevent the unpredictable Judgment Day that could result anyways.
Even if you didn't get rid of the Right Arm, don't worry. Penance itself will use Obliteration, which is mostly damage.
Since the Arms' Agility is lower, so you can go ahead 'n' Quick Hit the Right Arm to death before it gets in its attack.
Heal whatever you need top after, then blast Penance's main body after. If you can, this is a GREAT time to throw
Blitz Ace at Penance; otherwise, more and more Quick Hits. Doublecasting some kind of magic (Flare/Ultima) also is
a bit viable since magic is generally 20% more powerful here versus Penance, though the strength is equal versus
the arms (hence Quick Hit then - do whatever you want here).
Loop as needed.

MAIN STRATEGY (9,000,000 -> 0 HP): You'll notice that this part begins when Penance's lower half falls off. It's
pretty easy to notice. =P Anyhow, Penance will open this in the Haste status and that's NOT good; we're talking 510
Agility, really. Hit 'im with a Purifying Salt or Dispel to get rid of it (Purifying Salts do damage - every bit counts!).
During this phase, you'll begin to see Immolation coming from Penance; expect this to take off a chunk of HP and MP,
so you'll probably want to hit up with Megalixir (via Quick Pockets, of course) unless a fair amount of MP is left, like
50~100 or something like that, since you SHOULD have One MP Cost. Also be sure to hit the afflicted with Dispel at
some point to get rid of the Breaks.
Beyond that, really, it's the same as before - Quick Hit the arms, heal before Penance moves, and then Quick
Hit/Doublecast Penance. Hopefully you'll never see Judgment Day, which - with 255 Defense + 50% from AutoProtect + 25 from Cheer x5 - will be the only legitimate threat.

Enemy Bestiary

Monster Stats
Monster Name
???? (Kimahri)
Abaddon
Abyss Worm
Achelous
Adamantoise
Ahriman
Alcyone
Anacondaur
Anima (Macalania)
Aqua Flan
Bandersnatch
Barbatos
Bashura
Basilisk
Bat Eye
Behemoth
Behemoth King
Biran Ronso
Bite Bug
Black Element
Blue Element
Bomb (Home)
Bomb (Mi'ihen)
Bomb King
Braska's Final Aeon (1st)
Braska's Final Aeon (2nd)
Bunyip
Cactuar
Cactuar King
Catastrophe
Catoblepas
Cave Iguion
Chimera (Home)
Chimera (Macalania Woods)
Chimera Brain
Chimerageist
Chocobo Eater

750
380,000
480,000
5,100
54,400
2,800
430
5,800
18,000
2,025
1,800
95,000
17,000
2,025
380
23,000
67,500
Varies
200
7,600
1,500
2,200
850
480,000
60,000
120,000
400
800
100,000
2,200,000
550,000
550
9,000
5,250
9,800
120,000
10,000

Coeurl
Coeurlregina
Condor
Crane
Crawler
Dark Anima
Dark Bahamut
Dark Cindy
Dark Element
Dark Flan
Dark Ifrit
Dark Ixion
Dark Mindy
Dark Sandy
Dark Shiva
Dark Valefor
Dark Yojimbo
Defender
Defender X
Defender Z
Demonolith
Dingo
Dinonix
Don Tonberry
Dual Horn (Home)
Dual Horn (Home)
Earth Eater
Epaaj
Espada
Evil Eye (Home)
Evil Eye (Macalania Lake)
Evrae
Evrae Altana
Exoray
Extractor
Fafnir
Fallen Monk (flamethrower)
Fallen Monk (rifle)
Fenrir
Flame Flan

6,000
380,000
95
65,535
16,000
8,000,000
4,000,000
3,000,000
1,800
12,800
1,400,000
1,200,000
2,000,000
2,500,000
1,100,000
800,000
1,600,000
12,000
64,000
42,300
45,000
125
140
480,000
1,875
3,795
1,300,000
8,700
280,000
430
310
32,000
16,384
7,400
4,000
1,100,000
3,300
3,300
850,000
1,500

Floating Death
Floating Eye
Funguar
Ganderwa
Garm
Garuda (Besaid)
Garuda (Luca)
Garuda (Mushroom Rock)
Gemini (club)
Gemini (sword)
Geneaux Tentacle
Geosgaeno
Ghost
Grat
Great Malboro
Greater Sphere
Grenade
Grendel
Grothia
Guado Guardian (Home)
Guado Guardian (w/Seymour)
Guado Guardian (w/Wendigo)
Halma
Hornet
Ice Flan
Iguion
Imp
Ipiria
Ironclad
Jormungand
Juggernaut
Jumbo Flan
Killer Bee
Klikk
Kottos
Lamashtu
Land Worm
Left Fin
Lord Ochu
Machea

6,700
140
540
148
240
1,400
1,800
4,000
36,000
36,000
500
32,767
9,999
4,000
64,000
1,500,000
7,500
9,500
8,000
2,600
2,000
1,200
13,000
620,000
1,350
370
880
180
2,000,000
520,000
1,200,000
1,300,000
110
1,500
440,000
275
80,000
65,000
4,649
18,000

Maelspike
Mafdet
Magic Urn
Malboro
Malboro Menace
Mandragora
Master Coeurl
Master Tonberry
Maze Larva
Mech Defender
Mech Guard
Mech Gunner
Mech Hunter
Mech Leader
Mech Scouter
Mi'ihen Fang
Mimic (Basilisk)
Mimic (Dual Horn)
Mimic (Garuda)
Mimic (Machina)
Mortibody
Mortiorchis
Murrusu
Mushussu
Nebiros
Nega Elemental
Negator
Nemesis
Neslug
Nidhogg
Oblitzerator
Ochu
Octopus
Ogre
Omega Weapon
One-Eye
Orrnitholestes
Overdrive Sin
Penance - Each Arm
Penance - Main Body

10,000
710
999,999
27,000
640,000
31,000
13,000
48,000
2,222
8,700
1,280
2,800
5,500
3,700
2,750
160
40,000
60,000
40,000
40,000
4,000
4,000
580
680
700
1,300,000
1,000
10,000,000
4,000,000
2,000
6,000
7,200
4,500
9,400
999,999
150,000
800,000
140,000
500,000
12,000,000

Phlegyas
Piranha (x1)
Piranha (x2)
Piranha (x3)
Pterya
Pteryx
Puroboros
Ragora
Raldo
Raptor
Red Element
Remora
Right Fin
Sahagin (Via Purifico: Tidus)
Sahagin (Via Purifico: Yuna)
Sahagin Chief
Sanctuary Keeper
Sand Wolf
Sand Worm
Sandragora
Seymour
Seymour Flux
Seymour Natus
Seymour Omnis
Shinryu
Shred
Simurgh
Sin (SS Liki)
Sin's Core
Sinscale (SS Liki)
Sinscale (Zanarkand)
Sinspawn Ammes
Sinspawn Echuilles
Sinspawn Genais
Sinspawn Geneaux
Sinspawn Gui #1 - Arms
Sinspawn Gui #1 - Body
Sinspawn Gui #1 - Head
Sinspawn Gui #2 - Arms
Sinspawn Gui #2 - Body

1,680
50
100
150
12,000
100,000
20,000
780
240
200
450
3,000
65,000
380
1,380
170
40,000
450
45,000
12,750
6,000
70,000
36,000
80,000
2,000,000
1,950
200
2,000
36,000
200
100
2,400
2,000
20,000
3,000
800
12,000
4,000
800
6,000

Sinspawn Gui #2 - Head


Skoll
Sleep Sprout
Snow Flan
Snow Wolf
Spathi
Spectral Keeper
Spherimorph
Spirit
Splasher (1)
Splasher (2)
Splasher (3)
Stratoavis
Swamp Mafdet
Tanket
Thorn
Th'uban
Thunder Flan
Tonberry
Tros
Ultima Buster - Arm
Ultima Buster - Body
Ultima Buster - Head
Ultima Weapon
Valaha
Varuna
Vidatu
Vorban
Vouivre (Luca)
Vouivre (Mi'ihen)
Warrior Monk (flamethrower)
Warrior Monk (gun)
Wasp
Water Flan
Wendigo
White Element
Wraith
Xiphos
YAT-97
YAT-99

1,000
1,000
98,000
600
400
20,000
52,000
12,000
10,000
200
400
600
320,000
850
900,000
4,080
3,000,000
450
13,500
2,200
80,000
5,000,000
80,000
99,999
8,700
56,000
95,000
630,000
225
255
1,400
1,400
360
315
18,000
390
22,222
2,700
3,700
2,700

Yellow Element
Yenke Ronso
YKT-11
YKT-63
Yojimbo
Yowie
Yu Pagoda
Yunalesca (1st)
Yunalesca (2nd)
Yunalesca (3rd)
Zaurus
Zu (first)
Zu (others)

300
Varies
6,200
4,200
33,000
900
5,000
24,000
48,000
60,000
7,850
12,000
18,000

Monster Drops & Steals


This section has been restricted such that any monster without a Drop or a Steal is not listed here, and that monsters
that differ upon the area found also are listed as a single monster (if the steals and drops do not differ). See nothing
about them? They don't drop anything and cannot have anything stolen from them (to my knowledge).
Also, if a monster has "N/A" listed for a "Rare" something, the game will default to using the "Common" form of it.

Monster
???? (Kimahri)
Abaddon
Abyss Worm
Achelous
Adamantoise
Aerouge
Ahriman
Alcyone
Anacondaur
Anima
Aqua Flan
Bandersnatch
Barbatos
Bashura
Basilisk
Bat Eye
Behemoth
Behemoth King

Biran Ronso
Bite Bug
Black Element
Blue Element
Bomb (Home)
Bomb (Mi'ihen)
Bomb King
Braska'a Final Aeon
Buer
Bunyip
Cactuar
Cactuar King
Catastrophe
Catoblepas
Cave Iguion
Chimera (Home)
Chimera (Macalania)
Chimera Brain
Chimerageist
Chocobo Eater
Coeurl
Coeurlregina
Condor
Crawler
Dark Anima
Dark Bahamut
Dark Cindy
Dark Element
Dark Flan
Dark Ifrit
Dark Ixion
Dark Mindy
Dark Sandy
Dark Shiva
Dark Valefor
Dark Yojimbo
Defender
Defender X
Defender Z
Demonolith

Dingo
Dinonix
Don Tonberry
Dual Horn (Home)
Dual Horn (Mi'ihen)
Earth Eater
Epaaj
Espada
Evil Eye (Home)
Evil Eye (Mi'ihen)
Evrae
Evrae Altana
Exoray
Extractor
Fafnir
Fallen Monk
Fenrir
Flame Flan
Floating Death
Floating Eye
Funguar
Gandarewa
Garm
Garuda (Besaid)
Garuda (Luca)
Garuda (Mushroom Rock)
Gemini
Geneaux's Tentacle
Geosgaeno
Ghost
Gold Element
Grat
Great Malboro
Greater Sphere
Grenade
Grendel
Guado Guardian (Home)
Guado Guardian (w/Seymour)
Guado Guardian (w/Wendigo)
Halma

Hornet
Ice Flan
Iguion
Imp
Ipiria
Iron Giant
Ironclad
Jormungand
Jumbo Flan
Killer Bee
Klikk
Kottos
Kusariqqu
Lamashtu
Land Worm
Larva
Lord Ochu
Machea
Maelspike
Mafdet
Malboro
Malboro Menace
Mandragora
Master Coeurl
Master Tonberry
Maze Larva
Mech Defender
Mech Guard
Mech Gunner
Mech Hunter
Mech Leader
Mech Scouter
Melusine
Mi'ihen Fang
Murussu
Mushussu
Nebiros
Nega Elemental
Negator
Nemesis

Neslug
Nidhogg
Oblitzerator
Ochu
Octopus
Ogre
Omega Weapon
One~Eye
Ornitholestes
Overdrive Sin
Penance - Left Arm
Penance - Main Body
Penance - Right Arm
Phlgyas
Piranha (x1)
Piranha (x2)
Piranha (x3)
Pteryx
Puroboros
Qactuar
Ragora
Raldo
Raptor
Red Element
Remora
Sahagin
Sahagin Chief
Sanctuary Keeper
Sand Wolf
Sand Worm
Sandragora
Seymour
Seymour Flux
Seymour Natus
Seymour Omnis
Shinryu
Shred
Simurgh
Sin - Core
Sin - Left Fin

Sin - Right Fin


Sin (SS Liki)
Sinscale
Sinspawn Echuilles
Sinspawn Genais
Sinspawn Geneaux
Sinspawn Gui
Skoll
Sleep Sprout
Snow Flan
Snow Wolf
Spectral Keeper
Spherimorph
Spirit
Splasher
Stratoavis
Swamp Mafdet
Tanket
Thorn
Th'uban
Thunder Flan
Tonberry
Tros
Ultima Buster
Ultima Weapon
Valaha
Varuna
Vidatu
Vorban
Vouivre
Warrior Monk
Wasp
Water Flan
Wendigo
White Element
Wraith
Xiphos
YAT-97
YAT-99
Yellow Element

Yenke Ronso
YKT-11
YKT-63
Yowie
Yunalesca
Zaurus
Zu

Monster Bribes
To Bribe a fiend, you must have the Bribe command available; it is obtained on the Sphere Grid. The Bribe command
allows you to give an enemy monster to make it go away. In addition to that, giving enough money - 10x the
monster's max HP - will also get you certain rewards, the primary purpose of using the command, really. Below, you
will find a chart detailing what you get for how much from what monster; of course, any monster not listed is either
immune to the command or will give nothing, regardless of how much you Bribe it for.
Note that the Rewards given can be a bit variable in my experience; below is just an approximation of what I tend to
get. Also, it seems more Gil = more Rewards. The item given won't change, just the quantity thereof.

Monster
Achelous
Adamantoise
Aerouge
Ahriman
Alcyone
Anacondaur
Aqua Flan
Bandersnatch
Barbatos
Bashura
Basilisk
Bat Eye
Behemoth
Behemoth King
Bite Bug
Black Element
Blue Element
Bomb (Home)
Bomb (Mi'ihen)
Buer
Bunyip

Cave Iguion
Chimera (Home)
Chimera (Macalania)
Chimera Brain
Coeurl
Condor
Dark Element
Dark Flan
Defender
Defender Z
Demonolith
Dingo
Dinonix
Dual Horn (Mi'ihen)
Dual Horn (Home)
Epaaj
Evil Eye (Home)
Evil Eye (Macalania)
Exoray
Flame Flan
Floating Death
Floating Eye
Funguar
Gandarewa
Garm
Garuda (Mushroom Rock)
Gemini (club)
Gemini (sword)
Ghost
Gold Element
Grat
Great Malboro
Grenade
Grendel
Guado Guardian (Home)
Guado Guardian (w/Seymour)
Halma
Ice Flan
Iguion
Imp

Ipiria
Iron Giant
Killer Bee
Kusariqqu
Lamashtu
Land Worm
Larva
Lord Ochu
Machea
Maelspike
Mafdet
Malboro
Mandragora
Master Coeurl
Master Tonberry
Maze Larva
Mech Defender
Mech Guard
Mech Gunner
Mech Hunter
Mech Leader
Mech Scouter
Melusine
Mi'ihen Fang
Murussu
Mushussu
Nebiros
Nidhogg
Ochu
Octopus
Ogre
Phlegyas
Piranha (x1)
Piranha (x2)
Piranha (x3)
Puroboros
Ragora
Raldo
Raptor
Red Element

Remora
Sahagin (Via Purifico: Tidus)
Sahagin (Via Purifico: Yuna)
Sand Wolf
Sand Worm
Sandragora
Shred
Simurgh
Sinscale
Skoll
Snow Flan
Snow Wolf
Spirit
Splasher (x1)
Splasher (x2)
Splasher (x3)
Swamp Mafdet
Thorn
Thunder Flan
Tonberry
Ultima Weapon
Valaha
Varuna
Vouivre
Wasp
Water Flan
White Element
Wraith
Xiphos
YAT-97
YAT-99
Yellow Element
YKT-11
YKT-63
Yowie
Zaurus
Zu

Blitzball
A General Note
I don't know how many of you regularly read my FAQs, so I had best say something really important here. While I like
the sport of Blitzball, by no means am I good FAQer of sports. I can make RPGs and strategy games like Pokmon,
Final Fantasy Tactics, and Shin Megami Tensei work amazing well ... and then we hit the sports and it all goes waaay
downhill. I basically have what info I have here out of obligation, not because what's here is good. If you have
ANYTHING to add, to say, or think I should add to this section - or any other! - please e-mail me in
the Legalities section. I can't promise that I can (or will) do everything and anything, but it will go into consideration at
the very least.

The Basics of Blitz


Blitzball is essentially the (European) football of the FFX universe; it is a fun sport - at least to me; I dunno why most
hate it - in which you control a team of players underwater. Its purpose is to get a bump-covered Blitzball into the
opposing team's goal, although that's not very easy due to the enemy team, the viscosity of water, and the inability to
use extra-large potato launchers. =/
Anyhow, a Blitzball game takes place in a spherical ball of water (don't ask me how it's held up); you, however, will
only control yourself on the two-dimensional great circle in the middle. If you look at the map nearby, you (green) will
always be the left side, and your opponents (red) the right. You control one of the players using the Analog Stick, if
you want - there are three controlling methods: Auto (clear definition), Manual A (based on the map), and Manual B
(based on the direction of the opposing goal to you). Generally, you should use Manual, and Manual A is the easiest
to grasp.
Each player on a team has a set of stats, as follows:
HP - Used as currency for actions, and lowers as you hold the ball; if you lack the HP, you cannot some
things, but HP is regained when the character goes not have the ball
SP - Speed
AT - Attack, used in encounters and breaking through
EN - Your true HP, used in encounters
SH - Basically, the strength of a shot - more on this later
PA - Strength of passes - more later
BL - Strength of blocking - more later
CA - Strength of the catcher, essentially the final "block" - more later

Let's move on to the topic of encounters.


Essentially, when you and an opponent - or multiple opponents - get near each other, you will take place in a sort of
"battle". In this, the enemies are effectively lined up as a tiered wall, like a single-file line. When you encounter enemy
opponents, you can choose to break through to a certain one of the opponents (tackle through them and stop before
so-and-so). You can also opt to simply "No Break" - that is, go straight to a pass or a shot.
If you opt to break through enemies, then your EN and their AT is considered. Basically, they will tackle you and their
AT will be subtracted from your EN - HOWEVER, there can be up to a 50% variance in their AT! For example, a 8
AT person tackles an 8 EN person. Generally, you'd assume the one tackled would go down to 0 EN (and thus, the
ball is taken away). However, that person's AT can also be as low as 4, in which case the tackled person is fine, or at
high as 12. It's variable, understand? Anyhow, if you are tackled and your EN remains above 0 for all of the times,
you can pass or shoot (more later); if it hits 0, then your ball is lost.
If you opt to pass, then your PA and the opponents' BL is considered. It's essentially the same thing as being tackled their BL subtracts from the PA as the ball flies. For example, people with 5, 6, and 10 BL are encountering a 14 PA
person. The RNG favors that person for the first two blocks, leaving them with 3 PA and ... uh-oh, as 3-10 = -7 (or 3-5
= -2, even under your best circumstances), the ball is taken. (Yes, there is a +/- 50% variance here too!) Thus, the
ball is taken from you, and you can understand why it is recommended to break through at least a few players, right?
Okay, now let's say you had 18 PA and the RNG favors you by leaving you with 2 PA (18-5-6-5). PA will decrease
over the distance, however, so the ball could still be taken from you if the target is too far off, which means it's ideal to
pass to close-by people, especially in heavy encounters.
If you opt to shoot, then your SH and the opponents' BL is considered in addition to their catcher's CA. If you opt
instead to shoot before an encounter, then all you worry about is the catcher's CA. This is essentially the same thing
as a pass to the goal, as it were - the opponents will subtract from your SH with their BL (+/- 50%), then the catcher
gets a chance with his +/- 50%. If you still win out (>0 SH after the CA subtraction), then a goal is scored!
Keep in mind with these three situations that Techs can be used, which can augment the stats of the actions in
various ways. Techs will be discussed more in-depth later. Essentially, they're special abilities. To learn one, you must
have someone Mark a person with the desired technique during halftime; during the second half, then, when the
person uses that technique, the word "Techcopy" appears and flashes: press X to learn the tech. (Your level cannot
be too low, however.) Players have a limited number of tech slots, though, when you equip them - 1 at Level 3, then
new ones are gained at Levels 7, 12, 20, and 30, for a max of five.
Techs can also cause status ailments, as below:
Nap: Essentially, the character is asleep and inactive for around a minute.
Poison: Poisoned character lose HP when in possession of the ball much faster than normal, with a loss of
some HP every 0.6 seconds. Poison can stack, too, via Pile Venom, affecting the rate of HP loss:
essentially, you will lose (4^x) HP per 0.6 seconds (5*(4^x)/3 per second) where x equals the number of
times poison has been applied: this is 4 for once, 16 twice, 64 thrice, 256 four times, and 1,024 five times.
You will lose ability usage, too - one poisoning causes the loss of shot techs, two makes you lose tackle
techs, and three makes you lose pass techs.
Wither: Essentially, the character's stats are halved, depending on how it was induced. If this was from a
shot tech, your BL and CA are halved; from a tackle tech, your EN, PA, and SH; from a pass tech, your PA,
AT, or BL. This lasts for about half a minute.

Scouting
Of course, you need people for your team, and how are you going to get them? I doubt those monsters from the
Monster Arena really wanna participate... Anyhow, you can press the Square Button in front of some people and you
will be able to offer them Gil to play. Firstly, there are certain "Scout" levels you can have:
Scout Level 1: Initial level, which allows you to see the player's name, level, and Gil fee per game.
Scout Level 2: Get 10 wins for this level, which now lets you see the player's stats.
Scout Level 3: Get 20 wins for this level, which now lets you see the player's current techs and slots of
them.
Scout Level 4: Get 30 wins for this level, which now lets you see the player's key techs and all learned
techs.
Below, you'll find the list of Scoutable players. Note that you may already have some of them, and that sometimes
they are already recruited by other teams.
Abus: The Aurochs' locker room in Luca.
Argai: The corridors on the airship.
Auda: External portions of Guadosalam.
Balgerda: The Aurochs' locker room in Luca.
Basik: Dock 4 in Luca.
Berrik: The corridors on the airship.
Bickson: Dock 3 in Luca.
Biggs: The main gate to Luca Stadium.
Blappa: The corridors on the airship.
Botta: The Aurochs' locker room in Luca.
Brother: The bridge of the airship.
Datto: The Aurochs' locker room in Luca.
Deim: The main hall of the Kilika temple.
Doram: The Aurochs' locker room in Luca.
Durren: At the bottom of the gorge in the Calm Lands.
Eigaar: The corridors on the airship.

Gazna: The corridors on the airship.


Giera: External portions of Guadosalam.
Graav: The Aurochs' locker room in Luca.
Irga: The corridors on the airship.
Isken: The house in Kilika's port area.
Jassu: The Aurochs' locker room in Luca.
Judda: The corridors on the airship.
Jumal: The square in the Luca seaport.
Keppa: The Aurochs' locker room in Luca.
Kiyuri: On the deck of the SS Winno
Kulukan: The tavern in Kilika.
Kyou: In the Djose Temple.
Lakkam: The corridors on the airship.
Larbeight: The docking area in Kilika.
Letty: The Aurochs' locker room in Luca.
Linna: Inside Macalania Temple.
Mep: Inside Kilika Temple.
Mifurey: The Travel Agency in the Thunder Plains.
Miyu: The north side of the Moonflow.
Naida: The shop in the center of the Calm Lands.
Nedus: Dock 1 in Luca.
Nimrook: The corridors on the airship.
Noy: The inn in Guadosalam.
Nuvy: The corridors on the airship.
Raudy: The Aurochs' locker room in Luca.

Rin: The corridors of the airship.


Ropp: The Mi'ihen Highroad Travel Agency.
Shaami: The bridge of Luca Harbor.
Shuu: The caf in Luca.
Svanda: She's the Chocobo Trainer in the Calm Lands. Surprised?
Tatts: The docks in Kilika.
Vilucha: A house in Besaid.
Vuroja: The docking area in Kilika.
Wakka: The bridge of the airship.
Wedge: The main gate to Luca Stadium.
Zalitz: The Sphere Theater in Luca.
Zamzi: The corridors on the airship.
Zazi: Inside the house in Guadosalam.
Zev: Dock 5 in Luca.

Techs
Anti-Drain:
o HP Cost: 10 HP
o Effects: Prevents HP drainage 50% of the time
o Learned: Techcopy
Anti-Drain 2:
o HP Cost: 50 HP
o Effects: Prevents HP drainage 100% of the time
o Learned: Techcopy
Anti-Nap:

o HP Cost: 40 HP
o Effects: Gain a 50% resistance to Nap
o Learned: Techcopy
Anti-Nap 2:
o HP Cost: 210 HP
o Effects: Gain full immunity to Nap
o Learned: Techcopy
Anti-Venom:
o HP Cost: 5 HP
o Effects: Gain a 50% resistance to Poison
o Learned: Techcopy
Anti-Venom 2:
o HP Cost: 50 HP
o Effects: Gain a full immunity to Poison
o Learned: Techcopy
Anti-Wither:
o HP Cost: 30 HP
o Effects: Gain a 50% resistance to Wither
o Learned: Techcopy
Anti-Wither 2:
o HP Cost: 200 HP
o Effects: Gain full immunity to Wither
o Learned: Techcopy
Aurochs Spirit:
o HP Cost: 600 HP
o Effects: The original SH of the entire Aurochs team is added to Wakka's SH, and SH +10 is applied

o Learned: Prize from a Tournament if Wakka has all his key techs
Brawler:
o HP Cost: 10 HP
o Effects: Increases the range for encounters to occur
o Learned: Prize from Tournaments and Leagues
Drain Tackle:
o HP Cost: 30 HP
o Effects: Gain HP from the opposition 40% of the time
o Learned: Techcopy
Drain Tackle 2:
o HP Cost: 150 HP
o Effects: Gain HP from the opposition 70% of the time
o Learned: Techcopy
Drain Tackle 3:
o HP Cost: 500 HP
o Effects: Gain HP from the opposition every time
o Learned: Techcopy
Elite Defense:
o HP Cost: 5 HP
o Effects: Increases the range for finding the ball-carrier
o Learned: Win from Tournaments and Leagues
Gamble:
o HP Cost: 300 HP
o Effects: Half of the time after losing the Nap status, you get randomized stats
o Learned: Win from Tournaments and Leagues
Golden Arm:

o HP Cost: 30 HP
o Effects: Halves HP reduction from shots and passes
o Learned: Win from Tournaments and Leagues
Good Morning!:
o HP Cost: 180 HP
o Effects: You get stronger stats 50% of the time after waking up from Naps
o Learned: Win from Tournaments and Leagues
Grip Gloves:
o HP Cost: 30 HP
o Effects: Effectively - but hiddenly - increases the catcher's CA
o Learned: Techcopy
High Risk:
o HP Cost: 300 HP
o Effects: Doubles your EXP. earnings, but your stats will be halved
o Learned: Win from Tournaments and Leagues
Invisible Shot:
o HP Cost: 220 HP
o Effects: The ball is invisible on the way to the goal when shot, which you can control with the Left
Analog Stick; also, SH +3
o Learned: Techcopy
Jecht Shot:
o HP Cost: 120 HP
o Effects: Ignores the first two foes in an encounter; SH +5
o Learned: Complete the Jecht Shot thingy with the Blitzball on the SS Winno's deck
Jecht Shot 2:
o HP Cost: 999 HP

o Effects: Ignores the first three foes in an encounter; SH +10; "Invisible Shot" tech effect
o Learned: Get Tidus's three Key Techs, then you can win it from Tournaments
Nap Pass:
o HP Cost: 40 HP
o Effects: Those blocking your pass get Napped 30% of the time; PA +3
o Learned: Techcopy
Nap Pass 2:
o HP Cost: 200 HP
o Effects: Those blocking your pass get Napped 70% of the time; PA +5
o Learned: Techcopy
Nap Pass 3:
o HP Cost: 510 HP
o Effects: Those blocking your pass get Napped all of the time; PA +7
o Learned: Techcopy
Nap Shot:
o HP Cost: 45 HP
o Effects: Those blocking your shot (Goalie included) get Napped 40% of the time; SH +3
o Learned: Techcopy
Nap Shot 2:
o HP Cost: 80 HP
o Effects: Those blocking your shot (Goalie included) get Napped 70% of the time; SH +5
o Learned: Techcopy
Nap Shot 3:
o HP Cost: 350 HP
o Effects: Those blocking your shot (Goalie included) get Napped all of the time; SH +7
o Learned: Techcopy

Nap Tackle:
o HP Cost: 40 HP
o Effects: Tackled players get Napped 40% of the time; AT +3
o Learned: Techcopy
Nap Tackle 2:
o HP Cost: 90 HP
o Effects: Tackled players get Napped 70% of the time; AT +5
o Learned: Techcopy
Nap Tackle 3:
o HP Cost: 180 HP
o Effects: Tackled players get Napped all of the time; AT +7
o Learned: Techcopy
Pile Venom:
o HP Cost: 30 HP
o Effects: Allows Poison status to stack, increasing HP loss of the afflicted and the amount of abilities
lost
o Learned: Win from Tournaments and Leagues
Pile Wither:
o HP Cost: 70 HP
o Effects: Allows Wither status to stack, further reducing stats on the afflicted
o Learned: Win from Tournaments and Leagues
Regen:
o HP Cost: 50 HP
o Effects: You restore HP much faster when you're not holding the ball
o Learned: Win from Tournaments and Leagues
Sphere Shot:

o HP Cost: 90 HP
o Effects: SH +3 and another random number
o Learned: Techcopy (Tidus has it from the start)
Spin Ball:
o HP Cost: 30 HP
o Effects: The ball will have spin when shot, making it tougher to block somehow
o Learned: Techcopy
Super Goalie:
o HP Cost: 30 HP
o Effects: Adds a random number to your CA 60% of the time
o Learned: Techcopy
Tackle Slip:
o HP Cost: 40 HP
o Effects: Allows you to dodge 40% of tackles, but you may become disoriented
o Learned: Techcopy
Tackle Slip 2:
o HP Cost: 170 HP
o Effects: Allows you to dodge 80% of tackles, but you may become disoriented
o Learned: Techcopy
Tech Find:
o HP Cost: 0 HP
o Effects: You can chosoe an empty slot in your ability list and press X to Techcopy it
o Learned: Win from Tournaments and Leagues
Venom Pass:
o HP Cost: 40 HP
o Effects: Poisons those blocking your pass 30% of the time; PA +3

o Learned: Techcopy
Venom Pass 2:
o HP Cost: 120 HP
o Effects: Poisons those blocking your pass 60% of the time; PA +5
o Learned: Techcopy
Venom Pass 3:
o HP Cost: 250 HP
o Effects: Poisons those blocking your pass 100% of the time; PA +7
o Learned: Techcopy
Venom Shot:
o HP Cost: 20 HP
o Effects: Poisons those blocking your shot (and the Goalie) 40% of the time; SH +3
o Learned: Techcopy
Venom Shot 2:
o HP Cost: 65 HP
o Effects: Poisons those blocking your shot (and the Goalie) 70% of the time; SH +5
o Learned: Techcopy
Venom Shot 3:
o HP Cost: 100 HP
o Effects: Poisons those blocking your shot (and the Goalie) 100% of the time; SH +7
o Learned: Techcopy
Venom Tackle:
o HP Cost: 30 HP
o Effects: Those you tackle are Poisoned 40% of the time; AT +3
o Learned: Techcopy
Venom Tackle 2:

o HP Cost: 70 HP
o Effects: Those you tackle are Poisoned 70% of the time; AT +5
o Learned: Techcopy
Venom Tackle 3:
o HP Cost: 160 HP
o Effects: Those you tackle are Poisoned 100% of the time; AT +7
o Learned: Techcopy
Volley Shot:
o HP Cost: 10 HP
o Effects: You can intercept loose balls and shoot them with blockage 50% of the time
o Learned: Techcopy
Volley Shot 2:
o HP Cost: 40 HP
o Effects: You can intercept loose balls and shoot them with blockage 75% of the time
o Learned: Techcopy
Volley Shot 3:
o HP Cost: 250 HP
o Effects: You can intercept loose balls and shoot them with blockage 100% of the time
o Learned: Techcopy
Wither Pass:
o HP Cost: 40 HP
o Effects: Withers those blocking your pass 30% of the time; PA +3
o Learned: Techcopy
Wither Pass 2:
o HP Cost: 180 HP
o Effects: Withers those blocking your pass 70% of the time; PA +5

o Learned: Techcopy
Wither Pass 3:
o HP Cost: 440 HP
o Effects: Withers those blocking your pass all of the time; PA +7
o Learned: Techcopy
Wither Shot:
o HP Cost: 30 HP
o Effects: Withers those blocking your shot (and the Goalie) 40% of the time; SH +3
o Learned: Techcopy
Wither Shot 2:
o HP Cost: 180 HP
o Effects: Withers those blocking your shot (and the Goalie) 70% of the time; SH +5
o Learned: Techcopy
Wither Shot 3:
o HP Cost: 390 HP
o Effects: Withers those blocking your shot (and the Goalie) 100% of the time; SH +7
o Learned: Techcopy
Wither Tackle:
o HP Cost: 8 HP
o Effects: Withers those you tackle 40% of the time; AT +3
o Learned: Techcopy
Wither Tackle 2:
o HP Cost: 80 HP
o Effects: Withers those you tackle 70% of the time; AT +5
o Learned: Techcopy
Wither Tackle 3:

o HP Cost: 250 HP
o Effects: Withers those you tackle 100% of the time; AT +7
o Learned: Techcopy

Key Techs
Player
Abus
Argai
Auda
Balgerda
Basik
Berrik
Bickson
Biggs
Blappa
Botta
Brother
Datto
Deim
Doram
Durren
Eigaar
Gazna
Giera
Graav
Irga
Isken
Jassu
Judda
Jumal
Keepa
Kiyuri
Kulukan
Kyou
Lakkam
Larbeight
Letty

Linna
Mifurey
Miyu
Naida
Navara
Nedus
Nimrook
Nizarut
Noy
Nuvy
Pah
Raudy
Rin
Ropp
Shaami
Shuu
Svanda
Tatts
Tidus
Vilucha
Vuroja
Wakka
Wedge
Yuma
Zalitz
Zamzi
Zazi
Zev

Special Abilities
White Magic
Auto-Life:
o MP Cost: 97 MP

o Effects: Puts Auto-Life status on the target, automatically reviving them with ~25% of their max HP
when their HP hits zero. This cannot be removed other than through KO and some specialized
attacks you'll see against - mostly - Dark Aeons.
Cura:
o MP Cost: 10 MP
o Effects: Heals a moderate amount of HP to the target, or damages them if they're a Zombie. (Effect
is double that of Cure.) It is affected by Shell and Reflect.
Curaga:
o MP Cost: 20 MP
o Effects: Heals a large amount of HP to the target, or damages them if they're a Zombie. (Effect is
1.75x that of Cura, and 3.50x that of Cure.) It is affected by Shell and Reflect.
Cure:
o MP Cost: 4 MP
o Effects: Heals a little HP to the target, or damages them if they're a Zombie. Its effects are halved
by Shell and are Reflectable.
Dispel:
o MP Cost: 12 MP
o Effects: Removes certain statuses from the target: Protect, Shell, Reflect, Haste, Regen, NulBlaze,
NulShock, NulTide, NulFrost, Power Break, Armor Break, Magic Break, and Mental Break. It will
defy Reflect (obviously), but it will not remove Auto-type abilities.
Esuna:
o MP Cost: 5 MP
o Effects: Heals most ailments from the target - Darkness, Silence, Slee, Poison, Petrification,
Confusion, Berserk, and Slow. (This will not affect Power Break, Armor Break, Magic Break,
Mental Break, Zombie, Curse, Doom, or KO.) It can be Reflected.
Full-Life:
o MP Cost: 60 MP
o Effects: Revives the target from KO with full HP. Zombies can be KO'ed by this, though, or hit with
damage based on your Break Damage Limit status (9,999 without, 99,999 with). It can be
Reflected.
Haste:
o MP Cost: 8 MP

o Effects: Doubles the target's Agility - increasing the number of turns they get - until the status is
Dispelled, Slow is inflicted, or the target is KO'ed, or the battle ends. It can be Reflected.
Hastega:
o MP Cost: 30 MP
o Effects: Doubles the target party's Agility - increasing the number of turns they get - until the status
is Dispelled, Slow is inflicted, the target is KO'ed, or the battle ends. It can be Reflected.
Holy:
o MP Cost: 85 MP
o Effects: Holy is the only intentionally-damaging White Magic spell, using a hidden fifth "Holy"
elemental affinity to determine its magical damage, though it's rarely used. It can be Reflected
and is affected by Shell.
Life:
o MP Cost: 18 MP
o Effects: Revives the target from KO with ~50% of their max HP. Zombies can be KO'ed by this,
though, or hit with damage based on your Break Damage Limit status (9,999 without, 99,999
with). It also can be Reflected.
NulBlaze:
o MP Cost: 2 MP
o Effects: Nullifies the next Fire attack to hit anyone of the opposing party. It lasts only for one attack
per person, and can be Dispelled or Reflected.
NulFrost:
o MP Cost: 2 MP
o Effects: Nullifies the next Ice attack to hit anyone of the opposing party. It lasts only for one attack
per person, and can be Dispelled or Reflected.
NulShock:
o MP Cost: 2 MP
o Effects: Nullifies the next Lightning attack to hit anyone of the opposing party. It lasts only for one
attack per person, and can be Dispelled and Reflected.
NulTide:
o MP Cost: 2 MP
o Effects: Nullfies the next Water attack to hit anyone of the opposing party. It lasts only for one
attack per person, and can be Dispelled or Reflected.

Protect:
o MP Cost: 12 MP
o Effects: Doubles the target's Defense - halving most physical damage taken - until it is Dispelled,
the target is KO'ed, or the battle ends. It is affected by Reflect.
Reflect:
o MP Cost: 14 MP
o Effects: Puts the Reflect status on the target, bouncing most magic from the afflicted to the
opposite party (allies to enemies or vice versa). Reflect doesn't work on Dispel, Auto-Life, Ultima,
and Demi, and it can be Dispelled. It can also be Reflect, semi-ironically.
Regen:
o MP Cost: 40 MP
o Effects: Puts Regen on the target for ten of the target's turns, or until KO'd, Dispelled, or the battle
ends. Regen works based on a "tick" system in the game - it's like an advanced version of the
CTB system. Basically, the less turns you get with Regen, the more HP that is healed, and, of
course, Zombies get damaged by this. This spell can be Reflected.
Scan:
o MP Cost: 1 MP
o Effects: Allows you to see the stats and affinities and a brief blurb on the target. Not all enemies
(typically bosses) can be Scanned, though. Its effects can be Reflected.
Shell:
o MP Cost: 10 MP
o Effects: Doubles the target's Magic Defense - halving most magic damage taken - until it is
Dispelled, the target is KO'ed, or the battle ends. It is affected by Reflect
Slow:
o MP Cost: 12 MP
o Effects: Halves the target's Agility - reducing the number of turns they get - until it's Esuna'd, the
target is KO'ed, the target is inflicted with Haste, or the battle ends. This may not work on those
with Slow Ward, and will not work on those with Slowproof or Auto-Haste. It is also affected by
Reflect.
Slowga:
o MP Cost: 20 MP
o Effects: Halves the target party's Agility - reducing the number of turns they get - until it's Esuna'd,
the target is KO'ed, the target is inflicted with Haste, or the battle ends. This may not work on

those with Slow Ward, and will not work on those with Slowproof or Auto-Haste. It is also affected
by Reflect.

Black Magic
Bio:
o MP Cost: 10 MP
o Effects: Hits the target with the Poison status ailments, so long as they're not immune to Poison or
have Poisonproof (or a lucky Poison Ward) armor. The amount of damage taken by Poison each
turn varies for enemies, though it is always 25% of your max HP for you. It is affected by Reflect.
Blizzaga:
o MP Cost: 20 MP
o Effects: Hits the target for heavy Ice-elemental damage. (It is 1.75x the strength of Blizzara, and
3.5x the strength of Blizzard.) It is affected by Shell and Reflect and the target's elemental
affinities.
Blizzara:
o MP Cost: 8 MP
o Effects: Hits the target for moderate Ice-elemental damage. (It is twice the strength of Ice.) It is
affected by Shell and Reflect and the target's elemental affinities.
Blizzard:
o MP Cost: 4 MP
o Effects: Hits the target for minor Ice-elemental damage. It is affected by Shell and Reflect and the
target's elemental affinities.
Death:
o MP Cost: 20 MP
o Effects: KO's the target instantly. It may not work on those with a resistance to Death or the Death
Ward ability, and it will not on Zombies, those immune to Death (most bosses), and those with
Deathproof armor. It is also affected by Reflect.
Demi:
o MP Cost: 32 MP
o Effects: Reduces the HP of the target party by 25% of their current HP, or by 12.5% if Shell is
effect. It cannot kill, however, and is still under the rules of damage limits (9,999 without Break
Damage Limit, and 99,999 with). Some enemies cannot be affected by such gravity damage.

Drain:
o MP Cost: 12 MP
o Effects: Damages a chosen target, restoring the user's HP equal to the damage dealt. If you Drain
a Zombie, the effect is reversed: they gain HP while the user loses. It is affected by both Shell
and Reflect.
Fira:
o MP Cost: 8 MP
o Effects: Hits the target for moderate Fire-elemental damage. (It is twice the strength of Fire.) It is
affected by Shell and Reflect and the target's elemental affinities.
Firaga:
o MP Cost: 20 MP
o Effects: Hits the target for heavy Fire-elemental damage. (It is 1.75x the strength of Fira, and 3.5x
the strength of Fire.) It is affected by Shell and Reflect and the target's elemental affinities.
Fire:
o MP Cost: 4 MP
o Effects: Hits the target for minor Fire-elemental damage. It is affected by Shell and Reflect and the
target's elemental affinities.
Flare:
o MP Cost: 54 MP
o Effects: Hits the target for major non-elemental damage. (This is 5x the power of the regular
elementals, 2.5x that of the "-ras", and ~1.43x that of the "-gas".) It is affected by Shell and
Reflect.
Osmose:
o MP Cost: 0 MP
o Effects: Damages the target's MP, restoring the user's MP by the amount of MP damage dealt. The
effect is reversed if you hit a Zombie: they gain MP while you lose it. Note that the only purpose
for either is simply MP restoration of yourself, since even 0 MP fiends (most notably possible in
the Sinspawn Ammes fight in the beginning of the game) can be able to cast magic. Also, this is
Reflectable.
Thundaga:
o MP Cost: 20 MP

o Effects: Hits the target for heavy Lightning-elemental damage. (It is 1.75x the strength of Thundara,
and 3.5x the strength of Thunder.) It is affected by Shell and Reflect and the target's elemental
affinities.
Thundara:
o MP Cost: 8 MP
o Effects: Hits the target for moderate Lightning-elemental damage. (It is twice the strength of
Thunder.) It is affected by Shell and Reflect and the target's elemental affinities.
Thunder:
o MP Cost: 4 MP
o Effects: Hits the target for minor Lightning-elemental damage. It is affected by Shell and Reflect
and the target's elemental affinities.
Ultima:
o MP Cost: 90 MP
o Effects: Hits the target party for extreme non-elemental damage. The power is about 5.83x that of
the basic elemental spells, about 2.92x that of the "-ras", about 1.67x that of the "-gas", 3.5x that
of Drain, or 1.17x that of Flare. It notably defies Reflect, but not Shell.
Water:
o MP Cost: 4 MP
o Effects: Hits the target for minor Water-elemental damage. It is affected by Shell and Reflect and
the target's elemental affinities.
Watera:
o MP Cost: 8 MP
o Effects: Hits the target for moderate Water-elemental damage. (It is twice the strength of Water.) It
is affected by Shell and Reflect and the target's elemental affinities.
Waterga:
o MP Cost: 20 MP
o Effects: Hits the target for heavy Water-elemental damage. (It is 1.75x the strength of Watera, and
3.5x the strength of Water.) It is affected by Shell and Reflect and the target's elemental affinities.

Skills
Armor Break:

o MP Cost: 8 MP
o Effects: Damages the target and halves their Defense, if they're able to be affected by Armor Break
as an ailment.
Dark Attack:
o MP Cost: 5 MP
o Effects: Damages the target and has a 50% chance to put the target in Darkness for three turns.
The success rate is affected by the monster's resistance/immunity (may/will not work) to
Darkness, and similar logic for the respective Ward and Proof armor abilities.
Dark Buster:
o MP Cost: 10 MP
o Effects: Damages the target with a base 100% success rate to put the target in the Darkness
ailment for three turns as well. The success rate is affected by the monster's resistance/immunity
(may/will not work) to Darkness, and similar logic for the respective Ward and Proof armor
abilities.
Delay Attack:
o MP Cost: 8 MP
o Effects: Damages the target and delays their next turn (if the target is suspectible to Delay).
Delay Buster:
o MP Cost: 18 MP
o Effects: Damages the target and greatly delays their next turn (if the target is suspectible to Delay).
Extract Ability - Expert Sphere Grid only:
o MP Cost: 1 MP
o Effects: Damages the target and makes them more likely to drop Ability Spheres (if they're
vulnerable to the Ability Distil ailment and are afflicted).
Extract Mana - Expert Sphere Grid only:
o MP Cost: 1 MP
o Effects: Damages the target and makes them more likely to drop Mana Spheres (if they're
vulnerable to the Mana Distil ailment and are afflicted).
Extract Power - Expert Sphere Grid only:
o MP Cost: 1 MP

o Effects: Damages the target and makes them more likely to drop Power Spheres (if they're
vulnerable to the Power Distil ailment and are afflicted).
Extract Speed - Expert Sphere Grid only:
o MP Cost: 1 MP
o Effects: Damages the target and makes them more likely to drop Speed Spheres (if they're
vulnerable to the Speed Distil ailment and are afflicted).
Full Break - Expert Sphere Grid only!:
o MP Cost: 99 MP
o Effects: Damages the target and halves their Strength, Defense, Magic, and/or Magic Defense if
they're able to be affected by Power Break, Armor Break, Magic Break, and/or Mental Break
(respectively) as an ailment.
Magic Break:
o MP Cost: 8 MP
o Effects: Damages the target and halves their Magic, if they're able to be affected by Magic Break as
an ailment.
Mental Break:
o MP Cost: 8 MP
o Effects: Damages the target and halves their Magic Defense, if they're able to be affected by
Mental Break as an ailment.
Mug:
o MP Cost: 10 MP
o Effects: Attacks the target with a "Steal" side effect. Steal allows you to take an item from the
target. With each use of it, the probability of success if represented by 1/x, where x = the number
of attempts, making the rate progressively decline from 100% to 50% to 33% to 25% to 20% and
so on. See Monster Drops & Steals for what you can steal.
Nab Gil - Expert Sphere Grid only!:
o MP Cost: 30 MP
o Effects: Attacks the target with a "Pilfer Gil" side effect. That allows you to take Gil from the target.
With each use of it, the probability of success if represented by 1/x, where x = the number of
attempts, making the rate progressively decline from 100% to 50% to 33% to 25% to 20% and so
on.
Power Break:
o MP Cost: 8 MP

o Effects: Damages the target and halves their Strength, if they're able to be affected by Power Break
as an ailment.
Quick Hit:
o MP Cost: 36 MP
o Effects: Damages the target with the user able to get their next turn faster.
Silence Attack:
o MP Cost: 5 MP
o Effects: Damages the target and has a 50% chance to put the target in Silence for three turns. The
success rate is affected by the monster's resistance/immunity (may/will not work) to Silence, and
similar logic for the respective Ward and Proof armor abilities.
Silence Buster:
o MP Cost: 10 MP
o Effects: Damages the target with a base 100% success rate to put the target in the Silence ailment
for three turns as well. The success rate is affected by the monster's resistance/immunity
(may/will not work) to Silence, and similar logic for the respective Ward and Proof armor abilities.
Sleep Attack:
o MP Cost: 5 MP
o Effects: Damages the target and has a 50% chance to put the target to Sleep for three turns. The
success rate is affected by the monster's resistance/immunity (may/will not work) to Sleep, and
similar logic for the respective Ward and Proof armor abilities.
Sleep Buster:
o MP Cost: 10 MP
o Effects: Damages the target with a base 100% success rate to put the target in the Sleep ailment
for three turns as well. The success rate is affected by the monster's resistance/immunity
(may/will not work) to Sleep, and similar logic for the respective Ward and Proof armor abilities.
Triple Foul:
o MP Cost: 24 MP
o Effects: Damages the target with a base 100% success rate each for inducing Darkness, Silence,
or Sleep. The success rate for each is affected by the monster's resistance/immunity (may/will not
work) to each ailment, and similar logic for the respective Ward and Proof armor abilities.
Zombie Attack:
o MP Cost: 10 MP

o Effects: Damages the target and has a 50% chance to put the target in the Zombie status The
success rate is affected by the monster's resistance/immunity (may/will not work) to Zombie, and
similar logic for the respective Ward and Proof armor abilities.

Specials
Aim:
o MP Cost: 0 MP
o Effects: Boosts the party's Accuracy by 1~5 points until KO'ed or the battle ends. This will allow you
to pass the maximum of 255 as well.
Bribe:
o MP Cost: 0 MP
o Effects: You pay enemies Gil to flee, and some will give you certain amounts of items for the
payment. The minimum 100%-success payment is equal to ten times the monster's maximum
HP. Not all enemies (mostly bosses) can be afflicted by this. See Monster Bribes for the details.
Cheer:
o MP Cost: 0 MP
o Effects: Boosts the party's Strength and Defense by 1~5 points each until KO'ed or the battle ends.
This will allow you to pass the maximum of 255 as well.
Copycat:
o MP Cost: 28 MP
o Effects: The user does the exact same thing the last action an ally did - this excludes Summoning,
equipment usage, Overdrives, and items if you fail to have enough items. However, spells and
anything costing MP will be done for free, making this invaluable for continuing to cast lots and
lots of, say, Ultima.
Doublecast:
o MP Cost: 0 MP
o Effects: Allows you to use two Black Magic spells in the same turn. However, their MP costs will not
be augmented; Doublecasting two Ultimas, for example, costs you 90+90, or 180 MP.
Entrust:
o MP Cost: 0 MP
o Effects: Adds the user's Overdrive gauge to that of the target. If the Overdrive gauge is filled up in
the process, there is no leftovers to be gained post-Overdrive; it's simply lost.

Flee:
o MP Cost: 0 MP
o Effects: Allows you to Flee battles with 100% success (rather than relying on the Agility-based
Escape), and it affects all of the party, too. It will not work in most boss battles and some others,
however.
Focus:
o MP Cost: 0 MP
o Effects: Boosts the party's Magic and Magic Defense by 1~5 points each until KO'ed or the battle
ends.
Guard:
o MP Cost: 0 MP
o Effects: Allows the user to take damage for an ally that is targeted by a single-target physical
attack.
Jynx:
o MP Cost: 0 MP
o Effects: Lowers the target party's Luck by 1~5 points until KO'ed or the battle ends.
Lancet:
o MP Cost: 0 MP
o Effects: Does meager HP and MP damage to the target and restores the user's HP and MP by the
same amounts: on Zombies, the effect is reversed (you are hurt, they are healed). The main use
is for Kimahri to learn certain Ronso Rages for his Overdrives.
Luck:
o MP Cost: 0 MP
o Effects: Boosts the party's Luck by 1~5 points until KO'ed or the battle ends. This will allow you to
pass the maximum of 255 as well.
Pilfer Gil - Expert Sphere Grid only!:
o MP Cost: 20 MP
o Effects: Steals Gil from the target. The rate of success is equal to 1/x, where x = the number of
times you've stolen. Thusly, the rate of success goes from 100% to 50% to 33% to 25% to 20%
and so on. You also get less Gil as time goes on.
Pray:

o MP Cost: 0 MP
o Effects: Restores a very small amount of HP to the party.
Provoke:
o MP Cost: 4 MP
o Effects: The Provoked enemy will only attack the user of the Provoke skill, assumed the target can
be Provoked. This is good for aiming enemies toward certain characters that have certain
immunities or to keep damage narrowed.
Quick Pockets - Expert Sphere Grid only!:
o MP Cost: 70 MP
o Effects: Allows you to use an item and get the next turn quicker - only works with items you can use
via the Items command, though, not Use.
Reflex:
o MP Cost: 0 MP
o Effects: Boosts the party's Evasion by 1~5 points until KO'ed or the battle ends. This will allow you
to pass the maximum of 255 as well.
Sentinel:
o MP Cost: 0 MP
o Effects: The user can take damage for an ally who is the target of a single-target physical attack.
The user of this skill will take the hit, but their damage will be halved (this part stacks with Protect
for damage quartering).
Spare Change:
o MP Cost: 0 MP
o Effects: You throw a chosen amount of the Gil at the enemy to deal a flat amount of damage. The
damage equals the amount of Gil thrown divided by 10 - for example, 12,340 Gil equals 1,234
damage. This will ignore Protect, Shell, and the like, and is still affected by Break Damage Limit
rules and restrictions.
Steal:
o MP Cost: 0 MP
o Effects: Allows you to take an item from the enemy. The odds of a successful Steal are "1/x", where
"x" equals the number of Steals you've done insofar, so it progressively goes from 100% to 50%
to 33% to 25% to 20% and so on. It also instantly kills machina enemies. See Monster Drops &
Steals for lists of stealable-from enemies.
Threaten:

o MP Cost: 12 MP
o Effects: Essentially delays the target's next turn (if vulnerable to Threaten).
Use:
o MP Cost: 0 MP
o Effects: Allows you to use certain items that you can't usually use.

Overdrives
Tidus - Swordplay
Description: Tidus's Overdrive is Swordplay, which consists of a variety of speedy attacks that naturally fit Tidus's
speedy nature. When you start up the Overdrive, a cursor will be moving over a gauge, and your goal is to stop the
cursor with the X Button in the middle of the gauge. If you do so, you get your damage multiplied:

MULTIPLIER = 1 + (X / (2 * Y))
"X" = Time left, in seconds
"Y" = Time given total, in seconds
Multiplier > 1 or equal to it, always; minimum is 1.00125 (0.01 seconds with
a 4-second Overdrive)
This multiplier is at it highest in practice on the first pass through the middle of the gauge, usually ~0.5 seconds after
starting the Overdrive. That usually means skilled players will get a ~40% damage boost. In pure theory, the highest
the boost one can get is +50% (X = Y). In any case, you do not need to succeed at this minor game to get the
Overdrive; you just won't get the damage multiplier, can have a power loss (different from the multiplier), and, in the
case of Blitz Ace, one of your hits.
Overdrive #1 - Spiral Cut:
o Learned: Initially
o Time Given: 3 seconds
o Effects: Attack on a single enemy. Attack is 33% stronger on a base level if the overdrive succeeds.
Overdrive #2 - Slice & Dice:
o Learned: Have Tidus do 10 Overdrives, regardless of success

o Time Given: 3 seconds


o Effects: Attack randomly-targeted enemies six times. Damage is restricted to three targets if you
fail, and the attack can go for up to four enemies and is 33% stronger if you succeed.
Overdrive #3 - Energy Rain:
o Learned: Have Tidus do 30 Overdrives, regardless of success
o Time Given: 3 seconds
o Effects: Attacks all enemies. Attack is 30% stronger if Overdrive succeeds.
Overdrive #4 - Blitz Ace:
o Learned: Have Tidus do 80 Overdrives, regardless of success
o Time Given: 2 seconds
o Effects: Attacks a single enemy 8 times. If you succeed, you follow up with an attack that is six
times more powerful than the others dealt during this Overdrive, for a maximum of 9 hits (and
effectively 14).

Wakka - Slots
Description: Feeling lucky? Wakka's Overdrive relies on matching a number of slot combinations, and it's as simple
as that!
Overdrive #1 - Element Reels:
o Learned: Initially
o Effects: With this, you are given three slots to line up. When you line them up, you get an attack. If
you line up three emblems of the same coloration, the attack will be of that element (White = Ice,
Red = Fire, Blue = Water, Yellow = Lightning), and it will go to all enemies. If you get two of one
color and one of another, you get an elemental attack to one enemy based on which color you
had more of. If you have three different colors, you get a non-elemental-but-always-critical attack
to a single enemy. Elemental affinities and critical hits aside, all attacks have the same power,
anyhow.
Overdrive #2 - Attack Reels:
o Learned: Win from a Blitzball tournament
o Effects: The main thing you'll see on this slot machine are "1x hit", "2x hit", and "Miss" - these
determine the order of attacks you take. The "hits" are additionally cumulative; that is to say
getting a 1x hit, 2x hit, and 1x hit yields (1+2+1) or 4 hits. If you miss, consider it a "0x hit". There
are two exceptions to this rule. Getting three "1x hit" slots yields six hits, and getting three "2x hit"
slots yields twelve hits. As for each attack's power? It's equal to the number of hits, multiplied by
ten. That means it can be 10 (1x-miss-miss) to 120 (2x-2x-2x).

Overdrive #3 - Status Reels:


o Learned: Win from a Blitzball league after fighting 250 battles with Wakka
o Effects: This is basically the status version of Element Reels. Here, you can have three ailments
afflicted: Full Break (down-pointing arrow - Armor/Power/Mental/Magic Breaks), Petrification
(hourglass), and Darkness, Poison, Silence, and Sleep (skull). As usual, it's majority-rule for the
slots' effect, but matching three slots up gives the effect to all enemies. If you fail to make a
majority, it's simply a critical hit.
Overdrive #4 - Aurochs Reels:
o Learned: Win from a Blitzball tournament after fighting 450 battles with Wakka
o Effects: This set of slots is pretty odd. Basically, imagine that the Element and Status Reels are
pooled together, with the same rules governing them. The only differnce is that a majority
involving two statuses/elements of the same type and one element/status yields the critical hit,
while three non-matching things is just an Attack. However, for every one of the original Besaid
Aurochs on your team, you'll get an Aurochs emblem on the slots. Line up three of those for an
attack to all enemies that is ~112% stronger than the other attacks this Reels does.

Yuna - Grand Summon


Description: Yuna's Overdrive is the simplest of all, but perhaps also one of the strongest. Her Overdrive allows you
to Summon any Aeon (except the same as your opponent's and it cannot be KO'ed) with a full Overdrive gauge,
allowing you to use their Overdrive instantly! Additionally, if the Aeon already had their Overdrive, you could use it
twice in a row!

Lulu - Fury
Description: Lulu's Overdrive is the quintessial of Black Magic overdrives: Fury, allowing you to cast many of the
same spell in a row! Additionally, this ignores both Reflect and Shell, is affected by Trio of 9999 and the like, and can
hit up to 16 times. To induce hits, you rotate the Right Analog Stick repeatedly in the brief time given to you. Note that
stronger spells will take longer to get enough rotations for, but higher Magic lowers the need as well. Each spell is a
bit less powerful than normal, however:

POWER DIFFERENCES
Spell
Fire
Thunder
Water
Blizzard
Fira
Thundara
Watera

12
12
12
12
24
24
24

Blizzara
Firaga
Thundaga
Waterga
Blizzaga
Bio
Demi
Death
Drain
Osmose
Flare
Ultima

24
42
42
42
42
80% chance to Poison target
HP cut by 25%
80% chance to kill non-Zombied targets
20
10
60
70

Kimahri - Ronso Rage


Description: Kimahri takes the role of the ever-flexible Blue Mage in Final Fantasy X, most notably through hit Ronso
Rage Overdrive. Kimahri is able to use a skill called Lancet. Normally, that can drain a mild amount of HP/MP;
however, for Kimahri, it has one more effect. If the enemy happens to know one of a certain set of attacks, Kimahri's
Overdrive gauge fills, and he can use that attack (or any other of his Rages). While most of these are complete crap,
like the usual with Blue Magic, a few shine brightly ... like Nova. =P
Ronso Rage - Aqua Breath:
o Effects: Magical Water-based damage to all enemies.
o Learned From:
Chimera - located in Macalania Woods & Home
Chimera Brain - located in the Calm Lands
Yenke Ronso - forced boss at Mt. Gagazet
Ronso Rage - Bad Breath:
o Effects: Can inflict Darkness, Poison, Silence, and Sleep on all enemies. Darkness, Silence, and
Sleep will last for ten turns if not removed.
o Learned From:
Great Malboro - located in the Omega Ruins
Malboro - located in the Calm Lands
Ronso Rage - Doom:

o Effects: Inflicts Doom on an enemy, causing them to die after a certain number of turns (which is
dependent on the enemy in question, usually 3~255).
o Learned From:
Biran Ronso - forced boss at Mt. Gagazet
Ghost - located in the Cavern of the Stolen Fayth
Wraith - located in Sin
Ronso Rage - Fire Breath:
o Effects: Magical Fire-elemental damage to all enemies.
o Learned From:
Dual Horn - located at the Mi'ihen Highroad & Home
Grendel - located in Mt. Gagazet and in Zanarkand
Yenke Ronso - forced boss at Mt. Gagazet
Ronso Rage - Jump:
o Effects: Physical damage to one enemy.
o Learned From:
Already learned
Ronso Rage - Mighty Guard:
o Effects: Applies Protect, Shell, NulBlaze, NulFrost, NulShock, and NulTide on all allies, halving
damage from physical and magical attacks and nullifying the next elemental attack to hit them.
The Nul spells are not permanent, going away after one nullification in their respective element,
and they all can be dispelled away together.
o Learned From:
Behemoth - located in Mt. Gagazet and in Zanarkand
Behemoth King - located in Sin
Biran Ronso - forced boss at Mt. Gagazet
Ronso Rage - Nova:
o Effects: Magical damage to all enemies.
o Learned From:

Nemesis - "final boss" of the Monster Arena


Omega Weapon - boss at the end of the Omega Ruins
Ronso Rage - Seed Cannon:
o Effects: Physical damage to one enemy.
o Learned From:
Part of the plot in Kilika
Ronso Rage - Self Destruct:
o Effects: Deals damage to a single target equal to triple Kimahri's maximum HP. Afterwards, Kimahri
is effectively "ejected" from the battle - he is KO'ed and unusable, but no character will take his
place in battle.
o Learned From:
Biran Ronso - forced boss at Mt. Gagazet
Bomb - located at the Mi'ihen Highroad & Home
Grenade - located in Mt. Gagazet
Puroboros - located in the Omega Ruins
Ronso Rage - Stone Breath:
o Effects: Can petrify every enemy.
o Learned From:
Anacondaur - located in the Calm Lands
Basilisk - located on the Djose Highroad
Demonolith - located in Sin and the Omega Ruins
Yenke Ronso - forced boss at Mt. Gagazet
Ronso Rage - Thrust Kick:
o Effects: Physical damage to one enemy.
o Learned From:
Biran Ronso - forced boss at Mt. Gagazet
YKT-11 - located in Zanarkand

YKT-63 - located in Bevelle


Ronso Rage - White Wind:
o Effects: Heals all allies' HP, and damages Zombies.
o Learned From:
Dark Flan - located in Mt. Gagazet and Zanarkand
Spirit - located in the Omega Ruins

Auron - Bushido
Description: Auron's Bushido is a pretty simple set of Overdrives, mostly reliant on dealing high damage, though
some of them are able to also deal debilitating ailments to the targets. When you are executing Auron's Overdrives,
you will be given a set combination of buttons to press; pressing them fast enough gives you a fair few bonuses,
including a damage multiplier, as below.

MULTIPLIER = 1 + (X / (2 * Y))
"X" = Time left, in seconds
"Y" = Time given total, in seconds
Multiplier > 1 or equal to it, always; minimum is 1.00125 (0.01 seconds with
a 4-second Overdrive)
This multiplier is at it highest in practice if you're quick on the draw with the sequence (~1 second). That usually
means skilled players will get a 30%~40% damage boost. In pure theory, the highest the boost one can get is +50%
(X = Y). In any case, you do not need to succeed at this minor game to get the Overdrive; you just won't get the
damage multiplier, can have a power loss (different from the multiplier), and lose the statuses induced.
Overdrive #1 - Dragon Fang:
o Learned: Initially
o Time Given: 4 seconds
o Button Combo: Down, Left, Up, Right, L1, R1, Circle, X
o Effects: Attack all enemies. If successful, you get a 6.25% damage boost, and can inflict a Delay on
those hit. If you are successful and the target is immune to Delay, you will get a 18.75% damage
boost instead.
Overdrive #2 - Shooting Star:
o Learned: Automatically through the story, after beating the Spherimorph

o Time Given: 4 seconds


o Button Combo: Triangle, Circle, Square, Circle, Left, Right, X
o Effects: Attack one enemy. If successful, the enemy may be Ejected from battle (effectively the
same as an outright KO). If you are successful, and the enemy is immune to Eject, you get a
12.5% damage boost instead.
Overdrive #3 - Banishing Blade:
o Learned: Collect three of the Jecht's/Auron's/Braska's Spheres (see Auron's Special Spheres for
locations)
o Time Given: 4 seconds
o Button Combo: Up, L1, Down, R1, Right, Left, Triangle
o Effects: Attacks a single enemy. If successful, the enemy can be afflicted with Power, Armor, Magic,
and Mental Breaks, halving their Strength, Defense, Magic, and Magic Defense. If you are
successful, but the target is immune to one or more of these Breaks, then you will get a ~7.14%
damage boost.
Overdrive #4 - Tornado:
o Learned: Collect all ten of the Jecht's/Auron's/Braska's Spheres (see Auron's Special Spheres for
locations)
o Timer: 3 seconds
o Button Combo: X, Right, R1, Left, Triangle
o Effects: Hits all enemies twice. If successful, there is a 33% damage boost.

Rikku - Mix

Sectional Flowchart

Overview of Mix
Compounding Effects & Quick-Jump
The Full List <- the main reason we need links here

Overview of Mix

Rikku's Mix Overdrive is by far the best in the game for you to use, for it is the most abusable like pretty much any
other compounding-based job, such as the Chemist in FFV or the Salve-Maker in Bravely Default. When Rikku's
Overdrive gauge is filled, she can take almost any two of your items and combine them for what is typically a greater
effect than you normally would get from the two alone (if you would even get an effect). Within this scope of this
rather large section, you can expect to see the effects of Rikku's Mixes and how to bring them together!

Compounding Effects & Quick-Jump

Each Mix name below links to the name of the Mix combination list for that item. These effects will be reiterated in
the The Full List section for your convenience as well.
Abaddon Flame - Three random-targeting Fire-elemental hits, each for 900 damage (2,700 damage to a
lone target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured; inflicts
Poison until cured; and inflicts Power, Armor, Magic, and Mental Breaks (if possible) to halve Strength,
Defense, Magic, and Magic Defense.
Aqua Toxin - Three random-targeting Water-elemental hits, each for 400 damage (1,200 damage to a lone
target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured, and Poison (if
possible) until cured.
Black Hole - Removes 93.75% of all enemies' current HP, if they are vulnerable to gravity attacks. Maxes at
9,999 damage without Break Damage Limit on Rikku, and 99,999 with.
Black Ice - Three random-targeting Ice-elemental hits, each for 400 damage (1,200 damage to a lone
target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured, and Poison (if
possible) until cured.
Blaster Mine - Hits all enemies for 1,100 damage. Also inflicts Darkness, Silence, and Sleep (if possible) for
three turns each or until cured.
Brimstone - Three random-targeting Fire-elemental hits, each for 400 damage (1,200 damage to a lone
target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured, and Poison (if
possible) until cured.
Burning Soul - Nine random-targeting Fire-elemental hits, each for 900 damage. (8,100 damage to a lone
target.)

Calamity Bomb - Hits all enemies for 3,600 damage. Also inflicts Darkness, Silence, and Sleep (if possible)
for five turns or until cured; inflicts Poison until cured; and inflicts Power, Armor, Magic, and Mental Breaks
(if possible) to halve the target's Strength, Defense, Magic, and Magic Defense.
Chaos Grenade - Hits all enemies for 7,250 damage. Also inflicts Darkness, Silence, and Sleep (if possible)
for eight turns or until cured; inflicts Poison until cured; inflicts Power, Armor, Magic, and Mental Breaks (if
possible) to halve the target's Strength, Defense, Magic, and Magic Defense; and inflicts Slow (if possible).
Rikku must have a Break Damage Limit weapon for the critical hit to exceed 9,999 damage (14,500).
Cluster Bomb - Hits all enemies for 4,800 damage.
Dark Rain - Three random-targeting Water-elemental hits, each for 900 damage (2,700 damage to a lone
target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured; inflicts Poison
until cured; and inflicts Powjer, Armor, Magic, and Mental Breaks (if possible) to halve Strength, Defense,
Magic, and Magic Defense.
Eccentrick - The Overdrive gauges of the party fill up at double the normal speed (until KO'ed or the battle
ends). This stacks with Hot Spurs and Eccentrick as well as the Double/Triple/SOS Overdrive armor
abilities.
Electroshock - Three random-targeting Lightning-elemental hits, each for 400 damage (1,200 damagoe to a
lone target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured, and
Poison (if possible) until cured.
Elixir - Fully restores one ally's HP/MP (up to 9,999/999). KO's Zombied characters with under 10,000 HP.
Final Elixir - Fully restores the party's HP/MP (up to 99,999/9,999). It also cures Berserk, Confusion, Curse,
Darkness, Petrification, Silence, Sleep, Slow, and Zombie (supposedly), but does not cure Doom, KO, or
status Breaks. Note that, while this claims to cure Zombie, it's doesn't really: HP healing takes place
before status healing, so Zombies will be KO'ed before their Zombification can be removed.
Final Phoenix - Revives all KO'ed party members with full HP (no matter how high). Zombied characters will
be KO'ed, however.
Firestorm - Six random-targeting Fire-elemental hits, each for 700 damage. (4,200 damage to a single
target.)
Flash Flood - Six random-targeting Water-elemental hits, each for 700 damage. (4,200 damage to a lone
target.)
Frag Grenade - Hits all enemies for 800 damage and hits them with Armor Break (if possible) to halve their
Defense.
Freedom - MP costs for the target are zero until they are KO'ed or the battle ends.
Freedom X - MP costs for the party are zero until KO'ed or the battle ends.
Grenade - Hits all enemies for 350 damage.
Hazardous Shell - Hits all enemies for 2,300 damage. Also inflicts Darkness, Silence, and Sleep (if possible)
for four turns each until cured, and Poison until cured.
Heat Blaster - Five random-targeting Fire-elemental hits, each for 400 damage. (2,000 damage to a single
target.)

Hero Drink - The actions of the target character will always be critical. That is to say, the actions they take
will be doubly effective (attack-wise) if they wouldn't normally be.
Hot Spurs - The Overdrive gauges of the party fill up 50% faster than normal (until KO'ed or the battle ends).
This stacks with Hot Spurs and Eccentrick as well as the Double/Triple/SOS Overdrive armor abilities.
Hyper Mana - Doubles the max MP of the entire party until they are KO'ed or the battle ends. (The highest
this can go is 999 without Break MP Limit armor, and 9,999 with. Also does not stack with other such
effects.) Also places Focus (Magic/Magic Defense boost) on the party until they are KO'ed or the battle
ends.
Hyper Mighty G - Places Protect, Shell, Haste, Regen, and Auto-Life on the party. This will heave physical
and magical damage, double Agility, and continually restore HP until KO'ed or Dispelled. (Regen will
damage Zombies, however.) Auto-Life will not go away until KO'ed, reviving you with some HP after.
Hyper NulAll - Places NulBlaze, NulShock, NulTide, NulFrost, Cheer (Strength/Defense boost), and Focus
(Magic/Magic Defense boost) on the entire party. Each Nul-spell will go away after one of the appropriateelement attacks hits those under each Nul-spell, and they can be Dispelled, and go away when KO'ed.
Cheer and Focus will remain in until the battle ends or until KO'ed.
Hyper Vitality - Doubles the max HP of the entire party until they are KO'ed or the battle ends. (The highest
this can go is 9,999 without a Break HP Limit armor, and 99,999 with. Also does not stack with other such
effects.) Also puts Cheer (Strength/Defense boost) on the entire party until KO'ed or the battle ends.
Icefall - Six random-targeting Ice-elemental hits, each for 700 damage. (4,200 damage to a single target.)
Krysta - Three random-targeting Ice-elemental hits, each for 900 damage (2,700 damage to a lone target).
Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured; inflicts Poison until
cured; and inflicts Power, Armor, Magic, and Mental Breaks (if possible) to halve Strength, Defense, Magic,
and Magic Defense.
Lightning Bolt - Nine random-targeting Lightning-elemental hits, each for 900 damage. (8,100 damage to a
lone target.)
Mana - Doubles the max MP of one character until they are KO'ed or the battle ends. (The highest this can
go is 999 without Break MP Limit armor, and 9,999 with. Also does not stack with other such effects.)
Megalixir - Fully restores all allies' HP and MP (up to 9,999/999). However, it will KO Zombied characters
with under 10,000 HP.
Mega Mana - Doubles the max MP of the entire party until they are KO'ed or the battle ends. (The highest
this can go is 999 without Break MP Limit armor, and 9,999 with. Also does not stack with other such
effects.)
Mega NulAll - Places NulBlaze, NulShock, NulTide, and NulFrost on the entire party. Each spell will go away
after one of the appropriate-element attacks hits those under each Nul-spell, and they can be Dispelled,
and go away when KO'ed.
Mega Phoenix - Revives all KO'ed party members with 50% of their maximum HP (up to 9,999). Zombied
characters will be KO'ed, however.
Mega Vitality - Doubles the max HP of the entire party until they are KO'ed or the battle ends. The highest
this can go is 9,999 without a Break HP Limit armor, and 99,999 with. Also does not stack with other such
effects.

Mighty G - Places Protect, Shell, and Haste on the party. This will heave physical and magical damage, and
double Agility, each until KO'ed or Dispelled.
Mighty Wall - Places Protect and Shell on the party, halving physical and magical damage until KO'ed or
Dispelled.
Miracle Drink - The actions of the party always be critical. That is to say, the actions they take will be doubly
effective (attack-wise) if they wouldn't normally be.
Nega Burst - Eliminates 75% of all enemies' current HP, if they are vulnerable to gravity attacks. Maxes at
9,999 damage without Rikku having Break Damage Limit, and 99,999 with.
NulAll - Places NulBlaze, NulShock, NulTide, and NulFrost on a single character. Each spell will go away
after one of the appropriate-element attacks hits those under each Nul-spell, and they can be Dispelled,
and go away when KO'ed.
Panacea - In effect, a Remedy with a slightly better effect (Curse/Zombie). It will cures Berserk, Confusion,
Curse, Darkness, Petrification, Poison, Silence, Sleep, Slow, and Zombie from the party. However, note
that Doom, KO, or a status Break will remain.
Pineapple - Hits all enemies for 1,250 damage.
Potato Masher - Hits all enemies for 2,500 damage.
Quartet of 9 - The target's actions always have "9,999" attributed to them - that means whatever they do, no
matter how weak normally, will inflict 9,999 damage or 9,999 healing. However, if the character has Break
Damage Limit and their action normally would do 10,000 or more damage, then that damage will not be
dealt - don't worry, this will not LOWER your damage! =D
Rolling Thunder - Six random-targeting Lightning-elemental hits, each for 700 damage. (4,200 damage to a
lone target.)
Snow Flurry - Five random-targeting Ice-elemental hits, each for 400 damage. (2,000 damage to a lone
target.)
Sunburst - A single hit for 19,998 (as in, 9,999 times 2) damage to all enemies. Maxes at 9,999 damage
without Break Damage Limit on Rikku.
Super Elixir - Fully restores the party's HP/MP (up to 9,999/999). It also cures Berserk, Confusion, Curse,
Darkness, Petrification, Silence, Sleep, Slow, and Zombie (supposedly), but does not cure Doom, KO, or
status Breaks. Note that, while this claims to cure Zombie, it's doesn't really: HP healing takes place
before status healing, so Zombies will be KO'ed before their Zombification can be removed.
Super Mighty G - Places Protect, Shell, Haste, and Regen on the party. This will heave physical and magical
damage, double Agility, and continually restore HP until KO'ed or Dispelled. (Regen will damage Zombies,
however.)
Tallboy - Hits all enemies for 9,250 damage. Rikku must have a Break Damage Limit weapon on for the
critical hit to exceed 9,999 damage (18,500).
Thunderblast - Three random-targeting Lightning-elemental hits, each for 900 damage (2,700 damage to a
lone target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured; inflicts
Poison until cured; and inflicts Power, Armor, Magic, and Mental Breaks (if possible) to halve Strength,
Defense, Magic, and Magic Defense.

Thunderbolt - Five random-targeting Lightning-elemental hits, each for 400 damage. (2,000 damage to a
lone target.)
Tidal Wave - Nine random-targeting Water-elemental hits, each for 900 damage. (8,100 damage to a lone
target.)
Trio of 9999 - The party's actions always have "9,999" attributed to them - that means whatever they do, no
matter how weak normally, will inflict 9,999 damage or 9,999 healing. However, if a character has Break
Damage Limit and their action normally would do 10,000 or more damage, then that damage will not be
dealt - don't worry, this will not LOWER your damage! =D
Ultra Cure - Heals the party's HP by 1/2 their maximum HP (up to 9,999 without Break Damage Limit). Also
cures Berserk, Confusion, Curse, Darkness, Petrification, Poison, Silence, Sleep, Slow, and Zombie,
but not Doom, KO, and status Breaks. Note that the HP restoration takes place before status healing, so
Zombied characters will be killed if their HP is not above 50% (and they gain no HP after).
Ultra NulAll - Places NulBlaze, NulShock, NulTide, NulFrost, 5 Cheers (Strength/Defense boost), 5 Focuses
(Magic/Magic Defense boost) , 5 Aims (Accuracy boost), and 5 Reflexes (Evasion boost) on the entire
party. Each Nul-spell will go away after one of the appropriate-element attacks hits those under each Nulspell, and they can be Dispelled, and go away when KO'ed. Cheer, Focus, Aim, and Reflex will remain in
until the battle ends or until KO'ed.
Ultra Potion - Fully restores the party's HP (up to 9,999 without Break Damage Limit). Will kill any Zombied
characters, however.
Vitality - Doubles the max HP of a single character until they are KO'ed or the battle ends. The highest this
can go is 9,999 without a Break HP Limit armor, and 99,999 with. Also does not stack with other such
effects.
Waterfall - Five random-targeting Water-elemental hits, each for 400 damage. (2,000 damage to a lone
target.)
Winter Storm - Nine random-targeting Ice-elemental hits, each for 900 damage. (8,100 damage to a lone
target.)

The Full List

Abaddon Flame
Effects: Three random-targeting Fire-elemental hits, each for 900 damage (2,700 damage to a lone
target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured; inflicts Poison
until cured; and inflicts Power, Armor, Magic, and Mental Breaks (if possible) to halve Strength, Defense,
Magic, and Magic Defense.

VALID MIX COMBINATIONS


Item #1
Bomb Core

Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Fragment
Bomb Fragment
Fire Gem
Fire Gem
Fire Gem
Fire Gem
Fire Gem
Fire Gem
Fire Gem

Aqua Toxin
Effects: Three random-targeting Water-elemental hits, each for 400 damage (1,200 damage to a lone
target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured, and Poison (if
possible) until cured.

VALID MIX COMBINATIONS


Item #1
Dragon Scale
Dragon Scale
Dragon Scale
Dragon Scale
Dragon Scale
Dragon Scale
Dragon Scale
Dragon Scale
Dragon Scale
Dragon Scale
Dragon Scale
Dragon Scale
Dragon Scale

Black Hole
Effects: Removes 93.75% of all enemies' current HP, if they are vulnerable to gravity attacks. Maxes at
9,999 damage without Break Damage Limit on Rikku, and 99,999 with.

VALID MIX COMBINATIONS

Candle of
Chocobo
Chocobo
Gold Hou
Healing S
Hypello P
Mana Spr
Musk
Petrify Gr
Poison Fa
Purifying
Shining T
Silence G

Item #1
Shadow Gem
Shadow Gem
Shadow Gem
Shadow Gem
Shadow Gem

Black Ice
Effects: Three random-targeting Ice-elemental hits, each for 400 damage (1,200 damage to a lone target).
Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured, and Poison (if
possible) until cured.

VALID MIX COMBINATIONS


Item #1
Antarctic Wind
Antarctic Wind
Antarctic Wind
Antarctic Wind
Antarctic Wind
Antarctic Wind
Antarctic Wind
Antarctic Wind
Antarctic Wind
Antarctic Wind
Antarctic Wind
Antarctic Wind
Antarctic Wind

Ca
Ch
Ch
Dr
Fa
Fa
Go
He
Hy
M
M
Pe
Po

Blaster Mine
Effects: Hits all enemies for 1,100 damage. Also inflicts Darkness, Silence, and Sleep (if possible) for
three turns each or until cured.

VALID MIX COMBINATIONS


Item #1
Ability Distiller
Ability Distiller
Ability Sphere
Ability Sphere
Ability Sphere
Al Bhed Potion

Fra
Gr
Hy
Mu
Sh
Fra

Al Bhed Potion
Antidote
Antidote
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Echo Screen
Echo Screen
Eye Drops
Eye Drops
Gold Hourglass
Gold Hourglass
Gold Hourglass
Gold Hourglass
Gold Hourglass
Gold Hourglass
Grenade
Grenade
Grenade
Grenade
Grenade

Gr
Fra
Gr
Ab
Ma
Ma
Po
Re
Sp
Ab
Ma
Po
Sp
Fra
Gr
Fra
Gr
Ab
Ma
Ma
Po
Re
Sp
Ab
Ca
Ch
Ch
Dr

Brimstone
Effects: Three random-targeting Fire-elemental hits, each for 400 damage (1,200 damage to a lone
target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured, and Poison (if
possible) until cured.

VALID MIX COMBINATIONS


Item #1
Bomb Core
Bomb Core
Bomb Core
Bomb Core

Candle of Life
Gold Hourglass
Healing Spring
Hypello Potion

Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core

Mana Spring
Musk
Petrify Grenade
Poison Fang
Purifying Salt
Shining Thorn
Silence Grenade
Silver Hourglass

Burning Soul
Effects: Nine random-targeting Fire-elemental hits, each for 900 damage. (8,100 damage to a lone
target.)

VALID MIX COMBINATIONS


Item #1
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Fragment
Bomb Fragment
Bomb Fragment
Bomb Fragment

Calamity Bomb

Accuracy
Agility S
Defense S
Evasion S
Friend Sp
HP Spher
Lv. 2 Key
Lv. 3 Key
Lv. 4 Key
Magic De
Magic Sp
Master Sp
MP Sphe
Return Sp
Strength
Teleport S
Warp Sph
Accuracy
Agility S
Amulet
Defense S

Effects: Hits all enemies for 3,600 damage. Also inflicts Darkness, Silence, and Sleep (if possible) for five
turns or until cured; inflicts Poison until cured; and inflicts Power, Armor, Magic, and Mental Breaks (if
possible) to halve the target's Strength, Defense, Magic, and Magic Defense.

VALID MIX COMBINATIONS


Item #1
Attribute Sphere
Attribute Sphere
Attribute Sphere
Black Magic Sphere
Black Magic Sphere
Black Magic Sphere
Blessed Gem
Blessed Gem
Blessed Gem
Blessed Gem
Blessed Gem
Blessed Gem
Blessed Gem
Blessed Gem
Blessed Gem
Blessed Gem
Blessed Gem
Blessed Gem
Blessed Gem
Blessed Gem
Blessed Gem
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Clear Sphere
Clear Sphere
Clear Sphere

H
M
S
H
M
S
C
C
C
G
H
L
L
M
P
P
P
S
S
S
S
A
B
C
F
F
L
L
S
S
T
W
H
M
S

Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind

Chaos Grenade
Effects: Hits all enemies for 7,250 damage. Also inflicts Darkness, Silence, and Sleep (if possible) for
eight turns or until cured; inflicts Poison until cured; inflicts Power, Armor, Magic, and Mental Breaks (if
possible) to halve the target's Strength, Defense, Magic, and Magic Defense; and inflicts Slow (if possible).
Rikku must have a Break Damage Limit weapon for the critical hit to exceed 9,999 damage (14,500).

VALID MIX COMBINATIONS

A
B
C
F
F
L
L
S
S
T
W
C
C
F
F
H
H
L
L
M
M
P
S
S
S
S
T
C
C
H
H
L

Item #1
Accuracy Sphere
Accuracy Sphere
Accuracy Sphere
Agility Sphere
Agility Sphere
Agility Sphere
Blessed Gem
Blessed Gem
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Defense Sphere
Defense Sphere
Defense Sphere
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder

Hypello Potion
Musk
Shining Thorn
Hypello Potion
Musk
Shining Thorn
Farplane Shadow
Farplane Wind
Accuracy Sphere
Agility Sphere
Amulet
Defense Sphere
Door to Tomorrow
Evasion Sphere
Friend Sphere
Gambler's Spirit
HP Sphere
Lv. 3 Key Sphere
Lv. 4 Key Sphere
Magic Defense Sp
Magic Sphere
Master Sphere
MP Sphere
Pendulum
Return Sphere
Strength Sphere
Teleport Sphere
Underdog's Secre
Warp Sphere
Wings to Discove
Winning Formula
Hypello Potion
Musk
Shining Thorn
Accuracy Sphere
Agility Sphere
Defense Sphere
Evasion Sphere
Friend Sphere

Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Evasion Sphere
Evasion Sphere
Evasion Sphere
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow

HP Sphere
Lv. 3 Key Sphere
Lv. 4 Key Sphere
Magic Defense Sp
Magic Sphere
Master Sphere
MP Sphere
Return Sphere
Strength Sphere
Teleport Sphere
Warp Sphere
Hypello Potion
Musk
Shining Thorn
Accuracy Sphere
Agility Sphere
Amulet
Attribute Sphere
Black Magic Sphe
Clear Sphere
Defense Sphere
Door to Tomorrow
Evasion Sphere
Friend Sphere
Gambler's Spirit
HP Sphere
Lv. 1 Key Sphere
Lv. 2 Key Sphere
Lv. 3 Key Sphere
Lv. 4 Key Sphere
Magic Defense Sp
Magic Sphere
Master Sphere
MP Sphere
Pendulum
Return Sphere
Skill Sphere
Special Sphere
Strength Sphere
Teleport Sphere

Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Frag Grenade
Frag Grenade
Frag Grenade

Underdog's Secre
Warp Sphere
White Magic Sph
Wings to Discove
Winning Formula
Accuracy Sphere
Agility Sphere
Amulet
Attribute Sphere
Black Magic Sphe
Clear Sphere
Defense Sphere
Door to Tomorrow
Evasion Sphere
Farplane Wind
Friend Sphere
Gambler's Spirit
HP Sphere
Lv. 1 Key Sphere
Lv. 2 Key Sphere
Lv. 3 Key Sphere
Lv. 4 Key Sphere
Magic Defense Sp
Magic Sphere
Master Sphere
MP Sphere
Pendulum
Return Sphere
Skill Sphere
Special Sphere
Strength Sphere
Teleport Sphere
Underdog's Secre
Warp Sphere
White Magic Sph
Wings to Discove
Winning Formula
Accuracy Sphere
Agility Sphere
Defense Sphere

Frag Grenade
Frag Grenade

Evasion Sphere
Friend Sphere

Cluster Bomb
Effects: Hits all enemies for 4,800 damage.

VALID MIX COMBINATIONS


Item #1
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Ability Sphere
Accuracy Sphere
Accuracy Sphere
Accuracy Sphere
Accuracy Sphere
Accuracy Sphere
Agility Sphere
Agility Sphere
Agility Sphere

Accu
Agili
Amu
Defen
Door
Evasi
Frien
Gamb
HP S
Lv. 3
Lv. 4
Magi
Magi
Mast
MP S
Pend
Retur
Stren
Telep
Unde
Warp
Wing
Winn
Accu
Frien
Retur
Telep
Warp
Accu
Agili
Evasi

Agility Sphere
Agility Sphere
Agility Sphere
Agility Sphere
Antarctic Wind
Antarctic Wind
Arctic Wind
Arctic Wind
Attribute Sphere
Attribute Sphere
Attribute Sphere
Attribute Sphere
Attribute Sphere
Attribute Sphere
Attribute Sphere
Attribute Sphere
Attribute Sphere
Attribute Sphere
Attribute Sphere
Attribute Sphere
Attribute Sphere
Attribute Sphere
Black Magic Sphere
Black Magic Sphere
Black Magic Sphere
Black Magic Sphere
Black Magic Sphere
Black Magic Sphere
Black Magic Sphere
Black Magic Sphere
Black Magic Sphere
Black Magic Sphere
Black Magic Sphere
Black Magic Sphere

Frien
Retur
Telep
Warp
Bless
Shini
Bless
Shini
Accu
Agili
Defen
Evasi
Frien
HP S
Lv. 2
Lv. 3
Magi
Magi
MP S
Retur
Stren
Telep
Accu
Agili
Defen
Evasi
Frien
HP S
Lv. 2
Lv. 3
Magi
Magi
MP S
Retur

|c Black Magic Sphere |c Strength Sphere ||c Magic Sphere |c Warp Sphere ||c Special Sphere |c Magic
Sphere |

Black Magic Sphere


Blessed Gem
Blessed Gem

T
M
R

Bomb Core
Bomb Core
Bomb Fragment
Bomb Fragment
Clear Sphere
Clear Sphere
Clear Sphere
Clear Sphere
Defense Sphere
Defense Sphere
Defense Sphere
Defense Sphere
Defense Sphere
Defense Sphere
Defense Sphere
Defense Sphere
Defense Sphere
Defense Sphere
Dragon Scale
Dragon Scale
Dream Powder
Dream Powder
Dream Powder
Electro Marble
Electro Marble
Evasion Sphere
Evasion Sphere
Evasion Sphere
Evasion Sphere
Evasion Sphere
Evasion Sphere
Fire Gem
Fire Gem
Fish Scale
Fish Scale
Frag Grenade
Frag Grenade
Frag Grenade
Friend Sphere
Friend Sphere

B
S
B
S
F
R
T
W
A
A
D
E
F
M
M
R
T
W
B
S
B
P
S
B
S
A
E
F
R
T
W
B
S
B
S
B
P
S
F
T

Friend Sphere
Grenade
Grenade
Grenade
HP Sphere
HP Sphere
HP Sphere
HP Sphere
HP Sphere
HP Sphere
HP Sphere
HP Sphere
HP Sphere
HP Sphere
HP Sphere
HP Sphere
HP Sphere

W
B
P
S
A
A
D
E
F
H
M
M
M
R
S
T
W

Dark Rain
Effects: Three random-targeting Water-elemental hits, each for 900 damage (2,700 damage to a lone
target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured; inflicts Poison
until cured; and inflicts Powjer, Armor, Magic, and Mental Breaks (if possible) to halve Strength, Defense,
Magic, and Magic Defense.

VALID MIX COMBINATIONS


Item #1
Dragon Scale
Dragon Scale
Dragon Scale
Water Gem
Water Gem
Water Gem
Water Gem
Water Gem
Water Gem
Water Gem
Water Gem
Water Gem

Eccentrick

Effects: The Overdrive gauges of the party fill up at double the normal speed (until KO'ed or the battle
ends). This stacks with Hot Spurs and Eccentrick as well as the Double/Triple/SOS Overdrive armor
abilities.

VALID MIX COMBINATIONS


Item #1
Amulet
Amulet
Amulet
Amulet
Amulet
Amulet
Elixir
Elixir
Elixir
Elixir
Elixir
Elixir
Elixir
Mana Tablet
Mana Tablet
Mana Tablet
Mana Tablet
Mana Tablet
Mana Tablet
Mana Tonic
Mana Tonic
Mana Tonic
Mana Tonic
Mana Tonic
Mana Tonic
Megalixir
Megalixir
Megalixir
Megalixir

Amulet
Door to Tomorrow
Gambler's Spirit
Underdog's Secret
Wings to Discovery
Winning Formula
Amulet
Dark Matter
Door to Tomorrow
Gambler's Spirit
Underdog's Secret
Wings to Discovery
Winning Formula
Amulet
Door to Tomorrow
Gambler's Spirit
Underdog's Secret
Wings to Discovery
Winning Formula
Amulet
Door to Tomorrow
Gambler's Spirit
Underdog's Secret
Wings to Discovery
Winning Formula
Accuracy Sphere
Agility Sphere
Amulet
Attribute Sphere

Electroshock
Effects: Three random-targeting Lightning-elemental hits, each for 400 damage (1,200 damagoe to a lone
target). Also inflicts Darkness, Silence, and Sleep (if possible) for three turns or until cured, and Poison (if
possible) until cured.

VALID MIX COMBINATIONS

Item #1
Electro Marble
Electro Marble
Electro Marble
Electro Marble
Electro Marble
Electro Marble
Electro Marble
Electro Marble
Electro Marble
Electro Marble
Electro Marble
Electro Marble
Electro Marble

Candle of Life
Chocobo Feat
Chocobo Win
Dream Powde
Farplane Shad
Farplane Wind
Gold Hourgla
Healing Sprin
Hypello Potio
Mana Spring
Musk
Petrify Grenad
Poison Fang

Elixir
Effects: Fully restores one ally's HP/MP (up to 9,999/999). KO's Zombied characters with under 10,000
HP.

VALID MIX COMBINATIONS


Item #1
Antidote
Antidote
Antidote
Antidote
Echo Screen
Echo Screen
Echo Screen
Echo Screen

Final Elixir
Effects: Fully restores the party's HP/MP (up to 99,999/9,999). It also cures Berserk, Confusion, Curse,
Darkness, Petrification, Silence, Sleep, Slow, and Zombie (supposedly), but does not cure Doom, KO, or
status Breaks. Note that, while this claims to cure Zombie, it's doesn't really: HP healing takes place
before status healing, so Zombies will be KO'ed before their Zombification can be removed.

VALID MIX COMBINATIONS


Item #1
Ability Distiller
Ability Distiller

Dark Matter
Lv. 3 Key Sphere

Ability Distiller
Ability Distiller
Ability Distiller
Al Bhed Potion
Al Bhed Potion
Al Bhed Potion
Al Bhed Potion
Antidote
Antidote
Antidote
Echo Screen
Echo Screen
Echo Screen
Elixir
Elixir
Elixir
Elixir
Ether
Eye Drops
Eye Drops
Eye Drops
Healing Water
Healing Water
Healing Water
Healing Water
Healing Water
Healing Water
Healing Water
Healing Water
Healing Water
Healing Water
Healing Water
Healing Water
Healing Water
Healing Water
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion

Lv. 4 Key Sphere


Master Sphere
Three Stars
Dark Matter
Lv. 3 Key Sphere
Lv. 4 Key Sphere
Master Sphere
Dark Matter
Master Sphere
Three Stars
Dark Matter
Master Sphere
Three Stars
Blessed Gem
Farplane Wind
Shining Gem
Supreme Gem
Dark Matter
Dark Matter
Master Sphere
Three Stars
Amulet
Dark Matter
Door to Tomorrow
Farplane Wind
Gambler's Spirit
Lv. 3 Key Sphere
Lv. 4 Key Sphere
Master Sphere
Pendulum
Teleport Sphere
Underdog's Secret
Warp Sphere
Wings to Discover
Winning Formula
Accuracy Sphere
Agility Sphere
Attribute Sphere
Black Magic Spher
Clear Sphere

Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Hi-Potion
Holy Water
Holy Water
Holy Water
Mana Distiller
Mana Distiller
Mana Distiller
Mana Distiller
Mana Distiller
Mana Spring
Mana Spring
Mana Spring
Mana Spring
Mana Spring
Mana Spring
Mana Spring

Dark Matter
Defense Sphere
Door to Tomorrow
Evasion Sphere
Friend Sphere
Gambler's Spirit
HP Sphere
Lv. 1 Key Sphere
Lv. 2 Key Sphere
Lv. 3 Key Sphere
Lv. 4 Key Sphere
Magic Defense Sph
Magic Sphere
Master Sphere
MP Sphere
Return Sphere
Skill Sphere
Special Sphere
Strength Sphere
Teleport Sphere
Underdog's Secret
Warp Sphere
White Magic Sphe
Wings to Discover
Winning Formula
Dark Matter
Master Sphere
Three Stars
Dark Matter
Lv. 3 Key Sphere
Lv. 4 Key Sphere
Master Sphere
Three Stars
Amulet
Door to Tomorrow
Gambler's Spirit
Pendulum
Underdog's Secret
Wings to Discover
Winning Formula

Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix

Accuracy Sphere
Agility Sphere
Amulet
Attribute Sphere
Black Magic Spher
Clear Sphere
Dark Matter
Defense Sphere
Door to Tomorrow
Evasion Sphere
Friend Sphere
Gambler's Spirit
HP Sphere
Lv. 1 Key Sphere

Final Phoenix
Effects: Revives all KO'ed party members with full HP (no matter how high). Zombied characters will be
KO'ed, however.

VALID MIX COMBINATIONS


Item #1
Elixir
Hi-Potion
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix

Mega Phoenix
Mega Phoenix
Ability Distiller
Ability Sphere
Al Bhed Potion
Antidote
Blessed Gem
Candle of Life
Chocobo Feather
Chocobo Wing
Dream Powder
Echo Screen
Eye Drops
Farplane Shadow
Farplane Wind
Frag Grenade
Gold Hourglass
Grenade
Healing Spring

Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix
Mega Phoenix

Healing Water
Holy Water
Hypello Potion
Light Curtain
Lunar Curtain
Mana Distiller
Mana Sphere
Mana Spring
Mega Phoenix
Musk
Petrify Grenade

Firestorm
Effects: Six random-targeting Fire-elemental hits, each for 700 damage. (4,200 damage to a single
target.)

VALID MIX COMBINATIONS


Item #1
Ability Distiller
Al Bhed Potion
Al Bhed Potion
Antidote
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Fragment

Flash Flood
Effects: Six random-targeting Water-elemental hits, each for 700 damage. (4,200 damage to a lone
target.)

VALID MIX COMBINATIONS

Fire
Bom
Fire
Fire
Black
Bom
Clear
Fire
Frag
Lv. 1
Skill
Spec
Thre
Whit
Bom

Item #1
Antidote
Soft
Eye Drops
Echo Screen
Holy Water
Remedy
Remedy
Power Distiller
Mana Distiller
Speed Distiller
Ability Distiller
Al Bhed Potion
Al Bhed Potion
Healing Water
Healing Water
Healing Water

Wate
Wate
Wate
Wate
Wate
Drag
Wate
Wate
Wate
Wate
Wate
Drag
Wate
Fish
Drag
Wate

Frag Grenade
Effects: Hits all enemies for 800 damage and hits them with Armor Break (if possible) to halve their
Defense.

VALID MIX COMBINATIONS


Item #1
Ability Sphere
Ability Sphere
Mana Sphere
Mana Sphere
Mana Sphere

Freedom
Effects: MP costs for the target are zero until they are KO'ed or the battle ends.

VALID MIX COMBINATIONS


Ether
Ether
Ether

Freedom X
Effects: MP costs for the party are zero until KO'ed or the battle ends.

VALID MIX COMBINATIONS


Item #1
Ability Distiller
Al Bhed Potion
Antarctic Wind
Antidote
Arctic Wind
Bomb Core
Bomb Fragment
Candle of Life
Chocobo Feather
Chocobo Wing
Dragon Scale
Dream Powder
Echo Screen
Electro Marble
Elixir
Ether
Ether
Ether
Ether
Ether
Ether
Ether
Ether
Ether
Ether
Ether
Ether
Ether
Eye Drops
Farplane Shadow
Farplane Wind
Fire Gem
Fish Scale
Frag Grenade
Gold Hourglass

Twin
Twin
Twin
Twin
Twin
Twin
Twin
Twin
Twin
Twin
Twin
Twin
Twin
Twin
Twin
Amu
Bles
Doo
Gam
Mus
Pend
Shin
Stam
Supr
Twin
Und
Win
Win
Twin
Twin
Twin
Twin
Twin
Twin
Twin

Grenade
Healing Spring
Healing Water
Hi-Potion
Holy Water
Ice Gem
Light Curtain
Lightning Gem
Lightning Marble
Lunar Curtain
Mana Distiller
Mana Spring
Mega-Potion
Petrify Grenade
Phoenix Down
Poison Fang
Potion

Twin
Twin
Twin
Twin
Twin
Twin
Twin
Twin
Twin
Twin
Twin
Twin
Twin
Twin
Twin
Twin
Twin

Grenade
Effects: Hits all enemies for 350 damage.

VALID MIX COMBINATIONS


Bomb Core
Bomb Fragment
Electro Marble
Fire Gem
Lightning Gem
Lightning Marble

Hazardous Shell
Effects: Hits all enemies for 2,300 damage. Also inflicts Darkness, Silence, and Sleep (if possible) for four
turns each until cured, and Poison until cured.

VALID MIX COMBINATIONS


Item #1
Blessed Gem
Blessed Gem
Blessed Gem

Ability Sphere
Mana Sphere
Power Sphere

Blessed Gem
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Candle of Life
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Dream Powder
Farplane Shadow
Farplane Shadow
Farplane Shadow
Farplane Shadow

Speed Sphere
Candle of Life
Chocobo Feather
Chocobo Wing
Healing Spring
Hypello Potion
Light Curtain
Lunar Curtain
Mana Spring
Musk
Petrify Grenade
Purifying Salt
Shining Thorn
Soul Spring
Stamina Spring
Star Curtain
Candle of Life
Chocobo Feather
Chocobo Wing
Dream Powder
Gold Hourglass
Healing Spring
Hypello Potion
Mana Spring
Map
Musk
Petrify Grenade
Poison Fang
Purifying Salt
Rename Card
Shining Thorn
Silence Grenade
Silver Hourglass
Smoke Bomb
Soul Spring
Stamina Spring
Ability Sphere
Mana Sphere
Map
Power Sphere

Farplane Shadow
Farplane Shadow
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Farplane Wind
Frag Grenade
Frag Grenade
Frag Grenade
Frag Grenade
Frag Grenade
Frag Grenade

Rename Card
Speed Sphere
Ability Sphere
Mana Sphere
Map
Power Sphere
Rename Card
Speed Sphere
Ability Sphere
Candle of Life
Chocobo Feather
Chocobo Wing
Dream Powder
Farplane Shadow

Heat Blaster
Effects: Five random-targeting Fire-elemental hits, each for 400 damage. (2,000 damage to a single
target.)

VALID MIX COMBINATIONS


Item #1
Ability Distiller
Ability Distiller
Al Bhed Potion
Antidote
Antidote
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Core
Bomb Fragment
Bomb Fragment

Hero Drink

Bo
Bo
Bo
Bo
Bo
Ab
An
Att
Gre
Ma
Ma
Pow
Ren
Spe
Ab
Att

Effects: The actions of the target character will always be critical. That is to say, the actions they take will
be doubly effective (attack-wise) if they wouldn't normally be.

VALID MIX COMBINATIONS


Item #1
Ability Distiller
Ability Distiller
Ability Distiller
Ability Sphere
Ability Sphere
Al Bhed Potion
Al Bhed Potion
Al Bhed Potion
Antarctic Wind
Antidote
Antidote
Antidote
Bomb Fragment
Chocobo Feather
Chocobo Wing
Dream Powder
Echo Screen
Echo Screen
Echo Screen
Electro Marble
Elixir
Ether
Eye Drops
Eye Drops
Eye Drops
Fish Scale
Fortune Sphere
Fortune Sphere
Fortune Sphere
Fortune Sphere
Fortune Sphere

Hot Spurs
Effects: The Overdrive gauges of the party fill up 50% faster than normal (until KO'ed or the battle ends).
This stacks with Hot Spurs and Eccentrick as well as the Double/Triple/SOS Overdrive armor abilities.

VALID MIX COMBINATIONS


Item #1
Blessed Gem
Blessed Gem
Blessed Gem
Elixir
Elixir
Elixir
Elixir
Elixir
Elixir
Elixir
Elixir
Elixir
Elixir
Elixir
Elixir
Elixir

Lv. 4 Key Sphere


Stamina Tonic
Twin Stars
Accuracy Sphere
Agility Sphere
Attribute Sphere
Black Magic Sphere
Clear Sphere
Defense Sphere
Evasion Sphere
Friend Sphere
HP Sphere
Lv. 1 Key Sphere
Lv. 2 Key Sphere
Lv. 3 Key Sphere
Lv. 4 Key Sphere

Hyper Mana
Effects: Doubles the max MP of the entire party until they are KO'ed or the battle ends. (The highest this
can go is 999 without Break MP Limit armor, and 9,999 with. Also does not stack with other such effects.)
Also places Focus (Magic/Magic Defense boost) on the party until they are KO'ed or the battle ends.

VALID MIX COMBINATIONS


Item #1
Ability Distiller
Ability Distiller
Al Bhed Potion
Al Bhed Potion
Antarctic Wind
Antarctic Wind
Antidote
Antidote
Arctic Wind
Arctic Wind
Bomb Core
Bomb Core
Bomb Fragment
Bomb Fragment

Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic

Candle of Life
Candle of Life
Chocobo Feather
Chocobo Feather
Chocobo Wing
Chocobo Wing
Dragon Scale
Dragon Scale
Dream Powder
Dream Powder
Echo Screen
Echo Screen
Electro Marble
Electro Marble
Elixir
Elixir
Ether
Ether
Ether
Eye Drops
Eye Drops
Farplane Shadow
Farplane Shadow
Farplane Wind
Farplane Wind
Fire Gem
Fire Gem
Fish Scale
Fish Scale
Frag Grenade
Frag Grenade
Gold Hourglass
Gold Hourglass
Grenade
Grenade
Healing Spring

Hyper Mighty G

Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Three Stars
Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Mana Tablet
Mana Tonic
Mana Tablet

Effects: Places Protect, Shell, Haste, Regen, and Auto-Life on the party. This will heave physical and
magical damage, double Agility, and continually restore HP until KO'ed or Dispelled. (Regen will damage
Zombies, however.) Auto-Life will not go away until KO'ed, reviving you with some HP after.

VALID MIX COMBINATIONS


Item #1
Chocobo Wing
Chocobo Wing
Chocobo Wing
Chocobo Wing
Chocobo Wing
Chocobo Wing
Chocobo Wing
Healing Spring
Healing Spring
Healing Spring
Healing Spring
Healing Spring

Amulet
Door to Tomo
Gambler's Sp
Pendulum
Underdog's S
Wings to Dis
Winning Form
Amulet
Door to Tomo
Gambler's Sp
Pendulum
Underdog's S

Hyper NulAll
Effects: Places NulBlaze, NulShock, NulTide, NulFrost, Cheer (Strength/Defense boost), and Focus
(Magic/Magic Defense boost) on the entire party. Each Nul-spell will go away after one of the appropriateelement attacks hits those under each Nul-spell, and they can be Dispelled, and go away when KO'ed.
Cheer and Focus will remain in until the battle ends or until KO'ed.

VALID MIX COMBINATIONS


Item #1
Hypello Potion
Hypello Potion
Light Curtain
Light Curtain
Light Curtain
Light Curtain
Lunar Curtain
Lunar Curtain
Lunar Curtain
Lunar Curtain
Mana Spring
Mana Spring
Mana Spring
Mana Spring

H
S
M
P
S
S
M
P
S
S
H
M
M
P

Hyper Vitality
Effects: Doubles the max HP of the entire party until they are KO'ed or the battle ends. (The highest this
can go is 9,999 without a Break HP Limit armor, and 99,999 with. Also does not stack with other such
effects.) Also puts Cheer (Strength/Defense boost) on the entire party until KO'ed or the battle ends.

VALID MIX COMBINATIONS


Item #1
Ability Distiller
Al Bhed Potion
Antarctic Wind
Antidote
Arctic Wind
Bomb Core
Bomb Fragment
Candle of Life
Chocobo Feather
Chocobo Wing
Dragon Scale
Dream Powder
Echo Screen
Electro Marble
Elixir
Ether
Eye Drops
Farplane Shadow
Farplane Wind
Fire Gem
Fish Scale
Frag Grenade
Gold Hourglass
Grenade
Healing Spring
Healing Water
Healing Water
Hi-Potion
Holy Water
Ice Gem
Light Curtain
Lightning Gem
Lightning Marble

S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
T
S
S
S
S
S
S

Icefall
Effects: Six random-targeting Ice-elemental hits, each for 700 damage. (4,200 damage to a single target.)

VALID MIX COMBINATIONS


Item #1
Ability Distiller
Al Bhed Potion
Al Bhed Potion
Antarctic Wind
Antarctic Wind
Antarctic Wind
Antarctic Wind
Antarctic Wind
Antidote
Arctic Wind
Arctic Wind
Arctic Wind
Arctic Wind
Arctic Wind

Ice Gem
Arctic W
Ice Gem
Antarct
Arctic W
Clear S
Ice Gem
Lv. 2 K
Ice Gem
Arctic W
Black M
Clear S
Frag Gr
Ice Gem

Arctic Wind

Lv. 1 Key

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