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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-------------------------------------------------------------------------------

                         Final Fantasy X Enemy Database
                     By SinirothX (InfiniteZero000@aol.com)
                       Version 2.0 (Last Updated: 1/31/07)

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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
===============================================================================

         :.=@+-
      -:-      :.
     = :   *#%                                              .
     .    +  %#  +*                                         #    .
    .=   -     #*%*#                                        *=   *
     -.         +%  #%.                               +*-*%*.#  %:
      #*=       %# ##@+=                            .#+@# = .#  #.
                #- #    .##.                        #  .=  :*.# %=
                %-*   =*-  .+                       @ @##  -#  % #
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           =   +#*##@ =*.                        :%%#-.**@#= +**=@  =-
        :  #*### ##.%++@                           =-  #+-%   @*=@:= :
         #        =+#@:  @                         *  -  :# =  %+*== -
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         +=+@.  *%*@*=                                  .=+*+--*   ==.  -
      ####  ##+#%     *  + =   :  #     =.: : - # -   .   - :+-= #:*= =+  %=
     ::   # #* -+ #%# #  ###  ##  #     #@# ##  # # ###% ## .##. #=#-: #  #
     +      #-.:= # # #  ###  ##  #     # # #*  # # #%.: ## :##- #@.-+ #  #
     *      #@=*@ # = #  ###  ##  #     # * #@  # # %#.# ## :#-. ## *-  ##
    -#     +%* =% ##= #  ###  ##  #     ##  ##  #@%  #.  ## .#  .*# *+@ ##
     #     --*-#  ##= #  #@#  ##  #     ##  ##  ##@  #   ## - # :.# +-# ##
  .  #      -=-%= #   #  # #  ##  # #   #  =%#  *#@  #   ##  :#=: # **+ ##
   - #+%:  .#**%  #   #  # #  ##  # #   #   ##  %#@  #  =##  # #  # +% #+-#
      *#:  -# #=  # + #  # #  ##  # #   # :*+#  ###  # :-+#  # # .# :  #  #
     + .####-+. +:# * #  # # %%#  ### -=# +# #  #%#  #-=#.#  ##=:+# @ %#  ##
      *   #=:= *%. .#                   =.                  .   . . -      :
      #=  @   =#+#@###@%################%@###%%%%###########################
    = -*###*--%*++ =**=            =  .      .-*+:   -    --  .::::-:
    -#+:@   -####-=:@###=*  :     =@   @   ###*+ #-@   @+    :*====%-
     #   #*#*@%- ++  #=#@ :++###  # -=#%#.##-    = @*-+=-%###%*===+#
        . %       :@* -  *####*  #  -#*+ *@  ..-.+ #+**+:.     -==%=
    :. :-:%#.   .      -= ++#*  +@ # @= @*#*:-  :+:#-=###@****++*%#
     #=.   * -##:    .  :+@##   # # %= =@#:   : %:#*-:   -@#####*.
    *    .#.@#*   +..  ##%#%   # .#.#: =#   =:: ##*     -:
   @%#   . ######*    ##+#.  .* :#+@*+*##  .   #%         ##*.
####    # #-      *%+#-=  :-+=%**+*%#=     +#@ #
##  #   +#.     +-     @  : @@@@+*###     .%#
#  @*   # @#-       ###  %###%%%*@.   +@+-.
- #+@+%#+#%@#@-:-. ..  .###*@=-#######@..                  -@=*+:
  # #@=#-      :@###%##+   :#= --                              -+ *@ #=:=
   =##+#  -######=%:-#-   + .      :                                    .=-
   ##  #  ##=      @#                   =-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   #.  ##%    @#%##+                    SINIROTH'S FFX ENEMY DATABASE
   #  *:.#     ::                       =-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   #      @*

  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  - ADVERTISEMENT - I also have written an FFX-2 (International+Last Mission)
  Enemy Database (found on GameFAQs). It's near completion too. Check it out!
  =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

                              --- COMING SOON ---

  * - AI attack/action patterns for every enemy entry.
  * - Steal Gil amounts for all enemy entries.
  * - Note ICV's for all enemies/bosses other than Storyline Bosses.
  * - All the minor stat, drop, bribe, attack, etc. PAL/Int changes.
  * - New strategies/NSG strategies (and any contribution strategies will be
      added, so please send some in).

                   --- MOST RECENT UPDATE - VERSION 2.0 ---

  * - Expanded on all attack effects for every attack in the game, and added
      descriptions for actions such as "Core gathers energy!" and others.
  * - Added some mechanics information and explanations.
  * - Added ICV's for all Storyline Bosses and battle objects.
  * - Corrected some existing data.
  * - Added some changes to Swamp Mafdet and Omega Weapon for the International
      version.
  * - Updated the Copyright and Contact information.


===============================================================================
<----------------------------------------------------------------------------->

                               TABLE OF CONTENTS

<----------------------------------------------------------------------------->
===============================================================================

-------------------------------------------------------------------------------

                          QUICK-SEARCH FUNCTION CODES

-------------------------------------------------------------------------------

- Yes, admittedly this is a colossal text file, and I'm sure the majority of
people viewing it don't want to scroll through every section ad nauseum.
- I've therefore implemented the cliche "section coding" into this FAQ.
- Simply press CTRL+F, and in the box that appears, type in the "S---" code
located to the far right of the Table of Contents.
- Press enter, and from there you will be immediately relocated to the desired
section of the FAQ. Happy hunting.

[1.0. COPYRIGHT INFO.....................................................ff_ci]
[2.0. UPDATE HISTORY.....................................................ff_uh]
    [2.1. What's Happened?..............................................ff_uh1]
    [2.2. Coming Soon!!!................................................ff_uh2]
[3.0. ENEMY DATA INTERPRETATION..........................................ff_ed]
[4.0. STORYLINE BOSS GUIDE...............................................ff_sg]
[5.0. ABC ENEMY COMPENDIUM...............................................ff_ac]
[6.0. MONSTER ARENA FIGHTS...............................................ff_ma]
    [6.1. Prices to fight Monsters/Capture Requirements/Rewards.........ff_ma1]
    [6.2. Species Creations.............................................ff_ma2]
    [6.3. Area Creations................................................ff_ma3]
    [6.4. Original Creations............................................ff_ma4]
[7.0. PENANACE & DARK AEONS..............................................ff_pd]
[8.0. REMIEM TEMPLE AEON DUELS...........................................ff_ra]
[9.0. SECRET BOSSES......................................................ff_sb]
[10.0. MONSTER FORMATIONS................................................ff_mf]
[11.0. CREDITS/THANKS....................................................ff_ct]

 ---> PLEASE READ THE ENEMY DATA INTERPRETATION SECTION BEFORE ANY OTHERS <---


===============================================================================
<----------------------------------------------------------------------------->

                             1.0. COPYRIGHT INFO                          ff_ci

<----------------------------------------------------------------------------->
===============================================================================

-------------------------------------------------------------------------------
- Copyright                                                                   -
-------------------------------------------------------------------------------

This document is  copyright 2003; Nick Henson, also known as, and
hereinafter referred to as SinirothX. It is intended primarily and solely for
personal and private use. Under those circumstances, it matters not what is
done with it. However, any reproduction of this file as a means to solicit
profit or in any manifestation of media is strictly prohibited. The contents
herein are not to be used as a basis for your own unless otherwise noted and
direct permission has been granted upon request. Nor is it to be copied and
pasted down verbatim, save for the purpose of printing in whole or in part
(again, for personal benefit). Upon initial release of this document, the
only site with express permission to host is GameFAQs <http://gamefaqs.com>
and its partners. It is, however, not exclusive to them, so if you wish to
host this file on your webpage, feel free to e-mail me for permission. Note
that I will not grant permission to personal webpages or "fan pages." If
permission is granted, please, keep the version current (preferrably within
48 hours of its initial update--will always be found, again, at GameFAQs).
Should this be too heavy a burden to bear, I humbly request not even asking.
There was a time that I allowed my FAQs to be translated into Spanish.
However, due to hassle and inaccuracies this policy has been furthermore
discontinued. Any violation or failure to comply with the aforementioned
terms will result in penalties, legal or otherwise, and is an infringement of
federal copyright laws. All characters, areas and events in the game are 
Squaresoft (2001) and Square Enix (2004).

The following sites may host this FAQ as if yet:
- GameFAQs <http://www.gamefaqs.com/> and its affiliates
- Neoseeker <http://www.neoseeker.com/>
- IGN <http://www.faqs.ign.com/>

The following sites are by no means permitted to host this FAQ, thus they
should not even bother to ask.

   911 Codes                     http://911codes.com
   9 Lives                       http://www.9lives.ru/eng/
   Bean's PlayStation Dimension  http://www.bean.dk/psx/index.htm
   Cheat Index                   http://cheatindex.com
   Cheat Matrix                  http://cheatmatrix.com
   Cheat Search                  http://cheatsearch.com
   Cheatstop                     http://www.panstudio.com/cheatstop/
   CNET Gamecenter               http://games.netscape.com/Faqs/
   Console Domain                http://www.consoledomain.co.uk
   Dirty Little Helper           http://dlh.net
   Dark Station                  http://www.darkstation.com/
   Dreamland                     http://kirby.pokep.net
   Games Domain                  http://www.gamesdomain.com
   Game Express                  http://www.gameexpress.com
   Games Over                    http://www.gamesover.com/
   Mega Games                    http://www.megagames.com
   Square Haven                  http://www.square-haven.net
   Ultimate System               http://www.flatbedexpress.com
   VideoGaming.net               http://www.videogaming.net/

If anyone sees one of these sites is using this FAQ, please inform me
immediately. Thank you.

-------------------------------------------------------------------------------
- Contact Info                                                                -
-------------------------------------------------------------------------------

This will be my information to you and will provide the guidelines for
contacting me, and my info.

Yes, I'm aware I list my e-mail in the header. That is for quick and easy
reference. These should be thought of as a supplement to you receiving that
address. I am not too particularly picky about what I receive in my inbox,
but there are some things that really bother me.

--> What I expect to see in my inbox:
-------------------------------------
- Suggestions to improve the guide (ie. format, content presentation,
language, or even typo corrections).
- Strategies that you have found effective that I do not include in my
listings already. I will accept and incorporate any and all of these should
they prove to be efficient.
- Requests for information, such as something relate to a subject covered
herein, but is not currently included.
- Missing information, or extra information on anything pertinent to this
FAQ. By pertinent I mean do not send me anything outside the realm of
enemies, strategies, maximization, or mechanics.
- Should you be in need of live assistance.

However, please note that I will not respond to just anything... there are
particular guidelines you must follow to receive even the slightest attention
from me.

- Please do not, as stated to the above, send me anything unrelated to this
FAQ, and furthermore already contained within (unless it is to expand upon
already present data).
- Write with proper etiquette, spelling, and grammatical conventions to the
absolute best of your ability. Honestly, it's appreciated.
- Do not ask me questions about the game as per anything other than what this
FAQ encompasses. While I'm most certainly capable of answering them, it's not
what I or this FAQ have intended to do.
- I will only respond to e-mails written in one of two languages: English or
Spanish. Whichever the e-mail is written in, I will respond properly in the
same language. Although I accept e-mails as such, do not mistake this for me
allowing translation of this FAQ into any language aside from English.
- It will be through solely my discretion if I want to reply to hate mail.
- All in all, just send something that's not complete shit.

-------------------------------------------------------------------------------
                                    Links
-------------------------------------------------------------------------------

          * My Contributor Recognition Page -
            http://www.gamefaqs.com/features/recognition/30775.html
          * My Myspace profile -
            http://www.myspace.com/omnihybrid

===============================================================================
<----------------------------------------------------------------------------->

                              2.0. UPDATE HISTORY                         ff_uh

<----------------------------------------------------------------------------->
===============================================================================

Here, in this section, you will find what's currently been going, what's gone
on in the past, and also, what's to come in the future for this guide. Only
this section tells it all...

-------------------------------------------------------------------------------

 2.1. WHAT'S HAPPENED?

-------------------------------------------------------------------------------
 _____________
/ Version 1.0 \________________________________________________________________
-------------------------------------------------------------------------------
Date Updated: 6/5/03
-------------------------------------------------------------------------------
This was the start of the guide. On this date, I have finished the Monster
Arena Fights section, as well as finishing up on the Penance & Dark Aeons
section of the guide. I have also begun work on the ABC Enemy Compendium part
of this FAQ, too. And this goes without mentioning: I finished basic layout of
the guide, as well as all of the preliminary sections. Other sections that
weren't mentioned, or the one section that wasn't finished yet but was started,
will all be finished at a later date. Secret Bosses as well as the Monster
Formations was also done.
_______________________________________________________________________________
 _____________
/ Version 1.1 \________________________________________________________________
-------------------------------------------------------------------------------
Date Updated: 6/6/03
-------------------------------------------------------------------------------
Today is not as big of an update as yesterday, but that is because most of the
really big sections were taken out of the way, leaving one huge section, a
medium sized one, and a few smalls. I have finished the Remiem Temple Aeon
Duels section of the guide today (my main accomplishment of the day), got to
enemy 100 in the ABC Enemy Compendium (big jump from 60-100). That's all I've
done today, but altogether it equaled a good update.
_______________________________________________________________________________
 _____________
/ Version 1.2 \________________________________________________________________
-------------------------------------------------------------------------------
Date Updated: 6/20/03
-------------------------------------------------------------------------------
Long time no update, no? Well, I'm back with a major update. What did I do in
this update, you ask? Well now I'm going to tell you: only one thing I
finished, but, that was the guide's most major section, and that is the ABC
Enemy Compendium. Yep, every last normal enemy in game's stats and strats have
been milked out of them and onto this guide. So, the guide's done...
_______________________________________________________________________________
 _____________
/ Version 1.3 \________________________________________________________________
-------------------------------------------------------------------------------
Date Updated: 7/3/03
-------------------------------------------------------------------------------
Well, it's come to my attention that I have forgotten Nemesis' final eight
strategy (I learned this by skimming through the guide and found it). So, I
added that, so, I change last update's version to 1.2, and now, above this
update, you will see that it says Final instead of the last. You can expect
this to be the last one (unless I spot something really major later on in the
future. Goodbye for now, though...
_______________________________________________________________________________
 _______________
/ Version 1.4   \______________________________________________________________
-------------------------------------------------------------------------------
Date Updated: 11/15/0
-------------------------------------------------------------------------------
All right, well, I spotted one major thing that had to be taken care of in this
guide, albeit taken out. I realized that I had accidentally copy and pasted my
strategy for Seymour Natus twice over, resulting in it, of course, looking
stupid as hell. Well, anyway, that has been taken care of, as well as in the
course of that, removing some spelling mistakes from this guide here and there.
I even added an extra strategy for beating Braska's Final Aeon with the
greatest of ease, and emerging from battle not only victorious, but virtually
unscathed.
_______________________________________________________________________________
 _____________
/ Version 1.5 \________________________________________________________________
-------------------------------------------------------------------------------
Date Updated: 3/4/04
-------------------------------------------------------------------------------
All I basically did here was go around and polish every section off, and add a
few enemies (dummied). I added for stats for enemies that show up with bosses
that you can't attack or anything, and I FINALLY was able to get the core stats
for the final fight with Yu Yevon.
_______________________________________________________________________________
 _____________
/ Version 1.6 \________________________________________________________________
-------------------------------------------------------------------------------
Date Updated: 3/22/04
-------------------------------------------------------------------------------
I now actually FAQed the final statistics data for Yu Yevon and final Aeons. I
also added data for the following enemies: Flamethrower, Rifle, Gate Lock, and
Braska's Sword. I also corrected some of the data I previously had for stats of
Belgemine.
_______________________________________________________________________________
 _____________
/ Version 1.7 \________________________________________________________________
-------------------------------------------------------------------------------
Date Updated: 3/26/04
-------------------------------------------------------------------------------
I corrected a few statistical informations that were inaccurate before, and I
also added all of the stat changes from NTSC version to the International
version that are in the whole game.
_______________________________________________________________________________
 _____________
/ Version 1.8 \________________________________________________________________
-------------------------------------------------------------------------------
Date Updated: 5/16/04
-------------------------------------------------------------------------------
You know, fuck it. I'm removing the "final" version from the version history
because I still have so much data to FAQ. So this is version 1.8. I finished
scans/sensors of all enemies, and I also added mystery Inherent Statuses to
enemies that had them (thanks to Lord Skylark). Still trying to figure out what
those are... I also added some more info to Geosgaeno entry as well as creating
Karma damage charts. Corrected few errors here and there. One last thing I did:
I gave tips on the order in which to deal with enemies for every formation (and
mini side notes).
_______________________________________________________________________________
 _____________
/ Version 1.9 \________________________________________________________________
-------------------------------------------------------------------------------
Date Updated: 6/4/04
-------------------------------------------------------------------------------
With this update came the complete refurbishing of the monster formations
section. I added EVERY formation for EVERY area, instead of what I previously
had before. Still need to get the monster arena and dark aeons/penance forms.
_______________________________________________________________________________
 _____________
/ Version 2.0 \________________________________________________________________
-------------------------------------------------------------------------------
Date Updated: 1/31/07
-------------------------------------------------------------------------------
  * - Expanded on all attack effects for every attack in the game, and added
      descriptions for actions such as "Core gathers energy!" and others.
  * - Added some mechanics information and explanations.
  * - Added ICV's for all Storyline Bosses and battle objects.
  * - Corrected some existing data.
  * - Added some changes to Swamp Mafdet and Omega Weapon for the International
      version.
  * - Updated the Copyright and Contact information.
_______________________________________________________________________________


===============================================================================
<----------------------------------------------------------------------------->

                         5.0. ENEMY DATA INTERPRETATION                   ff_ed

<----------------------------------------------------------------------------->
===============================================================================

Here's an example of the monster entry template:
------------------------------------------------

#?. Shows monster's name (shows where monster can be found)


--> HP: shows monster's max HP - shows damage final hit needs to do for
    Overkill (HP stands for Hit Points, or the amount of damage an enemy
    can take before being KO'd -> corresponds to damage)
    - both are listed as positive integers
    - not all enemies have an Overkill amount, but they'll occasionally have a
    value for them, anyway, that was hacked from the data


--> MP: shows monster's max MP (MP stands for Magic Points)
    - listed as either 0, or a positive integer


--> AP: shows AP monster rewards (stands for Ability Points - by gaining AP you
    gain Sphere Levels. Sphere Levels are how you move about on the Sphere
    Grid.
    - listed as a positive integer

-------------------------------------------------------------------------------

--> Statistics: shows all vital/core statistics of monster
    - Str = Strength, or a monster's physical attack power
    - Mag = Magic, or a monster's magical attack power
    - Def = Defense, or a monster's resistance to physical attacks
    - Mdef = Magic Defense, or a monster's resistance to magical attacks

    - Acc = Accuracy, or the precision of monster's physical attacks
    (note: there is no MAcc type stat because all magics have Infinite range)
    - Eva = Evasion, or a monster's ability to dodge physical attacks
    (note: there is no MEva type stat because all magics have Infinite range)
    - Luck = Luck, which affects your Critical Hit rate, and ties into the Eva
    Acc scenario.
 [LOOK UNDER ABILITIES FOR MORE INFORMATION ON THESE 7 STATS]

    - Agl = Agility, or a monster's speed, which has bearing on Tick Speed and
    CTB. Here's a chart, where Agility = Tick Speed

            170-255 = 3          19-22 = 10          4 = 20
            98-169 = 4           17-18 = 11          3 = 22
            62-97 = 5            15-16 = 12          2 = 24
            44-61 = 6            12-14 = 13          1 = 26
            35-43 = 7            10-11 = 14          0 = 28
            29-34 = 8              7-9 = 15
            23-28 = 9              5-6 = 16

    Tick Speed is part of a formula that determines a Counter (a Counter that
    once at a value of 0, a character/enemy can act). That formula is:
    [Tick Speed x Rank x speed status] - where, Rank is a variable every attack
    has, and speed status = 1/2 if Haste, 1 if normal, 2 if Slow.
    There is also an ICV, or Initial Counter Value (the aforementioned Counter
    at the start of battle). In a Preemptive Strike/Ambush, this value is
    [Tickspeed x 3], while in normal battles that is only the maximum. If the
    maximum does not occur, then it is determined as such (note only enemy
    ICV's will be listed for each grouping of Agl; for all of them, please
    refer to my Stat Mechanics FAQ), where Agl range = ICV range.

                  1 = 84-93              23-28 = 27-30
                  2 = 78-86              29-34 = 24-26
                  3 = 72-80              35-43 = 21-23
                  4 = 60-66              44-61 = 18-20
                5-6 = 48-53              62-97 = 15-16
                7-9 = 45-50             98-169 = 12-13
              10-11 = 42-56            170-255 = 9-11
              12-14 = 39-43
              15-16 = 36-40
              17-18 = 33-36
              19-22 = 30-33

     Monster ICV's range from (TV x 3) to [(30 x TV) / 9].
     Where, TV = Tick Value

     Immediate actions that are done at the start of battle occur one Tick
     before Preemptive Strikes or Ambushes (or characters with First Strike
     weapon ability). The monster that does the action's Counter is reduced.
     Immediate actions negate the inherent property of Ambushes Counter = 0
     (for monsters), therefore the battle proceeds as normal.

     All enemies with 0 Agl, if you notice, never receive a proper turn (these
     include such things as Magic Urn, Negator, Sinspawn Gui Arms, and battle
     objects [such as Kimahri's Lance, Crane, and Isaaru]) to attack you, or no
     turn at all.

     - all stats listed as either 0, or positive integers

-------------------------------------------------------------------------------

--> Steal: Shows the items you can steal from enemies.
-> Common steal items: 3/4 chance
-> Rare steal items: 1/4 chance
-> Percent chances of steal:      1st     -    100%
                                  2nd     -     50%
                                  3rd     -     25%
                                  4th     -   12.5%
                                  5th     -   6.25%

   As you can see, each successful Steal you make, the next time you
   try to steal from that enemy, the chances are halved.


--> Steal Gil: Shows the Gil you can Pilfer/Nab (steal) from enemies.*
              There is only one amount of Gil per any enemy (no common or rare)
              The chances work the same with Steal Gil as with Steal, except
              with each successful Steal Gil, the Variance also decreases.
              -> 1st Steal - 100% Chance - 50% ~ 100% Variance
              -> 2nd Steal - 50% Chance - 25% ~ 49% Variance
              -> 3rd Steal - 25% Chance - 12.5% ~ 24% Variance
   [ENTRIES FOR THIS COMING SOON]
              * - Pilfer/Nab Gil are only available in the PAL/Int versions of
                  FFX.


--> Bribe: shows gil needed to bribe monster away, and item you get for it
-> In the JP/NA versions, the set amount to pay is [EnemyHP x 20]
-> In the PAL/Int versions, the set amount to pay is [EnemyHP x 10]
    pay 10x MaxHP: 25% chance for successful bribe
    pay 15x MaxHP: 50% chance for successful bribe
    pay 20x MaxHP: 75% chance for successful bribe
    pay 25x MaxHP: 100% chance for successful bribe
    pay 40x MaxHP: 100% chance for at least the set amount of items, but usually
                   more


--> Win: shows common/rare items monster drops when killed.
        -> Common drop: 7/8 chance
        -> Rare drop: 1/8 chance


--> Gil Received: shows gil monster drops when you kill it.
                 -> always a set value

-------------------------------------------------------------------------------

--> Immunities: shows any immunities to status ailments the monster may have.


--> Inherent Statuses: shows any status effect monster ALWAYS has [note: only
                      select few monsters will get this entry]
                      -> these statuses will be listed as x(#)
                      -> Most of them are just in the data, others are used
                         for activations, and there are those that are common
                         for all enemies with particular qualities/conditions
                      -> A(6) is commonly referred to as "Lifeproof"


--> Weaknesses: this shows any status weaknesses monster may have


--> Elemental Affinities: shows what preferences to Fire, Ice, Water, Lightning,
or Holy monster possesses

-------------------------------------------------------------------------------

--> Zanmato Lv: shows the enemies Zanmato Level stat/modifier.
-> all enemies have a Zanmato Lv., even those that you can only
   encounter before obtaining Yojimbo
-> How to incorporate Zanmato Lv if you chose the third
   option in the Cavern of the Stolen Fayth:
   - Zanmato Lv =< 3, then M4 = [M3 x 0.8]
   - Zanmato Lv >= 4, then M4 = [M3 x 0.4]
-> How to incorporate Zanmato Lv if you chose the first or
   second options in Cavern of the Stolen Fayth:
   - Zanmato Lv = 1, then M4 = [M3 x 1]*
   - Zanmato Lv = 2, then M4 = [M3 x 0.5]
   - Zanmato Lv = 3, then M4 = [M3 x 0.33]
   - Zanmato Lv = 4, then M4 = [M3 x 0.25]
   - Zanmato Lv = 5, then M4 = [M3 x 0.2]
   - Zanmato Lv = 6, then M4 = [M3 x 0.16]*
   * - only in the case of PAL/Int versions.
   Note: "M4" refers to Yojimbo's Motivation after the fourth
   step of the calculation.
-> These can only be incorporated into Yojimbo's decisions after
   a series of other calculations, detailed in my full FAQ/
   Walkthrough for FFX.

-------------------------------------------------------------------------------

--> Armor Abilities: shows any abilities on armor that monster drops


--> Weapon Abilities: shows any abilities on weapon that monster drops


--> Armor/Weapon Dropped: shows # of slots, # of pre-custom. abilities, and drop
ratio of equipment monster drops

-------------------------------------------------------------------------------

--> Abilities: shows any and all abilities that monster has + their effects

-> Target denotes the number of allies/enemies the attack will
   affect.
   - 1: one target (can mean itself, an accomplice, or a member
                      of your party).
   - all: can mean all party members, or all accomplices + caster
   - random: random party members (1, 2, or all)
   - allsans: all targets sans the caster
   - bothall: all targets

-> Type denotes which formula the attack uses for its effects/
   - str = Strength: {[(Str^3 / 32) + 32] x Power / 16} x [DefRd]
     Where, Power = a constant (outlined below) and DefRd =
                   Defense Reduction (outlined below)
   - mag = Magic: (Mag^2 / 6 + Power) x (Power / 4) x (MdefRd)
     Where, MdefRd = Mdef reduction (outlined below as DefRd)
   - heal = Heal: (Mag + Power) / 2 x Power
   - pheal = Proportional Heal: HP x fraction or MP x fraction
     Where, "fraction" is a set fraction (ie. 1/2, 1/4, etc)
   - grav = Gravity: HP x fraction or MP x fraction
   - spmag = Special Magic: (Mag^3 / 32 + 30) x (Power / 16
   - fixed = Fixed: the damage or the formula for the damage is fixed or with
     one external variable (ie. enemy's killed)
   - fheal = Fixed Heal: the amount healed or the formula for the amount healed
     is fixed or with one external variable
   - random = Random: random damage that ignores stats

   -> Base damage (DefRd and MdefRd): Using the same formula,
      (730 - (Def x 51 - Def^2 / 11) / 10) / 730 x (15 - Cheer) / 15,
      reduce both Str based attacks and Mag based attacks, respectively (Mdef
      can replace Def in this formula and Focus can replace Cheer).
   -> Random Variance: Denoted by the Rnd[#..##] convention.
      Sans pheal, fheal, grav, fixed attacks, you multiply the base damage by
      Rnd[240..271]/256 - this means that a random number is chosen between
      240 and 271 and then divided by 256. Whatever the resultant, it's
      multipled by the calculated base damage.
   -> Reduction by certain physical and magical variables is now taken into
      acount.
      - Protect & Shell: Dmg x 1/2 or Dmg/2
      - Critical Hits: Dmg x 2
      - Berserk & Magic Booster: Dmg x 3/2
      - Str +#% & Mag +#%: [Dmg x (100% + sum of %'s)]
      - Def +#? & Mag +#%: same as above but using negative %'s to denote a
      decrease in damage received.
      - Elemental Affinities: - Nul: Dmg x 0
                              - Weak: Dmg x 3/2
                              - Resistance: Dmg x 1/2
                              - Absorb: heals based on Dmg after random variance
      - Armored: Dmg x 1/3
      - Defend (triangle) & Sentinel: Dmg x 1/2 or Dmg/2
      - Power Break & Magic Break: Dmg x 1/2 or Dmg/2
      - Armor Break & Mental Break: Dmg x 3/2
   -> If the current party member is an Aeon, then Shield and Boost are taken
      into account when determining damage (however, enemy Aeons throughout the
      game do not use either ability.
      - Boost: (FinalDmg x 3/2) (this is to calculate dealt damage)
      - Shield: (FinalDmg x 1/4) or (FinalDmg/4) (to calculate received damage)
   -> Damage cap (or maximum damage possible) is either 9999 or 99999 (only if
      Break Damage Limit)
   -> Zombie effect: Attacks listed as "Heal" do damage to characters when
      under Zombie. HP/MP draining attacks will perform the opposite function
      when either the caster or the recipient are under Zombie (however - the
      affect is the same if both are under Zombie).
   -> Celestial Weapon Modifiers (for characters only):
      - Calabolg/World Champ/Godhand/Spirit Lance:
        [10 + (100 x CurHP / MaxHP)] / 110
      - Nirvana/Onion Knight:
        [10 + (100 x CurMP / MaxMP)] / 110
      - Masamune:
        [130 - (100 x CurHP / MaxHP)] / 60

-> Protect (---), Shell (---): Tells you whether or not the attack's damage can
   be reduced by Protect or Shell (damage x 1/2, generally).

-> Power: Is the constant of the attack used to calculate base damage in
   respective formulae.
   - either listed as a single positive integer, or
   - as the number of individual hits the attack does multiplied by the single
   positive integer constant (ie. 16x2 - 2 is the constant).

-> Element: Any elemental property the attack has (either fire, lightning,
   water, ice, or Holy)

-> Range: Is the spectrum in which the attack can be executed. It's either
   close (close range attacks), far (far range attactks), infinite (can hit all
   spectrums).

-> Accuracy: A constant (represented as a positive integer), used to plug into
   the formula (Accuracy + MonsterLuck - TargetEva - TargetLuck).
   - either listed as a positive integer, or
   - as "-," meaning the attack hits regardless of anything, including Evade &
   Counter.

-> Shatter: Is the percent chance that the attack will shatter a character if
   they are under Petrification. If this happens to all three characters, it's
   Game Over. All attacks have this percentage, whether it's 0 or higher.

-> Critical: Tells whether or not an attack can do Critical Attack damage.

-> Silence: Tells whether or not an attack can be prevented by means of Silence
   on the enemy.

-> Darkness: Tells whether or not an attack can be Evaded by means of Darkness
   on the enemy.

-> Reflect: Tells whether or not an attack can be bounced back by means of
   Reflect on the enemy.

-> Break Dmg Limit: Tells whether an attack can do more than 9999 damage.

-> Provoke: Tells you whether the monster can perform the attack under Provoke
   status.

-> Appear: Tells you whether or not the attack name appears on screen when it
   is used. If not, I've named the attacks (usually "Attack").

-> Other important info: Lists the other information of the attack, if
   applicable.

   - The number is listed as a positive integer or "always." Always denotes
   the status takes place regardless of immunity or armor abilities.
   - The positive integer is determined without the presence of [Status]ward
   or [Status]proof armors. [Status]ward subtracts 50% from the number present
   while [Status]proof completely negates the status effect (unless "always").
   If after [Status]ward is calculated the number is a negative integer, the
   status is negated totally, otherwise the % is just reduced.
   - If there is no "- # turns" listed with the status effect, it means that it
   it is in place until its manually removed or the battle ends.
   - Note: the difference between Delay Attack and Delay Buster is that Delay
   Buster is more impactful (Delays for longer).
   - Any statuses that are removed (ie. Regen, NulAll, etc.) are also listed
   in this space.

   - Also, this space will tell you such things (as in the case of grav
   attacks) as how much HP will be ripped off, or any other pertinent formulae
   (such as the case for Karma).

-------------------------------------------------------------------------------

-> Sensor: shows the sensor bar text of the monster


-> Scan: shows the scan screen text of the monster


-> AI/Attack Patterns:
   shows what determines the attacks monster uses, their odds, and what counter-
   actions it may use, etc
   -> there are quite a few different AI paths that an enemy can follow
   [ENTRIES FOR THIS COMING SOON]


---> STRATEGIC TACTICS: <---
shows best possible means and route for defeating an enemy, and should be used
in conjunction with any other data listed above, especially "abilities" and
"AI."

===============================================================================
<----------------------------------------------------------------------------->

                            4.0. STORYLINE BOSS GUIDE                     ff_sg

<----------------------------------------------------------------------------->
===============================================================================

This section will not be in ABC order. Instead, it'll be in the order that you
encounter them throughout the story.

-------------------------------------------------------------------------------

#1. Sinspawn Ammes (Zanarkand)
-> HP: 2400 - 1000
-> MP: 400
-> AP: None
-> Statistics:
Str: 1, Mag: 5, Def: 1, Mdef: 1, Acc: 0, Agl: 9, Eva: 0, Luck: 15
-> Initial Counter Value: 45-50
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Zombie, Threaten, Poison, Sleep, Petrify, Eject, Doom, Demi,
Confuse, Death, Bribe
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Demi: Target (1), Type (Grav), Protect (no), Shell (yes), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[HP x 1/4]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This fight shouldn't even be called a boss fight, in my opinion. First reason
for this opinion is that you cannot die at all, this is due to its only move
being Demi, which if you look to the above, can *never* kill you, only drop
you to 1 HP. Next, is that even though it comes with six other Sinscales, those
are only there for show, you'll take them out instantly and automatically due
to a tutorial the game gives you no matter what, zzz... This tutorial deals
with, and explains to you what Overdrives are in this game, and then, you
realize that Auron has Overdrive Bar filled. Now, press left to go to the
Subcommand Menu #2, now, pick Bushido then enter the button combination after
picking on Dragon Fang. Be hasty, though, as you are under time limit, you'll
still kill Sinscales, however. All that Sinspawn Ammes will do for the whole
duration of this fight is use Demi, so, never heal, and just focus your main
attentions and energies on physically attacking the rest of the fight. But
first, Tidus' Overdrive is available next; stop the marker in the middle of
the bar to get extra damage with his Swordplay: Spiral Cut. After all of its
squid-like tentacles are diminished, the fight is finished with your two
characters the victors........no matter what!!!

-------------------------------------------------------------------------------

#2. Geosgaeno (Outside Baaj Temple)
-> HP: 32767
-> MP: 128
-> AP: None
-> Statistics:
Str: 36, Mag: 40, Def: 50, Mdef: 50, Acc: 50, Agl: 48, Eva: 0, Luck: 15
-> Initial Counter Value: 18-20
-> Steal: Common- Water Gem, Uncommon- 2 Water Gems
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Demi, Threaten, Death, Sleep, Confuse, Provoke, Doom, Zombie,
Delay, Slow, Darkness, Silence, Armor Break, Mental Break, Magic Break, Power
Break, Eject, Bribe, Berserk
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: Poison- 95; 10%
-> Elemental Affinities: [Weakness] Holy, Water, Lightning, Fire, Ice
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Attack: Target (1), Type (Grav), Protect (yes), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[HP x 1/2]

-> Sensor: Covered with thick scales. Vulnerable to magic.
-> Scan: None

---> STRATEGIC TACTICS: <---
This fight cannot be won without means of a cheat device, so, let's just get
straight to it: The Sahagins attack you, all you have to do is kill off two of
the three, then, this initiates the only bloody scene in the game where the
big beast, Geosgaeno, chews and then spits out the other Sahagin. Now it takes
to mind that it's your turn. So, when finally commenced in battle after the
scene, we go like this: Tidus just physically attacks since he cannot do
anything else but heal (which you *don't* want to waste your time with if you
read what its only attack is). It only takes away 1/2 of *current* HP. Example:
Your HP is 520, if it uses this attack, your HP is now 260, and if your HP is
1, it can't do any more damage, like with Ammes' Demi that we've experienced
before. So keep attacking and/or just presing Run, and after your HP is 65, it
ends the fight with Tidus escaping into Baaj Temple inside. Don't worry, you
get to exact your revenge later.

------------------------------------------------------------------------------

#3. Klikk (Baaj Temple)
-> HP: 1500 - 400
-> MP: 5
-> AP: 5 - 7
-> Statistics:
Str: 14, Mag: 1, Def: 1, Mdef: 1, Acc: 50, Agl: 4, Eva: 0, Luck: 15
-> Initial Counter Value: 60-66
-> Steal: Common- Grenade, Uncommon- 2 Grenades
-> Bribe: None
-> Win: Common- 2 Ability Spheres, Uncommon- 2 Ability Spheres
-> Gil Received: 50
-> Immunities: Poison, Scan, Sleep, Sensor, Berserk, Confuse, Bribe
-> Weaknesses: Doom- 3
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Abilities: N/A

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This boss is harder than SPA, but, that doesn't mean it's hard. I cannot offer
any where-are-your-stats preperations, because it's too early in the game to
have even leveled yet.:) Nor do you have... *coughcustomizingcough*. Sorry,
let's begin: You have to keep on fighting it until a band of Al Bhed bust in
with a bang. You're now fighting along side with a young Al Bhed girl (this
happens when you get Klikk's HP down halfway [1/2]). But, that's moving too far
ahead, so, now for battle before this event: Hopefully you've saved your Potions
and not used them frantically when HP was small against Sinspawn. Because, in
this fight, you'll actually be needing them. This is how you should've fought
until girl came: Attack -> Get Attacked -> Attack -> Get Attacked -> Potion.
That's what always works. Too bad is that when girl comes in to aid you with
this fight, it is both a blessing and a curse. The blessing it... well... she's
there to help you beat it, and the curse is that its HP returns to original
state. Hey, but guess what, this girl can throw Grenades and Steal them. She
starts with two of them, so throw 'em both and each does about 300 damage. She
then has capability of Stealing 2 more and claim another 600. And doing this in
conjunction with Tidus' physical attacks, you'll have it dead within a matter
of 8 turns (without healing) from the girl's arrival on the scene. With healing
it's probably about 10-11 turns. Don't try to get the girl's Overdrive, because
it's impossible in this battle, but don't worry, you'll get to later *hint Hint*

-------------------------------------------------------------------------------

#4. Tros (Sunken Ship)
-> HP: 2200 - 600
-> MP: 10
-> AP: 8 - 12
-> Statistics:
Str: 10, Mag: 1, Def: 1, Mdef: 1, Acc: 20, Agl: 12, Eva: 0, Luck: 15
-> Initial Counter Value: 39-43
-> Steal: Common- Grenade, Uncommon- 3 Grenades
-> Bribe: None
-> Win: Common- 2 to 4 Power Spheres, Uncommon- 2 to 4 Power Spheres
-> Gil Received: 100
-> Immunities: Darkness, Demi, Eject, Provoke, Zombie, Confuse, Death, Doom,
Petrify, Silence, Threaten, [Sleep - in Int]
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: Poison- 0
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Tentacles: Target (1), Type (str), Protect (yes), Shell (no), Power (24),
Element (-), Range (far), Accuracy (90), Shatter (10), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Nautilus Charge: Target (all), Type (str), Protect (yes), Shell (no), Power
(48), Element (-), Range (far), Accuracy (90), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes)

-> Sensor: Attacks with Nautilus Charge after backing away.
-> Scan: Retreats after the column after taking damage, where it cannot be
attacked. Hits all targets with Nautilus Charge on the next turn, inflicting
great damage. Use trigger commands to stop it from unleashing Nautilus Charge.

---> STRATEGIC TACTICS: <---
This battle is definitely your most heated one yet in this game. So, needless
to say, I hope you've done Potion trick above, and kept your health maximum
before coming into this fight. You will fight on, and then everntually, you're
given some info and a small tutorial introduction to the game's Trigger
Commands. Now, there roles in this game aren't great, but in some boss battles,
they're very significant. Anyhoo, we fight like so: Tentacles attack does near
50-100 damage. Normal attack will do about the same, if not slightly less. And
then there's Nautilus Charge which will do much bigger damage of about 160-210.
For the first move in battle, you have Tidus Cheer both of them (well, it only
takes one Cheer to do them both). Now, for the girl's turn, you have her use a
Grenade, and that's basically her whole-battle strategy, with minor exceptions
of having to Steal some Grenades now and then. After she's used them all, and
she's milked Tros of all of his, you just have her use pitiful I-do-50-damage
physical attack. And Tidus attacks, and if Overdrive state is reached with him,
well, you know what to do, heh... He is also meant for waiting in the wings for
when HP is yellow, and then using Potions, and very rarely, Hi-Potions. After
its HP is 1850, it then swims off until it's not hitable by physical attacks.
This is when you should really use Grenades, they come very handy here. You now
can use Trigger Command to "Stand By" and restorate 50 HP to each character,
sweet, huh? And every time you get to HPs: 1850, 1500, 1150... it moves out,
but eventually, you'll get to Pincer Attack Trigger Command, which makes Tidus
go around one side, and the Al Bhed girl swim around the other way to surround
it. Main benefit of doing this is first of all, to prevent Nautilus Charge, and
secondly, to make it not able to ever swim off like a little pansy ever again,
hahaha! But, be cautioned, there is one drawback from all of this good stuff
(always has to be, argh!), and that is Tentacles attacking power almost doubles
like in this example: Normally when I fought Tros before I did this, I once had
86 damage done to me, and then after, I did this, it went for 143. Now it was
good that it happened to same person, that was I could compare it with same Def.
From here, you continue same battle's strategy, of having Tidus with his attack
and Potioning, and the chick to use any left Grenades, Stealing any (if there
are any still), and normally attacking.

-------------------------------------------------------------------------------

#5. ??? [Kimahri] (Besaid Island)
-> HP: 750 - 300
-> MP: 10
-> AP: 3 - 4
-> Statistics:
Str: 10, Mag: 8, Def: 15, Mdef: 5, Acc: 10, Agl: 15, Eva: 0, Luck: 15
-> Initial Counter Value: 36-40
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: Common- 2 to 4 Ability Spheres, Uncommon- 2 to 4 Ability Spheres
-> Gil Received: 100
-> Immunities: Threaten, Eject
-> Inherent Statuses: B(7)
-> Weaknesses: Poison- 0%; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Defense+5%
-> Weapon Abilities: Piercing, Sensor
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Jump: Target (1), Type (str), Protect (no), Shell (no), Power (32), Element
(-), Range (close), Accuracy (-), Shatter (50), Critical (yes), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)

-> Sensor: None
-> Scan: None

#5?. Kimahri Weapon (Lance) (Besaid Island - Kimahri fight)
-> HP: 4649 - 4649
-> MP: 1
-> AP: 0
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 0
-> Initial Counter Value: None
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Scan, Threaten, Sensor
-> Inherent Statuses: B(7)
-> Weaknesses: Doom- 3
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Abilities: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Start off by using the Cheer ability to decrease the amount of damage you
sustain from his attacks. Just attack back at Kimahri, and whenever your
turns yellow, heal. Becareful for his Jump attack which can really hurt. And,
if you miraculously have obtained Haste by this point in time use it for sure.
Soon enough the fight will end. A special little note is that this mini-boss
is the very first battle in this game to drop armors and/or weapons with some
abilities on them, finally...!

-------------------------------------------------------------------------------

#6. Sin's Fin (SS Liki)
-> HP: 2000 - 1000
-> MP: 100
-> AP: 10 - 15
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 6, Eva: 0, Luck: 15
-> Initial Counter Value: 48-53
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 100
-> Immunities: Sleep, Doom, Silence, NulBlaze, NulFrost, NulShock, NulTide,
Darkness, Shell, Poison, Protect, Petrify, Reflect, Slow, Haste, Zombie, Regen,
Threaten, Death, Provoke, Eject, Berserk, Bribe, Confuse
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Lightning Ward, Water Ward, Fire Ward, Ice Ward
-> Weapon Abilities: Piercing, Icestrike
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)
-> Abilities:
- Swim to new location: Change the place it's at in the water. It is just done
to make boss look like it's doing something.

-> Sensor: Attack with magic and Wakka's ball.
-> Scan: Save Kilika! Hit Sin from a distance with Wakka's blitzball and Lulu's
black magic. Valefor's attacks work well, too.

---> STRATEGIC TACTICS: <---
This battle isn't that hard, it will just take a good bit of time. First off,
the only stat that matters is Str, and that should be around 16 or so with
Tidus, Wakka same, and Kimahri 18. This is for AP, each of the Sinscales gives
2 AP for normal kill, and 3 APs for Overkill. So if you've followed big-Potions
trick, you can stay alive for a while, and you can get 20 by using the suitcase
on SS Liki. I don't recommend using them all, though. I suggest killing about
50 Scales for at least 100 AP and most 150 AP. At most you'll have to use about
using 10 of your huge Potion amount. Now, we move onto Sin's Fin strategy:
When you enter the fight, you see that it drops Sinscale to attack your party.
Do not even bother with them, instead summon Valefor. Use it to first attack
with magic (perferably Thunder), once it's overdrive guage fills use it, that
should at least half it's HP. Repeat this process, but if during any moment
Valefor dies and Sin is still alive just use Lulu to cast magic and Wakka to
throw his ball from a far. Only use Yuna to heal the wounded.

-------------------------------------------------------------------------------

#7. Sinspawn Echuilles (Below SS Liki)
-> HP: 2000 - 400
-> MP: 20
-> AP: 12 - 18
-> Statistics:
Str: 10, Mag: 15, Def: 1, Mdef: 1, Acc: 15, Agl: 5, Eva: 0, Luck: 15
-> Initial Counter Value: 48-53
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: Common- 2 to 4 Ability Spheres, Uncommon- 2 to 4 Ability Spheres
-> Gil Received: 115
-> Immunities: Sleep, Petrify, Death, Berserk, Zombie, Provoke, Eject,
Confuse
-> Inherent Statuses: B(7)
-> Weaknesses: Doom- 3, Poison- 0%; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Water Ward
-> Weapon Abilities: Waterstrike, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Drain Touch: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Drain - HP recovery]
- Blender: Target (all), Type (mag), Protect (no), Shell (yes), Power (10),
Element (water), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes)
-> Sensor: Afflict it with darkness to make it miss.
-> Scan: Absorbs HP with its Drain Touch. Inflicting darkness is
the way to go. But after two Drain Touches it will bring out the Blender,
inflicting damage on all targets.

---> STRATEGIC TACTICS: <---
Thank goodness you have tons of Potions, 'cause you're going to need 'em! Wakka
and Tidus take on this battle with a Sinspawn by themselves (crazy guys). But,
we still have to live with it, let's go:
It is accompanied by Sinscales, which are the only Scales in the game with a
Zanmato Lvl of 4! Now, if you have any spare turns in which everything is going
perfect, than I suggest taking them out. They just come back anyway. Otherwise,
let them be, and if they're 50-60 damage hitting attacks get to you, use some
Potions. Now we get to strategy of defeating big ugly Echie. For first move in
battle (if it's Tidus'), you just have him use physical attack or Spiral Cut if
it's left over from Sin's Fin fight. This will probably take out some 200-300
HP. But, if the turn is Wakka's, you have him use Dark Attack in an attempt
(which almost always works!:) to make almost-60-damage-inflicting Dark Attack
miss about 100% of the time. If you do it at the right time, and it connects,
you can even dodge Blender which does nearly 100-130 damage depending on Def.
I wish Sinscales here gave AP, but they don't, so suck lemons.=P If Wakka gets
up to Overdrive Mode, use his Element Reels and it doesn't matter which element
you get, as it's the same to every element. I suggest using Dark Attack every
time it wears off of Echuilles. Remember, Cheer is your friend.

-------------------------------------------------------------------------------

#8. Lord Ochu (Kilika Forest)
-> HP: 4649 - 800
-> MP: 39
-> AP: 40 - 60
-> Statistics:
Str: 15, Mag: 23, Def: 1, Mdef: 1, Acc: 10, Agl: 8, Eva: 0, Luck: 20
-> Initial Counter Value: 45-50
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: Remedy
-> Win: Common- 1 or 2 MP Spheres, Uncommon- 1 or 2 HP Spheres
-> Gil Received: 420
-> Immunities: Poison, Confuse, Provoke, Darkness, Berserk
-> Weaknesses: Doom- 1
-> Elemental Affinities: [1.5 damage] Fire
-> Zanmato Lv: 4
-> Armor Abilities: Poisonward, Stoneward, Darkward, Sleepward, Berserkward,
Silenceward
-> Weapon Abilities: Poisontouch, Magic+5%, Strength+3%, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Poison Claw: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (90), Shatter (0), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Poison (100%)]
- Earthquake: Target (all), Type (grav), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [HP x 1/2]
- Water: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Lord Ochu Falls Asleep: Target (1), Type (-), Protect (-), Shell (-),
Power (-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical
(no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no), [Sleep - 3 turns]

-> Sensor: Vulnerable to fire.
-> Scan: Its claws inflict poison. Restores lost HP by sleeping. Retaliates
with Earthquake if awakened, so watch out. Being a plant, it burns easily.

---> STRATEGIC TACTICS: <---
Pattern: Poison Claw(1,2) -> Water -> repeat...
Earthquake on random turns (dodge with Valefor), and Sleep when its HP is
2149. That makes him semi-predictable.
- Ok, you should have the following party for this fight, at least for much
better chance: Tidus, Wakku, Lulu/Yuna. Kimahri doesn't matter much in this
fight, unless you really want physical fight, but that's partly what Tidus is
there for. Ok, it has a few dangerous attacks, like Water, this attack does
about 260 damage to one charater, but you can have Yuna NulTide it as first
move. The best way to go with Yuna, however, is to have her to summon forth
Valefor and unleash Fires until it hits Overdrive state in which you can
pulverize Ochu with Energy Ray. If you prefer not to have Yuna participate in
the fight, and not to bring in the aeon, you can have Lulu use Fire spells,
and then, perhaps a Fire Fury for obscene amounts of damage. If you get under
Poison status with Poison Claw, heal up with Antidotes and Potions. There's a
way to never see anything in this fight other than Earthquake, and that might
still miss. Every 3-4 turns, have Wakka use both Silence and Dark Attack, this
makes both Earthquake and Poison Claw miss, and Water prevented. Wake it up
when it sleeps so it doesn't regain HP with Regen effect.
- SPECIAL NOTICE: first approach Ochu from left side, take few hits and run.
Crusader will reward you with 3x Phoenix Down as compensation.

-------------------------------------------------------------------------------

#9. Sinspawn Geneaux (Kilika/Area Before Temple)
-> HP: 3000 - 900
-> MP: 30
-> AP: 48 - 72
-> Statistics:
Str: 15, Mag: 10, Def: 1, Mdef: 1, Acc: 100, Agl: 7, Eva: 0, Luck: 0
-> Initial Counter Value: 45-50
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: Common- 2 or 4 Power Spheres, Uncommon- 3 or 6 Power Spheres
-> Gil Received: 300
-> Immunities: Doom, Sleep, Darkness, Poison, Petrify, Zombie, Demi, Threaten,
Eject, Provoke, Death
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: None
-> Elemental Affinities: [1.5 damage] Fire [Absorption] Water
-> Zanmato Lv: 4
-> Armor Abilities: Dark Ward
-> Weapon Abilities: Piercing, Darktouch
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Sigh: Target (all), Type (mag), Protect (no), Shell (yes), Power (16), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Venom: Target (1), Type (mag), Protect (no), Shell (no), Power (16), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Poison (100%)]
- Staccato: Target (all), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Water: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear
(yes)

-> Sensor: Vulerable to magic.
-> Scan: Its shell deflects physical attacks well. Tentacles absorb magic
attacks. Defeat tentacles first, then force it from its shell with fire magic.
Absorbs water-based attacks.

#9.1. Geneaux Tentacles (Kilika/Area Before Temple - Sinspawn Geneaux)
-> HP: 450 - 500
-> MP: 10
-> AP: 5 - 7
-> Statistics:
Str: 14, Mag: 1, Def: 1, Mdef: 1, Acc: 20, Agl: 10, Eva: 0, Luck: 10
-> Initial Counter Value: 42-56
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 30
-> Immunities: Doom, Sleep, Darkness, Poison, Petrify, Zombie, Demi, Threaten,
Eject, Provoke, Death
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: [1/2 Damage] Ice, Lightning [Absorption] Water
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Tentacles absorb magic!: While alive, they aborb any magic directed at
Geneaux.

-> Sensor: Absorbs magical attacks against Geneaux.
-> Scan: Absorbs magic cast against Geneaux's body. Defeat tentacles first,
then use magic attacks on the body. Tentacles have high magic defence, so
physical attacks are the way to go.

---> STRATEGIC TACTICS: <---
SINSPAWN GENEAUX: You've better have Kimahri with a piercing weapon eqipped so
that it can actually penetrate that heavy shell of Geneaux. Don't use Lulu
to use Fire on the shell, yet the Tentacles. Haste Tidus, and have him attack
the Tentacles. Only use Yuna for healing purposes, I didn't find it a
necessary procedure to summon in this battle. Once you break the shell.
Start attacking physically with Kimahri, and Tidus, but now use Lulu to cast
Fire on the newly revealed inside body. It won't take long after this point.

-------------------------------------------------------------------------------

#10. Oblitzerator (Luca)
-> HP: 6000 - 600
-> MP: 10
-> AP: 36 - 54
-> Statistics:
Str: 16, Mag: 1, Def: 1, Mdef: 1, Acc: 10, Agl: 1, Eva: 0, Luck: 0
-> Initial Counter Value: 84-93
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: Common- 1 or 2 Elixirs, Uncommon- 2 or 4 Elixirs
-> Gil Received: 580
-> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Regen, Zombie,
Power Distiller, Mana Distiller, Speed Distiller, Ability Distiller, Extract
Mana, Extract Power, Extract Ability, Extract Speed, Threaten, Death, Provoke,
Eject
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: None
-> Elemental Affinities: [1/2 Damage] Lightning, Holy, Ice, Water [1.5 damage]
Lightning
-> Zanmato Lv: 4
-> Armor Abilities: Defense+3%
-> Weapon Abilities: Lightningstrike, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Blitzball Rush: Target (random), Type (str), Protect (no), Shell (no), Power
(10x4), Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- Sleep Ball: Target (1), Type (str), Protect (no), Shell (no), Power (7),
Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Sleep - 1 turn (254%)]
- Mute Ball: Target (1), Type (str), Protect (no), Shell (no), Power (7),
Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Silence - 1 turn (254%)]
- Blind Ball: Target (1), Type (str), Protect (no), Shell (no), Power (10),
Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Darkness - 1 turn (254%)]

-> Sensor: Vulnerable to lightning.
-> Scan: Speeds up when damaged. Vulnerable to lightning, but chucks a Mute Ball
at anyone casting Thunder. Use a nearby object to escape its mighty Blitzball
Rush.


#10.1. Crane (Luca - Oblitzerator fight)
-> HP: 65535 - 65535
-> MP: 0
-> AP: 0 - 0
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 20, Agl: 0, Eva: 100, Luck: 0
-> Initial Counter Value: None
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: A(6), B(7), 0(1), 0(2),
-> Weaknesses: None
-> Elemental Affinities: [Absorption] Lightning [Immune] Holy, Water, Ice, Fire
-> Zanmato Lv: ???
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor:
-> Scan: None

---> STRATEGIC TACTICS: <---
Oblitzerator: Your main objective here isn't to attack the Oblitzerator, but
instead the crane that is over to side. Before anything, cast Haste on Lulu.
Have Lulu use Thunder Magic on it. All the while using Tidus and Kimahri to
attack the Oblitzerator. Eventually Tidus will get a Trigger-Command, use this
after you have weakend the crane enough. This will tear off half of the
Oblitzerator, cutting it's current HP in a whopping 93.75%. From here just
follow the same tactics you have been using thus far but on the Oblitzerator.
From the point that you destroy the Oblitzerator's upper portion, it can no
longer perform attacks on you. There's also a rather easy way to beat the thing
without attacking the Crane and tearing off top part of Oblitzerator. The way
to do this is have Lulu just use Lightning magic, and after the first Thunder
spell, she'll be Silenced. Well, new easy tactic to do with Lulu until Silence
effect wears off. SHE CAN HEAL! This is comes in very handy if other characters
are damaged, or if she is. This would be by utilization of items (hope you have
healthy supply of potion and/or hi-potions). Tidus should Cheer the party 5
times. Afterwards, have him simply attack Oblitzerator or heal too. Then, have
Kimahri use Lancet. This triggers Mute Ball rather than Blind Ball. So, Lancet,
get Silenced. When Silenced, use a physical attack by Kimahri, then get Darked,
and when you're Darked, use another Lancet, and keep executing that in perpetual
isochronism. Note it is impossible to "beat" Crane without use of cheat device.

-------------------------------------------------------------------------------

#11. Belgemine/Ifrit (Mi'ihen Highroad)
-> HP: 3500 - 560
-> MP: 200
-> AP: 0
-> Statistics:
Str: 18, Mag: 18, Def: 0, Mdef: 0, Acc: 0, Agl: 13, Eva: 0, Luck: 15
-> Initial Counter Value: 39-43
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Weaknesses: None
-> Elemental Affinities: [Absorption] Fire
-> Zanmato Lv: 5
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Hellfire: Target (all), Type (mag), Protect (no), Shell (no), Power (70),
Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Meteor Strike: Target (1), Type (str), Protect (yes), Shell (no), Power (18),
Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes)

-> Sensor: None
-> Scan: None

#11?. Belgemine (Mi'ihen Highroad)
-> HP: 10 - 10
-> MP: 1
-> AP: 0
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 1, Agl: 1, Eva: 1, Luck: 15
-> Initial Counter Value: 89-93
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sensor, Scan, Threaten
-> Weaknesses: Silence; 20, Darkness; 20, Sleep; 20, Doom- 3
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This fight is extremely easy. The onlt thing that you are able to do is to use
the aeon Valefor. While Valie is out, you have it to use Sonic Wings, and Ice
spells. Or, if it's already in Overdrive state, Yuna's in Overdrive state, Val
gains it in battle, or you have both it and Yuna in Overdrive, use one or two,
however many you need. Ok, whether or not you win the bout doesn't matter. You
win you get Echo Ring, and if you fail you get Seeker's Ring. After a few more
easy fights, I've found that Ifrit has an attack pattern:
- Attack
- Meteor Strike
- Attack
- Meteor Strike and then you repeat...
Hell Fire is used anytime that Ifrit's Overdrive Guage is completely filled up.
Attack does little damage, Meteor Strike does semi-impressive amount of damage,
and Hell Fire pummels you with big damage. Now you keep adventuring...

---> Here's another good strategy I've come up with:
Belgemine (Ifrit): Start out with both Yuna and Valefor in overdrive mode.
Then have Yuna summon Valefor, and unleash both Valefor's Energy Rays on Ifrit.
If that does not do it, the battle continues. Now, have Valefor use Boost to
get it's overdrive higher quicker. Occasionally using Shield to block out some
of the damage you have to endure from Ifrit's attacks.

Use Valefor's overdrive again and that'll be that.

-------------------------------------------------------------------------------

#12. Chocobo Eater (Mi'ihen Highroad - Travel Agency)
-> HP: 10000 - 800
-> MP: 5
-> AP: 90 - 135
-> Statistics:
Str: 25, Mag: 20, Def: 25, Mdef: 35, Acc: 25, Agl: 12, Eva: 0, Luck: 15
-> Initial Counter Value: 39-43
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: Common- 2 Lv.1 Key Spheres, Uncommon- 2 Lv.1 Key Spheres; Note that
you only get this items if you beat it by making it go over the cliff.
-> Gil Received: 970
-> Immunities: Doom, Sleep, Silence, Zombie, Demi, Threaten, Eject, Death,
Confuse, Berserk, Bribe
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: Poison- 40; 5%, Armor Break- 50, Mental Break- 50, Power Break-
50, Magic Break- 50
-> Elemental Affinities: [1.5 damage] Fire
-> Zanmato Lv: 4
-> Armor Abilities: Lightning Ward, Ice Ward, Fire Ward, Water Ward
-> Weapon Abilities: Piercing, Magic+5%, Sensor, Magic+10%, Strength+10%,
Strength+5%
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Attack 2: Target (all), Type (grav), Protect (yes), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (10), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(no), [HP x 3/16], [pushes characters back]
- Fists of Fury: Target (1), Type (str), Protect (yes), Shell (no), Power (32),
Element (-), Range (far), Accuracy (90), Shatter (10), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(yes)
- Blizzard: Target (1), Type (str), Protect (no),Shell (yes), Power (12),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (yes), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- You're Next!: Charges once on a turn and then unleashes Fist of Fury.

-> Sensor: Vulnerable to darkness.
-> Scan: Stick with piercing weapons until you knock him over. After he says
'You're next!' he'll unleash a powerful attack. Casts Blizzard when HP is low,
so stay warm with NulFrost.

---> STRATEGIC TACTICS: <---
For Chocobo Eater first off a quick note, don't let the Chocobo Eater knock you
over the cliff, ok! To start everything off in this contest, have Tidus start
off rather orthodoxly by casting Hastega on Lulu. Now have her cast Fire
magic non-stop. The next thing to do in the progression to besting this foe is
to have Wakka use his Dark Attack, and then bring out your summoner to summon
Valefor. Have Valefor now use Fire magic and physical attacks in a very
perpetual fashion.
If you use grand summon along with Valefor's overdrive guage already full,
then use it several times. If Valefor gets KO'd before it can eliminate the
Chocobo Eater, then Use Auron now to use Power Break to cut down on the damage
it dishes out from now on. If you knock it down on it's back keep attacking
with no mercy nor remorse. Keep knocking it back until you knock it over the
cliff, if you don't and just kill it, that's fine too, even if you get knocked
over that is even fine. But if you knock the beast over the cliff you will
receive a more favorable reward.
Here are the certain outcomes you can have for either getting knocked over,
knocking it over, or just killing it....
1. Getting knocked over- Nothing
2. Knocking it over- Just one free ride on a chocobo and AP
3. Killing it- Same as #2

-------------------------------------------------------------------------------

#13. Sinspawn Gui (Operation Mi'ihen Site)
-> HP: 12000 - 800
-> MP: 30
-> AP: 400 - 600
-> Statistics:
Str: 29, Mag: 20, Def: 1, Mdef: 30, Acc: 100, Agl: 10, Eva: 0, Luck: 15
-> Initial Counter Value: 42-56
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: None
-> Gil Received: 1000
-> Immunities: Sleep, Doom, Silence, NulShock, NulTide, NulBlaze, NulFrost,
Poison, Darkness, Slow, Petrify, Zombie, Magic Break, Armor Break, Mental Break,
Delay, Threaten, Eject, Death, Berserk, Confuse, Bribe
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Sleepproof
-> Weapon Abilities: Piercing, Sleepstrike
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Demi: Target (1), Type (grav), Protect (no), Shell (yes), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes),
[HP x 1/4]

-> Sensor: Blocks attacks with both arms.
-> Scan: Blocks physical attacks with its toughened arms. Remove them with
piercing weapons, and then strike the body. Hit the head when it starts
twitching
or else it will belch Venom at you.


#13.1. Arms (Operation Mi'ihen Site - Sinspawn Gui)
-> HP: 800 - 500
-> MP: 1
-> AP: 37 - 55
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 15
-> Initial Counter Value: None
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: None
-> Gil Received: 300
-> Immunities: Doom, Sleep, NulShock, NulTide, NulBlaze, NulFrost, Silence,
Poison, Darkness, Zombie, Petrify, Slow, Armor Break, Magic Break, Threaten,
Mental Break, Eject, Death, Delay, Bribe
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Ice Ward, Water Ward, Fire Ward, Lightning Ward
-> Weapon Abilities: Lightningstrike, Piercing, Waterstrike, Icestrike, Fire-
strike
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: ???

-> Abilities:
- The Arms Regenerated!: Once a couple of turns after killed off arms
regenerate.

-> Sensor: Protects the body with thick armor.
-> Scan: Blocks physical attacks with its toughened arms. Remove them with
piercing weapons, and then strike the body. Hit the head when it starts
twitching or else it will belch Venom at you.


#13.2. Head (Operation Mi'ihen Site - Sinspawn Gui)
-> HP: 4000 - 800
-> MP: 200
-> AP: 48 - 72
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 15, Eva: 0, Luck: 0
-> Initial Counter Value: 36-40
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: None
-> Gil Received: 200
-> Immunities: Doom, Sleep, NulShock, NulTide, NulBlaze, NulFrost, Silence,
Poison, Darkness, Zombie, Petrify, Slow, Armor Break, Magic Break, Threaten,
Mental Break, Eject, Death, Delay, Bribe, Power Break, [Power Distiller, Mana
Distiller, Speed Distiller, Abilitiy Distiller - Int version]
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Ice Ward, Water Ward, Fire Ward, Lightning Ward
-> Weapon Abilities: Lightningstrike, Piercing, Waterstrike, Icestrike, Fire-
strike
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: ???

-> Abilities:
- Venom: Target (1), Type (mag), Protect (no), Shell (no), Power (24), Element
(-), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Slow - 0 turns (100%)], [Poison (100%)]
- Thunder: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element
(lightning), Range (infinite), Accuracy (-),Shatter (10), Critical (no),Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- The head stops moving!: Get this to happen by hitting it (Wakka's ball, or a
a magical strike).
- The head is moving suspiciously!: Starts the count to Venom.

-> Sensor: Strike the head to disable its Venom.
-> Scan: Blocks physical attacks with its toughened arms. Remove them with
piercing weapons, and then strike the body. Hit the head when it starts
twitching or else it will belch Venom at you.

---> STRATEGIC TACTICS: <---
Sinspawn Gui: First off make sure you have trained your charcaters, or at
least the ones you are to use, to stats of about 20 or higher on the Mi'ihen
Highroad, and Mushroom Rock Road. I recommend starting off with a party of
Tidus, Yuna, Lulu. Now have Tidus use Haste on Lulu, have her now start using
tons of Thunder attacks on the stomach of Gui. When it uses it's Venom attack
have Yuna cure it with an Esuna. Now trade out Tidus for Auron.
Keep using Auron for attacking at the arms. Switch to having Lulu Thunder or
Fire the head for a while. Keep having Yuna to heal and revive, all the while
Auron has taken out the arms and ready to switch Lulu for Tidus, then have
Auron and Tidus physically attack the stomach. Now use an Ether on Yuna and
have her continue on healing. When the arms regenerate continue this strategy
again as if it were the very beginning.

-------------------------------------------------------------------------------

#14. Sinspawn Gui (again) (Attacked Operation Mi'ihen Site)
-> HP: 6000 - 800
-> MP: 30
-> AP: 400 - 600
-> Statistics:
Str: 15, Mag: 20, Def: 1, Mdef: 30, Acc: 100, Agl: 10, Eva: 0, Luck: 15
-> Initial Counter Value: 42-56
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: Common- 3 or 6 Lv.1 Key Spheres, Uncommon- 3 or 6 Lv.1 Key Spheres
-> Gil Received: 1000
-> Immunities: Sleep, Doom, Silence, NulShock, NulTide, NulBlaze, NulFrost,
Poison, Darkness, Slow, Petrify, Zombie, Magic Break, Armor Break, Mental Break,
Delay, Threaten, Eject, Death, Berserk, Confuse, Bribe
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Sleepproof
-> Weapon Abilities: Piercing, Sleepstrike
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Demi: Target (1), Type (grav), Protect (no), Shell (yes), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes),
[HP x 1/4]

-> Sensor: Blocks attacks with both arms.
-> Scan: Blocks physical attacks with its toughened arms. Remove them with
piercing weapons, and then strike the body. Hit the head when it starts
twitching
or else it will belch Venom at you.


#14.1. Arms (Attacked Operation Mi'ihen Site - Sinspawn Gui Again)
-> HP: 800 - 500
-> MP: 1
-> AP: 37 - 55
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 0
-> Initial Counter Value: None
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: None
-> Gil Received: 300
-> Immunities: Doom, Sleep, NulShock, NulTide, NulBlaze, NulFrost, Silence,
Poison, Darkness, Zombie, Petrify, Slow, Armor Break, Magic Break, Threaten,
Mental Break, Eject, Death, Delay, Bribe
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Ice Ward, Water Ward, Fire Ward, Lightning Ward
-> Weapon Abilities: Lightningstrike, Piercing, Waterstrike, Icestrike, Fire-
strike
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: ???

-> Abilities:
- The Arms Regenerated!: Once a couple of times after killed off arms
regenerate.

-> Sensor: Protects the body with thick armor.
-> Scan: Blocks physical attacks with its toughened arms. Remove them with
piercing weapons, and then strike the body. Hit the head when it starts
twitching or else it will belch Venom at you.

#14.2. Head (Attacked Operation Mi'ihen Site - Sinspawn Gui Again)
-> HP: 1000 - 800
-> MP: 200
-> AP: 48 - 72
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 15, Eva: 0, Luck: 0
-> Initial Counter Value: 36-40
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: None
-> Gil Received: 200
-> Immunities: Doom, Sleep, NulShock, NulTide, NulBlaze, NulFrost, Silence,
Poison, Darkness, Zombie, Petrify, Slow, Armor Break, Magic Break, Threaten,
Mental Break, Eject, Death, Delay, Bribe, [Power Distiller, Mana Distiller,
Speed Distiller, Abilitiy Distiller - Int version]
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Ice Ward, Water Ward, Fire Ward, Lightning Ward
-> Weapon Abilities: Lightningstrike, Piercing, Waterstrike, Icestrike, Fire-
strike
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: ???

-> Abilities:
- Venom: Target (1), Type (mag), Protect (no), Shell (no), Power (24), Element
(-), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Slow - 0 turns (100%)], [Poison (100%)]
- Thunder: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element
(lightning), Range (infinite), Accuracy (-),Shatter (10), Critical (no),Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- The head stops moving!: Get this to happen by hitting it (Wakka's ball, or a
a magical strike).
- The head is moving suspiciously!: Starts the count to Venom.

-> Sensor: Strike the head to disable its Venom.
-> Scan: Blocks physical attacks with its toughened arms. Remove them with
piercing weapons, and then strike the body. Hit the head when it starts
twitching or else it will belch Venom at you.

---> STRATEGIC TACTICS: <---
Sinspawn Gui Again: You now have control over a very destructive party that
consists of Yuna, Auron, and...SEYMOUR! So this doesn't bode well for Gui.
Anyway, once you have picked up your jaw, start using Seymours Black Magic
against the main body and the beasts head very calously. Have Auron take out
it's arms with normal physically based attacks. Have Yuna heal them with her
white magic spells. You may, if you want, try and get up Seymour's Overdrive
which is called Requiem. This *is* the *only* time in the game that you can
witness this move (unless you use cheat codes). It looks alot like Oblivion,
just, without Anima, and it'll do about 3000 damage.
Use Fira on the Head and then keep on using Thundara on the main stomach of
it. Goodbye, Gui...

-------------------------------------------------------------------------------

#15. Belgemine/Ixion (Moonflow/Djose Road)
-> HP: 6000 - 924
-> MP: 450
-> AP: 0
-> Statistics:
Str: 22, Mag: 23, Def: 1, Mdef: 1, Acc: 0, Agl: 17, Eva: 0, Luck: 15
-> Initial Counter Value: 33-36
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: [Absorption] Lightning
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Aerospark: Target (1), Type (str), Protect (yes), Shell (no), Power (40),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [remove NulAll], [remove Shell], [remove Protect], [remove
Haste], [remove Regen], [remove Reflect], [remove Auto-Life]
- Thor's Hammer: Target (all), Type (mag), Protect (no), Shell (yes), Power
(40), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Haste: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Haste (100%)]

-> Sensor: None
-> Scan: None

#15?. Belgemine (Moonflow/Djose Highroad)
-> HP: 10 - 10
-> MP: 1
-> AP: 0
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 1, Agl: 1, Eva: 1, Luck: 15
-> Initial Counter Value: 84-93
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sensor, Scan, Threaten
-> Weaknesses: Silence; 20, Darkness; 20, Sleep; 20; Doom- 3
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Belgemine (Ixion): This time around Belgimine shall summon forth Ixion, so now I
recommend summoning Ifrit. Ifrit's overdrive should have been filled by your
training in the various regions before this. When the battle to prove yourself
as a summoner again begins, use that very overdrive, Hellfire. Next, Ixion
will do one of two things, either Haste, or it might just attack simultaneously
with attacks or Aerospark. It should now be nearing overdrive where it'll
unleash a devastating Thor's Hammer that is capable of KO-ing Ifrit. Heal
during the attacks with Fire on itself, then start using Boosts to reach your
overdrive before Ixion.
If it is impossible to do so, right before it's over drive move, cast a Shield
to block out alot of damage from it. Once Ifrit gets to overdrive use it. Ixion
is dead, if you need to summon Valefor, do it.

-------------------------------------------------------------------------------

#16. Extractor (Under Shoopuf in Moonflow/Between Wharfs}
-> HP: 4000 - 600
-> MP: 10
-> AP: 660 - 990
-> Statistics:
Str: 23, Mag: 15, Def: 1, Mdef: 1, Acc: 30, Agl: 15, Eva: 0, Luck: 15
-> Initial Counter Value: 36-40
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: Common- 1 or 2 Mega Phoenixes, Uncommon- 2 or 4 Mega Phoenixes
-> Gil Received: 2400
-> Immunities: Sleep, Doom, Silence, Petrify, Poison, Darkness, Regen, Confuse,
Zombie, Death, Berserk, Eject
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: None
-> Elemental Affinities: [Absorption] Water [1.5 damage] Fire
-> Zanmato Lv: 4
-> Armor Abilities: SOS NulTide, SOS NulBlaze, SOS NulFrost, SOS NulShock
-> Weapon Abilities: Piercing, Dearktouch
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Aqua Shooter: Target (1), Type (mag), Protect (no), Shell (yes), Power (16),
Element (water), Range (far), Accuracy (-), Shatter(0), Critical (yes),Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(yes)
- Depth Charges: Target (1), Type (str), Protect (no), Shell (no), Power (16),
Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Darkness - 3 turns (50%)]
- Readying Depth Charges- Starts count for Depth Charges.
- The Extractor comes back down!: When Extractor is up, do 500 dmg to it, it
will again descend
- The Extractor is provoked!: When it's up, use Provoke on it and it comes back
down sans use of Depth Charges
- Aqua Shooter damage increases!: Increases Aqua Shooter damage by 50%
- The Extractor cools down: Provoke effect wears off of it
- Aqua Shooter damage decreases: Aqua Shooter damage returns to normal

-> Sensor: Vulnerable to lightning.
-> Scan: After rising, it releases Depth Charges, inflicting darkness and damage
on Tidus and Wakka. Hurt it as much as you can to bring it back down.

---> STRATEGIC TACTICS: <---
Extractor: I think stats by this point should be about 25-30 or something like
that. Use any weapons that you may have found on your journey thus far that
may be pre-equipped with the Lightningstrike ability for both of them. When
the fight first begins you should have Tidus' first act be to cast Haste on
his own self. Now use him and Wakka to attack. Then after Wakka's final turn,
have Tidus then use Haste on Wakka too. Use their attacks consecutively on the
Extractor.
When it uses Aqua Shooter don't fray just heal with regular Potions, but if it
uses Depth Charges at anytime use Hi-Potions or even a Mega-Potion. Continue
this on the whole time. And use overdrives when their bars are totally full.
Another effective means of killing Extractor is to wait for it to rise, and then
use Provoke on it before it uses Depth Charges. Just prepare for harder-hitting
Aqua Shooter (fair trade-in, IMO, though).

-------------------------------------------------------------------------------

#17. Spherimorph (Macalania Forest/Spring)
-> HP: 12000 - 2000
-> MP: 100
-> AP: 3240 - 4860
-> Statistics:
Str: 20, Mag: 20, Def: 100, Mdef: 1, Acc: 30, Agl: 15, Eva: 0, Luck: 15
-> Initial Counter Value: 36-40
-> Steal: Common- Ether, Uncommon- Turbo Ether
-> Bribe: None
-> Win: Common- 1 or 2 Lv.2 Key Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres
-> Gil Received: 4000
-> Immunities: Sleep, Silence, Darkness, Petrify, Sensor, Slow, Scan, Death,
Eject, Delay, Provoke
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: Doom- 20, Threaten- 75, Poison- 90; 5%
-> Elemental Affinities: It depends on which "Elemental Shift" it's currently
in (not Holy)
-> Zanmato Lv: 4
-> Armor Abilities: Water Ward, Fire Ward, Ice Ward, Lightning Ward
-> Weapon Abilities: Firestrike, Lightningstrike, Icestrike, Waterstrike,
Piercing
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Press: Target (1), Type (grav), Protect (yes), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[HP x 1/2]
- Fire: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thunder: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Water: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzard: Target (1), Type (mag), Protect (no), Shell (yes), Power
(12),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Fire: Target (all), Type (mag), Protect (no), Shell (yes), Power (16),Element
(fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thunder: Target (all), Type (mag), Protect (no), Shell (yes),
Power(16),Element
(lightning), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Water: Target (all), Type (mag), Protect (no), Shell (yes), Power (16),Element
(water), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzard: Target (all), Type (mag), Protect (no), Shell (yes), Power (16),
Element (ice), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Elemental Shift: If you hit it with the correct corresponding element, it'll
change to a different one.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This fight is very annoying, and also it's time consuming, but it's managable
if you have the proper accoutrements. The best party to have for this battle is
Yuna for summons, Lulu for opposing magics, and Tidus for... just being main
character.:) Now, what to have on your Armors is Auto-Shell, Auto-Haste, and
Auto-Protect. Weapons don't matter (just don't have any elemental affinities
on them!!!). The next things on list for doing is to have Yuna just to heal
and/or Triangle Guarding. Lulu to use one Focus. Now, I know I might've scared
you above when I mentioned "Elemental Shifts" above, but it's easy to bring out
and use advantageously. And actually, there's the safe*er* way, and the more
dangerous method of doing things. The safer way is to have Yuna summon Valefor
since it's the only aeon so far that can use all elemental spells. Now, have
Valefor use Attack command, and doing so will bring Spherimorph to use an
elemental move. It may be Water, Ice, Lightning, or Fire. Here's some minor tips
on this:
If it uses Water spell, you are to use Lightning spell to have it switch and
do damage instead of healing it.
If it uses Fire spell, you are to use Blizzard spell to have it switch and do
damage instead of healing it.
If it uses Lightning spell, you are to use Water spell to have it switch and
do damage instead of healing it.
If it uses Blizzard spell, you are it use Fire spell to have it switch and do
damage instead of healing it.
Within this time frame, if you've messed up and got hurt, remember your
Summoner/*WHITE MAGE's* role is, *hint, hint* ;)
- Now, the less safe way...:
Is to have Tidus use physical attacks against Spherimorph. This, like using
Valefor's attacks, lets you bring out Spherimorph's current elemental property,
and this enables you to counteract correctly, and not totally screw you over.
From this, you use the chart again. And, even though Press looks scary as hell,
there's a way to cut down damage executed: This is to have Auron come in and
Power Break to make damage done measly 25%.

-------------------------------------------------------------------------------

#18. Crawler (Lake Macalania)
-> HP: 16000 - 4000
-> MP: 1
-> AP: 4400 - 6600
-> Statistics:
Str: 25, Mag: 30, Def: 100, Mdef: 50, Acc: 30, Agl: 20, Eva: 0, Luck: 15
-> Initial Counter Value: 30-33
-> Steal: Common- Lunar Curtain, Uncommon- 2 Lunar Curtains
-> Bribe: None
-> Win: Common- 1 or 2 Elixirs, Uncommon- 2 or 4 Elixirs
-> Gil Received: 7000
-> Immunities: Doom, Sleep, Darkness, Silence, Petrify, Poison, Regen, Zombie,
Eject, Provoke, Threaten, Death, Mental Break, Armor Break, Power Break, Magic
Break, Confuse, Berserk, Bribe
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: None
-> Elemental Affinities: [1/2 Damage] Water, Holy, Ice, Fire [1.5 damage]
Lightning
-> Zanmato Lv: 4
-> Armor Abilities: Lightning Ward, Ice Ward, Water Ward, Fire Ward
-> Weapon Abilities: Icestrike, Piercing, Waterstrike, Alchemy, Lightningstrike,
Firestrike
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (32),Element
(-), Range (close), Accuracy (120), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Gatling Gun: Target (random), Type(str), Protect (yes), Shell (no),Power
(8x4),
Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Mana Beam: Target (all), Type (mag), Protect (no), Shell (yes), Power (36),
Element (-), Range (-), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Mana Beam Interrupted!: If while counting down to Mana Beam it creates another
Negator, the Mana Beam will be "negated."
- Mana Beam in 3 Turns: Signifies Mana Beam in 3 turns.
- Mana Beam in 2 Turns: Signifies Mana Beam in 2 turns.
- Mana Beam in 1 Turn: Signifies Mana Beam in 1 turn.

-> Sensor: Vulnerable to lightning. Negator disables all magic and summoning.
-> Scan: Shoots all targets with Gatling Gun. Vulnerable to lightning. Starts
countdown to Mana Beam once the Negator is destroyed. Retaliates when hit by
lightning magic during countdown. Restores Negator after being hit by magic four
times.


#18.1. Negator (Macalania Lake - Crawler)
-> HP: 1000 - 1000
-> MP: 1
-> AP: 220 - 330
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 0
-> Initial Counter Value: None
-> Steal: Common- Hi-Potion, Uncommon- 2 Hi-Potions
-> Bribe: None
-> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Hi-Potions
-> Gil Received: 300
-> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Regen, Zombie,
Scan, Provoke, Death, Threaten, Eject, Confuse, Berserk, Bribe
-> Inherent Statuses: B(7), A(6)
-> Weaknesses: None
-> Elemental Affinities: [1/2 Damage] Holy, Water, Ice, Fire
-> Zanmato Lv: 4
-> Armor Abilities: Ice Ward, Lightning Ward, Fire Ward, Water Ward
-> Weapon Abilities: Lightningstrike, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Negator disables all magic and summoning!: While the Negator is up in the
fight, you cannot use magic, nor summoned aeons.

-> Sensor: Disables magic and summoning. Attack it with items and Wakka's ball.
-> Scan: None

---> STRATEGIC TACTICS: <---
Ok, party that is needed for this fight is Lulu/Wakka (Lulu once Negator is
gone), Tidus, Auron, and also make sure that you have purchased or found some
Lightningtouch/Lightningstrike weapons throughout your journey (preferrably
Lightningstrike). You can custom-make them, also. HP of those characters should
be about 2500 or so, so you survive everything that it throws at you. Hopefully
you took keed to my advice and got characters' and aeons' Overdrive Guages
full, because you're going to need 'em.
We now head into battle and get prepared to pulverize Crawler's mechanized ass.
Since Negator stops all summons and magics, you must first take it out, and
that is also why I said to use Lulu *only after* Negator is out, but remember,
it comes back also, so you'll have to act quick. After Nega is gone by using
Wakka's ball, you then want to bring in Lu instead and have her use her Thundara
spells. You can also use Yuna for purposes of summoning Ixion and doing Thor's
Hammer and Thunder magic also. Hi and Mega-Potions are very useful here, as
well as Phoenix Downs. If you have 1500 HP or higher, you should be able to
survive Mana Beam which does about 1400+ damage, and if you have aeon out, use
shield before every fourth Crawler's turn. It has slight pattern:
- Mana Beam every 4th turn Crawler gets (Negator can't be present), Mana Beam
in 3-2-1 turns is used in between, Assault is used to counter, and Gatling
randomly. Overdrives!

-------------------------------------------------------------------------------

#19. Seymour (Macalania Temple)
-> HP: 6000 - 1400
-> MP: 100
-> AP: 2000 - 3000
-> Statistics:
(Before Anima) Str: 20, Mag: 25, Def: 1, Mdef: 25, Acc: 100, Agl: 20, Eva: 0,
Luck: 15
-> Initial Counter Value: 30-33
(After Anima) Str: 20, Mag: 32, Def: 1, Mdef: 25, Acc: 0, Agl: 20, Eva: 0,
Luck: 15
-> Initial Counter Value: 30-33
-> Steal: Common- Turbo Ether, Uncommon- Elixir
-> Bribe: None
-> Win: Common- 1 or 2 Black Magic Spheres, Uncommon- 1 or 2 Special Spheres
-> Gil Received: 5000
-> Immunities: Doom, Sleep, Silence, Darkness, Petrify, Power Break, Zombie,
Demi, Delay, Provoke, Threaten, Death, Eject, Confuse, Bribe, Berserk
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: Magic Break- 50, Poison- 40; 10%
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Silenceproof,
-> Weapon Abilities: Silencetouch, Piercing
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Shell: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (90), Shatter (0), Critical (yes), Silence(yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Shell (100%)]
- Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power
(24),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Watera: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzara: Target (1), Type (mag), Protect (no), Shell (yes), Power
(24),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Multi-Fira: Target (random), Type (mag), Protect (no), Shell (yes),Power
(2x36), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Multi-Thundara: Target (random), Type (mag), Protect (no), Shell (yes),Power
(2x36), Element (lightning), Range (far), Accuracy (-), Shatter (0), Critical
(no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke
(no), Appear (yes)
- Multi-Watera: Target (random), Type (mag), Protect (no), Shell (yes),Power
(2x36), Element (water), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Multi-Blizzara: Target (random), Type (mag), Protect (no), Shell (yes),Power
(2x36), Element (ice), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),
Provoke (no), Appear (yes)
- Summon Anima: Summons the aeon Anima after killing both Guado Guardians.

-> Sensor: Casts ice, lightning, water, and fire, in that order.
-> Scan: Casts ice, lightning, water, and fire spells in that order, so have
Yuna cast NulFrost, NulShock, NulTide, and NulBlaze. He'll summon when cornered.
Beware!


#19.1. Anima (Macalania Temple - Seymour Guado Battle)
-> HP: 18000 - 1400
-> MP: 50
-> AP: 2500 - 3750
-> Statistics:
Str: 25, Mag: 20, Def: 1, Mdef: 1, Acc: 30, Agl: 25, Eva: 0, Luck: 15
-> Initial Counter Value: 27-30
-> Steal: Common- 3 Silence Grenades, Uncommon- Farplane Shadow
-> Bribe: None
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 3000
-> Immunities: Doom, Sleep, Silence, Darkness, Petrify, Power Break, Zombie,
Demi, Delay, Provoke, Threaten, Death, Eject, Confuse, Bribe, Berserk, Poison,
Magic Break, Mental Break, Armor Break
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Sleep Ward, Silence Ward, Dark Ward
-> Weapon Abilities: Piercing, Sleeptouch, Darktouch, Silencetouch
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Oblivion: Target (all), Type (str), Protect (no), Shell (yes), Power
(75), Element (-), Range (close), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no),
Provoke (no), Appear (yes)
- Pain: Target (1), Type (mag), Protect (no), Shell (yes), Power
(40), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes), [Death (100%)]
- Boost: [Dmg x 3/2]

-> Sensor: Goes into Overdrive when its gauge charges up.
-> Scan: None


#19.2. Guado Guardian (A) (Macalania Temple - Seymour Guado Battle)
-> HP: 2000 - 2000
-> MP: 10
-> AP: 290 - 435
-> Statistics:
Str: 10, Mag: 15, Def: 1, Mdef: 1, Acc: 100, Agl: 12, Eva: 0, Luck: 15
-> Initial Counter Value: 39-43
-> Steal: Common- Hi-Potion, Uncommon- Ether
-> Bribe: None
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 300
-> Immunities: Sleep, Provoke, Doom, Confuse, Bribe, Berserk
-> Weaknesses: Silence- 20, Death- 10, Poison- 0; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: MP+5%, HP+5%, Magic Defense+3%
-> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Piercing,
Sensor
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Shremedy: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Confusion (50%)]
- Protect: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Protect (100%)]
- Blizzard: Target (1), Type (mag), Protect(no), Shell (yes), Power (12),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Hi-Potion: Target (1), Type (fixedheal), Protect (no), Shell (no),Power (-),
Element (-), Range (fat), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [restore 1000 HP]
- Remedy: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[remove Sleep], [remove Darkness], [remove Poison], [remove Slow], [remove
Silence], [remove Berserk], [remove Confusion], [remove Petrification]
- Auto-Potion: Target (1), Type (fixedheal), Protect (no), Shell (no), Power
(-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)

-> Sensor: Protects Seymour.
-> Scan: Attacks and defends with items, using Auto-Potion and confusion-
inducing Shremedies. He restores Seymour's HP too, so stop him from using items
somehow.


#19.3. Guado Guardian (B) (Macalania Temple - Seymour Guado Battle)
-> HP: 2000 - 2000
-> MP: 10
-> AP: 290 - 435
-> Statistics:
Str: 10, Mag: 15, Def: 1, Mdef: 1, Acc: 100, Agl: 12, Eva: 0, Luck: 15
-> Initial Counter Value: 39-43
-> Steal: Common- Hi-Potion, Uncommon- Ether
-> Bribe: None
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 300
-> Immunities: Sleep, Provoke, Doom, Confuse, Bribe, Berserk
-> Weaknesses: Silence- 20, Death- 10, Poison- 0; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: MP+5%, HP+5%, Magic Defense+3%
-> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Piercing,
Sensor
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

- Abilities:
- Shell: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical(no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Shell (100%)]
- Protect: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Protect (100%)]
- Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power(24),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (yes),
Appear (yes)
- Blizzara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),
Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Berserk: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Berserk (100%)]
- Hi-Potion: Target (1), Type (fixedheal), Protect (no), Shell (no),Power (-),
Element (-), Range (fat), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [restore 1000 HP]
- Eyedrop: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[remove Darkness]

-> Sensor: Protects Seymour.
-> Scan: Attacks and defends with items, using Auto-Potion and confusion-
inducing Shremedies. He restores Seymour's HP too, so stop him from using items
somehow.

---> STRATEGIC TACTICS: <---
Seymour/Anima/Guados: So he turns out to be an insidious, malignant murderer
bent on nothing but destruction. So what, now you'll make him pay dearly for
his sins. It is good idea to star out with Yuna, Tidus, and Wakka. Use their
trigger commands to raise some of their personal statistics. Now, have Rikku
use Steal on both of the Guados that accompany Seymour, this will disable
their usage of the Auto-Potions. After this occurance, switch out Wakka in
exchange for Auron. Have Tidus and Auron combine their efforts to mainly focus
on taking out the Guado Guardians by physical means.
Then the incarnation of belligerent fear will consume the diabolical Seymour,
he will then bring forth the crippling, and inexorable Anima. By the way
stats, especially Yuna's should be at about 30 or so. Now, when Anima has been
summoned to carry out Seymour's dastardly deed, Have Yuna first summon Ifrit.
Make sure that his overdrive guage is full and then unleash a malicious
Hellfire unto her. She will then retaliate by killing Ifrit or almost killing
him (more often than not Ifrit will die from this). Now have Tidus execute a
Slice & Dice on the aeon engulfed by darkness and hatred. After, use any turn
that Auron may possess to simply attack or use any Phoenix Downs on anyone
that has fallen to Pain.
Then have Yuna summon Shiva, Have Shiva use Diamond Dust once it has been
filled. Then as Anima starts that eradication and execution of Shiva, have
her heal herself by using the element of Ice on herself (Blizzara). Then, once
the overdrive bar is filled use Diamond Dust again, this will beat Anima, then
the hard part is yet to come... Let Shiva be dismissed. The same tactics that
Seymour uses from now on are cheap and irritating, but very destructive
"Multi-Spells." Your party here should remain the same, have Tidus use the
Haste spell on Yuna, this will allow her to use healing and restorative spells
quickly.
If her MP gets too low for this, then don't be timid in using healing items
eccessively. After Tidus gets through with using Haste, have Lulu cast Bio on
Seymour, just to poison, and have Auron only attack with Magic Breaks as to
lower the power and effectiveness of the Multi-Spells.

-------------------------------------------------------------------------------

#20. Wendigo (Macalania Lake)
-> HP: 18000 - 1432
-> MP: 32
-> AP: 2000 - 3000
-> Statistics:
Str: 40, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 18, Eva: 0, Luck: 15
-> Initial Counter Value: 33-36
-> Steal: Common- Hi-Potion, Uncommon- X-Potion
-> Bribe: None
-> Win: Common- 1 or 2 Hi-Potions, Uncommon- 2 or 4 Hi-Potions
-> Gil Received: 3000
-> Immunities: Poison, Petrify, Zombie, Reflect, Slow, Eject, Death, Confuse,
Bribe
-> Weaknesses: Doom- 5, Silence- 20, Darkness- 20, Sleep- 20
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: SOS Haste, HP+10%
-> Weapon Abilities: Piercing, Counter-Attack
-> Armor/eapon Dropped: Slots: 1 to 2
                        Pre-Customized Abilities: 1 to 2
                        Drop Percentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Attack (two hands): Target (1), Type (str), Protect (yes), Shell (no), Power
(24), Element (-), Range (close), Accuracy (-), Shatter (50), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Counterattack: Target (1), Type (str), Protect (yes), Shell (no), Power (20),
Element (-), Range (far), Accuracy (-), Shatter (10), Critical (yes), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no)
- Dukes Up: After its HP goes under 50% (9000 HP) it will put its dukes up to
signify it will counter physical attacks with Auto Punch.

-> Sensor: Only uses physical attacks. Curing its berserk status will lower its
strength...
-> Scan: Uses physical attacks only. Once it puts up its dukes, it'll retaliate
to any physical attacks with a deadly counter-attack.


#20.1. Guado Guardian (A) (Macalania Lake - Wendigo)
-> HP: 1200 - 1432
-> MP: 330
-> AP: 290 - 580
-> Statistics:
Str: 1, Mag: 14, Def: 1, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15
-> Initial Counter Value: 30-33
-> Steal: Common- Hi-Potion, Uncommon- X-Potion
-> Bribe: None
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 480
-> Immunities: Slow, Silence, Confuse, Threaten, Sleep, Magic Break, Berserk
-> Weaknesses: Doom- 5, Poison- 25; 25%, Petrify- 25, Death- 25
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Magic Defense+3%, MP+5%, HP+5%
-> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Sensor,
Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)
-> Abilities:
Confuse- Inflicts Confuse on one character.
Fira- Fire based magic attack on one character.
NulFrost- Negates ice oriented attacks onto himself.
Silence- Inflicts Silence on one person.
Reflect- Casts Reflect on one.

-> Sensor: Heals himself with Auto-Potion, so stop him from using items.
-> Scan: Try to stop him from healing himself with Auto-Potion. He sometimes
casts Berserk on other enemies, making them stronger.

#20.2. Guado Guardian (B) (Macalania Lake - Wendigo)
-> HP: 1200 - 1432
-> MP: 330
-> AP: 290 - 580
-> Statistics:
Str: 1, Mag: 14, Def: 1, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15
-> Initial Counter Value: 30-33
-> Steal: Common- Hi-Potion, Uncommon- X-Potion
-> Bribe: None
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 480
-> Immunities: Slow, Silence, Confuse, Threaten, Sleep, Magic Break, Berserk
-> Weaknesses: Doom- 5, Poison- 25; 25%, Petrify- 25, Death- 25
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Magic Defense+3%, MP+5%, HP+5%
-> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Sensor,
Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)
-> Abilities:
Confuse- Inflicts Confuse on one character.
Fira- Fire based magic attack on one character.
NulFrost- Negates ice oriented attacks onto himself.
Silence- Inflicts Silence on one person.
Shell- Puts Shell status on Wendigo as desperation.

-> Sensor: Heals himself with Auto-Potion, so stop him from using items.
-> Scan: Try to stop him from healing himself with Auto-Potion. He sometimes
casts Berserk on other enemies, making them stronger.

---> STRATEGIC TACTICS: <---
This fight can be both intense and tough, or simply a cakewalk in the park. You
have two (well, if you're thinking literally; 3) immediate worries in the fight:
First one(s) are the Guados, we'll discuss about taking them out a little bit
later on. And the second being that the Wendigo's under Berserk when you first
meet, and attacks do much more like here:
- Under Berserk: The highest damage I ever felt was 2761, and the lowest was
2261.
- Un-Berserked: The highest damage I ever felt was 1687, and the lowest was
1319.
This should give you an idea about how you want Berserk GONE. The first thing
you do is to have Rikku Steal (like she did on the GGs against Seymour), to
prevent any further Auto-Potions if there's been any yet. Hopefully you have
Auto-Haste on all armors, if not then you'll want to cast it on all active
members of the party. Next, make sure that Tidus is Protected. Wendigo is
totally susceptible to being Darked, so do it now. Now have your previously-
Hasted Auron come back out for major ass-whooping. There are two actually
*useful* ways of knocking away the Guados. One is to summon an aeon and OD
them to hell, and second of all is to use Tidus or Wakka's attacks or their
Overdrives. But be careful, if you kill both Guados, they cast Shell as well as
Protect on Wendigo (you were wondering why Wendy wasn't immune to those status
weren't you?). It doesn't matter if you kill one after the other, or at the
same time, they'll do it seperately or together, remember that. We have good
means of negating this though, hehe, took me awhile to figure out of being
pulverized while under these statuses, too. You have Ixion come out and use its
Aerospark unique attack. There are a few tips that someone sent me a long time
ago when I asked them a great strategy to beat Wendigo (good old days of not
knowing. ah...), and I'd happily credit them properly if they'd resend the mail
so I could know their name. The tips are:
- You don't attack physically when its hands are up, you use oppressive magics
(or in other words, Lulu's Black Magic spells. Preferrably Fire, or if you're
super-developed, you can also use Flare).
- If you have Auron do his Skill Power Break on Wendigo, it'll make Berserk
status attacks seem like un-Berserked attacks, and un-Berserked attacks seem
pitiful.
- Threatening Wendigo since it's able to be affected by it is also a good idea
because it won't attack for a while, giving you some good opportunities.

-------------------------------------------------------------------------------

#21. Evrae (Airship - Deck)
-> HP: 32000 - 2000
-> MP: 500
-> AP: 5400 - 8100
-> Statistics:
Str: 36, Mag: 30, Def: 1, Mdef: 1, Acc: 100, Agl: 20, Eva: 0, Luck: 15
-> Initial Counter Value: 30-33
-> Steal: Common- Water Gem, Uncommon- 2 Water Gems
-> Bribe: None
-> Win: Common- 1 or 2 Black Magic Spheres, Uncommon- 1 or 2 Black Magic
Spheres
-> Gil Received: 2600
-> Immunities: Zombie, Threaten, Death, Sleep, Provoke, Poison, Silence,Petrify
Armor Break, Magic Breaks, Eject, Demi, Confuse, Bribe, Berserk
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: Slow- 50, Darkness- 50, Doom- 30
-> Elemental Affinities: [1/2 Damage] Lightning, Ice, Water, Fire
-> Zanmato Lv: 4
-> Armor Abilities: Stone Ward
-> Weapon Abilities: Stonetouch, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (90), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Swooping Scythe: Target (all), Type (str), Protect (yes), Shell (no), Power
(8), Element (-), Range (infinite), Accuracy (100), Shatter (50), Critical
(no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no),Provoke
(no), Appear (yes)
- Photon Spray: Target (random), Type (mag), Protect (no), Shell (yes), Power
(8x3), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Stone Gaze: Target (1), Type (mag), Protect (no), Shell (yes), Power (10),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Petrification (100%)], Slow - 100 turns (always)], [even if
Petrification is not successful, Slow remains and characters do affected do not
receive turns]
- Poison Breath: Target (all), Type (mag), Protect (no),Shell (yes), Power(36),
Element (-), Range (far), Accuracy (90), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Poison (100%)]
- Haste: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Haste (100%)]
- Inhale: Starts the count for it's Poison Breath attack.
- Too Far For Breath: Means you are too far from Evrae for it to execute
Poison Breath.

-> Sensor: Releases Poison Breath after inhaling.
-> Scan: High magic defence. No elemental weaknesses. Exhales Poison Breath if
hit repeatedly by melee attacks. Ask Cid to move the airship away and he'll
launch a volley of Guided Missiles for you.


#21?. Cid (During Evrae fight - from inside airship)
-> HP: 410 - 1
-> MP: 1
-> AP: 0
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 16, Eva: 0, Luck: 0
-> Initial Counter Value: 36-40
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Scan, Threaten, Sensor, Provoke, Eject
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Abilities: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Well, this guy is rather annoying for very most people the first time they
ever fought it, so don't be ashamed if you can't get it down the first two
tries at it. It doesn't really matter what kind of weapons you have, but an
armor with Stoneproof ability is extremely useful in the long run because of
its Stone Gaze attack. I believe Evrae has an attack pattern, if so, it is a
minor one. It has a few devastating attacks, but for the most part you're in
the clear when it comes to getting excrutiatingly attack by this Bevelle
Defender. Here are a few general rules for this fight:
-> I recommend using Trigger Command and then waiting for Salvo only *after*
dealing at least 1/4 to 1/2 damage to its Health Points.
-> Before readying to fight it, get your stats up to least of 40 average by
training in the corridors of the invaded airship (very important if not done).
-> Don't ever use Delay moves because it will eventually counter-act with
Haste which will of course negate them.
-> Now for a representation of its attacks and its attack patterns (hurray)!:
- Swooping Scythe which is used only after lowering its HP down to 10665 or
less will deal near 800 damage to all characters by diving at them. (It is
also occasionally used as a counter attack move)
- Photon Spray will do about 100 damage to randomly chosen characters and is
only used while your ship is far away from Evrae using the Trigger Command.
- Stone Gaze will be triggered by two things I've found thus far which are:
You've done three physical attacks unto it; You've done six magic attacks
(note that there might be more that trigger it).
And for effects - it does what it says... Petrification to one character!
- Attack which is its regular physical attack will do about 1300 damage to one.
- Poison Breath is done after one 'Breathe In' charge, and does nearly 1500
magic damage to all characters as well as Poisoning the characters too.
-> Now for some attack pattern:
a) If the ship is close up to Evrae *only*, attack pattern will go:
Attack, Attack, 'Breathe In', Poison Breath; repeat, repeat, repeat...
b) If ship is away it only does Photon Spray over and over again.
- Begin the battle off by having Tidus use Hastega (if you don't have it, I do
not think that you should not really waste turns with single-at-a-time Haste).
I now recommend having a starting party of Rikku, Tidus, and Wakka. Have Rikku
now use either Gold or Silver Hourglasses, or maybe Mixing two Wings to
Discovery to get together a Trio of 9999 and have Tidus react to that with
Slice & Dice for some super damage. Hell, that might even end it right there.;)
Now, back the ship up with either Tidus or Rikku with Trigger Command "Pull
Back." As you may know if you've fought Evrae previously, every couple of turns
while away from Evrae, Cid does Salvo move which sends tons of missles Evrae's
way which do about 100 damage each time.
While back here, you can switch up Rikku for Lulu and do Fury spell as well as
using Wakka for some attacks of his blitzball only. If you get Photon Shot-ed
and it does too much damage for comfort, feel free to heal up with a
Mega-Potion or if you can spare, Megalixir. Attack until you use up all final
Salvos and then pull back in (3 only). I also suggest while away though to Haste
up everyone if not done already. Note that Lulu can also be using either Water
or Thunder spells while in the fight while away from it.
While right up close 'n' personal yet again with Evrae, switch up your party
once more to Auron, Tidus, and Rikku or Lulu. Here's how they would both go:
-> Lulu Scenario: By this point Evrae should be close to under 10665 HP which
means that you'll be seeing alot of Swooping Scythe unfortunatly and Hastes.
Dispel Haste immediatly and have Wakka Dark Evrae to prevent Swooping Scythe and
its physical attack. This alone is not enough to stop the almighty you, so what
your first move at this point will be to have Auron execute Mental Break
followed
by Tidus using simply physically attacking at Evrae for his turns and healing
when in desperate need, use Shell on everyone too. Lulu should amplify her turns
to the fullest by using Thundaga (or Thundara) on her turns, or if you have
accumulated Flare by that point as I did you should most definitely use them, if
she reaches Overdrive use a Fury of one of those two, she may also cast Focus on
Tidus and/or Auron. Now use Auron for Power Break. I received following info
from
dr8l7765: cast Reflect on one character and then on Evrae (or vice versa), and
then use Slow on Reflected character to bounce it off to Evrae and when it
counters it with a Haste it'll bounce off Evrae and onto one of your own people.
How great!:) This is a better and easier alternative than using Dispel as said
earlier in this strategy. If Stone Gaze happens, use Soft.
-> Rikku Scenario: By this point Evrae should be close to under 10665 HP which
means that you'll be seeing alot of Swooping Scythe unfortunatly and Hastes.
Dispel Haste immediatly and have Wakka Dark Evrae to prevent Swooping Scythe and
its physical attack. This alone is not enough to stop the almighty you, so what
your first move at this point will be to have Auron execute Mental Break
followed
by Tidus using simply physically attacking at Evrae for his turns and healing
when in desperate need, use Shell on everyone too. Just like Lulu Scenerio.:)
For Rikku's turn if you just so happen to not be able to prevent Swooping Scythe
you should use her to use Al Bhed Potions. For other turns she gets you can
also have her throw 100000 gil (if you can spare it) for a quick and easy 9999
damage. If you get Stone Gazed during this scenerio you should heal it up with
an Al Bhed Potion. If you get Rikku's or Tidus' or Auron's overdrive use them!
You can utilize this ultimate efficiency by Mixing Trio followed by Slice &
Dice.

-------------------------------------------------------------------------------

#22?. Isaaru (Via Purifico - Issaru/3x Aeon Battles)
-> HP: 10 - 10
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 15
-> Initial Counter Value: None
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Scan, Threaten, Sensor
-> Weaknesses: Sleep; 20, Silence; 20, Darkness; 20
-> Elemental Affinites: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

#22a. Grothia (Via Purifico - Isaaru/3x Aeons Battle)
-> HP: 8000 - 2550
-> MP: 600
-> AP: 2000 - 2000
-> Statistics:
Str: 23, Mag: 21, Def: 10, Mdef: 1, Acc: 0, Agl: 18, Eva: 0, Luck: 15
-> Initial Counter Value: 33-36
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: 2000
-> Immunities: Sleep, Silence, Darkness, Poison, Petrify, Confuse, Slow, Zombie,
Power Break, Magic Break, Mental Break, Armor Break, Sensor, Scan, Berserk,
Demi, Delay, Threaten, Provoke, Death, Eject, Power Distiller, Speed Distiller,
Mana Distiller, Ability Distiller, Extract Power, Extract Mana, Extract Speed,
Extract Ability
-> Weaknesses: Doom- 5
-> Elemental Affinities: [Absorption] Fire
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Hellfire: Target (all), Type (mag), Protect (no), Shell (no), Power (70),
Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24), Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- Meteor Strike: Target (1), Type (str), Protect (yes), Shell (no), Power (18),
Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Remember, do not be surprised that you fight Grothia before you do Pterya, got
it? Anyway, first way to beat him is to bring out Shiva and pummel to kingdom
come with Blizzaras, and then Diamond Dust. Remember to put up Shield before
getting Hell Fired, and if she's learned NulBlaze, put that on also. You can
also Grand Summon Bahamut as first move in battle and then proceed to witness
the newly designed Mega Flare. Byebye, Grothia.


#22b. Pterya (Via Purifico - Isaaru/3x Aeons Battle)
-> HP: 12000 - 2550
-> MP: 1000
-> AP: 2000 - 2000
-> Statistics:
Str: 20, Mag: 18, Def: 10, Mdef: 10, Acc: 0, Agl: 21, Eva: 0, Luck: 15
-> Initial Counter Value: 30-33
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: 2000
-> Immunities: Sleep, Silence, Darkness, Poison, Petrify, Confuse, Slow, Zombie,
Power Break, Magic Break, Mental Break, Armor Break, Sensor, Scan, Berserk,
Demi, Delay, Threaten, Provoke, Death, Eject, Power Distiller, Speed Distiller,
Mana Distiller, Ability Distiller, Extract Power, Extract Mana, Extract Speed,
Extract Ability
-> Weaknesses: Doom- 5
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Sonic Wings: Target (1), Type (str), Protect (yes), Shell (no), Power (9),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Delay Attack (100%)]
- Energy Ray: Target (all), Type (mag), Protect (no), Shell (yes), Power (26),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Anyhow, easy fight. I think it's easier than when fighting Grothia. If you
summon in Shiva, Ifrit, or Ixion in Overdrive, you can use them to do 9999 dmg
to Pterya (Isaaru's Valefor). When Pterya gets its Overdrive and uses it on
them (Shield first!), you can use an elemental spell on your own aeon to regain
probably more health than damage was done. Sonic Wings does Delay and deals
about 200 damage. And its regular attack does about 100-150 of physical-type
damage. Heal accordingly. Alternately, you can use Bahamut to wipe the floor
with Pterya.


#22c. Spathi (Via Purifico - Isaaru/3x Aeons Battle)
-> HP: 20000 - 2550
-> MP: 1500
-> AP: 2000 - 2000
-> Statistics:
Str: 31, Mag: 38, Def: 1, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15
-> Initial Counter Value: 30-33
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Silence, Darkness, Poison, Petrify, Confuse, Slow, Zombie,
Power Break, Magic Break, Mental Break, Armor Break, Sensor, Scan, Berserk,
Demi, Delay, Threaten, Provoke, Death, Eject, Power Distiller, Speed Distiller,
Mana Distiller, Ability Distiller, Extract Power, Extract Mana, Extract Speed,
Extract Ability
-> Weaknesses: Doom- 5
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Mega Flare: Target (all), Type (mag), Protect (no), Shell (no), Power (44),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Countdown: Charges for Mega Flare.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Hardest boss aeon that Isaaru has to throw at you, and you can't use Bahamut!
This is because Spathi is Bahamut. Darn. Well, you'll probably be using a few
aeons here, but I recommend just starting off using Valefor, attack, Sonic Wing,
attack, etc. Hope to get to Overdrive where you can use Energy Ray or Energy
Blast, and do alot (about 4000 damage). Before Mega Flare, use Shield, but you
might still die with Valefor. I've also discovered that if Bahamen... erm...
Bahamut kills an aeon with aeons left and Bahamut still has a turn before Yuna
can summon new aeon... you can say bye, Yunie. Anyway, that rarely happens, so
bring in new aeon (probably Ifrit). Have Ifrit do same things until he gets his
Overdrive up and then unleash big bad Hell Fire. Watch Ifrit die, then bring
Shiva. Same goes with her. Hopefully Bahamut's dead by now (more than likely it
is). You can easily take out Bahamut during the turns it's bascially inactive
due to charing. Here's how it goes:
-> Mega Flare in 5...
-> Mega Flare in 4...
-> Mega Flare in 3...
-> Mega Flare in 2...
-> Mega Flare in 1...
-> Mega Flare (!!!)
And you repeat the cycle if it lives (most likely). An aeon probably won't live
to see light after a Mega Flare, so just bring out a new one. Mega Flare does
about 7000 damage each time, meaning about 1500+ with Shield in play.
That's all you need to win!

-------------------------------------------------------------------------------

#23. Evrae Altana (Via Purifico)
-> HP: 16834 - 2000
-> MP: 200
-> AP: 5800 - 8700
-> Statistics:
Str: 32, Mag: 27, Def: 1, Mdef: 1, Acc: 100, Agl: 25, Eva: 0, Luck: 15
-> Initial Counter Value: 27-30
-> Steal: Common- 2 Water Gems, Uncommon- Healing Spring
-> Bribe: None
-> Win: Common- 1 or 2 Black Magic Spheres, Uncommon- 1 or 2 Black Magic Spheres
-> Gil Received: 3000
-> Immunities: Doom, Sleep, Silence, Poison, Petrify, Threaten, Eject, Provoke,
Confuse, Eject, Berserk, Bribe
-> Inherent Statuses: A(6), B(7), Zombie
-> Weaknesses: Slow- 50, Darkness- 50
-> Elemental Affinities: [1.5 damage] Holy
-> Zanmato Lv: 4
-> Armor Abilities: Stone Ward
-> Weapon Abilities: Stonetouch, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (90), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Photon Spray: Target (random), Type (mag), Protect (no), Shell (yes), Power
(8x4), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- Stone Gaze: Target (1), Type (mag), Protect (no), Shell (yes), Power (16),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Petrification (50%)]

-> Sensor: Weak against healing effects.
-> Scan: Beware its Stone Gaze and nasty counter-attacks. Open the gate locks to
get some distance. Since it's a zombie, healing magic and items are the way to
go.


#24.1. Gate Lock Type 1 (Via Purifico - Evrae Altana bout)
-> HP: 500 - 2000
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Luck- 0
-> Initial Counter Value: None
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: A(6), B(7), 0(1), 0(2), 1(3), 1(4), 1(5)
-> Weaknesses: None
-> Elemental Affinities: [Immune] Fire, Ice, Lightning, Water, Holy, Mag.Dmg
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor:
-> Scan: None


#24.2. Gate Lock Type 2 (Via Purifico - Evrae Altana bout)
-> HP: 500 - 2000
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Luck- 0
-> Initial Counter Value: None
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: B(7), 0(1), 0(2), 1(3), 1(4), 1(5)
-> Weaknesses: None
-> Elemental Affinities: [Immune] Fire, Ice, Lightning, Water, Holy, Mag.Dmg
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor:
-> Scan: None

---> STRATEGIC TACTICS: <---
This is easiest boss in the game. General tips:
- Don't ever take out the locks on the doors, doing so you'll miss treasure
chests with good weapons in them.
- The best way to kill it is to use two Phoenix Downs (don't waste Mega-Phoenix
items), and that'll kill it. Remember now, this boss is under permanent Zombie
status.

-------------------------------------------------------------------------------

#24. Seymour Natus (Bevelle Highbridge)
-> HP: 36000 - 3500
-> MP: 200
-> AP: 6300 - 9450
-> Statistics:
Str: 30, Mag: 25, Def: 1, Mdef: 1, Acc: 100, Agl: 21, Eva: 0, Luck: 15
-> Initial Counter Value: 30-33
-> Steal: Common- 2 Tetra Elementals, Uncommon- 3 Tetra Elementals
-> Bribe: None
-> Win: Common- 2 or 4 Lv.2 Key Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres
-> Gil Received: 3500
-> Immunities: Doom, Sleep, Silence, Darkness, Petrify, Zombie, Confuse, Slow,
Magic Brea, Armor Break, Mental Break, Threaten, Demi, Delay, Berserk, Death,
Eject, Bribe
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: Poison- 50; 4%, Provoke- 10
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: SOS Shell
-> Weapon Abilities: Icestrike, Waterstrike, Lightningstrike, Firestrike,
Piercing
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Banish: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (-), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Death (always)], [only on aeons]
- Protect: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Protect (100%)]
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Break: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Petrification (100%)]
- Multi-Fira: Target (random), Type (mag), Protect (no), Shell (yes),Power
(2x36), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Multi-Thundara: Target (random), Type (mag), Protect (no), Shell (yes),Power
(2x36), Element (lightning), Range (far), Accuracy (-), Shatter (0), Critical
(no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke
(no), Appear (yes)
- Multi-Watera: Target (random), Type (mag), Protect (no), Shell (yes),Power
(2x36), Element (water), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Multi-Blizzara: Target (random), Type (mag), Protect (no), Shell (yes),Power
(2x36), Element (ice), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)

-> Sensor: Casts elemental magic, Break, and Flare.
-> Scan: Still uses elemental magic, but now uses multi-spells. When HP is low,
he'll petrify with Break and cast the non-elemental spell Flare.


#24.1. Mortibody (Bevelle Highbridge - Seymour Natus)
-> HP: 4000-4000-3000-2000-1000 - 36000 [note: overkill value is in data, but
there is no way to achieve overkill on it]
-> MP: 50
-> AP: 0
-> Statistics:
Str: 22, Mag: 20, Def: 50, Mdef: 1, Acc: 100, Agl: 28, Eva: 0, Luck: 15
-> Initial Counter Value: 27-30
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Doom, Silence, Sleep, Poison, Darkness, Petrify, Zombie, Slow,
Demi, Confuse, Threaten, Delay, Provoke, Eject, Death, Berserk, Power Break,
Mental Break, Magic Break, Bribe, Mental Break
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: Armor Break- 50
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Shattering Claw: Target (1), Type (str), Protect (yes), Shell (no), Power
(16), Element (-), Range (far), Accuracy (100), Shatter (90), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Desperado: Target (all), Type (random), Protect (no), Shell (no), Power(10),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [remove NulAll], [remove Shell], [remove Protect], [remove
Reflect], [remove Haste], [remove Regen]
- Mortibsorption: Target (1), Type (fixed), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Drain] [HP restore 1) 4000, 2) 3000, 3) 2000, 4 and on) 1000]
- Fire: Target (all), Type (mag), Protect (no), Shell (yes), Power (16),Element
(fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thunder: Target (all), Type (mag), Protect (no), Shell (yes),
Power(16),Element
(lightning), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Water: Target (all), Type (mag), Protect (no), Shell (yes), Power (16),Element
(water), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzard: Target (all), Type (mag), Protect (no), Shell (yes), Power (16),
Element (ice), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Cura: Target (1), Type (heal), Protect (no), Shell (yes), Power (40),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[restores HP]

-> Sensor: Watch out for their combo attacks.
-> Scan: Its Shattering Claw hits petrified characters, smashing them to
smitherines. Beware the Desperado, which inflicts damage and negates any magical
augmentations.

---> STRATEGIC TACTICS: <---
Seymour Natus: All that you are absolutely going to need for this fight are
core stats that are closed to 45-50. HP about 4000-4400, MP is supposed to be
closer to 210. Armor that nullifies 3 of the 4 elements (Fire, Lightning,
Water are best since I found that he uses those more), and the last slot
should be with Stoneproof or maybe Stone Ward. When you start off, have Yuna,
Auron, and Tidus to use their Trigger Commands to raise one of each of their
stats for this battle. Now have Tidus use Haste on Auron, or better yet Hastega
for everyone. Now, for now switch out Yuna for Lulu, and then have her cast
Bio on Natus. Have Auron and Tidus attack with physical means, once that is
done, switch Lulu for Yuna once more, then make Yuna Grand Summon her newly
acquired aeon, the legendary Bahamut! Have it use the legendary Mega Flare
overdrive taking health from Seymour and, killing the Mortibody once taking
another 4000 health on the probable 9999 damage dealt by Mega Flare.
Once he Banishes Bahamut, he'll either use Break to petrify or he might just
use a Multi Spell (you'll negate all except the one you don't have one your
armor. He might also use a Flare for biblical damage amounts; heal right after
these. Moving on... Have Tidus use Slice & Dice followed up by Auron Shooting
Star-ing this reincarnation of Seymour. Then on Yuna's go, have her summon any
aeon with their overdrive guages full. Then, once they are on the field, use
their overdrive (preferably Shiva's Diamond Dust) doing massive damage over
again just like last time. After Banishing it, if he uses the element you can't
nullify heal with a Mega-Potion. Finish the fight with him by reapeating this
strategy.
+-ALTERNATE STRATEGY-+
Well, this strategy is much better than the last one that I mentioned, and deals
much greater with strategics.
Ok, now, after about 21 dead Seymour Natus, I've finally discovered his
patterns at HP intervals:
- This guy alternates turns with Mortibody... repeat...
- Now, here's for first go-around of HP; 24000 to maximum 36000:
You will see chains in these: a Water spell results in Multi-Watera, etc.,
but you might also see Desperados...:
Blizzard or Desperado <-> Multi-Blizzara, Thunder or Desperado <-> Multi-
Thundara, Water or Desperado <-> Multi-Watera, Fire or Desperado <-> Multi-Fira
Now it's time for second round of HP Natus has.           _
- This is for the second go-around of HP; 12000 to ~66.6638% MAXHP = 23999:
Protect, Shattering Claw or Desperado, Break
*Few Notes*: Protect is used right after HP is dropped below 24000 HP mark.
Break can be avoided with Stoneproof/Ward.          _
- This is for 3rd (final) HP go-around; 1 to ~33.3305% MAXHP = 11999:
Desperado or Cura, Flare
*Note*: Flare does the Delay status effect on Seymour Natus for about 3-4 turns
afterward.
--> So, you start off with Yuna, Tidus, and Kimahri.
Now, Tidus can speak with Seymour to get stat boost of Str+10. Ok, I do not
suggest that you keep Kimahri in your main frontline party, so switch him out
for Auron (he won't be here too long for now) so that he can speak with Seymour
as well for a Str+10 bonus for the fight. HolyDarkPaladin has reported in that
any positive statuses on three characters will initiate Desperado. Now I didn't
know that until recently, so from that data I can put together another table:
- If Poison is on Natus past first HP go-around, he won't move onto his later
moves like Flare. This is a good thing. Nope, only elemental chains with Morti.
- Past second HP go-around, Shattering Claw happens against Breaked characters,
and that dismisses them from battle permanently. Ruby Weapon wannabe... ;P
- If you summon an aeon for this battle, prepare for them to meet hell. They'll
go bye with Natus' Banish move which disappears them from the entire battle.
They only get one turn in, and then Banish, so make it count!!!
- If you use Aerospark on Natus with Ixion aeon, and then it makes him go
directly into 2nd HP go-around, Protect isn't done.
- If you cast any good status change on a character, the Mortibody gets ticked
and then it uses Desperado to take it all away. Meanie!
--> Ok, now onto main strategic tactics:
Auron's and Yuna's armors have Auto-Reflect, Auto-Haste, Auto-Shell. Tidus', on
the other hand, should consist of Auto-Protect, and Stoneproof alone. Now, in
the beginning of battle, take Kimahri out for Auron (this is really super-
imperative). Now, for Yuna's (make sure she has Dispel ability!): have her use
NulFrosts to everybody. Note: Rikku can be used there and then brought out so
she can Mix Shining Thorn + Shining Thorn to get Hyper NulAll so it doesn't
take all those turns. Another benefit of this is that it gives Focus and Cheer
(raises Str, Def, Mag, Mdef) for the fight. Auron just attacks, and then Yuna
just heals with Hi-Potions or Mega-Potions, and if things get desperate: some
Elixirs. Don't use Magic to heal Auron or herself, since they have Auto-Reflect
on, remember? In next HP go-around, you have Tidus Provoke the bastard. What
does this do? It makes him only do Break on Tidus. How does this help? Well,
remember that Tidus has Stoneproof on his armor, thus, you never see Petrify or
Shattering Claw. You only take damage which you heal with Hi-Potions (no megas
since it's only one character getting beat up on). Auron can destroy him with
Shooting Star in this form. Yuna just stays there being pretty and helping to
heal Tidus. Auron should just attack now and save his Overdrive for later on in
the bout. Oh, yeah, how could I forget!? Use Yuna to Dispel his Protect.
In the next form, you are introduced to Flare, this is an easy one to avoid, as
was Break. Still Desperado can still happen in the same way as it does in the
last three forms, but we don't need to worry about that. Tidus, poor chap, he
is the one that could possibly take damage from Flare. So, have Yuna Dispel
the past Provoke off him. He and Auron attack and Overdrive. While Yuna again
heals. If an aeon has Overdrive, use it (especially Bahamut). If Natus uses
Flare to Yuna or Auron, it Reflects and then hits Natus for about 1600 damage.
Killing Mortibody also does damage like this: First kill- 4000, Second Kill-
3000, Third Kill- 2000, all proceeding kills- 1000.

-------------------------------------------------------------------------------

#25. Belgemine/Shiva (Calm Lands Central Area)
-> HP: 15000 - 1432
-> MP: 900
-> AP: None
-> Statistics:
Str: 20, Mag: 20, Def: 180, Mdef: 180, Acc: 0, Agl: 21, Eva: 0, Luck: 15
-> Initial Counter Value: 30-33
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: [Absorption] Ice
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Heavenly Strike: When Shiva's Pverdrive Guage is filled up, she'll use this
move to do physically-based damage as well as doing the Delay effect on your
aeons.
- Blizzara: This will do magic-type damage with the Ice elemental.
- Attack: What this one does is that it does physical-type damage to your
currently present aeon.

-> Sensor: None
-> Scan: None

#25?. Belgemine (Calm Lands Central Area)
-> HP: 10 - 10
-> MP: 1
-> AP: 0
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 1, Agl: 1, Eva: 1, Luck: 15
-> Initial Counter Value: 84-93
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sensor, Scan, Threaten
-> Weaknesses: Silence; 20, Darkness; 20, Sleep; 20; Doom- 3
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Strategy? Simple. Her three attacks are not anything to piss your pants about:
attack only does about 200 damage; Blizzara - depends on the aeon (ie Ifrit);
Heavenly Strike - about 400+Delay. But that's only on Overdrive. What, no
Diamond Dust! (???) All I can say is "thank goodness". Anyway, we can take her
out before Overdrive easily. How? Easy.
You summon Ifrit and use his Fire based attacks on her for some decent damage
(not too much more due to her not having a susceptibility to Fire, Fira, or
Firaga). But the major benefit is that you can use him to use Fire spells on
himself to restorate HP. Bahamut is also a top choice for this battle, one
Mega Flare will annihilate her. And if need be, you can always back that up
with Impulses.

-------------------------------------------------------------------------------

#26. Defender X (Calm Lands Gorge Area)
-> HP: 64000 - 4060
-> MP: 1
-> AP: 6600 - 9900
-> Statistics:
Str: 42, Mag: 5, Def: 30, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15
-> Initial Counter Value: 30-33
-> Steal: Common- 4 Lunar Curtains, Uncommon- 4 Lunar Curtains
-> Bribe: None
-> Win: Common- 1 or 2 Lv.2 Key Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres
-> Gil Received: 3500
-> Immunities: Sleep, Silence, Poison, Petrify, Berserk, Slow, Zombie, Power
Break, Demi, Death, Delay, Threaten, Confuse, Eject, Bribe
-> Weaknesses: Darkness- 95
-> Elemental Affinities: None
-> Armor Abilities: SOS Protect
-> Weapon Abilities: Magic+3%, Strength+3%, Magic+5%, Strength+5%, Magic+10%,
Strength+10%, Piercing (might be more)
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 30/128 (25%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (160), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Haymaker: Target (1), Type (str), Protect (yes), Shell (no),Power (30),Element
(-), Range (far), Accuracy (-), Shatter (35), Critical (yes), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Blast Punch: Target (1), Type (grav), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(yes), [HP x 1/2], [Delay Attack (100%)]
- Mighty Guard: Target (all), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [NulAll (255%)], [Shell (255%)], [Protect (255%)]
- Slowga: Target (all), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Slow (100%)]

-> Sensor: Made of stone. Resistant to physical attacks.
-> Scan: Strength and defence are high. There is a 1/2 chance of the monster
using Haymaker, so be sure to raise your defence. Use magic
often, since its magic defence is low.

---> STRATEGICS: <---
Massive HP, huh? Well, don't let me fool you - this boss is a total pushover,
loser of a boss. I mean, not even big stats to back up the large HP it's
packing. The perfect party here would definitely have to be Tidus, Auron, and
Yuna/Rikku. Lulu, Wakka, Kimahri won't be participating too much in the battle
compared to the others. Armors need to have Auto-Protect and Auto-Haste as to
not waste any precious turns. Here's how turns will go in the battle. Note that
for this battle I'm doing things differently, as in I will list characters'
name and then what they should do for turns each time they get their turns, Mm-
kay...?
- Auron: Armor Break for first turn so that its defenses are lowered, allowing
for major damages. From then on out you use normal attacks with him. Overdrives
with him are also a good idea. See, he really plays the weaken-DefenderX-so-
that-others-can-obliterate-it role. Armor Break comes along later, also, but
mainly do physical attacks.
- Tidus: Since already Auto-Hasted, he can use 5x Cheer spells to where there's
no notable stat increase. You also Provoke Defender X with Tidus so that it
only attacks him (whose HP should be about 3500, with Auto-Potion on as well as
Rikku's Trio of 9999. Provoke only lets Defender X use Blast Punch, not much
worry. Then, from there you can have him use physical attacks and his strong
Overdrives.
- Yuna / Rikku: If you have Yuna in the beginning, she's really there for the
casting of Protect among other protective spells perhaps. And if you get Slowga
by it, use Dispel or Esuna with her. Other than that, her White Magic is good
for healing purposes. But, if you had Rikku in there, she's only good for Trio
of 9999 first, then, she should just Steal Lunar Curtains from it, and maybe
physically strike it.
Ok, now that that's out of the way with battle tactics, it's time to give
feedback on when attacks occur so that you can tell when to do all that and
emerge victorious:
Unless Provoked, just about every turn you see is its regular physical attack
which isn't anything to worry about in this point in the game (about 1550 dmg),
but imagine earlier on in the game. If Provoke is in place, or on fourth normal
turns, you'll see Haymaker for close to 3000 damage to one character. So have
Protect in place! Then there's Blast Punch which is a counter attack, it does
50% of HP now plus Delay effect. Example: Your HP is 4120, so its BP would do
2060 damage. Ouch. Slowga after 5 Fire spells happens, but why the hell would
you want to do that. Another effective thing is to have Lulu use Water magic
spells.

-------------------------------------------------------------------------------

#27a. Yenke Ronso (Gates of Mt. Gagazet)
-> HP: Depends on Kimahri's Mag and Str - 2500
-> MP: 200
-> AP: 4500 - 6750
-> Statistics:
Str- Half of Biran's Str, Mag- Based from Kimahri's HP, Def- 30, Mdef- 10, Acc-
100, Agl- -6 Kimahri's Agl, Eva- 0, Luck- 15
-> Initial Counter Value: Depends on Kimahri's Agl
-> Steal: Common- Lv.3 Key Sphere, 2 Lv.3 Key Spheres
-> Bribe: None
-> Win: Common- 1 or 2 Return Sphere, Uncommon- 1 or 2 Friend Spheres
-> Gil Received: 1500
-> Immunities: Zombie, Sleep, Slow, Provoke, Petrify, Delay, Darkness, Threaten,
Silence, Reflect, Poison, Eject, Death, Confuse, Bribe, Berserk
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: Doom- 20
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: MP+20%
-> Weapon Abilities: Piercing
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Bulldoze: Target (1), Type (str), Protect (yes), Shell (no), Power
(16),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)k.
- Flame Breath: Target (1), Type (str), Protect (no), Shell (yes), Power (16),
Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- Aqua Breath: Target (1), Type (str), Protect (no), Shell (yes), Power (19),
Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- White Wind: Target (1), Type (heal), Protect (no), Shell (no), Power (80),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes), [restores HP]
- Haste: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Haste (100%)]

-> Sensor: Covers Biran when together.
-> Scan: Blocks attacks on Biran with Guard, except when separated after
performing a Bulldoze. Casts White Wind just once after losing HP. Kimahri can
learn many techniques.


#27b. Biran Ronso (Gates of Mt. Gagazet)
-> HP: Based on Kimahri's Mag and Str - 2500
-> MP: 200
-> AP: 4500 - 6750
-> Statistics:
Str- Based on Kimahri's HP, Mag- Half of Yenke's Mag, Def- 30, Mdef- 10, Acc-
100, Agl- -4 Kimahri's Agl, Eva- 0, Luck- 15
-> Initial Counter Value: Depends on Kimahri's Agl
-> Steal: Common- Lv.3 Key Sphere, 2 Lv.3 Key Spheres
-> Bribe: None
-> Win: Common- 1 or 2 Return Sphere, Uncommon- 1 or 2 Friend Spheres
-> Gil Received: 1500
-> Immunities: Zombie, Sleep, Slow, Provoke, Petrify, Delay, Darkness, Threaten,
Silence, Reflect, Poison, Eject, Death, Confuse, Bribe, Berserk
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: Doom- 20
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: MP+20%
-> Weapon Abilities: Piercing
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1
                         Drop Percentage: 127/128 (99%)
-> Abilities:
- Bulldoze: Target (1), Type (str), Protect (yes), Shell (no), Power
(16),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Mighty Guard: Target (all), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [NulAll (255%)], [Shell (255%)], [Protect (255%)]
- Thunder: Target (1), Type (mag), Protect (no), Shell (yes),Power (12), Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- Blizzard: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),
Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Berserk: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Berserk (100%)]

-> Sensor: Covers Yenke when together.
-> Scan: Blocks attacks on Yenke with Guard, except when separated after
performing a Bulldoze. Casts Mighty Guard just once after losing HP. Kimahri
can learn many techniques.

Here's a representation of all variable stats of Yenke and Biran and how to
calculate them:

Biran/Yenke Hit Points--------------------------------------

A = (Kimahri's Strength)^3
B = (Kimahri's Magic)^3
C = (A+B) / (2*16) / 15
D = [{(C / 32) + 30} * 586] / 730
Biran HP = D*8 [Biran MAX = 3598967]
Yenke HP = D*6 [Yenke MAX = 2662250]

Example:
A = 35^3 = 42875
B = 25^3 = 15625
C = (42875 + 15625) / (2 * 16) / 15 = 31200
D = [(31200 / 32+30) * 586] / 730 = 806
Biran HP = 806 * 8 = 6448
Yenke HP = 806 * 6 = 4836

Biran/Yenke Agility-----------------------------------------

Biran Agi = Kimahri Speed - 4
Yenke Agi = Kimahri Speed - 6

Biran/Yenke Str/Mag-----------------------------------------

A = (Kimahri HP - 644) / 200

Example:
Kimahri's HP = 2500
(2500 - 644) / 200 = [9.28] = 9

Yenke Str = 1/2 Biran
Biran Mag = 1/2 Yenke

A--BiranStrMag--YenkeStrMag
 0   11   4        5    8
 1   12   4        6    8
 2   13   4        6    9
 3   15   5        7   10
 4   17   6        8   12
 5   19   7        9   14
 6   21   8       10   16
 7   22   8       11   17
 8   23   9       11   19
 9   24  10       12   20
10   25  10       12   21
11+  27  11       13   22

---> STRATEGIC TACTICS: <---
First some notes:
You can use Lancet on Biran to get Thrust Kick, Mighty Guard (after used),
Self-Destruct, Doom. You will get Aqua Breath, White Wind (after used), Stone
Breath, Fire Breath from Yenke.
They both have set attack patterns, making them easy*er* to deal with (thank
goodness). First I'll do the attack pattern for Biran:
Thunder
Bulldoze
Blizzard
Bulldoze
- Now, I am going to list out the attack pattern that is used by Yenke Ronso.
He, in my opinion, isn't as hard...:
Fire Breath
Bulldoze
Aqua Breath
Bulldoze
Remember, when both of the enemy Ronsos are right next to each other, do not
attack with "Attack" command, that'll cut the normal damage done into about
1/4. Instead use any Ronso Rages after they're gained with Lancet. And, if you
have Ultima from his grid already, it comes very handy indeed. Once you kill
Biran (if done first), Yenke is Hasted, but don't take off as it's a waste of a
turn. Once you kill Yenke (if done first), Biran is Berserked and forever uses
Bulldoze.

-------------------------------------------------------------------------------

#28. Seymour Flux (Mt. Gagazet Before Cave Area)
-> HP: 70000 - 3500
-> MP: 512
-> AP: 10000 - 15000
-> Statistics:
Str- 30, Mag- 15, Def- 40, Mdef- 40, Acc- 100, Agl- 38, Eva- 0, Luck- 15
-> Initial Counter Value: 21-23
-> Steal: Common- Elixir, Uncommon- Elixir
-> Bribe: None
-> Win: Common- 1 or 2 Lv.4 Key Spheres, Uncommon- 1 or 2 Lv.4 Key Spheres
-> Gil Received: 6000
-> Immunities: Zombie, Sleep, Slow, Provoke, Petrify, Delay, Darkness, Threaten,
Reflect, Eject, Death, Confuse, Bribe, Berserk, Demi, Doom, Power Break, Mental
Break, Armor Break, Magic Break
-> Inherent Statuses: B(7)
-> Weaknesses: Poison- 90; 2%, Silence- 50
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: SOS Shell
-> Weapon Abilities: Piercing, Darkstrike
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Lance of Atrophy: Target (1), Type (str), Protect (yes), Shell (no), Power
(16), Element (-), Range (far), Accuracy (120), Shatter (30), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Zombie (100%)]
- Banish: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (-), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Death (always)], [only on aeons]
- Protect: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Protect (100%)]
- Reflect: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Reflect (100%)]
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Dispel: Target (all), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[remove NulAll], [remove Shell], [remove Protect], [remove Haste], [remove
Reflect], [remove Regen]
- Failed counterstrike: Seymour casts Flare on himself.
- Seymour watches... and waits: He skips a turn for now.

-> Sensor: Watch out for their combo attacks.
-> Scan: Predict the Mortiorchis's actions by watching Seymour's attacks. His
Lance of Atrophy causes zombie, and Mortiorchis follows with Full-Life. Together
they unleash Total Annihilation.


#28.1. Mortiorchis (Mt. Gagazet Before Cave Area - Seymour Flux Fight)
-> HP: 4000-4000-3000-2000-1000 on [Note: There is no way that you can get
Overkill on Mortiorchis - 36000]
-> MP: 512
-> AP: 0
-> Statistics:
Str- 40, Mag- 40, Def- 100, Mdef- 1, Acc- 100, Agl- 38, Eva- 0, Luck- 15
-> Initial Counter Value: 21-23
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Zombie, Sleep, Slow, Provoke, Petrify, Delay, Darkness, Threaten,
Reflect, Eject, Death, Confuse, Bribe, Berserk, Demi, Doom, Power Break, Mental
Break, Armor Break, Magic Break, Silence, Poison
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Cross-Cleave: Target (all), Type (str), Protect (yes), Shell (no), Power (52),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Delay Buster (100%)]
- Slowga: Target (all), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Slow (254%)]
- Total Annihilation: Target (all), Type (mag), Protect (no), Shell (yes), Power
(44), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Mortibsorption: Target (1), Type (fixed), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Drain] [HP restore 1) 4000, 2) 3000, 3) 2000, 4 and on) 1000]
- Full-Life: Target (1), Type (heal), Protect (no), Shell (no), Power
(-), Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [restores HP] [revive KO], [however, in terms of this
battle, only is used to damage characters under Zombie]
- Mortiorchis: Ready to annihilate!:- Starts count for Total Annihilation.
- Mortiorchis: Auto-Attack mode!:- It will begin to execute Total Annihilation.

-> Sensor: Watch out for their combo attacks.
-> Scan: Beware its combo attacks. If a character is zombified by Seymour's
Lance of Atrophy, it will cast Full-Life, causing instant KO. Cast Protect to
help survive Cross Cleave.

---> STRATEGIC TACTICS: <---
Seymour Flux: This fight does not come without pandemonium. Here is what you
truly need to stand a chance against him, An armor that has Zombieproof, and
Auto-Potion. Your weapons are to be equipped with First-Strike. Have most
stats at an average of 83. HP is to be in the range of 5000-6500, and MP does
not really matter here. Head into battle with all overdrives full, even aeon's
too. Use the first three characters of Tidus, Auron, and Lulu. What to do next?,
oh yeah, have Tidus Hastega party, and then have Yuna Protect and Shell
everyone.
Have Auron perhaps use Shooting Star (not for Eject though)! Here is some of
boss's attack pattern information that I've deciphered:
- Boss goes Flux then Mortiorchis... repeat...
- Here is for the first 'go-around' of HP; 52500 to maximum of 70000:
Lance of Atrophy, Full-Life, Lance of Atrophy, Full-Life, Dispel, Cross Cleave
reapeat, reapeat, repeat...
- Here is for the second 'go-around' of HP; 1/2 (35000) to 52499:
Protect, Lance of Atrophy, Full-Life, Lance of Atrophy, Full-Life, Dispel,
Cross Cleave
repeat, repeat, repeat... (Note: Protect won't be done again because it only
happens right after first attack setting Flux's HP under 52500)...
- Here is for third 'go-around' of HP; 1 to 34999:
Reflect, Auto-attack mode, Flare (on Reflected self [I'll list trick to bypass
this later;)]), Ready to annihilate., Seymour watches... and waits., Total
Annihilation, Flare on Reflected self, Ready to annihilate., Seymour watches...
and waits.
Repeat, repeat, repeat... (Note: Reflect won't be done again because it only
happens right after first attack setting Flux's HP under 35000)...
Note: I've never encountered any discrepancies in these patterns.
-> Now it's time for an overlook at how boss attacks:
- Flare: Non-elemental magic damage on one person.
- Slowga: Used as a counter attack and uses the spell Slowga on all of your
characters. Triggered if you try and Delay Mortiorchis.
- Lance of Atrophy: Physical damage and Zombie status to one character.
- Banish: Counter attack on an aeon, and makes them get killed automatically no
matter what.
- Total Annihilation: Non-elemental magic damage to every character by sending
a random amount of 6-8 attacks and then finishes move with an attack more
powerful.
- Protect: Damage received by physical attacks is cut in half.
- Dispel: Nullifies all good status ailments from your entire group.
- Failed counterstrike: Seymour casts Flare on himself.
- Cross Cleave: Physical damage to all characters.
- Mortiorchis: Ready to annihilate!: Starts count for Total Annihilation.
- Mortiorchis: Auto-attack Mode!: Shows that it will begin Total Annihilation.
- Reflect: Reflects some spells on himself.
- Seymour watches... and waits: He skips a turn for now.
- Mortibsorption: If it loses all of current HP, it'll recover fully by draining
some of Flux's. Amounts vary; counts down from 3000 and lowers by 1000 until it
stays at 1000 for remainder of battle.
Now you know what you're in for, you're set! Now for the Trigger Command that
Kimahri and Yuna can get I will list what they can gain: Yuna- +10 Magic
Defense,
Kimahri- +10 Strength. So starting out like before just continue that by double-
checking that you have Haste status on everybody that is active (this is super
important I cannot even begin to describe it to you). For Flux's first attack,
he'll use none other than Lance of Atrophy which with recommended armor type
will only deal out about 600 damage instead of also doing Zombification to one
character. If you don't have the Zombieproof on armors, when Lanced, immediately
use Holy Water to negate it! I recommend for following turn having Rikku conjure
up Mighty G Mix. Now, for Mortiorchis' turn: it uses Full-Life on which ever
character was a target of Lance of Atrophy, so if your Zombied with out Reflect
beware, *Hint, hint*. Do the same again.
For Flux's next turn he'll use a Dispel. He now only has one move remaining in
first HP 'go-around' until he starts repeating the same predictable sequence.
This move is Cross Cleave which does about 2300 physical damage to all
characters.
Heal, now all that you have to do is get boss' HP down to the minimal of 52499
to
engage in next pattern sequence which is mentioned above. Here isn't any other
pattern to be worried about though. First move that does damage under 52500 will
trigger Flux to Protect himself. Just attack or heal until his upcoming turn
which is like I show to the above, Lance of Atrophy, oh yeah, if you do get hit
with LOA and then Full-Life you wait until this move to recover any fallen
characters with Mega-Phoenix or if you have it with enough MP, use Full-Life of
your own on them. For next turn boss gets Mortiorchis part will use Full-Life as
expected, easily avoidable as touted by me earlier. Repeat what you have done.
The next time Flux acts he will repeat those last two actions, so if the need to
heal arises, do so. Next attack on the list *looks up*, oh, looks like Dispel
and we do not want Reflect, Shell, Haste, Protect, and also Rikku's Mighty G
removed do we? The way to avoid it is to use Wakka for Silencing (note the 50%
chance of Silence working), so instead of a measly Silence Attack, do Silence
Buster. This will most likely keep you good and ready to go.
Next move to expect after hopefully failed attempt at Dispel is Cross Cleave
which will be halved to about 1150 damage instead of normal about 2300 and
then you can just heal fully by using Mega-Potion. Next hit to set him to 34999
or less HP will begin new attack pattern. Dispel his first move which is if you
look up, Reflect so later moves don't eradicate your party. Next move is not
that much of a worry until a little later on; Auto-attack Mode!. But the move
after that is big issue (or can be if not handled properly). Here is a good
advice on a way to avoid Flares (which are the move after): Just Dispel the
Reflect status that I told you about earlier and he'll whack his own ass with
Flare, hahaha!!! Anyway, skip through next two Seymour's turns without worrying
about them, BUT, when the second turn is over have Yuna bring in Bahamut who
should be in overdrive and hit Flux with Mega Flare. This should end battle
right
there, but if not, don't expect to block up and coming Total Annihilation with
Bahamut, for he will be Banished and then have your party take the damage.
If Auron's HP is about 6000+ he should be able to survive the onslaught and then
administer Mega-Phoenix to revive everyone. Now have Tidus use Slice & Dice or
have Yuna summon Shiva to use Diamond Dust to finish the fight once and for all.
+-ALTERNATE STRATEGY-+
Tidus' STR stat should be high and everybody's HP rather high also. You must
make
sure that you have two Wings to Discovery in stock for this strategy to work
effectively. You can gain 10 extra points in some stats for having Yuna and
Kimahri 'Talk' to Flux. But that is not of any importance to us here, no, what
you wanna do first is cast Haste, Protect, and Shell just in case you cannot
defeat Flux in *two* moves (wow, huh?). First have Rikku Mix 2 Wings to
Discovery
to get Trio of 9999. Now have Tidus use Slice & Dice, each of 6 hits will do
9999 damage to Flux and reduce him to mere 10000. Just have Auron use physical
attack for 9999 and then have Rikku attack to finish it. Don't worry about
Lance of Atrophy/Full-Life combo, ok? You win!

---> Here's an alternate strategy sent by Harry Macdougall:
1. Get every Aeons overdrive set and ready.
2. Get LuLus Fury ready.
3. Get Aurons Shooting Star ready.
4. Make sure Tidus has haste. You dont even need hastega.
5. Enter the battle with a party of LuLu, Tidus, and Yuna.
6. CAST HASTE ON YUNA!!!!!!!!!!!
7. Summon Valefor or whatever his name is.(I named him chaos o.o)
8. Use Energy Ray (make sure it does 9999)
Inbetween 8 & 9, Seymour uses banish, and the thing absorbs 4k from him.
9. If it is Lulu's turn, use Thundaga Fury. make sure you get at least 6 of
the twirl things done.
10. Switch Tidus for Auron if it is Tidus's turn. If not, summon Ifrit
11. Use Hellfire (make sure it does 9999)
Inbetween 11 & 12 Ifrit dies.
12. By now you should have Auron in, use Shooting Star. It must do at least
5350.
13. Summon Ixion (Lulu and auron shouldnt get many turns because of haste on
yuna)
14. Use Thor's Hammer (make sure it does 9999)

NOTE: Now the thing that is behind Seymour should be steadily healing
itself, and draining Seymour too.
15. Summon Shiva (for any of Auron & LuLu's turns, have them keep everyone
healthy and happy)
16. Unleash a nice Diamond Dust for 9999.
17. Summon your trump card, Bahamut.
18. MEGAFLARE THE SONBITCH!!!!!! 11000 DAMAGE MINIMUM
19. By now he should have about 500-1000 life left. He shouldn't have even
used Flare yet. It may be Yuna's turn again. Switch to Tidus and attack. If
he doesn't kill it, he should knock off a good chunk. Seymour should use
Flare now. If it hits Auron you're fine. If LuLu dies, he may prep for TA.
If this happens....pray.
20. If you survive to Auron or LuLus turn, have Auron attack or switch to
Wakka for LuLu and attack. He should be dead.

-------------------------------------------------------------------------------

#29. Sanctuary Keeper (Summit of Mt. Gagazet)
-> HP: 40000 - 6400
-> MP: 256
-> AP: 11000 - 16500
-> Statistics:
Str- 37, Mag- 40, Def- 100, Mdef- 100, Acc- 50, Agl- 32, Eva- 0, Luck- 15
-> Initial Counter Value: 24-26
-> Steal: Common- Turbo Ether, Uncommon- 2 Turbo Ethers
-> Bribe: None
-> Win: Common- 1 or 2 Return Spheres, Uncommon- 1 or 2 Return Spheres
-> Gil Received: 6500
-> Immunities: Doom, Sleep, Petrify, Zombie, Demi, Delay, Confuse, Death, Eject,
Provoke, Bribe
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: Power Break- 50, Poison- 90; 5%, Magic Break- 50, Darkness- 99~
100
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: MP+10%
-> Weapon Abilities: Piercing, Half MP Cost
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Tail Sweep: Target (all), Type (str), Protect (yes), Shell (no), Power (12),
Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Delay Buster (100%)], [remove Haste]
- Photon Wings: Target (all), Type (random), Protect (no), Shell (no), Power
(20), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes), [Sleep - 3 turns (50%)], [Darkness - 3 turns (50%)], [Confuse
(25%)], [Silence - 3 turns (50%)], [Curse (100%)]
- Mana Breath: Target (1), Type (mag), Protect (no), Shell (yes), Power (48),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Haste: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (yes), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [HP (100%)]
- Esuna: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (yes), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [remove Darkness], [remove Silence], [remove Poison],
[remove Berserk], [remove Slow]
- Curaga: Target (1), Type (heal), Protect (no), Shell (yes), Power (80),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (yes), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [restores HP]
- Protect: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (yes), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Protect (100%)]
- Reflect: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (yes), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Reflect (100%)]
- Regen: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (yes), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Regen - 10 turns (100%)]

-> Sensor: High physical and magic defence.
-> Scan: Its Photon Wings attack causes confusion, sleep, silence, darkness,
curse, and other status effects. Tail Sweep negates Haste and delays target's
next turn. Uses healing magic and Reflect, among other spells.

---> STRATEGIC TACTICS: <---
This is not the kind of boss you wanna fight after using so many good items on
fighting Seymour Flux, but it's not as hard, but still requires quite a bit of
strategy. The bastard does have a pattern of attacking your party like few other
of the bosses in the game. It goes like this:
- It will be using Photon Wings on its first move, and it's not a pretty
customer.
Best Help: Have and armor with Confuseproof, and Curseproof. The other statuses
aren't as bad and you can use Esuna.
- The second turn it gets is where it'll use its normal attack, which isn't big
fuss.
Best Help: First, high Eva is great for missing it, but if you get hit with it,
a Mega-Potion would do the job of healing.
- The third turn is speant doing the same exact thing as what was done on the
second turn, so...
Best Help: First, high Eva is great for missing it, but if you get hit with it,
a Mega-Potion would do the job of healing. Same as last time.
- Now, we start big-timing it: Sanctuary Keeper's fourth turn will be used up
by attacking for a good 3000 damage on one character.
Best Help: Ok, no good Eva'll get you out of this one. A few things to help
will be Shell and Mdef+20%, cutting damage to about 1000 only or so. And if
you have that, all that's needed is Hi-Potion. But if not, have them Phoenix
Downs ready.
- Fifth Sanctuary Keeper's turn is the move where it uses the Curaga White
Magic spell/Protect/Regen/Esuna
Best Help: Tips for extra moves: Armor Break happens on it/evil status, uses
Protect. Regen may be done normally instead of Curaga. Armor Break-excluded
negative status augmentation is on it, it uses Esuna.
- Sixth Sanctuary Keeper's turn is the move where it uses the Curaga White
Magic spell/Protect/Regen/Esuna
Best Help: Tips for extra moves: Armor Break happens on it/evil status, uses
Protect. Regen may be done normally instead of Curaga. Armor Break-excluded
negative status augmentation is on it, it uses Esuna.
-> Now we get to a more non-pattern hit, but is still extremely predictable,
and that is Tail Sweep. It does about 500 HPs deduction and is always done as a
counter attack. Now is Haste spell which is done on itself if you decide to use
Slow effect on it.
Battle starts! Ok, we should have armors fitted with the abilities Auto-Haste,
Auto-Shell, Confuseproof, and Curseproof. All very important. Wakka's weapon
of choice should have Darkstrike customized onto it. Have Tidus' weapon have
Slowstrike on it, as well. First move have Tidus use Cheer, and then have Yuna
Reflect Keeper. We just have Wakka normally physical attack on it to Dark it.
On Tidus' next go, have him use normal attack and that's how to keep it under
Slow status forever. Next Yuna's turns have her use Protect on the whole party.
Ok, now we've him right where we want him with his attacks doing virtually
nothing that they're meant to do, and him under horrible statuses with no means
to heal.
So we take on Photon Wings first. You then take about 1000 damage along with
Dark, Silence, Sleep - thank god you have that Confuse/Curse -proof armors,
or else you'd be beating yourself, and if you ever got out of it, you couldn't
use Overdrives. Esuna with Yuna on those statuses and then wither Mega-Potion
or Curagas. Note If the boss uses Protect on itself throughout the skirmish
tandem with beating on you, just use Dispel on it to take it away. Next 2 goes
you get attacked with attacks, but they'll miss most certainly, but if they
connect, heal the about 600 damage (remember Protect halves the normally 1200
damage) with a Hi-Potion. Next turn is Mana Breath, only one character gets
about 1500 damage done (normally about 3000-3150), so heal with Curaga.
Counters are Tail Sweep. Not much going on there, besides it happening and you
seeing "Miss"  above all your characters. If it hits even with Darkness status
effect in place, cure it with Potion (it'll do 500 damage normally and about
200-260 with Protect there).
Note: Once its HP is at least 1 HP point below 20000, it'll take away Protect,
but until then you'll be healed or fixed up by any White Magics it decides to
use.
Note: I've recently been told that you can use Magic Break on it in conjunction
with Shell to make damage done by Mana Breath a meer 800!! Same goes with if
you let it use Curaga, it does only about 4999-5000 HP recovery on itself. Now,
you may wonder what I meant by "let it use Curaga". What I meant was that if
you Dark it with Wakka's ball, it won't do it, instead you'll see pointless
Esuna which is bounced back to you because of earlier Reflect, heh.

-------------------------------------------------------------------------------

#30. Spectral Keeper (Zanarkand Ruins' Cloister of Trials)
-> HP: 52000 - 8000
-> MP: 500
-> AP: 12000 - 18000
-> Statistics:
Str- 36, Mag- 1, Def- 100, Mdef- 100, Acc- 50, Agl- 36, Eva- 0, Luck- 15
-> Initial Counter Value: 21-23
-> Steal: Common- Ether, Uncommon- Turbo Ether
-> Bribe: None
-> Win: Common- 1 or 2 Lv.4 Key Spheres, Uncommon- 1 or 2 Lv.4 Key Spheres
-> Gil Received: 7000
-> Immunities: Doom, Sleep, Darkness, Poison, Petrify, Slow, Zombie, Power
Break, Magic Break, Confuse, Threaten, Berserk, Armor Break, Demi, Delay, Death,
Eject, Bribe
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Iceproof, Waterproof, Fireproof, Lightningproof
-> Weapon Abilities: Icestrike, Waterstrike, Piercing, Firestrike, Lightning-
strike
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Berserk Tail: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(yes), Appear (no), [Berserk (50%)]
- Attack: Target (all*), Type (str), Protect (yes), Shell (no), Power (32),
Element (-), Range (far), Accuracy (126), Shatter (120), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
* - only if all three characters are on adjacent platforms
- Attack (aeons): Target (1), Type (str), Protect (yes), Shell (no), Power (24),
Element (-), Range (far), Accuracy (100), Shatter (0), Critical (yes), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no)
- Glyph Mine: Target (1), Type (grav), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit(no), Provoke (no), Appear(no)

-> Sensor: Attacks all frontal targets when hit.
-> Scan: Attacks all frontal targets when hit. It will plant a Glyph Mine upon
a circle, causing instant KO when detonated. Use the trigger command Move to
transfer to another circle.


#30?. Emblem Platform (Yevon Dome - Spectral Keeper fight)
-> HP: 10000 - 10000
-> MP: 1
-> AP: 0
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 0
-> Initial Counter Value: None
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Death, Zombie, Petrification, Poison, Power Break, Magic Break,
Armor Break, Mental Break, Confusion, Berserk, Provoke, Sensor, Scan, Demi,
Eject, Threaten, Doom --> nulls physical and magical damage
-> Inherent Statuses: A(1), A(6), B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Abilities: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Boss is neither tough nor easy. There are many glyph platforms surrounding
Spectral Keeper, all of which we're going to be using strategically throughout
the fight. You should have Auto-Haste and Berserkproof abilities on your armors
primarily (you get Hypello Potions for BP from Shred in Calm Lands). The best
possible party for this bout is Yuna, Tidus, and Auron. And  Rikku might be
used later on in the fight if needed or if wanted. Now, we will take a look at
a bit of notes for the fight and good-stuff-to-know:
- It uses a normal physical attack as a counter on 3 platforms next to each
other, for about 700 or so damage.
- The Berserk Tail move is its most dangerous and character-crippling attack. It
does Berserk plus an extra of 1100 damage or so to one character.
- Glyph Mine is used on two platforms. What it does is KOs two characters that
are on them *if* they're on them.
Ok, we begin battle. Hopefully you have high Eva as to maybe be able to evade
its counter attack which is done after anything. It doesn't have an attack
pattern, but you can tell when things happen:
It uses Berserk Tail on every turn it gets. After you actually damage it 4 hits
and get countered, you see Glyph Mine afterwards. A good word of caution is to
*never* have your characters 1-2-3 on platforms, that's bad, and it will be
your biggest downfall, so Move away before anything. I recommend follwing
platform formation:
Big HPed character should be in front of Keeper (Auron, probably). Then, Tidus
and Yuna behind it. If you're on about-to-be-Glyph-Mined platform, Move away no
matter what. If any characters ever get hit with Berserk Tail, all you do is
heal damage done with Yuna's Curaga since you have Berserkproof on. All you do
to heal a counter attack is use Hi-Potion. If you ever get KOed by Glyph Mine
(hopefully you don't), just revive with Phoenix Down or Life. Summon aeons for
overdrives for lots of damage if you want. But, onto main strategy.
Once you take heed to my recommended platform formation, have Yuna do Protect
on character in front of Keeper so they can withstand more, and then it gets
easy: Have Tidus use Provoke on Keeper. Now, every turn Tidus gets, he Guards
with Triangle button. All the while, you have Auron attacking and Overdriving
and you switch Yuna for Wakka. Like this he can attack and Overdrive as well.

-------------------------------------------------------------------------------

#31. Yunalesca (Zanarkand Dome: Chamber of the Fayth)
-> HP: Form 1: 24000 - None; Form 2: 48000 - None; Form 3: 60000 - 10000
-> MP: 500
-> AP: 14000 - 21000
-> Statistics:
Str- 20, Mag- 30, Def- 50, Mdef- 50, Acc- 0, Agl- 40, Eva- 0, Luck- 20
-> Initial Counter Value: 21-23
-> Steal: Common- Stamina Tablet, Uncommon- Farplane Wind
-> Bribe: None
-> Win: Common- 1 or 2 Lv.3 Key Spheres, Uncommon- 1 or 2 Lv.3 Key Spheres
-> Gil Received: 9000
-> Immunities: Doom, Sleep, Darkness, Poison, Petrify, Slow, Zombie, Power
Break, Armor Break, Mental Break, Magic Break, Demi, Delay, Provoke, Eject,
Death,Power Distiller, Mana Distiller,Speed Distiller, Ability Distiller, Bribe
Confuse, Extract Power, Extract Mana, Berserk, Exrtact Speed, Extract Ability
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: Threaten- 75
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Zombieproof
-> Weapon Abilities: Zombiestrike, Piercing
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
--- First Form ---
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no),
[remove Shell], [remove Protect], [remove Haste]
- Absorb: Target (1), Type (grav), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[HP x 1/2], [restores HP]
- Sleep: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Sleep - 3 turns (100%)]
- Silence: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Silence - 3 turns (100%)]
- Blind: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Darkness - 3 turns (100%)]

--- Second Form ---
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no),
[remove Shell], [remove Protect], [remove Haste]
- Absorb: Target (1), Type (grav), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[HP x 1/2], [restores HP]
- Hell Biter: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Zombie (100%)]
- Cura: Target (1), Type (heal), Protect (no), Shell (yes), Power (40),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[restores HP]
- Curaga: Target (1), Type (heal), Protect (no), Shell (yes), Power (80),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[restores HP]
- Regen: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Regen - 10 turns (100%)], [in this case, on a character under Zombie]

--- Third Form ---
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no),
[remove Shell], [remove Protect], [remove Haste]
- Absorb: Target (1), Type (grav), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[HP x 1/2], [restores HP]
- Hell Biter: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Zombie (100%)]
- Cura: Target (1), Type (heal), Protect (no), Shell (yes), Power (40),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[restores HP]
- Curaga: Target (1), Type (heal), Protect (no), Shell (yes), Power (80),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[restores HP]
- Regen: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Regen - 10 turns (100%)], [in this case, on a character under Zombie]
- Osmose:  Target (1), Type (mag), Protect (no), Shell (yes), Power (10),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[drain MP]
- Mind Blast: Target (all), Type (mag), Protect (no), Shell (yes), Power (16),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [if on character, Confusion (50%)], [if on Aeon, Curse (100%)]
- Mega Death: Target (all), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (?), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Death (100%)]

-> Sensor: Reaper of souls. Vulnerable to holy magic.
-> Scan: Casts Curaga and Regen on zombified characters. Cure zombie with Holy
Water. Her counter-attacks dispel support magic. She also curses aeons with her
Mind Blast.

---> STRATEGIC TACTICS: <---
Very hard boss that had me stumped for a very long time, but I've found out
alot about this boss within getting beaten so many times. It's all formulated
in this strategy. Anyway, here's a great armor set-up for you: Auto-Med (with
30+ Remedies), Curseproof, Deathproof, and Auto-Reflect. Make sure that's on
everybody and you can negate any bad statuses sent your way. Best party for
this fight is certainly Tidus, Yuna, and Auron. This boss is predictable, in
each form there's a pattern:
- #1 Form (First 24000 HP): Switches with attack or Absorb. Seeing what Absorb
does at the top, here's an example: your max HP is 8500, so the damage done by
this attack is 4250. Attack does about 400 damage in general. In this form, she
counters Physical attacks with Blind (inflicts Dark), Special attacks with
Sleep (puts to sleep), and Magical attacks with Silence (disables magics).
- #2 Form (Second 48000 HP): Not as much as a set pattern here, but it's enough
of one to mention. Her first move here is Hell Biter, which won't take Zombie
effect because of Auto-Med + Remedies. This promts her (only if under the
Zombification), top only use Regen and Cura spells on you. Too bad it doesn't
work like that without Zombie, because then you'd be healed. But not being in
Zombie means her using Hell Biter over and over again; who cares? We'll not be
getting Zombie, only minor damage (about 200), which we can heal with a Potion.
She counters with attack for same 400 damage. She also uses Regen on herself
as well as Curaga and Cura which you can Reflect her and get for yourself.
- #3 Form (Second 60000 HP): Don't worry, I'll be getting to strategy in a bit.
But, for now, I'm still on patterns.;) This form has truly sey pattern of
attacks, and it goes in this order:
Mega Death, Regen or Curaga or Hell Biter, Regen or Curaga or Hell Biter, Mind
Blast, Regen or Curaga or Hell Biter, do over... Ok, the strategy for the first
form of Yunalesca is simple, though it doesn't always work: Yuna first casts
Protect, and Shell on everyone, and Tidus casts Hastega. Now Tidus and Auron
work to attack her and get Blind (status negated because of Auto-Med + Remedy).
Alot of their hits will miss, but when they land, it'll only take three hits to
take out of this form. A good tip here is to Threaten her (25% likely chance),
and then get in those three hits easily. Next form, she now is packing 480000
HP to deal with. Not difficult.
Now, in this next form she starts using Hell Biter, which you won't be affected
with Zombification, but still have to heal with Potion. Cast Shell on Yunalesca
in this form so Cura and Curaga only take 1/2 effect. If you summon an aeon,
she uses Drain and Osmose on them to take MP and HP, so use their Overdrives
quickly, and try to summon Bahamut with Grand Summon and Overdrive already full
(but in next form, I'm just informing you now because it seems appropriate).
If she uses counter attack, just heal with Potion and restore any positive
status effects you need on your party that were there before.
Final form, she starts out with Mega Death; not as bad as it may seem. Even
though we're immune to it with Deathproof, even if we didn't, it has extremely
low Acc and frequency of hitting. If it does... bye. Next time it might be
Hell Biter which you only need to heal with a Potion or Mega-Potion (to get
everybody at one time); Regen on you if you're Zombied, or on her if not which
you must Dispel off of her; Curaga maybe on you if you're Zombies, but on her
ownself if otherwise, which healing is 1/2ed because you placed Shell on her
earlier. Next time it's the same thing as the turn previously. Now it's time
for Mind Blast to occur for the first time. It does about 650 damage (heal it
with Mega-Potions), and other statuses which'll either be negated with Auto-Med
or "Immune" will appear because of Curseproof. Afterwards it's same as turn
before Mind Blast, and then it starts over... That's all that's needed to beat
Yunalesca.

-------------------------------------------------------------------------------

#32. Left Fin (On Top Of Airship - Many Sin Fights)
-> HP: 65000 - 10000
-> MP: 999
-> AP: 16000 - 24000
-> Statistics:
Str- 30, Mag- 30, Def- 100, Mdef- 50, Acc- 0, Agl- 20, Eva- 0, Luck- 15
-> Initial Counter Value: 30-33
-> Steal: Common- Mega-Potion, Uncommon- Supreme Gem
-> Bribe: None
-> Win: Common- 1 or 2 HP Spheres, Uncommon- 1 or 2 HP Spheres
-> Gil Received: 10000
-> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Slow, Haste,
Zombie, Power Break, Magic Break, Demi, Threaten, Provoke, Eject, Berserk,
Delay, Confuse, Death, Bribe
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Poisonproof
-> Weapon Abilities: Poisonstrike, Piercing
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (all), Type (str), Protect (yes), Shell (no), Power (34),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (no)
- Fin Bash: Target (all), Type (str), Protect (yes), Shell (no), Power (28),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no), [Delay Buster (100%)]
- Gravija: Target (all), Type (grav), Protect (no), Shell (yes), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [HP x 3/4]
- Negation: Target (bothall), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [remove Sleep], [remove Darkness], [remove Petrification], [remove
Poison], [remove Silence], [remove Berserk], [remove Zombie], [remove Slow],
[remove Confusion], [remove Shell], [remove Protect], [remove Haste], [remove
Regen], [remove Reflect], [remove NulAll], [remove Provoke], [remove Threaten],
[remove FullBreak]
- Core gathers energy!: Starts count for Gravija.
- Sin remains motionless: It does not take its current respective turn.

-> Sensor: Gathers energy to cast Gravija. Avoid with trigger command Pull
Back.
-> Scan: Unleashes Gravija once the core is energized, reducing all
characters' HP by 3/4. To avoid this, get Cid to back off. Dispels with
Negation and sometimes attacks all with a physical attack.

---> STRATEGIC TACTICS: <---
I'll do things a bit differently here; first I'll do strategy, and then after
that I'll provide you with any good technical info. Ok, what you'll want to do
is have Tidus, Wakka, and Lulu in your party. Wakka can be substituted for
Yuna, but only if she's learned Holy from her part of the Sphere Grid already.
First, use Tidus to cast Hastega. Now, if you have Wakka, just have him use
Attack Reels Overdrive, or to simply attack it afterwards physically. If you
have Yuna out, don't use Holy just yet, but instead, cast Shell to everybody in
the party. Lulu's role is to cause major damage by Doublecastings of Ultima,
or, if she doesn't have that, Flare. Ultima Fury is also quite effective.
You can go up closer to Sin by using the Trigger Command talk to Cid. Ok, when
you're up close, strategy completely changes: Have a party of Tidus, Kimahri,
and Auron. Auron's mainly there for Overdrives, and Armor Break. Tidus can
annihilate the Fin with Slice & Dice, or if obtained already, he can also use
Blitz Ace (but slower recovery time). Kimahri just uses his powerful physical
attacks, but Rikku can also do this if she's been powered up strong enough on
the Sphere Grid. Ok, now for the tech data:
When you're close up, you can either catch a break for the beginning three
turns (more likely this way) with Sin remains Motionless, or you can get about
1700 damage done with its physical attack. The next turn will always be Core
gathers energy! after which turn it'll unleash a devastating Gravija, taking
away 75% current hit points. Example: You have 10000 HP currently, this attack
would do 7500 HP away, leaving you with mere 2500! After that, on the 6th
attack it gets, it uses Negation, which at close up range takes away all good
statuses on your party members. Then the pattern repeats. Damage done at close-
up range is greater than that of far-away range. Gravija will never be used at
far distance. Ok, what's next? Oh yeah!
Now, for far away distance attack pattern: Everytime you deal five turns to it
(that *do* damage. This is a must), it will attack with an attack similar to
that of Evrae's Swooping Scythe, which does about 1400 damage. So far, attack
pattern looks like this: SRM., SRM., SRM., SRM., Attack. If it uses Negation
(on random turns) from far away, it takes off any bad statuses that you may've
inflicted on it.

-------------------------------------------------------------------------------

#33. Right Fin (On Top Of Airship - Many Sin Fights)
-> HP: 65000 - 10000
-> MP: 999
-> AP: 17000 - 25500
-> Statistics:
Str- 30, Mag- 30, Def- 100, Mdef- 50, Acc- 0, Agl- 20, Eva- 0, Luck- 15
-> Initial Counter Value: 30-33
-> Steal: Common- X-Potion, Uncommon- Shining Gem
-> Bribe: None
-> Win: Common-  1 or 2 Lv.3 Key Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres
-> Gil Received: 10000
-> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Slow, Haste,
Zombie, Power Break, Magic Break, Demi, Threaten, Provoke, Eject, Berserk,
Delay, Confuse, Death, Bribe
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Stoneproof
-> Weapon Abilities: Stoneproof, Piercing
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (all), Type (str), Protect (yes), Shell (no), Power (34),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (no)
- Fin Bash: Target (all), Type (str), Protect (yes), Shell (no), Power (28),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no), [Delay Buster (100%)]
- Gravija: Target (all), Type (grav), Protect (no), Shell (yes), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [HP x 3/4]
- Negation: Target (bothall), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [remove Sleep], [remove Darkness], [remove Petrification], [remove
Poison], [remove Silence], [remove Berserk], [remove Zombie], [remove Slow],
[remove Confusion], [remove Shell], [remove Protect], [remove Haste], [remove
Regen], [remove Reflect], [remove NulAll], [remove Provoke], [remove Threaten],
[remove FullBreak]
- Core gathers energy!: Starts count for Gravija.
- Sin remains motionless: It does not take its current respective turn.

-> Sensor: Gathers energy to cast Gravija. Avoid with trigger command Pull
Back.
-> Scan: Unleashes Gravija once the core is energized, reducing all
characters' HP by 3/4. To avoid this, get Cid to back off. Dispels with
Negation and sometimes attacks all with a physical attack.

---> STRATEGIC TACTICS: <---
I'll do things a bit differently here; first I'll do strategy, and then after
that I'll provide you with any good technical info. Ok, what you'll want to do
is have Tidus, Wakka, and Lulu in your party. Wakka can be substituted for
Yuna, but only if she's learned Holy from her part of the Sphere Grid already.
First, use Tidus to cast Hastega. Now, if you have Wakka, just have him use
Attack Reels Overdrive, or to simply attack it afterwards physically. If you
have Yuna out, don't use Holy just yet, but instead, cast Shell to everybody in
the party. Lulu's role is to cause major damage by Doublecastings of Ultima,
or, if she doesn't have that, Flare. Ultima Fury is also quite effective.
You can go up closer to Sin by using the Trigger Command talk to Cid. Ok, when
you're up close, strategy completely changes: Have a party of Tidus, Kimahri,
and Auron. Auron's mainly there for Overdrives, and Armor Break. Tidus can
annihilate the Fin with Slice & Dice, or if obtained already, he can also use
Blitz Ace (but slower recovery time). Kimahri just uses his powerful physical
attacks, but Rikku can also do this if she's been powered up strong enough on
the Sphere Grid. Ok, now for the tech data:
When you're close up, you can either catch a break for the beginning three
turns (more likely this way) with Sin remains Motionless, or you can get about
1700 damage done with its physical attack. The next turn will always be Core
gathers energy! after which turn it'll unleash a devastating Gravija, taking
away 75% current hit points. Example: You have 10000 HP currently, this attack
would do 7500 HP away, leaving you with mere 2500! After that, on the 6th
attack it gets, it uses Negation, which at close up range takes away all good
statuses on your party members. Then the pattern repeats. Damage done at close-
up range is greater than that of far-away range. Gravija will never be used at
far distance. Ok, what's next? Oh yeah!
Now, for far away distance attack pattern: Everytime you deal five turns to it
(that *do* damage. This is a must), it will attack with an attack similar to
that of Evrae's Swooping Scythe, which does about 1400 damage. So far, attack
pattern looks like this: SRM., SRM., SRM., SRM., Attack. If it uses Negation
(on random turns) from far away, it takes off any bad statuses that you may've
inflicted on it.

-------------------------------------------------------------------------------

#34a. Sin's Core (On Top Of Airship - Many Sin Fights)
-> HP: 36000 - 3000
-> MP: 999
-> AP: 18000 - 27000
-> Statistics:
Str- 1, Mag- 30, Def- 100, Mdef- 100, Acc- 0, Agl- 20, Eva- 0, Luck- 15
-> Initial Counter Value: 30-33
-> Steal: Common- 3 Stamina Springs, Uncommon- 4 Stamina Springs
-> Bribe: None
-> Win: Common- 1 or 2 MP Spheres, Uncommon- 1 or 2 MP Spheres
-> Gil Received: 10000
-> Immunities: Doom, Sleep, Silence, Darkness, Poison, Petrify, Slow, Haste,
Zombie, Power Break, Magic Break, Demi, Threaten, Provoke, Eject, Berserk,
Delay, Reflect Confuse, Death, Bribe
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Slowproof
-> Weapon Abilities: Slowstrike, Piercing
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Gravija: Target (allsans), Type (grav), Protect (no), Shell (yes), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [HP x 3/4]
- Negation: Target (bothall), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [remove Sleep], [remove Darkness], [remove Petrification], [remove
Poison], [remove Silence], [remove Berserk], [remove Zombie], [remove Slow],
[remove Confusion], [remove Shell], [remove Protect], [remove Haste], [remove
Regen], [remove Reflect], [remove NulAll], [remove Provoke], [remove Threaten],
[remove FullBreak]
- Fire: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thunder: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Water: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzard: Target (1), Type (mag), Protect (no), Shell (yes), Power
(12),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Core is innactive: If Genais is in, it does not act.
- Core gathers energy: Starts count to Graviga.

-> Sensor: Gathers energy when Genais enters its shell.
-> Scan: When Genais enters its shell, the core begins to energize, unleashing
Gravija, which reduces HP of all targets by 3/4. Also dispels positive status
effects with Negation.


#34b. Sinspawn Genais (On Top Of Airship - Many Sin Fights - Core)
-> HP: 20000 - 2000
-> MP: 200
-> AP: 1800 - 2700
-> Statistics:
Str- 30, Mag- 35, Def- 80, Mdef- 50, Acc- 0, Agl- 25, Eva- 0, Luck- 15
-> Initial Counter Value: 27-30
-> Steal: Common- Star Curtain, Uncommon- Shining Gem
-> Bribe: None
-> Win: Common- 1 or 2 Return Spheres, Uncommon- 1 or 2 Return Spheres
-> Gil Received: 10000
-> Immunities: Threaten, Sleep, Provoke, Poison, Petrify, Mental Break, Haste,
Efect, Doom, Delay, Confuse, Berserk, Death, Darkness, Armor Break, Bribe, Is
immune to Demi when it's in its shell
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: Zombie- 80, Silence- 99
-> Elemental Affinities: [Absorption] Water [1.5 damage] Fire
-> Zanmato Lv: 4
-> Armor Abilities: Zombieproof
-> Weapon Abilities: Zombiestrike, Piercing
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Sigh: Target (all), Type (mag), Protect (no), Shell (yes), Power (24), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Darkness - 3 turns (100%)]
- Venom: Target (1), Type (mag), Protect (no), Shell (yes), Power (32), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Poison (100%)]
- Thrashing: Target (all), Type (str), Protect (yes), Shell (no), Power (32),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Cura: Target (1), Type (heal), Protect (no), Shell (yes), Power (40),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[restores HP]
- Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Magic absorbed: It absorbs all magic directed a the Core.

-> Sensor: Absorbs magical attacks against Sin.
-> Scan: After losing half its HP, it enters its shell on its next turn. If hit
there, it recovers with Cura and exits the shell on its next turn. Protected
from Gravija when inside the shell.

---> STRATEGIC TACTICS: <---
Sinspawn Genais, this son of a bitch absorbs any magic that you may happen to
cast at the Core's way, which is very annoying, so, we're going to first focus
on dropping its ass. So first cast Hastega on everybody (unless you don't
already have it on your armors). Now, now, Yuna then Shells the entire party
as well as Reflecting them. First, before any strategy, we have to take care
of looking at bosses pattern: Venom -> Venom -> Thrashing; counters all magic
excluding Demi with Waterga, but that's why we've Shell and Reflect. You might
want Protect before Thrashing. Ok, kill Genais with Overdrives and physical
attacks (20000 HP isn't hard to take away), you move onto Sin's Core. Now it
starts acting, because when Genais was out, it was being little pansy and not
doing anything. Note: G does into its shell after 1/2 HP is gone, and it'll
counter everything with Cura, so Reflect it to get the Cura. And when its turns
on the CTB are up, it uses Sigh (look up for details). Esuna on the Darkness
statuses. When Genais is in its shell, Core gathers energy. Then, it uses
Gravija, but unlike Fins', it also takes out 75% of its own HP. So heal up
with Mega-Potion or X-Potions, and then unleash an Overdrive to kill it.

-------------------------------------------------------------------------------

#35. Overdrive Sin (On Top Of Airship - Many Sin Fights)
-> HP: 140000 - 16000
-> MP: 999
-> AP: 20000 - 30000
-> Statistics:
Str- 30, Mag- 30, Def- 40, Mdef- 40, Acc- 0, Agl- 30, Eva- 0, Luck- 15
-> Initial Counter Value: 24-26
-> Steal: Common- Ether, Uncommon- Supreme Gem
-> Bribe: None
-> Win: Common- 1 or 2 Lv.3 Key Spheres, Uncommon- 1 or 2 Lv.3 Key Spheres
-> Gil Received: 12000
-> Immunities:  Doom, Sleep, Silence, Darkness, Poison, Petrify, Slow, Haste,
Zombie, Power Break, Magic Break, Demi, Threaten, Provoke, Eject, Berserk,
Delay, Confuse, Death, Bribe
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Silenceproof
-> Weapon Abilities: Slowstrike, Sleepstrike, Silencestrike, Darkstrike,
Piercing
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Gaze: Target (1), Type (mag), Protect (no), Shell (no), Power (50),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no)
- Petrify Gaze: Target (1), Type (mag), Protect (no), Shell (no),
Power (20), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (no), [Petrification (30%)]
- Confuse Gaze: Target (1), Type (mag), Protect (no), Shell (no),
Power (20), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (no), [Confusion (30%)]
- Zombie Gaze: Target (1), Type (mag), Protect (no), Shell (no),
Power (20), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (no), [Zombie (30%)]
- Giga-Graviton: Target (-), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (-), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes), [Game Over]
- Drawn to Sin: Your airship gets pulled toward Sin.

-> Sensor: Finish him before he opens his mouth all the way.
-> Scan: Pulls the airship in while gathering all his strength to cast the
ultimate terror, Giga-Graviton. Stop him before he wipes everyone out!

---> STRATEGIC TACTICS: <---
Final Sin Form: Wow, you're finally here... it is time to prove to all of Spira
and to yourself that you can banish Sin for good, do you have what it takes to
do it? Well even if you don't, you can get it done with ultimate strategy that I
provide here. Ok, in stats-talk you must should have all of the core statistics
at about 85-90 to guide you through virtually unscathed, and for HP it should at
least be around 7000-9999. Next, is the need for a good armor, this, for this
fight is an armor that has Zombieproof, Confuseproof, and Stoneproof to stand
against its normal attack which can inflict them all at the same time (but it
usually doesn't get them all off). You're set!
For the first three turns of the battle you're in the clear because all it will
do is get closer to the airship by using "Drawn to Sin." Get all the licks in
that you can and then prepare for the rest of the fight by maybe doing any
necessary healing. While Sin is out there you can damage it by using Lulu's
Fury spells, Wakka's blitzball (not really recommended), and my favorite only
because I had so  much to spare, tossing 100000 gil for 9999 damage. Once Sin
is as close as it's gonna get I think I should now describe your main
desideratum:
- You see, Sin has this move, Giga-Graviton, which on Sin's 13th or 12th (I
don't
know which yet) and it will cause no-matter-what Game Over and cannot be blocked
by spells, aeons, nor can be negated by Auto-Life.
- So needless to say, you must kill off all 140000 of Sin's HP before it has the
chance to unleash it's cataclysmic attack.
Now once Sin is as close as it's going to get, have Tidus start by casting
Hastega to speed things up if he didn't do it while it was far. You will also
want to have Yuna use many Holys over and over again, in conjunction with Lulu
doing Doublecasts of Ultima and Flare, she can also use her to unleash some
Furys of those spells too. Now after you think you've done substancial enough
damage bring in Auron instead of Lulu. Now continue...
Have Auron either use Banishing Blade or if you have been to lazy to collect
all of those 5 Jecht Spheres, you can improvise with Armor Breaking it. If you
have the correct armor I suggested you have nothing to fret about other than
about 800 damage from its normal attack which you can heal if you want with a
few Potions or Mega-Potion. Now just finish it off by using Tidus' Slice & Dice
overdrive and Wakka's Attack Reels if you've already gotten into blitzball. You
can also use Quick Hits if learned. I also seriously recommend that you Mix up
a Trio of 9999 using many of the combos found in that part of Abilities section
and then using physical attacks or Mug with Rikku for some 9999 damage each time
as well as accumulating some Ethers or Supreme Gems.

-------------------------------------------------------------------------------

#36. Seymour Omnis (Sin: Garden of Pain)
-> HP: 80000 - 15000
-> MP: 999
-> AP: 24000 - 36000
-> Statistics:
Str- 20, Mag- 35, Def- 180, Mdef- 100, Acc- 0, Agl- 40, Eva- 0, Luck- 20
-> Initial Counter Value: 21-23
-> Steal: Common- Shining Gem, Uncommon- Supreme Gem
-> Bribe: None
-> Win: Common- 1 or 2 Lv.3 Key Spheres, Uncommon- 1 or 2 Lv.3 Key Spheres
-> Gil Received: 12000
-> Immunities: Doom, Sleep, Silence, Darkness, Poison, Confuse, Petrify, Slow,
Zombie, Power Break, Magic Break, Power Distiller, Mana Distiller, Speed
Distiller, Ability Distiller, Extract Mana, Extract Power, Extract Speed,
Extract Ability, Berserk, Demi, Delay, Threaten, Eject, Provoke, Death, Bribe
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: None
-> Elemental Affinities: Depends on the Mortiphasms.
-> Zanmato Lv: 4
-> Armor Abilities: SOS Shell, SOS Protect, SOS Haste
-> Weapon Abilities: Magic+20%, Piercing
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power
(24),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Watera: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzara: Target (1), Type (mag), Protect (no), Shell (yes), Power
(24),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Ultima: Target (all), Type (mag), Protect (no), Shell (no), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Dispel: Target (all), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [remove Shell], [remove Protect], [remove Haste], [remove
Regen], [remove Reflect], [remove NulAll]

-> Sensor: Energized by the Mortiphasms.
-> Scan: Casts spells once energized by the four Mortiphasms behind him. Their
positions somehow affect his actions. Physical attacks turn the Mortiphasms to
the left, while magic turns them to the right.


#36.1. Mortiphasm (Sin: Garden of Pain - Seymour Omnis)
-> HP: 6000 - 1000 [Cannot overkill]
-> MP: 30
-> AP: 0
-> Statistics:
Str- 20, Mag- 20, Def- 1, Mdef- 1, Acc- 30, Agl- 10, Eva- 0, Luck- 20
-> Initial Counter Value: 42-56
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Doom, Zombie, Demi, Threaten, Delay, Slow, Death, Sleep,
Darkness, Silence, Confuse, Provoke, Power Break, Armor Break, Magic Break,
Mental Break, Poison, Berserk, Petrify, Eject
-> Inherent Statuses: A(1), A(6), B(7), 0(1), 0(2), 1(3), 1(4), 1(5)
-> Weaknesses: None
-> Elemental Affinities: Sorta Depends
-> Zanmato Lv: 4 (???)
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Seymour Omnis: This will be your final confrontation against the obdurate
Seymour. Start out with core stats of about or near 100. HP should be nearing
7000-7500 and MP better be at least 300-350. For armor have Fire Eater, Water
Eater, Ice Eater, Lightning Eater on everybody. Weapons should have First
Strike, and Strength+10-20%. Now head into the heat of battle with an active
party that has Auron, Tidus, and Lulu. Have Tidus cast Hastega now, then use
Auron to use a physical strike at the main body, now have Lulu cast a magic
attack that is corresponding to the current color of the disks or Mortiphasms
behind him (Red- Fire, Blue- Water, Yellow- Lightning, White- Ice). After that
is done he will use a multi spell, any of which will actually heal you through
out the fight rather than administrating some serious hurt.
After that period of nothingness order Tidus to use a Slice & Dice or if
available a Blitz Ace, the BA might finish him off for good. If not, continue
to have Auron attack him, then cast Ultima on him for some 9999 damage. Do
this again. He might then use an Ultima spell on you, after it, heal right
away immediately. Now on your next turns it matters not what you do as long as
you bring Yuna in so she can any aeon, so long as it's in the range of Yojimbo,
Anima, or the Magus Sisters. I used Anima, so I'll describe how it went with
her, first have her use Pain or her overdrive it might or it might not finish
things, if it does then you needn't read on any further, but if he survives
read on. Anima will now get Banished, so next have Tidus and Auron attack and
have Yuna cast Auto-Life on Tidus if at all possible. For the next move you
take, use Tidus to attack and Auron to attack too, then have Yuna switch to
Lulu. Then your tactics from now on will be to, Tidus- physical attack, Auron-
physical attack, and Lulu- Ultima and heal when it is needed. Finally, you're
done with Seymour forever.

-------------------------------------------------------------------------------

#37. Braska's Final Aeon (Sin: Dream's End)
-> HP: Form 1: 60000 - None; Form 2: 120000 - 20000
-> MP: Form 1: 100; Form 2: ???
-> AP: 0
-> Statistics:
Form 1: Str- 45, Mag- 50, Def- 100, Mdef- 100, Acc- 10, Agl- 40, Eva- 0, Luck-15
-> Initial Counter Value: 21-23
Form 2: Str- 50, Mag- 50, Def- 100, Mdef- 100, Acc- 10, Agl- 40, Eva- 0, Luck-15
-> Initial Counter Value: 21-23
-> Steal: Common- Turbo Ether, Uncommon- Elixir
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Power Distiller, Mana Distiller, Speed Distiller, Ability
Distiller, Extract Power, Extract Mana, Extract Speed, Extract Ability, Death,
Demi, Threaten, Darkness, Slow, Sleep, Doom, Regen, Petrify, Eject, Bribe
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: Poison- ???; 1%
-> Elemental Affinities: None
-> Zanmato Lv: 5 (6 in Int FFX version)
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
--- First Form ---
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no)
- Jecht Beam: Target (1), Type (mag), Protect (no), Shell (yes), Power (8),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear
(yes), [Petrification (100%)]
- Triumphant Grasp: Target (1), Type (str), Protect (no), Shell (no), Power
(2x12), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes), [Zombie (100%)]
- Jecht Bomber: Target (1), Type (str), Protect (no), Shell (no), Power (24),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear
(yes)

--- Second Form ---
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (-), Shatter (100), Critical (yes), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (no)
- Jecht Beam: Target (1), Type (mag), Protect (no), Shell (yes), Power (8),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear
(yes), [Petrification (100%)]
- Triumphant Grasp: Target (1), Type (str), Protect (no), Shell (no), Power
(2x14), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no),
Appear (yes)
- Jecht Bomber: Target (1), Type (str), Protect (no), Shell (no), Power (24),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear
(yes)
- Swipe: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (150), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no),
[Delay Attack (100%)]
- Ultimate Jecht Shot: Target (all), Type (str), Protect (no), Shell (no), Power
(22), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes)

-> Sensor: Use the trigger command to talk.
-> Scan: Draws power from the Yu Pagodas and unleashes Overdrive attacks once
his gauge is charged. Stop him from using Overdrives. Have Tidus talk to lower
the gauge.


#37?. Braska's Sword (Sin: Dream's End - Braska's Final Aeon - Second Form)
-> HP: 1 - 1
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Agl- 0, Luck- 0
-> Initial Counter Value: None
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None


#37.1. Yu Pagoda Right (Sin: Dream's End - Braska's Final Aeon)
-> HP: 5000 - None
-> MP: 5000
-> AP: 0
-> Statistics:
Str- 0, Mag- 50, Def- 80, Mdef- 80, Acc- 0, Agl- 40, Eva- 0, Luck- 15
-> Initial Counter Value: 21-23
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: NulBlaze, NulTide, NulShock, NulFrost, Power Break, Magic Break,
Armor Break, Mental Break, Berserk, Confuse, Darkness, Death, Eject, Doom,
Petrify, Protect, Poison, Provoke, Shell, Regen, Reflect, Threaten, Zombie,
Sleep, Silence, Bribe
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: Slow- 50
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Power Wave: Target (1), Type (fixed), Protect (no), Shell (no), Power (30),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [restore 1500 fix HP]
- Osmose: Target (1), Type (grav), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[drain 100% of MP]
- Curse: Target (1), Type (mag), Protect (no), Shell (yes), Power (16), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Silence - 3 turns (100%)], [Sleep - 3 turns (100%)], [Poison - 3 turns (100%)],
[Darkness - 3 turns (100%)], [Curse (100%)]

-> Sensor: Inflict damage to halt its actions.
-> Scan: None


#37.2. Yu Pagoda Left (Sin: Dream's End - Braska's Final Aeon)
-> HP: 5000 - None
-> MP: 5000
-> AP: 0
-> Statistics:
Str- 0, Mag- 50, Def- 80, Mdef- 80, Acc- 0, Agl- 40, Eva- 0, Luck- 15
-> Initial Counter Value: 21-23
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: NulBlaze, NulTide, NulShock, NulFrost, Power Break, Magic Break,
Armor Break, Mental Break, Berserk, Confuse, Darkness, Death, Eject, Doom,
Petrify, Protect, Poison, Provoke, Shell, Regen, Reflect, Threaten, Zombie,
Sleep, Silence, Bribe
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: Slow- 50
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Power Wave: Target (1), Type (fixed), Protect (no), Shell (no), Power (30),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [restore 1500 fix HP]
- Osmose: Target (1), Type (grav), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[drain 100% of MP]
- Curse: Target (1), Type (mag), Protect (no), Shell (yes), Power (16), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Silence - 3 turns (100%)], [Sleep - 3 turns (100%)], [Poison - 3 turns (100%)],
[Darkness - 3 turns (100%)], [Curse (100%)]

-> Sensor: Inflict damage to halt its actions.
-> Scan: None

---> STRATEGIC TACTICS: <---
Braska's Final Aeon: Have basic statistics at about 105-115 for this fight. HP
near 8000-9999. Armor should be fit with Defense+20%, Zombieproof, Stoneproof.
You should go ahead and have your weapons either be the character's you are
planning on using here's celestial weapons or weapons that have the abilities
First Strike, Strength+20%, and maybe Break Damage Limit and then you'll be
fine in the weapons category. Now you should have everyone's including aeon's
overdrive guage filled. Check that off in your imaginary check list. So now
you should be adequetly prepared to take on this nasty foe, and one of the
most adrenaline-filled fights in the entire game thus far.
Go into the battle with an active starting party that is consisted of the
characters Tidus, Yuna, and of course the man, Auron. Begin by making Tidus
execute a Hastega. Now use Auron to get in an attack physically, Yuna should
now take her turn to cast an Auto-Life on herself. Now take Tidus and get in
about two or maybe even three Quick Hits. Once at this point have Auron use a
Power Break to reduce the BFA's strength more and more. Every once in awhile
the Yu Pagodas will heal its HP by 1500 and raise its overdrive bar little
by little. And if BFA has any statuses upon it a that particular moment in
time when they "Power Wave" BFA, all of them will be negated.
Don't worry about killing them yet, for the main BFA is your primary concern
as of now. Now on Yuna's next turn use her to cast Protect on herself as well
(boy, she is selfish?). BFA's turn to attack you now, it'll use just an attack
with a punch for normal physical damage, no need for despair. Once it executes
this, use any next person to heal that certain person who got attacked with a
X-Potion or if it is Yuna, have her do Curaga. Now have Auron continue with
Power Breaks and Tidus to use about 3-4 Quick Hits and that will probably be
the end of its first form or stage if you will, this happens and is signified
by knocking 60000 of its HP down the perverbial drain. The next half begins
and now it has a sword and 120000 HP to contend with. Have Tidus use the
Trigger Command "Talk" to deplete its overdrive bar to zero.
Now use Auron to do another Power Break yet again. Now if you want, have Yuna
switch out for a while for Lulu and then have Lulu cast an Ultima spell to
render the Yu Pagodas obsolete for a while. Use Tidus' Quick Hits for a spell
(2 or 3 times), then Auron to either Power Break or an overdrive hopefully,
the overdrive is better when it is Banishing Blade for now. Once BFA takes its
next turn either a sword attack normally, Ultimate Jecht Shot (if OD guage is
full), Jecht Beam (if OD guage is full), or a Triumphant Grasp (if OD guage is
full). Alot of status will be negated from these because of your armor. Now,
bring in Yuna for Lulu again, have her summon Bahamut. Keep using Bahamut's
Impulse after Mega-Flare. BFA's overdrive will fill and he'll use Jecht Beam
for some exorbitant damage to Bahamut.
If it doesn't die than keep using Impulses. Once Bahamut dies, and by this
time the Yu Pagodas will be back (drat), so now just have Tidus use a Blitz
Ace or if unavailable, a Slice & Dice will do just fine. Have Auron attack
physically and heal with Yuna. These will be your battle politics for the
remainder of the bout.
Now, here's some data I discovered regarding Yu Pagoda's varying Hit Points:
has 5000 HP in beginning, you attack it for 6000 damage and put it out of
commission for a while and then it comes back, it now has new HP value of 6000.
Now let us say that you're first hit did not take it out at once; one of your
characters hit it for 4231 and then another hits for 8512; it goes down for
little period and comes back with added quantum of 4231 + 8521 = 12752 new max
HP. From there, you take four hits to kill it, say with one hit doing 2000,
another doing 4895, another doing 3277, and the last doing 9999. Its return-HP
is 20171. Hope that proves somehow useful.
You win the fight! Now move on to rest of the this glorious game!

The following strategy was sent in by Emmiyeh.

I had just gotten the Magus Sisters and realized that they were insanely
powerful, so I decided, "What the heck, I'll see if I can beat BFA with
them." So I used this "strategy" to beat BFA in all of 5 minutes:
I had everone's HP around 4000 - 6000. The Sisters' HP were around 11000,
10000, and 8000. I did not gain anymore HP after getting them, so they were
the same strength as when I first aquired them. I had Yuna's ultimate weapon
and nothing else of great importance. Before the battle I got the Magus
Sisters' Overdrive gagues filled. I got into the battle with BFA, used
Tidus's Hasteaga (I don't think it mattered. I just needed Tidus to do
something) and summoned the Sisters. I used their overdrive and killed the
first form in one hit. Then came the second form. BFA got to do two hits
before it was my turn again. I then had each of the Sisters attack (And
fortunatly they obeyed!) and they killed him. That was that. BFA killed in 5
minutes.

-------------------------------------------------------------------------------
Note: Yu Pagodas are in following aeon fights and with Yu Yevon (the same info)
Note: If anyone can provide me with the specific attack effects of Aeon attacks
during these battles it would be greatly appreciated
-------------------------------------------------------------------------------

1. Valefor (Finale)
-> HP: Variable - 1000
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary,
Luck- Vary
-> Initial Counter Value: Vary
-> Steal: None
-> Steal Gil: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: All except Curse
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
- Attack: Does physical damage against one character.
- Sonic Wings: Puts delay on one character for next turn + physical damage.
- Energy Ray: Does non-elemental damage against each and every one of the
characters in your party.
- Energy Blast: Does high non-elemental damage against each character in your
party - only used when Overdrive bar reaches full.

-> Sensor: Strike me down.
-> Scan: None

---> STRATEGIC TACTICS: <---
So, we get to the first of your aeons that you've to dispatch. Watch the small
scene with the aeon being possessed by Yu Yevon and you have to fight a silver,
dark looking Valefor. The best party I can recommend is this: Tidus, Wakka,
and Lulu. Tidus' swift movements and hits should be able to land a hit on
Valefor, but if not, use and Overdrive. Ok, first move of the battle's to have
Tidus Hastega the whole party. Wakka uses his ball to attack Valefor. Lulu,
can Doublecast and/or Fury Ultimas and Flares. Tidus from then on out uses an
Overdrive or Quick Hits.

-------------------------------------------------------------------------------

2. Ifrit (Finale)
-> HP: Variable - 2000
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary,
Luck- Vary
-> Initial Counter Value: Vary
-> Steal: None
-> Steal Gil: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: All except Curse
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: [Absorption] Fire
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
- Attack: Does physical damage against one character.
- Meteor Strike: Does delay for next characters' turn as well as physical
damage.
- Hellfire: Does high Fire-based-elemental damage vs. all characters - only
when Overdrive meter elevates to the max position.

-> Sensor: Extinguish me.
-> Scan: None

---> STRATEGIC TACTICS: <---
Alright, watch the same kind of little scene with Yu Yevon possessing the aeon
and get ready to annihilate another one of your aeons. Yuna's devastated yadaa,
yadaa. Ok, best suggested party would be Tidus, Auron, and Lulu. Ifrit's Eva's
probably high, but not as high as Valefor's so Tidus and Auron should be able
to land hits with no problem. Ok, so, start match with same old Hastega and
then Tidus and Auron attack. Lulu uses Ultima, Flare again, or, if you haven't
enough MP for those, you can use Blizzaga.

-------------------------------------------------------------------------------

3. Ixion (Finale)
-> HP: Variable - 3000
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary,
Luck- Vary
-> Initial Counter Value: Vary
-> Steal: None
-> Steal Gil: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: All except Curse
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: [Absorption] Lightning
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
- Attack: Does physical damage against one character.
- Aerospark: Does physical damage against one character.
- Thor's Hammer: Does high Lightning based elemental damage against all party
members.

-> Sensor: End it right here.
-> Scan: None

---> STRATEGIC TACTICS: <---
To me, this is easiest of the many final aeon battles, but that's just me. It
may not be to you, but who knows? Anyhow, the ultimate party for this battle's
Lulu, Tidus, Rikku (!!!) Yup, Rikku. Ok, for the start of the match, you have
Tidus yet again cast Hastega. His roles for the rest of battle is to simply
just attack physically (and maybe heal). Lulu, like the other battles, is used
to Flare and Ultima (and for this battle Waterga) the aeon. Rikku, should Mix
together a Fish Scale + Strength Sphere (etc) to get powerful (about 2000)
damage to Ixion. She can also heal using Al Bhed Potions or other high-curing
special items with Use.

-------------------------------------------------------------------------------

4. Shiva (Finale)
-> HP: Variable - 4000
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary,
Luck- Vary
-> Initial Counter Value: Vary
-> Steal: None
-> Steal Gil: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: All except Curse
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: [Absorption] Ice
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
- Attack: Does physical damage against one character.
- Heavenly Strike: Physical damage to one.
- Diamond Dust: Does high Ice based elemental damage against all characters.

-> Sensor: Please... Defeat me.
-> Scan: None

---> STRATEGIC TACTICS: <---
Well, she is a fast one, that she is. But, she's manageable, trust me. Alright,
I will start out same as always and recommend the best possible party for
picking apart Shiva limb from limb: Tidus, Lulu, [someone with Acc, Agl 100+].
Tidus starts off Hastega -ing the whole entire party for quicker turns. From
then on out you use him for Quick Hitting. Lulu's same as always; Ultima or
Flare or now Firaga. The other character can unleash Overdrives or normal hits
if they're fast enough.

-------------------------------------------------------------------------------

5. Bahamut (Finale)
-> HP: Variable - 5000
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary,
Luck- Vary
-> Initial Counter Value: Vary
-> Steal: None
-> Steal Gil: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: All except Curse
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
Countdown: 1- Displays that Bahamut will unleash a very power Mega Flare in
just 1 turn.
Countdown: 2- Displays that Bahamut will unleash a very power Mega Flare in
just 2 turns.
Countdown: 3- Displays that Bahamut will unleash a very power Mega Flare in
just 3 turns.
Countdown: 4- Displays that Bahamut will unleash a very power Mega Flare in
just 4 turns.
Countdown: 5- Displays that Bahamut will unleash a very power Mega Flare in
just 5 turns.
Mega Flare- This attack goes against either just one character, or all of
your characters and unleashes devastating random amounts of HP, special type
damage.
Attack- During this not-really-dangerous attack, Bahamut does a regular attack
for physical damage against one of your party members.

-> Sensor: Soon... Eternal rest.
-> Scan: None

---> STRATEGIC TACTICS: <---
So we've finally come upon the hardest one of the engulfed aeons. He'll take
a bit of time, and you'll probably die about 1-3 times, but that's mostly
depending on how you leveled him. Anyway, the best party is a matter of who's
the strongest all-around. But, there's one party that usually seems to get the
job done the quickest: Yuna, Tidus, Lulu. Uh-huh, they're the group that's
gonna defeat final aeon. Here's how: Tidus, first off, casts Hastega to the
whole entire party of yours. Next turn characters get, if it's Yuna that gets
it, she has basically two options that'll hurt Bahamut pretty badly: first is
she can cast Holy for some massive damage (around 3000-4000), and next one is
she can, if a secret aeon's been obtained (in which case you have to fight
that one after), *Grand* Summon that aeon and finish Bahamut with its Overdrive
move. You here me right, you can Grand Summon (if there's an aeon left), and
use an aeon against it without it being possessed! If you ever get hit by
Bahamut, and HPs are yellow (denotes that HP is 1/2 of maximum), you can have
Yuna Curaga it, but it's not necessary because of Auto-Life always. Lulu, is
to Doublecast Flares and Ultimas the whole time. Don't bother with other spells
since it's either immune to them, or it just woudn't do any significant damage.
If Tidus gets his Overdrive Guage full, use his Slice & Dice Overdrive attack.

-------------------------------------------------------------------------------

 --> Note: the following aeons are optional (since they're the secret aeons),
and only have to be dispatched if you attained any one of them. <--

-------------------------------------------------------------------------------

6. Yojimbo (Finale)
-> HP: Variable - 5000
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary,
Luck- Vary
-> Initial Counter Value: Vary
-> Steal: None
-> Steal Gil: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: All except Curse
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
Zanmato- This attack goes against either just one character, or all of  your
         characters and unleashes devastating random amounts of HP, special
         type damage.
Wakizashi- This attack either does physically based damage to all characters
           or just one of your characters.
Kozuka- During this not-really-dangerous attack, Yojimbo does a regular attack
        for physical damage against one of your party members.
Daigoro- During this not-really-dangerous attack, Yojimbo does a regular attack
         for physical damage against one of your party members.

-> Sensor: Take my life.
-> Scan: None

---> STRATEGIC TACTICS: <---
We have a long battle ahead of us if you trained him high. He has his basic
attacks Kozuka, Wakizashi and Daigoro. As well as Zanmato. If he uses Zanmato,
you're not gone, as Auto-Life restores you back. Kozuka isn't much in way of
threat, neither is Daigoro. You don't have to worry about healing afterwards
proceed said attacks either. If you're low on HPs and Yoji uses multi-Wakizashi
it could kill all chars, but you'll be revived there afterwards. Note that is
VERY rare to even witness Zanmato here (I myself have only seen it once), so
there is NO need to fret over it.

-------------------------------------------------------------------------------

7. Anima (Finale)
-> HP: Variable - 168
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary,
Luck- Vary
-> Initial Counter Value: Vary
-> Steal: None
-> Steal Gil: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: All except Curse
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
Attack- During this not-really-dangerous attack, Anima does a regular attack
        for physical damage against one of your party members.
Pain- This does magical type damage, as well as instant KO.
Oblivion- Let's not forget it does 16 simultaneous special attacks randomly.
          And lastly it can and will only be used when dark Anima's overdrive
          guage is completely filled up, as well as Delay.

-> Sensor: Thus I atone.
-> Scan: None

---> STRATEGIC TACTICS: <---
Second hardest final aeon boss fight there is and that's not saying much since
you can't die (unless you Petrify all characters). Pain will take down one
character unless Deathproof is present, and if it does, kiss your ass hello
after Auto-Life takes effect. Obliteration is nothing to worry about, and only
there for show once more; after the many strikes by Anima's lower unit, you'll
pretty much be totally functional once again proceeding the ravaging onslaught.
This is another aeon which I recommend using Overdrives against as in most
general cases, Anima has high high HP rank. I'd say a Blitz Ace would put it
away with expedience usually. You can also follow the lower portion of the
strategy I give for this final Bahamut battle (the one about using your own
aeon against it - at this point probably only MS) -> if available! Once Anima
is dead, continue on to your last opponents.

-------------------------------------------------------------------------------

8a. Sandy (Finale)
-> HP: Variable - 2000
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary,
Luck- Vary
-> Initial Counter Value: Vary
-> Steal: None
-> Steal Gil: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: All except Curse
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
Razzia- During this not-really-dangerous attack, Sandy does a regular attack
        for physical damage against one of your party members.
Attack- During this not-really-dangerous attack, Sandy does a regular attack
        for physical damage against one of your party members.

-> Sensor: Don't cry.
-> Scan: None

8b. Cindy (Finale)
-> HP: Variable - 2000
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary,
Luck- Vary
-> Initial Counter Value: Vary
-> Steal: None
-> Steal Gil: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: All except Curse
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
Cura- This move of Cindy's will be used on one of her sisters to restorate a
      fairly decent amount of HP back to them.
Drain- During this attack, it takes away some HP from one of your party members
       and the exact amount that is leeched will be put onto Cindy's HP to
       restore her if she's hurt, but just to damage you if she is not hurt.
       So it's win/win for her.
Dispel- Takes away just about any of the positive status ailments that're on
        the one targeted character.
Mighty Guard- She does this unto every single one of her sisters (Mindy, Sandy)
              and what it does is it adds NulAll effect, Shell effect, and the
              Protect effect.
Shell- This puts the Shell status effect onto one of her sisters like 1/3 of
       the Mighty Guard move.
Holy- This unleashes the most powerful (and only) damaging White Magic in the
      game which is Holy.
Camisade- During this not-really-dangerous attack, Cindy does a regular attack
          for physical damage against one of your party members.
Regen- This will be adding the Regen positive status effect on one of her own
       sisters.
Protect- This will be adding the Protect positive status effect on one of her
         own sisters.

-> Sensor: Stop the suffering.
-> Scan: None

8c. Mindy (Finale)
-> HP: Variable - 2000
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- Vary; Mag- Vary, Def- Vary, Mdef- Vary, Acc- Vary, Agl- Vary, Eva- Vary,
Luck- Vary
-> Initial Counter Value: Vary
-> Steal: None
-> Steal Gil: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: All except Curse
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
Passado- This does 15 physically damaging attacks across 15 simultaneous hits
         on only one character for massive damage.
Flare- This does non-elemental magic damage to one character.
Waterga- This attack does Water based elemental magic damage against one party
         member.
Blizzaga- This attack does Ice based elemental magic damage against one party
          member.
Thundaga- This attack does Lightning based elemental magic damage against one
          party member.
Firaga- This attack does Fire based elemental magic damage against one party
        member.
Watera- This attack does Water based elemental magic damage against one party
        member.
Blizzara- This attack does Ice based elemental magic damage against one party
          member.
Thundara- This attack does Lightning based elemental magic damage against one
          party member.
Fira- This attack does Fire based elemental magic damage against one party
      member.
Ultima- This does non-elemental magic damage against everybody in the whole
        entire party.

-> Sensor: Gotta say goodbye.
-> Scan: None

---> STRATEGIC TACTICS: <---
Final dark bastards to deal with. Their attacks? Same as yours (always):
- Camisade: Physical damage to one opposition. (Cindy uses this only).
- Razzia: Physical damage to one opposition. (Sandy uses this only).
- Passado: 15 instantaneous hits to one opposition, all of them doing physical
damage. (Mindy uses this only).
- Delta Attack: When all of them are active with full Overdrive Bars each, this
attack does 6 instantaneous hits to random oppositions, each of which are doing
Special-type damage, by the way. (all MS must be alive).
I don't recommend straying too far from any other strategies I've offered thus
far to you (against these summons). Overdrives are definitely a swell idea here.
And thank the lord for blessing you with this ubiquit Auto-Life, as you'll
definitely be needing it in this fight!!!

-------------------------------------------------------------------------------

9. Final Boss -> Yu Yevon (Finale)
-> HP: 99999 - 99999
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str: 1, Mag: 200, Def: 1, Mdef: 1, Acc: 0, Agl: 44, Eva: 0, Luck: 0
-> Steal: None
-> Initial Counter Value: 18-20
-> Steal Gil: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Silence, Petrify, Darkness, Scan, Threaten, Provoke,
Bribe,
Confuse, Berserk, Death, Eject
-> Inherent Statuses: B(7)
-> Weaknesses: Poison- 0; 5%, Doom- 3
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Osmose: Target (1), Type (grav), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[absorb 100% MP]
- Curaga: Target (1), Type (heal), Protect (no), Shell (yes), Power (80),
Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[restores HP]
- Gravija: Target (allsans), Type (grav), Protect (no), Shell (yes), Power (80),
Element(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [HP x 3/4]
- Ultima: Target (all), Type (mag), Protect (no), Shell (no), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)

-> Sensor: Possesses aeons.
-> Scan: None

---> STRATEGIC TACTICS: <---
- So, we've finally reached the very ending of the game, and the final boss (who
should've been Braska's Final Aeon), is a total wussy pushover who's completely
susceptible to some of the worst statuses. I suggest a party now: Auron, Yuna,
Tidus. My three favorite characters are the best for the final fight together,
so it's time to kick some Yu Yevon ass. All right, we start out as usual with
Tidus using Hastega at the whole group. Now, we look at Yu's attacks:
- Osmose: Takes MP from all three of your chosen characters to fight.
- Curaga: When ever you do any sort of damage to Yu Yevon, he does this as a
counter-action to get back HP.
- Gravija: Takes away 75% of your characters' current HP, but it also does
damage to Yu Yevon as well.
- Ultima: Does about 3000 damage to all characters. This attack is not able of
being cut down in damage.
Sure, he's the last boss, but he's also the easiest boss in the entire game.
There are four best ways to kill him:
1) You can cast Doom spell on him with Rikku's items and then he'll die
in just three turns after that.
2) Put him under the Zombie status with Auron's Zombie Attack. Now have Yuna
use restorative magic and when he takes damage, he uses Curaga, hehe.
3) You cast Reflect on him, so that way you can do damage to him, and every
time he uses Curaga, you are healed.
4) Have Auron use his Banishing Blade Overdrive to put the Breaks on Yu Yevon,
this greatly reduces his stats, and lets you do more damage with your attacks.


===============================================================================
<----------------------------------------------------------------------------->

                           5.0. ABC ENEMY COMPENDIUM                      ff_ac

<----------------------------------------------------------------------------->
===============================================================================

Note: This section goes in alphabetical order. Some enemies are contained
      within other entries, however, and many not be ABC order then.
Note: The Bribes for the enemies in this section are from NTSC version.
      So, the difference between the versions is that the PAL/Int. versions Gil
      costs are only 10x[Enemy's MaxHP], while the NTSC's is 20x[Enemy's MaxHP]
      But, PAL/Int. only get one item, while the NTSC gets multiple of it.

-------------------------------------------------------------------------------

#1. Achelous (Mt. Gagazet)
-> HP: 5100 - 7500
-> MP: 85
-> AP: 730 - 1095
-> Statistics:
Str- 33, Mag- 52, Def- 10, Mdef- 20, Acc- 0, Agl- 20, Eva- 0, Luck- 15
-> Steal: Common- 2 Water Gems, Uncommon- Healing Spring
-> Bribe: Gil- 120000, Item- 16 Healing Springs
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 4201
-> Immunities: Threaten, Slow
-> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%
-> Elemental Affinities: [1.5 damage] Lightning [1/2 Damage] Fire [Immune] Water
-> Zanmato Lv: 1
-> Armor Abilities: MP+10%, Auto-Med
-> Weapon Abilities: Magic+10%, Magic+5%, Strength+5%, Piercing
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Sonic Wave: Target (all), Type (mag), Protect (no), Shell (yes), Power (14),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Charging: After you attack it, it will start with the count to Sonic Wave.

-> Sensor: Watch out when it starts glowing. It releases Sonic Wave after the
third pulse.
-> Scan: It starts glowing when hit. After the 3rd pulse, it attacks with a
Sonic Wave. Put it to sleep to prevent it from glowing. It takes no damage from
water, but is weak against lightning.

---> STRATEGIC TACTICS: <---
Achelous: Have stats between 60-75 and this fight will be easy for you. Since
you only can use Tidus, Wakka, and Rikku, have Tidus and Wakka attack. Then
use Rikku to use special items (only if necessary) or you can use her to heal.

-------------------------------------------------------------------------------

#2. Adamantoise (Omega Ruins, Inside Sin)
-> HP: 54400 - 11036
-> MP: 40
-> AP: 125
-> Statistics:
Str- 38, Mag- 31, Def- 90, Mdef- 90, Acc- 0, Agl- 15, Eva- 0, Luck- 15
-> Steal: Common- Healing Water, Uncommon- Stamina Tablet
-> Bribe: Gil- 1088000, Item- 6 Special Spheres
-> Win: Common- 2 or 4 Power Spheres, Uncommon- 4 or 8 Power Spheres
-> Gil Received: 2200
-> Immunities: Slow, Zombie, Power Break, Magic Break, Demi, Delay, Threaten,
Death
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 5, Sleep- 20, Silence- 20, Poison- 75; 5%, Darkness- 20,
Petrify- 80
-> Elemental Affinities: [Absorption] Fire
-> Zanmato Lv: 3
-> Armor Abilities: SOS Protect, SOS Shell, HP+20%
-> Weapon Abilities: Half MP Cost, Piercing
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Earthquake: Target (all), Type (str), Protect (yes), Shell (no), Power (12),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Delay Buster (100%)]
- Breath: Target (all), Type (mag), Protect (no), Shell (yes), Power (34),
Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(yes), Appear (yes)

-> Sensor: Covered by a hard shell.
-> Scan: Protected by a hard shell. Attacks mutliple targets with its fire-based
Breath. Armor Break and Mental Break are the way to go.

---> STRATEGIC TACTICS: <---
Adamantoise: Have stats between 80-100 and you should do fine. Use some of
your stronger attackers to attack at it with piercing weapons. Have your some
of your weaker characters heal the stronger ones, and have Yuna summon against
it if you want. This will not be too much work for you, trust me.

-------------------------------------------------------------------------------

#3. Aerouge (Thunder Plains)
-> HP: 220 - 300
-> MP: 220
-> AP: 92 - 184
-> Statistics:
Str- 1, Mag- 16, Def- 1, Mdef- 120, Acc- 0, Agl- 11, Eva- 13, Luck- 15
-> Steal: Common- Electro Marble, Uncommon- Lightning Marble
-> Bribe: Gil- 4000, Item- 4 Lightning Marbles
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 144
-> Immunities: None
-> Weaknesses: Doom- 1, Poison- 0; 25%, Sleep- 20, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Water
-> Zanmato Lv: 1
-> Armor Abilities: Magic Defense+5%, Lightning Ward, Lightningproof
-> Weapon Abilities: Piercing, Lightningstrike, Distil Mana
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),
Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical
(no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),
Provoke (yes), Appear (yes)

-> Sensor: Aerial. Resistant to magic.
-> Scan: Aerial and hard to hit. It's weak against water, but has high magic
defence. The only attack it has is Thundara, so inflict silence to leave it
powerless.

---> STRATEGIC TACTICS: <---
Aerouge: Have stats between 30-35. Just attack at it once or twice with stats
at this level and you'll have no problem whatsoever. Water also comes in good
handy sometimes.

-------------------------------------------------------------------------------

#4. Ahriman (Inside Sin, Mt. Gagazet, Zanarkand Ruins)
-> HP: 2800 - 4200
-> MP: 400
-> AP: 2200 - 4400
-> Statistics:
Str- 1, Mag- 38, Def- 1, Mdef- 180, Acc- 0, Agl- 24, Eva- 18, Luck- 15
-> Steal: Common- 2 Musks, Uncommon- 3 Musks
-> Bribe: Gil- 56000, Item- 6 Farplane Winds
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 650
-> Immunities: Darkness
-> Weaknesses: Doom-1, Sleep- 20, Silence- 20, Poison- 0; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Confuse Ward
-> Weapon Abilities: Waterstrike, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Gaze Attack: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),
Element (-), Range (far), Accuracy (-), Shatter (0),Critical (no), Silence(no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Confusion (30%)]
- Sonic Waves: Target (1), Type (mag), Protect (no), Shell (yes), Power (18),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)

-> Sensor: Aerial. Resistant to magic. Watch out for confusion.
-> Scan: Aerial and hard to hit. It has high magic defence and no elemental
weaknesses. Its Gaze may cause confusion. It also has Ultrasonics, which strikes
all characters.

---> STRATEGIC TACTICS: <---
Ahriman: Stats should be 50-65 to make it fair (better for you than it). Just
pummel it with magic, and/or physical attacks between 3-4 times and it should
fall out of the air quickly. Be careful for it's normal attack which can
confuse it's victim.

-------------------------------------------------------------------------------

#5. Alcyone (Bikanel Desert)
-> HP: 430 - 645
-> MP: 42
-> AP: 310 - 620
-> Statistics:
Str- 16, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 26, Eva- 15, Luck- 15
-> Steal: Common- Smoke Bombs, Uncommon- 2 Smoke Bombs
-> Bribe: Gil- 8600, Item- 2 Mega Phoenixes
-> Win: Common- 1 or 2 Speed Spheres/1 or 2 Al Potions, Uncommon- 1 or 2 Speed
Sphere/1 or 2 Al Bhed Potions
-> Gil Received: 240
-> Immunities: None
-> Weaknesses: Doom- 1, Poison- 0; 25%, Silence- 20, Sleep- 20, Darkness- 20
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Magic Defense+5%, Dark Ward
-> Weapon Abilities: Sensor, Piercing, Distil Mana
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (120), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Darkness - 3 turns (30%)]

-> Sensor: Aerial. Magic attacks are the way to go. Watch out for darkness.
-> Scan: Aerial and hard to hit. Magic attacks are effective. It's vulnerable
to fire, so use Fira to achieve Overkill. Attacks may inflict darkness.

---> STRATEGIC TACTICS: <---
Alcyone: Stats, I'd say...30. Attack it a couple times, magically or
physically. It might take a little more work than this, bacause it is pretty
fast.

-------------------------------------------------------------------------------

#6. Anacondaur (The Calm Lands)
-> HP: 5800 - 4060
-> MP: 70
-> AP: 1380 - 2070
-> Statistics:
Str- 27, Mag- 48, Def- 1, Mdef- 1, Acc- 0, Agl- 16, Eva- 0, Luck- 15
-> Steal: Common- Petrify Grenades, Uncommon- 2 Petrify Grenades
-> Bribe: Gil- 116000, Item- 16 Healing Waters
-> Win: Common- 1 or 2 Power Sphere, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 750
-> Immunities: Slow, Petrify, Confuse
-> Weaknesses: Doom- 1, Zombie- 25, Sleep- 95, Poison- 25; 25%
-> Elemental Affinities: [Absorption] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Stone Ward
-> Weapon Abilities: Magic+5%, Piercing, Stonetouch, Strength+5%
-> Armor/Weapon Abilities: Slots: 1 to 3
                           Pre-Customized Abilities: 1 to 3
                           Drop Percentage: 30/128 (23%)


-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Stone Gaze: Target (1), Type (mag), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(yes), [Petrification (100%)]
- Sonic Tail: Target (all), Type (mag), Protect (no), Shell (yes), Power (17),
Element (-), Range (-), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes)

-> Sensor: Watch out for its Stone Gaze
-> Scan: The third eye's Stone Gaze often causes petrification. After taking
multiple hits, it retaliates with Sonic Tail, which strikes all. Kimahri can
learn Stone Breath.

---> STRATEGIC TACTICS: <---
Anacondaur: Stats should be 50-58, maybe even 60 to fair alright in this one.
Just ATTACK IT! It is a wise move to equip an armor bearing any immunity to
Petrification, bacause it's gaze can do just that. If you are too weak, than
summon. I don't really think summoning is necessary though, and remember to
amplify Remedy for Petrification status, if Remedies aren't avialable, Esuna or
Soft will do fine also

-------------------------------------------------------------------------------

#7. Aqua Flan (Via Purifico)
-> HP: 2025 - 3038
-> MP: 1
-> AP: 240 - 480
-> Statistics:
Str- 1, Mag- 22, Def- 100, Mdef- 1, Acc- 0, Agl- 9, Eva- 0, Luck- 15
-> Steal: Common- 2 Fish Scales, Uncommon- 2 Dragon Scales
-> Bribe: Gil- 40500, Item- 15 Water Gems
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 340
-> Immunities: Confuse, Berserk
-> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Darkness- 20, Silence- 20
-> Elemental Affinities: [Absorption] Water [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Water Ward
-> Weapon Abilities: Waterstrike, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Watera: Target (1), Type (mag), Protect (no), Shell (yes), Power (24), Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes),
Appear (yes)

-> Sensor: Water elemental. Vulnerable to opposing element. Resistant to
physical attacks.
-> Scan: Water-based. So soft, it's hard to damage physically. Weak against
lightning, so blast it with Thunder. Water attacks heal it, so avoid using them.

---> STRATEGIC TACTICS: <---
Aqua Flan: Have stats between 59-79 just to be able to pierce it's gooey
exterior. Piercing weapons work really well here, so does Bahamut.

-------------------------------------------------------------------------------

#8. Bandersnatch (Mt. Gagazet)
-> HP: 1800 - 2700
-> MP: 75
-> AP: 820 - 1640
-> Statistics:
Str- 32, Mag- 1, Def- 1, Mdef- 180, Acc- 0, Agl- 32, Eva- 11, Luck- 15
-> Steal: Common- 2 Dream Powders, Uncommon- 3 Dream Powders
-> Bribe: Gil- 36000, Item- 20 Dream Powders
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 880
-> Immunities: None
-> Weaknesses: Doom- 1, Poison- 0; 25%, Sleep- 20, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Sleep Ward, Silence Ward
-> Weapon Abilities: Distil Power, Firestrike, Icestrike, Lightningstrike,
Magic+3%, Piercing, Strength+3%, Waterstrike
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (120), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Silence - 3 turns (30%)], [Sleep - 3 turns (30%)]

-> Sensor: Very nimble. Resistant to magic. Watch out for sleep and silence.
-> Scan: Very nimble and hard to hit. Magic defence is also high. Defeat it
quickly to avoid damage. Vulnerable to fire. Its attacks may cause sleep and
silence.

---> STRATEGIC TACTICS: <---
Bandersnatch: Stats, 50 at least. Now, cast hastega. Keep attacking it until
it dies. And if you follow those quick steps it won't take long for this to
take place.

-------------------------------------------------------------------------------

#9. Barbatos (Inside Sin)
-> HP: 95000 - 13560
-> MP: 480
-> AP: 17500 - 26250
-> Statistics:
Str- 42, Mag- 38, Def- 90, Mdef- 15, Acc- 0, Agl- 28, Eva- 0, Luck- 15
Str- 42, Mag- 38, Def- 100, Mdef- 60, Acc- 0, Agl- 28, Eva- 0, Luck- 15 (Int)
-> Steal: Common- Star Curtains, Uncommon- Blessed Gem
-> Bribe: 1900000, Item- 20 Teleport Spheres
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Return Spheres
-> Gil Received: 1550
-> Immunities: Sleep, Silence, Darkness, Confuse, Poison, Berserk, Petrify,
Slow, Magic Break, Power Break, Mental Break, Delay, Threaten, Death
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 5, Zombie- 90, Armor Break- 90
-> Elemental Affinities: None
-> Zanmato Lv: 2
-> Armor Abilities: HP+20%
-> Weapon Abilities: Piercing
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Body Splash: Target (all), Type (str), Protect (yes), Shell (no), Power (10),
Element(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Mortar: Target all), Type (mag), Protect (no), Shell (yes), Power (24),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)

-> Sensor: Protected by tough armor. Try Armor Break.
-> Scan: Covered in thick armor. Armor Break works well, but watch out for a
powerful counter-attack. All of its attacks deal great damage, so beware.

---> STRATEGIC TACTICS: <---
Barbatos: Stats should be breaching 115 definitely. Have a piercing weapon
equipped, and then hammer away. Summon either Bahamut, or one of the secret
aeons for best results. None of the other aeons will do much to it, unless
they use their overdrives, but that is still questionable.

-------------------------------------------------------------------------------

#10. Bashura (Mt. Gagazet, Zanarkand Ruins)
-> HP: 17000 - 6972
-> MP: 5
-> AP: 1860 - 2790
-> Statistics:
Str- 34, Mag- 1, Def- 45, Mdef- 1, Acc- 0, Agl- 16, Eva- 0, Luck- 15
-> Steal: Common- Soul Spring, Uncommon- 2 Soul Springs
-> Bribe: Gil- 340000, Item- 80 Stamina Tablets
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 730
-> Immunities: Power Break, Death
-> Weaknesses: Doom- 3, Sleep- 80, Darkness- 95, Threaten- 20, Petrify- 50,
Zombie- 25, Poison- 25; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: SOS Haste, HP+10%
-> Weapon Abilities: Strength+5%, Piercing, Magic+5%, Counter-Attack
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (120), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Attack (two hands): Target (1), Type (str), Protect (yes), Shell (no), Power
(24), Element (-), Range (close), Accuracy (-), Shatter (50), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(yes), Appear (no)
- Counterattack: Target (1), Type (str), Protect (yes), Shell (no), Power (20),
Element (-), Range (far), Accuracy (-), Shatter (10), Critical (yes), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no)
- Dukes Up: It is used as a counter after it has sustained about 9501 of
damage.

-> Sensor: Be careful if it puts up its dukes.
-> Scan: Be careful if it puts up its dukes. When it puts up its dukes, it will
respond to physical attacks with a mighty counter. Use magic and poison to
soften it up.

---> STRATEGIC TACTICS: <---
Bashura: Have stats a little higher than when I described Bandersnatch. Just
cast Bio on it. Now, keep on attacking it. All the while it is attacking you,
losing HP for itself. If your HP gets to low, heal with any potion or cure
spell.

-------------------------------------------------------------------------------

#11. Basilisk (Djose Road)
-> HP: 2025 - 924
-> MP: 20
-> AP: 140 - 210
-> Statistics:
Str- 14, Mag- 35, Def- 1, Mdef- 1, Acc- 0, Agl- 9, Eva- 0, Luck- 15
-> Steal: Common- Petrify Grenade, Uncommon- Petrify Grenade
-> Bribe: Gil- 40500, Item- 24 Petrify Grenades
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 2 or 4 Ability Spheres
-> Gil Received: 125
-> Immunities: Petrify, Confuse
-> Weaknesses: Doom- 2, Poison- 0; 5%, Sleep- 20, Darkness- 20, Silence- 20
-> Elemental Affinities: [1/2 Damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Stone Ward, MP+5%
-> Weapon Abilities: Magic+3%, Piercing, Stonetouch, Strength+3%
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Stone Gaze: Target (1), Type (-), Protect (-), Shell (-), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes),
[Petrification (100%)]

-> Sensor: Watch out for its Stone Gaze.
-> Scan: Beware the third eye. Its Stone Gaze may cause petrification. If
petrified, restore with Esuna or Soft. Kimahri can learn Stone Breath.

---> STRATEGIC TACTICS: <---
Basilisk: Stats should be near 32. And just attack at it as much as you can.
Magic works well, especially Poison magic (aka Bio). Valefor is also smart to
use here.

-------------------------------------------------------------------------------

#12. Bat Eye (Via Purifico)
-> HP: 380 - 570
-> MP: 280
-> AP: 240 - 480
-> Statistics:
Str- 1, Mag- 29, Def- 1, Mdef- 120, Acc- 0, Agl- 16, Eva- 13, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- 2 Silence Grenades
-> Bribe: Gil- 7600, Item- 12 Silence Grenades
-> Win: Common- Speed Sphere, Uncommon- 2 Speed Spheres
-> Gil Received: 320
-> Immunities: None
-> Weaknesses: Doom- 1, Poison- 0; 25%, Sleep- 20, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: MP+5%, Confuse Ward
-> Weapon Abilities: Waterstrike, Firestrike, Icestrike, Lightningstrike,
Strength+5%, Magic+5%, Strength+3%, Magic+3%
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Gaze Attack: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(yes), Appear (no), [Confusion (30%)]

-> Sensor: Aerial. Resistant to magic.
-> Scan: Aerial and hard to hit. Vulnerable to fire, but has high magic defence.
Its Gaze can inflict confusion.

---> STRATEGIC TACTICS: <---
Bat Eye: Stats should be 20-26. Just attack at it frequently. Valfor is your
best bet here, or maybe even Ifrit (I haven't used him against it, but you can
try it).

-------------------------------------------------------------------------------

#13. Behemoth (Mt. Gagazet, Zanarkand Ruins)
-> HP: 23000 - 6972
-> MP: 480
-> AP: 6540 - 9810
-> Statistics:
Str- 43, Mag- 37, Def- 1, Mdef- 1, Acc- 0, Agl- 23, Eva- 0, Luck- 15
-> Steal: Common- Ether, Uncommon- Mana Tablet
-> Bribe: Gil- 460000, Item- 30 Lv.2 Key Spheres
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 1350
-> Immunities: Silence, Threaten, Confuse, Darkness, Petrify, Slow, Berserk,
Armor Break, Delay, Mental Break, Death
-> Weaknesses: Doom- 5, Poison- 50; 50%, Sleep- 80, Zombie- 25, Power Break- 80
-> Elemental Affinities: None
-> Zanmato Lv: 2
-> Armor Abilities: SOS Shell, SOS Reflect, SOS Protect
-> Weapon Abilities:Magic+5%, Piercing, SOS Overdrive, Strength+5%, Zombietouch
Strength+5%
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Heave: Target (1), Type (str), Protect (yes), Shell (no), Power (28),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),
Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical
(no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),
Provoke (no), Appear (yes)

-> Sensor: Watch out for its Heave.
-> Scan: Its Thundara, Heave, and claw attacks are deadly. One good hit will
knock you out. Kimahri can learn Mighty Guard.

---> STRATEGIC TACTICS: <---
Behemoth: Have stats between 60-75. Just attack it physically, while acting on
the side of caution, because its Thundara can destroy. It also has an attack
where it tosses you up and drops you which hurts even worse. Bahamut is your
friend here, remember that!

-------------------------------------------------------------------------------

#14. Behemoth King (Inside Sin)
-> HP: 67500 - 13560
-> MP: 700
-> AP: 16800 - 25200
-> Statistics:
Str- 46, Mag- 44, Def- 25, Mdef- 25, Acc- 0, Agl- 27, Eva- 0, Luck- 15
-> Steal: Common- Healing Spring, Uncommon- 2 Twin Stars
-> Bribe: Gil- 1350000, Item- 14 Three Stars
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Lv.3 Key Spheres
-> Gil Received: 1850
-> Immunities: Sleep, Silence, Darkness, Poison, Petrify, Slow, Zombie, Armor
Break, Mental Break, Threaten, Berserk, Delay, Eject, Death, Confuse
-> Weaknesses: Doom- 5, Magic Break- 80, Power Break- 80
-> Elemental Affinities: None
-> Zanmato Lv: 2-3 (???) <--- confirmation, please
-> Armor Abilities: SOS Shell, SOS Reflect, SOS Protect
-> Weapon Abilities: SOS Overdrive, Zombietouch, Piercing
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Heave: Target (1), Type (str), Protect (yes), Shell (no), Power (28), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Tail: Target (all), Type (str), Protect (yes), Shell (no), Power (23), Element
(-), Range (far), Accuracy (160), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Mighty Guard: Target (all), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [NulAll (255%)], [Shell (255%)], [Protect (255%)]
- Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),
Element (lightning), Range (infinite), Accuracy (-), Shatter (10), Critical
(no), Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),
Provoke (no), Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Meteor: Target (all), Type (str), Protect (yes), Shell (no), Power (45),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes)

-> Sensor: Retaliates with Meteor when defeated.
-> Scan: Its claws, lightning, and Heave attacks are deadly. Watch out for the
Meteor it casts before it dies. Cast Protect, or defend with the Triangle
button to survive. Kimahri can learn Mighty Guard.

---> STRATEGIC TACTICS: <---
Behemoth King: Stats should be in the area of 125. In the beginning, cast your
Hastega spell. Use Ultima, and Flare a bunch of times. If that doesn't do it
in a little while, summon your strongest aeon(s). When you kill it, it will
always use Meteor as a last resort. So even if you kill it you can still lose.
So have protect on all the time (especially near the end of the battle).
+-ALTERNATE STRATEGY-+
I always used to hate dying from its damn Meteor counter desperation, so I
thought that there had to be a way to keep from it, now the result of my hours
of hard work to find one is before it, because there is!!! How you will do
this is you first off equip *one* character with the weapon ability Evade &
Counter. Make infinite sure that that character has learned the Provoke
ability from Tidus' Sphere Grid section. Now we go around looking for a Behemoth
King (never thought you'd here that did you?) Inside Sin. When in the battle I
say use Auron to use Dragon Fang or Tornado overdrives to get Behemoth King
down to about 1/4 of its original 67500 HP. Now, since Tidus was most likely
the one whom you chose to have the right weapon and Provoke (because it's on
his own grid, and easiest to obtain). Now you have that character use the
Provoke ability on the King and it he will only attack that character who
Provoked him (duh)!
But!!!... that character will never be hit because of that one little detail of
him/her having the Evade & Counter ability on. And on top of never being hit,
you will always hit BK. Now as it dies it cannot use Meteor surprizingly,
because if it did use Meteor it would have to hit everybody, and that would
be going against the "Provoke Laws", I suppose.:)

-------------------------------------------------------------------------------

#15. Bite Bug (Djose Road)
-> HP: 200 - 300
-> MP: 10
-> AP: 40 - 80
-> Statistics:
Str- 13, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 15, Eva- 12, Luck- 15
-> Steal: Common- Antidote, Uncommon- Poison Fang
-> Bribe: Gil- 600, Item- 2 Poison Fangs
-> Win: Common- 1 or 2 Speed Sphere, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 62
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Darkness- 20, Poison- 0; 25%
-> Elemental Affinities: [1.5 damage] Ice
-> Zanmato Lv: 4
-> Armor Abilities: Poison Ward, MP+5%
-> Weapon Abilities: Waterstrike, Lightningstrike, Icestrike, Firestrike,
Magic+3%, Strength+3%, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (far), Accuracy (100), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Poison (40%)]

-> Sensor: Aerial. Vulnerable to ice. Watch out for poison.
-> Scan: Aerial and hard to hit. Magic attacks are effective. It's vulnerable to
ice, so cast Blizzard to achieve Overkill. Attacks may inflict poison.

---> STRATEGIC TACTICS: <---
Bite Bug: Stats should be at 20-25. Attacking it once or twice physically
should do the trick. But casting Fire will do it in one.

-------------------------------------------------------------------------------

#16. Black Element (Omega Ruins)
-> HP: 7600 - 11400
-> MP: 500
-> AP: 3150 - 6300
-> Statistics:
Str- 1, Mag- 28, Def- 240, Mdef- 1, Acc- 0, Agl- 20, Eva- 0, Luck- 15
Str- 1, Mag- 33, Def- 250, Mdef- 50, Acc- 0, Agl- 20, Eva- 0, Luck- 15 (Int.)
-> Steal: Common- Hi-Potion, Uncommon- 4 Shining Gems
-> Bribe: Gil- 182000, Item- 2 Black Magic Spheres
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Return Spheres
-> Gil Received: 1040
-> Immunities: Sleep, Darkness, Poison, Petrify, Zombie, Sensor, Scan
-> Weaknesses: Doom- 1, Silence- 20
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Lightning Ward, Fire Ward, Water Ward, Ice Ward, Fireproof,
Iceproof, Waterproof, Lightningproof
-> Weapon Abilities: Lightningstrike, Firestrike, Waterstrike, Icestrike
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Demi: Target (all), Type (grav), Protect (no), Shell (yes), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes),
[HP x 1/4]
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Berserk: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Berserk (100%)]

-> Sensor: Can't scan.
-> Scan: Can't scan.

---> STRATEGIC TACTICS: <---
Black Element: Have your characters stats near 135. Attacking will not work
all that well. But Ultima will! So use it, and use it well. Anima or the Magus
Trio will do great in this instance.

-------------------------------------------------------------------------------

#17. Blue Element (Macalania Woods)
-> HP: 1500 - 2250
-> MP: 220
-> AP: 240 - 480
-> Statistics:
Str- 1, Mag- 27, Def- 120, Mdef- 1, Acc- 0, Agl- 9, Eva- 0, Luck- 15
-> Steal: Common- 2 Fish Scales, Uncommon- 3 Fish Scales
-> Bribe: Gil- 30000, Item- 9 Water Gems
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 180
-> Immunities: Sleep, Darkness, Poison, Petrify, Zombie
-> Weaknesses: Doom- 1, Silence- 20
-> Elemental Affinities: [1/2 Damage] Ice, Fire [1.5 damage] Lightning
[Absorption] Water
-> Zanmato Lv: 1
-> Armor Abilities: Water Ward, Waterproof
-> Weapon Abilities: Waterstrike, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Watera: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear
(yes)

-> Sensor: Water elemental. Vulnerable to opposing element.
-> Scan: Casts Watera. Physical attacks hardly hurt it. Absorbs water, so
Thundara is the way to go.

---> STRATEGIC TACTICS: <---
Blue Element: Stats should be near 34-37. Attacking with Lightning is a
brilliant idea. Ifrit is the best aeon for this job. It can easily kill it
with an overdrive of one of it's Fire attacks.

-------------------------------------------------------------------------------

#18. Bomb (A) (Mi'ihen Highroad)
-> HP: 850 - 560
-> MP: 30
-> AP: 22 - 44
-> Statistics:
Str- 19, Mag- 20, Def- 1, Mdef- 1, Acc- 0, Agl- 11, Eva- 0, Luck- 15
-> Steal: Common- 2 Bomb Fragments, Uncommon- 3 Bomb Fragments
-> Bribe: Gil- 17000, Item- 16 Bomb Cores
-> Gil Received: 70
-> Immunities: Threaten, Sleep, Eject
-> Weaknesses: Doom- 2, Poison- 0; 25%, Silence- 20, Darkness- 20
-> Elemental Affinities: [Absorption] Fire [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Fire Ward
-> Weapon Abilities: Piercing, Firestrike
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 20/128 (15%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(fire), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Self-Destruct: Target (1), Type (fixed), Protect (no), Shell (no), Power (-),
Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [600 fix dmg]
- Fire: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element
(fire), Range (infinite), Accuracy (-), Shatter(10),Critical (no),Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Swell Up: Grows larger after every damage or rejuvenation it takes.

-> Sensor: Retaliates with Self-Destruct when attacked three times.
-> Scan: Retaliates with Self-Destruct against whoever attacks it a third time.
Use NulBlaze if you can't defeat it before then. Vulnerable to ice, so use
Blizzard. Kimahri can learn Self-Destruct.

---> STRATEGIC TACTICS: <---
Bomb: Stats should be in the range of 30-32. In the fight use alot of Ice and
water magic to to pull off some serious health reduction on it. After not to
long of doing that to it, it will be nothing but pyreflies.

-------------------------------------------------------------------------------

#19. Bomb (B) (Home [can be summoned by Guado Guardian])
-> HP: 2200 - 1432
-> MP: 45
-> AP: 620 - 1240
-> Statistics:
Str- 20, Mag- 17, Def- 1, Mdef- 1, Acc- 0, Agl- 11, Eva- 0, Luck- 15
-> Steal: Common- 2 Bomb Cores, Uncommon- 3 Bomb Cores
-> Bribe: Gil- 44000, Item- 40 Bomb Cores
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 470
-> Immunities: Threaten, Sleep, Eject
-> Weaknesses: Doom- 2, Poison- 0; 25%, Silence- 20, Darkness- 20
-> Elemental Affinities: [Absorption] Fire [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Fire Ward
-> Weapon Abilities: Piercing, Firestrike
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 20/128 (15%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(fire), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Self-Destruct: Target (1), Type (fixed), Protect (yes), Shell (no), Power (-),
Element (fire), Range (far), Accuracy (-), Shatter 10), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes), [1000 fix dmg]
- Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes),
Appear (yes)
- Swell Up: Grows larger after every damage or rejuvenation it takes.

-> Sensor: Retaliates with Self-Destruct when attacked three times.
-> Scan: Retaliates with Self-Destruct against whoever attacks it a third time.
Use NulBlaze if you can't defeat it before then. Vulnerable to ice, so use
Blizzard. Kimahri can learn Self-Destruct.

---> STRATEGIC TACTICS: <---
Bomb: Stats should be in the range of 30-32. In the fight use alot of Ice and
water magic to to pull off some serious health reduction on it. After not to
long of doing that to it, it will be nothing but pyreflies.

-------------------------------------------------------------------------------

#20. Buer (Thunder Plains)
-> HP: 230 - 345
-> MP: 250
-> AP: 92 - 184
-> Statistics:
Str- 1, Mag- 22, Def- 1, Mdef- 120, Acc- 0, Agl- 12, Eva- 12, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Musk
-> Bribe: Gil- 4600, Item- 2 Musks
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 132
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Water
-> Zanmato Lv: 1
-> Armor Abilities: Confuse Ward, MP+5%
-> Weapon Abilities: Magic+3%, Strength+3%, Icestrike, Waterstrike, Lightning-
strike, Firestrike, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Gaze Attack: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),
Element (-), Range (far), Accuracy (-), Shatter (0),Critical (no), Silence(no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Confusion (10%)]

-> Sensor: Aerial. Resistant to magic. Watch out for confusion.
-> Scan: Aerial and hard to hit. Its weakness is water, but it has high magic
defence. Its Gaze may cause confusion.

---> STRATEGIC TACTICS: <---
Buer: For this fight your stats should be 20-30. Summoning Valfor will do
nicely here. Any magic attack can also work really well. But personally, I
think Wakka's blitzball works best.

-------------------------------------------------------------------------------

#21. Bunyip (Djose Highroad)
-> HP: 400 - 600
-> MP: 15
-> AP: 48 - 96
-> Statistics:
Str- 22, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 6, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Hypello Potion
-> Bribe: Gil- 8000, Item- 16 Hypello Potions
-> Win: Common- Power Sphere, Uncommon- Power Sphere
-> Gil Received: 97
-> Immunities: None
-> Weaknesses: Doom- 1, Poison- 0; 25%, Sleep- 20, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Ice, Water
-> Zanmato Lv: 1
-> Armor Abilities: Defense+3%, Berserk Ward
-> Weapon Abilities: Magic+3%, Strength+3%, Icestrike, Waterstrike, Lightning-
strike, Firestrike, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Slow - 3 turns (10%)]

-> Sensor: Covered by a hard shell. Piercing weapons are the way to go.
-> Scan: Covered by a hard shell. Slow-moving, but has high physical and magic
defence. Vulnerable to ice and water. Falls easily to piercing weapons.

---> STRATEGIC TACTICS: <---
Bunyip: Stats should be 30-38. Have a weapon with the piercing abilities abd
just attack it physically attack it. If you need to heal then do not be afraid
to do so. It'll be over soon.

-------------------------------------------------------------------------------

#21??. Bunyip (Moonflow - tutorial)
-> HP: 400 - 600
-> MP: 15
-> AP: 48 - 96
-> Statistics:
Str- 22, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 6, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Hypello Potion
-> Bribe: Gil- 8000, Item- 16 Hypello Potions
-> Win: Common- Power Sphere, Uncommon- Power Sphere
-> Gil Received: 97
-> Immunities: None
-> Weaknesses: Doom- 1, Poison- 0; 25%, Sleep- 20, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Ice, Water
-> Zanmato Lv: 1
-> Armor Abilities: Defense+3%, Berserk Ward
-> Weapon Abilities: Magic+3%, Strength+3%, Icestrike, Waterstrike, Lightning-
strike, Firestrike, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Slow - 3 turns (10%)]

-> Sensor: Covered by a hard shell. Piercing weapons are the way to go.
-> Scan: Covered by a hard shell. Slow-moving, but has high physical and magic
defence. Vulnerable to ice and water. Falls easily to piercing weapons.

---> STRATEGIC TACTICS: <---
Do as the tutorial tells you to do.

-------------------------------------------------------------------------------

#22. Cactuar (Bikanel Desert)
-> HP: 800 - 1200
-> MP: 1
-> AP: 8000 - 12000
-> Statistics:
Str- 23, Mag- 1, Def- 1, Mdef- 255, Acc- 0, Agl- 24, Eva- 20, Luck- 15
-> Steal: Common- Chocobo Feather, Uncommon- Chocobo Wing
-> Bribe: None
-> Win: Common- 2 or 4 Speed Spheres, Uncommon- 3 or 6 Speed Spheres
-> Gil Received: 1500
-> Immunities: Sleep, Silence, Darkness, Berserk, Poison, Petrify, Zombie,
Power Break, Magic Break, Mental Break, Armor Break, Demi, Threaten, Delay,
Death, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 2
-> Armor Abilities: HP+10%, MP Stroll, HP Stroll
-> Weapon Abilities: Piercing, Initiative
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)
-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- 10000 Needles: Target (1), Type (fixed), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(yes)
- Run Away: Flees from battle.

-> Sensor: You'll get a treat if you can defeat it before it gets away.
-> Scan: Its 10000 Needles inflict 10000 points of damage. Resistant to
both physical and magical attacks. Runs away when HP is low. Hard to
defeat, but worth a lot of AP.

---> STRATEGIC TACTICS: <---
Cactuar: Have stats between 38-50. Use Hastega or Haste. Now use Aim many
times. And use Tidus to attack. Now you have Lulu use Fire. Have Yuna summon
any aeon, it might take some time (not too much though). Provoking it is also a
very good idea for the fight.

-------------------------------------------------------------------------------

#23. Cave Iguion (Via Purifico)
-> HP: 550 - 825
-> MP: 1
-> AP: 240 - 480
-> Statistics:
Str- 24, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 21, Eva- 9, Luck- 15
-> Steal: Common- Soft, Uncommon- Petrify Grenade
-> Bribe: Gil- 11000, Item- 6 Petrify Grenades
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 300
-> Immunities: None
-> Weaknesses: Doom- 1, Poison- 0; 25%, Sleep- 20, Silence- 20, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Fire [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Slow Ward, Defense+5%
-> Weapon Abilities: Firestrike, Icestrike, Lightningstrike, Waterstrike,
Magic+3%, Magic+5%, Piercing, Strength+3%, Strength+5%
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (120), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Silence - 3 turns (10%)], [Petrification (10%)]

-> Sensor: Very nimble. Resistant to magic.
-> Scan: Very nimble and hard to hit. It has high magic defence and takes half
damage from fire and water. Sometimes inflicts petrification and silence.

---> STRATEGIC TACTICS: <---
Cave Iguion: Stats should be about 32-36. Attacking it physically will work
best. But magic is a decent alternative for this fight. If you don't feel
right, don't hesitate to heal every once in awhile.

-------------------------------------------------------------------------------

#24. Chimera (A) (Macalania Woods)
-> HP: 5250 - 1432
-> MP: 130
-> AP: 1220 - 1830
-> Statistics:
Str- 25, Mag- 22, Def- 1, Mdef- 1, Acc- 0, Agl- 9, Eva- 0, Luck- 15
-> Steal: Common- Arctic Wind, Uncommon- Lightning Marble
-> Bribe: Gil- 105000, Item- 10 Mana Tablets
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 2 or 4 Ability Spheres
-> Gil Received: 970
-> Immunities: Sleep, Confuse
-> Weaknesses: Doom- 2, Silence- 20, Darkness- 20, Poison- 0; 10%
-> Elemental Affinities: [1/2 Damage] Fire, Water
-> Zanmato Lv: 1
-> Armor Abilities: Magic Defense+10%
-> Weapon Abilities: Piercing, Magic+10%, Magic+5%
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Attack: Target (1), Type (grav), Protect (yes), Shell (no), Power (-),Element
(-), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[HP x 1/4]
- Megiddo Flame: Target (1), Type (mag), Protect (no), Shell (yes), Power (35),
Element(fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Aqua Breath: Target (all), Type (mag), Protect (no), Shell (yes), Power (17),
Element (water), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Ignores Def]
- Thunder: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (yes),
Appear (yes)

-> Sensor: Darkness and silence work well. Vulnerable to Threaten.
-> Scan: The snake casts Thundara, the bull Assaults, the hawk uses Aqua
Breath, and the lion uses Megiddo Flame, in that order. Vulnerable to
Threaten, darkness, and silence. Kimahri can learn Aqua Breath.

---> STRATEGIC TACTICS: <---
Chimera: Stats should be 45-50. Put up 2 or these 3 (or maybe even all 3),
Protect, Shell, Reflect. Learn it's attack pattern. Having your strongest
attackers just attack is a good idea. The best idea here though is, to
summon.

-------------------------------------------------------------------------------

#25. Chimera (B) (Home [can be summoned by Guado Guardians])
-> HP: 9000 - 1432
-> MP: 200
-> AP: 2000 - 3000
-> Statistics:
Str- 30, Mag- 25, Def- 1, Mdef- 1, Acc- 0, Agl- 10, Eva- 0, Luck- 15
-> Steal: Common- 3 Arctic Winds, Uncommon- 3 Lightning Marbles
-> Bribe: Gil- 180000, Item- 15 Underdog's Secrets
-> Gil Received: 980
-> Immunities: Sleep, Poison, Confuse
-> Weaknesses: Doom- 2, Silence- 20, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Fire, Water
-> Zanmato Lv: 1
-> Armor Abilities: Magic Defense+10%
-> Weapon Abilities: Piercing, Magic+10%, Magic+5%
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Attack: Target (1), Type (grav), Protect (yes), Shell (no), Power (-),Element
(-), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[HP x 1/4]
- Megiddo Flame: Target (1), Type (mag), Protect (no), Shell (yes), Power (35),
Element(fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Aqua Breath: Target (all), Type (mag), Protect (no), Shell (yes), Power (17),
Element (water), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Ignore Def]
- Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power(24),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (yes),
Appear (yes)

-> Sensor: Darkness and silence work well. Vulnerable to Threaten.
-> Scan: The snake casts Thundara, the bull Assaults, the hawk uses Aqua
Breath, and the lion uses Megiddo Flame, in that order. Vulnerable to
Threaten, darkness, and silence. Kimahri can learn Aqua Breath.

---> STRATEGIC TACTICS: <---
Chimera: Stats should be 50-65. Put up 2 or these 3 (or maybe even all 3),
Protect, Shell, Reflect. Learn it's attack pattern. Having your strongest
attackers just attack is a good idea. The best idea here though is, to
summon.

-------------------------------------------------------------------------------

#26. Chimera Brain (Calm Lands)
-> HP: 9800 - 4060
-> MP: 250
-> AP: 1200 - 1800
-> Statistics:
Str- 34, Mag- 32, Def- 10, Mdef- 10, Acc- 0, Agl- 14, Eva- 0, Luck- 15
-> Steal: Common- Ice Gem, Uncommon- 2 Lightning Gems
-> Bribe: Gil- 196000, Item- 2 Lv.4 Key Spheres
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 2 or 4 Ability Spheres
-> Gil Received: 1000
-> Immunities: Sleep, Confuse, Death
-> Weaknesses: Doom- 2, Poison- 25; 10%, Magic Break- 25, Silence- 95
-> Elemental Affinities: [1/2 Damage] Fire, Water
-> Zanmato Lv: 1
-> Armor Abilities: Magic Defense+10%
-> Weapon Abilities: Piercing, Magic+10%, Magic+5%
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[HP x 1/4]
- Megiddo Flame: Target (1), Type (mag), Protect (no), Shell (yes), Power (35),
Element(fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Aqua Breath: Target (all), Type (mag), Protect (no), Shell (yes), Power (17),
Element (water), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [ignore Def]
- Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power(24),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (yes),
Appear (yes)

-> Sensor: Darkness and silence work well. Vulnerable to Threaten.
-> Scan: The snake casts Thundara, the bull Assaults, the hawk uses Aqua
Breath, and the lion uses Megiddo Flame, in that order. Vulnerable to
Threaten, darkness, and silence. Kimahri can learn Aqua Breath.

---> STRATEGIC TACTICS: <---
Chimera Brain: Stats have to be in about the ranges of 70. Once you have met
that requirement, go find it in the Calm Lands and follow the same strategy
as the last 2 fights I've walked you through.

-------------------------------------------------------------------------------

#27. Coeurl (Cavern of the Stolen Fayth, Calm Lands)
-> HP: 6000 - 4060
-> MP: 480
-> AP: 1300 - 1950
-> Statistics:
Str- 38, Mag- 26, Def- 1, Mdef- 40, Acc- 0, Agl- 18, Eva- 0, Luck- 15
-> Steal: Common- Mana Spring, Uncommon- Mana Spring
-> Bribe: Gil- 120000, Item- 2 Friend Spheres
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 2 or 4 Mana Spheres
-> Gil Received: 1100
-> Immunities: Threaten, Petrify
-> Weaknesses: Doom- 2, Sleep- 95, Silence- 95, Poison- 25; 25%, Magic Break-
25, Zombie- 25, Death- 25
-> Elemental Affinities: [1/2 Damage] Lightning, Ice
-> Zanmato Lv: 1
-> Armor Abilities: Magic Defense+10%, Death Ward, Defense+10%
-> Weapon Abilities: Piercing, Strength+5%, Deathtouch, Magic+5%
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power
(24),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- Blizzara: Target (1), Type (mag), Protect (no), Shell (yes), Power
(24),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- Drain: Target (1), Type (mag), Protect (no), Shell (yes), Power (20),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[drain HP]
- Silence: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Silence - 3 turns (150%)]
- Blaster: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes),
[Petrification (180%)]

-> Sensor: Casts Drain and Blaster when low on HP.
-> Scan: High magic attack and defence. Casts Thundara and Blizzara. Also
casts Drain when HP is low. Beware of Blaster, since it's unblockable and
causes petrification.

---> STRATEGIC TACTICS: <---
Coeurl: Stats in the 65 range is best. If you wish to use magic in this fight
do not do so with Thunder or ice, because it absorbs it. Just attack at it,
and heal yourself after it's magic attacks. Summon anything other than Ixion,
and Shiva, so Valefor or Ifrit are the way to go in terms of summons.

-------------------------------------------------------------------------------

#28. Condor (Besaid)
-> HP: 95 - 143
-> MP: 15
-> AP: 2 - 4
-> Statistics:
Str- 9, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 11, Eva- 10, Luck- 15
-> Steal: Common- Phoenix Down, Uncommon- Smoke Bomb
-> Bribe: Gil- 1900, Item- 3 Smoke Bombs
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 12
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Darkness- 20, Poison- 0; 25%
-> Elemental Affinities: [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Magic Defense+3%, Dark Ward
-> Weapon Abilities: Magic+3%, Strength+3%, Distil Mana, Sensor, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)

-> Sensor: Aerial. Magic attacks are the way to go.
-> Scan: Aerial and hard to hit. Use Wakka's attack to knock it down. It's
vulnerable to fire, so you can also use Lulu's Fire spell.

---> STRATEGIC TACTICS: <---
Condor: At this point just attack once with Wakka.

-------------------------------------------------------------------------------

28??. Condor (Besaid - tutorial)
-> HP: 95 - 143
-> MP: 15
-> AP: 2 - 4
-> Statistics:
Str- 9, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 11, Eva- 10, Luck- 15
-> Steal: Common- Phoenix Down, Uncommon- Smoke Bomb
-> Bribe: Gil- 1900, Item- 3 Smoke Bombs
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 12
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Darkness- 20, Poison- 0; 25%
-> Elemental Affinities: [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Magic Defense+3%, Dark Ward
-> Weapon Abilities: Magic+3%, Strength+3%, Distil Mana, Sensor, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)

-> Sensor: Aerial. Magic attacks are the way to go.
-> Scan: Aerial and hard to hit. Use Wakka's attack to knock it down. It's
vulnerable to fire, so you can also use Lulu's Fire spell.

---> STRATEGIC TACTICS: <---
Do as the tutorial tells you to do.

-------------------------------------------------------------------------------

#29. Dark Element (Cavern of the Stolen Fayth)
-> HP: 1800 - 2700
-> MP: 280
-> AP: 810 - 1620
-> Statistics:
Str- 1, Mag- 30, Def- 190, Mdef- 1, Acc- 0, Agl- 11, Eva- 0, Luck- 15
-> Steal: Common- Shining Thorn, Uncommon- 2 Shining Thorns
-> Bribe: Gil- 36000, Item- 3 Return Spheres
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 520
-> Immunities: Sleep, Darkness, Poison, Petrify, Zombie
-> Weaknesses: Doom- 1, Silence- 20
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Water Ward, Ice Ward, Fire Ward, Lightning Ward,
Lightningproof
-> Weapon Abilities: Piercing, Firestrike, Waterstrike, Distil Mana, Icestrike,
Lightningstrike
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Reflect: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Reflect (100%)]
- Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power
(24),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Watera: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzara: Target (1), Type (mag), Protect (no), Shell (yes), Power
(24),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Bio: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Poison (100%)]
- Drain:  Target (1), Type (mag), Protect (no), Shell (yes), Power (20),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[drain HP]
- Osmose:  Target (1), Type (mag), Protect (no), Shell (yes), Power (20),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[drain MP]

-> Sensor: No elemental weaknesses. Casts Reflect on itself.
-> Scan: No elemental weaknesses, and physical attacks hardly hurt it. Casts
Reflect on itself. If its Reflect is dispelled, it retaliates with Bio, Osmose,
and Drain.

---> STRATEGIC TACTICS: <---
Dark Element: Have stats in between 40-50. Piercing him with those kinds of
weapons is the best idea. But using Ultima is the best, since it frequently
casts Reflect.

-------------------------------------------------------------------------------

#30. Dark Flan (Mt. Gagazet, Zanarkand Ruins)
-> HP: 12800 - 19200
-> MP: 250
-> AP: 3750 - 7500
-> Statistics:
Str- 1, Mag- 30, Def- 220, Mdef- 200, Acc- 0, Agl- 11, Eva- 0, Luck- 15
-> Steal: Common- Star Curtain, Uncommon- 2 Star Curtains
-> Bribe: Gil- 256000, Item- 2 White Magic Spheres
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 2 or 4 Mana Spheres
-> Gil Received: 1080
-> Immunities: Sleep, Poison, Confuse, Petrify, Provoke, Death, Berserk,
Delay
-> Weaknesses: Doom- 1, Silence- 80, Darkness- 20, Slow- 95
-> Elemental Affinities: [1/2 Damage] Water, Lightning, Ice, Fire
-> Zanmato Lv: 1
-> Armor Abilities: MP+20%, MP+10%
-> Weapon Abilities: Piercing, Magic+10%, Magic+5%
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- White Wind: Target (1), Type (p-heal), Protect (no), Shell (no), Power (80),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes), [restores HP x 1/2], [remove Sleep], [remove Silence], [remove
Poison], [remove Petrification], [remove Slow], [remove Poison], [remove
Confusion], [remove Threaten], [remove Zombie], [remove Provoke], [remove
Berserk]
- Bio: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Poison (254%)]
- Demi: Target (all), Type (Grav), Protect (no), Shell (yes), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[HP x 1/4]
- Drain: Target (1), Type (mag), Protect (no), Shell (yes), Power (20),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[drain HP]
- Osmose: Target (1), Type (mag), Protect (no), Shell (yes), Power (20),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[drain MP]
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)

-> Sensor: No elemental weaknesses. Resistant to physical attacks.
-> Scan: Resistant to physical attacks and cuts all elemental damage by half.
Casts non-elemental magic like Demi, Bio, Flare, Osmose, and Drain. Kimahri can
learn White Wind.

---> STRATEGIC TACTICS: <---
Dark Flan: Stats in the range of 60-75. Now, summon Bahamut, and keep using
Impulse on it. Eventually it'll start piercing its jelly. But, it will start
using White Wind to heal itself, but by this time you'll have Mega Flare, use
it.

-------------------------------------------------------------------------------

#31. Defender (Cavern of the Stolen Fayth)
-> HP: 12000 - 4060
-> MP: 1
-> AP: 2700 - 4050
-> Statistics:
Str- 40, Mag- 5, Def- 1, Mdef- 1, Acc- 0, Agl- 11, Eva- 0, Luck- 15
-> Steal: Common- Lunar Curtain, Uncommon- 2 Lunar Curtains
-> Bribe: Gil- 240000, Item- 20 Stamina Tablets
-> Win: Common- 2 or 4 Power Spheres, Uncommon- 2 or 4 Power Spheres
-> Gil Received: 1300
-> Immunities: Sleep, Poison, Petrify, Zombie, Confuse, Slow, Death, Threaten,
Delay
-> Weaknesses: Doom- 10, Darkness- 95
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Armor Abilities: SOS Protect, Defense+10%
-> Weapon Abilities: Strength+3%, Strength+5%, Piercing
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Haymaker: Target (1), Type (str), Protect (yes), Shell (no), Power (30),
Element (-), Range (far), Accuracy (-), Shatter (35), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(yes), Appear (yes)

-> Sensor: Low magic defence.
-> Scan: Strength and defence are high. There is a 1/2 chance of the monster
using Haymaker, so be sure to raise your defence. Use magic often, since its
magic defence is low.

---> STRATEGIC TACTICS: <---
Defender: Have stats near 65. Use provoke on it once, and always keep that
person in your party. Have piercing weapons out to do that kind of damage.
Don't summon. Spells with the affinity of water are another great choice here.

-------------------------------------------------------------------------------

#32. Defender Z (Zanarkand Ruins, Omega Ruins)
-> HP: 42300 - 8848
-> MP: 1
-> AP: 6000 - 9000
-> Statistics:
Str- 45, Mag- 5, Def- 70, Mdef- 70, Acc- 0, Agl- 16, Eva- 0, Luck- 15
-> Steal: Common- 2 Lunar Curtains, Uncommon- 2 Lunar Curtains
-> Bribe: Gil- 846000, Item- 5 Designer Wallets
-> Win: Common- 1 or 2 Level 2 Key Spheres, Uncommon- 1 or 2 Level 3 Key Spheres
-> Gil Received: 2400
-> Immunities: Sleep, Silence, Poison, Petrify, Slow, Zombie, Power Break,
Delay, Threaten, Confuse, Death
-> Weaknesses: Doom- 10, Darkness- 20
-> Elemental Affinities: None
-> Zanmato Lv: 1 (confirmation, please?)
-> Armor Abilities: Defense+10%, SOS Protect
-> Weapon Abilities: Strength+3%, Strength+5%, Piercing, Strength+10%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Haymaker: Target (1), Type (str), Protect (yes), Shell (no), Power (30),
Element (-), Range (far), Accuracy (-), Shatter (35), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(yes), Appear (yes)
- Blast Punch: Target (1), Type (grav), Protect (no), Shell (no), Power (16),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(yes), [HP x 1/2], [Delay Attack (100%)]

-> Sensor: Mental Break works well.
-> Scan: Strength, physical, and magic defence are high. There is a 1/2 chance
of the monster using Haymaker. When HP is low, it also releases Blast Punch,
which delays turns.

---> STRATEGIC TACTICS: <---
Defender Z: Have stats near 75-80 for him. Follow the same basic strategy used
in the last strategy mentioned. Feel free to make some of your own
modifications as you see fit.

-------------------------------------------------------------------------------

#33. Demonolith (Inside Sin, Omega Ruins)
-> HP: 45000 - 13560
-> MP: 9999
-> AP: 11000 - 16500
-> Statistics:
Str- 33, Mag- 99, Def- 1, Mdef- 1, Acc- 0, Agl- 18, Eva- 0, Luck- 15
-> Steal: Common- 2 Petrify Grenades, Uncommon- 2 Petrify Grenades
-> Bribe: Gil- 900000, Item- 40 Level 3 Key Spheres
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Level 3 Key Spheres
-> Gil Received: 1470
-> Immunities: Sleep, Poison, Petrify, Confuse, Death, Berserk, Provoke
-> Weaknesses: Doom- 10, Silence- 50, Darkness- 50, Power Break- 50 [80 - Int.]
-> Elemental Affinities: [1/2 Damage] Water, Lightning, Fire, Ice
-> Zanmato Lv: 1
-> Armor Abilities: Stone Ward, No Encounters, Stoneproof
-> Weapon Abilities: Stonetouch, Stonestrike, Piercing
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (120), Shatter (30), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no),
[Zombie (120%)], [Curse (100%)]
- Breath: Target (all), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no),
[Petrification (80%)]
- Pharaoh's Curse: Target (1), Type (-), Protect (no), Shell (no), Power
(-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Darkness - 254 turns (100%)], [Silence - 254 turns (100%)],
[Poison (130%)], [Curse (100%)]

-> Sensor: Beware of its Breath, which can petrify you.
-> Scan: Beware of its Pharaoh's Curse, which inflicts poison, silence,
darkness, and curse. If attacked when petrified, the party member will be
unable to return to battle. Also watch out for zombie.

---> STRATEGIC TACTICS: <---
Demonolith: Have high stats, period. Don't flat-out physically attack it
because it will use "Pharaoh's Curse" which puts tons of bad effects on that
one character. To avoid this fate, summon the Magus Sisters. They can finish
it off with ease.
+-ALTERNATE STRATEGY-+
Demonolith: Boy, is this bastard a pain in the neck!? He counters almost
everything you throw at him with his pansy little 'Pharaoh's Curse'. But guess
what... there's a way around that! Yes you hear correctly! Ok on the first
move in the battle (if not done already) you should switch out everybody's
weapon for one that has Silencestrike. Now have the most powerful attacker
(probably Auron), nail it with that to Silence it. If this does not work, and
it does get Pharaoh's Curse off, than have Tidus follow up with Silence Buster.
Now just pound on it 'til it goes down.

-------------------------------------------------------------------------------

#34. Dingo (Besaid)
-> HP: 125 - 188
-> MP: 10
-> AP: 2 - 4
-> Statistics:
Str- 13, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 10, Eva- 5, Luck- 15
-> Steal: Common- Potion, Uncommon- Sleeping Powder
-> Bribe: Gil- 2500, Item- 4 Sleeping Powders
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 15
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Sleeptouch, Silencetouch, Magic Defense+3%
-> Weapon Abilities: Piercing, Firestrike, Waterstrike, Icestrike, Lightning-
strike, Strength+3%, Magic+3%
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
[Sleep - 3 turns (10%)], [Silence - 3 turns (10%)]

-> Sensor: Very nimble. Resistant to magic.
-> Scan: Very nimble and hard to hit. Magic defence is also high. Try to defeat
it quickly to avoid damage. Attack swiftly with Tidus.

---> STRATEGIC TACTICS: <---
Dingo: At this point just attack once with Tidus physically, and it will die.

-------------------------------------------------------------------------------

#34??. Dingo (Besaid - tutorial)
-> HP: 125 - 188
-> MP: 10
-> AP: 2 - 4
-> Statistics:
Str- 13, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 10, Eva- 5, Luck- 15
-> Steal: Common- Potion, Uncommon- Sleeping Powder
-> Bribe: Gil- 2500, Item- 4 Sleeping Powders
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 15
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Sleeptouch, Silencetouch, Magic Defense+3%
-> Weapon Abilities: Piercing, Firestrike, Waterstrike, Icestrike, Lightning-
strike, Strength+3%, Magic+3%
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
[Sleep - 3 turns (10%)], [Silence - 3 turns (10%)]

-> Sensor: Very nimble. Resistant to magic.
-> Scan: Very nimble and hard to hit. Magic defence is also high. Try to defeat
it quickly to avoid damage. Attack swiftly with Tidus.

---> STRATEGIC TACTICS: <---
Do as the tutorial tells you to do.

-------------------------------------------------------------------------------

#35. Dinonix (Kilika Forest)
-> HP: 140 - 210
-> MP: 25
-> AP: 9 - 18
-> Statistics:
Str- 14, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 13, Eva- 5, Luck- 15
-> Steal: Common- Soft, Uncommon- Petrify Grenade
-> Bribe: Gil- 2800, Item- 2 Petrify Grenades
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 27
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Darkness- 20, Poison- 0; 25%
-> Elemental Affinities: [1.5 damage] Ice [1/2 Damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Defense+3%, Slow Ward
-> Weapon Abilities: Magic+3%, Strength+3%, Icestrike, Firestrike, Waterstrike,
Lightningstrike, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Silence - 3 turns (10%)], [Petrification (10%)]

-> Sensor: Very nimble. Resistant to magic.
-> Scan: Very nimble and hard to hit. Magic defence is also high. Defeat it
quickly to avoid damage. Vulnerable to ice.

---> STRATEGIC TACTICS: <---
Dinonix: Have stats between 10-13. Just attack normally once or twice. But,
you can also Lulu cast fire.

-------------------------------------------------------------------------------

#36. Dual Horn (A) (Mi'ihen Highroad)
-> HP: 1875 - 560
-> MP: 18
-> AP: 42 - 63
-> Statistics:
Str- 22, Mag- 3, Def- 1, Mdef- 1, Acc- 0, Agl- 12, Eva- 0, Luck- 15
-> Steal: Common- Potion, Uncommon- Hi-Potion
-> Bribe: Gil- 37500, Item- 60 Hi-Potion
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 105
-> Immunities: None
-> Weaknesses: Doom- 2, Silence- 20, Poison- 0; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: HP+5%
-> Weapon Abilities: Silencetouch, Piercing, Firestrike
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Gore: Target (1), Type (str), Protect (yes), Shell (no), Power (25), Element
(-), Range (far), Accuracy (150), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)
-> Sensor: Inflict darkness to evade its attacks.
-> Scan: Its Gore is powerful, but inflict darkness or use Sleep Attack to avoid
it easily. Kimahri can learn Fire Breath.

---> STRATEGIC TACTICS: <---
Dual Horn: Have stats near 23. And attack normally a couple times. Summoning
the aeon Valefor will work well here. Because it can't hit you, but you can
hit it.

-------------------------------------------------------------------------------

#37. Dual Horn (B) (Home [can be summoned by Guado Guardian])
-> HP: 3795 - 1432
-> MP: 22
-> AP: 820 - 1230
-> Statistics:
Str- 27, Mag- 8, Def- 1, Mdef- 1, Acc- 0, Agl- 17, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Mega-Potion
-> Bribe: Gil- 75900, Item- 25 Mega-Potions
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 520
-> Immunities: None
-> Weaknesses: Doom- 2, Silence- 20, Poison- 0; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: HP+5%, HP+10%
-> Weapon Abilities: Silencetouch, Piercing, Firestrike
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Gore: Target (1), Type (str), Protect (yes), Shell (no), Power (25), Element
(-), Range (far), Accuracy (150), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)

-> Sensor: Inflict darkness to evade its attacks.
-> Scan: Its Gore is powerful, but inflict darkness or use Sleep Attack to avoid
it easily. Kimahri can learn Fire Breath.

---> STRATEGIC TACTICS: <---
Dual Horn: Have stats near 33. And attack normally a couple times. Summoning
the aeon Valefor will work well here. Because it can't hit you, but you can
hit it.

-------------------------------------------------------------------------------

#38. Epaaj (Cavern of the Stolen Fayth, Calm Lands Gorge Bottom)
-> HP: 8700 - 4060
-> MP: 25
-> AP: 970 - 1455
-> Statistics:
Str- 28, Mag- 1, Def- 20, Mdef- 20, Acc- 0, Agl- 28, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- 2 Hi-Potions
-> Bribe: Gil- 174000, Item- 25 Farplane Winds
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 950
-> Immunities: Sleep, Power Break, Poison
-> Weaknesses: Doom- 2, Silence- 20, Darkness- 95
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Defense+5%
-> Weapon Abilities: Strength+5%, Piercing, Magic+5%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (110), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no),
[Poison (80%)]
- Blades: Target (1), Type (str), Protect (yes), Shell (no), Power (36),Element
(-), Range (far), Accuracy (180), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes)

-> Sensor: Watch out for poison.
-> Scan: Very nimble. Its claws can inflict poison. Inflicting darkness or
Threaten on it are the way to go.

---> STRATEGIC TACTICS: <---
Epaaj: Stats should be close to 50. But, use your most agile character to
attack it physically. The best alternate method is to use Firga. Or even
bring in Bahamut to do your dirty work.

-------------------------------------------------------------------------------

#39. Evil Eye (A) (Lake Macalania [can be summoned by Guado Guardian])
-> HP: 310 - 465
-> MP: 300
-> AP: 300 - 600
-> Statistics:
Str- 1, Mag- 26, Def- 1, Mdef- 120, Acc- 0, Agl- 15, Eva- 13, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Musk
-> Bribe: Gil- 6200, Item- 3 Musks
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 205
-> Immunities: None
-> Weaknesses: Sleep- 20, Silence- 20, Darkness- 20, Poison- 0; 25%
-> Elemental Affinities: [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: MP+10%, Confuse Ward
-> Weapon Abilities: Lightningstrike, Icestrike, Firestrike, Waterstrike,
Distil Mana, Piercing, Magic+3%, Strength+3%, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Gaze Attack: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(no), [Confusion (30%)]

-> Sensor: Aerial. Resistant to magic. Watch out for confusion.
-> Scan: Aerial and hard to hit. Its weakness is fire, but it has high magic
defence. Its Gaze may cause confusion.

---> STRATEGIC TACTICS: <---
Evil Eye: Have your stats at 20-23. Attack it a couple of times with Wakka's
normal attack, or you can blind it with Dark Attack (if available).

-------------------------------------------------------------------------------

#40. Evil Eye (B) (Home [can be summoned by Guado Guardian], Airship)
-> HP: 430 - 645
-> MP: 310
-> AP: 480 - 960
-> Statistics:
Str- 1, Mag- 25, Def- 1, Mdef- 120, Acc- 0, Agl- 17, Eva- 13, Luck- 15
-> Steal: Common- Musk, Uncommon- 2 Musks
-> Bribe: Gil- 8600, Item- 4 Musks
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 205
-> Immunities: None
-> Weaknesses: Sleep- 20, Silence- 20, Darkness- 20, Poison- 0; 25%
-> Elemental Affinities: [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: MP+10%, Confuse Ward
-> Weapon Abilities: Lightningstrike, Icestrike, Firestrike, Waterstrike,
Distil Mana, Piercing, Magic+3%, Strength+3%, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Gaze Attack: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(no), [Confusion (30%)]

-> Sensor: Aerial. Resistant to magic. Watch out for confusion.
-> Scan: Aerial and hard to hit. Its weakness is fire, but it has high magic
defence. Its Gaze may cause confusion.

---> STRATEGIC TACTICS: <---
Evil Eye: Have your stats at 30-33. Attack it a couple of times with Wakka's
normal attack, or you can blind it with Dark Attack (if available).

-------------------------------------------------------------------------------

#41. Exoray (Inside Sin)
-> HP: 7400 - 11100
-> MP: 300
-> AP: 2400 - 4800
-> Statistics:
Str- 1, Mag- 24, Def- 1, Mdef- 1, Acc- 0, Agl- 14, Eva- 0, Luck- 15
-> Steal: Common- Silence Grenades, Uncommon- Ether
-> Bribe: Gil- 148000, Item- Turbo Ether
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 840
-> Immunities: Darkness, Berserk, Zombie, Confuse
-> Weaknesses: Doom- 1, Poison- 0; 25%, Silence- 20
-> Elemental Affinities: [1/2 Damage] Water, Lightning, Ice [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: MP+10%
-> Weapon Abilities: Strength+5%, Piercing, Defense+5%
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Pollen: Target (all), Type (-), Protect (-), Shell (-), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Darkness - 3 turns (80%)], [Silence - 3 turns (80%)], [Poison (80%)]
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(yes), Appear (yes)

-> Sensor: Counters physical attacks with Pollen, which induces poison, silence,
and darkness.
-> Scan: Casts Firaga. Silence is the way to go. Releases poison, silence, and
darkness-inducing Pollen when hit by a weapon. Vulnerable to fire.

---> STRATEGIC TACTICS: <---
Exoray: Have your stats more up near 79-86. Just attack at it physically and
with Firaga. After about 2-5 hits it should be reduced to nothing.

-------------------------------------------------------------------------------

#42. Fallen Monk --> Flamethrower* (Zanarkand Ruins)
-> HP: 3300 - 4950
-> MP: 1
-> AP: 1200 - 1400
-> Statistics:
Str- 28, Mag- 33, Def- 40, Mdef- 40, Acc- 0, Agl- 27, Eva- 0, Luck- 15
-> Steal: Common- 2 Candle of Lifes, Uncommon- Purifying Salt
-> Bribe: None
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 540
-> Immunities: Silence, Slow, Power Break, Magic Break, Delay, Threaten,
Provoke, Death, Bribe
-> Weaknesses: Doom- 15, Sleep- 80, Darkness- 95, Poison- 50; 25%, Petrify- 50,
Restoration <--- always in Zombie status
-> Elemental Affinities: [1.5 damage] Holy
-> Zanmato Lv: 1
-> Armor Abilities: Zombie Ward, Magic Defense+5%
-> Weapon Abilities: Strength+5%, Magic Counter, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Flamethrower Attack: Target (all), Type (mag), Protect (no), Shell (yes),Power
(22), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)

-> Sensor: Zombie. Vulnerable to healing magic and items.
-> Scan: A soldier who continues to protect the Yevon Dome even after death.
Attacks all targets with his flamethrower for fire-based damage.

---> STRATEGIC TACTICS: <---
Fallen Monk: Have stats pretty close to 70. Use either a Phoenix Down or a
Mega Phoenix on him and he will be un-undead.

#42?. Flamethrower (Zanarkand Ruins - Fallen Monk)
-> HP: 1 - 1
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Eva- 0, Luck- 0
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Weaknesses: None
-> Elemental Affinites: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

-------------------------------------------------------------------------------

#43. Fallen Monk --> Rifle* (Zanarkand Ruins)
-> HP: 3300 - 4950
-> MP: 1
-> AP: 1200 - 1400
-> Statistics:
Str- 28, Mag- 33, Def- 40, Mdef- 40, Acc- 0, Agl- 27, Eva- 0, Luck- 15
-> Steal: Common- 2 Candle of Lifes, Uncommon- Purifying Salt
-> Bribe: None
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 540
-> Immunities: Silence, Slow, Power Break, Magic Break, Delay, Threaten,
Provoke, Death, Bribe
-> Weaknesses: Doom- 15, Sleep- 80, Darkness- 95, Poison- 50; 25%, Petrify- 50,
Restoration <--- always in Zombie status
-> Elemental Affinities: [1.5 damage] Holy
-> Zanmato Lv: 1
-> Armor Abilities: Zombie Ward, Magic Defense+5%
-> Weapon Abilities: Strength+5%, Magic Counter, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (140), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Zombie (80%)]

-> Sensor: Zombie. Vulnerable to healing magic and items.
-> Scan: A soldier who continues to protect the Yevon Dome even after death.
His rifle hits single targets. He can inflict zombie status, so watch out.

---> STRATEGIC TACTICS: <---
Fallen Monk: Have stats pretty close to 70. Use either a Phoenix Down or a
Mega Phoenix on him and he will be un-undead.

#43?. Rifle (Zanarkand Ruins - Fallen Monk)
-> HP: 1 - 1
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Eva- 0, Luck- 0
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Weaknesses: None
-> Elemental Affinites: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

-------------------------------------------------------------------------------

#44. Flame Flan (The Calm Lands)
-> HP: 1500 - 2250
-> MP: 200
-> AP: 480 - 960
-> Statistics:
Str- 1, Mag- 20, Def- 180, Mdef- 1, Acc- 0, Agl- 6, Eva- 0, Luck- 15
-> Steal: Common- Fire Gem, Uncommon- 2 Fire Gems
-> Bribe: Gil- 30000, Item- 10 Fire Gems
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 448
-> Immunities: None
-> Weaknesses: Doom- 1, Poison- 0; 25%, Sleep- 20, Silence- 20, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Lightning [Absorption] Fire [1.5 damage]
Ice
-> Zanmato Lv: 1
-> Armor Abilities: Fire Ward, Fireproof
-> Weapon Abilities: Piercing, Firestrike
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear
(yes)

-> Sensor:  Fire elemental. Vulnerable to opposing element. Resistant to
physical attacks.
-> Scan: Fire elemental. Vulnerable to opposing element. Resistant to physical
attacks.

---> STRATEGIC TACTICS: <---
Flame Flan: Have stats up at 35, ok. Just attack a few times Ice magic or
maybe even Water magic elemental attacks. A few (about 3) of these should do
it in no time at all.

-------------------------------------------------------------------------------

#45. Floating Death (Omega Ruins)
-> HP: 6700 - 10050
-> MP: 520
-> AP: 7100 - 14200
-> Statistics:
Str- 1, Mag- 45, Def- 1, Mdef- 120, Acc- 0, Agl- 33, Eva- 18, Luck- 15
Str- 1, Mag- 47, Def- 10, Mdef- 150, Acc- 0, Agl- 33, Eva- 18, Luck- 15 (Int)
-> Steal: Common- 4 Musks, Uncommon- 5 Musks
-> Bribe: Gil- 134000, Item- 10 Gambler's Spirits
-> Win: Common- 2 or 4 Mana Spheres, Uncommon- 3 or 6 Mana Spheres
-> Gil Received: 1265
-> Immunities: Sensor, Scan, Darkness
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: MP+10%, Confuse Ward, Confuseproof
-> Weapon Abilities: Firestrike, Icestrike, Lightningstrike, Magic+5%, Piercing,
Strength+5%, Waterstrike, Distil Speed
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Gaze Attack: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(yes), Appear (no), [Confusion (30%)]
- Sonic Waves: Target (all), Type (mag), Protect (no), Shell (yes), Power (18),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Floating Death: Have stats near 100 or maybe even 115 to survive this. Some of
the 3rd level magic attacks will do ok. What will do better is Bahamut, or,
even better is some of the secret aeons. Valefor (if it is strong enough)
should fair alright here as well. Ultima, and Flare can easily finish it off
too.

-------------------------------------------------------------------------------

#46. Floating Eye (Mi'ihen Highroad)
-> HP: 140 - 210
-> MP: 200
-> AP: 21 - 42
-> Statistics:
Str- 1, Mag- 18, Def- 1, Mdef- 120, Acc- 0, Agl- 10, Eva- 11, Luck- 15
-> Steal: Common- Echo Screen, Uncommon- Musk
-> Bribe: Gil- 2800, Item- Musk
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 44
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: MP+5%, Confuse Ward
-> Weapon Abilities: Firestrike, Icestrike, Lightningstrike, Magic+5%, Piercing,
Strength+5%, Waterstrike, Distil Speed
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Confuse (10%)]

-> Sensor: Aerial. Resistant to magic.
-> Scan: Aerial and hard to hit. Its weakness is lightning, but it has high
magic defence. Use Wakka's attack to defeat it.

---> STRATEGIC TACTICS: <---
Floating Eye: Not much strategy involved in this one. Have moderately high
stats and then go fight one. The best way to beat it is to use Wakka's ball,
but then again there are other alternatives like using magic or summoning
forth an aeon (especially Valefor).

-------------------------------------------------------------------------------

#47. Funguar (Mushroom Rock Road)
-> HP: 540 - 810
-> MP: 60
-> AP: 44 - 88
-> Statistics:
Str- 1, Mag- 26, Def- 1, Mdef- 1, Acc- 0, Agl- 4, Eva- 0, Luck- 15
-> Steal Common- Silence Grenade, Uncommon- Ether
-> Bribe: Gil- 10800, Item- 2 Turbo Ethers
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 42
-> Immunities: Zombie, Darkness
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20
-> Elemental Affinities: [1/2 Damage] Ice, Water, Lightning [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: MP+5%, Sleep Ward
-> Weapon Abilities: Strength+3%, Sleeptouch, Magic+3%, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Fire: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element
(fire), Range (far), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes)
- Pollen: Target (all), Type (-), Protect (-), Shell (-), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Sleep - 2 turns (80%)]

-> Sensor: Occassionally counters with Pollen, which induces sleep.
-> Scan: Casts Fire, so it's best to silence it. Occassionally retaliates with
sleep-inducing Pollen. Putting it to sleep is effective. Vulnerable to fire.

---> STRATEGIC TACTICS: <---
Funguar: Have stats near 29. I know it itself uses Fire attacks, but you
reciprocate with some Fire of your own. Ifrit at this point is the best aeon
to summon for this fight.

-------------------------------------------------------------------------------

#48. Gandarewa (Mushroom Rock Road)
-> HP: 148 - 220
-> MP: 160
-> AP: 32 - 64
-> Statistics:
Str- 1, Mag- 23, Def- 1, Mdef- 120, Acc- 0, Agl- 9, Eva- 12, Luck- 15
-> Steal: Common- Electro Marble, Uncommon- 2 Electro Marbles
-> Bribe: Gil- 2960, Item- 3 Lightning Marbles
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 62
-> Immunities: None
-> Weaknesses: Doom- 1, Poison- 0; 25%, Silence- 20, Sleep- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Water
-> Zanmato Lv: 1
-> Armor Abilities: Magic Defense+3%, Lightning Ward
-> Weapon Abilities: Strength+3%, Piercing, Magic+3%, Lightning Ward,Distil Mana
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Thunder: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(yes), Appear (yes)

-> Sensor: Aerial. Resistant to magic.
-> Scan: Aerial and hard to hit. Casts Thunder. It's vulnerable to water, but
has high magic defence. Use Wakka to knock it out of the sky.

---> STRATEGIC TACTICS: <---
Gandarewa: Have stats at 21. Any magic attack does alright. But having Wakka
attack it physically is the wisest tactic here. The very MOST it should take
to knock it down to death is 2 turns. Water Magic is the best magic to use here
however.

-------------------------------------------------------------------------------

#49. Garm (Djose Road)
-> HP: 240 - 360
-> MP: 35
-> AP: 48 - 96
-> Statistics:
Str- 17, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 16, Eva- 7, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Sleeping Powder
-> Bribe: Gil- 4800, Item- 7 Sleeping Powders
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 88
-> Immunities: None
-> Weaknesses: Doom- 1, Poison- 0; 25%, Silence- 20, Sleep- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning, Fire
-> Zanmato Lv: 1
-> Armor Abilities: Silence Ward, Sleep Ward, Magic Defense+3%
-> Weapon Abilities: Piercing, Firestrike, Waterstrike, Icestrike, Lightning-
strike, Strength+3%, Magic+3%
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Silence - 3 turns (10%)], [Sleep - 3 turns (10%)]

-> Sensor: Very nimble. Resistant to magic.
-> Scan: Very nimble and hard to hit. Magic defence is also high. Defeat it
quickly to avoid damage. It's vulnerable to lightning and fire.

---> STRATEGIC TACTICS: <---
Garm: Have stats near the 21 area. Just attack normally about once or twice
and that should be all there is to it fot this particular fight.

-------------------------------------------------------------------------------

#50. Garuda (A) (Besaid)
-> HP: 1400 - 2100
-> MP: 50
-> AP: 8 - 12
-> Statistics:
Str- 1, Mag- 10, Def- 1, Mdef- 1, Acc- 0, Agl- 7, Eva- 0, Luck- 15
-> Steal: Common- Smoke Bomb, Uncommon- 2 Smoke Bombs
-> Bribe: None
-> Win: 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 30
-> Immunities: Zombie, Threaten, Sleep, Provoke, Confuse, Bribe
-> Weaknesses: Doom- 3, Poison- 0; 25%, Sleep- 20
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Dark Ward
-> Weapon Abilities: Piercing, Strength+3%, Magic+3%, Darktouch
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Sonic Boom: Target (all), Type (str), Protect (yes), Shell (no), Power (8),
Element (-), Range (far), Accuracy (130), Shatter (0), Critical (no), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)

-> Sensor: Dodging its attacks is easier after inflicting darkness.
-> Scan: It has high strength and tons of HP. Beware of Sonic Boom, which hits
all characters. Dodge its attacks more easily by inflicting darkness.

---> STRATEGIC TACTICS: <---
Garuda: Stats near 25 is a good thing. Summoning Valefor will make quick work
of this flying fiend. Black magic is alright as well. Overdrives are best
if you use Tidus'. If you follow that, that will be all she wrote.

-------------------------------------------------------------------------------

#50??. Garuda (A) (Besaid - tutorial)
-> HP: 1400 - 2100
-> MP: 50
-> AP: 8 - 12
-> Statistics:
Str- 1, Mag- 10, Def- 1, Mdef- 1, Acc- 0, Agl- 7, Eva- 0, Luck- 15
-> Steal: Common- Smoke Bomb, Uncommon- 2 Smoke Bombs
-> Bribe: None
-> Win: 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 30
-> Immunities: Zombie, Threaten, Sleep, Provoke, Confuse, Bribe
-> Weaknesses: Doom- 3, Poison- 0; 25%, Sleep- 20
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Dark Ward
-> Weapon Abilities: Piercing, Strength+3%, Magic+3%, Darktouch
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Sonic Boom: Target (all), Type (str), Protect (yes), Shell (no), Power (8),
Element (-), Range (far), Accuracy (130), Shatter (0), Critical (no), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)

-> Sensor: Dodging its attacks is easier after inflicting darkness.
-> Scan: It has high strength and tons of HP. Beware of Sonic Boom, which hits
all characters. Dodge its attacks more easily by inflicting darkness.

---> STRATEGIC TACTICS: <---
Do as the tutorial tells you to do.

-------------------------------------------------------------------------------

#51. Garuda (B) (Luca Stadium - Fiend Attackings)
-> HP: 1800 - 500
-> MP: 10
-> AP: 28 - 42
-> Statistics:
Str- 18, Mag- 12, Def- 1, Mdef- 1, Acc- 20, Agl- 10, Eva- 0, Luck- 15
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 0
-> Immunities: Sleep, Petrify, Confuse, Bribe, Berserk
-> Weaknesses: Doom- 3, Poison- 0; 10%
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Dark Touch
-> Weapon Abilities: Piercing, Waterstrike, Lightningstrike, Icestrike, Fire-
strike
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Sonic Boom: Target (all), Type (str), Protect (yes), Shell (no), Power (12),
Element (-), Range (far), Accuracy (130), Shatter (0), Critical (no), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)

-> Sensor: Dodging its attacks is easier after inflicting darkness.
-> Scan: It has high strength and tons of HP. Beware of Sonic Boom, which hits
all characters. Dodge its attacks more easily by inflicting darkness.

---> STRATEGIC TACTICS: <---
Garuda: Stats near 31 is a good thing. Summoning Valefor will make quick work
of this flying fiend. Black magic is alright, as well. Overdrives are best
if you use Tidus'. If you follow that, that will be all she wrote.

-------------------------------------------------------------------------------

#52. Garuda (C) (Mushroom Rock Road)
-> HP: 4000 - 560
-> MP: 50
-> AP: 170 - 255
-> Statistics:
Str- 21, Mag- 40, Def- 1, Mdef- 1, Acc- 0, Agl- 14, Eva- 0, Luck- 15
-> Steal: Common- Smoke Bomb, Uncommon- 2 Smoke Bombs
-> Bribe: Gil- 80000, Item- 99 Smoke Bombs
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 2 or 4 Power Spheres
-> Gil Received: 140
-> Immunities: Sleep, Confuse, Petrify, Provoke
-> Weaknesses: Doom- 3, Poison- 0; 25%, Silence- 20
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Dark Ward
-> Weapon Abilities: Piercing, Strength+3%, Magic+3%, Darktouch
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Darkness - 3 turns (10%)]
- Sonic Boom: Target (all), Type (str), Protect (yes), Shell (no), Power (12),
Element (-), Range (far), Accuracy (130), Shatter (0), Critical (no), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)

-> Sensor: Dodging its attacks is easier after inflicting darkness.
-> Scan: It has high strength and tons of HP. Beware of Sonic Boom, which hits
all characters. Dodge its attacks more easily by inflicting darkness.

---> STRATEGIC TACTICS: <---
Garuda: Stats near 36 is a good thing. Summoning Valefor will make quick work
of this flying fiend. Black magic is alright as well. Overdrives are best
if you use Tidus'. If you follow that, that will be all she wrote.

-------------------------------------------------------------------------------

#53a. Gemini --> Left - Mace/Blunt (A) (Inside Sin)
-> HP: 36000 - 13560
-> MP: 1
-> AP: 7800 - 11700
-> Statistics:
Str- 33, Mag- 1, Def- 50, Mdef- 20, Acc- 9, Agl- 21, Eva- 1, Luck- 0
-> Steal: Common- Light Curtain, Uncommon- 2 Light Curtains
-> Bribe: Gil- 720000, Item- 10 Stamina Tonics
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 2 or 4 Power Spheres
-> Gil Received: 1111
-> Immunities: Petrify, Zombie, Confuse, Slow, Power Break, Delay, Threaten,
Berserk, Death
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 3, Sleep- 80, Poison- 90; 20%, Darkness- 20, Silence- 20
-> Elemental Affinities: [1/2 Damage] Lightning, Fire
-> Zanmato Lv: 1
-> Armor Abilities: SOS Regen, HP+10%
-> Weapon Abilities: Piercing, Strength+10%, Magic+10%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 40/128 (31%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (110), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Reaper: Target (all), Type (str), Protect (yes), Shell (no), Power
(13),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Leaping Swing: Target (1), Type (str), Protect (yes), Shell (no), Power (25),
Element (-), Range (far), Accuracy (95), Shatter (0), Critical (yes), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(yes)
- Double Reaper: Target (all), Type (str), Protect (yes), Shell (no), Power
(32),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [ignore Def], [Delay Attack (100%)]

-> Sensor: Together they unleash Double Reaper. Focus your attacks to defeat
one quickly.
-> Scan: After receiving a certain amount of damage, they unleash a powerful
synchronised attack, the Double Reaper. One absorbs lightning and fire, while
the other absorbs water and ice.

---> STRATEGIC TACTICS: <---
Gemini: Have stats near 96. Have piercing weapons equipped to deal maximum
efficiency damage to it. Bahamut or any secret aeon is smart here. Heal when
you need to (that might be pretty often) and using Hastega in the beginning is
al recommended. Blitz Ace is really good here also. Then, you hear the fat
lady sing.
+-ALTERNATE STRATEGY-+
Gemini: Armor Break is your friend here for getting its Defenses down and
letting you alot more damage to them normally. You can also get this by using
Banishing Blade. More alternatives would be to use character's Overdrives
(especially Attack Reels and Slice & Dice). Heal with Yuna and/or items when
you absolutely need to badly.

-------------------------------------------------------------------------------

#53b. Gemini --> Right - Sword/Blade *B* (Inside Sin)
-> HP: 36000 - 13560
-> MP: 1
-> AP: 7800 - 11700
-> Statistics:
Str- 33, Mag- 1, Def- 50, Mdef- 20, Acc- 9, Agl- 21, Eva- 1, Luck- 0
-> Steal: Common- Light Curtain, Uncommon- 2 Light Curtains
-> Bribe: Gil- 720000, Item- 10 Stamina Tonics
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 2 or 4 Power Spheres
-> Gil Received: 1111
-> Immunities: Petrify, Zombie, Confuse, Slow, Power Break, Delay, Threaten,
Berserk, Death
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 3, Sleep- 80, Poison- 90; 20%, Darkness- 20, Silence- 20
-> Elemental Affinities: [1/2 Damage] Lightning, Fire
-> Zanmato Lv: 1
-> Armor Abilities: SOS Regen, HP+10%
-> Weapon Abilities: Piercing, Strength+10%, Magic+10%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 40/128 (31%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (110), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Reaper: Target (all), Type (str), Protect (yes), Shell (no), Power
(13),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Leaping Swing: Target (1), Type (str), Protect (yes), Shell (no), Power (25),
Element (-), Range (far), Accuracy (95), Shatter (0), Critical (yes), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(yes)
- Double Reaper: Target (all), Type (str), Protect (yes), Shell (no), Power
(32),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [ignore Def], [Delay Attack (100%)]

-> Sensor: Together they unleash Double Reaper. Focus your attacks to defeat
one quickly.
-> Scan: After receiving a certain amount of damage, they unleash a powerful
synchronised attack, the Double Reaper. One absorbs lightning and fire, while
the other absorbs water and ice.

---> STRATEGIC TACTICS: <---
Gemini: Have stats near 96. Have piercing weapons equipped to deal maximum
efficiency damage to it. Bahamut or any secret aeon is smart here. Heal when
you need to (that might be pretty often) and using Hastega in the beginning is
al recommended. Blitz Ace is really good here also. Then, you hear the fat
lady sing.
+-ALTERNATE STRATEGY-+
Gemini: Armor Break is your friend here for getting its Defenses down and
letting you alot more damage to them normally. You can also get this by using
Banishing Blade. More alternatives would be to use character's Overdrives
(especially Attack Reels and Slice & Dice). Heal with Yuna and/or items when
you absolutely need to badly.
These are just the different ones that show up with the other. Whether
you interpreted the last one the one I am mentioning now, it matters not, just
use the same strategy for this one as well.

-------------------------------------------------------------------------------

#54. Ghost (Cavern of the Stolen Fayth)
-> HP: 9999 - 4060
-> MP: 350
-> AP: 1450 - 2175
-> Statistics:
Str- 1, Mag- 33, Def- 120, Mdef- 1, Acc- 0, Agl- 14, Eva- 0, Luck- 15
-> Steal: Common- 2 Phoenix Downs, Uncommon- Farplane Shadow
-> Bribe: Gil- 199980, Item- 38 Mega Phoenixes
-> Win: Common- Mana Sphere, Uncommon- 2 Mana Spheres
-> Gil Received: 810
-> Immunities: Sleep, Darkness, Poison, Petrify, Confuse, Berserk, Zombie, Slow,
Armor Break, Mental Break, Threaten, Provoke, Death
-> Weaknesses: Doom- 7, Silence- 95
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Death Ward, No Encounters, MP+10%
-> Weapon Abilities: Piercing, Magic+10%, Magic+5%, Distil Mana
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Doom: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Doom (254%)]
- Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power
(24),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Watera: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzara: Target (1), Type (mag), Protect (no), Shell (yes), Power
(24),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)

-> Sensor: Casts Doom at the beginning of battle.
-> Scan: Casts Doom at the beginning of battle. Defeat it before the countdown
runs out to avoid KO. Its elemental weaknesses change every battle. Kimahri can
learn Doom.

---> STRATEGIC TACTICS: <---
Ghost: Have stats 66 or higher. Piercing weapons to attack is the best way
to have a positive outcome in this battle. It will always cast doom. Just
negate that with a Remedy.

-------------------------------------------------------------------------------

#55. Gold Element (Thunder Plains)
-> HP: 1200 - 1800
-> MP: 180
-> AP: 92 - 184
-> Statistics:
Str- 1, Mag- 32, Def- 120, Mdef- 1, Acc- 0, Agl- 7, Eva- 0, Luck- 15
-> Steal: Common- Electro Marble, Uncommon- 2 Electro Marbles
-> Bribe: Gil- 24000, Item- 20 Lightning Marbles
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 107
-> Immunities: Sleep, Zombie, Darkness, Poison, Petrify
-> Weaknesses: Silence- 20, Doom- 1
-> Elemental Affinities: [1/2 Damage] Ice, Fire [Absorption] Lightning
[1.5 damage] Water
-> Zanmato Lv: 1
-> Armor Abilities: Lightning Ward, Lightningproof
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Thunder: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes),Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power
(24),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes),Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes),
Appear (yes)

-> Sensor: Lightning elemental. Vulnerable to opposing element.
-> Scan: Casts Thunder. Physical attacks hardly hurt it. Absorbs lightning, so
use Watera for an Overkill.

---> STRATEGIC TACTICS: <---
Gold Element: Have stats close to the area of 32. Now use tons of Water spells
on it. Or you can attack with a piercing weapon.

-------------------------------------------------------------------------------

#56. Grat (Mt. Gagazet)
-> HP: 4000 - 6000
-> MP: 25
-> AP: 980 - 1960
-> Statistics:
Str- 28, Mag- 1, Def- 50, Mdef- 50, Acc- 0, Agl- 12, Eva- 0, Luck- 15
-> Steal: Common- 4 Antidotes, Uncommon- 3 Remedies
-> Bribe: Gil- 80000, Item- 40 Remedies
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 520
-> Immunities: Darkness, Delay, Zombie, Slow
-> Weaknesses: Doom- 2, Sleep- 80, Silence- 20, Petrify- 25, Death- 50,
Poison- 25; 25%
-> Elemental Affinities: [Immune] Water [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Poison Ward, HP+10%, HP+5%
-> Weapon Abilities: Magic+5%, Piercing, Poisontouch, Strength+5%
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 8/128 (6%)

-> Abilities:
- Seed Cannon: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (85), Shatter (0), Critical (no),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- Seed Burst: Target (1), Type (str), Protect (yes), Shell (no), Power (9),
Element (-), Range (far), Accuracy (130), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes),
Appear (yes), [Confusion (100%)]

-> Sensor: Vulnerable to fire.
-> Scan: Its Seed Cannon packs quite a punch. Seed Burst doesn't do much damage,
but may inflict confusion on characters. Vulnerable to fire. Kimahri can learn
Seed Cannon.

---> STRATEGIC TACTICS: <---
Grat: Have (FAQ) stats around 50 for these critters. (is) Using Fire is (copy-)
a good idea, (righted) but (property) using Water is (of) not. So keep doing
(Si) that. (ni) Attacking it (ro) physically is (thX) good too. Ifrit will fair
pretty well in this battle. Yuna will be good for Esuna to heal from the
confusion it can inflict on you.

-------------------------------------------------------------------------------

#57. Great Malboro (Inside Sin, Omega Ruins)
-> HP: 64000 - 13560
-> MP: 1
-> AP: 21000 - 31500
-> Statistics:
Str- 35, Mag- 42, Def- 1, Mdef- 1, Acc- 0, Agl- 18, Eva- 0, Luck- 15
-> Steal: Common- Remedy, Uncommon- Mana Tonic
-> Bribe: Gil- 1280000, Item- 8 Wing to Discoveries
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 1900
-> Immunities: Sleep, Silence, Zombie, Berserk, Poison, Darkness, Petrify,
Slow, Poison, Haste, Threaten, Confuse, Death
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 5, Power Break- 50, Magic Break- 50, Armor Break- 50,
Mental Break- 50
-> Elemental Affinities: [1.5 damage] Fire [Immune] Water, Ice
-> Zanmato Lv: 2
-> Armor Abilities: Dark Ward, Silence Ward, Sleep Ward, Poison Ward,
Confuse Ward, Berserk Ward, Stone Ward
-> Weapon Abilities: Sleeptouch, Silencetouch, Poisontouch, Piercing, Darktouch
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Gastric Juice: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (130), Shatter (0), Critical (no),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no), [ignore Def]
- Chow Time: Target (1), Type (str), Protect (yes), Shell (no), Power (32),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Bad Breath: Target (all), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (-), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Silence - 3 turns (100%)], [Darkness - 3 turns (100%)],
[Slow - 3 turns (30%)], [Poison (150%)], [Confusion (80%)], [Berserk (30%)]
- Staccato: Target (all), Type (mag), Protect (no), Shell (yes), Power (10),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(yes), Appear (yes), [ignore Def]

-> Sensor: Breathes Bad Breath 1/3 of the time. Be ready for anything.
-> Scan: Danger! There is a 1/3 chance of it attacking with Bad Breath. To avoid
being wiped out, equip armor that guards against status effects and attack with
fire. Kimahri can learn Bad Breath.

---> STRATEGIC TACTICS: <---
Great Malboro: Stats better be in 185 or even higher. The Magus Sisters can
discombobulate it within a couple of turns (if none of them are Passados).
Anima and Bahamut can be your friends here to. And if you summon Yojimbo,
pay him within the 5000 to 15000 range for a Kozuka, but hopefully a Wakizashi
and that should do it in for alot of damage. If you are ambushed by it, hope
you have Auron's overdrive guage full, with first strike on, and pull off a
Shooting Star. Goodbye Great Malboro. The best Black Magic to use here is
definitely Fire.
+-ALTERNATE STRATEGY-+
Great Malboro: Yo, wasup, Mr. Ambush-a-lot!? Now you're gonna die and there is
nothing you and your little bad ambushing habit can do about it, either!
*sticks toungue out* What you're going to do first is (if it ambushes you)
hope you have everyone's weapon with First Strike. Now you could Shooting
Star it with Auron like I previously mentioned, or you could at that point,
use Delay Buster on GM. Now you can pound it with Mugs, Quick Hits or even
knock back to the stone age with overdrives.

-------------------------------------------------------------------------------

#58. Grenade (Mt. Gagazet)
-> HP: 7500 - 5384
-> MP: 63
-> AP: 1350 - 2700
-> Statistics:
Str- 26, Mag- 24, Def- 1, Mdef- 150, Acc- 0, Agl- 17, Eva- 0, Luck- 15
-> Steal: Common- 2 Fire Gems, Uncommon- 3 Fire Gems
-> Bribe: Gil- 150000, Item- 12 Shining Gems
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 540
-> Immunities: Sleep, Zombie, Eject, Threaten
-> Weaknesses: Silence- 95,Poison- 25; 25%, Petrify- 50,Death- 50, Darkness- 50
-> Elemental Affinities: [Absorption] Fire [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Fireproof, Fire Ward
-> Weapon Abilities: Firestrike, Piercing, Distil Power
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 20/128 (15%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(fire), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Self-Destruct: Target (1), Type (fixed), Protect (yes), Shell (no), Power (-),
Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes), [600 fix dmg]
- Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes),
Appear (yes)
- Swell Up: Grows larger after every damage or rejuvenation it takes.

-> Sensor: Retaliates with Self-Destruct when attacked three times.
-> Scan: Retaliates with Self-Destruct against whoever attacks it a third time.
Weak against ice, but has high magic defence, so use Mental Break and your best
ice magic. Kimahri can learn Self-Destruct.

---> STRATEGIC TACTICS: <---
Grenade: Have stats 40+. Ifrit is perfect to bring in. It will only use Fira
on Ifrit and that will only heal you. All the while you are using Meteor Strike
and normal attacks. That should do the job.

-------------------------------------------------------------------------------

#59. Grendel (Mt. Gagazet)
-> HP: 9500 - 6972
-> MP: 62
-> AP: 2600 - 3900
-> Statistics:
Str- 41, Mag- 23, Def- 50, Mdef- 1, Acc- 0, Agl- 31, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Mega-Potion
-> Bribe: Gil- 190000, Item- 60 Mega-Potions
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 2 or 4 Ability Spheres
-> Gil Received: 730
-> Immunities: Slow, Magic Break
-> Weaknesses: Doom- 2, Sleep- 80, Darkness- 95, Poison- 25; 25%, Petrify- 25,
Zombie- 25, Death- 50
-> Elemental Affinities: [1/2 Damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: HP+10%
-> Weapon Abilities: Silencestrike, Piercing, Distil Ability, Firestrike
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Gore: Target (1), Type (str), Protect (yes), Shell (no), Power (25),Element
(-), Range (far), Accuracy (150), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Flame Ball: Target (all), Type (mag), Protect (no), Shell (yes), Power (19),
Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes),
Appear (yes)
- Charging: Starts count to Flame Ball.

-> Sensor: Inflict darkness to evade its attacks. Piercing weapons are the way
to go.
-> Scan: Inflict darkness to hinder its attacks. Its Flame Ball is a powerful
fire attack that hits all, but it needs to Charge before it's released. Use
poison and piercing weapons. Kimahri can learn Fire Breath.

---> STRATEGIC TACTICS: <---
Grendel: Have stats close to 60 (you don't need it, but for alot of the fiends
there you'll need stats like that). So have piercing weapons to physically
attack at it. I found it useful to use Lulu for a bombardment of Watergas.
Bahamut will school Grendel.

-------------------------------------------------------------------------------

#60a. Guado Guardian (A) (Macalania Lake - Wendigo)
-> HP: 1200 - 1432
-> MP: 330
-> AP: 290 - 580
-> Statistics:
Str: 1, Mag: 14, Def: 1, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15
-> Steal: Common- Hi-Potion, Uncommon- X-Potion
-> Bribe: None
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 480
-> Immunities: Slow, Silence, Confuse, Threaten, Sleep, Magic Break, Berserk
-> Weaknesses: Doom- 5, Poison- 25; 25%, Petrify- 25, Death- 25
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Magic Defense+3%, MP+5%, HP+5%
-> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Sensor,
Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)
-> Abilities:
- Confuse: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes), [Confusion (100%)]
- Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- NulFrost: Target (all), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[NulFrost]
- Silence: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes), [Silence - 3 turns (100%)]
Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Reflect (100%)]

-> Sensor: Heals himself with Auto-Potion, so stop him from using items.
-> Scan: Try to stop him from healing himself with Auto-Potion. He sometimes
casts Berserk on other enemies, making them stronger.

---> STRATEGIC TACTICS: <---
Guado Guardian: Have stats close to the area of 35 and you'll be fine. Just
use your most powerful attackers to attack it. Thats all. There is no real
need for magic and summons here.

#60b. Guado Guardian (B) (Macalania Lake - Wendigo)
-> HP: 1200 - 1432
-> MP: 330
-> AP: 290 - 580
-> Statistics:
Str: 1, Mag: 14, Def: 1, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15
-> Steal: Common- Hi-Potion, Uncommon- X-Potion
-> Bribe: None
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 480
-> Immunities: Slow, Silence, Confuse, Threaten, Sleep, Magic Break, Berserk
-> Weaknesses: Doom- 5, Poison- 25; 25%, Petrify- 25, Death- 25
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Magic Defense+3%, MP+5%, HP+5%
-> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Sensor,
Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)
-> Abilities:
- Confuse: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes), [Confusion (100%)]
- Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- NulFrost: Target (all), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[NulFrost]
- Silence: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes), [Silence - 3 turns (100%)]
- Shell: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (90), Shatter (0), Critical (yes), Silence(yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Shell (100%)]

-> Sensor: Heals himself with Auto-Potion, so stop him from using items.
-> Scan: Try to stop him from healing himself with Auto-Potion. He sometimes
casts Berserk on other enemies, making them stronger.

---> STRATEGIC TACTICS: <---
Guado Guardian: Have stats close to the area of 35 and you'll be fine. Just
use your most powerful attackers to attack it. Thats all. There is no real
need for magic and summons here.

-------------------------------------------------------------------------------

#61a. Guado Guardian (A) (Macalania Temple - Seymour Guado Battle)
-> HP: 2000 - 2000
-> MP: 10
-> AP: 290 - 435
-> Statistics:
Str: 10, Mag: 15, Def: 1, Mdef: 1, Acc: 100, Agl: 12, Eva: 0, Luck: 15
-> Steal: Common- Hi-Potion, Uncommon- Ether
-> Bribe: None
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 300
-> Immunities: Sleep, Provoke, Doom, Confuse, Bribe, Berserk
-> Weaknesses: Silence- 20, Death- 10, Poison- 0; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: MP+5%, HP+5%, Magic Defense+3%
-> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Piercing,
Sensor
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Shremedy: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Confusion (50%)]
- Protect: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Protect (100%)]
- Blizzard: Target (1), Type (mag), Protect(no), Shell (yes), Power (12),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Hi-Potion: Target (1), Type (fixedheal), Protect (no), Shell (no),Power (-),
Element (-), Range (fat), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [restore 1000 HP]
- Remedy: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[remove Sleep], [remove Darkness], [remove Poison], [remove Slow], [remove
Silence], [remove Berserk], [remove Confusion], [remove Petrification]
- Auto-Potion: Target (1), Type (fixedheal), Protect (no), Shell (no), Power
(-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)

-> Sensor: Protects Seymour.
-> Scan: Attacks and defends with items, using Auto-Potion and confusion-
inducing Shremedies. He restores Seymour's HP too, so stop him from using items
somehow.

---> STRATEGIC TACTICS: <---
Guado Guardian: Have stats close to the area of 30 and you'll be fine. Just
use your most powerful attackers to attack it. Thats all. There is no real
need for magic and summons here.

#61b. Guado Guardian (B) (Macalania Temple - Seymour Guado Battle)
-> HP: 2000 - 2000
-> MP: 10
-> AP: 290 - 435
-> Statistics:
Str: 10, Mag: 15, Def: 1, Mdef: 1, Acc: 100, Agl: 12, Eva: 0, Luck: 15
-> Steal: Common- Hi-Potion, Uncommon- Ether
-> Bribe: None
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 300
-> Immunities: Sleep, Provoke, Doom, Confuse, Bribe, Berserk
-> Weaknesses: Silence- 20, Death- 10, Poison- 0; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: MP+5%, HP+5%, Magic Defense+3%
-> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Piercing,
Sensor
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Shell: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical(no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Shell (100%)]
- Protect: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Protect (100%)]
- Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power(24),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (yes),
Appear (yes)
- Blizzara: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),
Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Berserk: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Berserk (100%)]
- Hi-Potion: Target (1), Type (fixedheal), Protect (no), Shell (no),Power (-),
Element (-), Range (fat), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [restore 1000 HP]
- Eyedrop: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[remove Darkness]

-> Sensor: Protects Seymour.
-> Scan: Attacks and defends with items, using Auto-Potion and confusion-
inducing Shremedies. He restores Seymour's HP too, so stop him from using items
somehow.

---> STRATEGIC TACTICS: <---
Guado Guardian: Have stats close to the area of 35 and you'll be fine. Just
use your most powerful attackers to attack it. Thats all. There is no real
need for magic and summons here.

-------------------------------------------------------------------------------


#60b. Guado Guardian (B) (Macalania Temple - being chased)
-> HP: 1200 - 1432
-> MP: 330
-> AP: 290 - 580
-> Statistics:
Str: 1, Mag: 14, Def: 1, Mdef: 1, Acc: 0, Agl: 20, Eva: 0, Luck: 15
-> Steal: Common- Hi-Potion, Uncommon- X-Potion
-> Bribe: None
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 480
-> Immunities: Slow, Silence, Confuse, Threaten, Sleep, Magic Break, Berserk
-> Weaknesses: Doom- 5, Poison- 25; 25%, Petrify- 25, Death- 25
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Magic Defense+3%, MP+5%, HP+5%
-> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Sensor,
Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)
-> Abilities:
- Confuse: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes), [Confusion (100%)]
- Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- NulFrost: Target (all), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[NulFrost]
- Silence: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes), [Silence - 3 turns (100%)]
- Shell: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (90), Shatter (0), Critical (yes), Silence(yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Shell (100%)]
- Summon: Can summon forth fiends into battle [Evil Eye, Snow Wolf, Snow Flan,
Mafdet]

-> Sensor: Heals himself with Auto-Potion, so stop him from using items.
-> Scan: Try to stop him from healing himself with Auto-Potion. He sometimes
casts Berserk on other enemies, making them stronger.

---> STRATEGIC TACTICS: <---
Guado Guardian: Have stats close to the area of 35 and you'll be fine. Just
use your most powerful attackers to attack it. Thats all. There is no real
need for magic and summons here.

-------------------------------------------------------------------------------

#62. Guado Guardian (D) (Home)
-> HP: 2600 - 1432
-> MP: 600
-> AP: 540 - 1080
-> Statistics:
Str- 1, Mag- 24, Def- 1, Mdef- 1, Acc- 0, Agl- 20, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- 2 Hi-Potions
-> Bribe: Gil- 52000, Item- 30 X-Potions
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 380
-> Immunities: Magic Break, Threaten, Confuse, Sleep, Berserk
-> Weaknesses: Doom- 5, Poison- 25; 25%, Death- 25, Silence- 20, Petrify- 20
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: HP+5%, Magic Defense+3%, MP+5%
-> Weapon Abilities: Magic+5%, Magic+3%, Strength+5%, Strength+3%, Piercing,
Sensor
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Reflect: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Reflect (100%)]
- NulFrost: Target (all), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[NulFrost]
- Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- Silence: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes), [Silence - 3 turns (100%)]
- Confuse: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes), [Confusion (100%)]
- Fire: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes),
Appear (yes)
- Summon: Can summon forth fiends into battle [Dual Horn, Evil Eye, Chimera,
Bomb]

-> Sensor: Tries to nullify Lulu's magic.
-> Scan: Controls fiends like Bombs and Chimeras. Tries to stop Lulu's magic
with Silence and Confuse. Hit him with Silence Attack first to leave him
helpless.

---> STRATEGIC TACTICS: <---
Guado Guardian: Have stats close to the area of 38 and you'll be fine. Just
use your most powerful attackers to attack it. He summons fiends, as well.

-------------------------------------------------------------------------------

#63. Halma (Omega Ruins)
-> HP: 13000 - 13560
-> MP: 1
-> AP: 5300 - 10600
-> Statistics:
Str- 46, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 23, Eva- 0, Luck- 15
Str- 46, Mag- 1, Def- 30, Mdef- 150, Acc- 0, Agl- 23, Eva- 0, Luck- 15
-> Steal: Common- 3 Hypello Potions, Uncommon- 2 Shadow Gems
-> Bribe: Gil- 260000, Item- 20 Supreme Gems
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 2 or 4 Power Spheres
-> Gil Received: 1030
-> Immunities: Scan, Sensor
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Darkness- 20, Poison- 0; 25%
-> Elemental Affinities: [1/2 Damage] Water, Lightning, Ice [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Berserk Ward, Berserkproof
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (120), Shatter (10), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(yes), Appear (no), [Slow - 3 turns (30%)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Halma: Have stats up at around the range of 97. Have piercing weapons on at
this point. Use them to attack profusely at the armored mole. With those stats
and those weapons about 2-3 attacks should break it down. Always avoid using
Lightning, Ice, and Water magic. But, it's a great idea to use Fire as it does
2x the normal damage.

-------------------------------------------------------------------------------

#64. Ice Flan (Lake Macalania)
-> HP: 1350 - 2025
-> MP: 160
-> AP: 300 - 600
-> Statistics:
Str- 1, Mag- 21, Def- 120, Mdef- 1, Acc- 0, Agl- 9, Eva- 0, Luck- 15
-> Steal: Common- Arctic Wind, Uncommon- 2 Arctic Winds
-> Bribe: Gil- 27000, Item- 9 Ice Gems
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 188
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Lightning [Absorption] Ice [1.5 damage]
Fire
-> Zanmato Lv: 1
-> Armor Abilities: Ice Ward, Iceproof
-> Weapon Abilities: Piercing, Distil Mana, Icestrike
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Blizzara: Target (1), Type (mag), Protect (no),Shell (yes), Power (24),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear
(yes)

-> Sensor: Ice elemental. Vulnerable to opposing element. Resistant to physical
attacks.
-> Scan: Ice-based. So soft, it's hard to damage physically. Weak against fire,
but will absorb HP from ice.

---> STRATEGIC TACTICS: <---
Ice Flan: Have stats pretty close to 32. Just pierce it with a corresponding
weapon that has Firestrike on it. Or using Fire magic will do just as nicely
for this fight.

-------------------------------------------------------------------------------

#65. Iguion (Macalania Woods)
-> HP: 370 - 555
-> MP: 70
-> AP: 240 - 480
-> Statistics:
Str- 23, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 19, Eva- 8, Luck- 15
-> Steal: Common- Soft, Uncommon- Petrify Grenade
-> Bribe: Gil- 7400, Item- 5 Petrify Grenades
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or Power Spheres
-> Gil Received: 138
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Fire, Water [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Slow Ward, Defense+3%
-> Weapon Abilities: Waterstrike, Firestrike, Icestrike, Lightningstrike,
Piercing, Magic+3%, Strength+3%
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (120), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Petrification (30%)], [Silence - 3 turns (30%)]

-> Sensor: Very nimble. Resistant to magic. Watch out for petrification and
silence.
-> Scan: Very nimble and hard to hit. Magic defence is also high. Takes only
half damage from fire and water. Attacks may cause petrification and silence.

---> STRATEGIC TACTICS: <---
Iguion: Have you stats at 27 or close to that. Then, just exchange physical
attacks with it's attacks, heal only when need be.

-------------------------------------------------------------------------------

#66. Imp (Mt. Gagazet, Cavern of the Stolen Fayth)
-> HP: 880 - 1320
-> MP: 300
-> AP: 770 - 1540
-> Statistics:
Str- 1, Mag- 25, Def- 1, Mdef- 180, Acc- 0, Agl- 24, Eva- 16, Luck- 15
-> Steal: Common- Lightning Gem, Uncommon- 2 Lightning Gems
-> Bribe: Gil- 17600, Item- 4 Lv.1 Key Spheres
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 610
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Water
-> Zanmato Lv: 1
-> Armor Abilities: Lightningproof, Lightning Ward (might be more)
-> Armor/Weapon Dropped: Slots: 1
                         Pre-Customized Abilities: 1
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(yes), Appear (yes)

-> Sensor: Aerial. Resistant to magic.
-> Scan: Aerial and hard to hit. It's weak against water, but has high magic
defence. The only attack it has is Thundaga, so inflict silence to leave it
powerless.

---> STRATEGIC TACTICS: <---
Imp: Have stats near the 31 mark, and you'll do well here. Use tons of Water
magic against it. Physically attacking here probably will not be the best idea
in the world, because by this point you are not that fast.

-------------------------------------------------------------------------------

#67. Ipiria (Mi'ihen Highroad)
-> HP: 180 - 270
-> MP: 35
-> AP: 24 - 48
-> Statistics:
Str- 15, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 13, Eva- 7, Luck- 15
-> Steal: Common- Soft, Uncommon- Petrify Grenade
-> Bribe: Gil- 3600, Item- 3 Petrify Grenades
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 46
-> Immunities: None
-> Weaknesses: Doom- 1, Poison- 0; 25%, Silence- 20, Sleep- 20, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Fire [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Defense+3%, Slow Ward
-> Weapon Abilities: Firestrike, Waterstrike, Icestrike, Lightningstrike,
Piercing, Distil Speed
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Petrification - 3 turns (10%)], [Silence - 3 turns (10%)]

-> Sensor: Very nimble. Resistant to magic.
-> Scan: Very nimble and hard to hit. Magic defence is also high. Defeat it
quickly to avoid damage. Takes only half damage from fire, but vulnerable to
ice.

---> STRATEGIC TACTICS: <---
Ipiria: Stats can be between 15-23. Attacking it will be a good idea. It is
weak to Ice besed magic attacks, so you know the way to go from there, right?

-------------------------------------------------------------------------------

#68. Iron Giant (Thunder Plains)
-> HP: 3600 - 924
-> MP: 1
-> AP: 800 - 1200
-> Statistics:
Str- 30, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 7, Eva- 0, Luck- 15
-> Steal: Common- Light Curtain, Uncommon- Light Curtain
-> Bribe: Gil- 72000, Item- Stamina Tonic
-> Win: Common- 2 or 4 Power Spheres, Uncommon- 3 or 6 Power Spheres
-> Gil Received: 600
-> Immunities: Confuse, Threaten, Berserk, Silence
-> Weaknesses: Sleep- 50, Darkness- 95, Doom- 2, Poison- 0; 25%
-> Elemental Affinities: [1/2 Damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: SOS Regen, HP+5%, HP+10%
-> Weapon Abilities: Piercing, Strength+10%, Strength+5%, Magic+10%, Magic+5%
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (110), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Reaper: Target (all), Type (str), Protect (yes), Shell (no), Power
(13),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (yes)
- Leaping Swing: Target (1), Type (str), Protect (yes), Shell (no), Power (25),
Element (-), Range (far), Accuracy (95), Shatter (0), Critical (yes), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(yes)

-> Sensor: Dark Buster is effective, but beware its Reaper attack.
-> Scan: Targets character with lowest HP. Beware its Reaper attack, which hits
all characters. No elemental weaknesses. Takes half damage from lightning. Use
piercing weapons and Dark Buster.

---> STRATEGIC TACTICS: <---
Iron Giant: Have you stats anywhere from mid to high 30's. Just have Auron
lead an all-out assault of physical attacks on it. About 3-5 hits should
bring the big guy down.

-------------------------------------------------------------------------------

#69. Killer Bee (Kilika Woods)
-> HP: 110 - 165
-> MP: 5
-> AP: 9 - 18
-> Statistics:
Str- 8, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 8, Eva- 10, Luck- 15
-> Steal: Common- Antidote, Uncommon- Poison Fang
-> Bribe: Gil- 2200, Item- Poison Fang
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 23
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Poison Ward, MP+5%
-> Weapon Abilities: Waterstrike, Lightningstrike, Icestrike, Firestrike,
Distil Speed, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (far), Accuracy (100), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Poison - (40%)]

-> Sensor: Aerial. Vulnerable to ice. Watch out for poison.
-> Scan: Aerial and hard to hit. Use Wakka's attack to knock it down. It's
vulnerable to ice, so Blizzard is also effective. Attacks may inflict poison.

---> STRATEGIC TACTICS: <---
Killer Bee: Have stats from 5-11, then you're set. Just attack it once with
Wakka, or Fire with Lulu and it will fall.

-------------------------------------------------------------------------------

#70. Kusariqqu (Thunder Plains)
-> HP: 445 - 668
-> MP: 31
-> AP: 92 - 184
-> Statistics:
Str- 32, Mag- 35, Def- 1, Mdef- 120, Acc- 0, Agl- 7, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Silver Hourglass
-> Bribe: Gil- 8900, Item- 20 Silver Hourglass
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 112
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: HP+5%, Slow Ward
-> Weapon Abilities: Waterstrike, Lightningstrike, Icestrike, Firestrike,
Distil Power, Piercing, Strength+3%, Magic+3%
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Slow - 3 turns (10%)]
- Thunder Breath: Target (all), Type (mag), Protect (no),Shell (yes), Power(18),
Element (lightning), Range (far), Accuracy (90), Shatter (0), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (no)

-> Sensor: Covered with hard scales. Piercing weapons are the way to go. Watch
out for slow.
-> Scan: Covered with hard scales. Physical and magic defence are high, but
it's weak against water. Its attack may cause slow. Watch out for its lightning-
based Breath, which hits all.

---> STRATEGIC TACTICS: <---
Kusariqqu: Have stats close to 32 or 33. Use Auron to pierce its heavy skin.
2 hits should most definitely do it.

-------------------------------------------------------------------------------

#71. Lamashtu (Mushroom Rock Road)
-> HP: 275 - 413
-> MP: 21
-> AP: 32 - 64
-> Statistics:
Str- 23, Mag- 20, Def- 1, Mdef- 120, Acc- 0, Agl- 6, Eva- 0, Luck- 16
-> Steal: Common- Potion, Uncommon- Silver Hourglass
-> Bribe: Gil- 5500, Item- 10 Silver Hourglasses
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 72
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: HP+5%, Slow Ward
-> Weapon Abilities: Waterstrike, Lightningstrike, Icestrike, Firestrike,
Distil Power, Piercing, Strength+3%, Magic+3%
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Slow - 3 turns (10%)]
- Flame Breath: Target (all), Type (mag), Protect (no), Shell (yes), Power (18),
Element (fire), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no)

-> Sensor: Covered with hard scales. Piercing weapons are the way to go.
-> Scan: Covered with hard scales. Physical and magic defence are high, but
it's weak against fire. Its attack may cause slow. Watch out for its ice-based
Breath, which hits all.

---> STRATEGIC TACTICS: <---
Lamashtu: Have stats around the marks of 24. Now, just use Auron to attack
at it non-stop. If you get hit too hard by it all you'll have to do is use a
Potion to recuperate from it.

-------------------------------------------------------------------------------

#72. Land Worm (Inside Sin)
-> HP: 80000 - 13560
-> MP: 160
-> AP: 22000 - 33000
-> Statistics:
Str- 55, Mag- 50, Def- 10, Mdef- 10, Acc- 0, Agl- 21, Eva- 0, Luck- 15
-> Steal: Common- Stamina Spring, Uncommon- Stamina Spring
-> Bribe: Gil- 1600000, Item- 2 Dark Matters
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Lv.4 Key Spheres
-> Gil Received: 2200
-> Immunities: Death, Threaten, Berserk, Slow, Petrify, Zombie, Confuse, Eject,
Provoke
-> Weaknesses: Doom- 10, Sleep- 80, Silence- 20, Darkness- 20, Poison- 0; 2%,
Power Break- 50, Magic Break- 50
-> Elemental Affinities: None
-> Zanmato Lv: 1-2 (???)
-> Armor Abilities: HP+10%, Auto-Potion
-> Weapon Abilities: Slowtouch, Slowstrike, Strength+5%, Piercing, Defense+5%
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)
-> Abilities:
- Readying Quake: Starts count to Earthquake.
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Earthquake: Target (all), Type (mag), Protect (no), Shell (yes), Power (28),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Delay Attack (100%)]
- Swallow: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[character unusable]
- Regurgitate: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Delay Buster (100%)]

-> Sensor: Watch out for Earthquake, which hits all. It'll be a long battle, so
keep an eye on your HP.
-> Scan: Beware of its Earthquake, which hits all. Inflict sleep and darkness on
it to hinder its attacks. Both its physical and magic defence are high, so use
Armor Break and Mental Break.

---> STRATEGIC TACTICS: <---
Land Worm: Have stats close to 100 to be able to do battle at max ifficiency.
Now use whomever your most powerful characters to attack at it. Doing about
9999 damage per hit. That is actually your second more reliable method here,
but use either Bahamut or your secret aeons to use their overdrives. If you
use that, they might kill it in one hit.

-------------------------------------------------------------------------------

#73. Larva (Thunder Plains)
-> HP: 1498 - 924
-> MP: 1000
-> AP: 262 - 393
-> Statistics:
Str- 10, Mag- 19, Def- 40, Mdef- 45, Acc- 0, Agl- 10, Eva- 0, Luck- 15
-> Steal: Common- Lunar Curtain, Uncommon- 2 Lunar Curtains
-> Bribe: Gil- 29960, Item- 10 Shining Thorns
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 330
-> Immunities: Confuse, Sleep, Darkness, Poison, Slow, Berserk
-> Weaknesses: Doom- 2
-> Elemental Affinities: [Absorption] Lightning [1.5 damage] Water
-> Zanmato Lv: 1
-> Armor Abilities: Lightning Ward
-> Weapon Abilities: Piercing, Lightningstrike
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Fire: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes),Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes),
Appear (yes)
- Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power
(24),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes),Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes)

-> Sensor: Casts Thundara on itself to replenish HP and grow even more powerful.
-> Scan: When HP is halved, it casts Thundara on itself to recover HP and
increase magic power. Silence it with Silence Attack. It's vulnerable to water,
so Watera is the way to go.

---> STRATEGIC TACTICS: <---
Larva: Not too much of a challenge. Stats should now be at 27-28. Just use
Lulu to attack with Water magic, and/or use Auron to physically attack it.

-------------------------------------------------------------------------------

#74. Machea (Omega Ruins)
-> HP: 18000 - 13560
-> MP: 59
-> AP: 8300 - 12450
-> Statistics:
Str- 35, Mag- 1, Def- 55, Mdef- 10, Acc- 0, Agl- 39, Eva- 0, Luck- 15
Str- 40, Mag- 1, Def- 70, Mdef- 30, Acc- 0, Agl- 39, Eva- 0, Luck- 15 (int)
-> Steal: Common- 2 Hi-Potions, Uncommon- Stamina Tonic
-> Bribe: Gil- 360000, Item- 60 Chocobo Wings
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Lv.3 Key Spheres
-> Gil Received: 1450
-> Immunities: Sleep, Poison, Power Break, Scan, Sensor
-> Weaknesses: Doom- 3, Silence- 20, Darkness- 95
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Defense+20%, Defense+10%
-> Weapon Abilities: SOS Overdrive, Strength+5%, Piercing, Magic+5%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (110), Shatter (10), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no), [Poison (80%)]
- Blades: Target (1), Type (str), Protect (yes), Shell (no), Power (36),
Element (-), Range (far), Accuracy (180), Shatter (0), Critical (no),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(yes), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Machea: Stats should surely be at least 110 for this, I think. Now, have a
fast but powerful attacker just physically attack it. Most likely, that will
category will be filled by Tidus (so he is who you use). You will need to heal
on a consistent basis, so have many restorative items ready for your disposal.
Magus Sisters will make quick work of it.

-------------------------------------------------------------------------------

#75. Maelspike (Mt. Gagazet)
-> HP: 10000 - 7500
-> MP: 35
-> AP: 600 - 900
-> Statistics:
Str- 40, Mag- 33, Def- 50, Mdef- 1, Acc- 0, Agl- 14, Eva- 0, Luck- 15
-> Steal: Common- 2 Water Gems, Uncommon- 3 Water Gems
-> Bribe: Gil- 200000, Item- Attribute Sphere
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 330
-> Immunities: Threaten, Slow, Confuse, Sleep
-> Weaknesses: Doom- 1, Poison- 0; 25%
-> Elemental Affinities: [Immune] Water [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Zombie Ward, Defense+10%, Defense+5%
-> Weapon Abilities: Strength+5%, Strength+3%, Piercing
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Rush: Target (1), Type (str), Protect (yes), Shell (no), Power (24), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Maelstrom: Target (all), Type (mag), Protect (no), Shell (yes), Power (32),
Element (-), Range (far), Accuracy (85), Shatter (0), Critical (no),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)

-> Sensor: Watch out for Maelstrom.
-> Scan: The more you attack it the sooner it casts Maelstrom. Immune to water
and weak against lightning. Darkness and poison are the way to go.

---> STRATEGIC TACTICS: <---
Maelspike: Have your stats near 63. And just attack with Tidus and Wakka, use
Rikku for healing purposes. Use overdrives as the opportunities arise.

-------------------------------------------------------------------------------

#76. Mafdet (Macalania [can be summoned by Guado Guardian])
-> HP: 710 - 1065
-> MP: 25
-> AP: 300 - 600
-> Statistics:
Str- 29, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 9, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Hypello Potion
-> Bribe: Gil- 14200, Item- 28 Hypello Potions
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 172
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Darkness- 20, Poison- 0; 25%
-> Elemental Affinities: [1.5 damage] Ice, Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Defense+5%, Berserk Ward
-> Weapon Abilities: Waterstrike, Lightningstrike, Icestrike, Firestrike,
Distil Power, Piercing, Strength+3%, Magic+3%
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Slow - 3 turns (10%)]

-> Sensor: Covered by a hard shell. Piercing weapons are the way to go. Watch
out for slow.
-> Scan: Covered by a hard shell. Slow-moving, but has high physical and magic
defence. Vulnerable to lightning and ice. Its Bash may inflict slow.

---> STRATEGIC TACTICS: <---
Mafdet: Stats would be best near 36-38. Just attack with Auron for some super
damage. Use Lulu to attack with Ice and/or Thunder magic. You should ne done
in no time at all.

-------------------------------------------------------------------------------

#77. Magic Urn (Cavern of the Stolen Fayth)
-> HP: 999999 - 999999
-> MP: 9999
-> AP: 0 - 0
-> Statistics:
Str- 1, Mag- 40, Def- 255, Mdef- 255, Acc- 0, Agl- 0, Eva- 0, Luck- 0
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: (is still a mystery)
-> Gil Received: None
-> Immunities: Sleep, Silence, NulBlaze, NulShock, NulFrost, NulTide, Darkness,
Shell, Poison, Protect, Petrify, Reflect, Slow, Haste, Zombie, Regen, Power
Break, Magic Break, Armor Break, Mental Break, Demi, Threaten, Delay, Death,
Eject, Provoke, Bribe
-> Inherent Statuses: A(1), B(7)
-> Weaknesses: Doom- 200
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
- Wrong!: Target (all), Type (mag), Protect (no), Shell (yes),Power (30),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[self-destruct]
- Bingo!: If you hit the correct current eye it will give you an item like a
counter.
- Self-Destruct: If you get a "Wrong!" it'll explode for non-elemental magic
damage on you.

-> Sensor: Hit the correct eye for prizes!
-> Scan: Hit the correct target to win items. The wrong target ends the battle
with a bang. Damage is substantial, so be sure to heal. Seven fabulous prizes
in all, while supplies last.

#77.1. "Eye" [x7] (CotSF - Magic Urn fights)
-> HP: 1 - N/A
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Eva- 0, Luck- 15
-> Steal: [technically,--see Magic Urn]
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Silence, NulBlaze, NulShock, NulFrost, NulTide, Darkness,
Shell, Poison, Protect, Petrify, Reflect, Slow, Haste, Zombie, Regen, Power
Break, Magic Break, Armor Break, Mental Break, Demi, Threaten, Delay, Death,
Eject, Provoke, Bribe
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Abilities: N/A
-> Abilities:
None

---> STRATEGIC TACTICS: <---
There are two ways of actually
a) You can use Yojimbo's Zanmato. For great info on Zanmato, refer to Azure
Edge's amazing Yojimbo FAQ.
b) This way is to cast Doom spell and then wait/skip (Triangle) 200 turns
when it will die.

Now I'd like to cover the "Magic Pot Quest", perhaps the most enigmatic of all
sidequests in FFX and one pertaining to this enemy.

For those of you who don't know, or, for those who simply remember these things
from previous Final Fantasy titles where they served a completely different and
so  far have  proved more  of a  purpose. Time to begin  explanation: Your main
desideratum this time around with Magic Pots is to keep hitting one of the five
different  eyes seven times  in a row while  receiving an item for each "Bingo"
that you get. If you happen to hit a wrong eye while doing this, you will get a
very unsatisfying "Wrong" which will trigger Magic Pot to Self-Destruct causing
some major damage to entire  party at some lower levels of power. Let us begin.

Says Hikensasameyuki:

"There is absolutely no evidence to indicate that there is a 1/5 chance of
correctly choosing an eye. The most popular current theory supports a
progressive probability of success based on the number of eyes already
correctly chosen, thus increasing the difficulty of winning the 'seven prizes
in all, while supplies last.' This would be something like 4/5 for the first
two choices, 3/5 for the third and fourth, 2/5 for the fifth and sixth, and
finally 1/5 for the final choice."

So looking at your  all together chances for completion, you have about a 1/678
chances for finishing it with all 7 bingos. And as you can plainly see, that is
not alot, or, at least not enough for someone to complete it thus far.

This theory was put together by me, SinirothX, and is what I have lived by, but
I do not think it is 100% accurate (nor are any others right now 100% accurate).
Here's how this theory/method goes:
This theory or method as I like to call it is based totally off of Luck and 7s/
5s. Now before we start let me again state that I do not know if this theory is
accurate, it is just a theory. Your first preparation that you're going to need
to make is to get all  your characters to have a Luck stat of 255, and no less.
So, I suggest that you make a different file just for  this if you are planning
to also have maxed-out  statistics with your characters and original Luck after
finishing  the Sphere Grid  normally. Note that it has to be maxed to  255 with
*everybody*. Now you go into  the Cavern of the Stolen Fayth via the Calm Lands
Gorge Bottom and locate a  Magic Urn (I usually  have more Luck finding them in
greener-colored areas on the ground). I also suggest having all the celestials.
When in the fight choose your three characters for starting and  then have them
each  attack an eye  and pray to get a Bingo for  each one, if not, then... too
bad. After all  of them get three  successful attacks in a row, you're going to
switch them all out for a new set of three characters.
Now, have them each attack an  eye and then each time you're  hoping to receive
Bingos. This is imperative that you attack each time with a different character
for  a reason that I do  not currently know.  And then, would you look at that,
you're at your final hit, and, you still have one  character left. Balances out
perfectly even. If  you are the luckiest  person on Earth you would've recerved
the final Bingo and the final item. Now for the rest it is just technical info:
Now we will  take a look at how having  255 Luck will increase your chances for
succeeding (note that even 254 won't raise chances from first theory chances).:
Luck (255)/ Number of Eyes (5)/ Number of Desired Hits (7) = about 7.2 which we
put under 10 (10/7.2). This will be your chances for every one hit which is the
same as 5/3.6.  So from this we  have 1/12  chances or  ~1.38% of finishing it.
Again this is not fully tested (boy I wish I could hack into game data...)...:)
All  of the eyes are randomly  chosen each  time you attack, but, depending  on
just which hit you're on, the game can be "nicer" to you and give you "luckier"
chances  of  getting  a Bingo. You can see  this  just from taking a  gander at
first theory that was listed in  this section.

--> I have formulated another theory since then which goes like this:
First of all, for the first four hits, you use what is, I believe, the popularly
accepted fact of progressively increasing difficulty.

First hit = 4/5 or 80% chance (one eye is wrong, four are right)
Second hit = 3/5 or 60% chance (two eyes are wrong, three are right)
Third hit = 2/5 or 40% chance (three eyes are wrong, two are right)
Fourth hit = 1/5 or 20% chance (four eyes are wrong, one is right)

From there, the chances are all dependent on your Luck statistic. If it's maxed
out with a character, you have the highest possible chance of 5/255 (~2%).
However, the lower your Luck is, the lower the numerator gets...say you have
100 Luck, your numerator would be considerably lower than 5 (but not equal or
proportional fractions to the maximum one of 5/255). I'm not sure if this has
been hinted at before, disproved, or what, but I'll be looking into its
possibilities.

Kudos to CajunRipBong for the following pieces of information from the Final
Fantasy X message board: He or at least someone (I don't know his source)
believes that with the number of eyes there are (5) you multiply that times a
power of all of the needed hits for completion (7) and put that over a little
numerator of 1 like this 1/5^7 or... 1/78125 or... 0.0000128 as the
believed chances for desired outcome which I think (I haven't put this theory
to any form of a test *yet*) is hell because that is practically nothing (note
that I'm not saying your information is not valid). Just thought you might want
that too. ^_^ This concludes for the theories.

This  is the part where  I will list items for all hits  that you can get while
attempting to hit all the eyes correctly. And then I will list what prizes that
I got  while I was doing this. All  will be listed here except for the  seventh
hit because quite frankly, I do not think that anyone has ever hit all 7 bingo.

- ALL POSSIBLE ITEMS
Potion
Soul Spring
Silver Hourglass
Frag Grenade
Elixir
Ether
Phoenix Down
Lunar Curtain
Gold Hourglass
Stamina Tablet

Note: There might be more possible items, but those were all I  have ever, ever
received when trying this. (like final seventh prize??)

- ITEMS I'VE RECEIVED ON MY ONLY 6-HIT TRY
Hit 1. Top Left Eye- Frag Grenade
Hit 2. Bottom Right Eye- Phoenix Down
Hit 3. Middle Eye- Elixir
Hit 4. Top Left Eye- Silver Hourglass
Hit 5. Bottom Right Eye- Lunar Curtain
Hit 6. Middle Eye- Gold Hourglass
The seventh hit I didn't get, though...

Note: These were only my results, everybody's are usually different.

-------------------------------------------------------------------------------

#78. Malboro (Calm Lands, Cavern of the Stolen Fayth)
-> HP: 27000 - 4060
-> MP: 1
-> AP: 2200 - 3300
-> Statistics:
Str- 32, Mag- 32, Def- 1, Mdef- 1, Acc- 0, Agl- 10, Eva- 0, Luck- 15
-> Steal: Common- Remedy, Uncommon- Remedy
-> Bribe: Gil- 540000, Item- 4 Wings To Discoveries
-> Win: Common- 2 or 4 Mana Sphere, Uncommon- 2 or 4 Mana Sphere
-> Gil Received: 1500
-> Immunities: Sleep, Silence, Darkness, Poison,Berserk, Petrify, Slow, Confuse,
Haste, Zombie, Threaten, Death
-> Weaknesses: Doom- 3
-> Elemental Affinities: [Immune] Ice, Water [1.5 damage] Fire
-> Zanmato Lv: 2
-> Armor Abilities: Dark Ward, Silence Ward, Sleep Ward, Poison Ward,
Confuse Ward, Berserk Ward, Stone Ward
-> Weapon Abilities: Sleeptouch, Silencetouch, Poisontouch, Piercing, Darktouch
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Gastric Juice: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (130), Shatter (0), Critical (no),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(yes), Appear (no), [ignore Def]
- Bad Breath: Target (all), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes), [Silence - 3 turns (100%)], [Darkness - 3 turns (100%)], [Poison
(150%)], [Confusion (80%)], [Slow - 3 turns (30%)], [Berserk (30%)]

-> Sensor: Watch out for its Bad Breath attack, which causes multiple status
effects.
-> Scan: Its Bad Breath inflicts multiple status effects on all characters.
Guard against the status effects with armor, and attack with fire. Kimahri can
learn Bad Breath.

---> STRATEGIC TACTICS: <---
Malboro: Have stats closer to 50-53 to take this beastly foe. Start off with
Tidus using Haste of Hastega, if it is available. Now just have Lulu attack
with the element of Fire and use Auron and Tidus to attack. After 5-7 hits
it should be lying at your feet.

-------------------------------------------------------------------------------

#79. Mandragora (Mt. Gagazet)
-> HP: 31000 - 5384
-> MP: 120
-> AP: 6230 - 9345
-> Statistics:
Str- 34, Mag- 40, Def- 12, Mdef- 15, Acc- 0, Agl- 15, Eva- 0, Luck- 15
-> Steal: Common- 2 Remedies, Uncommon- 3 Remedies
-> Bribe: Gil- 620000, Item- 24 Return Spheres
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 1200
-> Immunities: Darkness, Provoke, Confuse, Zombie, Slow, Berserk, Provoke,
Threaten
-> Weaknesses: Doom- 3, Sleep- 80, Poison- 25; 5%, Petrify- 25, Death- 50
-> Elemental Affinities: [Absorption] Water [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Dark Ward, Silence Ward, Sleep Ward, Poison Ward,
Confuse Ward, Berserk Ward, Stone Ward
-> Weapon Abilities: Magic+5%, Piercing, Poisontouch, Strength+5%
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Poison (80%)]
- Earthquake: Target (all), Type (mag), Protect (no), Shell (yes), Power (22),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Delay Attack (100%)]
- Ochu Dance: Target (all), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(yes), [Darkness - 3 turns (80%)], [Slow - 5 turns (20%)], [Silence - 3 turns
(80%)], [Confusion (20%)]

-> Sensor: Vulnerable to fire.
-> Scan: The more damage it takes, the sooner it uses Earthquake. Its Ochu Dance
inflicts darkness, silence, confusion, and slow. Also beware of poison.
Vulnerable to fire.

---> STRATEGIC TACTICS: <---
Mandragora: Have stats up in the way of 65. Just have Yuna summon Bahamut,
and have Lulu attack with Firaga. Maybe even have Auron just attack it
physically.

-------------------------------------------------------------------------------

#80. Master Coeurl (Omega Ruins)
-> HP: 13000 - 13560
-> MP: 540
-> AP: 6500 - 9750
-> Statistics:
Str- 42, Mag- 38, Def- 1, Mdef- 40, Acc- 0, Agl- 23, Eva- 0, Luck- 15
Str- 42, Mag- 38, Def- 50, Mdef- 50, Acc- 0, Agl- 28, Eva- 0, Luck- 25 (Int)
-> Steal: Common- 2 Farplane Shadows, Uncommon- 4 Farplane Shadows
-> Bribe: Gil- 260000, Item- Warp Sphere
-> Win: Common- 1 or 2 Lv.1 Key Spheres, Uncommon- 1 or 2 Friend Spheres
-> Gil Received: 2030
-> Immunities: Threaten
-> Weaknesses: Doom- 2, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [Immune] Ice, Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Magic Defense+10%, Death Ward, Deathproof, Defense+10%
-> Weapon Abilities: Deathtouch, Magic+5%, Piercing, Deathstrike, Strength+5%,
Magic+10%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),
Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- Drain: Target (1), Type (mag), Protect (no), Shell (yes), Power (20),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[drain HP]
- Silence: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Silence - 3 turns (150%)]
- Confuse: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes), [Confusion (100%)]
- Blaster: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (0), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes),
Appear (yes), [Death (always)]

-> Sensor: Casts Drain, Confusion, and Blaster when low on HP.
-> Scan: High magic attack and defence. Casts Thundaga and Blizzaga. Also casts
Drain and Confuse when HP is low. Beware of Blaster, since it's unblockable and
causes instant death.

---> STRATEGIC TACTICS: <---
Master Coeurl: Have stats closer to 85-97. Don't attack it with Ice nor
Thunder. Just have Tidus, Auron...well basically all of your characters who
are strongest in the Strength department to go at it. Use Yuna to summon, and
use anyone else just to heal your party.

-------------------------------------------------------------------------------

#81. Master Tonberry (Omega Ruins)
-> HP: 48000 - 13560
-> MP: 1
-> AP: 20000 - 30000
-> Statistics:
Str- 47, Mag- 52, Def- 10, Mdef- 1, Acc- 0, Agl- 18, Eva- 0, Luck- 15
Str- 47, Mag- 52, Def- 40, Mdef- 40, Acc- 0, Agl- 21, Eva- 0, Luck- 15 (Int)
-> Steal: Common- Mana Spring, Uncommon- Tetra Elemental
-> Bribe: Gil- 960000, Item- 3 Pendulums
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Teleport Spheres
-> Gil Received: 2400
-> Immunities: Silence, Darkness, Berserk, Poison, Zombie, Petrify, Power Break,
Magic Break, Slow, Mental Break, Armor Break, Delay, Threaten, Eject, Death,
Provoke
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 25, Sleep- 99
-> Elemental Affinities: [1/2 Damage] Lightning, Ice, Fire, Holy, Water
-> Zanmato Lv: 1
-> Armor Abilities: Death Ward, Deathproof
-> Weapon Abilities: Piercing, Slowstrike, Deathstrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Chef's Knife: Target (1), Type (str), Protect (yes), Shell (no), Power (20),
Element (-), Range (far), Accuracy (-), Shatter (10), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Karma: Target (1), Type (fixed), Protect (no), Shell (no), Power (10),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes),
[Dmg = enemies killed x 10]
- Voodoo: Target (1), Type (fixed), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes),
[10000 fix dmg]
- Move Closer: It will move closer to your party for 4 turns, then you'll see a
Chef's Knife.

-> Sensor: Advances closer four times. Defeat it before then, or else...
-> Scan: After four waddles, he stabs with his Chef's Knife. His counter-attack
Karma deals damage based on the number of enemies that character has defeated.

---> STRATEGIC TACTICS: <---
Master Tonberry: Have stats a little over the 120 mark. Now, don't use any of
your characters to attack it in any way, shape, or form. Instead, have Yuna
summon an aeon that guarentees AT LEAST over 40000 damage every time. Now use
that same aeon to execute whatever attack will do over that amount of damage.
Master Tonberry is now dead.

Here's a Karma damage chart I decided to put together for enemies killed-to-
damage done ratio:
1 - 10                       3267 - 32670                 6534 - 65340
99 - 990                     3366 - 33660                 6633 - 66330
198 - 1980                   3465 - 34650                 6732 - 67320
297 - 2970                   3564 - 35640                 6831 - 68310
396 - 3960                   3663 - 36630                 6930 - 69300
495 - 4950                   3762 - 37620                 7029 - 70290
594 - 5940                   3861 - 38610                 7128 - 71280
693 - 6930                   3960 - 39600                 7227 - 72270
792 - 7920                   4059 - 40590                 7326 - 73260
891 - 8910                   4158 - 41580                 7425 - 74250
990 - 9900                   4257 - 42570                 7524 - 75240
1089 - 10890                 4356 - 43560                 7623 - 76230
1188 - 11880                 4455 - 44550                 7722 - 77220
1287 - 12870                 4554 - 45540                 7821 - 78210
1386 - 13860                 4653 - 46530                 7920 - 79200
1485 - 14850                 4752 - 47520                 8019 - 80190
1584 - 15840                 4851 - 48510                 8118 - 81180
1683 - 16830                 4950 - 49500                 8217 - 82170
1782 - 17820                 5049 - 50490                 8316 - 83160
1881 - 18810                 5148 - 51480                 8415 - 84150
1980 - 19800                 5247 - 52470                 8514 - 85140
2079 - 20790                 5346 - 53460                 8613 - 86130
2178 - 21780                 5445 - 54450                 8712 - 87120
2277 - 22770                 5544 - 55440                 8811 - 88110
2376 - 22760                 5643 - 56430                 8910 - 89100
2475 - 24750                 5742 - 57420                 9009 - 90090
2574 - 25740                 5841 - 58410                 9108 - 91080
2673 - 26730                 5940 - 59400                 9207 - 92070
2772 - 27720                 6039 - 60390                 9306 - 93060
2871 - 28710                 6138 - 61380                 9405 - 94050
2970 - 29700                 6237 - 62370                 9504 - 95040
3069 - 30690                 6336 - 63360                 9603 - 96030
3168 - 31680                 6435 - 64350                 9702 - 97040
(note: some of these figures are very unrealistic, and    9801 - 98010
impossible to achieve, such as 1... it's impossible to    9900 - 99000
only have one kill in total by this point in the game.)   9999 - 99990

-------------------------------------------------------------------------------

#82. Maze Larva (Via Purifico)
-> HP: 2222 - 2108
-> MP: 1111
-> AP: 1850 - 2775
-> Statistics:
Str- 11, Mag- 24, Def- 40, Mdef- 45, Acc- 0, Agl- 14, Eva- 0, Luck- 15
-> Steal: Common- 2 Fish Scales, Uncommon- 2 Dragon Scales
-> Bribe: Gil- 44400, Item- 14 Water Gems
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 620
-> Immunities: Sleep, Poison, Confuse, Berserk, Zombie, Petrify
-> Weaknesses: Doom- 2, Silence- 20, Darkness- 20
-> Elemental Affinities: [Absorption] Water [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Sleep Ward, Magic Defense+5%
-> Weapon Abilities: Sleeptouch, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Watera: Target (1), Type (mag), Protect (no), Shell (yes), Power (24), Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- Fire: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes),
Appear (yes)

-> Sensor: Casts Watera on itself to replenish HP and grow even more powerful.
-> Scan: When HP is halved, it casts Watera on itself to recover HP and raise
magic power. Use Silence Attack to silence it. Vulnerable to lightning, so
Thundaga is the way to go.

---> STRATEGIC TACTICS: <---
Maze Larva: Have your stats closer to 40 for this battle. Just use Lulu to
strike it with a Lightning affinity. But you should have found Auron so use
him frequently in this battle as well.

-------------------------------------------------------------------------------

#83. Mech Defender (Mt. Gagazet)
-> HP: 8700 - 5384
-> MP: 1
-> AP: 950 - 1425
-> Statistics:
Str- 40, Mag- 1, Def- 15, Mdef- 10, Acc- 0, Agl- 7, Eva- 0, Luck- 15
-> Steal: Common- 2 Al Bhed Potions, Uncommon- 3 Al Bhed Potions
-> Bribe: Gil- 174000, Item- 99 Al Bhed Potions
-> Win: Common- 1 or 2 Phoenix Downs, Uncommon- 1 or 2 Mega Phoenixes
-> Gil Received: 880
-> Immunities: Sleep, Zombie, Threaten, Poison, Death
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: SOS Reflect, SOS Protect, SOS Shell, SOS NulFrost, SOS
NulTide, SOS NulShock, SOS NulBlaze
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)

-> Sensor: Steal to inflict terminal malfunction.
-> Scan: Abandoned machina from ages past. Higher HP and defence than the Mech
Leader. Steal to cause a terminal malfunction.

---> STRATEGIC TACTICS: <---
Mech Defender: Your statistics should be in the high 50's to mid 60's. Just
have Yuna summon Valefor and it won't be able to hit you, but you'll be able
to attack it.

-------------------------------------------------------------------------------

#84. Mech Guard (Bikanel Desert)
-> HP: 1280 - 1432
-> MP: 1
-> AP: 310 - 465
-> Statistics:
Str- 25, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 10, Eva- 0, Luck- 15
-> Steal: Common- 2 Grenades, Uncommon- 3 Grenades
-> Bribe: Gil- 25600, Item- 50 Grenades
-> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Hi-Potions
-> Gil Received: 600
-> Immunities: Sleep, Zombie, Threaten, Poison, Death
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: SOS NulFrost, SOS NulTide, SOS NulShock, SOS NulBlaze
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)

-> Sensor: Steal to inflict terminal malfunction.
-> Scan: Same type of machina as the Workers at Luca. Stealing will cause a
terminal malfunction, so leave it to Rikku. Vulnerable to lightning.


---> STRATEGIC TACTICS: <---
Mech Guard: Have your stats at 30 or so. Have Lulu use Thunder on it, and have
Tidus attack it. A better alternative yet is to have Rikku Steal from it so
that it falls apart instantly.

-------------------------------------------------------------------------------

#85. Mech Gunner (Bikanel Desert)
-> HP: 2800 - 1432
-> MP: 1
-> AP: 540 - 810
-> Statistics:
Str- 31, Mag- 1, Def- 10, Mdef- 10, Acc- 0, Agl- 6, Eva- 0, Luck- 15
-> Steal: Common- Al Bhed Potion, Uncommon- 2 Al Bhed Potions
-> Bribe: Gil- 56000, Item- 40 Al Bhed Potions
-> Win: Common- 2 or 4 Hi-Potions, Uncommon- 2 or 4 Hi-Potions
-> Gil Received: 800
-> Immunities: Sleep, Zombie, Threaten, Poison, Death
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: SOS Reflect, SOS Protect, SOS Shell, SOS NulFrost, SOS
NulTide, SOS NulShock, SOS NulBlaze
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)

-> Sensor: Steal to inflict terminal malfunction.
-> Scan: Ancient machina. Has higher HP than the Mech Guard, but Stealing parts
will destroy it in one shot, so leave it to Rikku. Weak against lightning.

---> STRATEGIC TACTICS: <---
Mech Gunner: Have your stats at 35. Just use Rikku to steal from it. You should
also have Tidus attack it quickly and physically, whilst having Lulu destroy it
with Lightning magics.

-------------------------------------------------------------------------------

#86. Mech Hunter (Cavern of the Stolen Fayth)
-> HP: 5500 - 4060
-> MP: 1
-> AP: 820 - 1230
-> Statistics:
Str- 36, Mag- 1, Def- 10, Mdef- 10, Acc- 0, Agl- 8, Eva- 0, Luck- 15
-> Steal: Common- Al Bhed Potion, Uncommon- 2 Al Bhed Potions
-> Bribe: Gil- 110000, Item- 60 Al Bhed Potions
-> Win: Common- 1 or 2 Phoenix Downs, Uncommon- 1 or 2 Mega Phoenixes
-> Gil Received: 673
-> Immunities: Sleep, Zombie, Threaten, Poison, Death
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: SOS Reflect, SOS Protect, SOS Shell, SOS NulFrost, SOS
NulTide, SOS NulShock, SOS NulBlaze
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)

-> Sensor: Steal to inflict terminal malfunction.
-> Scan: Higher HP and strength than the ones in the Sanubia Desert. Steal to
cause a terminal malfunction.

---> STRATEGIC TACTICS: <---
Mech Hunter: Have your stats near 37. But, just use Rikku to either Steal or
Mug it. That will derail it completely.

-------------------------------------------------------------------------------

#87. Mech Leader (Mt. Gagazet)
-> HP: 3700 - 5550
-> MP: 1
-> AP: 830 - 1245
-> Statistics:
Str- 31, Mag- 28, Def- 5, Mdef- 5, Acc- 0, Agl- 15, Eva- 0, Luck- 15
-> Steal: Common- 2 Grenades, Uncommon- 2 Frag Grenades
-> Bribe: Gil- 74000, Item- 2 Door to Tomorrows
-> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Mega-Potions
-> Gil Received: 530
-> Immunities: Sleep, Zombie, Threaten, Poison, Death
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: SOS NulFrost, SOS NulTide, SOS NulShock, SOS NulBlaze
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Electrocute: Target (1), Type (mag), Protect (no), Shell (yes), Power (32),
Element (lightning), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)

-> Sensor: Steal to inflict terminal malfunction.
-> Scan: Abandoned machina from ages past. Its Electrocute attack inflicts
severe
lightning damage. Steal to terminate immediately.

---> STRATEGIC TACTICS: <---
Mech Leader. Have stats close to 36 or somewhere near there. Just follow the
same basic concept I pointed out in the last couple of strategies I have
mentioned above.

-------------------------------------------------------------------------------

#88a. Mech Scouter (The Calm Lands)
-> HP: 2750 - 4125
-> MP: 1
-> AP: 480 - 720
-> Statistics:
Str- 30, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 14, Eva- 0, Luck- 15
-> Steal: Common- 3 Grenades, Uncommon- 4 Grenades
-> Bribe: Gil- 55000, Item- Door to Tomorrow
-> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Mega-Potions
-> Gil Received: 384
-> Immunities: Sleep, Zombie, Threaten, Poison, Death
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: SOS NulFrost, SOS NulTide, SOS NulShock, SOS NulBlaze
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)

-> Sensor: Steal to inflict terminal malfunction.
-> Scan: Higher HP and strength than the ones in the Sanubia Desert. Steal to
cause a terminal malfunction.

---> STRATEGIC TACTICS: <---
Mech Scouter: Have stats where 30 is. Then do the same exact things as the last
methods clearly point out.

#88b. Mech Scouter --> On Fire (Calm Lands)
-> HP: 2750 - 4125
-> MP: 1
-> AP: 530 - 795
-> Statistics:
Str- 30, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 14, Eva- 0, Luck- 15
-> Steal: Common- 3 Grenades, Uncommon- 3 Grenades
-> Bribe: Gil- 55000, Item- Door to Tomorrow
-> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Mega-Potions
-> Gil Received: 215
-> Immunities: Sleep, Zombie, Threaten, Poison, Death
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: SOS NulFrost, SOS NulTide, SOS NulShock, SOS NulBlaze
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)

-> Sensor: Steal to inflict terminal malfunction.
-> Scan: Higher HP and strength than the ones in the Sanubia Desert. Steal to
cause a terminal malfunction.

---> STRATEGIC TACTICS: <---
Mech Scouter: Have stats where 30 is. Then do the same exact things as the last
methods clearly point out.

-------------------------------------------------------------------------------

#89. Melusine (Thunder Plains)
-> HP: 265 - 405
-> MP: 65
-> AP: 92 - 184
-> Statistics:
Str- 20, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 17, Eva- 8, Luck- 15
-> Steal: Common- Soft, Uncommon- Petrify Grenade
-> Bribe: Gil- 5300, Item- 4 Petrify Grenades
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 108
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Darkness- 20, Poison- 0; 25%
-> Elemental Affinities: [1/2 Damage] Lightning, Fire [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Slow Ward, Defense+3%
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%, Distil Speed
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Silence - 3 turns (10%)], [Petrification (10%)]

-> Sensor: Very nimble. Resistant to magic. Watch out for petrification and
silence.
-> Scan: Very nimble and hard to hit. Magic defence is also high. Takes only
half
damage from fire and lightning. Attacks may cause petrification and silence.

---> STRATEGIC TACTICS: <---
Melusine: Have stats anywhere from 23-28. Then, just use Lulu to cast Ice
spells on it. Or you can use Tidus and his swiftness to just physically attack
it.

-------------------------------------------------------------------------------

#90. Mi'ihen Fang (Mi'ihen Highroad)
-> HP: 160 - 240
-> MP: 20
-> AP: 20 - 40
-> Statistics:
Str- 16, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 13, Eva- 5, Luck- 15
-> Steal: Common- Potion, Uncommon- Sleeping Powder
-> Bribe: Gil- 3200, Item- 5 Sleeping Powders
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 33
-> Immunities: None
-> Weaknesses: Doom- 1, Poison- 0; 25%, Sleep- 20, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Sleep Ward, Silence Ward, Magic Defense+3%
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%, Distil Power
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Perecentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Sleep - 3 turns (10%)], [Silence - 3 turns (10%)]

-> Sensor: Very nimble. Resistant to magic.
-> Scan: Very nimble and hard to hit. Magic defence is also high. It's
vulnerable to fire and water-based attacks, so use weapons with these elements
to inflict greater damage.

---> STRATEGIC TACTICS: <---
Mi'ihen Fang: Have stats closer to 18-21. Now just attack it once with Tidus,
there isn't much chance of Auron making contact with it, on account of speed
issues.

-------------------------------------------------------------------------------

#91. Mimic (Omega Ruins)
-> HP: Horned Beast: 60000 - 13560
       Petrifying Snake: 40000 - 13560
       Mech: 40000 - 13560
       Winged Beast: 40000 - 13560
-> MP: Horned Beast: 10
       Petrifying Snake: 10
       Mech: 10
       Winged Beast: 10
-> AP: Horned Beast: 0 - 0
       Petrifying Snake: 0 - 0
       Mech: 0 - 0
       Winged Beast: 0 - 0
-> Statistics: Horned Beast: Str- 54, Mag- 26, Def- 1, Mdef- 1, Acc- 0, Agl- 25,
                             Eva- 0, Luck- 0
               Petrifying Snake: Str- 42, Mag- 58, Def- 1, Mdef- 255, Acc- 0,
                                 Agl- 22, Eva- 0, Luck- 15
               Mech: Str- 33, Mag- 38, Def- 150, Mdef- 150, Acc- 0,
                     Agl- 29, Eva- 0, Luck- 15
               Winged Beast: Str- 42, Mag- 12, Def- 255, Mdef- 1, Acc- 0,
                             Agl- 22, Eva- 0, Luck- 15
-> Steal: Horned Beast: None
          Petrifying Snake: None
          Mech: None
          Winged Beast: None
-> Bribe: Horned Beast: None
          Petrifying Snake: None
          Mech: None
          Winged Beast: None
-> Win: Horned Beast: None
        Petrifying Snake: None
        Mech: None
        Winged Beast: None
-> Gil Received: Horned Beast: 50000
                 Petrifying Snake: 50000
                 Mech: 50000
                 Winged Beast: 50000
-> Immunities: Horned Beast: Sleep, Silence, Darkness, Poison, Petrify, Slow,
                             Zombie, Power Break, Magic Break, Armor Break,
                             Mental Break, Threaten, Death, Provoke, NulShock,
                             NulTide, NulBlaze, NulFrost, Haste, Sensor, Scan,
                             Delay, Bribe
               Petrifying Snake: Sleep, Silence, Darkness, Poison, Petrify,
                                 Slow, Zombie, Power Break, Magic Break, Armor
                                 Break, Mental Break, Threaten, Death, Provoke,
                                 NulShock, NulTide, NulBlaze, NulFrost, Haste,
                                 Sensor, Scan, Delay, Bribe
               Mech: Sleep, Silence, Darkness, Poison, Petrify, Slow,
                     Zombie, Power Break, Magic Break, Armor Break,
                     Mental Break, Threaten, Death, Provoke, NulShock,
                     NulTide, NulBlaze, NulFrost, Haste, Sensor, Scan,
                     Delay, Bribe
               Winged Beast: Sleep, Silence, Darkness, Poison, Petrify, Slow,
                             Zombie, Power Break, Magic Break, Armor Break,
                             Mental Break, Threaten, Death, Provoke, NulShock,
                             NulTide, NulBlaze, NulFrost, Haste, Sensor, Scan,
                             Delay, Bribe
-> Weaknesses: Horned Beast: Doom- 5
               Petrifying Snake: Doom- 5
               Mech: Doom- 5
               Winged Beast: Doom- 5
-> Elemental Affinities: Horned Beast: [1/2 Damage] Holy, Ice, Lightning, Fire,
                                       Water
                         Petrify Grenade: [1/2 Damage] Holy, Ice, Lightning,
                                          Fire, Water
                         Mech: [1/2 Damage] Holy, Ice, Lightning, Fire,
                               Water
                         Winged Beast: [1/2 Damage] Holy, Ice, Lightning, Fire,
                                       Water
-> Zanmato Lv: Horned Beast: 4
               Petrifying Snake: 4
               Mech: 4
               Winged Beast: 4
-> Armor Abilities: Horned Beast: None
                    Petrifying Snake: None
                    Mech: None
                    Winged Beast: None
-> Weapon Abilities: Horned Beast: None
                     Petrifying Snake: None
                     Mech: None
                     Winged Beast: None
-> Armor/Weapon Dropped: All N/A

-> Abilities:

--- Horned Beast ---
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)

--- Petrifying Snake ---
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)

--- Mech ---
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)

--- Winged Beast ---
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)

-> Sensor: Horned Beast: Immune
           Petrifying Snake: Immune
           Mech: Immune
           Winged Beast: Immune
-< Scan: Horned Beast: Immune
         Petrifying Snake: Immune
         Mech: Immune
         Winged Beast: Immune

---> STRATEGIC TACTICS: <---
Mimic (Horned Beast): Have your stats at about 130. Now use Auron or your
strongest attackers to strike it down with piercing attacks. Or you can have
Yuna summon Anima to drop it. Personally I still recommend the Anima method of
beating it, but...it is your choice.
Mimic (Petrifying Snake): Have stats at 125. Now just use physical attacks on
it. I also recommend either summoning the Magus Sisters or Anima, if for some
bizzare reason they die bring in Bahamut to finish it off.
Mimic (Mech): Have your stats up to 128. Now use Auron to attack it.
with physical attack. Follow up with Yuna summoning either Yojimbo or Bahamut.
Use Tidus to cast Hastega in the beginning, and then just to attack and heal.
Like this, it won't take too much time.
Mimic (Winged Beast): Have stats closer to 145 here. Now your best bet is to
bring in the Magus trio and have Mindy use an onslaught of Passados, and you
can use the others to heal or to attack it along with Mindy.

Here's stats for treasure chest it comes out of:

#91.1. ??? [treasure chest] (Omega Ruins...Bikanel Desert, Moonflow)
-> HP: 1 - 99999
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 15
-> Steal: Moonflow- Mega-Potion, Dragon Scale, Stamina Tablet
          Moonflow (Tutorial)- Bomb Core
          Bikanel Desert- Ether, X-Potion
          Omega Ruins- Mega-Potion, X-Potion
-> Bribe: None
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 0
-> Immunities: Death, Zombie, Poison, Power Break, Magic Break, Armor Break,
Mental Break, Confusr, Berserk, Provoke, Sleep, Silence, Darkness, Shell,
Protect, Reflect, Bar, Regen, Haste, Slow, Power Distiller, Scan, Eject,
Threaten, Doom, Mana Distiller, Speed Distiller, Ability Distiller
-> Inherent Statuses: 0(1), 0(2), 0(4), 1(3), 1(4), 1(5), 1(6)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: Steal to get the stuff inside.
-> Scan: None

#91.1??. ??? [treasure chest] (Moonflow - tutorial)
-> HP: 1 - 99999
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 15
-> Steal: Moonflow (Tutorial)- Bomb Core
-> Bribe: None
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 0
-> Immunities: Death, Zombie, Poison, Power Break, Magic Break, Armor Break,
Mental Break, Confusr, Berserk, Provoke, Sleep, Silence, Darkness, Shell,
Protect, Reflect, Bar, Regen, Haste, Slow, Power Distiller, Scan, Eject,
Threaten, Doom, Mana Distiller, Speed Distiller, Ability Distiller
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: Steal to get the stuff inside.
-> Scan: None

#91???. Mimic's Scraps (Omega Ruins - Mimic)
-> HP: 1 - 0
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Eva- 0, Luck- 0
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sensor, Scan, Threaten
-> Weaknesses: Silence; 20, Darkness; 20, Sleep; 20; Doom- 3
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

-------------------------------------------------------------------------------

#92. Murussu (Macalania Woods)
-> HP: 580 - 870
-> MP: 20
-> AP: 240 - 480
-> Statistics:
Str- 25, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 7, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Hypello Potion
-> Bribe: Gil- 11600, Item- 24 Hypello Potions
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 165
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning, Fire
-> Zanmato Lv: 1
-> Armor Abilities: Defense+5%, Berserk Ward
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%, Distil Power
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Perecentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Slow - 3 turns (10%)]

-> Sensor: Covered by a hard shell. Piercing weapons are the way to go. Watch
out for slow.
-> Scan: Covered by a hard shell. Slow-moving, but has high physical and magic
defence. Vulnerable to fire and lightning. Its Bash may inflict slow.

---> STRATEGIC TACTICS: <---
Murussu: Have stats that are at about 30-31. Just use Auron to attack and
Tidus to heal here. Lulu's role in this fight is to cast Fire and Thunder
magic for some true damage.

-------------------------------------------------------------------------------

#93. Mushussu (Bikanel Desert)
-> HP: 680 - 1020
-> MP: 38
-> AP: 310 - 620
-> Statistics:
Str- 36, Mag- 42, Def- 1, Mdef- 120, Acc- 0, Agl- 9, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Silver Hourglass
-> Bribe: Gil- 13600, Item- 4 Gold Hourglasses
-> Win: Common- 1 or 2 Power Spheres/1 or 2 Al Bhed Potions, Uncommon- 1 or 2
Power Spheres/1 or 2 Al Bhed Potions
-> Gil Received: 270
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Ice [1/2 Damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: HP+10%, Slow Ward
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%, Distil Power
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Perecentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Slow - 3 turns (10%)]
- Flame Breath: Target (1), Type (mag), Protect (no), Shell (yes), Power (19),
Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no)

-> Sensor: Covered with hard scales. Piercing weapons are the way to go. Watch
out for slow.
-> Scan: Covered with hard scales. Physical and magic defence are high. It only
takes half damage from fire, but it's weak against ice. Its attack may cause
slow. Beware of its fire-based Breath, which hits all.

---> STRATEGIC TACTICS: <---
Mushussu: Have stats that are near 33-35 for this one. Use Tidus to heal,
also use Auron to attack it physically. But utilize Lulu's magic and have her
use Ice magic spells to kill it.

-------------------------------------------------------------------------------

#94. Nebiros (The Calm Lands)
-> HP: 700 - 1050
-> MP: 65
-> AP: 480 - 960
-> Statistics:
Str- 22, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 22, Eva- 16, Luck- 15
-> Steal: Common- Poison Fang, Uncommon- 2 Poison Fangs
-> Bribe: Gil- 14000, Item- 6 Poison Fangs
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 320
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Poison Ward
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%, Distil Speed
-> Armor/Weapon Dropped: Slots: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Perecentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (100), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Poison (40%)]

-> Sensor: Aerial. Vulnerable to ice. Watch out for poison.
-> Scan: Aerial and hard to hit. Magic attacks are effective. It's vulnerable
to ice, so cast Blizzaga to achieve Overkill. Attacks may inflict poison.

---> STRATEGIC TACTICS: <---
Nebiros: Have stats that are up to about 44. Just use Lulu to cast Fire on it
since right now your other characters are too slow to hit it physically.

-------------------------------------------------------------------------------

#95. Nidhogg (Cavern of the Stolen Fayth, Mt. Gagazet)
-> HP: 2000 - 3000
-> MP: 46
-> AP: 810 - 1620
-> Statistics:
Str- 43, Mag- 50, Def- 1, Mdef- 180, Acc- 0, Agl- 10, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Gold Hourglass
-> Bribe: Gil- 40000, Item- 12 Gold Hourglasses
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 602
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Ice [1/2 Damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Slow Ward
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%, Distil Power
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Perecentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (120), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Slow - 3 turns (30%)]
- Flame Breath: Target (all), Type (mag), Protect (no), Shell (yes), Power (19),
Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (no)

-> Sensor: Covered with hard scales. Piercing weapons are the way to go. Watch
out for slow.
-> Scan: Covered with hard scales. Physical and magic defence are high. It only
takes half damage from fire, but it's weak against ice. Its attack may cause
slow. Beware of its fire-based Breath, which hits all.

---> STRATEGIC TACTICS: <---
Nidhogg: Have stats that have gotten to 53. Your battle politics here are to
have Lulu use Ice magic. If that doesn't work effectively, use Auron to cut it
asunder.

-------------------------------------------------------------------------------

#96. Ochu (Moonflow Area)
-> HP: 7200 - 924
-> MP: 35
-> AP: 180 - 270
-> Statistics:
Str- 22, Mag- 14, Def- 1, Mdef- 1, Acc- 0, Agl- 6, Eva- 0, Luck- 15
-> Steal: Common- Remedy, Uncommon- 2 Remedies
-> Bribe: Gil- 144000, Item- 70 Remedies
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 2 or 4 Mana Spheres
-> Gil Received: 520
-> Immunities: Darkness, Zombie, Confuse, Provoke, Berserk
-> Weaknesses: Doom- 2, Sleep- 20, Silence- 20, Poison- 99; 5%
-> Elemental Affinities: [Absorption] Water [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Dark Ward, Silence Ward, Sleep Ward, Poison Ward,
Confuse Ward, Berserk Ward, Stone Ward
-> Weapon Abilities: Strength+5%, Piercing, Poisontouch, Magic+5%
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no),
[Poison (80%)]
- Ochu Dance: Target (all), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(yes), [Darkness - 3 turns (80%)], [Slow - 5 turns (20%)], [Silence - 3 turns
(80%)], [Confusion (20%)]

-> Sensor: Vulnerable to fire.
-> Scan: When HP is low, it performs Ochu Dance, which inflicts darkness,
silence, confusion, and slow. Beware of its poison claws. Vulnerable to fire.

---> STRATEGIC TACTICS: <---
Ochu: Have your stats nearer to 40-55. Use Auron to attack it, and Tidus to
use Haste and then to attack. Have Lulu cast Fira or Firaga on it. But also
have Yuna summon whatever aeon you want and beat it down like that, Ifrit.

-------------------------------------------------------------------------------

#97. Octopus (Via Purifico)
-> HP: 4500 - 2108
-> MP: 1
-> AP: 750 - 1050
-> Statistics:
Str- 27, Mag- 5, Def- 1, Mdef- 1, Acc- 0, Agl- 10, Eva- 0, Luck- 15
-> Steal: Common- Dragon Scale, Uncommon- Water Gem
-> Bribe: Gil- 90000, Item- 20 Healing Springs
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 220
-> Immunities: Threaten, Sleep
-> Weaknesses: Doom- 5, Poison- 0; 25%
-> Elemental Affinities: [Absorption] Water [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Water Ward, HP+5%
-> Weapon Abilities: Waterstrike, Strength+5%, Piercing, Magic+5%
-> Armor/Weapon Dropped: Slots: 1
                         Pre-Customized Abilities: 0 to 1
                         Drop Perecntage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Tentacles Attack: Target (1), Type (str), Protect (yes), Shell (no), Power
(16),Element (-), Range (far), Accuracy (90), Shatter (10), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (no), [Slow - 3 turns (100%)]

-> Sensor: Head is covered by a hard shell.
-> Scan: Since it's covered by a hard shell, piercing weapons are the way to
go. Magic defence is low, and it's also weak against lightning. Its attacks
may inflict slow.

---> STRATEGIC TACTICS: <---
Octopus: Here have your stats around 35. Just use Rikku to throw grenades and
to Mix, and even to Steal. Just use Wakka to attack it and use him to heal
when you get low on HP. Then have Tidus just come up and hack away. Lulu is
best here for using Lightning spells to do twice the normal damage. But when
using Lulu, always avoid using Water spells, because, if you use those, you'll
be healing Octopus' HP.

-------------------------------------------------------------------------------

#98. Ogre (The Calm Lands)
-> HP: 9400 - 4060
-> MP: 3
-> AP: 1080 - 1620
-> Statistics:
Str- 28, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 17, Eva- 0, Luck- 15
-> Steal: Common- Stamina Spring, Uncommon- 2 Stamina Springs
-> Bribe: Gil- 188000, Item- 50 Stamina Springs
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 980
-> Immunities: Slow, Power Break
-> Weaknesses: Doom- 2, Sleep- 95, Poison- 25; 25%, Darkness- 95, Zombie- 25,
Petrify- 25, Death- 25
-> Elemental Affinities: [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: SOS Haste, HP+10%
-> Weapon Abilities: Magic+5%, Strength+5%, Counter-Attack, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Perecentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Attack (two hands): Target (1), Type (str), Protect (yes), Shell (no), Power
(24), Element (-), Range (close), Accuracy (-), Shatter (50), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(yes), Appear (no)
- Counterattack: Target (1), Type (str), Protect (yes), Shell (no), Power (20),
Element (-), Range (far), Accuracy (-), Shatter (10), Critical (yes), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no)
- Dukes Up: It is used sorta as a counter after it has sustained about 4801 of
damage or more.

-> Sensor: Be careful if it puts up its dukes.
-> Scan: When it puts up its dukes, it will respond to physical attacks with a
mighty counter-attack. Fire-based attacks are the way to go.

---> STRATEGIC TACTICS: <---
Ogre: Have stats that are near 40 here. Auron is good for attacking here, also
have him use his overdrive if you want. Have Tidus attack him too. Lulu is
good here only to cast Fire on it.

-------------------------------------------------------------------------------

#99. Phlegyas (Via Purifico)
-> HP: 1680 - 2108
-> MP: 50
-> AP: 650 - 975
-> Statistics:
Str- 26, Mag- 33, Def- 1, Mdef- 20, Acc- 0, Agl- 12, Eva- 0, Luck- 15
-> Steal: Common- 2 Dragon Scales, Uncommon- Water Gem
-> Bribe: Gil- 33600, Item- 6 Healing Springs
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 410
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 95, Poison- 0; 25%
-> Elemental Affinities: [1/2 Damage] Water, Fire [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Auto-Med, MP+10%
-> Weapon Abilities: Strength+5%, Magic+5%, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Sonic Wave: Target (all), Type (mag), Protect (no), Shell (yes), Power (14),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Charging: After you attack it, it will start with the count to Sonic Wave.

-> Sensor: Watch out when it starts glowing. It releases Sonic Wave after the
third pulse.
-> Scan: It starts glowing when hit. After the 3rd pulse, it attacks with a
Sonic Wave that hits all. Put it to sleep to prevent it from glowing. It takes
only half damage from water. Weak against lightning.

---> STRATEGIC TACTICS: <---
Phlegyas: Have stats at around 25-30. Just whail away at it with Tidus. 2-3
hits should do it, back him up with Wakka's blitzball, and Rikku can steal
useful Water Gems and Dragon Scales from it.

-------------------------------------------------------------------------------

#100.1a. Piranha[x1] (Al Bhed Ship - Submerged Ruins)
-> HP: 50 - 225
-> MP: 1
-> AP: 1 - 2
-> Statistics:
Str- 6, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 12, Eva- 0, Luck- 15
-> Steal: Common- Grenade, Uncommon- 2 Grenades
-> Bribe: Gil- 1000, Item- Water Gem
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 2
-> Immunities: Sleep, Poison
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Fire [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)

-> Sensor: Low attack and HP.
-> Scan: Attacks by biting. Low HP and strength. It should be an easy enemy to
handle.

---> STRATEGIC TACTICS: <---
Piranha: Just attack once with either Tidus or Wakka, if they come in pairs
of 3 or 2 you'll need to use both Wakka and Tidus.

100.2b. Piranha[x2] (Al Bhed Ship - Submerged Ruins)
-> HP: 100 - 225
-> MP: 2
-> AP: 1 - 2
-> Statistics:
Str- 8, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 9, Eva- 0, Luck- 15
-> Steal: Common- Grenade, Uncommon- 2 Grenades
-> Bribe: Gil- 2000, Item- Water Gem
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 3
-> Immunities: Sleep, Poison
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Fire [1.5 damage] Lightning [Immune] Water
-> Zanmato Lv: 1
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)

---> STRATEGIC TACTICS: <---
Piranha: Just attack once with either Tidus or Wakka, if they come in pairs
of 3 or 2 you'll need to use both Wakka and Tidus.

-> Sensor: Attacks in packs of two.
-> Scan: Attacks by biting. Both HP and attack power are higher when they appear
in pairs.

100.3c. Piranha[x3] (Al Bhed Ship - Submerged Ruins)
-> HP: 150 - 225
-> MP: 3
-> AP: 1 - 2
-> Statistics:
Str- 10, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 6, Eva- 0, Luck- 15
-> Steal: Common- Grenade, Uncommon- 2 Grenades
-> Bribe: Gil- 3000, Item- Water Gem
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 5
-> Immunities: Sleep, Poison
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Fire [1.5 damage] Lightning [Immune] Water
-> Zanmato Lv: 1
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)

-> Sensor: Attacks in packs of three.
-> Scan: Attacks by biting. Both HP and attack power are higher when they
appear in groups of three.

---> STRATEGIC TACTICS: <---
Piranha: Just attack once with either Tidus or Wakka, if they come in pairs
of 3 or 2 you'll need to use both Wakka and Tidus.

-------------------------------------------------------------------------------

#???. Pupu/Koyokoyo (???)
-> HP: 1 - 0
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Eva- 0, Luck- 0
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sensor, Scan, Threaten
-> Weaknesses: Silence; 20, Darkness; 20, Sleep; 20; Doom- 3
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

-------------------------------------------------------------------------------

#101. Puroboros (Omega Ruins)
-> HP: 20000 - 13560
-> MP: 180
-> AP: 3200 - 6400
-> Statistics:
Str- 36, Mag- 25, Def- 40, Mdef- 1, Acc- 0, Agl- 28, Eva- 0, Luck- 15
Str- 40, Mag- 32, Def- 60, Mdef- 120, Acc- 0, Agl- 28, Eva- 0, Luck- 12 (Int.)
-> Steal: Common- 3 Fire Gems, Uncommon- 4 Fire Gems
-> Bribe: Gil- 400000, Item- 36 Shining Gems
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Lv.1 Key Spheres
-> Gil Received: 970
-> Immunities: Threaten, Sleep, Eject
-> Weaknesses: Doom- 3, Silence- 20, Darkness- 20, Petrify- 120 (Int.), Death-
120 (Int.), Poison- 0; 25%
-> Elemental Affinities: [Absorption] Fire (Int only)
-> Zanmato Lv: 1
-> Armor Abilities: Fireproof, Fire Eater
-> Weapon Abilities: Piercing, Distil Power, Firestrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (fire), Range (far), Accuracy (120), Shatter (0), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Self-Destruct: Target (1), Type (fixed), Protect (yes), Shell (no), Power
(-), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [2500 fix dmg]
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(yes), Appear (yes)
- Swell Up: Grows larger after every damage or rejuvenation it takes.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Puroboros: Have your stats about the area of 110. Have Auron and whoever your
other strongest attack(s) is to strike at it. The reason you just use these
characters is that you need to kill it before it brutally self-destructs on
you. You have another alternative of summoning one of the hidden aeons to beat
it.

-------------------------------------------------------------------------------

#102. Qactuar (Thunder Plains)
-> HP: 500 - 750
-> MP: 1
-> AP: 350 - 525
-> Statistics:
Str- 19, Mag- 1, Def- 1, Mdef- 255, Acc- 0, Agl- 15, Eva- 17, Luck- 15
-> Steal: Common- Chocobo Feather, Uncommon- Chocobo Feather
-> Bribe: None
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 2 or 4 Speed Spheres
-> Gil Received: 1500
-> Immunities: Zombie, Power Break, Mental Break, Magic Break, Armor Break,
Silence, Darkness, Demi, Bribe, Delay
-> Inherent Statuses: A(6)
-> Weaknesses: Death- 25, Poison- 25; 1%, Sleep- 80, Petrify- 25, Doom- 2
-> Elemental Affinities: None
-> Zanmato Lv: 2
-> Armor Abilities: MP Stroll, HP Stroll, HP+5%
-> Weapon Abilities: Initiative, Piercing, Strength+5%, Magic+5%
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- 1000 Needles: Target (1), Type (fixed), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(yes), [1000 fix dmg]
Run away- Flees from battle.

-> Sensor: You'll get a treat if you can defeat it before it gets away.
-> Scan: Beware of 1000 Needles, as it inflicts 1000 points of damage. Resistant
to both physical and magical attacks. Runs away when HP is low. Threaten is
recommended.

---> STRATEGIC TACTICS: <---
Qactuar: Have stats close to 20-25. Have Tidus attack it, and pray for it to
hit it. Or have Yuna summon your most agile aeon which is, at this point...
Shiav. Have Shiva use its overdrive on it. You can Provoke it so cannot run
from you.

-------------------------------------------------------------------------------

#103. Ragora (Kilika Woods)
-> HP: 780 - 1170
-> MP: 15
-> AP: 20 - 40
-> Statistics:
Str- 18, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 8, Eva- 0, Luck- 15
-> Steal: Common- Antidote, Uncommon- Remedy
-> Bribe: Gil- 15600, Item- 8 Remedies
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 48
-> Immunities: Zombie, Darkness
-> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20
-> Elemental Affinities: [Absorption] Water [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Poison Ward, HP+5%
-> Weapon Abilities: Magic+3%, Piercing, Strength+3%, Poisontouch
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 8/128 (6%)

-> Abilities:
- Seed Cannon: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (85), Shatter (0), Critical (no), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(yes)

-> Sensor: Vulnerable to fire.
-> Scan: Watch out for its powerful Seed Cannon. One bad hit will knock
characters out. Plants tend to be weak against fire, so have Lulu cast Fira.
Kimahri can learn Seed Cannon.

---> STRATEGIC TACTICS: <---
Ragora: Stats around 14 will do fine. Just have Lulu use Fire and have Tidus
attack it physically. Remember, you gain Seed Cannon from it during the small
tutorial with Kimahri's Lancet ability. That's all you need to know to beat
this rather simple enemy.

-------------------------------------------------------------------------------

#103??. Ragora (Kilika Woods - tutorial)
-> HP: 780 - 1170
-> MP: 15
-> AP: 20 - 40
-> Statistics:
Str- 18, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 8, Eva- 0, Luck- 15
-> Steal: Common- Antidote, Uncommon- Remedy
-> Bribe: Gil- 15600, Item- 8 Remedies
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 48
-> Immunities: Zombie, Darkness
-> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20
-> Elemental Affinities: [Absorption] Water [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Poison Ward, HP+5%
-> Weapon Abilities: Magic+3%, Piercing, Strength+3%, Poisontouch
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 8/128 (6%)

-> Abilities:
- Seed Cannon: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (85), Shatter (0), Critical (no), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(yes)

-> Sensor: Vulnerable to fire.
-> Scan: Watch out for its powerful Seed Cannon. One bad hit will knock
characters out. Plants tend to be weak against fire, so have Lulu cast Fira.
Kimahri can learn Seed Cannon.

---> STRATEGIC TACTICS: <---
Do as the tutorial tells you to do.

-------------------------------------------------------------------------------

#104. Raldo (Mi'ihen Highroad)
-> HP: 240 - 360
-> MP: 10
-> AP: 20 - 40
-> Statistics:
Str- 19, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 5, Eva- 0, Luck- 15
-> Steal: Common- Potion, Uncommon- Hypello Potion
-> Bribe: Gil- 4800, Item- 10 Hypello Potions
-> Gil Received: 42
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Defense+3%, Berserk Ward
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Slow - 3 turns (10%)]

-> Sensor: Covered by a hard shell. Piercing weapons are the way to go.
-> Scan: Covered by a hard shell. Slow-moving, but has high physical and magic
defense. Vulnerable to ice. Falls easily to piercing weapons. Have Auron slice
it down the middle.

---> STRATEGIC TACTICS: <---
Raldo: Have stats that are at about the area of 26-28. Just use Auron to
pierce its armor with his weapon. Lulu can Ice it to death as well.

-------------------------------------------------------------------------------

#104??. Raldo (Mi'ihen Highroad - tutorial)
-> HP: 240 - 360
-> MP: 10
-> AP: 20 - 40
-> Statistics:
Str- 19, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 5, Eva- 0, Luck- 15
-> Steal: Common- Potion, Uncommon- Hypello Potion
-> Bribe: Gil- 4800, Item- 10 Hypello Potions
-> Gil Received: 42
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Defense+3%, Berserk Ward
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Slow - 3 turns (10%)]

-> Sensor: Covered by a hard shell. Piercing weapons are the way to go.
-> Scan: Covered by a hard shell. Slow-moving, but has high physical and magic
defense. Vulnerable to ice. Falls easily to piercing weapons. Have Auron slice
it down the middle.

---> STRATEGIC TACTICS: <---
Do as the tutorial tells you to do.

-------------------------------------------------------------------------------

#105. Raptor (Mushroom Rock Road)
-> HP: 200 - 300
-> MP: 45
-> AP: 32 - 64
-> Statistics:
Str- 18, Def- 1, Mag- 1, Mdef- 120, Acc- 0, Agl- 14, Eva- 7, Luck- 15
-> Steal: Common- Soft, Uncommon- Petrify Grenade
-> Bribe: Gil- 4000, Item- 3 Petrify Grenades
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 48
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Lightning, Fire [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Slow Ward, Defense+3%
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Petrification - 3 turns (10%)], [Silence - 3 turns (10%)]

-> Sensor: Very nimble. Resistant to magic.
-> Scan: Very nimble and hard to hit. Magic defence is also high. Defeat it
quickly  to avoid damage. Takes only half damage from fire and lightning, but is
vulnerable to ice.

---> STRATEGIC TACTICS: <---
Raptor: Have stats near 30. Just have Tidus attack it physically and
eventually it will be nothing but pyreflies, or you can use Lulu to kill it
with Ice magic, but, whatever you decide to do, don't even think about using
Lightning and/or Fire magic to it.

-------------------------------------------------------------------------------

#106. Red Element (Mushroom Rock Road)
-> HP: 450 - 675
-> MP: 130
-> AP: 32 - 64
-> Statistics:
Str- 1, Mag- 23, Def- 120, Mdef- 1, Acc- 0, Agl- 6, Eva- 0, Luck- 15
-> Steal: Common- Bomb Fragment, Uncommon- 2 Bomb Fragments
-> Bribe: Gil- 9000, Item- 8 Bomb Cores
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 55
-> Immunities: Sleep, Petrify, Zombie, Poison, Darkness
-> Weaknesses: Doom- 1, Silence- 20
-> Elemental Affinities: [1.5 damage] Ice [1/2 Damage] Water, Lightning
[Absorption] Fire
-> Zannato Lv: 1
-> Armor Abilities: Fire Ward, Fireproof
-> Weapon Abilities: Piercing, Firestrike, Distil Mana
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Fire: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element
(fire), Range (far), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes)

-> Sensor: Fire elemental. Vulnerable to opposing element.
-> Scan: Casts Fire. Physical attacks hardly hurt it. Absorbs fire, so Blizzard
is the way to go.

---> STRATEGIC TACTICS: <---
Red Element: Have stats close to about 32. Have Lulu attack it with Ice
magic attacks. Have Auron follow those up with his powerful physical attacks +
Piercing ability to pierce through that damn heavy armor Red Element has. Cast
NulBlaze in the beginning of the fight and everytime after it uses its Fire
ability. If you forget to put it on and get nailed, use Cure to heal damage up.
All in all, Red Element's a pushover of an enemy.

-------------------------------------------------------------------------------

#107. Remora (Via Purifico)
-> HP: 3000 - 2108
-> MP: 22
-> AP: 830 - 1245
-> Statistics:
Str- 30, Mag- 25, Def- 30, Mdef- 1, Acc- 0, Agl- 11, Eva- 0, Luck- 15
-> Steal: Common- Dragon Scale, Uncommon- 2 Dragon Scales
-> Bribe: Gil- 60000, Item- 20 Water Gems
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 535
-> Immunities: Sleep, Confuse
-> Weaknesses: Doom- 1, Poison- 0; 25%, Darkness- 95
-> Elemental Affinities: [1/2 Damage] Water [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Defense+3%, Zombie Ward
-> Weapon Abilities: Strength+5%, Piercing, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Rush: Target (1), Type (str), Protect (yes), Shell (no), Power (24), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Maelstrom: Target (all), Type (mag), Protect (no), Shell (yes), Power (32),
Element (-), Range (far), Accuracy (85), Shatter (0), Critical (no),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)

-> Sensor: Watch out for Maelstrom.
-> Scan: The more you attack it the sooner it casts Maelstrom. Takes half damage
from water. Weak against lightning. Darkness and poison are the way to go.

---> STRATEGIC TACTICS: <---
Remora: Have stats close to 35. Just use Tidus to attack and Wakka also to
attack. Rikku can Steal and use grenades on it, also use her to heal Tidus and
Wakka.

-------------------------------------------------------------------------------

#108. Sahagin (Baaj Temple - Beginning of Game)
-> HP: 100 - 200
-> MP: 5
-> AP: 0 - 0
-> Statistics:
Str- 3, Mag- 1, Def- 1, Mdef- 1, Acc- 25, Agl- 5, Eva- 0, Luck- 0
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Poison, Doom, Scan, Sensor, Bribe
-> Weaknesses: None
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Sahagin: Just use Tidus to attack it once, because at this point you have no
ultimate choice over his stats, or how he leveled. If by use of cheat device
you can use Lightning. But no need, it dies in one normal hit, unless that hit
by some strange phenomenom doesn't do at least 100.

-------------------------------------------------------------------------------

#109a. Sahagin (Via Purifico)(pink)
-> HP: 1380 - 2070
-> MP: 20
-> AP: 200 - 400
-> Statistics:
Str- 28, Mag- 24, Def- 15, Mdef- 1, Acc- 0, Agl- 15, Eva- 0, Luck- 15
-> Steal: Common- 2 Fish Scales, Uncommon- 2 Dragon Scales
-> Bribe: Gil- 27600, Item- Water Gems
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 180
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Water Ward, HP+5%
-> Weapon Abilities: Waterstrike, Strength+3%, Piercing, Magic+3%
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)

-> Sensor: Vulnerable to lightning. Slow on land.
-> Scan: Very nimble, but attacks are weak. HP is also low, so it's no threat
when it appears alone. Vulnerable to lightning. Cripple it early by inflicting
darkness or sleep on it.

---> STRATEGIC TACTICS: <---
Sahagin: Have stats around 24. Now attack it 2-4 times to bring it down. Have
anyone use Thunder magic if available with one of those characters.

#109b. Sahagin (Via Purifico)(land)
-> HP: 1380 - 2070
-> MP: 20
-> AP: 200 - 400
-> Statistics:
Str- 28, Mag- 24, Def- 15, Mdef- 1, Acc- 0, Agl- 15, Eva- 0, Luck- 15
-> Steal: Common- 2 Fish Scales, Uncommon- 2 Dragon Scales
-> Bribe: Gil- 27600, Item- Water Gems
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 180
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Water Ward, HP+5%
-> Weapon Abilities: Waterstrike, Strength+3%, Piercing, Magic+3%
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Squirt: Target (1), Type (mag), Protect (no), Shell (yes), Power (22),Element
(water), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)

-> Sensor: Vulnerable to lightning. Slow on land.
-> Scan: Very nimble, but attacks are weak. HP is also low, so it's no threat
when it appears alone. Vulnerable to lightning. Cripple it early by inflicting
darkness or sleep on it.

---> STRATEGIC TACTICS: <---
Sahagin: Have stats around 24. Now attack it 2-4 times to bring it down. Have
anyone use Thunder magic if available with one of those characters.

-------------------------------------------------------------------------------

#???. Sahagin (dummied)
-> HP: 200 - 300
-> MP: 10
-> AP: 0 - 0
-> Statistics:
Str- 9, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 7, Eva- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Scan, Sensor
-> Weaknesses: Sleep; 20, Darkness; 20, Silence; 20, Poison- 0; 25%, Doom- 1
-> Elemental Affinities: [1.5 damage] Lightning [Immune] Water [1/2 Damage] Fire
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

-------------------------------------------------------------------------------

#110. Sahagin Chief (Invaded Luca Blitzball Stadium)
-> HP: 170 - 340
-> MP: 5
-> AP: 2 - 3
-> Statistics:
Str- 12, Mag- 1, Def- 1, Mdef- 1, Acc- 25, Agl- 8, Eva- 0, Luck- 0
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 20
-> Immunities: Poison, Doom, Petrify, Bribe
-> Weaknesses: None
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)

-> Sensor: Vulnerable to lightning.
-> Scan: Nimble, but has low HP and strength. Just one is nothing to write home
about. Vulnerable to lightning, darkness, and sleep.

---> STRATEGIC TACTICS: <---
Sahagin Chief: Have stats near 29-31. Just have Tidus and Wakka attack at
them without stop. Use Wakka to heal, but only when it is absolutely
necessary. Blind them with Dark Attack!

-------------------------------------------------------------------------------

#111. Sandragora (Bikanel Desert)
-> HP: 12750 - 1432
-> MP: 3
-> AP: 540 - 1080
-> Statistics:
Str- 25, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 12, Eva- 0, Luck- 15
-> Steal: Common- 2 Remedies, Uncommon- 10 Musks
-> Bribe: Gil- 255000, Item- 99 Remedies
-> Win: Common- 1 or 2 Mana Spheres/2 or 4 Al Bhed Bhed Potions, Uncommon- 1 or
2 Mana Spheres/2 or 4 Al Bhed Potions
-> Gil Received: 336
-> Immunities: Threaten, Zombie, Provoke, Confuse, Power Break, Darkness, Slow,
Silence
-> Weaknesses: Doom- 2, Poison- 25; 25%, Petrify- 25, Sleep- 80, Death- 25
-> Elemental Affinities: [Absorption] Water [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: HP+10%, HP+5%, Poison Ward
-> Weapon Abilities: Strength+3%, Piercing, Strength+3%, Poisontouch
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 8/128 (6%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (9), Element
(-), Range (far), Accuracy (130), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no),
[Confusion (100%)]

-> Sensor: Absorbs water.
-> Scan: Its Seed Burst doesn't hurt much, but may cause confusion. As a desert
plant it absorbs water, but burns easily.

---> STRATEGIC TACTICS: <---
- If you're ever hit with its status inflicting hit Seed Burst which does
physical damage and Confuse, what do you think all those Al Bhed Potions we've
been stocking ip on are for. You should have customized weapons with Firetouch
or Firestrike, and you should also use Lulu's Lv.2 Fire attacks. Too bad we
don't have Ifrit.
SUPER-GREAT TIP!: On my most recent playthru, I've discovered a way to
take Sandragora out in *one* hit no matter what. This trick is to have Auron
use his Shooting Star Overdrive to Eject it from battle. Match is over with you
as undisputed winner. (unless SS misses)

-------------------------------------------------------------------------------

#112. Sand Wolf (Bikanel Desert)
-> HP: 450 - 675
-> MP: 55
-> AP: 310 - 620
-> Statistics:
Str- 23, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 23, Eva- 9, Luck- 15
-> Steal: Common- 2 Sleeping Powders, Uncommon- 2 Sleeping Powders
-> Bribe: Gil- 9000, Item- 12 Sleeping Powders
-> Win: Common- 1 or 2 Power Spheres/1 or 2 Al Bhed Bhed Potions, Uncommon- 1
or 2 Power Spheres/1 or 2 Al Bhed Potions
-> Gil Received: 225
-> Immunities: None
-> Weaknesses: Doom- 1, Poison- 0; 25%, Sleep- 20, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Ice, Fire
-> Zanmato Lv: 1
-> Armor Abilities: Sleep Ward, Silence Ward, Magic Defense+5%
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%, Distil Power
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Sleep - 3 turns (10%)], [Silence - 3 turns (10%)]

-> Sensor: Very nimble. Resistant to magic. Watch out for sleep and silence.
-> Scan: Very nimble and hard to hit. Magic defence is also high. Defeat it
quickly to avoid damage. Vulnerable to fire and ice. Its attacks may cause sleep
and silence.

---> STRATEGIC TACTICS: <---
Sand Wolf: Have stats at about 34. Just attack it with Tidus. Also have Lulu
nail it with Ice, and Fire spells. If Auron is quick enough use him too.

-------------------------------------------------------------------------------

#113. Sand Worm (Bikanel Desert)
-> HP: 45000 - 1432
-> MP: 100
-> AP: 2000 - 3000
-> Statistics:
Str- 30, Mag- 28, Def- 5, Mdef- 5, Acc- 0, Agl- 8, Eva- 0, Luck- 15
-> Steal: Common- 2 Shadow Gems, Uncommon- 2 Stamina Springs
-> Bribe: Gil- 900000, Item- 15 Winning Formulas
-> Win: Common- 2 or 4 Ability Spheres, Uncommon- 1 or 2 Lv.1 Key Spheres
-> Gil Received: 1000
-> Immunities: Petrify, Death, Slow, Confuse, Zombie, Provoke, Berserk,
Threaten
-> Weaknesses: Doom- 5, Sleep- 80, Poison- 0; 10%, Darkness- 50, Power Break- 50
-> Elemental Affinities: [1.5 damage] Ice, Water [1/2 Damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: HP+10%, Auto-Potion
-> Weapon Abilities: Magic+5%, Strength+5%, Slowtouch, Piercing
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Readying Quake: Starts count to Earthquake.
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Earthquake: Target (all), Type (mag), Protect (no), Shell (yes), Power (28),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Delay Attack (100%)]
- Swallow: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[character unusable]
- Regurgitate: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Delay Buster (100%)]

-> Sensor: Watch out for Earthquake, which hits all. Inflict darkness to avoid
its head butt.
-> Scan: Watch out for its Earthquake, which hits all characters. If a character
is Swallowed, he will be unavailable until the worm Regurgitates him back out.
Try inflicting darkness and sleep.

---> STRATEGIC TACTICS: <---
Sand Worm: Have stats about 50-53. Now use Auron for his overdrives and Tidus
for his overdrives as well. Use Lulu to attack with Ice, and Water magic
spells. Use Lulu also to do a Fury with either Water or Ice.

-------------------------------------------------------------------------------

#114. Shred (Calm Lands)
-> HP: 1950 - 2925
-> MP: 30
-> AP: 480 - 960
-> Statistics:
Str- 35, Mag- 1, Def- 1, Mdef- 180, Acc- 0, Agl- 10, Eva- 0, Luck- 15
-> Steal: Common- Hypello Potion, Uncommon- 2 Hypello Potions
-> Bribe: Gil- 39000, Item- 50 Hypello Potions
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 368
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Ice, Lightning, Water [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Berserk Ward
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Distil Power
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Slow - 3 turns (10%)]

-> Sensor: Covered by a hard shell. Piercing weapons are the way to go. Watch
out for slow.
-> Scan: Covered by a hard shell. Slow-moving, but has high physical and magic
defence. Vulnerable to fire, but takes only half damage from other elements. Its
Bash may inflict slow.

---> STRATEGIC TACTICS: <---
Shred: Have your stats near 33. Just have Auron pierce it, and have Tidus
attack it with a Spiral Cut. Yuna can summon if you really want her to, but
I think that is just a waste of time for this fight. Lulu can own Shred with
Fire magic. If Auron Armor Breaks it, he and Tidus can do even more extra
damage.

-------------------------------------------------------------------------------

#115. Simurgh (Djose Highroad)
-> HP: 200 - 300
-> MP: 27
-> AP: 48 - 96
-> Statistics:
Str- 13, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 17, Eva- 0, Luck- 15
-> Steal: Common- Smoke Bomb, Uncommon- 2 Smoke Bombs
-> Bribe: Gil- 4000, Item- 5 Smoke Bombs
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 73
-> Immunities: None
-> Weaknesses: Doom- 1, Poison- 0; 25%, Silence- 20, Sleep- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Magic Defense+3%, Dark Ward
-> Weapon Abilities: Piercing, Sensor, Distil Speed
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (far), Accuracy (120), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Darkness - 3 turns (30%)]

-> Sensor: Aerial. Magic attacks are the way to go. Watch out for darkness.
-> Scan: Aerial and hard to hit. Magic attacks are effective. It's vulnerable
to fire, so use Fira to achieve Overkill. Attacks may inflict darkness.

---> STRATEGIC TACTICS: <---
Simurgh: Have stats about 27. Then if he isn't already out, bring out Wakka,
snd use him to attack physically with his blitzball. Or you can have Lulu
attack it with Fire magic. If he is quick enough only, use Tidus to physically
attack.

-------------------------------------------------------------------------------

#116. Sinscale (green) (Zanarkand - Beginning of Game)
-> HP: 100 - 500
-> MP: 0
-> AP: 0 - 0
-> Statistics:
Str- 5, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 8, Eva- 0, Luck- 0
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Threaten, Provoke, Bribe, Scan
-> Weaknesses: Doom- 1, Poison- 0; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 4 (that should put an end to confusion)
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:

- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Spines: Target (1), Type (str), Protect (yes), Shell (no), Power (40), Element
(none), Range (far), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Sinscale: Just use Tidus or Auron to attack it physically. When you encounter
them during the fight Sinspawn Ammes, you'll take them all out in one blow
automatically with Auron's very first beginning Overdrive which is, as you'll
see, is Dragon Fang.

-------------------------------------------------------------------------------

#117. Sinscale (blue) (SS Liki Ship - Fight With Sin's Fin)
-> HP: 200 - 400
-> MP: 0
-> AP: 2 - 3
-> Statistics:
Str- 13, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 12, Eva- 0, Luck- 0
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 22
-> Immunities: Threaten, Bribe, Doom
-> Weaknesses: Poison- 0; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:

- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Spines: Target (1), Type (str), Protect (yes), Shell (no), Power (40), Element
(-), Range (far), Accuracy (-), Shatter (10), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)

-> Sensor: They just keep coming.
-> Scan: Launched from Sin's body. They unleash Spines once their wings flicker,
so dispatch them quickly.

---> STRATEGIC TACTICS: <---
Sinscale: Have Tidus attack it physically. If he misses contact, use Wakka to
hit it with his blitzball.

-------------------------------------------------------------------------------

#118. Sinscale (Below SS Liki - Sinspawn Echuilles Fight)
-> HP: 100 - 300
-> MP: 0
-> AP: 2 - 3
-> Statistics:
Str- 11, Mag- 1, Def- 1, Mdef- 1, Acc- 100, Agl- 1, Eva- 0, Luck- 0
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 24
-> Immunities: Petrify, Threaten, Confuse, Sleep, Berserk, Bribe
-> Weaknesses: Doom- 3, Poison- 0; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:

- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[no longer in battle]
- Reappear: More Sinscales appear after other ones have attacked.

-> Sensor: They just keep coming.
-> Scan: Disappears after each attack, but more keep coming with no end in
sight.

---> STRATEGIC TACTICS: <---
Sinscale: Use Tidus and Wakka to simply attack them.

-------------------------------------------------------------------------------

#???. Sinscale (dummied)
-> HP: 1 - 1
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Eva- 0, Luck- 0
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sensor, Scan, Threaten
-> Weaknesses: Doom- 3, Poison; 25
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

-------------------------------------------------------------------------------

#???. Sinscale (dummied)
-> HP: 100 - 1
-> MP: 300
-> AP: 0 - 0
-> Statistics:
Str- 10, Mag- 1, Def- 1, Mdef- 1, Acc- 30, Agl- 0, Eva- 0, Luck- 0
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sensor, Scan, Threaten, Berserk, Confuse
-> Inherent Statuses: B(7)
-> Weaknesses: Doom- 3, Poison; 25
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

-------------------------------------------------------------------------------

#???. Sinscale (dummied)
-> HP: 50 - 500
-> MP: 0
-> AP: 0 - 0
-> Statistics:
Str- 10, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 8, Eva- 0, Luck- 0
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Provoke, Scan, Threaten
-> Weaknesses: Doom- 3, Poison; 25
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

-------------------------------------------------------------------------------

#119. Skoll (Calm Lands)
-> HP: 1000 - 1500
-> MP: 60
-> AP: 480 - 960
-> Statistics:
Str- 28, Mag- 1, Def- 1, Mdef- 180, Acc- 0, Agl- 28, Eva- 10, Luck- 15
-> Steal: Common- Dream Powder, Uncommon- 2 Dream Powders
-> Bribe: Gil- 20000, Item- 12 Dream Powders
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 420
-> Immunities: None
-> Weaknesses: Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20, Doom- 1
-> Elemental Affinities: [1.5 damage] Lightning, Fire
-> Zanmato Lv: 1
-> Armor Abilities: Sleep Ward, Silence Ward
-> Weapon Abilities: Piercing, Waterstrike, Lightningstrike, Distil Power,
Firestrike, Icestrike
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (120), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Sleep - 3 turns (30%)], [Silence - 3 turns (30%)]

-> Sensor: Very nimble. Resistant to magic. Watch out for sleep and silence.
-> Scan: Very nimble and hard to hit. Magic defence is also high. Defeat it
quickly to avoid damage. Vulnerable to fire and lightning. Its attacks may
cause sleep and silence.

---> STRATEGIC TACTICS: <---
Skoll: Have stats around 28-31. Use Tidus to physically attack. Use him with
Quick Attack if you have it, that is good. Have Wakka use Dark Attack to
prevent it from being able to hitting you.

-------------------------------------------------------------------------------

#120. Snow Flan (Djose Road, Macalania [can be summoned by Guado Guardian])
-> HP: 600 - 900
-> MP: 120
-> AP: 48 - 96
-> Statistics:
Str- 1, Mag- 19, Def- 120, Mdef- 1, Acc- 0, Agl- 7, Eva- 0, Luck- 15
-> Steal: Common- 2 Antarctic Winds, Uncommon- 2 Antarctic Winds
-> Bribe: Gil- 12000, Item- 10 Arctic Winds
-> Win: Common- Mana Sphere, Uncommon- 2 Mana Spheres
-> Gil Received: 93
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Water, Lightning [1.5 damage] Fire
[Absorption] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Ice Ward, Iceproof
-> Weapon Abilities: Piercing, Distil Mana, Icestrike
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Blizzard: Target (1), Type (mag), Protect (no), Shell (yes),Power (12),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (yes)

-> Sensor: Ice elemental. Vunerable to opposing element. Resistant to physical
attacks.
-> Scan: Ice-based. So soft, it's hard to damage physically. Weak against fire,
but will absorb HP from ice. Casts Blizzard.

---> STRATEGIC TACTICS: <---
Snow Flan: Have stats close to 30. Just use Lulu to cast Fire spells onto it.
Also, have Auron physically attack it with a weapon the bears Fire Touch/Strike
and also Piercing.

-------------------------------------------------------------------------------

#121. Snow Wolf (Lake Macalania [can be summoned by Guado Guardian])
-> HP: 400 - 600
-> MP: 50
-> AP: 300 - 600
-> Statistics:
Str- 20, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 20, Eva- 8, Luck- 15
-> Steal: Common- Sleeping Powder, Uncommon- 2 Sleeping Powders
-> Bribe: Gil- 8000, Item- 11 Sleeping Powders
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 192
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Magic Defense+5%, Sleep Ward, Silence Ward
-> Weapon Abilities: Piercing, Waterstrike, Icestrike, Firestrike,
Lightningstrike, Distil Power
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Silence - 3 turns (10%)], [Sleep - 3 turns (10%)]

-> Sensor: Very nimble. Resistant to magic.
-> Scan: Very nimble and hard to hit. Magic defence is also high. Defeat it
quickly to avoid damage. Vulnerable to fire.

---> STRATEGIC TACTICS: <---
Snow Wolf: Have stats about 30-31. Have Tidus attack it once or twice, but
only physically. That will do the trick. You can have Lulu also obliterate it
with Fire spells.

-------------------------------------------------------------------------------

#122. Spirit (Omega Ruins)
-> HP: 10000 - 13560
-> MP: 700
-> AP: 4300 - 8600
-> Statistics:
Str- 1, Mag- 42, Def- 60, Mdef- 1, Acc- 0, Agl- 24, Eva- 0, Luck- 15
Str- 1, Mag- 42, Def- 90, Mdef- 30, Acc- 0, Agl- 24, Eva- 0, Luck- 15 (Int)
-> Steal: Common- Stamina Spring, Uncommon- 2 Stamina Springs
-> Bribe: Gil- 200000, Item- 10 Twin Stars
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Friend Spheres
-> Gil Received: 1300
-> Immunities: Sleep, Silence, Zombie, Darkness, Poison, Petrify, Slow, Sensor,
Scan, Armor Break, Death
-> Weaknesses: Doom- 3
-> Elemental Affinities: [1/2 Damage] Fire, Holy, Ice, Water
[Absorption] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Sleepproof, Magic Defense+20%
-> Weapon Abilities: Sleeptouch, Sleepstrike, Piercing
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Poison Mist: Target (all), Type (mag), Protect (no), Shell (yes), Power (12),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Confusion (50%)], [Poison (130%)]
- White Wind: Target (all), Type (pheal), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(yes), Appear (yes), [restore HP x 1/2] [remove Sleep], [remove Darkness],
[remove Slow], [remove Confusion], [remove Silence], [remove Poison], [remove
Petrification], [remove Zombie], [remove Berserk], [remove Threaten], [remove
Provoke]
- Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power
(24),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Watera: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzara: Target (1), Type (mag), Protect (no), Shell (yes), Power
(24),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Spirit: Have stats about 118. Use Auron to attack physically or with an over
drive. Back him up with a physical or overdrive attack from either Tidus or
Kimahri. Try to avoid using all elemental magic (Holy included) in this fight.
When you are using magics, the best ones to use for this fight are definitiely
Ultima and/or Flare (Doublecast, too).

-------------------------------------------------------------------------------

#123.1a. Splasher[x1] (Mt. Gagazet)
-> HP: 200 - 900
-> MP: 2
-> AP: 140 - 280
-> Statistics:
Str- 14, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 20, Eva- 10, Luck- 15
-> Steal: Common- Grenade, Uncommon- Frag Grenade
-> Bribe: Gil- 4000, Item- Dragon Scales
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 100
-> Immunities: Sleep, Poison
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20,
-> Elemental Affinities: [1.5 damage] Lightning [1/2 Damage] Fire [Immune] Water
-> Zanmato Lv: 1
-> Armor Abilities: HP+5%, Defense+3%
-> Weapon Abilities: Strength+5%, Magic+5%, Waterstrike, Piercing
-> Armor/Weapon Abilities: Slots: 1
                           Pre-Customized Abilities: 0 to 1
                           Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Self-Destruct: Target (1), Type (str), Protect (yes), Shell (no), Power (30),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [used by only one fish at a time]

---> STRATEGIC TACTICS: <---
Splasher: Have stats about 45. Just attack once with either Tidus, Wakka,
or Rikku.

-> Sensor: Watch out for Self-Destruct.
-> Scan: When defeated, it sometimes inflicts damage on its attacker with Self-
Destruct.

#123.2b. Splasher[x2] (Mt. Gagazet)
-> HP: 400 - 900
-> MP: 4
-> AP: 300 - 600
-> Statistics:
Str- 19, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 17, Eva- 8, Luck- 15
-> Steal: Common- Grenade, Uncommon- Frag Grenade
-> Bribe: Gil- 8000, Item- Dragon Scales
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 140
-> Immunities: Sleep, Poison
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20,
-> Elemental Affinities: [1.5 damage] Lightning [1/2 Damage] Fire [Immune] Water
-> Zanmato Lv: 1
-> Armor Abilities: HP+5%, Defense+3%
-> Weapon Abilities: Strength+5%, Magic+5%, Waterstrike, Piercing
-> Armor/Weapon Abilities: Slots: 1
                           Pre-Customized Abilities: 0 to 1
                           Drop Percentage: 4/128 (3%)
-> Abilities:
- Bite: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no),
[Poison (100%)], [used by two or three fish at a time]

-> Sensor: Watch out for poison.
-> Scan: Acts in pairs. May inflict poison when it bites.

---> STRATEGIC TACTICS: <---
Splasher: Have stats about 45. Just attack with either Tidus, Wakka, or Rikku.
Not a big match.

#123.3c. Splasher[x3] (Mt. Gagazet)
-> HP: 600 - 900
-> MP: 4
-> AP: 440 - 880
-> Statistics:
Str- 24, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 15, Eva- 6, Luck- 15
-> Steal: Common- Grenade, Uncommon- Frag Grenade
-> Bribe: Gil- 12000, Item- Dragon Scales
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 200
-> Immunities: Sleep, Poison
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20,
-> Elemental Affinities: [1.5 damage] Lightning [1/2 Damage] Fire [Immune] Water
-> Zanmato Lv: 1
-> Armor Abilities: HP+5%, Defense+3%
-> Weapon Abilities: Strength+5%, Magic+5%, Waterstrike, Piercing
-> Armor/Weapon Abilities: Slots: 1
                           Pre-Customized Abilities: 0 to 1
                           Drop Percentage: 4/128 (3%)

-> Abilities:
- Bite: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no),
[Poison (100%)], [used by two or three fish at a time]

-> Sensor: Watch out for poison.
-> Scan: Acts in groups of three. May inflict poison when it bites.

---> STRATEGIC TACTICS: <---
Splasher: Have stats about 45. Just attack with either Tidus, Wakka, or Rikku.
Not a big match.

-------------------------------------------------------------------------------

#124. Swamp Mafdet (Via Purifico)
-> HP: 850 - 1275
-> MP: 1
-> AP: None*
* - In International version, 240 - 480
-> Statistics:
Str- 30, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 6, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Hypello Potion
-> Bribe: Gil- 17000, Item- 28 Hypello Potions
-> Win: Common- 1 or 2 Power Spheres
-> Gil Received: None**
** - In International version, 290
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1.5 damage] Ice, Lightning
-> Zanmato Lv: 1
-> Armor Abilities: None***
*** - In International version, Defense+5%, Berserk Ward
-> Weapon Abilities: None****
**** - In International version, Piercing, Distil Power, Watersrtike, Icestrike,
Firestrike, Lightningstrike
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (120), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Slow - 3 turns (10%)]

-> Sensor: Covered by a hard shell. Piercing weapons are the way to go. Watch
out for slow.
-> Scan: Covered by a hard shell. Slow-moving, but has high magic physical and
magic defence. Vulnerable to lightning and ice. Its Bash sometimes inflicts
slow.

---> STRATEGIC TACTICS: <---
Swamp Mafdet: Have stats closer to 30. Have Auron attack with any Piercing
weapon you may possess. Have Lulu come in and attack with Ice and Lightning
magic attacks.

-------------------------------------------------------------------------------

#???. Tanker (Zanarkand - Sinscale fight)
-> HP: 1000 - 1000
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: B(7), 0(1), 0(2), 1(3), 1(5), 1(4)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor:
-> Scan: None

-> STRATEGIC TACTICS:
Just attack it, ignoring the Sinscales, over and over, until it falls down and
pretty much kills all Sinscales.

-------------------------------------------------------------------------------

#???. Tentacle (dummied)
-> HP: 65535 - 65535
-> MP: 1
-> AP: 0 - 0
-> Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sensor, Scan, Threaten
-> Weaknesses: Doom- 3, Poison; 25
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

-------------------------------------------------------------------------------

#125. Thorn (Cavern of the Stolen Fayth)
-> HP: 4080 - 4060
-> MP: 120
-> AP: 830 - 1660
-> Statistics:
Str- 1, Mag- 25, Def- 1, Mdef- 1, Acc- 0, Agl- 8, Eva- 0, Luck- 15
-> Steal: Common- 2 Silence Grenades, Uncommon- Ether
-> Bribe: Gil- 81600, Item- 16 Turbo Ethers
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 530
-> Immunities: Magic Break, Silence, Zombie, Confuse, Darkness, Berserk, Poison
-> Weaknesses: Doom- 1, Sleep- 95, Petrify- 25, Death- 25
-> Elemental Affinities: [1/2 Damage] Ice, Lightning, Water [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Sleep Ward, MP+5%
-> Weapon Abilities: Magic+3%, Magic+5%, Piercing, Sleeptouch, Strength+3%,
Strength+5%
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Pollen: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Sleep - 3 turns (80%)], [Darkness - 3 turns (80%)]
- Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),
Provoke (yes), Appear (yes)

-> Sensor: Counters physical attacks with Pollen, which induces sleep and
darkness.
-> Scan: Casts Fira. Putting it to sleep is effective. Releases sleep and
darkness-inducing Pollen when hit by a weapon. Vulnerable to fire.

---> STRATEGIC TACTICS: <---
Thorn: Have your stats near 40. Use Auron for his attacking. Tidus should use
Haste and then attack it with Tidus. Lulu should use Fire magic in order to
punish it.

-------------------------------------------------------------------------------

#126. Thunder Flan (Mushroom Rock Road)
-> HP: 450 - 675
-> MP: 50
-> AP: 24 - 48
-> Statistics:
Str- 1, Mag- 17, Def- 120, Mdef- 1, Acc- 0, Agl- 6, Eva- 0, Luck- 15
-> Steal: Common- Electro Marble, Uncommon- 2 Electro Marbles
-> Bribe: Gil- 9000, Item- 8 Lightning Marbles
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 50
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [Absorption] Lightning [1/2 Damage] Fire, Ice
[1.5 damage] Water
-> Zanmato Lv:  1
-> Armor Abilities: Lightning Ward, Lightningproof
-> Weapon Abilities: Piercing, Lightningstrike, Distil Mana
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Thunder: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(yes), Appear (yes)

-> Sensor: Lightning elemental. Vulnerable to opposing element. Resistant to
physical attacks.
-> Scan: Lightning-based. So soft, it's hard to damage physically. Weak against
water, so blast it with Water. Don't use lightning, or it will recover HP.

---> STRATEGIC TACTICS: <---
Thunder Flan: Have Lulu use Water spells here. Have Auron attack if you want.
Tidus can use an Overdrive if wanted.

-------------------------------------------------------------------------------

#127. Tonberry (Cavern of the Stolen Fayth)
-> HP: 13500 - 4060
-> MP: 1
-> AP: 6500 - 9750
-> Statistics:
Str- 40, Mag- 43, Def- 10, Mdef- 10, Acc- 0, Agl- 14, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Farplane Shadow
-> Bribe: Gil- 270000, Item- 2 Amulets
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres
-> Gil Received: 2000
-> Immunities: Silence, Darkness, Poison, Petrify, Zombie, Threaten, Berserk,
Slow, Power Break, Mental Break, Confuse, Magic Break, Armor Break, Delay,
Provoke, Eject, Death
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 25, Sleep- 20
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Death Ward
-> Weapon Abilities: Slowtouch, Deathtouch, Piercing
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 64/128 (50%)
-> Abilities:
- Chef's Knife: Target (1), Type (str), Protect (yes), Shell (no), Power (20),
Element (-), Range (far), Accuracy (-), Shatter (10), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Karma: Target (1), Type (fixed), Protect (no), Shell (no), Power (10),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes),
[Dmg = enemies killed x 10]
- Voodoo: Target (1), Type (fixed), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes),
[10000 fix dmg]
- Move Closer: It will move closer to your party for 4 turns, then you'll see a
Chef's Knife.

-> Sensor: Advances closer four times. Defeat it before then or else...
-> Scan: After four waddles, he stabs with his Chef's Knofe. His counter-attack
Karma deals damage based on the number of enemies that character has defeated.

---> STRATEGIC TACTICS: <---
Tonberry: Have stats in the 50 family. Use Auron to attack it with physical
attacks. Yuna can summon Bahamut if you want, for quicker outcomes. Tidus is
good for casting Haste from the start and then have him start physically
attacking it. Be careful with its Karma attack, which does damage based on
how many enemies you have killed throughout the game. Don't let it get to
close to you either, because it will use its Doink attack, which hurts alot.

Here's a Karma damage chart I decided to put together for enemies killed-to-
damage done ratio:
1 - 10                       3267 - 32670                 6534 - 65340
99 - 990                     3366 - 33660                 6633 - 66330
198 - 1980                   3465 - 34650                 6732 - 67320
297 - 2970                   3564 - 35640                 6831 - 68310
396 - 3960                   3663 - 36630                 6930 - 69300
495 - 4950                   3762 - 37620                 7029 - 70290
594 - 5940                   3861 - 38610                 7128 - 71280
693 - 6930                   3960 - 39600                 7227 - 72270
792 - 7920                   4059 - 40590                 7326 - 73260
891 - 8910                   4158 - 41580                 7425 - 74250
990 - 9900                   4257 - 42570                 7524 - 75240
1089 - 10890                 4356 - 43560                 7623 - 76230
1188 - 11880                 4455 - 44550                 7722 - 77220
1287 - 12870                 4554 - 45540                 7821 - 78210
1386 - 13860                 4653 - 46530                 7920 - 79200
1485 - 14850                 4752 - 47520                 8019 - 80190
1584 - 15840                 4851 - 48510                 8118 - 81180
1683 - 16830                 4950 - 49500                 8217 - 82170
1782 - 17820                 5049 - 50490                 8316 - 83160
1881 - 18810                 5148 - 51480                 8415 - 84150
1980 - 19800                 5247 - 52470                 8514 - 85140
2079 - 20790                 5346 - 53460                 8613 - 86130
2178 - 21780                 5445 - 54450                 8712 - 87120
2277 - 22770                 5544 - 55440                 8811 - 88110
2376 - 22760                 5643 - 56430                 8910 - 89100
2475 - 24750                 5742 - 57420                 9009 - 90090
2574 - 25740                 5841 - 58410                 9108 - 91080
2673 - 26730                 5940 - 59400                 9207 - 92070
2772 - 27720                 6039 - 60390                 9306 - 93060
2871 - 28710                 6138 - 61380                 9405 - 94050
2970 - 29700                 6237 - 62370                 9504 - 95040
3069 - 30690                 6336 - 63360                 9603 - 96030
3168 - 31680                 6435 - 64350                 9702 - 97040
(note: some of these figures are very unrealistic, and    9801 - 98010
impossible to achieve, such as 1...it's impossible to     9900 - 99000
only have one kill in total by this point in the game.)   9999 - 99990

-------------------------------------------------------------------------------

#128. Valaha (Cavern of the Stolen Fayth)
-> HP: 8700 - 4060
-> MP: 29
-> AP: 1320 - 1980
-> Statistics:
Str- 36, Mag- 21, Def- 1, Mdef- 1, Acc- 0, Agl- 23, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- 2 Hi-Potions
-> Bribe: Gil- 174000, Item- 60 X-Potions
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 720
-> Immunities: Slow, Death, Magic Break
-> Weaknesses: Doom- 2, Sleep- 80, Petrify- 25, Poison- 25; 25%
-> Elemental Affinities: [1/2 Damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: HP+10%
-> Weapon Abilities: Piercing, Firestrike, Silencetouch, Distil Ability
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Gore: Target (1), Type (str), Protect (yes), Shell (no), Power (25),Element
(-), Range (far), Accuracy (150), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Flame Ball: Target (all), Type (mag), Protect (no), Shell (yes), Power (19),
Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes),
Appear (yes)
- Charging: Starts count to Flame Ball.

-> Sensor: Inflict darkness to evade its attacks.
-> Scan: Inflict darkness to hinder its attacks. Its Flame Ball is a powerful
fire attack that hits all, but it needs to Charge before it's released. Kimahri
can learn Fire Breath.

---> STRATEGIC TACTICS: <---
Valaha: Have your stats in the range of 40-48. Now use Auron just to attack
it. Tidus' Slice n Dice overdrive works nicely in this bout. Using Yuna for
healing purposes is best.

-------------------------------------------------------------------------------

#129. Varuna (Omega Ruins)
-> HP: 56000 - 11036
-> MP: 999
-> AP: 19500 - 29250
-> Statistics:
Str- 13, Mag- 38, Def- 50, Mdef- 10, Acc- 0, Agl- 26, Eva- 0, Luck- 15
Str- 13, Mag- 38, Def- 70, Mdef- 40, Acc- 0, Agl- 26, Eva- 0, Luck- 15
-> Steal: Common- Farplane Wind, Uncommon- Shining Gem
-> Bribe: Gil- 1120000, Item- 20 Megalixirs
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres
-> Gil Received: 1780
-> Immunities: Sleep, Silence, Darkness, Zombie, Poison, Confuse, Slow, Provoke,
Threaten, Reflect, Magic Break, Armor Break, Death, Delay
-> Weaknesses: Doom- 7, Petrify- 80
-> Elemental Affinities: [1/2 Damage] Ice, Lightning, Water, Fire
[1.5 damage] Holy
-> Zanmato Lv: 1
-> Armor Abilities: SOS Shell, Magic Defense+10%
-> Weapon Abilities: Piercing, Double Overdrive, Magic+10%
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Pharaoh's Curse: Target (1), Type (-), Protect (no), Shell (no), Power
(-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Darkness - 254 turns (100%)], [Silence - 254 turns (100%)],
[Poison (130%)], [Curse (100%)]
- Emblem of Fate: Target (1), Type (mag), Protect (no), Shell (yes), Power
(34), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- Haste: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Haste (100%)] [immediate action]
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Demi: Target (all), Type (Grav), Protect (no), Shell (yes), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[HP x 1/4]
- Death: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Death (80%)]
- Silence: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Silence - 3 turns (100%)]
- Dispel: Target (all), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [remove Shell], [remove Protect], [remove Haste], [remove
Regen], [remove Reflect], [remove NulAll]
- Mana Focus: Starts count to Emblem of Fate.

-> Sensor: Resistant to all four elements.
-> Scan: Casts Haste on himself and attacks with magic, so use Dispel on him.
After his Mana Focus, he'll cast Emblem of Fate. You can reduce damage with
Shell, but he can cast Dispel on you, too.

---> STRATEGIC TACTICS: <---
Varuna: Have stats near 160. Now have Tidus cast Hastega in the beginning of
the whole battle. Now use Auron to attack at it physically. Have Yuna heal
and summon. Now use Tidus for physical attacking purposes. Keep repeating
this until you have it killed. Oh, and when you decide to summon, make sure
it is the Magus Sisters or Anima which you summon, and then use their
overdrives, or use Mindy's Passado.

-------------------------------------------------------------------------------

#???a. Vepar (1 fish - dummied)
-> HP: 600 - 2700
-> MP: 2
-> AP: 0 - 0
-> Statistics:
Str: 20, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 35, Eva: 12, Luck: 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Poison, Sleep
-> Weaknesses: Darkness; 20, Silence; 20
-> Elemental Affinites: [2x] Lightning [1/2] Fire [Immune] Water
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

#???b. Vepar (2 fish - dummied)
-> HP: 1200 - 2700
-> MP: 4
-> AP: 0 - 0
-> Statistics:
Str: 28, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 32, Eva: 10, Luck: 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Poison, Sleep
-> Weaknesses: Darkness; 20, Silence; 20
-> Elemental Affinites: [2x] Lightning [1/2] Fire [Immune] Water
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

#???c. Vepar (3 fish - dummied)
-> HP: 1800 - 2700
-> MP: 6
-> AP: 0 - 0
-> Statistics:
Str: 34, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 29, Eva: 8, Luck: 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Poison, Sleep
-> Weaknesses: Darkness; 20, Silence; 20
-> Elemental Affinites: [2x] Lightning [1/2] Fire [Immune] Water
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

-------------------------------------------------------------------------------

#130. Vouivre (A) (Luca Blitzball Stadium - Fiend Attack)
-> HP: 225 - 500
-> MP: 1
-> AP: 14 - 21
-> Statistics:
Str- 20, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 3, Eva- 0, Luck- 15
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: Gil- None
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 50
-> Immunities: None
-> Weaknesses: Doom- 3, Poison- 0; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Slow Ward, HP+5%
-> Weapon Abilities: Icestrike, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)

-> Sensor: Covered with hard scales. Piercing weapons are the way to go.
-> Scan: Covered with hard scales. Physical and magic defence are high, but it's
weak against fire. Its attack may cause slow. Watch out for its ice-based
Breath,
which hits all.

---> STRATEGIC TACTICS: <---
Vouivre: Have stats around 23. Use Auron alot for attacking. Use Tidus for the
same purposes.

-------------------------------------------------------------------------------

#131. Vouivre (B) (Mi'ihen Highroad)
-> HP: 225 - 383
-> MP: 22
-> AP: 24 - 48
-> Statistics:
Str- 20, Mag- 21, Def- 1, Mdef- 120, Acc- 0, Agl- 6, Eva- 0, Luck- 15
-> Steal: Common- Potion, Uncommon- Silver Hourglass
-> Bribe: Gil- 5100, Item- 10 Silver Hourglasses
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 50
-> Immunities: None
-> Weaknesses: Doom- 3, Poison- 0; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Slow Ward, HP+5%
-> Weapon Abilities: Icestrike, Piercing, Distil Power, Piercing, Firestrike,
Waterstrike, Lightningstrike
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Slow - turn turns (10%)]
- Flame Breath: Target (all), Type (mag), Protect (no), Shell (yes), Power (18),
Element (fire), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no)

-> Sensor: Covered with hard scales. Piercing weapons are the way to go.
-> Scan: Covered with hard scales. Physical and magic defence are high, but it's
weak against fire. Its attack may cause slow. Watch out for its ice-based
Breath,
which hits all.

---> STRATEGIC TACTICS: <---
Vouivre: Have stats around 23. Use Auron alot for attacking. Use Tidus for the
same purposes.

-------------------------------------------------------------------------------

#???. Vulture (Dummied)
-> HP: 4000 - 560
-> MP: 50
-> AP: 0 - 0
-> Statistics:
Str: 21, Mag: 40, Def: 1, Mdef: 1, Acc: 0, Agl: 14, Eva: 0, Luck: 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: 0
-> Immunities: Sleep, Confuse
-> Weaknesses: Silence; 20
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Abilities: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

-------------------------------------------------------------------------------

#132. Warrior Monk --> Flamethrower* (Bevelle - After Evrae)
-> HP: 1400 - 2100
-> MP: 20
-> AP: 420 - 840
-> Statistics:
Str- 20, Mag- 20, Def- 1, Mdef- 1, Acc- 0, Agl- 17, Eva- 0, Luck- 15
-> Steal: Common- 2 Hi-Potions, Uncommon- Purifying Salt
-> Bribe: None
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 460
-> Immunities: Silence, Magic Break, Power Break, Provoke, Bribe
-> Weaknesses: Doom- 1, Poison- 25; 25%, Sleep- 50, Zombie- 25, Petrify- 25,
Darkness- 25
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Magic Defense+5%, Death Ward
-> Weapon Abilities: Piercing, Strength+5%, Magic Counter
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Flamethrower Attack: Target (all), Type (mag), Protect (no), Shell (yes),Power
(22), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)

-> Sensor: Attacks multiple targets with flamethrower.
-> Scan: St. Bevelle sentry and soldier of Yevon. Attacks multiple targets with
his flamethrower for fire-based damage. Sleep attacks are the way to go.

---> STRATEGIC TACTICS: <---
Warrior Monk: Have stats near 40. Have Tidus and Auron attack it physically,
then use Wakka and/or Kimahri to do the same exact thing. Use Yuna to heal the
warriors that are fighting (your party).

#132?. Flamethrower (Bevelle - After Evrae - Warrior Monk)
-> HP: 1 - 1
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Eva- 0, Luck- 0
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Weaknesses: None
-> Elemental Affinites: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

-------------------------------------------------------------------------------

#133. Warrior Monk --> Rifle* (Bevelle - After Evrae)
-> HP: 1400 - 2100
-> MP: 20
-> AP: 420 - 840
-> Statistics:
Str- 20, Mag- 20, Def- 1, Mdef- 1, Acc- 0, Agl- 19, Eva- 0, Luck- 15
-> Steal: Common- 2 Hi-Potions, Uncommon- Purifying Salt
-> Bribe: None
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 460
-> Immunities: Silence, Magic Break, Power Break, Provoke, Bribe
-> Weaknesses: Doom- 1, Poison- 25; 25%, Sleep- 50, Zombie- 25, Petrify- 25,
Darkness- 25
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Magic Defense+5%, Death Ward
-> Weapon Abilities: Piercing, Strength+5%, Magic Counter
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)

-> Sensor: Attacks single targets with Rifle.
-> Scan: St. Bevelle sentry and soldier of Yevon. Attacks single targets with
his rifle. Sleep attacks are the way to go.

---> STRATEGIC TACTICS: <---
Warrior Monk: Have stats near 40. Have Tidus and Auron attack it physically,
then use Wakka and/or Kimahri to do the same exact thing. Use Yuna to heal the
warriors that are fighting (your party).

#133?. Bayonett (Bevelle - After Evrae - Warrior Monk)
-> HP: 1 - 1
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Eva- 0, Luck- 0
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Weaknesses: None
-> Elemental Affinites: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

-------------------------------------------------------------------------------

#134. Wasp (Macalania Woods)
-> HP: 360 - 540
-> MP: 30
-> AP: 240 - 480
-> Statistics:
Str- 17, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 18, Eva- 13, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Poison Fang
-> Bribe: Gil- 7200, Item- 3 Poison Fangs
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 142
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: MP+10%, Poison Ward
-> Weapon Abilities: Firestrike, Waterstrike, Icestrike, Lightningstrike,
Piercing, Distil Speed
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (100), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Poison (40%)]

-> Sensor: Aerial. Vulnerable to ice. Watch out for poison.
-> Scan: Aerial and hard to hit. Magic attacks are effective. It's vulnerable to
ice, so cast Blizzara to achieve Overkill. Attacks may inflict poison.

---> STRATEGIC TACTICS: <---
Wasp: Have stats between 23-28. Just strike it down with Wakka's mighty
blitzball. Or have Lulu attack it with Ice magic.

-------------------------------------------------------------------------------

#135. Water Flan (Besaid)
-> HP: 315 - 473
-> MP: 30
-> AP: 2 - 4
-> Statistics:
Str- 3, Mag- 15, Def- 120, Mdef- 1, Acc- 0, Agl- 5, Eva- 0, Luck- 15
-> Steal: Common- Fish Scale, Uncommon- 2 Dragon Scales
-> Bribe: Gil- 6300, Item- 2 Water Gems
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 18
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [Absorption] Water [1/2 Damage] Ice, Fire
[1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Water Ward, Waterproof
-> Weapon Abilities: Waterstrike, Piercing, Distil Mana
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Water: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear
(yes)

-> Sensor: Water elemental. Vulnerable to opposing element. Resistant to
physical attacks.
-> Scan: Water-based. So soft, it's hard to damage physically. Weak against
lightning, so blast it with Lulu's Thunder spell. Don't use Water or it will
recover HP.

---> STRATEGIC TACTICS: <---
Water Flan: Have youe stats in the 30's. Now have your black mage, use
Lightning magic against it.

-------------------------------------------------------------------------------

#135. Water Flan (Besaid - tutorial)
-> HP: 315 - 473
-> MP: 30
-> AP: 2 - 4
-> Statistics:
Str- 3, Mag- 15, Def- 120, Mdef- 1, Acc- 0, Agl- 5, Eva- 0, Luck- 15
-> Steal: Common- Fish Scale, Uncommon- 2 Dragon Scales
-> Bribe: Gil- 6300, Item- 2 Water Gems
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 18
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [Absorption] Water [1/2 Damage] Ice, Fire
[1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Water Ward, Waterproof
-> Weapon Abilities: Waterstrike, Piercing, Distil Mana
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Water: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear
(yes)

-> Sensor: Water elemental. Vulnerable to opposing element. Resistant to
physical attacks.
-> Scan: Water-based. So soft, it's hard to damage physically. Weak against
lightning, so blast it with Lulu's Thunder spell. Don't use Water or it will
recover HP.

---> STRATEGIC TACTICS: <---
Do as the tutorial tells you to do.

-------------------------------------------------------------------------------

#136. White Element (Mi'ihen Highroad)
-> HP: 390 - 585
-> MP: 120
-> AP: 20 - 40
-> Statistics:
Str- 1, Mag- 22, Def- 120, Mdef- 1, Acc- 0, Agl- 5, Eva- 0, Luck- 15
-> Steal: Common- Antarctic Wind, Uncommon- 2 Antarctic Winds
-> Bribe: Gil- 7800, Item- 7 Arctic Winds
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 48
-> Immunities: Darkness, Petrify, Poison, Sleep, Zombie
-> Weaknesses: Doom- 1, Silence- 20
-> Elemental Affinities: [1/2 Damage] Water, Lightning [Absorption] Ice
[1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Ice Ward, Iceproof
-> Weapon Abilities: Icestrike, Distil Mana, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Blizzard: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),
Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(yes), Appear (yes)

-> Sensor: Ice elemental. Vulnerable to opposing element.
-> Scan: Casts Blizzard. Physical attacks hardly hurt it. Absorbs ice, so Fire
is the way to go.

---> STRATEGIC TACTICS: <---
White Element: Have stats next to 26. Have Lulu cast Fire on it. Use Auron to
attack it, that'll work really well.

-------------------------------------------------------------------------------

#137. Worker (Luca - Search for Yuna)
-> HP: 300 - 600
-> MP: 1
-> AP: 7 - 10
-> Statistics:
Str- 12, Mag- 1, Def- 100, Mdef- 1, Acc- 15, Agl- 10, Eva- 0, Luck- 15
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Hi-Potions
-> Gil Received: 85
-> Immunities: Doom, Sleep, Silence, Zombie, Darkness, Berserk, Poison, Petrify,
Confuse, Bribe, Power Break, Magic Break, Armor Break, Mental Break, Demi,
Threaten, Death, Provoke, Eject
-> Inherent Statuses: A(6)
-> Weaknesses: None
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: SOS NulFire, SOS NulFrost, SOS NulShock, SOS NulTide
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)

-> Sensor: Vulerable to lightning.
-> Scan: Ancient machina restored by the Al Bhed. Not a war machine, but hits
hard with its tool arm. Vulnerable to lightning, so Thunder is the way to go.

---> STRATEGIC TACTICS: <---
Worker: Have stats near 17-20. Use Lulu to perform a Thunder spell on it. Now,
have Tidus or Kimahri attack it physically. Or you can also use their
Overdrives.

-------------------------------------------------------------------------------

#138. Wraith (Inside Sin)
-> HP: 22222 - 13560
-> MP: 3500
-> AP: 3100 - 6200
-> Statistics:
Str- 1, Mag- 24, Def- 150, Mdef- 30*, Acc- 0, Agl- 25, Eva- 0, Luck- 15
*: Mdef is 50 in the Int. version
-> Steal: Common- Farplane Shadow, Uncommon- Farplane Wind
-> Bribe: Gil- 444440, Item- 60 Farplane Winds
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 2 or 4 Mana Spheres
-> Gil Received: 1070
-> Immunities: Sleep, Silence, Darkness, Zombie, Poison, Petrify, Mental Break,
Confuse, Slow, Power Break, Armor Break, Berserk, Magic Break, Death, Threaten,
Provoke
-> Weaknesses: Doom- 3
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: No Encounters, MP+10%
-> Weapon Abilities: Piercing, Distil Mana, Magic+5%, Magic+10%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 20/128 (15%)

-> Abilities:
- Doom: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Doom (254%)]
- Death: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Death (254%)]
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)

-> Sensor: Casts Doom at the beginning of battle.
-> Scan: Elemental strengths/weaknesses are different each encounter. Casts Doom
in battle. If nobody is Doomed, it may unleash Death, so watch out. Kimahri can
learn Doom.

---> STRATEGIC TACTICS: <---
Wraith: Have stats near 50 for this particular fight. It will cast Doom on you
if you do not manage to kill it before its turn. You can cure that with a
Holy Water or a Remedy. Now use Auron to attack at it as much as he can with
Haste on him. Tidus should help him in attacking, and Yuna to heal is best.

-------------------------------------------------------------------------------

#139. Xiphos (Macalania Woods)
-> HP: 2700 - 1432
-> MP: 5
-> AP: 520 - 720
-> Statistics:
Str- 20, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 17, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Mega-Potion
-> Bribe: Gil- 54000, Item- Megalixir
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 2 or 4 Ability Spheres
-> Gil Received: 220
-> Immunities: Sleep, Poison
-> Weaknesses: Doom- 2, Silence- 20, Darkness- 50
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Defense+5%
-> Weapon Abilities: SOS Overdrive, Magic+3%, Strength+3%, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)

-> Sensor: Occasionally succumbs to darkness.
-> Scan: Very nimble. Darkness works, but Threaten is the way to go.

---> STRATEGIC TACTICS: <---
Xiphos: Have your stats near 36. Now have Tidus there to attack it normally or
with Quick Attacks if that is available to you. If he is quick enough use
Auron to attack it as well. Yuna should summon Shiva to stand toe-to-toe with
it in the agility category.

-------------------------------------------------------------------------------

#140. YAT-97 (Zanarkand Ruins)
-> HP: 3700 - 5550
-> MP: 1
-> AP: 3200 - 4800
-> Statistics:
Str- 41, Mag- 38, Def- 1, Mdef- 120, Acc- 0, Agl- 12, Eva- 0, Luck- 15
-> Steal: Common- 3 Holy Waters, Uncommon- 2 Ethers
-> Bribe: Gil- 74000, Item- 16 Ethers
-> Win: Common- 2 or 4 Phoenix Downs, Uncommon- 1 or 2 Phoenixes
-> Gil Received: 1080
-> Immunities: Sleep, Silence, Zombie, Poison, Darkness, Petrify, Confuse,
Magic Break, Armor Break, Power Break, Berserk, Delay, Threaten, Provoke, Death
-> Weaknesses: Doom- 15
-> Elemental Affinities: [1.5 damage] Water, Fire
-> Zanmato Lv: 1
-> Armor Abilities: Ice Ward, Lightning Ward, Water Ward, Fire Ward
-> Weapon Abilities: Piercing, Strength+5%, Magic+5%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 15/128 (11%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (120), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Upward Attack: Target (all), Type (mag), Protect (no), Shell (yes), Power
(16), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)

-> Sensor: Close in to melee range by defeating front-line enemies first.
-> Scan: Hits multiple targets when firing from a distance. Immune to delay
skills.

---> STRATEGIC TACTICS: <---
YAT-97: Have stats around 42. Now use Lulu to use Fire/Water spells on it. Auron
attacking it is also the way to go, and the best way to back up Lulu. Tidus
casting any form of Haste in the beginning is also nice.

-------------------------------------------------------------------------------

#141. YAT-99 (Bevelle)
-> HP: 2700 - 2108
-> MP: 1
-> AP: 1870 - 2805
-> Statistics:
Str- 40, Mag- 32, Def- 1, Mdef- 120, Acc- 0, Agl- 9, Eva- 0, Luck- 15
-> Steal: Common- Remedy, Uncommon- Ether
-> Bribe: Gil- 54000, Item- 10 Ethers
-> Win: Common- 1 or 2 Phoenix Downs, Uncommon- 1 or 2 Mega Phoenixes
-> Gil Received: 1300
-> Immunities: Sleep, Silence, Zombie, Poison, Darkness, Petrify, Confuse,
Magic Break, Armor Break, Power Break, Berserk, Delay, Threaten, Provoke, Death
-> Weaknesses: Doom- 15
-> Elemental Affinities: [1.5 damage] Water, Fire
-> Zanmato Lv: 1
-> Armor Abilities: Ice Ward, Lightning Ward, Water Ward, Fire Ward
-> Weapon Abilities: Piercing, Strength+5%, Magic+5%, Strength+3%, Magic+3%,
Firestrike, Icestrike, Lightningstrike, Waterstrike
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 15/128 (11%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (120), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Upward Attack: Target (all), Type (mag), Protect (no), Shell (yes), Power
(16), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)

-> Sensor: Close in to melee range by defeating front-line enemies first.
-> Scan: Forbidden machina secretly used by Yevon. Hits multiple targtes when
firing from a distance.

---> STRATEGIC TACTICS: <---
YAT-97: Have stats around 32. Now use Lulu to use Fire/Water spells on it. Auron
attacking it is also the way to go, and the best way to back up Lulu. Tidus
casting any form of Haste in the beginning is also nice.

-------------------------------------------------------------------------------

#142. Yellow Element (Kilika Woods)
-> HP: 300 - 450
-> MP: 100
-> AP: 9 - 18
-> Statistics:
Str- 1, Mag- 18, Def- 120, Mdef- 1, Acc- 0, Agl- 5, Eva- 0, Luck- 15
-> Steal: Common- Electro Marble, Uncommon- Lightning Marble
-> Bribe: Gil- 6000, Item- 6 Lightning Marbles
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 33
-> Immunities: Sleep, Zombie, Poison, Petrify, Darkness
-> Weaknesses: Doom- 1, Silence- 20
-> Elemental Affinities: [1.5 damage] Water [Absorption] Lightning
[1/2 Damage] Ice, Fire
-> Zanmato Lv: 1
-> Armor Abilities: Lightning Ward
-> Weapon Abilities: Lightningstrike, Piercing, Distil Mana
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Thunder: Target (1), Type (mag), Protect (no), Shell (yes), Power (12),Element
(lightning), Range (infinite), Accuracy (-),Shatter (10), Critical (no),Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear
(yes)

-> Sensor: Lightning elemental. Vulnerable to opposing element.
-> Scan: Casts Thunder. Physical attacks hardly hurt it. Absorbs lightning, so
Water is the way to go.

---> STRATEGIC TACTICS: <---
Yellow Element: Have stats near 10-12. Just use Lulu to cast Water spells on
it.

-------------------------------------------------------------------------------

#143. YKT-11 (Zanarkand Ruins)
-> HP: 6200 - 8848
-> MP: 1
-> AP: 3200 - 4800
-> Statistics:
Str- 34, Mag- 1, Def- 1, Mdef- 60, Acc- 0, Agl- 25, Eva- 0, Luck- 15
-> Steal: Common- 3 Holy Waters, Uncommon- 2 Ethers
-> Bribe: Gil- 124000, Item- 12 Ethers/1 Elixir
-> Win: Common- 2 or 4 Hi-Potions, Uncommon- 1 or 2 Mega-Potions
-> Gil Received: 1080
-> Immunities: Sleep, Silence, Zombie, Poison, Petrify, Confuse,
Magic Break, Armor Break, Power Break, Berserk, Delay, Threaten, Provoke, Death
-> Weaknesses: Doom- 15, Darkness- 95
-> Elemental Affinities: [1.5 damage] Water, Fire
-> Zanmato Lv: 1
-> Armor Abilities: Ice Ward, Lightning Ward, Water Ward, Fire Ward
-> Weapon Abilities: Piercing, Strength+5%, Magic+5%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 15/128 (11%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Thrust Kick: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Eject (100%)]

-> Sensor: If it's the last enemy standing, it will unleash a vicious Thrust
Kick.
-> Scan: If it's the last enemy standing, it throws a mean Thrust Kick that
ejects the target from battle. Immune to delay techniques. Kimahri can learn
Thrust Kick.

---> STRATEGIC TACTICS: <---
YKT-11: Have stats about 42 or 45. Just use Lulu to cast Fire and/or Water
spells to do damage. Also have Yuna summon Bahamut. Auron to attack will also
work.

-------------------------------------------------------------------------------

#144. YKT-63 (Bevelle)
-> HP: 4200 - 2108
-> MP: 1
-> AP: 1870 - 2805
-> Statistics:
Str- 40, Mag- 1, Def- 1, Mdef- 60, Acc- 0, Agl- 22, Eva- 0, Luck- 15
-> Steal: Common- Remedy, Uncommon- Ether
-> Bribe: Gil- 84000, Item- 8 Elixirs
-> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Mega-Potions
-> Gil Received: 1300
-> Immunities: Sleep, Silence, Zombie, Poison, Petrify, Confuse,
Magic Break, Armor Break, Power Break, Berserk, Delay, Threaten, Provoke, Death
-> Weaknesses: Doom- 15, Darkness- 95
-> Elemental Affinities: [1.5 damage] Water, Fire
-> Zanmato Lv: 1
-> Armor Abilities: Ice Ward, Lightning Ward, Water Ward, Fire Ward
-> Weapon Abilities: Piercing, Strength+5%, Magic+5%, Strength+3%, Magic+3%,
Firestrike, Icestrike, Lightningstrike, Waterstrike
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 15/128 (11%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Thrust Kick: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Eject (100%)]

-> Sensor: If it's the last enemy standing, it will unleash vicious Thrust Kick.
-> Scan: Forbidden machina secretly used by Yevon. If it's the last enemy
standing, it throws a mean Thrust Kick that ejects the target from battle.
Kimahri can learn Thrust Kick.

---> STRATEGIC TACTICS: <---
YKT-11: Have stats about 37 or 40. Just use Lulu to cast Fire and/or Water
spells to do damage. Also have Yuna summon Bahamut. Auron to attack will also
work.

-------------------------------------------------------------------------------

#145. Yowie (Cavern of the Stolen Fayth)
-> HP: 900 - 1350
-> MP: 95
-> AP: 810 - 1620
-> Statistics:
Str- 26, Mag- 1, Def- 1, Mdef- 180, Acc- 0, Agl- 29, Eva- 10, Luck- 15
-> Steal: Common- Soft, Uncommon- Petrify Grenade
-> Bribe: Gil- 18000, Item- 12 Petrify Grenades
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 480
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Water, Fire, Lightning [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Slow Ward
-> Weapon Abilities: Piercing, Distil Speed, Icestrike, Lightningstrike,
Waterstrike, Firestrike
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (120), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Petrification (30%)], [Silence - 3 turns (30%)]

-> Sensor: Very nimble. Resistant to magic. Watch out for petrification and
silence.
-> Scan: Very nimble and hard to hit. Magic defence is also high. Takes only
half damage from fire, lightning and water. Attacks may cause petrification
and silence.

---> STRATEGIC TACTICS: <---
Yowie: Have the stats of your characters about 36. Just attack it with Tidus
about once or maybe even twice to be able to kill it. Auron might be fast
enough to hit it at this point in the game.

-------------------------------------------------------------------------------

#146. Zaurus (Omega Ruins)
-> HP: 7850 - 11775
-> MP: 1
-> AP: 5000 - 10000
-> Statistics:
Str- 38, Mag- 1, Def- 30, Mdef- 120, Acc- 0, Agl- 46, Eva- 14, Luck- 15
Str- 38, Mag- 1, Def- 50, Mdef- 150, Acc- 0, Agl- 46, Eva- 14, Luck- 15 (Int)
-> Steal: Common- 2 Petrify Grenades, Uncommon- 3 Petrify Grenades
-> Bribe: Gil- 164000, Item- 10 Rename Cards
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 950
-> Immunities: Sensor, Scan
-> Weaknesses: None
-> Zanmato Lv: 1
-> Armor Abilities: Slow Ward, Slowproof
-> Weapon Abilities: Piercing, Distil Speed, Icestrike, Lightningstrike,
Waterstrike, Firestrike
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (120), Shatter (0), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(yes), Appear (no), [Silence - 3 turns (30%)], [Petrification - (30%)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Zaurus: Have stats about 99-102. Have Tidus attack it many times, along with
Auron doing the same. Yuna healing the two of them would be best. Also have
her cast protective magic on them. Wearing an armor bearing protection over
Petrification is a wise decision.

-------------------------------------------------------------------------------

#147. Zu (A) (Bikanel Desert - Forced Fight)
-> HP: 12000 - 12000
-> MP: 50
-> AP: 1200 - 1800
-> Statistics:
Str- 32, Mag- 30, Def- 20, Mdef- 20, Acc- 0, Agl- 8, Eva- 0, Luck- 15
-> Steal: Common- 3 Smoke Bombs, Uncommon- 4 Smoke Bombs
-> Bribe: None
-> Win: Common- 1 or 2 Power Spheres/1 or 2 Al Bhed Potions, Uncommon- 1 or 2
Power Spheres/1 or 2 Al Bhed Potions
-> Gil Received: 1200
-> Immunities: Sleep, Zombie, Confuse, Reflect, Provoke, Threaten, Petrify,
Death
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 3, Silence- 20, Darkness- 20, Poison- 25; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Dark Ward
-> Weapon Abilities: Magic+3%, Darktouch, Strength+3%, Piercing
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Air Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (120), Shatter (100), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no), [Darkness - 3 turns (30%)]
- Land Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (10),
Element (-), Range (far), Accuracy (70), Shatter (0), Critical (no), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no)
- Sonic Boom: Target (1), Type (str), Protect (yes), Shell (no), Power (13),
Element (-), Range (far), Accuracy (120), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(no)
- Wings start to glow: Starts count to Sonic Boom.
- Land on ground: Once it's HP is 3999 (66%) or less, it lands and no more Sonic
Boom.

-> Sensor: Beware the Sonic Boom when its wings glow.
-> Scan: High HP. Aerial, but so big that it's easy to hit. Its wings will
start flashing the turn before it unleashes Sonic Boom. Use Dark Buster and
strong attacks, or else...

---> STRATEGIC TACTICS: <---
Zu: Have status around 32. First use Tidus to attack it until your other
characters arrive to assist you.  When Auron comes use him to attack also.
But when Lulu arrives use her strictly to cast Thunder spells. Eventually
you'll be able to take it.

-------------------------------------------------------------------------------

#148. Zu (B) (Bikanel Desert)
-> HP: 18000 - 1432
-> MP: 50
-> AP: 1200 - 1800
-> Statistics:
Str- 37, Mag- 35, Def- 20, Mdef- 20, Acc- 0, Agl- 20, Eva- 0, Luck- 15
-> Steal: Common- 3 Smoke Bombs, Uncommon- 4 Smoke Bombs
-> Bribe: Gil- 360000, Item- 2 Skill Spheres
-> Common- 1 or 2 Power Spheres/1 or 2 Al Bhed Potions, Uncommon- 1 or 2
Power Spheres/1 or 2 Al Bhed Potions
-> Gil Received: 1200
-> Immunities: Sleep, Zombie, Confuse, Reflect, Provoke, Threaten, Petrify,
Death
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 5, Silence- 20, Darkness- 95, Poison- 25; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Dark Ward
-> Weapon Abilities: Magic+3%, Darktouch, Strength+3%, Piercing
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)
-> Abilities:
- Air Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (120), Shatter (10), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no), [Darkness - 3 turns (30%)]
- Land Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (10),
Element (-), Range (far), Accuracy (70), Shatter (0), Critical (no), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no)
- Sonic Boom: Target (1), Type (str), Protect (yes), Shell (no), Power (13),
Element (-), Range (far), Accuracy (120), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(no)
- Wings start to glow: Starts count to Sonic Boom.
- Land on ground: Once it's HP is 3999 (66%) or less, it lands and no more Sonic
Boom.

-> Sensor: Beware the Sonic Boom when its wings glow.
-> Scan: High HP. Aerial, but so big that it's easy to hit. Its wings will
start flashing the turn before it unleashes Sonic Boom. Use Dark Buster and
strong attacks, or else...

---> STRATEGIC TACTICS: <---
Zu: Have stats closer to 44. Have Yuna summon any aeon of your choosing,
Bahamut is recommended. If you bring him in, either use his Mega Flare, or if
not, use tons of Impulses.

-------------------------------------------------------------------------------

Mmm-kay, that laborious piece of crap is behind me...THANK GOD! But along the
way I tested a bit and compiled the following list. A list which contains
EVERY SINGLE ENEMY that Kimahri can learn a Ronso Rage from. So, here we go,
time for more...

Gain: Jump- Automatically
      Fire Breath- Use Lancet on Grendel, Dual Horn
      Seed Cannon- Use Lancet on Grat, Ragora
      Self Destruct- Use Lancet Bomb, Grenade, Puroboros
      Thrust Kick- Use Lancet on Biran, Yenke Ronso
      Stone Breath- Use Lancet on a Demonolith, Anacondaur, Basilisk
      Aqua Breath- Use Lancet on Yenke Ronso, Chimera, Chimera Brain,
                   Chimergeist
      Doom- Use Lancet on Wraith, Ghost
      White Wind- Use Lancet on Dark Flan
      Bad Breath- Use Lancet on Malboro, Great Malboro
      Mighty Guard- Use Lancet on Behemoth, Behemoth King
      Nova- Use Lancet on Omega Weapon, Nemesis


===============================================================================
<----------------------------------------------------------------------------->

                           6.0. MONSTER ARENA FIGHTS                      ff_ma

<----------------------------------------------------------------------------->
===============================================================================

-------------------------------------------------------------------------------

 6.1. PRICES TO FIGHT ENEMIES/CAPTURE REQUIREMENTS/REWARDS               ff_ma1

-------------------------------------------------------------------------------

***********************
PRICES TO FIGHT ENEMIES
***********************

(note that these are the only capturable fiends in Spira except final 3 groups)

=-=-=-=-=-=-=-=-=
1.  Besaid Island
=-=-=-=-=-=-=-=-=

Water Flan: 27
Condor: 18
Dingo: 24

=-=-=-=-=
2. Kilika
=-=-=-=-=

Ragora: 72
Killer Bee: 34
Dinonix: 40
Yellow Element: 49

=-=-=-=-=-=-=-=-=-=
3. Mi'ihen Highroad
=-=-=-=-=-=-=-=-=-=

Dual Horn: 157
Bomb: 105
Vouivre: 90
Raldo: 63
White Element: 72
Floating Eye: 66
Ipiria: 69
Mi'ihen Fang: 49

=-=-=-=-=-=-=-=-=-=-=
4. Mushroom Rock Road
=-=-=-=-=-=-=-=-=-=-=

Garuda: 210
Funguar: 63
Lamashtu: 108
Red Element: 82
Thunder Flan: 75
Gandarewa: 93
Raptor: 72

=-=-=-=-=-=-=-=-=
5. Djose Highroad
=-=-=-=-=-=-=-=-=

Ochu: 780
Basilisk: 187
Bunyip: 145
Snow Flan: 139
Bite Bug: 93
Garm: 132
Simurgh: 109

=-=-=-=-=-=-=-=-=
6. Thunder Plains
=-=-=-=-=-=-=-=-=

Qactuar: 4000
Iron Giant: 900
Larva: 495
Kusariqqu: 168
Gold Element: 160
Buer: 198
Aerouge: 216
Melusine: 162

=-=-=-=-=-=-=
7.  Macalania
=-=-=-=-=-=-=

Chimera: 1455
Xiphos: 330
Mafdet: 258
Murussu: 247
Blue Element: 270
Ice Flan: 282
Evil Eye: 307
Iguion: 207
Snow Wolf: 288
Wasp: 213

=-=-=-=-=-=-=-=-=
8. Bikanel Desert
=-=-=-=-=-=-=-=-=

Cactuar: 4000
Sand Worm: 1500
Zu: 1800
Mushussu: 405
Alcyone: 360
Sand Wolf: 337

=-=-=-=-=-=-=
9. Calm Lands
=-=-=-=-=-=-=

Skoll: 630
Nebiros: 480
Flame Flan: 672
Shred: 552
Anacondaur: 1125
Ogre: 1470
Coeurl: 1650
Chimera Brain: 1500
Malboro: 1650

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
10.  Cavern of the Stolen Fayth (Sunken Cave)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Yowie: 720
Imp: 915
Dark Element: 780
Nidhogg: 903
Thorn: 795
Valaha: 1080
Epaaj: 1425
Ghost: 1215
Tonberry: 3000

=-=-=-=-=-=-=-=
11. Mt. Gagazet
=-=-=-=-=-=-=-=

Bandersnatch: 1320
Ahriman: 975
Dark Flan: 1620
Grenade: 810
Grat: 780
Grendel: 1095
Bashura: 1095
Mandragora: 1800
Behemoth: 2025
Splasher: 300
Achelous: 630
Maelspike: 495

=-=-=-=-=-=-=-=-=
12. Inside of Sin
=-=-=-=-=-=-=-=-=

Exoray: 1260
Gemini: 1666
Gemini: 1666
Wraith: 1605
Barbatos: 2325
Demonolith: 2205
Great Malboro: 2250
Adamantoise: 3300
Behemoth King: 2775

=-=-=-=-=-=-=-=-=-=-=-=
13. Omega Ruins/Dungeon
=-=-=-=-=-=-=-=-=-=-=-=

Zaurus: 1425
Floating Death: 1897
Black Element: 1560
Halma: 1545
Puroboros: 1455
Spirit: 1950
Machea: 2175
Master Coeurl: 3045
Varuna: 2670
Master Tonberry: 3600

=-=-=-=-=-=-=-=-=
14. Area Conquest
=-=-=-=-=-=-=-=-=

Stratoavis: 6000
Malboro Menace: 6000
Kottos: 6000
Coeurlregina: 6000
Jormungand: 6000
Cactuar King: 6000
Espada: 6000
Abyss Worm: 6000
Chimerageist: 6000
Don Tonberry: 8000
Catoblepas: 6000
Abaddon: 6000
Vorban: 6000

=-=-=-=-=-=-=-=-=-=-=
15.  Species Conquest
=-=-=-=-=-=-=-=-=-=-=

Fenrir: 8000
Ornitholestes: 8000
Pteryx: 8000
Hornet: 8000
Vidatu: 8000
One-Eye: 8000
Jumbo Flan: 8000
Nega Elemental: 8000
Tanket: 8000
Fafnir: 8000
Sleep Sprout: 8000
Bomb King: 8000
Juggernaut: 8000
Ironclad: 8000

=-=-=-=-=-=-=
16.  Original
=-=-=-=-=-=-=

Earth Eater: 15000
Greater Sphere: 15000
Catastrophe: 15000
Th'uban: 15000
Neslug: 15000
Ultima Buster: 15000
Shinryu: 15000
Nemesis: 25000

********************
CAPTURE REQUIREMENTS
********************

=-=-=-=-=-=-=-
Area Creations
=-=-=-=-=-=-=-

Stratoavis: Capture one of every fiend at Besaid Island
Malboro Menace: Capture one of every fiend at Kilika
Kottos: Capture one of every fiend at Mi'ihen Highroad
Coeurlregina: Capture one of every fiend at Mushroom Rock Road
Jormungand: Capture one of every fiend at Djose Highroad/Moonflow
Cactuar King: Capture one of every fiend at Thunder Plains
Espada: Capture one of every fiend at Macalania
Abyss Worm: Capture one of every fiend at Bikanel Desert
Chimerageist: Capture one of every fiend at Calm Lands
Don Tonberry: Capture one of every fiend at Cavern of Stolen Fayth
Catoblepas: Capture one of every fiend at Mt. Gagazet
Abaddon: Capture one of every fiend at Inside Sin
Vorban: Capture one of every fiend at Omega Ruins

=-=-=-=-=-=-=-=-=
Species Creations
=-=-=-=-=-=-=-=-=

Fenrir: Capture 3 of every Rabid Wolf fiend in Spira (ie. Dingo)
Ornitholestes: Capture 3 of every Giant Lizard fiend in Spira (ie. Raptor)
Pteryx: Capture 4 of every Bird fiend in Spira (ie. Alcyone)
Hornet: Capture 4 of every Small Bug fiend in Spira (ie. Bite Bug)
Vidatu: Capture 4 of every Floating Wizard fiend in Spira (ie. Imp)
One-Eye: Capture 4 of every One Eyed fiend in Spira (ie. Floating Eye)
Jumbo Flan: Capture 3 of every Flan fiend in Spira (ie. Ice Flan)
Nega Elemental: Capture 3 of every ColorElement fiend in Spira (ie. Red Element)
Tanket: Capture 3 of every Armored Mole fiend in Spira (ie. Shred)
Fafnir: Capture 4 of every Elemental Dragon fiend in Spira (ie. Vouivre)
Sleep Sprout: Capture 5 of every Small Plant fiend in Spira (ie. Funguar)
Bomb King: Capture 5 of every Floating Ball fiend in Spira (ie. Bomb)
Juggernaut: Capture 5 of every Horned Beast fiend in Spira (ie. Valaha)
Ironclad: Capture 10 of every Iron Giant fiend in Spira (ie. Gemini)

=-=-=-=-=-=-=-=-=-
Original Creations
=-=-=-=-=-=-=-=-=-

Earth Eater: Activate 2 Area Conquest bosses
Greater Sphere: Activate 2 Species Conquest bosses
Catastrophe: Activate 6 Area Conquest bosses
Th'uban: Activate 6 Species Conquest bosses
Neslug: Activate every single Area Conquest boss
Ultima Buster: Capture 5 of every single "capturable" fiend in Spira
Shinryu: Capture 2 of Splashers, 2 of Maelspike, 2 of Achelous
Nemesis: Ok, here's the really tough bastard to unlock, and even with all of
steps, some people still have questions about Nemesis not showing up on the
list to be fought in the Monster Area Original ranks. Well, time to clear up
any and all confusion: First thing you are to do is to go out and capture 10
of every "capturable" fiend in Spira, *waits 50 hrs*... Back? Got 'em? Ok then,
now go and beat every one of the Species Conquest and Area Conquest bosses.
After that, you go on to open up a can of whoop-ass on all of the Original
Creations. Here's where you might have a problem (well, a more confusing one,
at that), you go to the Original Screen and see if you've successfully unlocked
Nemesis (press right direction when here). If Nemi isn't there, leave the
vicinity of the Monster Arena, then go back and check again. If Nemesis is not
there, you did something wrong. That should answer all questions, and prevent
and further confusion.

*******
REWARDS
*******

=-=-=-=-=-=-=-
Area Creations
=-=-=-=-=-=-=-

Stratoavis: 99 Stamina Tonics
Malboro Menace: 99 Poison Fangs
Kottos: 99 Soul Springs
Coeurlregina: 99 Candles of Life
Jormungand: 99 Petrify Grenades
Cactuar King: 99 Chocobo Wings
Espada: 60 Shining Gems
Abyss Worm: 99 Shadow Gems
Chimerageist: 60 Farplane Winds
Don Tonberry: 40 Silver Hourglasses
Catoblepas: Blossom Crown
Abaddon: 99 Light Curtains
Vorban: 60 Designer Wallets

=-=-=-=-=-=-=-=-=
Species Creations
=-=-=-=-=-=-=-=-=

Fenrir: 99 Chocobo Feathers
Ornitholestes: 99 Stamina Springs
Pteryx: 99 Mega Phoenixes
Hornet: 60 Mana Tonics
Vidatu: 99 Mana Springs
One-Eye: 60 Stamina Tablets
Jumbo Flan: 60 Twin Stars
Nega Elemental: 99 Star Curtains
Tanket: 99 Gold Hourglasses
Fafnir: 99 Purifying Salts
Sleep Sprout: 99 Healing Springs
Bomb King: 60 Turbo Ethers
Juggernaut: 99 Light Curtains
Ironclad: 60 Mana Tablets

=-=-=-=-=-=-=-=-=-
Original Creations
=-=-=-=-=-=-=-=-=-

Earth Eater: 60 Three Stars
Greater Sphere: 60 Supreme Gems
Catastrophe: 99 Doors to Tomorrow
Th'uban: 99 Gambler's Spirits
Neslug: 99 Winning Formulas
Ultima Buster: 99 Dark Matters
Shinryu: 30 Megalixirs
Nemesis: 10 Master Spheres

-------------------------------------------------------------------------------

 6.2. SPECIES CREATIONS                                                  ff_ma2

-------------------------------------------------------------------------------

1. Advices Before Engaging In Species Battles:
----------------------------------------------
----> First off, I suggest that you level characters to decent levels by using
the statistic maximization processes that I cover in-depth in the Stat Maxing
sections. These would be something like having averages of stats at about a
solid 140 (note that this will change depending on the harder or easier bosses.
I will list exactly where they should be in actually strategies). Your HPs
should be looking at about 9999 for average, but, this will raise or fall
depending on which boss you're fighting. And MPs ought to be about 600-999 for
these bosses (this might change, but this is all right for just about all).

----> Next, we will now cover how your armors should be fitted to take on these
extremely powerful bosses. But note, I will list all armor abilities you should
acquire, then, during the actual strategies I will list exactly how you should
combine them to topple the foes. The most imperious ability to have on your
armors for these fights, I would say, is Auto-Haste; customizable with with
80x Chocobo Wings. Next really useful ability is Auto-Protect, which you can
customize with 70x Lightning Curtain. The next one is the ability called Auto-
Potion, and, you get this one by using 4x Stamina Tablets. Last is Auto-Phoenix
which you get customizing with 20x Mega-Phoenix. If you have Pal/International
versions, I suggest that you take out Auto-Potion and improvise with Ribbon.
Other semi-useful abilities consist of Break HP Limit (30x Wings to Discovery),
Auto-Shell (80x Lunar Curtains), Auto-Reflect (40x Star Curtains). And if
you're one who obsesses about max HP/MP, you can also put on your armor Break
MP Limit (30x Three Stars)--not really recommended for use here, though.

----> Weapons, hmm... weapons...? Well, now I'll list the best weapons to have
when facing off against these majorly powerful bastards, and then, just how to
obtain them. Note: As you may of guessed, they will be the celestial weapons...
1. Cloudy/Celestial Mirror: This is your first step you must make towards your
progression in obtaining the ultimate, celestial weapons. First, what you must
do is finish training chocobos in Calm Lands, then, ride a chocobo to the far
Southeast area of Calm Lands (where you entered for the first time). Now, once
you find the yellow choco feather on the ground, press 'X' button by it, doing
so will have the chocobo you are riding fly on down to the area below. Then,
leave the chocobo there, then go through the path and you're in the vicinity
of the Remiem Temple. Cross over the bridge (intimidating view down, isn't it)?
Now, go over to the right side of the temple and "speak" with the chocobo that
is standing there. After you're acclimated with the rules, start the race! Your
main desideratum here is to make it to the center of this gigantic area before
champ chocobo is there. You don't have to worry about poles or getting any
treasure chests for now, all you must concern yourself with is getting there
ahead. You get Cloudy Mirror for it. Now, you go over to Macalania Woods from
the entrance in the Calm Lands. Then, go over to the place where you find a man
who has been seperated from the rest of his family. Now, you go back to the
place where there is a women and a younger child, talk to them and they mention
something about losing their father/husband. Proceeding that, go on over to
where you had just finished talking to man and inform him that his wife and son
are waiting for him. They're then reunited, *but*, they have now lost their
son, argh!, what's next, the wife? Anyhow, travel up the glistening pathway
here and when you find a little boy off to the side of this path, talk with
him. He goes back to the family and you now have access to the glowing orb
there which transubstantiates Cloudy Mirror into Celestial Mirror which allows
you to get ultimate weapons. This is how to enhance the weapons as well.
2. Tidus -> Caladbolg: First, you must attain the Sun Crest as the first step
to getting Tidus' celestial weapon, the Caladbolg. This is easily obtainable by
going back to where you have fought Yunalesca (if you hadn't gotten it then),
and opening a treasure chest there to get it, easy enough, right? Now, for
tough, pull-your-hair-out quest to get Sun Sigil. So, go back to Calm Lands
and speak with the Chocobo Trainer. You now have to race her and get *better*
score than 00:00! After, you get the Sun Sigil which you take to shining orb in
Macalania Woods to enhance it fully. Good luck completing it before you're 100!
Obtain the actual weapon by beating Chocobo Trainer with time under 48 sec.
Then, go to back left of the Calm Lands, then activate plate on the wall. This
is going to acquire you your probably first celestial weapon, the Caladbolg.
3. Yuna -> Nirvana: This is definitely the easiest, IMO, of the celestials to
obtain, so relax.:) First, go back to Besaid Island (if you have not already
done this), and swim off of the beach. Now, go onto small patch of land with a
treasure chest on it in the back. After this, head back to save sphere and then
teleport back to airship and then go back to the Calm Lands. Now, follow the
same route to Remiem Temple, but this time, you are to go inside of it. Go and
fight all of the aeons Belgemine has (you've to get all of them as well). She
will then give up the Moon Sigil. Obtain the actual weapon by capturing one of
every Calm Lands fiend then returning them to the Monster Arena owner. He will
then give a treasure chest to open. Open it, the you get it!
4. Auron -> Masamune: This one is not hard at all, all it is is time consuming.
The first thing to get is this weapon's crest which is the Mars Crest. You will
be getting this by flying over to the Oldroad, South of the Mi'ihen Highroad.
It's in a treasure chest there. Next, comes the real testing part of this,
it is where you have to acquire the Mars Sigil. How to do it is capture ten
fiends of ten species which are all in ten seperate areas of Spira. Then, go on
back to Monster Arena owner and speak with him. You then get it right there.
Obtain the actual weapon by getting Rusty Sword from the bottom of the Gorge
area in the Calm Lands (top right corner). And then, go on over to the Mushroom
Rock Road area and go up the water lifting platform. Now, go to the statue of
the great Lord Mi'ihen, founder of the Crusaders. Next, activate the plate on
the wall back here. You then will acquire the Masamune weapon for Auron.
5. Kimahri -> Spirit Lance: This is yet not a hard one, and not very time-
consuming, either. First, to get Saturn Crest, head back to Mt. Gagazet (if you
haven't done so already), and go to pillars section after beating Flux's ass.
Then, look for a treasure chest there and open it to receive the Saturn Crest.
Saturn Sigil is annoying, however. You must collect all blue butterflies without
touching any reds. This is in Macalania Woods. Obtain the actual weapon by
now flying back over to the Thunder Plains, and activate three Qactuar Stones
(Square Button). This will initiate sequences in which you see a little ghost
Qactuar running around Southern area of the region. Follow it to an old broken
down tower to obatin the Spirit Lance celestial weapon for the Ronso, Kimahri.
6. Wakka -> World Champion: This one is a real friggin' pain to acquire, and
this is mainly due to hours and hours of... dare I say it?... blitzball... But,
for starters, we do the easy Jupiter Crest first: Go back to the Luca stadium
and then enter the locker room of the Besaid Aurochs. Open one of the farther
back lockers to obtain its crest. The next one is a real hassle, which is the
Jupiter Sigil, and like all sigils, takes quite a bit of time. Once Wakka has
finally accumulated all of his Reels Overdrives (Attack, Aurochs, Status and
orignal Elemental Reels), the Jupiter Crest is available as a prize in either
Tournament Mode or League Mode in blitzball. Obtain the actual weapon by winning
a good five games of blitzball, then, head on over to Luca, Square. Once there,
enter inside of the Cafe and talk to bartender, and if you've met the blitzball
quota, he gives you the weapon as a reward for your skills. Congrats!
7. Rikku -> Godhand: This is not a hard one to acquire at all, all it is is
sorta time eating, but at the same time, it is also quite fun and enjoyable.
First, to get the Mercury Crest, go back to the Bikanel Desert region of Spira.
It will be located in one of the sand dunes there, not hard at all to find that
one at all. Now, to acquire the Mercury Sigil, it requires just a bit more
work and detective skills. You must find Cactuar stone by the sandstorm area
and activate it. It gives clues to where you can find each next Cactuar. Find
them all and then go back there. Sandstorm is then over, so, go into that area
and look for one of the treasure chests there, it contains the sigil (and
please refer to the Cactuar Village section for complete list of where to find
and locate all of the Cactuars). Obtain the actual weapon by entering password
GODHAND in the airship Navigational Map to open new area in Mushroom Rock Road.
Go there, and then in the very back of here, you open the chest which has it.
8. Lulu -> Onion Knight: Finally, we arrive at final celestial weapon to be
obtained before schooling the Species Creations. The first thing to do is, of
course, to acquire the Venus Crest to the weapon. We can locate it at the
Farplane area back at the Guado village of Guadosalam. Then, for the immensely
testing of your mental stability job of getting the Venus Crest. We do this by
going over to the Thunder Plains and then finding the right spot to dodge
lightning bolts. You don't have to dodge 10 bolts, not 50, not 100, but 200
lightning bolts!!! After that, go back to the front of the Travel Agency and
collect your prize in the treasure chest there. Now, few last preperations
and then we can finally fight the monsters, just a little, I promise...:)

----> Here we go, final stretch, and it's abilities. I'll make it short and
sweet: Abilities needed consist of Auto-Life, Ultima, Quick Hit, Flare, Holy,
Full-Life, and for special Nemesis purposes *coughwarpspherescough*: Mug/Steal.
Overdrives should be Tidus - Blitz Ace, Wakka - Attack Reels. Recommended aeons
would be Yojimbo, Anima, Magus Sisters, and perhaps Bahamut for dire situations.

----> Ok, ok, so I lied, but this will be really short. I now suggest some
items: Have a ton of Megalixirs, Elixirs, Mega-Phoenixes, X-Potions, Remedies,
and any of Rikku's items that are used in Mixes (especially ones for Trio of
9999).

Ready!? Let's begin!!!!!!!!

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#1. Fenrir (Monster Arena)
-> HP: 850000 - 99999
-> MP: 300
-> AP: 10000 - 10000
-> Statistics:
Str: 73, Mag: 12, Def: 40, Mdef: 165, Acc: 200, Agl: 200, Eva: 60, Luck: 30
-> Steal: Common- 2 Chocobo Feathers, Uncommon- Chocobo Wing
-> Bribe: None
-> Win: Common- 1 or 2 Agility Spheres, Uncommon- 1 or 2 Dark Matters
-> Immunities: Threaten, Sleep, Silence, Power Break, Petrify, Demi, Death,
Confuse, Armor Break, Zombie, Slow, Provoke, Poison, Eject, Delay, Darkness,
Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Mental Break- 99, Magic Break- 99
-> Elemental Affinities: [1/2 Damage] Water, Holy, Fire, Ice, Lightning
-> Zanmato Lv: 5
-> Armor Abilities: Zombieproof, Slowproof, Silenceproof, Deathproof,
Confuseproof, Stoneproof, Sleepproof, Poisonproof, Darkproof
-> Weapon Abilities: Zombiestrike, Slowstrike, Silencestrike, Deathstrike,
Stonestrike, Sleepstrike, Poisonstrike, Darkstrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 2 to 4
                         Drop Percentage: 127/128 (99%)
-> Abilities:
- Fangs of Ruin: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Fangs of Chaos: Target (1), Type (grav), Protect (yes), Shell (no), Power(-),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [HP x 15/16], [Confuse (254%)]
- Fangs of Hell: Target (1), Type (str), Protect (yes), Shell (no), Power (-),
Element (-), Range (close), Accuracy (200), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [KO (always)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
All right, this guys can be little pains in the rear, but, you're prepared...
Definitely, for your stats they should be like this: Str at 130, Mag does not
matter, Def at 150, Mdef at 130+, Agl at 150, Eva at 165+, Acc about 180 (first
time I fought it I had 213 and I still missed on a consistent, frequent basis),
Luck at 35+, HP at 9999, MP at 300-999. Now, we take a quick gander at your
weapons that need equipping: Your main party in this fight will be Tidus, Wakka,
and Rikku; weapons are: Tidus- First Strike, Evade & Counter, Break Damage
Limit,
Triple Overdrive; Rikku- Break Damage Limit, Triple AP, Counter-Attack, and
First Strike; Wakka- Break Damage Limit, Triple Overdrive, Triple AP, Evade &
Counter. Now, we look at armors: the armors I suggest for this fight are ones
with abilities Auto-Phoenix, Auto-Protect, Auto-Haste, and most important -
Ribbon. Ok, we now go into battle fully prepared, get ready for semi-hard fight:
First, off, some general tips and advices (you didn't think I'd do this strategy
without some?):
- Fangs of Ruin does about 30000-50000 damage to a character. This is very
annoying, so try and avoid it at all costs. Here's an idea!: It has 850000 HP,
so, you could try and do Tidus' Blitz Ace with large enough Str, this should do
over or near 800000 HP damage. And if that doesn't work, you could back it up
with Attack Reels. High Eva, also.
- Fangs of Hell will instantly KO status someone. There is no way whatsoever to
dodge this without killing it first, or having aeons block out effects.
- Next is Fangs of Chaos. Not only does it piss you off with 93.75% HP loss
(ie. you have 9652 HP, it would leave you with 604 HP! So be sure to heal), but
it also gives Confuse, hopefully you have Ribbon!:)
- This fight requires much Acc stat, this is because even though its Eva is 60,
it can evade moves from attacks with Acc of 213, as I state above.
--> Now let's start with strategic tips for battle:
Thank goodness that you have pre-Hasted/Protected your party. Now, what we'll
want to do is have tons of Mega-Phoenixes for Auto-Phoenix. We'll want to always
use Quick Pockets for healing, and Quick Hits for attacks. Blitz Ace, Attack
Reels or Trio of 9999 followed with Fury.

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#2. Ornitholestes (Monster Arena)
-> HP: 800000 - 99999
-> MP: 300
-> AP: 10000 - 10000
-> Statistics:
Str: 83, Mag: 30, Def: 55, Mdef: 170, Acc: 200, Agl: 130, Eva: 80, Luck: 20
-> Steal: Common- Rename Card, Uncommon- Chocobo Wing
-> Bribe: None
-> Win: Common- 2 to 4 Gambler's Spirits, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Threaten, Sleep, Silence, Power Break, Petrify, Demi, Death,
Confuse, Armor Break, Zombie, Slow, Provoke, Poison, Eject, Delay, Darkness,
Berserk, Bribe, Mental Break, Magic Break
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200
-> Elemental Affinities: [Immune] Water [Absorption] Fire
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Double Overdrive
-> Armor/Weapon Abilities: Slots: 2 to 3
                           Pre-Customized Abilities: 1 to 3
                           Drop Percentage: 127/128 (99%)

-> Abilities:
- Drain Touch: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Poison Touch: Target (1), Type (grav), Protect (yes), Shell (no), Power(-),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [HP x 3/4], [Poison (254%)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This guy isn't that much of a pain like Fenrir can be, but still somewhat
troublesome. I'll blow quickly through the preperations with only statistics
that matter and the like: Str- 120, Def- 130+, Acc- 145-165, Eva- if you really
want to dodge its attacks 200+, Agl- 115-125, HP- 9999, MP- 500. Armors ought to
be with Auto-Protect, Auto-Haste, Ribbon (Poisonproof), other one is up to you.
Weapons should be the celestials (most important is Tidus' [Evade & Counter],
and Aurons [First Strike], everyone else has Break Damage Limit). Now let's
slaughter this pitiful foe:
Hopefully you have Ribbon or Poisonproof on your armors, because so you don't
have to waste a turn fixing up Poison status after losing 75% of HP and getting
Poisoned. Example: you have 10000 HP (hopefully not), and it uses Poison touch.
Your HP is now 2500. Ok, back to strategy... Ornitholestes' Eva stat is pretty
damn high up there, so hopefully for you (if you actually want to land a hit),
you have Eva really high. If you use Tidus'/ Wakka's Overdrives, it doesn't
matter about Eva, so that's a good alternative. If you get KO'd, come back with
Full-Life.

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#3. Pteryx (Monster Arena)
-> HP: 100000 - 99999
-> MP: 0
-> AP: 10000 - 10000
-> Statistics:
Str: 90, Mag: 5, Def: 100, Mdef: 100, Acc: 200, Agl: 60, Eva: 60, Luck: 15
-> Steal: Common- 4 Smoke Bombs, Uncommon- Candle of Life
-> Bribe: None
-> Win: Common- 1 or 2 Evasion Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Threaten, Sleep, Slow, Poison, Silence, Petrify, Provoke, Zombie,
Delay, Berserk, Confuse, Eject, Demi, Death, Bribe
-> Inherent Statuses: A(6), Regen
-> Weaknesses: Doom- 200, Power Break- 90, Mental Break- 90, Armor Break- 90,
Magic Break- 90
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Perecentage: 127/128 (99%)

-> Abilities:
- Beak: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [Delay Buster (100%)]
- Beak of Woe: Target (1), Type (str), Protect (no), Shell (no), Power (8),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Curse (100%)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This fight can be rather easy, but, if unprepared, it can possibly turn into a
nightmare. Preps will be made short in terms of stats because you only need to
hit it once with 99999 damage and another hit for at least 1, managable, no?:
HP- 9999, MP- 500+, Str- 135-140, Mag- [???], Mdef- 100, Def- 120-130, Agl- 127,
Eva- 150+, Luck- 35?, Acc- 135+. Now for how your armors should be equipped:
Curseproof, Auto-Protect, Auto-Haste, Auto-Potion. The weapons you have
should be the same as with the last battle(s) with Fenerir and Ornitholestes.
Now we get to the fighting part of it all: Man, this thing is so annoying with
its I-like-to-ambush-a lot crap, because that's exactly what it does; amubush.
To give an idea, I've found that about 90% of the time Pteryx ambushes. If it
Curses you, and you use Holy Water, it Curses again. A way to avoid this from
happening is to summon an aeon to prevent it. Ok, battle starts! After the
very probable occurrence of BoW, only heal damage done, then, proceed to either
kill it in one hit with (if you're not ambushed. If you've right armors on,
you have no worries there) Blitz Ace or Attack Reels, or, just use 2 or 3
physical attacks. Hope you can hit for at least 40000. If you're hit with Beak,
you needn't wprry about *anything*. This is because Auto-Haste abrogate Delay
status, and Auto-Potion... with Auto-Potion and only Xs, your healing will be
taken care of. Continue to fight by this info and you'll win. Now, onto much
harder Species...! Note: It has auto/irremovable Regen status.

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#4. Hornet (Monster Arena)
-> HP: 620000 - 50000 ??????  (confirmation, please)
-> MP: 180
-> AP: 10000 - 10000
-> Statistics:
Str: 63, Mag: 88, Def: 70, Mdef: 95, Acc: 160, Agl: 102, Eva: 17, Luck: 33
-> Steal: Common- 4 Poison Fangs, Uncommon- 2 Purifying Salts
-> Bribe: None
-> Win: Common- 1 or 2 Accuracy Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Eject, Zombie, Demi, Threaten, Delay, Slow, Death, Sleep,
Darkness, Provoke, Confuse, Poison, Berserk, Petrify
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Power Break- 95, Mental Break- 95, Armor Break- 95,
Magic Break- 95
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Perecentage: 127/128 (99%)
-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [Sleep - 3 turns (80%)], [Silence - 3 turns (80%)],
[Darkness - 3 turns (80%)], [Death (100%)]
- Venomous Stab: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Poison (254%)], [Poison Dmg = HP x 67%]
- Bewitching Stab: Target (1), Type (str),Protect (yes), Shell (no), Power(16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Confuse (254%)]
- Curaga: Target (1), Type (heal), Protect (no), Shell (yes), Power (80),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [restores HP]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This fight had me stumped for a little while. And then I developed this
strategy. Just like this boss is a bug, it's also an annoying and pestering
bugger. Semi-agile and a few strong attacks make it a formidable adversary.
So does its 600000+ HP it's carrying. Preperations for this battle are very
imperative (more so than with other Species Creations faced thus far). We'll
actually now start with armors since I found them most peremptory: Ribbon is
the best ability to have on Hornet armor, and this is because of statuses
abnormalities in this fight (Sleep, Confuse, Silence, Darkness). Next one
you need on your armor is Auto-Haste; gotta-have-it ability. Auto-Protect and
Auto-Phoenix are useful also, and if you have Ribbon, that decreases chances
of needing Auto-Phoenix to come into play. Now we spy on stats:
Str- 135+, Mdef- isn't important, Def- 130, Mag- doesn't matter, Acc- 150+,
Luck- 40 or so, Eva- 170+ (if you want to dodge alot), and Agl- 120 about.
Weapons: Same as with the other previous Species Creations battles, he's not
very discrepant with his movements. What it lacks in physical appearence, it
sure has compensation for in its attacks and HP, etc.
Now, let's go punish Hornet for all the... well... just being there!!!:
This fight will involve slight strategy. None of its attacks are of worry now,
except for you still have to restorate any lost HP if it gets too low for
comfort. This enemy has tons of Eva stat, so be weary of that. Hopefully you
are set with Auto-Phoenix so that you do not have to revive anybody who has
been KO'd (why waste a turn or two?). If you keep attacking and trying to nail
a hit, but to no avail, you might want to Aim; Acc will be enormous if you do
it five times (about 175!). Overdrives with Tidus and Wakka are always a good
idea to lower enemies' HP down to a smal amount quickly. If you're getting the
floor totally wiped with your ass, you'll definitely want to bring in your
faithful summoner, Yuna, and then bring out the heavy artillery aka Magus
Sisters or Anima.

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#5. Vidatu (Monster Arena)
-> HP: 95000 - 10000
-> MP: 840
-> AP: 10000 - 10000
-> Statistics:
Str: 12, Mag: 77, Def: 230, Mdef: 230, Acc: 110, Agl: 33, Eva: 80, Luck: 15
-> Steal: Common- 4 Lightning Gems, Uncommon- Mana Tonic
-> Bribe: None
-> Win: Common- 1 or 2 MP Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Petrify, Zombie, Poison, Threaten, Power Break, Slow, Provoke,
Sleep, Silence, Eject, Berserk, Demi, Confuse, Delay, Darkness, Death
-> Inherent Statuses: A(6), NulAll, Regen
-> Weaknesses: Doom- 200, Magic Break- 99, Mental Break- 80, Armor Break- 80
-> Elemental Affinities: [Immune] Ice, Water, Lightning, Fire
-> Zanmato Lv: 5
-> Armor Abilities: MP+20%, MP+30%, MP+10%
-> Weapon Abilities: Double AP
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Perecentage: 127/128 (99%)

-> Abilities:
- Osmose: Target (1), Type (mag), Protect (no), Shell (yes), Power (10),
Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [drain MP]
- Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
VERY, VERY easy and simple battle with Vidatu, in fact, it's the easiest one of
the Species Creations to beat. This is mainly due to such little HP it is
packin' with it. So, preperations will be made short and sweet: Stats are to be
at and average of 105. Now, this is where it can be made important, and that is
with your armors: Auto-Shell, Auto-Haste, Auto-Potion, Auto-Phoenix. Weapons:
Magic Counter, First Strike, Break Damage Limit, and Str+20% is good. Now,
let's go bring his wizard-ass down! A few notes:
He has infinite ability Regen and NulAll, so don't even try to Dispel Vidatu,
because that would be a meaningless effort. So anyway, Ultima usually does a
rather impressive amount of damage, so if you need to, heal after, WAIT!, you
won't need to because of Auto-Potion!:) Osmose, hmm... Osmose, well, if you
ever get hit with that, you are going to want to heal with Megalixir or
perhaps Turbo Ether if MP is 500 or less. In conjunction with that Auto-Potion,
you want to have Mega/X-Potions. Let's now talk about offensive...:
In this fight, the things you'll be wanting to do is not to use magic attacks
of any sort (ehem... look at its Mdef), but instead, we'll opt for a physical
approach. Best methods of killing Vidatu are to use normal physical attacks
from heavy Str'd characters and/or using Overdrives like Slice & Dice, or Attack
Reels. If you're under-developed (about half of average mentioned stats, I
suggest that you summon Yojimbo, Magus Trio, or Anima). They can all finish this
foe with the greatest of ease.

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#6. One-Eye (Monster Arena)
-> HP: 150000 - 15000
-> MP: 270
-> AP: 10000 - 10000
-> Statistics:
Str: 55, Mag: 77, Def: 58, Mdef: 183, Acc: 85, Agl: 38, Eva: 10, Luck: 15
-> Steal: Common- 3 Lunar Curtains, Uncommon- Blessed Gem
-> Bribe: None
-> Win: Common- 1 or 2 Magic Defense Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Sleep, Petrify, Demi, Confuse, Slow, Poison, Eject, Darkness,
Threaten, Provoke, Magic Break, Death, Zombie, Silence, Mental Break, Delay,
Confuse, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Power Break- 0, Armor Break- 0
-> Elemental Affinities: [Immune] Ice, Lightning, Water, Fire
-> Zanmato Lv: 5
-> Armor Abilities: MP+20%, MP+30%, MP+10%
-> Weapon Abilities: Triple AP
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Black Stare: Target (1), Type (str), Protect (yes), Shell (no), Power (60),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Curse (100%)]
- Shockwave: Target (all), Type (mag), Protect (yes), Shell (no), Power (30),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Sleep - 10 turns (254%)], [Darkness - 10 turns (254%)],
[Silence - 10 turns (254%)], [Slow (254%)], [Confuse (254%)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This guy may look like a little push-over Monster Arena boss, but, that in
fact is far from the truth, unless... Ok, its HP is small (enough for two hits
of 99999 damage to take it out), *but*, if you look at its second move that I
mentioned, Shockwave, see all that it can inflict? Black Stare is not anything
to worry about however. Anyway, we will now move on to which preperations that
you are needing to make for this battle:
Stats: Str- 120+, Mag: Doesn't matter (but 130 anyway), Def: 125, Mdef: 130,
Eva- 145+, Acc- 100-120, Agl- 110, Luck- 40 or so, HP- 9999, MP- 450-999.
Now for what abilities you should have customized onto your One-Eye-Beating
armors: Auto-Protect, Auto-Shell, Auto-Haste, Ribbon (don't even worry about
bothering with Curseproof, because that's not a half of a worry like Confuse
is). Weapons aren't as picky of a choice, but they should be either Caladbolg +
what I'm about to mention, or just the abilities that follow: Counter-Attack,
Firststrike, Break Damage Limit and Str+?%. For the actual battle, here are
a few tips: If you have Ribbon armor on, Shockwave is turned into nothing,
just a quick Megalixir or Pray under Trio of 9999 will heal you fully. Black
Stare is nothing from the beginning, I don't even suggest that you heal up
the damage done, just that you use Holy Water to lift the Curse status that is
inflicted on the one character. One-Eye's Eva is quite good, so use your
biggest Acc characters to hit it (namely Tidus, Wakka, and Rikku). If you
get it twice with two hits doing at least 75000 each, it'll kill One-Eye.
Never use magic spells because they won't do much due to One-Eye's insane Mdef.
The best ways to put down One-Eye are:
- To use Tidus' Overdrives: Slice & Dice for shorter recovery time, or Blitz
Ace for overall more damage.
- You can also use Wakka's Attack Reels Overdrive, or if powerful enough, a few
of normal hits will do it.
- Yuna can summon Anima or Magus Sisters to do your dirty work.

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#7. Jumbo Flan (Monster Arena)
-> HP: 1300000 - 99999
-> MP: 999
-> AP: 10000 - 10000
-> Statistics:
Str: 3, Mag: 98, Def: 255, Mdef: 80, Acc: 0, Agl: 60, Eva: 0, Luck: 15
-> Steal: Common- 4 Lunar Curtains, Uncommon- Mana Tablet
-> Bribe: None
-> Win: Common- 1 or 2 Magic Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Zombie, Provoke, Mental Break, Delay, Armor Break, Silence,
Petrify, Demi, Berserk, Sleep, Poison, Eject, Confuse, Threaten, Power Break,
Magic Break, Death, Bribe, physical attacks
-> Inherent Statuses: A(6), Phys.Imm., Reflect
-> Weaknesses: Doom- 200, Slow- 0, Darkness- 20
-> Elemental Affinities: [Absorption] Ice, Lightning, Water, Fire
-> Zanmato Lv: 5
-> Armor Abilities: Ice Eater, Water Eater, Ice Eater
-> Weapon Abilities: Magic Booster
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Curaga: Target (1), Type (heal), Protect (no), Shell (yes), Power (80),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (yes), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [restores HP]
- Reflect: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Reflect (100%)]
- Regen: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Regen - 10 turns (100%)]
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This is another pain in the neck fight that you have to do in order to get
maxed stats, "why Square?, why?" Anyway your party that you start out with
should be Yuna, Tidus, Auron. First have whomever is first (hopefully Yuna) to
Use a Stamina Tonic to double HP count (since I doubt you have it as high as I
mention above yet), now have Tidus use Blitz Ace, as it is immune to physical
attacks. Now make sure to use Auron to throw 100000 gil at it with a very
useful Spare Change. Now have Yuna Doublecast Flares at it. Tidus to cast a
Reflect on anyone for later, and then Auron for another Spare Change of the
same amount as last time. Now Jumbo Flan wil attack with probably an Ultima.
Aid this immediately.
Once it is Yuna's turn once more, summon Ifrit for now since Jumbo absorbs all
elements and adds it to it's own, and don't even try Holy, it doesn't work
either (I know, annoying), when Ifrit has come to save the day, use it only for
Meteor Strikes until he is dead, this was also to give your party a break and
shield them from an undreamable onslaught. Your next move is to switch Auron
for any character with their overdrove guage full, and then Entrust the
overdrive to Tidus. Tidus should now nail a Blitz Ace again. Yuna's turn, have
her summon Anima. When the aeon is here, first have her use Oblivion for about
99999 damage. It will be attacked a few times post Oblivion. But after just
continue to pound away with Pains until either Jumbo Flan dies, or the other
way around.
Now you are simply going to need to rely on Auron Spare Change-ing, Yuna
Doublecasting Flare, and Tidus to heal until he is at filled Overdrive. If
Yuna gets full overdrive use it to either bring in Yojimbo for Zanmato, or the
Magus Sisters for Delta Attack (guess which one is recommended). After it'll
just be another name on the list.

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#8. Nega Elemental (Monster Arena)
-> HP: 1300000 - 15000
-> MP: 20
-> AP: 10000 - 10000
-> Statistics:
Str: 1, Mag: 80, Def: 140, Mdef: 62, Acc: 150, Agl: 44, Eva: 0, Luck: 15
-> Steal: Common- 4 Star Curtains, Uncommon- 1 Twin Stars
-> Bribe: None
-> Win: Common- 2 or 4 Twin Stars, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Threaten, Provoke, Mental Break, Delay, Berserk, Slow, Power
Break, Magic Break, Death, Armor Break, Sleep, Poison, Eject, Darkness, Zombie,
Silence, Petrify, Demi, Confuse, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200
-> Elemental Affinities: [Absorption] Ice, Holy, Lightning, Fire, Water
-> Zanmato Lv: 5
-> Armor Abilities: Lightning Eater, Fire Eater, Water Eater, Ice Eater
-> Weapon Abilities: Lightningstrike, Firestrike, Waterstrike, Icestrike
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 2 to 4
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Reflect: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Reflect (100%)]
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Bio: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Poison (254%)]
- Drain: Target (1), Type (mag), Protect (no), Shell (yes), Power (20),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[drain HP]
- Osmose: Target (1), Type (mag), Protect (no), Shell (yes), Power (10),
Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [drain MP]
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
For Nega Elemental, stats near 125. Cast Hastega, but don't physically attack
it, because it will always counter attack with a punishing Ultima. And don't
waste your time casting any of the elemental spells because it will absorb
them and regain HP. As an alternative use a Blitz Ace follow up with a Passado
or Auroch Reels and it will die. I never tried it, but you can also try Ultima,
and see what happens.

---> Following strategy was sent by Jetc2k:
This fight was extremely easy one for me. We  need some preps before  anything,
though, right? So, armours: Auto-Reflect Auto-Haste, Auto-Potion, Auto-Phoenix.
Weapons: Caladbolg,  World Champ,  and Godhand/Masamune.  Now, for  overdrives:
you'll  need Slice & Dice, Attack Reels, Trio of 9999/Tornado.  Items in stock:
Mega-Potion x50+, Mega-Phoenix x20, Megalixir x???. That's it for preperations.
We now go into battle with all of  those things, and the first thing you should
be aware of is its ability to counter  physical strikes. What it counters  with
is, as we're all so boringly  use to, Ultima, so we'll have to heal afterwards.
So, as the first moves we make  towards the progression of winning this  battle
are to cast some Flares or Ultimas spells on all of your 3 Auto-Reflected chrs.
This is what you then Copycat with other  characters. More  alternatives are to
use Wakka's Attack Reels and Blitz Ace  and even Tornado  or Trio of 9999. With
Trio of 9999 in place,it's much better to heal with Auto-Potion on. Fight done.

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#9. Tanket (Monster Arena)
-> HP: 900000 - 10000
-> MP: 0
-> AP: 10000 - 10000
-> Statistics:
Str: 103, Mag: 3, Def: 100, Mdef: 250, Acc: 100, Agl: 41, Eva: 0, Luck: 15
-> Steal: Common- 4 Light Curtains, Uncommon- 4 Lunar Curtains
-> Bribe: None
-> Win: Common- 1 or 2 Defense Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Zombie, Silence, Poison, Eject, Darkness, Threaten, Provoke,
Magic Break, Death, Slow, Power Break, Demi, Confuse, Sleep, Petrify, Delay,
Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Mental Break- 99, Armor Break- 90
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [Berserk (254%)], [Delay Attack (100%)]
- Rush Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Berserk (254%)], [Delay Buster (100%)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Have an opening party that is made up of Tidus, Auron, and Yuna (Yuna can be
substituted for Rikku actually). First have Auron use a Banishing Blade against
Tanket for some amazing damage to Tanket. Now have Tidus follow up with a Blitz
Ace on it for even more super-mega damage. Now if you decided to use Yuna
instead of Rikku, summon the Magus Sisters and finish it off. But if you did
think twice and used Rikku for the fight then continue to read this strat. Have
Rikku Mix 2 Wings to Discovery. Now follow that up with Auron to use a couple
of physical attacks and Tidus only to Quick Hit for the remainder of the entire
match as his turns. If it takes it turn again now you might have to heal even
though Auto-Protect has halved the damage. After it is done with it's turn, use
Rikku to use Spare Change with 100000 gil for 9999 damage, or a Dark Matter for
near 20000 damage, but if she is more powerful enough like 200 STR at least
then just have her attack physically or something. Now follow this the rest of
the time. Now after the many, many, many fights (when DEF is uber) switch to
an armor with the abilities Break HP Limit, HP+30%, Auto-Protect, and Auto-
Haste (note: that last sentence is for stat maxing process. So unless you're
doing that, disregard that last part, ok?).

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#10. Fafnir (Monster Arena)
-> HP: 1100000 - 13000
-> MP: 30
-> AP: 10000 - 10000
-> Statistics:
Str: 76, Mag: 109, Def: 30, Mdef: 130, Acc: 160, Agl: 38, Eva: 0, Luck: 15
-> Steal: Common- 2 Gold Hourglasses, Uncommon- 2 Stamina Springs
-> Bribe: None
-> Win: Common- 20 or 40 Light Curtains, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Petrify, Eject, Poison, Demi, Provoke, Delay, Silence, Death,
Sleep, Darkness, Slow, Confuse, Threaten, Berserk, Zombie, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Power Break- 95, Mental Break- 95, Armor Break- 90,
Magic Break- 95
-> Elemental Affinities: [Absorption] Lightning, Ice, Fire
-> Zanmato Lv: 5
-> Armor Abilities: Water Eater, Fire Eater, Ice Eater
-> Weapon Abilities: Waterstrike, Firestrike, Icestrike, Lightningstrike
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 4
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Triple Attack (first hit): Target (1), Type (str), Protect (no), Shell (no),
Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical
(yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Triple Attack (second hit): Target (1), Type (str), Protect (no), Shell (no),
Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical
(yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Triple Attack (third hit): Target (1), Type (str), Protect (yes), Shell (no),
Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical
(yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Fire Breath: Target (all), Type (mag), Protect (no), Shell (no), Power (22),
Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Lightning Breath: Target (all), Type (str), Protect (no), Shell (no), Power
(22), Element (lightning), Range (far), Accuracy (-), Shatter (0), Critical
(no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Ice Breath: Target (all), Type (str), Protect (no), Shell (no), Power (22),
Element (ice), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Another Monster Arena boss with pretty high HP count, but this does not mean
that it's a difficult battle at all. Only stats that matter are your HP which
should be at 9999; Strength statistics should be neighboring the area of 145 or
so; Defense is ideal at a level of 135; Magic Defense is good at about 160 or
around there; Evasion is really best at 155+. Now, your armors have to be made
with the abilities Auto-Shell, Auto-Haste, Auto-Protect, Auto-Phoenix. You must
now have the same as with most others in the Species Creations class, because
he's not much different, but also add the ability Str+20% for extra power in
your hits, and that makes Str stat now 174. It doesn't take much to figure out
how this boss attacks you: Attack, Ice Breath Attacks, Fire Breath Attacks,
Lightning Breath Attacks, repeat. Ok, the party we'll be using for this fight
is Wakka, Rikku, and Tidus. For the first move (since we've already by Hasted,
Shelled, Protected) we'll be using Rikku for her to use Ultra NulAll, this
gives us NulBlaze, NulShock, NulTide, NulFrost, 5 Cheers, 5 Focuses, 5 Aims,
5 Reflexes. This is great because we won't have to waste one of our turns each
time cast a Nulspell before each of its turns, plus as an added bonus, we have
stats raised much higher now. He will take probably 4 turns of 3 people
attacking for 99999 to bring down, so that's just enough Nul to not have to
cast them again. Even if you don't get it done, all the spells will only do
half damage because of in place Shell, and physical attack is Protected. BTW,
if you need to know easiest Mix combo for Ultra NulAll, it's: Healing Water +
Chocobo Feather. For attacking Fafnir, you can do it with Blitz Ace, or, if you
want less of a recovery time, you can perform a Slice & Dice instead. As for
Wakka's turns, you can use Attack Reels for some high and quick damage, if you
get 12 hits with it, Fafnir's done. Rikku's turns (besides her first turn which
was Ultra NulAll), you can use to just physically attack. Now, those are just
kill-Fafnir-quick methods, to make the strategy flow perfectly, you just have
everybody physically attack. Remember, heal when absolutely needed.

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#11. Sleep Sprout (Monster Arena)
-> HP: 98000 - 10000
-> MP: 820
-> AP: 10000 - 10000
-> Statistics:
Str: 3, Mag: 112, Def: 167, Mdef: 203, Acc: 0, Agl: 26, Eva: 0, Luck: 15
-> Steal: Common- 4 Poison Fangs, Uncommon- Farplane Wind
-> Bribe: None
-> Win: Common- 1 or 2 Teleport Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Eject, Petrify, Threaten, Slow, Delay, Silence, Provoke, Armor
Break, Zombie, Confuse, Death, Sleep, Poison, Berserk, Demi, Magic Break, Dark,
Mental Break, Magic Break, Bribe
-> Inherent Statuses: A(6), Regen
-> Weaknesses: Doom- 200, Power Break- ?
-> Elemental Affinities: [Weakness] Fire
-> Zanmato Lv: 5
-> Armor Abilities: Stoneproof, Sleepproof, Poisonproof, Zombieproof, Slowproof,
Silenceproof, Darkproof
-> Weapon Abilities: Stonestrike, Sleepstrike, Poisonstrike, Zombiestrike,
Slowstrike, Silencestrike, Darkstrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 4
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Goodnight: Target (all), Type (mag), Protect (no), Shell (yes), Power (20),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Sleep - 99 turns (254%)], [Poison (254%)], [Berserk
(254%)], [Armor Break (254%)], [Power Break (254%)]
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Sleep Sprout: Here is truly an embarassing and disgraceful fight. Oh boy, stats
can all be at 10 (not really, but...) and have just your Strength stat that is
nearer to 150 or so, HP should at least be 8000 for it, though (9999 is best
truly). Now as you engage combat with Sleep Sprout, your first action should be
to immediatly cast Hastega to speed the process of the murdilization of the
stupid, insignificant Mushroom's lifespan. Now you can perform and overdrive or
two and it's gone. But you can also put in a good few Quick Hits or Firaga Fury
to end it quick also. The *only* way you could lose is its inherent ability of
Regen (don't try and Dispel).

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#12. Bomb King (Monster Arena)
-> HP: 480000 - 10000
-> MP: 780
-> AP: 10000 - 10000
-> Statistics:
Str: 73, Mag: 71, Def: 200, Mdef: 200, Acc: 150, Agl: 46, Eva: 0, Luck: 15
-> Steal: Common- 4 Fire Gems, Uncommon- Shining Gem
-> Bribe: None
-> Win: Common- 1 or 2 Door to Tomorrows, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Threaten, Provoke, Mental Break, Demi, Confuse, Slow, Power
Break, Magic Break, Death, Berserk, Sleep, Poison, Eject, Darkness, Zombie,
Silence, Petrify, Delay, Armor Break, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200
-> Elemental Affinities: [Absorption] Fire
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Fire: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element
(fire), Range (infinite), Accuracy (-), Shatter(10),Critical (no),Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Inflate: Every one of 3rd damaging turns that Bomb King receives, he inflates
like other Bombs; but at the end, it doesn't blow.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Bomb King: Have stats that have the look of 150 or about that. Now have your
most brutalic physical attackers and have your most extreme Black mage execute
following combatic moves. Have the Tidus cast Hastega on your entire party,
then use him an Auron to attack at it physically (they're probably your best
bet for hardest hitters, right?). Then have whomever your best Black Mage is
to keep using Blizzaga, but if for some VERY strange reason you don't have that
just yet, use Waterga or resort to a less effective Ice spell (you should be
ashamed). Keep doing this alot.
It takes three hits each doing at least 1 damage for it to inflate one time,
so that means it takes nine for it to become big Bomb. This, however, doesn't
insinuate it blowing to smitherines. So keep folowing this strategy and you'll
be it easy.

---> cripler305 sent me these great infos:
- Bomb King doesn't blow up when you have made it swell three times like other,
less significant Bombs.
- Both types of attacks that make it swell up are physical attacks and magic.
- It has phases, in each one it gains new attack...
Phase 1. (before anything) - Physical Attack
Phase 2. (first 3 turns) - Fira
Phase 3. (second 3 turns) - Firaga
Phase 4. (fourth 3 turns) - Ultima
- Evade & Counter lets you not take damage, and it never swells up, so...

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#13. Juggernaut (Monster Arena)
-> HP: 1200000 - 15000
-> MP: 20
-> AP: 8000 - 8000
-> Statistics:
Str: 98, Mag: 70, Def: 140, Mdef: 62, Acc: 150, Agl: 42, Eva: 0, Luck: 15
-> Steal: Common- 4 Lunar Curtains, Uncommon- Shining Gem
-> Bribe: None
-> Win: Common- 1 or 2 Strength Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Slow, Provoke, Eject, Death, Berserk, Sleep, Poison, Demi, Dark,
Zombie, Silence, Petrify, Delay, Confuse, Threaten, Bribe
-> Inherent Statuses: A(6), Mag.Imm.
-> Weaknesses: Doom- 200, Magic Break- 95, Power Break- 95, Mental Break- 95,
Armor Break- 95
-> Elemental Affinities: [Immune] Ice, Lightning, Holy, Water, Fire
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Crush Spike: Target (1), Type (str), Protect (yes), Shell (no), Power (32),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Death (254%)]
- Charging: Starts the count to Salvo attack.
- Salvo: After Juggernaut has gone through one turn of Charging, it will do
this which does Fire damage to all.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Juggernaut: This will be an easy fight if stats are 150-165. Start off with
the usual method, cast hastega. Then quick hit him to death. He will die the
quickest that way, or you can summon any aeon you'd like to take him out.
But that would eliminate the little element of challenge this fight would have
offered if you chose not to summon your aeons. And on 4/27/03, I can conclude
that he does have a movement of attacks; Charging, Salvo, Crush Spike/Attack.
+-ALTERNATE STRATEGY-+
Juggernaut: This strategy and even monster are/is much much easier than the
last two fights that you mentioned. First you are going to first have a party
of Yuna, Auron, and Tidus. Have Yuna use NulBlaze right there in the beginning
of the bout. Now have Tidus Quick Hit until it is Auron's turn, during this
NulBlaze might be off because of it's Salvo attack which is a Fire based
attack to all. Now have Auron use a Banishing Blade, then have Yuna again use
another NulBlaze.
Now make Tidus attack with the overdrive Blitz Ace. Have Auron attack with a
physical attack now, and then have Yuna heal any hurt character with an X-
Potion or Megalixir. And if anybody dies use Full-Life to bring 'em back.

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#14. Ironclad (Monster Arena)
-> HP: 2000000 - 99999
-> MP: 0
-> AP: 10000 - 10000
-> Statistics:
Str: 100, Mag: 0, Def: 220, Mdef: 180, Acc: 180, Agl: 65, Eva: 0, Luck: 15
-> Steal: Common- 4 Light Curtains, Uncommon- Stamina Tablet
-> Bribe: None
-> Win: Common- 1 or 2 HP Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Slow, Provoke, Eject, Death, Berserk, Sleep, Poison, Demi, Dark,
Zombie, Silence, Petrify, Delay, Confuse, Threaten, Bribe, Power Break
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Magic Break- 95, Mental Break- 95, Armor Break- 95
-> Elemental Affinities: [Immune] Ice, Water, Fire, Lightning
-> Zanmato Lv: 5
-> Armor Abilities: HP+20%, HP+30%, HP+5%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Reppageki: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (-), Accuracy (200), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Bushinzan: Target (all), Type (str), Protect (yes), Shell (no), Power (14),
Element (-), Range (-), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [damage HP and HP]
- Shinryudan: Target (1), Type (str), Protect (yes), Shell (no), Power (25),
Element (-), Range (-), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
For Ironclad, this fight will require alot of persistance, skill, and patience.
Have a party of Rikku, Tidus, and Auron for starters. First have Rikku Mix
a Wings to Discovery + Wings to Discovery. Now use Auron to use a Banishing
Blade on the little sucker. This should be followed very closly by Tidus
using a Blitz Ace. Next, Rikku should just stand there and heal with a Mega-
Potion. Now on the next turn Auron gets switch him out and bring in Yuna,
then have her Entrust her overdrive guage to Rikku, then use Rikku for a
Trio of 9999 on the party, just in case of dire circumstances later in the
battle and just so they don't make you fret.
Now have Tidus simply attack it with Quick Hits for a couple of turns he'll be
countering alot with Reppageki. So now have Rikku switch out for Auron then
have him use a Mega-Potion to recover 9999 HP to everyone. Now have Yuna
summon in Anima. Once Anima is brought forth onto the field, have her start
off by using a Pain to take away a LARGE chunk of HP from Ironclad. Then use
them over and over again until it is time for Ironclad to incur it's wrath
upon Anima with 1 or 2 Reppageki's. Keep doing this until Anima gets KO'd.
Now comes the second stretch and the hardest part of the battle because you no
longer have a reliable aeon to fully depend on. BTW, it attacks like so:
Reppageki, Bushinzan, Shinryudan, repeat. It can use Reppagekis for more than
once in a row as counter attacks.
Just have Tidus use Quick Hits as you are hit with tons and tons of
Reppageki's. Have Auron just attack with physical attacks, and have Yuna stand
back and heal with Mega-Potions or heal the dead with Full-Life. On it's turns
you will either see a Bushinzan that reduces MP to zero and does physical
damage, or a Shinryudan for major physical damage to one character. Now simply
continue using the three characters to play the parts I just told to, or when
Tidus hits overdrive use Blitz Ace, or if Auron hits overdrive use a Banishing
Blade, but if Yuna gets it first, Grand Summon Magus Sisters then cause
destruction with Delta Attack. Always know that if you have too much trouble
with this guy and you're totally stuck, you can always resort to turning to
Yojimbo's Zanmato for salvation.:P

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 6.3. AREA CREATIONS                                                     ff_ma3

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1. Advices Before Engaging In Area Battles:
-------------------------------------------
----> First off, I suggest that you level characters to decent levels by using
the statistic maximization processes that I cover in-depth in the Stat Maxing
sections. These would be something like having averages of stats at about a
solid 140 (note that this will change depending on the harder or easier bosses.
I will list exactly where they should be in actually strategies). Your HPs
should be looking at about 9999 for average, but, this will raise or fall
depending on which boss you're fighting. And MPs ought to be about 600-999 for
these bosses (this might change, but this is all right for just about all).

----> Next, we will now cover how your armors should be fitted to take on these
extremely powerful bosses. But note, I will list all armor abilities you should
acquire, then, during the actual strategies I will list exactly how you should
combine them to topple the foes. The most imperious ability to have on your
armors for these fights, I would say, is Auto-Haste; customizable with with
80x Chocobo Wings. Next really useful ability is Auto-Protect, which you can
customize with 70x Lightning Curtain. The next one is the ability called Auto-
Potion, and, you get this one by using 4x Stamina Tablets. Last is Auto-Phoenix
which you get customizing with 20x Mega-Phoenix. If you have Pal/International
versions, I suggest that you take out Auto-Potion and improvise with Ribbon.
Other semi-useful abilities consist of Break HP Limit (30x Wings to Discovery),
Auto-Shell (80x Lunar Curtains), Auto-Reflect (40x Star Curtains). And if
you're one who obsesses about max HP/MP, you can also put on your armor Break
MP Limit (30x Three Stars)--not really recommended for use here, though.

----> Weapons, hmm... weapons...? Well, now I'll list the best weapons to have
when facing off against these majorly powerful bastards, and then, just how to
obtain them. Note: As you may of guessed, they will be the celestial weapons...
1. Cloudy/Celestial Mirror: This is your first step you must make towards your
progression in obtaining the ultimate, celestial weapons. First, what you must
do is finish training chocobos in Calm Lands, then, ride a chocobo to the far
Southeast area of Calm Lands (where you entered for the first time). Now, once
you find the yellow choco feather on the ground, press 'X' button by it, doing
so will have the chocobo you are riding fly on down to the area below. Then,
leave the chocobo there, then go through the path and you're in the vicinity
of the Remiem Temple. Cross over the bridge (intimidating view down, isn't it)?
Now, go over to the right side of the temple and "speak" with the chocobo that
is standing there. After you're acclimated with the rules, start the race! Your
main desideratum here is to make it to the center of this gigantic area before
champ chocobo is there. You don't have to worry about poles or getting any
treasure chests for now, all you must concern yourself with is getting there
ahead. You get Cloudy Mirror for it. Now, you go over to Macalania Woods from
the entrance in the Calm Lands. Then, go over to the place where you find a man
who has been seperated from the rest of his family. Now, you go back to the
place where there is a women and a younger child, talk to them and they mention
something about losing their father/husband. Proceeding that, go on over to
where you had just finished talking to man and inform him that his wife and son
are waiting for him. They're then reunited, *but*, they have now lost their
son, argh!, what's next, the wife? Anyhow, travel up the glistening pathway
here and when you find a little boy off to the side of this path, talk with
him. He goes back to the family and you now have access to the glowing orb
there which transubstantiates Cloudy Mirror into Celestial Mirror which allows
you to get ultimate weapons. This is how to enhance the weapons as well.
2. Tidus -> Caladbolg: First, you must attain the Sun Crest as the first step
to getting Tidus' celestial weapon, the Caladbolg. This is easily obtainable by
going back to where you have fought Yunalesca (if you hadn't gotten it then),
and opening a treasure chest there to get it, easy enough, right? Now, for
tough, pull-your-hair-out quest to get Sun Sigil. So, go back to Calm Lands
and speak with the Chocobo Trainer. You now have to race her and get *better*
score than 00:00! After, you get the Sun Sigil which you take to shining orb in
Macalania Woods to enhance it fully. Good luck completing it before you're 100!
Obtain the actual weapon by beating Chocobo Trainer with time under 48 sec.
Then, go to back left of the Calm Lands, then activate plate on the wall. This
is going to acquire you your probably first celestial weapon, the Caladbolg.
3. Yuna -> Nirvana: This is definitely the easiest, IMO, of the celestials to
obtain, so relax.:) First, go back to Besaid Island (if you have not already
done this), and swim off of the beach. Now, go onto small patch of land with a
treasure chest on it in the back. After this, head back to save sphere and then
teleport back to airship and then go back to the Calm Lands. Now, follow the
same route to Remiem Temple, but this time, you are to go inside of it. Go and
fight all of the aeons Belgemine has (you've to get all of them as well). She
will then give up the Moon Sigil. Obtain the actual weapon by capturing one of
every Calm Lands fiend then returning them to the Monster Arena owner. He will
then give a treasure chest to open. Open it, the you get it!
4. Auron -> Masamune: This one is not hard at all, all it is is time consuming.
The first thing to get is this weapon's crest which is the Mars Crest. You will
be getting this by flying over to the Oldroad, South of the Mi'ihen Highroad.
It's in a treasure chest there. Next, comes the real testing part of this,
it is where you have to acquire the Mars Sigil. How to do it is capture ten
fiends of ten species which are all in ten seperate areas of Spira. Then, go on
back to Monster Arena owner and speak with him. You then get it right there.
Obtain the actual weapon by getting Rusty Sword from the bottom of the Gorge
area in the Calm Lands (top right corner). And then, go on over to the Mushroom
Rock Road area and go up the water lifting platform. Now, go to the statue of
the great Lord Mi'ihen, founder of the Crusaders. Next, activate the plate on
the wall back here. You then will acquire the Masamune weapon for Auron.
5. Kimahri -> Spirit Lance: This is yet not a hard one, and not very time-
consuming, either. First, to get Saturn Crest, head back to Mt. Gagazet (if you
haven't done so already), and go to pillars section after beating Flux's ass.
Then, look for a treasure chest there and open it to receive the Saturn Crest.
Saturn Sigil is annoying, however. You must collect all blue butterflies without
touching any reds. This is in Macalania Woods. Obtain the actual weapon by
now flying back over to the Thunder Plains, and activate three Qactuar Stones
(Square Button). This will initiate sequences in which you see a little ghost
Qactuar running around Southern area of the region. Follow it to an old broken
down tower to obatin the Spirit Lance celestial weapon for the Ronso, Kimahri.
6. Wakka -> World Champion: This one is a real friggin' pain to acquire, and
this is mainly due to hours and hours of... dare I say it?... blitzball... But,
for starters, we do the easy Jupiter Crest first: Go back to the Luca stadium
and then enter the locker room of the Besaid Aurochs. Open one of the farther
back lockers to obtain its crest. The next one is a real hassle, which is the
Jupiter Sigil, and like all sigils, takes quite a bit of time. Once Wakka has
finally accumulated all of his Reels Overdrives (Attack, Aurochs, Status and
orignal Elemental Reels), the Jupiter Crest is available as a prize in either
Tournament Mode or League Mode in blitzball. Obtain the actual weapon by winning
a good five games of blitzball, then, head on over to Luca, Square. Once there,
enter inside of the Cafe and talk to bartender, and if you've met the blitzball
quota, he gives you the weapon as a reward for your skills. Congrats!
7. Rikku -> Godhand: This is not a hard one to acquire at all, all it is is
sorta time eating, but at the same time, it is also quite fun and enjoyable.
First, to get the Mercury Crest, go back to the Bikanel Desert region of Spira.
It will be located in one of the sand dunes there, not hard at all to find that
one at all. Now, to acquire the Mercury Sigil, it requires just a bit more
work and detective skills. You must find Cactuar stone by the sandstorm area
and activate it. It gives clues to where you can find each next Cactuar. Find
them all and then go back there. Sandstorm is then over, so, go into that area
and look for one of the treasure chests there, it contains the sigil (and
please refer to the Cactuar Village section for complete list of where to find
and locate all of the Cactuars). Obtain the actual weapon by entering password
GODHAND in the airship Navigational Map to open new area in Mushroom Rock Road.
Go there, and then in the very back of here, you open the chest which has it.
8. Lulu -> Onion Knight: Finally, we arrive at final celestial weapon to be
obtained before schooling the Area Creations. The first thing to do is, of
course, to acquire the Venus Crest to the weapon. We can locate it at the
Farplane area back at the Guado village of Guadosalam. Then, for the immensely
testing of your mental stability job of getting the Venus Crest. We do this by
going over to the Thunder Plains and then finding the right spot to dodge
lightning bolts. You don't have to dodge 10 bolts, not 50, not 100, but 200
lightning bolts!!! After that, go back to the front of the Travel Agency and
collect your prize in the treasure chest there. Now, few last preperations
and then we can finally fight the monsters, just a little, I promise...:)

----> Here we go, final stretch, and it's abilities. I'll make it short and
sweet: Abilities needed consist of Auto-Life, Ultima, Quick Hit, Flare, Holy,
Full- Life, and for special Nemesis purposes *coughwarpspherescough*: Mug/Steal.
Overdrives should be Tidus - Blitz Ace, Wakka - Attack Reels. Recommended aeons
would be Yojimbo, Anima, Magus Sisters, and perhaps Bahamut for dire situations.

----> Ok, ok, so I lied, but this will be really short. I now suggest some
items: Have a ton of Megalixirs, Elixirs, Mega-Phoenixes, X-Potions, Remedies,
and any of Rikku's items that are used in Mixes (especially ones for Trio of
9999).

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#1. Stratoavis (Monster Arena)
-> HP: 320000 - 10000
-> MP: 115
-> AP: 8000 - 80000
-> Statistics:
Str: 73, Mag: 32, Def: 41, Mdef: 82, Acc: 100, Agl: 32, Eva: 5, Luck: 15
-> Steal: Common- 3 Smoke Bombs, Uncommon- 2 Stamina Springs
-> Bribe: None
-> Win: Common- 2 or 4 Amulets, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Eject, Zombie, Demi, Threaten, Delay, Slow, Death, Sleep, Dark,
Silence, Confuse, Provoke, Berserk, Poison, Petrify, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Mental Break- 90, Armor Break- 90, Power Break- 90,
Magic Break- 90
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: HP+20%, HP+30%, HP+10%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Air Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (120), Shatter (100), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Land Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (10),
Element (-), Range (far), Accuracy (70), Shatter (0), Critical (no),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Paean of the Heavens: Target (all), Type (grav), Protect (yes), Shell (no),
Power (-), Element (-), Range (far), Accuracy (-), Shatter (100), Critical
(no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes),
Provoke (no), Appear (yes), [HP x 15/16], [Delay Buster (100%)], [Darkness -
30 turns (254%)]
- "Land on ground": In this, it falls down out of being airborne once HP becomes
at least 108800.
- Charging: Starts count to Paean of the Heavens attack.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Stats should be anywhere in the range of 80-90. Now when you start the fight
against Stratoavis, cast Hastega and prepare yourself in anyway you may need
to to start with the rush of Quick Hits that you are going to hit it with.
After Quick Hitting you might need to heal from an attack it may have
used on you. Do so, and then it'll probably be dead. It would have fallen out
of the air if you have done enough damage.
- Sin Harvester has provided me with following pattern data:
Attack, Attack, Charging, Paean of Heavens (do over)...
Now once you hit out 66% of its HP (108800 or less left) it'll land on its feet.
Now the attacking pattern it has is super simple to come up with:
Attack, Attack, Attack (do over)...
So once on its feet, even if you have not-so-high strength attribute, one good
Blitz Ace or Attack Reels will do the job mighty fine. Another good way is to
use Mindy's Passado (heck, that'll do it from beginning).

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#2. Malboro Menace (Monster Arena)
-> HP: 640000 - 12000
-> MP: 200
-> AP: 8000 - 8000
-> Statistics:
Str: 60, Mag: 53, Def: 24, Mdef: 63, Acc: 120, Agl: 34, Eva: 0, Luck: 15
-> Steal: Common- 4 Remedies, Uncommon- 2 Mana Springs
-> Bribe: None
-> Win: Common- 2 or 4 Mana Tonics, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow,
Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi,
Threaten, Eject, Zombie, Confuse, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200
-> Elemental Affinities: [Absorption] Water [1.5 damage] Fire
-> Zanmato Lv: 5
-> Armor Abilities: Slowproof, Poisonproof, Stoneproof, Silenceproof, Zombie-
proof, Sleepproof, Darkproof
-> Weapon Abilities: Slowstrike, Poisonstrike, Stonestrike, Silencestrike,
Zombiestrike, Sleepstrike, Darkstrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 4
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Chow Time: Target (1), Type (str), Protect (yes), Shell (no), Power (50),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Mega Gastric Juice: Target (1), Type (str), Protect (no), Shell (no),
Power (22), Element (-), Range (far), Accuracy (240), Shatter (100),
Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit
(yes), Provoke (no), Appear (yes), [ignore Def], [FullBreak (254%)]
- Gastric Juice Blast: Target (all), Type (str), Protect (yes), Shell (no),
Power (22), Element (-), Range (far), Accuracy (-), Shatter (100),
Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit
(yes), Provoke (no), Appear (yes), [ignore Def], [Petrification (50%)]
- Putrid Breath: Target (all), Type (mag), Protect (yes), Shell (no), Power
(16), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Silence - 8 turns (254%)], [Darkness - 8 turns (254%)],
[Slow (254%)], [Confusion (254%)], [Poison (254%)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Malboro Menace: Here you should have your stats around 90-110. Have at least 2
of which ever weapon you may select bear the 'First Strike' ability. Cast
Hastega. Also make sure some of your armors of choice be immune to the main
'negative' status effects, you'll see what I mean once you expierience his
Putrid Breath abilty (it ain't pretty I can assure you). So if you followed
the first 2 steps I pointed out, you will probablly get a good 5-10 hits in.
Before his turn summon any aeon to take whatever punishment he intends you
dish out. Then simply dismiss them if you wish nail a good Blitz Ace and it
will lose to you. Its a great feeling isn't it?

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#3. Kottos (Monster Arena)
-> HP: 440000 - 15000
-> MP: 20
-> AP: 8000 - 8000
-> Statistics:
Str: 88, Mag: 12, Def: 60, Mdef: 1, Acc: 150, Agl: 36, Eva: 0, Luck: 15
-> Steal: Common- 4 Stamina Springs, Uncommon- 2 Soul Springs
-> Bribe: None
-> Win: Common- 20 or 40 Healing Springs, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow,
Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi,
Threaten, Eject, Zombie, Confuse, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: HP+20%, HP+30%, HP+10%
-> Weapon Abilities: Magic Counter, Evade & Counter, Counter-Attack
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (24),
Element (-), Range (close), Accuracy (-), Shatter (50), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Counterattack: Target (1), Type (str), Protect (yes), Shell (no), Power (20),
Element (-), Range (far), Accuracy (-), Shatter (10), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
- Kottos is no push-over, and he'll wipe the floor with your entire
party if strength isn't at about 170 and defense near 185. Weapons should have
First Strike, Strength+20%, Strength+10% and Strength+3%. Armor should be
be fitted with Defense+20%, Defense+10%, Defense+3%, Auto-Protect. Now that
we're all ready for it lets go get 'em. First here's some general Kottos info:
- On its own regular turns it will attack using both fists which is pretty
damn powerful.
-If you do any slightest thing to Kottos it will counter with a single fist,
this is unless the hit you do kills it, in which case it *cannot* counter act.
Now that you know that what you do for the first thing in the battle is just
cast Hastega. Then use the next character up use just one Cheer to raise your
DEF even higher up.
So the things you will be doing the rest of the fight are Quick Hitting and
overdriving. If anyone dies, than Mega-Phoenix 'em back to life and re-cast
Cheer and Haste. Anima, Magus Sisters, Bahamut, or even Yojimbo can also make
very quick work of Kottos.

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#4. Coeurlregina (Monster Arena)
-> HP: 380000 - 10000
-> MP: 80
-> AP: 8000 - 8000
-> Statistics:
Str: 1, Mag: 70, Def: 40, Mdef: 40, Acc: 100, Agl: 75, Eva: 0, Luck: 15
-> Steal: Common- 2 Farplane Winds, Uncommon- Blessed Gem
-> Bribe: None
-> Win: Common- 3 or 6 Shining Gems, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow,
Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi,
Threaten, Eject, Zombie, Confuse, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Stoneproof, Sleepproof, Poisonproof, Darkproof, Zombieproof,
Slowproof, Silenceproof, Deathproof
-> Weapon Abilities: Double AP, Deathstrike
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Chaos: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Curse (100%)], [Confusion (254%)], [Doom (100%)]
- Hyper Blaster: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Death (always)]
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Drain: Target (1), Type (mag), Protect (no), Shell (yes), Power (20),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[drain HP]
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Coeurlregina: This is a fairly linnear fight if you have the skills and stats
between 85-110. Start off with a Hastega, then pummel him until he attacks
you. Make sure you have an armor with the Stoneproof or Stone Ward abilities
customized unto them. And you should have Magic Defense slightly higher than
all of your other stats. And make it Stoneproof for much better and more
satisfying results.
With all of this in place you should have no trouble whatsoever. But she sure
will be having one whole lot of trouble with you and your superiority.

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#5. Jormungand (Monster Arena)
-> HP: 520000 - 10000
-> MP: 63
-> AP: 8000 - 8000
-> Statistics:
Str: 77, Mag: 80, Def: 33, Mdef: 186, Acc: 130, Agl: 53, Eva: 6, Luck: 15
-> Steal: Common- 4 Petrify Grenades, Uncommon- Three Stars
-> Bribe: None
-> Win: Common- 2 or 4 Supreme Gems, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Eject, Zombie, Demi, Threaten, Delay, Death, Sleep, Darkness,
Silence, Confuse, Provoke, Berserk, Poison, Petrify, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Magic Break- 90, Power Break- 90, Slow- ?, Armor
Break- 90, Mental Break- 90
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Slowproof, Poisonproof, Stoneproof, Silenceproof, Zombie-
proof, Sleepproof, Darkproof
-> Weapon Abilities: Slowstrike, Poisonstrike, Stonestrike, Silencestrike,
Zombiestrike, Sleepstrike, Darkstrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 4
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (150), Shatter (100), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Cold Stare: Target (1), Type (mag), Protect (no), Shell (no), Power (20),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Petrification (254%)]
- Space-Time Vorpal: Target (all), Type (mag), Protect (no), Shell (yes), Power
(40), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Jormungand: You really do not need to be that strong status wise. 70-90 will
do. You shouldn't bother with Hastega unless you feel comfortable using it.
Just a quick and semi-perfect Blitz Ace will do the job, or if you need to
back it up, the best way to do it is an Auroch Reels. If you want this fight
finished in 3 minutes or so, just summon the Magus Sisters (or any aeon, for
that matter). Healing wise, tend to Cold Stare with Soft item; Space-Time
Vorpal with Megalixir; Attack with Curaga.

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#6. Cactuar King (Monster Arena)
-> HP: 100000 - 10000
-> MP: 0
-> AP: 8000 - 8000
-> Statistics:
Str: 255, Mag: 255, Def: 100, Mdef: 255, Acc: 180, Agl: 80, Eva: 240, Luck: 15
-> Steal: Common- 2 Chocobo Wings, Uncommon- Designer Wallet
-> Bribe: None
-> Win: Common- 3 or 6 Blessed Gems, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow,
Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi,
Threaten, Eject, Zombie, Confuse, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200
-> Elemental Affinities: [Immune] Water, Ice, Holy, Lightning, Fire
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- 10,000 Needles: Target (1), Type (fixed), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no),
Appear (yes), [10000 fix dmg]
- 99,999 Needles: Target (1), Type (fixed), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [99999 fix dmg]
- Run Away: This move is when Cactuar King runs away from the scene of the
battle.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
It took so long for me to beat this guy the first time (well, it was more like
my 11th try to beat it). This is mainly because of its insane Eva, which it
also backs up with the maxed-out Str, which makes for deadly combination. So,
the ultimate strategy is upon you. No more dying against Cactuar King like I
did... you have it easy, luck dogs...:) The only stats that come into play in
this battle for you are Str and Acc. They should be like: Str- 170; Acc- 180+
(but even with that, you miss on a very frequent and consistent basis). Now,
your armors, hehe: The most important abilities are Auto-Phoenix, Auto-Haste,
Break HP Limit (with at least 10001 HP, it won't matter for 99999 Needles).
Now, your weapons should have the abilities Break Damage Limit, Str+20%, Str+5%,
Str+10% for 237 Str which kicks 100 Def. Ok, try to attack least as possible as
to not see too many 10000 Needles. And, with Auto-Haste in place beforehand,
you'll see even less of 99999/10000 Needles. If he does Runs Away, you're both
lucky and unlucky. Lucky in the sense that you don't get destroyed by CK, but
unlucky that you don't get anything from it. But, that doesn't happen too much
(at least not with me). There are many things that can work against Cacty, like
using Aurochs Reels, Blitz Ace or Passado. And, if you DO decide to use Passado
choice, do it on first turn, and not waste time with Shield, that's a good way
to die. Anyway, if you have Auto-Phoenix in place, you have *nothing* to worry
about besides how many cups of coffee you'll need to stay awake. You might also
want to try and Steal some Designer Wallets from it.

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#7. Espada (Monster Arena)
-> HP: 280000 - 15000
-> MP: 120
-> AP: 8000 - 8000
-> Statistics:
Str: 44, Mag: 31, Def: 100, Mdef: 160, Acc: 100, Agl: 51, Eva: 12, Luck: 15
-> Steal: Common- 4 Farplane Shadows, Uncommon- Farplane Wind
-> Bribe: None
-> Win: Common- 1 or 2 Rename Cards, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Eject, Zombie, Demi, Threaten, Delay, Death, Sleep, Darkness,
Silence, Confuse, Provoke, Berserk, Poison, Petrify, Bribe, Doom
-> Inherent Statuses: A(6), Regen
-> Weaknesses: Slow- 50, Mental Break- 90, Armor Break- 90, Power Break- 90,
Magic Break- 90
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Hades Claw: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (180), Shatter (100), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Poison (254%)], [Death (254%)]
- Blade Shower: Target (1), Type (str), Protect (yes), Shell (no), Power (60),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Espada: Here your stats do not need to be too high either, well... With the
exception of Evasion. Have that near 135-145. Have the other ones near 90-125.
Definately cast Hastega in the beginning to ensure you at least 5 hits. Or
nail a mediocre Blitz Ace at least (that might even be to sadistic for the
poor lil' guy).
But don't get to cocky, if you slip up here he could use one of his stat
inducing claw attacks like Hades Claw, which inflicts you with some bad status
effects.

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#8. Abyss Worm (Monster Arena)
-> HP: 480000 - 12000
-> MP: 200
-> AP: 8000 - 8000
-> Statistics:
Str: 60, Mag: 93, Def: 24, Mdef: 63, Acc: 120, Agl: 22, Eva: 0, Luck: 15
-> Steal: Common- 4 Shadow Gems, Uncommon- Stamina Tablet
-> Bribe: None
-> Win: Common- 1 or 2 Stamina Tonics, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow,
Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi,
Threaten, Eject, Zombie, Confuse, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Earthquake: Target (all), Type (mag), Protect (no), Shell (yes), Power (28),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Delay Attack (100%)]
- Swallow: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[character unusable]
- Regurgitate: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Delay Buster (100%)]
- Readying Quake: Starts count to Earthquake attack.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Abyss Worm: To engage combat with this repulsive beast your stats should be in
the vicinity of 110-140. Not a huge difference from the last fight I
mentioned. So cast hastega, you know the drill. Use blitz ace. He's dead, or
for the more challenging and less cheap way.
Use hastega, and then use all of your hits just to attack. You don't want it
to digest any of your party members. To prevent this from occuring, just
simply summon to block stop it (not that it can swallow an aeon). And from
there use the aeon to kill the vile creature.

---> Here's some info sent by Raphsterrapper: <---
     I've spent much time on Abyss Worm as well, but, after much times of
fighting and either winning, or getting pounded ridiculously, I have come up
with this info that I am sending you now. Basically, it's all technical info and
pattern.
     Okay, here's a bit of how it goes in very beginning of fight:
~ If you continue to attack it five times, all the while it can either use RQ,
EQ, or Attack. After 5th turn goes, that character is lost (as well as Abyss'
turns until two turns land).
~ Now, these attacks of course must do damage, and can be physical, skill,
magic, overdrive, etcetera.
~  Doing so makes it to use Regurtitate which spits swallowed up character back
out, but not without probable killing (have Auto-Protect [reduces damage to
3333] and/or Auto-Phoenix).
     Now, for some strategics:
It has 480000 HP, and 200 MP, reasonable, right? And really, that 200 MP does
not come into play really. Okay, I've discovered attack pattern that you might
want to know:
~ the pattern is Attack, Attack, Readying Quake, Earthquake. Prognosticatable,
no?
     So, it's best if you never attack Reflect your characters, Auto-Reflect,
SOS Reflect, it don't matter, AS LONG AS YOU'RE REFLECTED!!! Now, send Utimas
its way, or alternately, Flares. Now, in front of you, you have one dead Abyss
Worm.

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#9. Chimergeist (Monster Arena)
-> HP: 120000 - 10000
-> MP: 30
-> AP: 8000 - 8000
-> Statistics:
Str: 66, Mag: 68, Def: 10, Mdef: 10, Acc: 180, Agl: 29, Eva: 0, Luck: 15
-> Steal: Common- 2 Mana Springs, Uncommon- 2 Stamina Springs
-> Bribe: None
-> Win: Common- 1 or 2 Return Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Eject, Zombie, Demi, Threaten, Delay, Slow, Death, Sleep, Dark,
Silence, Confuse, Provoke, Berserk, Poison, Petrify, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Magic Break- 50, Armor Break- 50, Power Break- 50,
Mental Break- 50
-> Elemental Affinities: [Immune] Water, Ice, Lightning, Fire
-> Zanmato Lv: 5
-> Armor Abilities: Ice Eater, Water Eater, Fire Eater
-> Weapon Abilities: Icetstrike, Waterstrike, Firestrke
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Megiddo Flame: Target (1), Type (mag), Protect (no), Shell (yes), Power (35),
Element(fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Aqua Breath: Target (all), Type (mag), Protect (no), Shell (yes), Power (17),
Element (water), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Ignores Def]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Chimerageist: Stats should be in the 250's, just kidding about 110-115. Start
off with a hastega. Then just whail away at it hitting for 9999 (minimum) each
turn. Have good defense to survive his attacks. And just keep attacking until
it dies.
Or you have many other alternatives, 1. Blitz Ace 2. Auroch Reels 3. Doom 4.
Passado 5. Zanmato (just a waste of gil, at least against this enemy).
Or even just 2 hits at 99999 will turn it into pyreflies. It has a somewhat of
a susceptibility to Doom (200).

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#10. Don Tonberry (Monster Arena)
-> HP: 480000 - 10000
-> MP: 120
-> AP: 8000 - 8000
-> Statistics:
Str: 95, Mag: 75, Def: 100, Mdef: 100, Acc: 80, Agl: 37, Eva: 0, Luck: 15
-> Steal: Common- 3 Candles of Life, Uncommon- Designer Wallet
-> Bribe: None
-> Win: Common- 3 or 6 Farplane Winds, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow,
Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi,
Threaten, Eject, Zombie, Confuse, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200
-> Elemental Affinities: None
-> Armor Abilities: Silenceproof, Zombieproof, Darkproof, Sleepproof,
Poisonproof, Stoneproof, Deathproof, Slowproof
-> Weapon Abilities: Silencestrike, Zombiestrike, Darkstrike, Sleepstrike,
Poisonstrike, Stonestrike, Deathstrike, Slowstrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- "Moving Along": It will move forward towards your party on all of *its* turns
until it gets to one party member (that happens in four turns). He then does
the "Doink" move).
- Chef's Knife: Target (1), Type (str), Protect (yes), Shell (no), Power (20),
Element (-), Range (far), Accuracy (-), Shatter (10), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Voodoo: Target (1), Type (mag), Protect (no), Shell (no), Power (255),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [always 99999 damage]
- Karma: Target (1), Type (fixed), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Dmg = enemies killed x 100]
1 - 100                       3267 - 326700                 6534 - 653400
99 - 9900                     3366 - 336600                 6633 - 663300
198 - 19800                   3465 - 346500                 6732 - 673200
297 - 29700                   3564 - 356400                 6831 - 683100
396 - 39600                   3663 - 366300                 6930 - 693000
495 - 49500                   3762 - 376200                 7029 - 702900
594 - 59400                   3861 - 386100                 7128 - 712800
693 - 69300                   3960 - 396000                 7227 - 722700
792 - 79200                   4059 - 405900                 7326 - 732600
891 - 89100                   4158 - 415800                 7425 - 742500
990 - 99000                   4257 - 425700                 7524 - 752400
1089 - 108900                 4356 - 435600                 7623 - 762300
1188 - 118800                 4455 - 445500                 7722 - 772200
1287 - 128700                 4554 - 455400                 7821 - 782100
1386 - 138600                 4653 - 465300                 7920 - 792000
1485 - 148500                 4752 - 475200                 8019 - 801900
1584 - 158400                 4851 - 485100                 8118 - 811800
1683 - 168300                 4950 - 495000                 8217 - 821700
1782 - 178200                 5049 - 504900                 8316 - 831600
1881 - 188100                 5148 - 514800                 8415 - 841500
1980 - 198000                 5247 - 524700                 8514 - 851400
2079 - 207900                 5346 - 534600                 8613 - 861300
2178 - 217800                 5445 - 544500                 8712 - 871200
2277 - 227700                 5544 - 554400                 8811 - 881100
2376 - 227600                 5643 - 564300                 8910 - 891000
2475 - 247500                 5742 - 574200                 9009 - 900900
2574 - 257400                 5841 - 584100                 9108 - 910800
2673 - 267300                 5940 - 594000                 9207 - 920700
2772 - 277200                 6039 - 603900                 9306 - 930600
2871 - 287100                 6138 - 613800                 9405 - 940500
2970 - 297000                 6237 - 623700                 9504 - 950400
3069 - 306900                 6336 - 633600                 9603 - 960300
3168 - 316800                 6435 - 643500                 9702 - 970400
(note: some of these figures are very unrealistic, and      9801 - 980100
impossible to achieve, such as 1...it's impossible to       9900 - 990000
only have one kill in total by this point in the game.)     9999 - 999990
# also note that once you get to 1000 kills, damage stops going up, I'm just
giving a visual!!!

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Don Tonberry: Easy as long as you haven't killed to many fiends... lol. In the
likes of stats you should be befriending the category of 120-160. Use Hastega,
and then attack it once or twice ONLY. That is just to get some damage in. The
reason is because his Karma attack can kill if you've killed to many fiends.
So then either have Mindy use Passado or use Tidus' Blitz Ace (These moves
have become very relevant haven't they?). Then he will be dead, but if your
aeon of choice does not kill it, it will use a move called 'Voodoo' where it
makes a model of your aeon with wax then stabs it with his knife and do 99999
damage. And do not let Tonberry get to close to you because he WILL let you
have it with his imfamous "Doink".
+-ALTERNATE STRATEGY-+
You must have an armor with Auto-Haste, and Auto-Phoenix, don't bother with
anything else, because it won't come into matters. Weapons should simply be the
Celestials, and then we look at stats: Str- 155, Mag- doesn't matter, Def- 140,
Mdef- 150, Acc- doesn't matter much, Agl- 125 or so, Eva- 153, Luck- 27 about,
HP- 9999, MP- 999. I guess the fight deals with theory of Karma: "what goes
around comes around", and that's true because the more enemies you kill, it
comes back to you in this attack. Here's an example: if you've killed 600
enemies, move will do 60000 damage, and chances are, unless you've gone crazy
before stat maxing section, you might survive. But no matter, you'll be brought
back by Auto-Phoenix. So, here's how it goes in battle: "Moving Along", "Moving
Along", "Moving Along", "Moving Along"; if it's still alive by now - "Doink".
Bwtween anytime in this, it may use Voodoo on normal aeon goes, and Karma as
a dangerous counter to anything. So decide how to fight accordingly with this
said.
+-SPECIAL ALTERNATE STRATEGIES-+
Start with the character you wish to level up (one at a time for best results)
and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and
"Overdrive < AP" customize abilities, and their armor have the "Auto Phoenix".
Now, the other 2 characters you use in this should already be strong. Have
their weapons have the "Break HP Limit", and have their armors have bear the
"Break Hp Limit". Have your more weak character have the "Comrade" overdrive
mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set.
Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to
find out the capture requirements to fight it). Don't follow the strategy
which I present in that section though. Instead, just use the 2 stronger party
members to attack it. Have the weak character just stand back and heal them
after it uses Karma, and if they dies from Karma, she already has the "Auto
Phoenix" ability... right?
When the fight comes to a conclusion, you should receive 1000000 to 10000000
AP (in other words, 99 sphere lvl's).
... or...
Start with the character you wish to level up (one at a time for best results)
and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and
"Overdrive < AP" customize abilities, and their armor have the "Auto Phoenix".
Now, the other 2 characters you use in this should already be strong. Have
their weapons have the "Break HP Limit", and have their armors have bear the
"Break Hp Limit". Have your more weak character have the "Comrade" overdrive
mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set.
Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to
find out the capture requirements to fight it). Don't follow the strategy
which I present in that section though. Now have the character whom you wish
to level up high, attack the Don Tonberry. Appearently that character will
perish from Karma. Now run from battle, you will now receive just as much AP
as before.

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#11. Catoblepas (Monster Arena)
-> HP: 550000 - 10000
-> MP: 160
-> AP: 8000 - 8000
-> Statistics:
Str: 76, Mag: 58, Def: 33, Mdef: 180, Acc: 180, Agl: 47, Eva: 0, Luck: 15
-> Steal: Common- 3 Healing Springs, Uncommon- Stamina Tonic
-> Bribe: None
-> Win: Common- 1 or 2 Three Stars, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Sleep, Petrify, Death, Zombie, Silence, Eject, Darkness,
Threaten, Provoke, Demi, Confuse, Slow, Poison, Delay, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Magic Break- 50, Armor Break- 50, Power Break- 50,
Mental Break- 50
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Stoneproof, Sleepproof, Poisonproof, Darkproof, Slowproof,
Silenceproof, Deathproof, Zombieproof
-> Weapon Abilities: Stonestrike, Sleepstrike, Poisonstrike, Darkstrike, Slow-
strike, Silencestrike, Deathstrike, Zombiestrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 2 to 4
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Pop Fly: Target (1), Type (str), Protect (yes), Shell (no), Power (36),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Delay Buster (100%)]
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Ultima: Target (all), Type (mag), Protect (no), Shell (no), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
For this fight, your main stats should be at a level 140 or so, because this
fight is not by any stretch of the imagination a hard one. You should have an
armor with four full slots of Auto-Shell, Auto-Phoenix, Auto-Haste, and Auto-
Protect. With these in place, Flare and Ultima's damage is cut to pathetic
level, Pop Fly does weak damage and Delay is lifted, and with Auto-Phoenix,
none of his attacks are of worry. Now, the way to damage it effectively, is
like with many other boring Area Cretins, to use Passado, Blitz Ace, Attack
Reels, Oblivion, etc. Auron can also use Banishing Blade for some good and
quick 99999 damage with Masamune celestial weapon, as well as maybe dealing out
all Breaks. It won't take long to beat Catoblepas.

-------------------------------------------------------------------------------
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#12. Abaddon (Monster Arena)
-> HP: 380000 - 10000
-> MP: 780
-> AP: 8000 - 8000
-> Statistics:
Str: 40, Mag: 95, Def: 180, Mdef: 160, Acc: 130, Agl: 120, Eva: 0, Luck: 15
-> Steal: Common- 3 Purifying Salts, Uncommon- Shining Gem
-> Bribe: None
-> Win: Common- 1 or 2 Mana Tablets, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow,
Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi,
Threaten, Eject, Zombie, Confuse, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: None
-> Elemental Affinities: [Immune] Water, Fire, Ice, Lightning
-> Zanmato Lv: 5
-> Armor Abilities: Magic Defense+10%, Magic Defense+20%, Magic Defense+3%
-> Weapon Abilities: Magic+10%, Magic+20%, Magic+5%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Pharaoh's Curse: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Darkness - 254 turns (100%)], [Silence - 254 turns (100%)],
[Curse (100%)], [Poison (130%)]
- Emblem of the Cosmos: Target (all), Type (mag), Protect (no), Shell (yes),
Power (34), Element (-), Range (far), Accuracy (-), Shatter (100), Critical
(no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes),
Provoke (no), Appear (yes)
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Demi: Target (all), Type (Grav), Protect (no), Shell (yes), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[HP x 1/4]
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Mana Focus: Starts count to Emblem of the Cosmos attack.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Abaddon: Ok this is the hardest area creation boss thus far. Your stats should
be near 130-140. I personally just recommend summoning. That is what I did,
but if not... Cast Hastega. Use a bunch of Quick Hits. Don't bother with
trying to inflict him with any status effects, he is immune to all of the
status effects I've tested on him.
Watch out for his Pharohs Curse, which you might have had Demonoliths
uncaringly put on you. That is why I think you should summon. I summoned an
Aeon I hadn't summoned in a while since my acquisition of the secret Aeons,
and that is Bahamut (I'm not saying you should, unless you want, that is). If
you just want to destroy it, you know who to call to do your bidding.

-------------------------------------------------------------------------------
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#13. Vorban (Monster Arena)
-> HP: 630000 - 10000
-> MP: 120
-> AP: 8000 - 8000
-> Statistics:
Str: 95, Mag: 75, Def: 100, Mdef: 100, Acc: 80, Agl: 33, Eva: 0, Luck: 15
-> Steal: Common- 2 Healing Springs, Uncommon- Stamina Tablet
-> Bribe: None
-> Win: Common- 1 or 2 Friend Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow,
Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi,
Threaten, Eject, Zombie, Confuse, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Body Splash: Target (all), Type (str), Protect (yes), Shell (no), Power (10),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Mortar: Target (all), Type (mag), Protect (no), Shell (yes), Power (24),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Vorban: Start out by having a party of Rikku, Tidus, and Auron. First off have
Rikku Mix Wings to Discovery + Wings to Discovery, and this will make your
party attack for 9999 damage each time if you don't have Break Damage Limit,
then it'll hit for 99999 each time and that is even better. Don't bother with
Armor Break here because it doesn't work against Vorban like it does with
their Barbatos counter parts. Now if Tidus' overdrive is full use it and I
highly suggest that you use it as a Blitz Ace for superb results. Follow it
up by using Auron to just attack, have Rikku switch it up in exchange for Yuna
to come out and do any necessary healing.
Have Tidus continue to attack, and Auron to do the same. Watch out for Mortar
as well. Do not be afraid tp have Yuna summon any aeons if you absolutely
truly need to during any point in that battle.
Do this a couple of times to get about 32 of these, but you may also find it
more comfortable and more convinient to simply Bribe Coeurls for 120000 gil
and receive 2x Friend Spheres, but you'll spend 3240000 gil doing this and for
that, use the Mimics in the Omega Dungeon. After, do the following steps...
Vorban is dead. You are happy.:)


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 6.4. ORIGINAL CREATIONS                                                 ff_ma4

-------------------------------------------------------------------------------

1. Advices Before Engaging In Original Battles:
-----------------------------------------------
----> First off, I suggest that you level characters to decent levels by using
the statistic maximization processes that I cover in-depth in the Stat Maxing
sections. These would be something like having averages of stats at about a
solid 175 (note that this will change depending on the harder or easier bosses.
I will list exactly where they should be in actually strategies). Your HPs
should be looking at about 20000 for average, but, this will raise or fall
depending on which boss you're fighting. And MPs ought to be about 600-999 for
these bosses (this might change, but this is all right for just about all).

----> Next, we will now cover how your armors should be fitted to take on these
extremely powerful bosses. But note, I will list all armor abilities you should
acquire, then, during the actual strategies I will list exactly how you should
combine them to topple the foes. The most imperious ability to have on your
armors for these fights, I would say, is Auto-Haste; customizable with with
80x Chocobo Wings. Next really useful ability is Auto-Protect, which you can
customize with 70x Lightning Curtain. The next one is the ability called Auto-
Potion, and, you get this one by using 4x Stamina Tablets. Last is Auto-Phoenix
which you get customizing with 20x Mega-Phoenix. If you have Pal/International
versions, I suggest that you take out Auto-Potion and improvise with Ribbon.
Other semi-useful abilities consist of Break HP Limit (30x Wings to Discovery),
Auto-Shell (80x Lunar Curtains), Auto-Reflect (40x Star Curtains). And if
you're one who obsesses about max HP/MP, you can also put on your armor Break
MP Limit (30x Three Stars)--not really recommended for use here, though.

----> Weapons, hmm... weapons...? Well, now I'll list the best weapons to have
when facing off against these majorly powerful bastards, and then, just how to
obtain them. Note: As you may of guessed, they will be the celestial weapons...
1. Cloudy/Celestial Mirror: This is your first step you must make towards your
progression in obtaining the ultimate, celestial weapons. First, what you must
do is finish training chocobos in Calm Lands, then, ride a chocobo to the far
Southeast area of Calm Lands (where you entered for the first time). Now, once
you find the yellow choco feather on the ground, press 'X' button by it, doing
so will have the chocobo you are riding fly on down to the area below. Then,
leave the chocobo there, then go through the path and you're in the vicinity
of the Remiem Temple. Cross over the bridge (intimidating view down, isn't it)?
Now, go over to the right side of the temple and "speak" with the chocobo that
is standing there. After you're acclimated with the rules, start the race! Your
main desideratum here is to make it to the center of this gigantic area before
champ chocobo is there. You don't have to worry about poles or getting any
treasure chests for now, all you must concern yourself with is getting there
ahead. You get Cloudy Mirror for it. Now, you go over to Macalania Woods from
the entrance in the Calm Lands. Then, go over to the place where you find a man
who has been seperated from the rest of his family. Now, you go back to the
place where there is a women and a younger child, talk to them and they mention
something about losing their father/husband. Proceeding that, go on over to
where you had just finished talking to man and inform him that his wife and son
are waiting for him. They're then reunited, *but*, they have now lost their
son, argh!, what's next, the wife? Anyhow, travel up the glistening pathway
here and when you find a little boy off to the side of this path, talk with
him. He goes back to the family and you now have access to the glowing orb
there which transubstantiates Cloudy Mirror into Celestial Mirror which allows
you to get ultimate weapons. This is how to enhance the weapons as well.
2. Tidus -> Caladbolg: First, you must attain the Sun Crest as the first step
to getting Tidus' celestial weapon, the Caladbolg. This is easily obtainable by
going back to where you have fought Yunalesca (if you hadn't gotten it then),
and opening a treasure chest there to get it, easy enough, right? Now, for
tough, pull-your-hair-out quest to get Sun Sigil. So, go back to Calm Lands
and speak with the Chocobo Trainer. You now have to race her and get *better*
score than 00:00! After, you get the Sun Sigil which you take to shining orb in
Macalania Woods to enhance it fully. Good luck completing it before you're 100!
Obtain the actual weapon by beating Chocobo Trainer with time under 48 sec.
Then, go to back left of the Calm Lands, then activate plate on the wall. This
is going to acquire you your probably first celestial weapon, the Caladbolg.
3. Yuna -> Nirvana: This is definitely the easiest, IMO, of the celestials to
obtain, so relax.:) First, go back to Besaid Island (if you have not already
done this), and swim off of the beach. Now, go onto small patch of land with a
treasure chest on it in the back. After this, head back to save sphere and then
teleport back to airship and then go back to the Calm Lands. Now, follow the
same route to Remiem Temple, but this time, you are to go inside of it. Go and
fight all of the aeons Belgemine has (you've to get all of them as well). She
will then give up the Moon Sigil. Obtain the actual weapon by capturing one of
every Calm Lands fiend then returning them to the Monster Arena owner. He will
then give a treasure chest to open. Open it, the you get it!
4. Auron -> Masamune: This one is not hard at all, all it is is time consuming.
The first thing to get is this weapon's crest which is the Mars Crest. You will
be getting this by flying over to the Oldroad, South of the Mi'ihen Highroad.
It's in a treasure chest there. Next, comes the real testing part of this,
it is where you have to acquire the Mars Sigil. How to do it is capture ten
fiends of ten species which are all in ten seperate areas of Spira. Then, go on
back to Monster Arena owner and speak with him. You then get it right there.
Obtain the actual weapon by getting Rusty Sword from the bottom of the Gorge
area in the Calm Lands (top right corner). And then, go on over to the Mushroom
Rock Road area and go up the water lifting platform. Now, go to the statue of
the great Lord Mi'ihen, founder of the Crusaders. Next, activate the plate on
the wall back here. You then will acquire the Masamune weapon for Auron.
5. Kimahri -> Spirit Lance: This is yet not a hard one, and not very time-
consuming, either. First, to get Saturn Crest, head back to Mt. Gagazet (if you
haven't done so already), and go to pillars section after beating Flux's ass.
Then, look for a treasure chest there and open it to receive the Saturn Crest.
Saturn Sigil is annoying, however. You must collect all blue butterflies without
touching any reds. This is in Macalania Woods. Obtain the actual weapon by
now flying back over to the Thunder Plains, and activate three Qactuar Stones
(Square Button). This will initiate sequences in which you see a little ghost
Qactuar running around Southern area of the region. Follow it to an old broken
down tower to obatin the Spirit Lance celestial weapon for the Ronso, Kimahri.
6. Wakka -> World Champion: This one is a real friggin' pain to acquire, and
this is mainly due to hours and hours of... dare I say it?... blitzball... But,
for starters, we do the easy Jupiter Crest first: Go back to the Luca stadium
and then enter the locker room of the Besaid Aurochs. Open one of the farther
back lockers to obtain its crest. The next one is a real hassle, which is the
Jupiter Sigil, and like all sigils, takes quite a bit of time. Once Wakka has
finally accumulated all of his Reels Overdrives (Attack, Aurochs, Status and
orignal Elemental Reels), the Jupiter Crest is available as a prize in either
Tournament Mode or League Mode in blitzball. Obtain the actual weapon by winning
a good five games of blitzball, then, head on over to Luca, Square. Once there,
enter inside of the Cafe and talk to bartender, and if you've met the blitzball
quota, he gives you the weapon as a reward for your skills. Congrats!
7. Rikku -> Godhand: This is not a hard one to acquire at all, all it is is
sorta time eating, but at the same time, it is also quite fun and enjoyable.
First, to get the Mercury Crest, go back to the Bikanel Desert region of Spira.
It will be located in one of the sand dunes there, not hard at all to find that
one at all. Now, to acquire the Mercury Sigil, it requires just a bit more
work and detective skills. You must find Cactuar stone by the sandstorm area
and activate it. It gives clues to where you can find each next Cactuar. Find
them all and then go back there. Sandstorm is then over, so, go into that area
and look for one of the treasure chests there, it contains the sigil (and
please refer to the Cactuar Village section for complete list of where to find
and locate all of the Cactuars). Obtain the actual weapon by entering password
GODHAND in the airship Navigational Map to open new area in Mushroom Rock Road.
Go there, and then in the very back of here, you open the chest which has it.
8. Lulu -> Onion Knight: Finally, we arrive at final celestial weapon to be
obtained before schooling the Original Creations. The first thing to do is, of
course, to acquire the Venus Crest to the weapon. We can locate it at the
Farplane area back at the Guado village of Guadosalam. Then, for the immensely
testing of your mental stability job of getting the Venus Crest. We do this by
going over to the Thunder Plains and then finding the right spot to dodge
lightning bolts. You don't have to dodge 10 bolts, not 50, not 100, but 200
lightning bolts!!! After that, go back to the front of the Travel Agency and
collect your prize in the treasure chest there. Now, few last preperations
and then we can finally fight the monsters, just a little, I promise...:)

----> Here we go, final stretch, and it's abilities. I'll make it short and
sweet: Abilities needed consist of Auto-Life, Ultima, Quick Hit, Flare, Holy,
Full-Life, and for special Nemesis purposes *coughwarpspherecough*: Mug/Steal.
Overdrives should be Tidus - Blitz Ace, Wakka - Attack Reels. Recommended aeons
would be Yojimbo, Anima, Magus Sisters, and perhaps Bahamut for dire situations.

----> Ok, ok, so I lied, but this will be really short. I now suggest some
items: Have a ton of Megalixirs, Elixirs, Mega-Phoenixes, X-Potions, Remedies,
and any of Rikku's items that are used in Mixes (especially ones for Trio of
9999).

Ready!? Let's begin!!!!!!!!

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1. Earth Eater (Monster Arena)
-> HP: 1300000 - 99999
-> MP: 30
-> AP: 50000 - 50000
-> Statistics:
Str: 117, Mag: 186, Def: 200, Mdef: 210, Acc: 120, Agl: 47, Eva: 0, Luck: 15
-> Steal: Common- Gambler's Spirit, Uncommon- Lv.1 Key Sphere
-> Bribe: None
-> Win: Common- 1 or 2 Fortune Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: None
-> Strengths: Doom- 255
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Auto-Potion
-> Weapon Abilities: Triple Overdrive
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Megaton Punch: Target (1), Type (str), Protect (no), Shell (no), Power (16),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Death (100%)]
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- "I'm Back!": After it has been knocked down by your party members, it will
get back up after *Earth Eater* has passed three turns. You can have 10 and it
will still be down if it hasn't passed three turns.
- "Dropped!": Earth Water will fall flat on his fat behind after sustaining
at least one over 100000 damage when on its feet, then it goes down to where
its only move is a counter attack - Flare.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Finally, first really tough boss in the game, and if you had trouble with the
storyline bosses, you're going to catch hell with this guy. First, we take an
in-depth look at how you should be precautioned for this showdown: Strength
should be about 175 (as mentioned above) to be able to do impressive amounts
of damage at one time. Defense statistics ought to be at least 180 to be able
to stand against his bone-crushing physical attacks. Magic Defense really
only comes into play while it's one its back, and for that it should be close
to 160 or so (perhaps a little less if you can spare). Agility, Evasion should
both be about 170, this is good for trying to evade his Megaton Punch (instant
KO), and his devastating physical strikes. Accuracy doesn't need to be any
higher than 100, really, because it has no Evasion attribute whatsoever. Luck
does not really matter either, but still try to have it at least 50 by this
point in the game. HP doesn't need to be any higher than 9999, that's right,
that low! And MP you won't be using much of, but have at least at 500 or about
there is an ideal level. Imperative to this fight is an armor fitted with the
following customizable abilities: Auto-Haste, Auto-Protect, Auto-Phoenix (with
no normal Phoenix Downs in your collection, only Mega-Phoenixes), and then
somethings else of your choice, I will suggest either Deathproof or Defense+?%,
DP is the most recommended by me, however. Weapons should be Auron - Masamune,
Tidus - Caladbolg, and Wakka - World Champ. Overdrive Meters up, and with the
party suggested to the above, go pay the 15000 Gil, and get ready to fight!
For some technical info, know that Earth counters just about anything you throw
its way, so be careful. Megaton Punch KO's anybody who is not adequetly fitted
with right Death-protection-bearing armor. Even if Megaton Punch fails to KO
you, if your Def stat is not high enough, say goodbye because it does major
damage in conjunction with instant death, this is reminiscent of Anima's Pain.
During its normal goes (when it says it on CTB window), it with either use its
physical attack, or Megaton Punch, and this isn't against one character, but
rather, two instead. And, if a character lives after first onslaught, it may
strike that character once again, ugh! When battle starts I suggest using
regular attacks to deal over 100000 damage, and doing so will cause Earth Eater
to fall flat on its ass. When it falls, cast Shell on the entire party, as it
*always* counters with Flare spell while down. After Earth Eater has received
three of its normal turns, it will then stand back up on its feet with the
move I called "I'm Back!". But before that happens, we continue the strategy.
Knock it down like mentioned before, yadaa yadaa, cast Shell, bla bla bla. Now,
while it is on the floor, you are going to want to unleash all Overdrives you
have pent up: Blitz Ace - Heal - Attack Reels - Heal - Tornado - Heal. Thank
goodness you have Shell on everyone, or else that Flares would be punishing
you terribly. From now on, until its three turns have happened, Doublecast
Flares and Ultimas on it to oblivion. You can also summon to make very quick
work of boss. *If* it gets up, and I emphasize "if", just repeat what you did
before, and then you have beaten Earth Eater. Congratulations!

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

2. Greater Sphere (Monster Arena)
-> HP: 1500000 - 99999
-> MP: 999
-> AP: 50000 - 50000
-> Statistics:
Str: 87, Mag: 102, Def: 130, Mdef: 120, Acc: 200, Agl: 55, Eva: 0, Luck: 15
-> Steal: Common- Gambler's Spirit, Uncommon- Return Sphere
-> Bribe: None
-> Win: Common- 1 or 2 Luck Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 255
-> Elemental Affinities: It depends on which "Elemental Shift" it's in.
-> Zanmato Lv: 5
-> Armor Abilities: Auto-Phoenix
-> Weapon Abilities: One MP Cost
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Hydraulic Press: Target (all), Type (grav), Protect (yes), Shell (no),
Power (-), Element (-), Range (far), Accuracy (-), Shatter (100), Critical
(no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [MaxHP x 15/16]
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Elemental Shift: Greater Sphere starts off in an element, so, once you use
and 'guess' the elemental affinity that it's opposed to, it switches to another,
and this happens over and over and over, ad infinitum.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This guy can be a very big nuisance just like Earth Eater, so, for some early
parts of this battle you might want to emulate some of a similar strategy.
Time for the info on prepping up for this fight: HP should look something like
9999, and MP doesn't need to be much higher than 500 (you won't need to use
too much magic in this battle). Strength stat is ideal at a level of 168 or
so. Again, Magic stat doesn't really matter as I stated above, but still, you
should be ashamed if it isn't at least 135 by this point in time. Def should
most definitely be around the vicinity of 165-170, and Magic Def is good in
the 170+ family. The rest of stats don't matter except Agility, which, should
be located at 155 or so. Now for infos on how your equipment in your
armamentarium should be customized or which ones you must have obtained: First
is on armors, they really are best when fitted with the abilities Auto-Haste,
Auto-Protect, Auto-Shell, and the other doesn't matter, but, something like
Auto-Potion paired with only Mega-Potions, or, maybe Auto-Reflect. Weapons
should all be equipped with their Celestials, or at least the characters that
you ought to use in this bout (Tidus, Rikku, Yuna should be them). Overdrive
Bars should be full, then, commence battle... First, how Greater Sphere acts:
- If you have an aeon currently present in the battle scene, it will use
Waterga, Firaga, Blizzaga, or Thundaga as counters.
- If you use any of your characters' Overdrives against the Greater Sphere
blob, it will then counteract with its party-cremating attack, which is the
Hydraulic Press. And as mentioned previously, takes away 93.75% of max HP.
- It will counter normal physical attacks and/or magical attacks against it
with the Ultima spell.
- You also might want to know that if you use a specific type of items on
Greater Sphere (I have no clue why you'd do that o_0), it will then use Flare.
--> We now start off with the actual strategy of the fight, since I believe
that that's all I can offer, well, actually, there's one last thing: well,
it changes elemental preferences when you nail it with the element it is then
opposed to. So now, let's truly start this:
It's a good thing that you have armor with Autos Haste and Protect, or else we
would have to waste a perfectly good two turns 4 turns on casting Hastega and
the Protect to everyone. If you don't have Auto-Reflect, then I suggest you
put it on now to deflect the Greater Sphere's Flare attacks. This guy can be
a real pain when you fight him so what you want to do next is start Overdriving
it to kingdom come as you first moves, heal after every single Hydraulic Press.
This might take it down to a good 500000 HP left if Str is near where I
suggested it be. Then, I recommend bringing in the dark aeon, Anima, and then
have her diabolically annihilate it with Pains and Oblivion. If you have
Pal/Int. versions, Oblivion will probably take it out, but maybe only 99999
damage is done with NTSC version. So, if you don't kill it then, it'll start
using lv.3 elemental attacks against Anima, as she is an aeon. Hopefully she
has enough HP to stay alive long enough and do a bit more of a substantial job
of hurting Greater Sphere more greatly. Note, that since Oblivion is an
Overdrive attack, you'll see Hydraulic Press, so use Curaga after every one.
After Anima dies (if she dies), just use characters to finish it off.
- You can follow this strategy sent in to me by PsychoNemon667:
There is a way that you can fight this battle and never, ever see any of its
moves but Hydraulic Press and its normal attack. All though, I don't know
who'd want to get hit by Hydraulic Press, but still, better than having to
cope with all other attacks along with those two. For preps, have Auto-Haste,
Auto-Protect armors. Then, go into battle and cast the Reflect magic onto
everyone of your participating characters. Now use a character to cast a lv.1
or 2 elemental spell on themselves. You have 50/50 chance here of it either
curing (it won't matter for first hit because it still has full HP), or it
may also and hopefully do damage. If it does deduct HP, that's weakness of
Greater Sphere. Now, use every character to cast the weakness of Greater Sphere
magic at full potential lv.3. This will prevent any counter attacking... ever!
All you occasionally have to do is replenish MP (good to have 1 MP cost on
weapons, or, use Three Stars), and heal up HP from Hydraulic Press and Attack
so that you do not die. Match over!

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

3. Catastrophe (Monster Arena)
-> HP: 2200000 - 99999
-> MP: 380
-> AP: 50000 - 50000
-> Statistics:
Str: 120, Mag: 77, Def: 80, Mdef: 80, Acc: 150, Agl: 34, Eva: 0, Luck: 15
-> Steal: Common- Gambler's Spirit, Uncommon- Lv.2 Key Sphere
-> Bribe: None
-> Win: Common- 1 or 2 Designer Wallets, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 255
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Silenceproof, Stoneproof, Poisonproof, Slowproof,
Darkproof, Zombieproof, Sleepproof
-> Weapon Abilities: Silencestrike, Stonestrike, Poisonstrike, Slowstrike,
Darkstrike, Zombiestrike, Sleepstrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 4
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Toxic Cloud: Target (all), Type (mag), Protect (no), Shell (yes), Power (43),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Confusion (254%)], [Poison (254%)], [Curse (100%)]
- Toxic Spray: Target (1), Type (mag), Protect (yes), Shell (no), Power (52),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [FullBreak (254%)]
- Hundred Thorns: Target (all), Type (str), Protect (yes), Shell (no), Power
(16), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Demi: Target (all), Type (Grav), Protect (no), Shell (yes), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[HP x 1/4]
- "Look At Me!": After inflicting certain amount of damage (over 450000,) it
comes out of its shell and has new moves.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This guy is not anything to fret about, ok? Perhaps that easiest Original
Creation boss in entire game. So, minor preperations, too... How to be stats-
wise would be like this: Str- 177, Mag- 150, Def- 190+, Mdef- 175, Agl- 130,
Eva- 164, Luck: 40 (or about), and Acc: 100 (at least), HP- 9999, MP- 750.
Weapons I do not suggest to be celestial for this bout, but it would be
tolerable to have them, though. But, weapons, if not celestial, should be
equipped with abilities Break Damage Limit, Triple Overdrive, Triple AP, and
Strength+?% would also be useful.
Armors ought to be equipped with Auto-Haste, Ribbon (or, for NTSC players,
Auto-Med), Auto-Protect, and Defense+20% for extra protection on its
Hundred Thorns attack. The party the I suggest using for this battle is most
definitely Tidus, Rikku, Yuna. Ok, now, pay the 'ol geezer the money for
fighting, then, battles engages. This enemy does have attack-you pattern,
and here it is:
- *When in shell*: Toxic Cloud, Pass, Toxic Cloud, Pass, Toxic Cloud and keep
continuing this until...
- *After Coming Out*: Toxic Spray, Demi, Hundred Thorns, Toxic Spray, Demi,
Hundred Thorns and keep continuing this.
Battle finally starts and you're ready to take on anything it can throw at
you. The first division of the battle (before it has sustained over 4500000
damage) is completely comprised of statuses being used against you. Thank
god you have that Ribbon or Auto-Med with Remedies (get Remedy item easily by
Stealing them from Grats [3x], or Bribing Ragoras [15600 or 7800 Gil]). Its
Toxic Cloud is one of the most annoying attacks in FFX because it does the most
bad status augmentations in one. You still experience Curse, however, so you
should tend to this with Holy Waters. You needn't worry about the turn
proceeding
Toxic Cloud because you're in the clear with a passed turn on its part. So, your
first half methods look like this: attack, heal Curse (if happens), attack, heal
Curse (if happens), attack and then repeat...
Then, when you have breached its 4500000 damage limit, it will then come on out
of its pansy shell. This is when the battle starts getting interesting because
it has new attacking movements and still has 1749999 HP remaining. As its very
beginning action while in this state is Toxic Spray (look above for what it
does). After, use Dispel on party to make Full-Break go away, doh! I just said
partially what it does!:) Demi is next on the agenda, so you might want to heal
up after. Next turn comes around and your cussing at your TV screen for a very
long time. They could've made this fight harder if they put this move directly
after Toxic Spray. The attack is Hundred Thorns, and most likely if you don't
have 190 Def like suggested before, and no Defense+20%, along with Full-Break
still present, bye. It's also a good thing you have that Auto-Protect on. After
conclusion of the attack, do what ever healing necessary, and then, I suggest
using Blitz Ace. If they're really hurt, you can have Rikku Trio of 9999 them
and have Yuna use Pray as many times as needed. Now, the pattern restarts. Keep
with the same strategy now, and use aeons if need arises!

---> Strategy submitted by cRaZyAzN2k2:
Any not much prepping is needed for this fight only the following: HP at about
13000; STR at about a safe and solid 190; and Defense at an ideal 185; Defense
is useful I guess and make it close to 190 or so. That is all you should be at
all concerned with in terms of stats, but now let us take a little look at just
how your armor should be modeled to take on this foe: Confuseproof, Break HP
Limit, Auto-Shell, and Auto-Protect. Next is your weapons and of course at least
most of them should be the celestials (for the characters you are going to use).
Now go on and fight! Arkbeetle1 along with myself have had a few discussions
and together we have found that this guy has a very specific way of attacking
your party, a pattern if you will; and here it is right before your very eyes:
Move 1. Toxic Cloud, Move 2. skip, Move 3. Toxic Cloud, Move 4. skip...and so on
and so forth, until you bust it out of its shell covering. Now its attacking
will convert to this: Move 1. Toxic Spray, Move 2. Demi, Move 3. Hundred Throrns
and repeat this over again.

Now that you have familiarized yourself with how you will have to deal with this
guy, lets start with the actual strategy of pummeling Catastrophe to kingdom
come now. What you will be doing for the most part is Quick Hitting or just
physically attacking it. Once you have it sustain over 450000 damage or so (I
believe Split's guide gives exact info on this) it will come out from its little
hiding place shell like the sissy it is, now is when the real challenging half
of the battle begins. Remember that before you nail the last hit that gives over
that 450000 heal anybody that has been subject to Toxic Cloud if not done so
already. Now lets get ready to rock!

You will more than likely get a turn or few antecedentally to its own, use
those for perhaps a Reels or a Swordplay. Its first hit will land as a Toxic
Spray, so fix up with perhaps a Megalixir and then Dispel that victim to it.
Continue on Quick Hitting or Mugging it (for Mugging you usually receive one
Gambler's Spirit) until its next turn is comin' around the mountain. Now is
where you don't really have to worry, this is 'cause it will only use Demi
which will only take out 1/4 (25%) of current HP. If you want heal and attack
until its next turn where you will see a not-so-friendly Hundred Thorns attack
which if unprotected and Defense isn't at like 190 at least you will suffer to
about 30000 damage to all (cya).

So for that I suggest you summon an aeon to take the damage and hopefully
finish the battle. If they die and you still are left to fight the thing try
and summon more aeons and use overdrives like Trio of 9999, Attack Reels, and
Blitz Ace. It's dead.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

4. Th'uban (Monster Arena)
-> HP: 3000000 - 99999
-> MP: 85
-> AP: 50000 - 50000
-> Statistics:
Str: 102, Mag: 212, Def: 80, Mdef: 80, Acc: 180, Agl: 53, Eva: 0, Luck: 15
-> Steal: Common- Gambler's Spirit, Uncommon- Teleport Sphere
-> Bribe: None
-> Win: Common- 1 or 2 Underdog's Secrets, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 255
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: HP+30%, HP+20%, HP+10%
-> Weapon Abilities: Triple Overdrive, Triple AP
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Condemn: Target (all), Type (str), Protect (yes), Shell (no), Power (12),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Delay Buster (100%)], [remove NulAll], [remove Shell],
[remove Protect], [remove Haste], [remove Regen], [remove Reflect], [remove
Auto-Life]
- Rainbow: Target (all), Type (str), Protect (no), Shell (no), Power (14),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Silence - 3 turns (50%)], [Slow - 3 turns (50%)],
[Darkness - 3 turns (50%)], [Confusion (25%)], [Curse (100%)]
- Covergence: Target (1), Type (mag), Protect (no), Shell (yes), Power (63),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [ignore Def]
- Haste: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Haste (100%)]
- Shell: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (90), Shatter (0), Critical (yes), Silence(yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Shell (100%)]
- Protect: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Protect (100%)]
- Regen: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Regen - 10 turns (100%)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This Monster Arena boss CAN be a pain, it's just a matter of knowing how to
deal with him. Alot of work went into this strategy, so, without further ado,
see ya Th'uban. Time for huge list of preperations and precautions of what you
need to absolutely take it down: First, recommended stats...:
Your Strength stat should be just about 175, Defense should be just about the
same area. Magic Defense is good at around 167. And then Magic doesn't matter
here, but might be good at 145 for following fights. Luck at 40 or about.
Accuracy, Evasion, and Agility should be about the same as each other; 170 (if
Acc is less, that's alright). HP is good at about 9999 or more, and the MP at
700 to 850 to be good. And then, armors equipped with following: Auto-Protect,
Ribbon, Auto-Phoenix, Auto-Reflect. Weapons should all be the celestials.
Now, your party you use is Tidus, Yuna, Rikku *or* Tidus, Wakka, and Rikku.
Go into battle now!
Time to sooth things a bit, this boss has a few changing prognosticatable set
attacking pattern movements. They go like this:
- Attack, Rainbow, Regen, Convergence... repeat...
- Attack, Rainbow, Pass, Convergence... repeat...
- Attack, Rainbow, Shell, Convergence... repeat...
- Attack, Rainbow, Protect, Convergence... repeat...
Also, note that it can use a Condemn counter to just about all magical and
physical attacks directed at Th'uby. *Look up for info on when Haste is used*.
--> Now, we move onto actual battle tactics:
Make sure you have only Mega-Phoenixes in your inventory, and paired up with
Auto-Phoenix, you've infinite and Auto-Life. So for first tactic, you want
to cast Hastega on the entire party. Now, thanks goodness that you have Auto-
Reflect armor so you don't waste time doing any other crap, you just move on
to the exciting good stuff, which first consists of Flaring Reflected people
so that you do not sustain a counter action from Th'uban. Time for some more
technical data:
Every fourth Th'uban turn, many different possibilities can occur with this
confusing boss: Th'uban is under Regen/Shell/Protect at the same time it will
then miss one of its own turns. Th'uban is afflicted with Protect/Regen at same
time it will use Shell. Th'uban is under Protect it uses Shell. Th'uban is
under Shell/Protect at same time it does Regen, then. Th'uban is with Regen/
Shell at same moment it will do Protect, same if not under any of those.]
During first two moves, you're in the clear if you've followed
all preps I've listed previously. Third move comes about and then it uses
either Regen, Shell, or Protect on itself, and this is your cue to take it
away with Dispelling spell. But, if it passes off that turn, forget about
doing anything except attacking after with the Reflect-Flares. It would be
truly amazing (and very helpful) if you beat it now, this would mean that you
don't have to experience big damaging Convergence. Hopefully you are Shelled,
if not, don't fret, you'll be brought back to full with Auto-Phoenix + Mega-
Phoenix. Hopefully you have at least one other character alive so this can
take place. Keep going and Th'uban is gone.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

5. Neslug (Monster Arena)
-> HP: 4000000 - 12000
-> MP: 999
-> AP: 50000 - 50000
-> Statistics:
Str: 130, Mag: 130, Def: 80, Mdef: 80, Acc: 0, Agl: 43, Eva: 0, Luck: 20
-> Steal: Common- Gambler's Spirit, Uncommon- Return Sphere
-> Bribe: None
-> Win: Common- 2 Luck Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe, When in shell--physical attacks
-> Inherent Statuses: A(6), Phys.Imm. (in shell)
-> Weaknesses: Doom- 255
-> Elemental Affinities: Depends on if it's out/in its shell.
-> Zanmato Lv: 5
-> Armor Abilities: Auto-Phoenix
-> Weapon Abilities: One MP Cost
-> Armor/Weapon Equipped: Slots: 2 to 4
                          Pre-Customized Abilities: 1
                          Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (90), Shatter (0), Critical (no),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Megaton: Target (1), Type (str), Protect (yes), Shell (no), Power (32),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Confusion (254%)]
- Slime: Target (all), Type (mag), Protect (no), Shell (no), Power (60),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Silence - 0 turns (254%)], [Slow - 0 turns (254%)],
[Poison (254%)], [Curse (100%)], [Delay Buster (100%)], [Armor Break (always)],
[Mental Break (254%)]
- Curaga: Target (1), Type (heal), Protect (no), Shell (yes), Power (80),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [restores HP]
- "Shell Hiding": After dealing at least 1/4 of Neslug's maximum HP, it will
go into its shell for hiding.
- "I'm Back Again!": If you eradicate the shell of Neslug while it is in the
mode "Shell Hiding!", it will come out. Other way is when it's in the same
state, for it to revalesce all its HP.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This one is a real pain, yet he was interesting for taking notes on, and cool
for developing new strategy after new strategy. This boss is also unique for
being the *only* Monster Arena boss to have a truly original and striking
appearance, for as you very well know, the others are just cheap rip-offs of
other storyline bosses. Now it is time to get into the preperations and before-
the-battle precautions for taking on Neslug: Str stat is ideal if you have it
at nearer to 185+. Mdef is truly good for being at a level of 150 or so. Def
should be aat 180 at least before taking on this battle. Mag does matter alot
in this battle, so, 170 at least is very helpful. Acc, again, doesn't matter
all that much here; 125 or so. Agl and Eva: 150/120+. Luck is not of too much
importance, but, it's still a stat - 55 or about there. Now we look at the
armor that you'd better have: Auto-Protect and Auto-Haste are perhaps the best
abilities to have on your Neslug-slaying armor. The rest of abilities on them
should be Ribbon and Def+??%. Weapons are to be the celestials with the party
you use in this battle (I suggest Tidus [most important], Yuna, and any one
else with big Mag stat). If you do not yet have Blitz Ace Overdrive, I suggest
that you go out and get it (use 80 Tidus' Overdrives). Ok, before we start, I
think it right to give few advices: When Neslug is inside of shell, it does
Regen status on ownself, this occurs when you knock its HP under 2000000 (1/2,
50%). This is the only time that Neslug can actually use its Curaga on itself.
I have been experimenting with Neslug and discovered following data:
When it goes into shell, and you summon, it's Regen-ing will do *alot* more
replenishing in one go. Example!: Say, if you can have two parties fighting two
Neslugs at the same time, hypothetically speaking, of course. One party had
aeon out when it's in its shell, and the other did not: The party with no
aeon normally would have about 100-65000 HP regain and the party with one
out would have about 1000-650000+ HP regain. So, in conclusion the results
*can* multiply by about 10x.
You already have mandatory and important protections in place, so we can just
jump straight into strategizing. Hope you have Ribbon on!
-> Ok, first move(s): What you  are going to want to do for a little bit is
just keep on striking Neslug to hell with normal physcial attacks. And, if you
have your Strength status is up to the level that I have mentioned to the
above, they will all do 99999 HP deduction damage each time keep on doing this
until it's HP is *at least* 2000000. If you're hit with Slime in this time, you
have to use Holy Water to nagate Curse status imperfection, and then a Megalixir
to restore any lost HPs. Unless you do have Ribbon, you'll have much more things
to nullify. If you get attacked by Megaton without Ribbon or any sort of Confuse
or Death protection, chances are that character is screwed. But, with Ribbon or
2 armaments, all you have to do is heal up HP and maybe Phoenix.
Now, as you are at the point of at least having its HP at 2000000, you should
use Auron to come in the battle for a little while and using Silence Buster,
this serves to obviate it from using the spell Curaga on itself during next and
upcoming state. On next Neslug's turn, it goes and hides in its shell. It will
be in there until one of two things occur: 1. HP is fully regenerated 2. You
break its shell to pieces. We're going to aim for the second to occur, as we
don't want 1 to occur and ruin all of our hard work.
In this state, all physical attacks directed towards Neslug will experience
negation. There is one discrepancy which will be listed in just a bit. For
more preperations in this state, you should know that you have to get its HP
under 1000000, so that means that you must do at least 999999 damage to it (10
physical hits for 99999 and 100 for 9999). This will take some work, but with
tactics I am going to provide next, you'll accomplish this with ease:
Since you'll never see Curaga, it won't be able to heal about 10000 extra HPs
on some turns, this'll be made easier. The best way to avoid above #1 is to
abscond from using aeons. Ok, now, we use first Tidus' Overdrive, Blitz Ace.
I know I said it was immune to physical attacks now, but this was the one
discrepancy that I had talked about previously. Then, Yuna Doublecasts Ultima.
Now, we have next character (whoever you chose) Entrust Overdrive Guage to
Tidus to give Neslug another Blitz Acing. Yuna does same thing she did last
turn and then everybody then Copycats that until the annoying shell shatters.
Everyone of Neslug's turns during this period are adumbratable; Regen. Note
that if Tidus gets another Overdrive in this time period, Blitz Ace it once
again! Shell breaks, cool animation, then proceed with next division of battle.
It has now bigger speed., so watch out, it might be inherent Haste status. In
this part of the fight, only tactical tips and advices I can offer is to use
physical attacks, Attack Reels, or remain with same in-shell strategy. You win!

-------------------------------------------------------------------------------
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6. Ultima Buster (Monster Arena)
-> HP: 5000000 - 99999
-> MP: 140
-> AP: 50000 - 50000
-> Statistics:
Str: 168, Mag: 178, Def: 60, Mdef: 71, Acc: 82, Agl: 72, Eva: 0, Luck: 15
-> Steal: Common- Gambler's Spirit, Uncommon- Lv.3 Key Sphere
-> Bribe: None
-> Win: Common- 1 or 2 Winning Formulas, Uncommon- 1 or 2 Dark Matters
- Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 255
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Break MP Limit
-> Weapon Abilities: Triple AP, Triple Overdrive, Overdrive > AP
-> Armor Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)
-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Contamination: Target (1), Type (mag), Protect (no), Shell (no), Power (75),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Slow (254%)], [Confusion (254%)], [Zombie (always)],
[Poison (always)], [FullBreak (254%)]
- Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None


---> 6.1. Arms (Monster Arena - Ultima Buster)
-> HP: 80000 - 1
-> MP: 1
-> AP: None
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 80, Eva: 0, Luck: 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 3
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: None
-> Abilities:
- "The arms regenerated!": After a random amount of goes after you've taken off
its Arms, they'll appear back.
- "Don't Try It!": If when 1-2 Arms are present, and you attack Body, they try
to block and cut down on damage done.

-> Sensor: None
-> Scan: None


---> 6.2. Head (Monster Arena - Ultima Buster)
-> HP: 80000 - 1
-> MP: 1
-> AP: None
-> -> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 80, Eva: 0, Luck: 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 3
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: None
-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Contamination: Target (1), Type (mag), Protect (no), Shell (no), Power (75),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Slow (254%)], [Confusion (254%)], [Zombie (always)],
[Poison (always)], [FullBreak (254%)]
- Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- "The head stops moving!": This will only occur after you have successfully
attacked the Head (damage is done).
- "The head is moving suspiciously!": Starts count to Contamination move.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Another I-can-be-a-pain boss, but you'll know how to deal with it once you've
read this unbeatable strategy. First of all, your stats have to be: Str at a
level of around where it was for Neslug; 180+. Mdef is really good to have at
about 175. And Mag, you should have that stat about 150 at least. Def is next,
and that is good at nearly the same as Mdef or maybe a little bit higher. Acc
does not matter, again, but at about 145 or so for next upcoming bosses. Eva is
the next stat that needs a bit of care. It is best and is more useful in this
battle closer to 150. Agl at about 163, and Luck does not matter (but for the
Penance and Dark Aeons it will), but have it close to 65 since I cover them in
next section). Now we go on to covering what sort of armors you should have:
There are three very important abilities that you *must* have on your Ultima
Buster armor - one slot with Auto-Haste, another slot with Auto-Protect, and
another with Ribbon. The next slot does not matter, but, I do recommend filling
it with Auto-Shell or Mdef+20%. Weapons should be Godhand, Caladbolg, and the
Nirvana. Now with all that set and prepped, you can just guess which characters
you need, so go fight! But first, some infos on Ultima Buster:
As the boss' first moves in battle, they are almost always going to be Attack,
Attack, Ultima (at least that's the info I found on gameplay board once, and
I've never seen anything else). Main Body will go like this: it receives move
from Head, it then uses that after Head passes; pattern like this: Punch, Punch,
[selected Head's choice]. Don't kill the Head, or else: Attack <-> Ultima, and
no break in-between. There is only one reason to justify attacking the Head
part, and that is to prevent ever seeing Contamination. So, whenever "The head
is moving suspiciously", attack it with either Wakka's blitzball (hopefully the
World Champion), or someone's Black Magics/Holy. After 1-3 turns of "Head is
moving suspiciously" one of your characters will likely be dead unless you have
taken proper safety measures listed above. This is, of course, unless you stop
it by using means necessary to trigger "The head stops moving!". Even if you're
using Ribbon, you'll still get Full-Break, Zombification, and Poison status
anyway, so treat them accordingly - even aeons!
Ok, so now go with the three characters I listed above into the fight, and get
ready for one of the toughest bosses yet. I used Auto-Shell as fourth ability
on my armor after a few trials to find out which is better. For first move in
the bout (and probably most of your first moves), use Quick Hits. When you get
the right opportunity, use Trio Mix for later healing purposes if you screw up
and don't kill Head before Contamination. Don't ever physically attack the main
Body of Ultima Buster without first taking out the 80000 HP'd Arms which lower
damage done... alot! If you do decide to take out the Arms, they'll only come
back, but not without taking 3-4 of the Body's turns, and if you want, kill them
off once again. If healing need arises, do so with Megalixir or Pray. If the
Head starts "moving suspiciously" during this battle, send a level 3 spell its
way, and to prevent *ever* seeing Contamination, you have to take away its HP
completely and totally. Once 5000000 HP is gone, fight ends.

Have your party's stats anywhere in between the two points of 185-200. You
should start out this strategy by doing the usual, and that is to cast Hastega
on the active party. Next, what you'll want to do is summon the Magus Sisters.
Have them take out the arms by means of Camisade, Razzia, or even better than
that, a Passado. Once you have taken care of the arms you can do one of two
things that are both recommended and not recommended. You can attack at the
head which most of the time it says is "moving suspiciously" (not recommended).
Or you have the option of attacking the stomach with full force (recommended).
So use the Magus Sister's commands of "Go! Go!" to be able to hit consistently
with their most powerful unique attacks most of the time (which of course
consist of Passado, Camisade, and Razzia). While using these on it's stomach
it is almost guarenteed that in that period of time it will use Ultima against
the trio. So that isn't much of a big deal and you shouldn't make a federal
case out of it, just continue on attacking. After a little while you are going
to see that the "arms regenerated!" when you see this, divert your Magus
Sister's attack paterns again towards the arms.
Once they have been taken out again keep on pummeling the stomach. Buster will
eventually fall to the legendary might of your trio of Maguses. And by
following this unbeatable strategy, the most number of times that the arms will
get a chance to regenerate on you is mostly 2. Hurray you did it!

-------------------------------------------------------------------------------
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#7. Shinryu (Monster Arena)
-> HP: 2000000 - 99999
-> MP: 72
-> AP: 50000 - 50000
-> Statistics:
Str: 92, Mag: 86, Def: 60, Mdef: 98, Acc: 200, Agl: 70, Eva: 0, Luck: 15
-> Steal: Common- Gambler's Spirit, Uncommon- Three Stars
-> Bribe: None
-> Win: Common- 1 or 2 Wings to Discovery, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 255
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Auto-Med
-> Weapon Abilities: Double AP
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Shining: Target (random), Type (mag), Protect (no), Shell (yes), Power (8x9),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Eraser: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Petrification (always)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This fight is underwater, so, that means that you can only have Tidus, Rikku,
and Wakka to fight it. Now, this can be both a blessing and a curse, they're
technically the best party (for me at least) if you level them, but some people
tend to just level Tidus, Auron, and Yuna and leave everyone else quite weak. So
preperations will be made quickly so that I can get to the strategy more quick:
- Stats: Str- 170, Def- 167, Mdef- 172, Mag- doesn't matter, Hp- 9999+, Mp-
700+,
Eva- 205+!, Luck- 70+, Acc- 130+
- Armors: The abilities to have are Auto-Haste, Auto-Protect, Break HP Limit,
Auto-Potion. Do not bother with Stoneproof or Ribbon armors to stop Eraser, it's
not possible - unavoidable even with protection.
- Weapons: For the three characters - Tidus: Caladbolg, Wakka: World Champion,
and Rikku: Godhand.
--> Ok, battle begins! For items before you go in and die, I suggest that you've
99x X-Potions and no Potions or Mega-Potions to go along with Auto-Potion. But,
if you use Rikku's Trio of 9999, you don't have to worry about which kind of
Potions you have. And, there is another plus to Trio: it is that even if Wakka
is weak, his Attack Reels will give out a maximum of 119988 damage which takes
bosses HP to 1880012 and Tidus' max damage from Blitz Ace (899991), HP is now
980021. Ok, that's just few suggestions. Every 3rd to 5th Shinryu's turn, you
see Eraser, this will happen to two characters maximum. Some people suggest to
never see this move that you kill your two weakest characters, but I say why do
that when they can at least contribute to damaging Shinryu (every 9999 counts!).
Now, first move in battle is Rikku uses Trio of 9999 (I suggest Mixing up to
Wings to Discovery). Its attack usually does 3500+ damage, so if characters' HP
is high enough HPs and enough Def, they'll survive it with 9999 HP. Now,
Overdrive Shinryu to next week.
Now should be the ripest time to witness Eraser, so say bye to a character and
continue. Now, have Tidus attack - get attacked - counter attack. Other left
character should do the same (but they might not be able to counter again).
They'll be healed after each "get attacked" due to the effect of Trio of 9999
is still in place. If Tidus gets Erased, shut of the game unless you have a
very powerful Wakka left with perhaps a maximum Attack Reels strength of
99999 x 12 = 1199988. Keep following this strategy, healing when appropriate,
and if a character is KO'd without Eraser, bring them back with Full-Life or
Mega-Phoenix.
Few last tips for this battle. Well, more like informations: Shinryu's move
called Shining will do 8 random hits. Each hit does about 100 damage, but with
Auto-Shell in place, they do about 50 damages each. This makes maximum damage
now 400. So don't ever worry about that move. Good luck!

-------------------------------------------------------------------------------
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#8. Nemesis (Monster Arena)
-> HP: 10000000 - 99999
-> MP: 9999
-> AP: 55000 - 55000
-> Statistics:
Str: 255, Mag: 255, Def: 150, Mdef: 150, Acc: 150, Agl: 200, Eva: 0, Luck: 0
-> Steal: Common- Lv.4 Key Sphere, Uncommon- Warp Sphere
-> Bribe: None
-> Win: Common- 1 or 2 Warp Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 255
-> Elemental Affinities: [Absorbtions] Holy, Fire, Ice, Lightning, Water
-> Zanmato Lv: 5
-> Armor Abilities: Break HP Limit
-> Weapon Abilities: Break Damage Limit
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1
                         Drop Percentage: 127/128 (99%)

--> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Armageddon: Target (1), Type (mag), Protect (no), Shell (yess), Power
(255), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [99999 fix dmg]
- Ultra Spark: Target (all), Type (str), Protect (no), Shell (no), Power (32),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Slow (254%)], [Poison (254%)], [Curse (100%)], [Power
Break (254%)]
- Armageddon: Target (1), Type (str), Protect (yes), Shell (no), Power (36),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [ignore Def]
- Target (all), Type (mag), Protect (no), Shell (yes), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Wow, you've finally made it here. Big stats, huh? Well, if that makes you
scared, wait until you see Penance. Ok first of all, we see many important
preperations and precautions before we go in and get annihilated by Nemesis:
First of which are our stats. Where should they be?: You Strength statistic
should be at 200+ for this fight. Defensive statistical attribute ought to be
at a high level of about 210-215 to be safe. Magical stat has to be at ideal
place of 140 or so (it does not matter with my strategy). Now, your MagDef
stat does matter, it should be harboring the area of 195+ or so. Accuracy
again doesn't matter due to the fact that it has no Evasion stat, but since
Penance/Dark Aeons are coming soon, 160 at least. Evasion stat must be closer
to level of 200 because of its large Acc. Now, Agility, you should have that
about 175-185 and higher. HP, definitely about 22500 or nearer to there and
MP 700 to 999. Now, we move onto how your armor should be customized and fixed
up in order to make this fight go in your favor: The abilities on it should be
Break HP Limit, Auto-Haste, Auto-Protect, Ribbon. The weapons we must use
don't necessarily have to be the celestials. But each character should have the
abilities Break Damage Limit, Counter-Attack, Triple Overdrive, anything else
of your choosing. Ok, recommended party is Tidus, Wakka, Yuna/Rikku. Now, for
some technical info on Nemesis:
Nemesis has 8 known attack patterns, and I've deciphered them:
- Ultra Spark, Attack, Ethereal Cannon, Ultra Spark, Attack, Attack, Attack,
Ethereal Cannon, Attack, Armageddon
- Attack, Attack, Ethereal Cannon, Attack, Ultra Spark, Attack, Attack, Attack,
Armageddon
- Attack, Attack, Attack, Ethereal Cannon, Attack, Ultra Spark, Attack, Ethereal
Cannon, Ultra Spark, Armageddon
- Attack, Ultra Spark, Attack, Ethereal Cannon, Ultra Spark, Attack, Ethereal
Cannon, Attack, Ultra Spark, Armageddon
-  Ethereal Cannon, Attack, Attack, Ethereal Cannon, Attack, Attack, Ultra
Spark,
Attack, Attack, Armageddon
- Attack, Attack, Ethereal Cannon, Attack, Attack, Ultra Spark, Attack, Attack,
Armageddon
- Ethereal Cannon, Ultra Spark, Attack, Ethereal Cannon, UltraSpark, Attack,
Ethereal Cannon, Ultra Spark, Attack, Ethereal Cannon, Armageddon
- Attack, Attack, Attack, Ethereal Cannon, Attack, Ultra Spark, Attack, Ethereal
Cannon, Ultra Spark, Armageddon
Ultima spell can be used between there anytime as a counter attack to Special
Attacks, or, Overdrives.
- Now, you can look at probable telling of when Armageddon is used like this:
Attack = 1 point, Ethereal Cannon = 2 points, Ultra Spark = 3 points. The point
is to get over 10. By looking at attack patterns above, you must add all of that
together, and when you get over 10 points, you cast Auto-Life to be better safe
than Armageddoned.:) Just thought that might be helpful info. Note that
Armageddon doesn't hapoen at 10, but in one insinuendo, it happens at 11...=P
---> More tactical briefings:
When you are fighting Nemesis, it is not possible to see a consectutive
combination of Ultra Spark + Ultra Spark; there *must* be a physical attack/
Ethereal Cannon/Armageddon in between. Also, it is not a possibility for you to
witness Ethereal Cannon + Ethereal Cannon combo either without seeing one of
those three moves in between; attack/Armageddon/Ultra Spark. Note that doing
either Specials or Overdrives will initiate Ultima. Damages are about as
follows:
Attack- 14000, Ultima- 6500, Armageddon (mentioned above)- 99999, Ultra Spark-
30000, and then Ethereal Cannon- 15000-20000.
---> Now we begin Nemesis-slaying strategy: The first move you take in this
battle is to use a Stamina Tonic to bring HPs up to about 45000, this is the HP
most sufficient enough to survive with Nemesis. Your main focus in this battle
is quickness, that's why we have Hasted ourselves beforehand with armors. So,
this basically connotes that we will be attacking quickly and hastily by using
Quick Attacks, and if you wish to Steal Warp Spheres, don't use Steal, for that
will set off Ultima counter, instead, you'll want to use Mug. If you need to
heal badly you use Quick Pocket Megalixirs. First move in battle is to use a
Trio of 9999 Mix. Now keep attacking. Here's healing info:
- If you're attacked with normal attack you'll have to heal with one or two of
the Elixirs.
- When you get attacked by Ethereal Cannons, you use two Elixirs if you wish
to heal character's HP fully.
- Ultima will only require one Pray spell under Trio of 9999 status.
- To make a complete full recovery after being attacked by the Ultra Spark
attack (assuming you have Ribbon on), you must use about three to four Pray
spells while under Trio of 9999 (or Megalixirs). Also, for the Ribbon-able
status, Curse, you need to use a Holy Water.
- If hit with Armageddon you can't survive, but you can block it out, you come
back from it. To shield it, you must summon an aeon to take the damage and get
KO'd. To come back from it, you *must* cast Auto-Life on the entire party.

***********************
In-Depth Nemesis Strats
***********************

These stats will help beat Nemesis with any of its 8 attack patterns. Here's how
this will be done:

I will be listing these strategies based on the patterns that I have
currently tracked down and know how to deal with after 113 battles with
Nemesis and if I find any more consistent attack patterns I will put them up
and after I have developed a strategy for that particular pattern.

STRATEGIES BEGIN
----------------

FIRST PATTERN: Ethereal Cannon, Ultra Spark, Attack, Ethereal Cannon,
UltraSpark,
Attack, Ethereal Cannon, Ultra Spark, Attack, Ethereal Cannon, Armageddon:
First for starters, this is what you are most definitely going to need and want
while fighting Nemesis: Strength is very important and that should be found at
about 250 or so, HP is the key to winning in this fight and should be near
35000-40000 for this strategy, your defensive attribute oughta be at 255, next
stat is Magic Defense and that is to be at a level of near 240 or higher, Luck
at 160 is best, Agility and Evasion are best served at 250, MP must be 999,
and Magic at...doesn't really matter (but by now it should be nearing 230 any
how, and finally you Accuracy stat should be friends with 255. Now what you
should have in you armamentariums; armor with Break HP Limit (duh), Auto-Haste,
Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least
have an HP+30%), all characters weapons should be their celestial weapons, and
check your item inventory and make sure you have an abundance of the following;
Mega-Potion, Megalixir, Remedy, Shinig Gem, Master Sphere, and Holy Water. You
are now ready to commence battle battle wth the second hardest boss in the
game, all overdrives full... CHARGE! First start out with Rikku, Tidus, and
Yuna, now have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now
have Yuna cast Auto-Life on one person (does not matter who), now Tidus and
whomever gets their turns as well to barrage Nemesis with volleys of Quick
Hits until you see that its turn is just over the CTB horizon.
It'll now give you a very unfriendly welcome to its true power with an
Ethereal Cannon this will knock nearly 10000 HP off from your party thanks to
Auto-Protect halving the normally 20000. Now, what you are to do is have all
characters punish it with even more tons of rounds of Quick Hits until Nemesis'
go is up and coming once more where you will witness the sheer and utter power
of its Ultra Spark, this will do a full 32000 HP to all, so now what?, how do
you possibly go on?, well, simple Trio of 9999 and then you using a Mega-
Potion, and then another after will heal about 20000 of this restoring you to
about 28000, and use Dispel to negate Power Break and Holy Water for Curse.
Now use the rest of those turns for Quick Hitting yet again until it is its
time to strike, when it will do a meer 7500 HP thanks to Auto-Protect as
opposed to its regular 15000. Now I think these next moves should be very
specific, first have whomever attack with Quick Hits until you view that there
is three turns until Nemesis' next turn arrives, the first tactic from there
is to use a Megalixir (to revive all of your HP), and then use Tidus to use a
perfect Blitz Ace to drop 899991 of its HP down the drain. It'll counter
attack this by taking away around 5000 HP with an Ultima spell.
To recover from this use your next and final turn to restorate with a simple
Mega-Potion. You will now see another Ethereal Cannon used against you once
again, so use one of your remainding turns from now 'til it's time to go to use
another Mega-Potion. Now keep on with using Quick Hits until that time. Once it
is it's turn again it will use a devastating Ultra Spark, recover using the
same exact method as last time, then continue to attack with Quick Hits until
Nemesis' go around. During this turn it will use another physical attack, just
recover yet again with a Mega-Potion then use even more Quick Hits until...well
by now you should very well know when. So once Nemesis incurs another Ethereal
Cannon heal with another Megalixir, now you will have nice comfortable full
HP, and by this point Nemesis will have about 5700009 HP remaining (good job).
Now use Quick Hits over and over until its next Ultra Spark, heal the same
way you did the last two times. You'll now get another normal attack to occur
out of Nemesis, heal with another Mega-Potion, and continue on with Quick Hits.
On its next turn you will see Ethereal Cannon, which you need to heal with a
Megalixir (or is recommended). Now Quick hit until you see there is only one
turn left until you get Nemesis' next turn, in which you should summon in the
Magus trio. Have Mindy use a Passado, and after watch the decimation of the
aeons while Nemesis unleashes the hellacious Armageddon of which there is no
way to survive (not even with 99999 HP!). After you will miraculously have a
good 10 hits in which to Quick Hit and take away alot of HP from it (currently
about 3200009. You will now start to see the repitition of the entire pattern
go as far as you need to by following the same steps, you can even throw in an
Attack Reels to end it more expeditiously.

SECOND PATTERN: Attack, Attack, Ethereal Cannon, Attack, Attack, Ultra Spark,
Attack, Attack, Armageddon:
First for starters, this is what you are most definitely going to need and want
while fighting Nemesis: Strength is very important and that should be found at
about 250 or so, HP is the key to winning in this fight and should be near
35000-40000 for this strategy, your defensive attribute oughta be at 255, next
stat is Magic Defense and that is to be at a level of near 240 or higher, Luck
at 160 is best, Agility and Evasion are best served at 250, MP must be 999,
and Magic at...doesn't really matter (but by now it should be nearing 230 any
how, and finally you Accuracy stat should be friends with 255. Now what you
should have in you armamentariums; armor with Break HP Limit (duh), Auto-Haste,
Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least
have an HP+30%), all characters weapons should be their celestial weapons, and
check your item inventory and make sure you have an abundance of the following;
Mega-Potion, Megalixir, Remedy, Shinig Gem, Master Sphere. You are now ready
to commence battle battle wth the second hardest boss in the game, all
overdrives full... CHARGE! First start out with Rikku, Tidus, and Yuna, now
have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now have Yuna
cast Auto-Life on one person (does not matter who), now Tidus and whomever
gets their turns as well to barrage Nemesis with volleys of Quick Hits until
you see that its turn is just over the CTB horizon.
Nemesis will now virtually waste its attack on you by only doing a physical
strike on one which you are to use a Potion only on them to regenerate all of
their HP. Now focus all of your attention and energy into continuing to pummel
Nemesis to kingdom come with Quick Hits until you see that Nemi's turn is
again imminent. It will now again use its valuable turn with the same crap as
last time and it will end up with the same exact final outcome of you healing
to full with a regular Potion, *laughs at Nemesis' sissiness.* Now repeat
what you have been doing this whole time by simply Quick Hitting Nemesis 'til
it wets itself and its turn is once again drawing inevitably near. After it
uses its turn again (this time it is a semi-worthy Ethereal Cannon), heal
the entire party with a Mega-Potion or perhaps you can spare a Megalixir. Now
keep on picking on the sad looking Nemesis with more bombardments of Quick
Hits.
On the next turn it takes it'll be with yet another pathetically pitiful normal
physical attack (heal the same way as last time[s]). Again while cremating it
with yet even more rounds of Quick Hits. When its turn is once again upon you
like death at your door you're thinking, "Man, here it comes... He's been goin'
easy on me up until now, butnow I'm gonna pay," but still "no," Nemi still
uses another regular attack after which you again heal like last time. So after
your healing process, just persist with the Quick Hits until its next turn on
you comes up. This time Nemesis finally decides to live up to the legend and
nail you with a unexpected Ultra Spark, heal like this....
First you should use two Megalixirs, then an Esuna followed by Dispel. Use the
remaining few turns you have to again Quick Hit (probably only two). When the
next turn comes up it'll switch back to its old laughable method of attacking
(man, just when you thought you were gonna have a challenge), so heal with a
Megalixir instead though to fully heal any lacking of HP. Keep on with your
same old moves of Quick Hits, get physically attacked (again), and then do
your presidented healing, nothing unorthodox there. Now this is what you do:
have every character Quick Hit until its the third turn until Nemesis' go,
use an Attack Reels, get a counter of Ultima, now you summon the Magus
Sisters on Nemi.
Have Mindy use a Passado before they receive the ultimate obliteration. After
you'll have about ten turns before Nemesis' next one so use one for a Mega-
Potion, one for Blitz Ace, the next for healing, and the rest to follow the
same strategy the rest of the fight. Good luck, grasshopper...

THIRD PATTERN: Ethereal Cannon, Attack, Attack, Ethereal Cannon, Attack,
Attack, Ultra Spark, Attack, Attack, Armageddon:
First for starters, this is what you are most definitely going to need and want
while fighting Nemesis: Strength is very important and that should be found at
about 250 or so, HP is the key to winning in this fight and should be near
35000-40000 for this strategy, your defensive attribute oughta be at 255, next
stat is Magic Defense and that is to be at a level of near 240 or higher, Luck
at 160 is best, Agility and Evasion are best served at 250, MP must be 999,
and Magic at...doesn't really matter (but by now it should be nearing 230 any
how, and finally your Accuracy stat should be friends with 255. Now what you
should have in you armamentariums; armor with Break HP Limit (duh), Auto-Haste,
Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least
have an Auto-Med), all characters weapons should be their celestial weapons, and
check your item inventory and make sure you have an abundance of the following;
Mega-Potion, Megalixir, Remedy, Shinig Gem, Master Sphere. You are now ready
to commence battle battle wth the second hardest boss in the game, all
overdrives full... CHARGE! First start out with Rikku, Tidus, and Yuna, now
have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now have Yuna
cast Auto-Life on one person (does not matter who), now Tidus and whomever
gets their turns as well to barrage Nemesis with volleys of Quick Hits until
you see that its turn is just over the CTB horizon.
Now that you are going to experience Nemesis' power for the first time, just
sit back and enjoy Ethereal Cannon's fireworks... Done?, well now it is your
time to heal the party with a Mega-Potion and get all but one HP back. Now
that that is done and over with start attacking with your large itinerary of
Quick Hits that you have up your sleave and in-store for Nemesis. Now as its
turn is erelevant to occur just watch the horror... Not!, it uses a regular
physical attack for like no damage whatsoever, and you just have to use a plain
Potion on one character only to recover from it too. After you are finished
with your healing just switch back to Quick Hits (fun, eh?). Now as it will
come back around with another attack of normal physicalness just heal in the
exact way you did so last time Nemi attacked, then Quick Hit some more.
Now after its next Ethereal Cannon use a Megalixir to heal, you don't wanna
be down to HP.:) Now after you heal again move forth with even more and more
Quick Hits til it is its turn to go again. On this move it will execute
another lame and laughter inducing physical attack, and after you heal continue
with the familiar method of striking Nemi. Now as its turn is again shadowing
nearer, you will receive yet another attack for the same damage and all, just
heal it and thereafter Quick Hit. As its turn draws towards you once more,
this time it won't be so funny, you'll get a very unpleasing Ultra Spark, you
will want to heal in this fashion: use two Megalixirs, then a Holy Water
followed up by a Dispel.
After this has concluded don't be reluctant to move on after seeing that Nemi
was meerly toying with you, just after healing use like your 2 or 3 turns that
you have left for more Quick Hits. On Nemesis' next turn it'll decide to switch
back to its old pansy self and just use a normal attack for its turn, just
heal following this event. After your restoration just keep on Quick Hitting
the snot out of Nemesis until you get to its turn and it'll unleash a
horrifying... attack!, just heal in the usual manner then proceed to beat Nemi
with more powerful blows of Quick Hits. On its next attack I sincerely and
truly suggest that you... BRING IN THE MAGUS SISTERS (if you have Int. you
can bring in Valefor and/or Anima to do mega damage with their overdrives).
If you don't, just don't fret and have Mindy just Passado (another alternative
is to stay and Attack Reels it while under Auto-Life or Hyper Mighty G).
Armageddon will now take place for an un-halvable 99999 damage to all. Once
you pick your jaw up of the floor use any overdrives Tidus and/or Wakka may
have full to use on Nemesis. After each on though make sure to heal with a
Mega-Potion as it will counter attack with Ultima. Now have Yuna to Entrust
overdrive to Wakka and Rikku to Tidus (or vice versa) then repeat. Nemesis go
bye-bye with you coming out of battle virtually unscathed.

FOURTH PATTERN: Attack, Ultra Spark, Attack, Ethereal Cannon, Ultra Spark,
Attack, Ethereal Cannon, Attack, Ultra Spark, Armageddon:
First for starters, this is what you are most definitely going to need and want
while fighting Nemesis: Strength is very important and that should be found at
about 250 or so, HP is the key to winning in this fight and should be near
35000-40000 for this strategy, your defensive attribute oughta be at 255, next
stat is Magic Defense and that is to be at a level of near 240 or higher, Luck
at 160 is best, Agility and Evasion are best served at 250, MP must be 999,
and Magic at...doesn't really matter (but by now it should be nearing 230 any
how, and finally your Accuracy stat should be friends with 255. Now what you
should have in you armamentariums: armor with Break HP Limit (duh), Auto-Haste,
Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least
have an Auto-Med), all characters weapons should be their celestial weapons, and
check your item inventory and make sure you have an abundance of the following:
Mega-Potion, Megalixir, Remedy, Shining Gem, Master Sphere, and Holy Water.
You are now ready to commence battle battle with the second hardest boss in
the game, all overdrives full... CHARGE! First start out with Rikku, Tidus,
and Yuna, now have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999,
now have Yuna cast Auto-Life on one person (does not matter who), now Tidus
and whomever gets their turns as well to barrage Nemesis with volleys of
Quick Hits until you see that its turn is just over the CTB horizon.
Nemesis will now execute a physical attack for not much damage, then all you
will have to do is heal that character with a Potion to recover from it for
the remainder of the bout. Now strike with all the strength and power you got
until you get to Nemi's turn where it will use an Ultra Spark on you and you
will need to heal from it like this: First use your first turn after it to use
Esuna, Holy Water, 2 Mega-Potions, and Dispel, then use probably your last or
your second to last turn to just be using Quick Hits until the next turn where
it uses another normal physical attack. You now must recover with a Megalixir
to truly fully be prepared for the hardships with Nemesis ahead. Now repeat
the process again of Quick Hitting Nemesis' lights out again until its move
is ready to strike at you.
During this go at your party it will use a much unwanted Ethereal Cannon which
you must heal right thereafter with a Megalixir to revive you to full health
just about (give or take a few HP). Now it is your turn to use a Blitz Ace if
you please and it will counter you with Ultima which normally does about 5000
damage but if you have Hyper Mighty G in place and Magic Defense at about 240
as I pointed out earlier it might only do about 900 or so so just heal with
Mega-Potion. Now finish it up with a round of Quick Hits when at the end it
will use its attack to use another damn Ultra Spark (argh!). Heal the same
exact way as before and use the remaining turns to use an Attack Reels and
then heal after Nemi's attack with a Mega-Potion *or* a Megalixir. Its
attack will find its mark on one character so heal like I said and move on
to even more Quick Hit sessions.
When its turn comes up again it'll use yet another Ethereal Cannon; heal with
a Megalixir. Now use the turns left for more Quick Hit. Now as for Nemi's turn
it will hit you with yet another attack then heal it with a Potion or to make
double sure you have everybody perfect a Mega-Potion. Now you Quick Hit until
Nemesis' turn is here again where it will unleash another Ultra Spark and you
must heal it again be the same means as last time (if you forgot then look up
two paragraphs). Now again move to the usual method of Quick Hitting Nemi 'til
its next turn, zzzz... yawn, oh sorry, moving on...
Nemesis' attack lands very cruely with an Armageddon but with Hyper Mighty G
you will be immediately revived and you can now bring in the Magus Sisters
and use their overdrive Delta Attack and Passados over and over again to make
it pay in the worst way for that terrible but yet so tremendous Armageddon.
The Magus Sisters should be able to finish off Nemi but if they don't you can
just use the same method you have been using this whole entire fight to end
Nemesis.

FIFTH PATTERN: Attack, Attack, Attack, Ethereal Cannon, Attack, Ultra Spark,
Attack, Ethereal Cannon, Ultra Spark, Armageddon:
First for starters, this is what you are most definitely going to need and want
while fighting Nemesis: Strength is very important and that should be found at
about 250 or so, HP is the key to winning in this fight and should be near
35000-40000 for this strategy, your defensive attribute oughta be at 255, next
stat is Magic Defense and that is to be at a level of near 240 or higher, Luck
at 160 is best, Agility and Evasion are best served at 250, MP must be 999,
and Magic at...doesn't really matter (but by now it should be nearing 230 any
how, and finally your Accuracy stat should be friends with 255. Now what you
should have in you armamentariums: armor with Break HP Limit (duh), Auto-Haste,
Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least
have an Auto-Med), all characters weapons should be their celestial weapons, and
check your item inventory and make sure you have an abundance of the following:
Mega-Potion, Megalixir, Remedy, Shining Gem, Master Sphere, and Holy Water.
You are now ready to commence battle battle with the second hardest boss in
the game, all overdrives full... CHARGE! First start out with Rikku, Tidus,
and Yuna, now have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999,
now have Yuna cast Auto-Life on one person (does not matter who), now Tidus
and whomever gets their turns as well to barrage Nemesis with volleys of
Quick Hits until you see that its turn is just over the CTB horizon.
Now as its turn is right up on you you will see a normal regular physical
attack on one character, and you will be obligated to heal this with a Potion
or suffer diminishing dire consequences later on in the battle. Now you will
unleash many spasmodic Quick Hits unto Nemesis until you view that Nemesis'
succeeding turn is here. When Nemi's go is ready to strike you again it will do
the same precise thing as last time and that is to physically attack you and
you again have to heal the victim with a Potion once again. Now as you continue
to use Quick Hitting as you main desiderative attacking method where it will
use even another normal attack to any other character and you are again (argh!)
so after that keep Quick Hitting. Its turn will once again come and go, but
for the "going" part it will use a calamitous Ethereal Cannon. You will need
to treat this with a Mega-Potion for aiding to everybody.
After you have conduced this you will need to go over to your previous artless
strategy of Quick Hits 'til Nemesis' turn is up once more. It will now vent a
physical attack and you shoud heal up again and nail it down with even more
and more Quick Hit. On its turn coming up now it will release a new move call
Ultra Spark to the entire party, heal it just like this: Mega-Potion twice,
Dispel, and a Holy Water (with Auto-Med and Remedies on/in your armor and your
inventory the other effects are impotent to take place). Now as you perdure to
your usual process of Quick Hitting prior to Nemi's move where here it will use
an attack of physical means where you are going to need to heal that again
with a Potion to the character it was employed upon. Now as your next couple
turns come up you are to use them to use Quick Hits.
For its next act it will use a attack the whole full party yet another still
expunging Ethereal Cannon and you should heal it this time with a divergant
way of a Megalixir to revive any damned HP instead of just 9999. So now make
sure to recrudesce to Quick Hitting Nemi's lights out until its turn has come
up again where it will use another Ultra Spark which you'll need to cure like
this again:  Mega-Potion twice, Dispel, and a Holy Water (with Auto-Med and
Remedies on/in your armor and your inventory the other effects are impotent to
take place). Now are going to want to do these things: Quick Hit once; now use
a Blitz Ace (Ultima counter); heal with Mega-Potion; use Attack Reels (Ultima
counter); heal with Mega-Potion; finalize this by summoning Anima or the Magus
Sisters. If you bring in the Maguses use Passados to finish Nemesis, but if you
brought in Anima just use Pains, Curagas (on herself), and yes Oblivions. With
this your desideratum has been achieved.

SIXTH PATTERN- Attack, Attack, Ethereal Cannon, Attack, Ultra Spark, Attack,
Attack, Attack, Armageddon:
First for starters, this is what you are most definitely going to need and want
while fighting Nemesis: Strength is very important and that should be found at
about 250 or so, HP is the key to winning in this fight and should be near
35000-40000 for this strategy, your defensive attribute oughta be at 255, next
stat is Magic Defense and that is to be at a level of near 240 or higher, Luck
at 160 is best, Agility and Evasion are best served at 250, MP must be 999,
and Magic at...doesn't really matter (but by now it should be nearing 230 any
how, and finally your Accuracy stat should be friends with 255. Now what you
should have in you armamentariums: armor with Break HP Limit (duh), Auto-Haste,
Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least
have an Auto-Med), all characters weapons should be their celestial weapons, and
check your item inventory and make sure you have an abundance of the following;
Mega-Potion, Megalixir, Remedy, Shining Gem, Master Sphere. You are now ready
to commence battle battle wth the second hardest boss in the game, all
overdrives full... CHARGE! First start out with Rikku, Tidus, and Yuna, now
have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now have Yuna
cast Auto-Life on one person (does not matter who), now Tidus and whomever
gets their turns as well to barrage Nemesis with volleys of Quick Hits until
you see that its turn is just over the CTB horizon.
Now for its first action it will execute a not very dangerous physical attack
on one; heal it like with just a plain and simple Potion, get it, got it, good.
Now you are to just keep on whailing away abatelessly with Quick Hits (zzzz).
Now as the next turn of Nemesis is ineluctable to occur it'll again do the
same old thing of attacking regularly which you will abet by using a Potion.
After that is over you should again move on with Quick Hits until its next go.
Now it ain't screwin' around no more, it uses an Ethereal Cannon which you are
going to heal with either a Megalixir or a Mega-Potion to heal every member.
After the worst is over (yeah right *rolls eyes*)0:) go one with your method
of Quick Hitting which you should be very interrelated with by this point. Now
as its next turn is again uneludiable it will use a normal attack (heal with
Potion). Cotinuing the Quick Hitting procees now again until punishment is
imminent, and now you will witness and be obliterated badly by an Ultra Spark
which you are to fix with 2 Mega-Potions or 1 Megalixir; Dispel, and Holy Water
then you'll be in top shape again. Repeat the same exact thing you have been
doing before where at Nemi's next turn will happen a regular attack as for the
next three turns so for Nemesis' next three turns you get hit with attack and
you heal with Potions or Mega-Potions. Now on the turn before its next turn
summon an aeon (the MS's are the best here), and use Mindy for consecutive and
simultaneous Passados before Armageddon which will decimate the trio. And with
this lather, scrub, and repeat. ^_^

SEVENTH PATTERN: Ultra Spark, Attack, Ethereal Cannon, Ultra Spark, Attack,
Attack, Attack, Ethereal Cannon, Attack, Armageddon:
First for starters, this is what you are most definitely going to need and want
while fighting Nemesis: Strength is very important and that should be found at
about 250 or so, HP is the key to winning in this fight and should be near
35000-40000 for this strategy, your defensive attribute oughta be at 255, next
stat is Magic Defense and that is to be at a level of near 240 or higher, Luck
at 160 is best, Agility and Evasion are best served at 250, MP must be 999,
and Magic at...doesn't really matter (but by now it should be nearing 230 any
how, and finally your Accuracy stat should be friends with 255. Now what you
should have in you armamentariums; armor with Break HP Limit (duh), Auto-Haste,
Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least
have an Auto-Med), all characters weapons should be their celestial weapons, and
check your item inventory and make sure you have an abundance of the following;
Mega-Potion, Megalixir, Remedy, Shining Gem, Master Sphere. You are now ready
to commence battle battle wth the second hardest boss in the game, all
overdrives full... CHARGE! First start out with Rikku, Tidus, and Yuna, now
have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now have Yuna
cast Auto-Life on one person (does not matter who), now Tidus and whomever
gets their turns as well to barrage Nemesis with vollies of Quick Hits until
you see that its turn is just over the CTB horizon.
Now for its very first attempt at hurting (and is sure as hell a good one) it
will do an Ultra Spark, and you will want to heal first by using 2x Megalixirs
and then using Holy Water as well as Dispel too, just to remove any
imperfections cause by this taxing move (remember not to brook mediocracy when
healing). Now it is time to start bludgeoning Nemi's daylights out with even
more Quick Hitting until you get to its next murderous move which is a not-so-
murderous attack after all, and is a normal...well attack; heal with a Potion.
Keep doing the same until Nemesis unleashes its next almost-capricious attack
which is seismically powerful Ethereal Cannon which you may want to heal with
one or two Mega-Potions. Next on our strategic agenda is to keep venting your
unfettered rage with persistant Quick Hits. Now Nemesis, undeterred will use
yet another Ultra Spark (ugh)!
Regain yourself the same way you did last time and keep Quick Hitting the
living hell out of Nemesis for that until it is the turn precedent to its turn
because on its turn it will use an...attack which is nothing that you should
worry. Just heal it. Keep attacking like you always do with Quick hits,
nothing new about that. For its next move it will use another normal attack,
heal the same method. Keep Quick Hitting Nemi until boss's next turn where it
will use the same thing and you heal the same way yet again. Extremely
repetitive boss in this pattern, ain't he?
If you wish now you may use overdrives and heal after each one for some more
ardent damage to onto Nemesis than those measly Quick Hits could ever do in a
fight (mainly Rikku's Trio, Tidus' Blitz Ace, Wakka's Attack Reels). Now on
the next turn its attack will finally again change up to a more inordinate
move that you have experienced already; Ethereal Cannon! Get your healing over
with like the last time it almost creamed you with the same attack. Keep using
Quick Hit. For its next turn it uses attack, you heal this with the evident
way. And, now you must follow the following tactical instructions verbatim:
Keep Quick Hitting until you arrive at the turn antecedent boss's turn, now
you must summon in an aeon (Magus Sisters preferably) to take all of the punch
of errant Armageddon, have Mindy get in a Passado beforehand. After they die
have your party wipe out Nemi (or what is left of Nemi) with more Quick Hits
and overdrives. Mission accomplished. Don't you have such an edenic feeling?;)

EIGHTH PATTERN: Attack, Attack, Attack, Ethereal Cannon, Attack, Ultra Spark,
Attack, Ethereal Cannon, Ultra Spark, Armageddon:
First for starters, this is what you are most definitely going to need and want
while fighting Nemesis: Strength is very important and that should be found at
about 250 or so, HP is the key to winning in this fight and should be near
35000-40000 for this strategy, your Defensive attribute oughta be at 255, next
stat is Magic Defense and that is to be at a level of near 240 or higher, Luck
at 160 is best, Agility and Evasion are best served at 250, MP must be 999,
and Magic at...doesn't really matter (but by now it should be nearing 230 any
how, and finally your Accuracy stat should be friends with 255. Now what you
should have in you armamentariums: armor with Break HP Limit (duh), Auto-Haste,
Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least
have an Auto-Med), all characters weapons should be their celestial weapons, and
check your item inventory and make sure you have an abundance of the following:
Mega-Potion, Megalixir, Remedy, Shining Gem, Master Sphere. You are now ready
to commence battle battle wth the second hardest boss in the game, all
Overdrives full... CHARGE! First start out with Rikku, Tidus, and Yuna, now
have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now have Yuna
cast Auto-Life on one person (does not matter who), now Tidus and whomever
gets their turns as well to barrage Nemesis with vollies of Quick Hits until
you see that its turn is just over the CTB horizon.
First move it will do at you is a regular normal physical attack which you
could use exactly what I mention in previous strategies to heal up from, but
it's not necessary to yet. You can use Quick Hits which will literally unphase
Nemesis for now up until its next coming attack; it uses physical attack again.
Now, you'll definitely want to heal before its next move. Do what you did after
last time and then you come up on same physical attack as last times, but you'd
probably die if you didn't heal, so... Now, heal after this attack and then you
get to its next move where it unleashes a calamitous Ethereal Cannon. Use
restorative methods for this move as I mentioned in other strategies. Next turn
he receives is another physical attack which you treat the same way as last
times you seen it. Next is Ultra Spark, you heal it up same as with the other
strats. After is normal attack once more, same as always, ok. Next, you once
again witness Ethereal Cannon, do same as last time you saw it. Next turn is
the dilapidating Ultra Spark. After, heal, then summon Magus Trio. Use Mindy's
Passado to pulverize it once. After they're gone eventually, Overdrives, then
heal from Ultimas.

That's all the info you need to beat Nemesis, and albeit, you've beaten all of
the Monster Arena battles there are. And for this work and dedication, you will
receive the Mark of Conquest, which signifies that you've "surpassed mortal
bounds". Well, that may be true.:)


===============================================================================
<----------------------------------------------------------------------------->

                           7.0. PENANCE & DARK AEONS                      ff_pd

<----------------------------------------------------------------------------->
===============================================================================

Ok, these are the hardest bosses in the entire game. On that note I shall
start the strategies to best these crazy bosses....

*******************************************************************************
Preparations: Armor- Break HP Limit, Ribbon, Auto-Haste, Auto-Protect
              Armor- Break HP Limit, One MP Cost, Auto-Haste, Ribbon
              Weapon- Celestial Weapons (generally)
              Abilities- Dispel, Quick Hit, Use, Full-Life and anything else
                         you can conjer up.
              Items: You'll of course need plural numbers of these.....
                     Three Stars, X-Potion, Purifying Salt, Megalixir

Any more are good too...
*******************************************************************************

Once you have all of those things and you are confident enough, go ahead and
challenge them.

#1. Dark Valefor (Besaid)
-> HP: 800000 - 99999
-> MP: 999
-> AP: 10000 - 15000
-> Statistics:
Str: 148, Mag: 186, Def: 120, Mdef: 220, Acc: 250, Agl: 105, Eva: 10, Luck: 48
-> Steal: Common- 2 X-Potions, Uncommon- Elixir
-> Bribe: None
-> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: A(6), B(7), 1(4)
-> Weaknesses: None
-> Elemental Affinities: Fire, Ice, Water, Holy, Lightning
-> Zanmato Lv: 5
-> Armor Abilities: Break HP Limit, Ribbon, Auto-Regen
-> Weapon Abilities: Lightningstrike, Waterstrike, Firestrike, Icestrike, Break
Damage Limit, First Strike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (20),Element
(-), Range (far), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Sonic Wings: Target (1), Type (str), Protect (yes), Shell (no), Power (8),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Delay Attack (100%)]
- Energy Ray: Target (all), Type (mag), Protect (no), Shell (yes), Power (26),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Energy Blast: Target (all), Type (spmag), Protect (no), Shell (no), Power (4),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Location of Dark Valefor: Besaid. When you try to head into the village on
Besaid island a man will appear. He will then summon Dark Valefor, then you
are enabled to engage combat with it.
Dark Valefor: Before you head into battle thinking you're all that and ready
hand these Dark Aeons their arses, make sure you have your attributes 170-177
before the thought even crosses your mind to fight Dark Valefor. Your HP does
not need to be higher than 9999, mine wasn't and I did just fine. Since it's
overdrive guage fills after you have struck it 8 times you have alot of time
to do some serious damage before you get hurt really bad. Just attack it 7
times with no worry. In that time you might get Energy Ray, or Sonic Wings,
none of which you have to worry about at all.
You might need to heal once in this period of time. Once at 7, summon the
Magus Sisters who may have their (at least one) HP over 50000 to survive it,
and finish off Valefor.
+-ALTERNATE STRATEGY-+
Have Tidus use a Blitz Ace, and at this point even with 99991 HP damage of
imperfection it will still kill it.
+-ALTERNATE STRATEGY-+
Have Wakka use a painful Attacks Reels, and even yet with some mediocracy
it will be able take Valefor down out of the air with no problem whatsoever.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

#2. Dark Ifrit (Bikanel Desert)
-> HP: 1400000 - 99999
-> MP: 999
-> AP: 20000 - 30000
-> Statistics:
Str: 220, Mag: 177, Def: 173, Mdef: 163, Acc: 230, Agl: 124, Eva: 8, Luck: 27
-> Steal: Common- 2 Mega-Phoenixes, Uncommon- Elixir
-> Bribe: None
-> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: A(6), B(7), 1(4)
-> Weaknesses: None
-> Elemental Affinities: [Immune] Water, Lightning [Half Damage] Ice
[Absorption] Fire
-> Zanmato LV: 5
-> Armor Abilities: Ribbon, Fire Eater, Break HP Limit
-> Weapon Abilities: Firestrike, Break Damage Limit
-> Armor/Weapon Abilities: Slots: 3 to 4
                           Pre-Customized Abilities: 1 to 2
                           Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Meteor Strike: Target (1), Type (spmag), Protect (no), Shell (yes), Power
(2), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Delay Buster (100%)]
- Hellfire: Target (all), Type (spmag), Protect (no), Shell (no), Power (3),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
- Location of Dark Ifrit: Sanubia Desert. Head into the Western section of this
region and then talk to a women you find there. She will then tell you that
she has lost her child, choose the option "yes". She will then take you to
that area, beat Ifrit and save her child.
Dark Ifrit: You should fair well with stats near 195. Make sure you took a
look at the preperations box at the top of this section, and double check that
you at least have the Auto-Haste ability on everyone's armor. This is to make
sure that when it uses Meteor Strike and slows you, that you will not have to
waste an extra turn to where you can be taking health from it to cast Hastega
on your party. You can also do some extra improvising with your selected armor
for this fight. And is recommended, change it to Break HP Limit, Auto-Haste,
Auto-Shell, Auto-Protect.
This will protect you from alot of the damage that you will have to sustain at
the hands of the Dark Ifrit. So when you commence in the hard battle, start
off by Quick Hitting it until you see it's ultimate move, Hellfire is coming
up you should do 1 of 3 things. One is summon to avoid any damage from it, 2
just let him attack and heal with the Trio of 9999 effect or with Full-Life
only if you have health higher than 33000 HP, or cast Auto-Life before and it
will automatically recover you if you die. Once you use about 4-5 Quick Hits
on it, use either Tidus' Blitz Ace or Wakka's Attack Reels. Either one of
them will be at a high enough level of power to kill it at this point in the
battle.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

#3. Dark Ixion (Thunder Plains)
-> HP: 1200000 - 99999
-> MP: 999
-> AP: 20000 - 30000
-> Statistics:
Str: 176, Mag: 133, Def: 220, Mdef: 188, Acc: 250, Agl: 180, Eva: 0, Luck: 36
-> Steal: Common- 2 Stamina Tablets, Uncommon- Elixir
-> Bribe: None
-> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: A(6), B(7), 1(4)
-> Weaknesses: None
-> Elemental Affinities: [Immune] Ice, Fire [Half Damage] Water [Absorption]
Lightning
-> Zanmato Lv: 5
-> Armor Abilities: Lightning Eater, Ribbon, Break HP Limit
-> Weapon Abilities: Lightningstrike, Break Damage Limit
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack 1: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (254), Shatter (100), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [Sleep - 99 turns (254%)], [Armor Break (254%)], [Mental
Break (254%)]
- Attack 2: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (254), Shatter (100), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [Confusion - 99 turns (254%)], [Armor Break (254%)], [Mental
Break (254%)]
- Thundaja: Target (1), Type (mag), Protect (no), Shell (yes), Power (200),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Delay Buster (100%)]
- Aerospark: Target (1), Type (str), Protect (yes), Shell (no), Power (40),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [remove NulAll], [remove Shell], [remove Protect], [remove
Haste], [remove Regen], [remove Reflect], [remove Auto-Life]
- Thor's Hammer: Target (all), Type (spmag), Protect (no), Shell (no), Power
(3), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [FullBreak (254%)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
- Location of Dark Ixion: Thunder Plains. Go to the Northern section of this
area and then talk to a man that can be located near of the thunder towers. He
will then summon it for fighting.
Dark Ixion: Stats should be averaged at about 180-190. Discombobulate the
armor that I said to use in the preperations (drop Auto-Protect) for the
ability Confuseproof. Oh, and HP should only really have to be 9999, I found
no reason for it to exceed that limit really. When you start cast Shell to
block out alot of the damage effects of Thundaja. And since you dropped the
Auto-Protect for the much more needed Confuseproof earlier cast Protect, but
this isn't really required for this fight in my opinion.
One final note before we really get rollin' is that there is technically two
fights against Dark Ixion to be able to really end it's sad life. Now when
aside from casting those two or maybe one spell(s), Now use as many Quick Hits
as you can nail in one go aroung of attacks from each character who's turn
comes up on the CTB Window. Use the next couple of turns in any way you see
fit. Then bring Wakka only (Tidus is not needed) and attack Ixion with a
Attack Reels. It will counter your attacks with Thundaja most of the time,
it will do damage for 5000 and afflict you with Slow, but with Auto-Haste it
will be negated.
But you might not even need Wakka's overdrive, just continue with Quick hits
and healing. If during this first match Ixion's overdrive fills on it's next
turn it will use Aerospark. After some time the second battle will commence.
When it starts use the same strategy as before but watch out for when Ixion's
overdrive fills, because this time it'll use Thor's Hammer which does 12000 HP
of non-negatable damage and inflicts Full Break. Here in this second half you
should use the oevrdrives though, for a quicker finish.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

#4. Dark Shiva (Macalania Temple)
-> HP: 1100000 - 99999
-> MP: 999
-> AP: 20000 - 30000
-> Statistics:
Str: 173, Mag: 244, Def: 136, Mdef: 255, Acc: 250, Agl: 255, Eva: 0, Luck: 73
-> Steal: Common- 2 Mana Tablets, Uncommon- Elixir
-> Bribe: None
-> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: A(6), B(7), 1(4), Quick Hit
-> Weaknesses: None
-> Elemental Affinities: [Immune] Water, Lightning [Half Damage] Fire
[Absorption] Ice
-> Zanmato Lv: 5
-> Armor Abilities: Break HP Limit, Ribbon, Ice Eater
-> Weapon Abilities: Icestrike, Break Damage Limit
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (0), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [remove NulAll], [remove Shell], [remove Protect], [remove
Haste], [remove Regen], [remove Reflect], [remove Auto-Life]
- Heavenly Strike: Target (1), Type (str), Protect (yes), Shell (no), Power
(32), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Confusion (254%)], [Death (254%)], [Power Break (254%)]
- Diamond Dust: Target (all), Type (spmag), Protect (no), Shell (no), Power (3),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
- Location of Dark Shiva: Macalania Temple. Enter the temple of Macalania again
and you will be able to fight the immensely agile ice goddess.
Dark Shiva: Do what you did to the armor when you last fought against Dark
Ixion. If you have AGL and ACC each at 255, you will not really have to worry
about somebody being Berserk-ed, because it might still hit her most of the
time. Have the rest of your stats from 185-195, also make sure that your HP
is AT LEAST 9999, if not then you should have it nearer to 15000. But if you
want you don't have to have Ribbon, and replace it with Berserkproof if that
pleases you more. Anyway, once you are ready to strike combat with Dark Shiva
and already in it use Quick Hits until her next turn comes up in which you
might get all protective statuses dispelled and done good damage to from a
Kick, or have Confuse and Berserk (negated, right?) used on you and about
10000 damage and that is why I told you to have past 9999 HP, but if you don't
than simply use Full-Life on whichever character got killed.
When her overdrive guage has been filled, she will use Diamond Dust on her
next turn, summon an aeon to take it. The damage done by it will be so
earth-shattering (about 80000) that you might not be able to survive it. When
the aeon dies start off again by hitting her as many times as you can with
Quick Hits until her next turn to punish you comes about. Once she takes it do
what ever you need to do whether it be healing, or reviving, just do it!
Repeat with this same methodical process the whole time through.
+-ALTERNATE STRATEGY-+
Start off with a party consisting of the characters Tidus, Wakka, and Rikku.
Have Rikku use Trio of 9999 for healing purposes later. Since Shiva's turn
comes up rather quick Tidus might be the only one to get a turn, if all of
them don't have max AGL. Use his turn to use a Blitz Ace and take away a bit
of 899991. She will still be standing and will use either her Kick or another
Heavenly Strike. Have the next Character use a Mega-Potion and it will recover
9999 HP to all characters. Now have Wakka use an Attack Reels to end the
battle.
+-ALTERNATE STRATEGY-+
Have a opening party consisting of the characters Yuna, [???], and [???].
What you really need to do is just to have Yuna summon either the Magus Sisters
or maybe even Anima (Maguses recommended). If you bring forth Anima, have her
use Oblivion and that will kill Shiva. But, if you did the better thing and
summoned the Magus girls, then have Mindy use Passado, but if her turn doesn't
come up first have the other sisters use Razzia, and Camisade first.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

#5. Dark Bahamut (Zanarkand Ruins Dome - Chamber of Fayth)
-> HP: 4000000 - 99999
-> MP: 999
-> AP: 30000 - 40000
-> Statistics:
Str: 245, Mag: 222, Def: 234, Mdef: 233, Acc: 250, Agl: 255, Eva: 0, Luck: 102
-> Steal: Common- 2 Twin Stars, Uncommon- Elixir
-> Bribe: None
-> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: A(6), B(7), 1(4)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Ribbon, Auto-Protect, Break HP Limit
-> Weapon Abilities: Double Overdrive, Double AP, One MP Cost, Break Damage
Limit
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Impulse: Target (all), Type (str), Protect (no), Shell (no), Power (8),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Slow (always)], [Petrification (254%)], [Delay Buster
(100%)], [FullBreak (254%)]
- Mega Flare: Target (all), Type (spmag), Protect (no), Shell (no), Power (2),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Delay Buster (100%)], [remove NulAll], [remove Shell],
[remove Protect], [remove Haste], [remove Regen], [remove Reflect]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
- Location of Dark Bahamut: Go back to the area of the Zanarkand Ruins where
you encountered, fought, and beat Yunalesca. Dark Bahamut will be located there.
Dark Bahamut: This unholy entity of power, Dark Bahamut, can wreak some obscene
havoc, but by following this flawless strategy you will be able to counter all
of the crucifying attacks that this suped-up apotheosis of Bahamut can ever send
your way. Have most of your stats around the 200 mark, and have your HP follow
at about 12000. Since you should already have Ribbon and Auto-Haste on your
armor you can get right to the main strategy, which should start out by making
sure you have a good overdrive mode set, many people have suggested to me that
you set Comrade and you seriously should. Start attacking him non-stop after
you cast Aim a couple of times, but when you attack him make syre that you are
doing it with Quick Hits so you can have more attacks to take out his whopping
4000000 HP. Continue to do this until you have hit it about 4 times, then make
double sure that you have Dispel, Auto-Haste, and Stoneproof, if not turn off
the game right now and don't come back until you have them.
Now hit it for the fifth time and brace your self for it to come back at you
with a counter of Impulse, which with those auto-customized armor abilities
you should only have to worry about dispelling the Full Break that it puts on
you. Now repeat the process until you have hit it enough times that it's
regular turn is coming up on the CTB Window, where with this attack it will
damage one of your characters for 8000 HP loss but have Auto-Protect. Now what
you don't want is for it to have it's overdrive bar all the way full when it's
turn is right around the corner, because that will bring about a hellish Mega
Flare which will no matter under any circumstances will take away 42000 HP
from all of the characters that you have currently active on the field. So
what I think you should do here is not really to cast Auto-Life on a character
and have that person revive everyone else, but simply to bring in the Magus
Sisters, to block it, and to get in one Passado if at all possible. Once they
have been obliterated into nothing but pyreflies have Tidus and Wakka unleash
a combination back-to-back of, in no specific order, a Blitz Ace and Auroch's
Reels with no benevolence (and they MUST be perfect).
That is two hits already from the 5 hit count down to Impulse, and you have
probably taken away nearly 3800000 HP from it, so now it's just a matter of
hitting those final three hits to Impulse, and it will kill him on the turn
before he is supposed to use Impulse. A sublimely perfect fatality. Only four
more to go for you to kill them all!

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

#6. Dark Anima (Mt. Gagazet - Cave)
-> HP: 8000000 - 99999
-> MP: 999
-> AP: 30000 - 40000
-> Statistics:
Str: 155, Mag: 255, Def: 230, Mdef: 255, Acc: 255, Agl: 183, Eva: 0, Luck: 85
-> Steal: Common- 2 Three Stars, Uncommon- Elixir
-> Bribe: None
-> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: A(6), B(7), 1(4)
-> Weaknesses: None
-> Elemental Affinities: [Immune] Lightning, Holy, Water, Ice, Fire
-> Zanmato Lv: 5
-> Armor Abilities: Ribbon, Deathproof, Break HP Limit
-> Weapon Abilities: One MP Cost, Break Damage Limit, Triple AP, Deathstrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [Poison (254%)], [Zombie (254%)], [Petrification (254%)],
[Curse (100%)]
- Pain: Target (1), Type (mag), Protect (no), Shell (yes), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Death (always)]
- Mega-Graviton: Target (all), Type (grav), Protect (no), Shell (yes), Power
(-), Element (-), Range (close), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [MaxHP x 7/16], [Silence - 99 turns (254%)], [Sleep - 99
turns (254%)], [Darkness - 99 turns (254%)], [Slow (254%)], [Doom (100%)]
- Oblivion: Target (all), Type (mag), Protect (no), Shell (no), Power (16x2),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [ignore Def], [damages HP and MP], [Delay Buster (100%)],
[remove NulAll], [remove Shell], [remove Protect], [remove Haste], [remove
Regen], [remove Reflect]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
- Location of Dark Anima: Mt. Gagazet. The cave part of the mountain of Gagazet
to be truly correct. Go back into the area where you had to get past the trial
where Wakka had to throw his ball at the orb while it was rotating, after that
the tormented aeon will appear, this time only 'darker.'
Dark Anima: This is a fight where I think you should have your stats in
the 215-225 range before you even think about attempting this fight. For the
armor of choice it should be the first model in the preperations box up at
the top of this section. You don't really need to do anything that drastic in
the beginning of the bout besides use about 2-3 Aims and then use any, if any
remaining turns to take them up with Quick Hits. On her turn it might use one
of these two moves... 1. Pain which you don't want to happen because it will
no matter what KO one character, so then bring them back to life with nothing
but a Full-Life magic spell, no exceptions. Or 2 is Bash, and that will do near
8000 damage plus petrification which may shatter so have Stoneproof but no need
for that since you already have Ribbon on, and it is also a genius idea to
have Auto-Protect on an armor because with that you are enabled to half that
excess 8000 damage down to 4000 damage so it will have less chance to shatter
you.
You might (not absolutely recommended) want to summon to block out Pain, but
it might not be Pain so don't just stick it out and revive. Bash can also do
others but don't worry about them too much, they aren't as combatically
significant in preventing your success in this fight. Now after that you are
left with a fair deal of turns that you can use to Quick Hit it some more for
some seriously wicked damage to Dark Anima. The next turn that comes up for
Anima to strike on will more than likely have her overdrive full so then summon
any aeon to block it out, no need for Magus Sisters because they won't really
be able to anything, because they would need one helluva lot HP to survive the
Oblivion. Once use Tidus' and Wakka's overdrives (Blitz Ace, and Auroch's
Reels) in a very expeditious fashion.
Then continue on Quick Hitting away on her until she again uses Pain or the
other attack that I mentioned to you. Revive from the Pain using Full-Life and
if you get hurt from Bash without dying but on the verge then in that case you
should use a Megalixir. Continue on doing this throughout the rest of the
battle. And rememeber, do not use any magic on Dark Anima, not even Ultima,
nor Flare, because she is immune to everything that is magically inclined.

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#7. Dark Yojimbo (Cavern of the Stolen Fayth)
-> HP: 1600000 - 99999
-> MP: 999
-> AP: 8000 - 10000
-> Statistics:
Str: 244, Mag: 131, Def: 210, Mdef: 144, Acc: 255, Agl: 243, Eva: 0, Luck: 114
-> Steal: Common- 2 Stamina Tonics, Uncommon- Elixir
-> Bribe: None
-> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: A(6), B(7), 1(4)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Ribbon, Curseproof, Break HP Limit
-> Weapon Abilities: Overdrive > AP, Counter-Attack, Magic Counter, Break Damage
Limit
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (no), Shell (no), Power (8),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Petrification (254%)], [Poison (254%)]
- Kozuka: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Slow (254%)], [FullBreak (254%)]
- Wakizashi: Target (all), Type (str), Protect (yes), Shell (no), Power (28),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Zanmato: Target (all), Type (str), Protect (no), Shell (no), Power (250),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [remove Auto-Life]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
- Location of Dark Yojimbo: Cavern of the Stolen Fayth. You must have already
obtained Yojimbo from this very place. Then head back to the Cavern and enter
that same room. He will appear for you to battle.
Dark Yojimbo: Like I said before, you are absolutely required to have the
celestial weapons, for some of them bear the First Strike ability, and you
are strongly urged to have this to attack first in this battle because Yojimbo
will on an all-the-time basis ambush you, meaning unless First Strike takes
place, he will attack first, and that sucks for you. Your armor should be
switched around to Stoneproof, Auto-Protect, Break HP Limit, and last but not
least Auto-Haste. With all of this in place Wakizashi will be weakened, and
Daigoro's possible petrification shattering will be stopped. He may start off
with any of his three basic attacks, some more often than others. Anther thing
is to have more than 20000 HP, and most stats close to about 207 or so.
With all of these precautions you should be rather safe from his normal
attacks, and he never counters which is awesome. So since you have first
strike you should only really attack once I recommend using this to double
your current maximum HP, with a Stamina Tonic. Then once he gets in his attack
have Wakka and Tidus use their overdrives of supremecy this will take it down
and this is why it is awesome that he doesn't counter attack. If you can't use
them due to not having their guages full, and he has his overdrive full,
meaning Zanmato is imminent (death for everyone). For this summon the Magus
Sisters and have Mindy use 2 Passados.
Now follow him into the entrance of the Cavern of the Stolen Fayth. Checking
some of the crevasses along the way. Repeat the above strategy for the
preceeding four battles and he won't have a chance against you and the
almighty power you possess. A little tip is before you go and fight him yet
again, is to do a little leveling up in the cavern. After, you will start to
here a fat lady sing.

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#8. Dark Magus Sisters (Mushroom Rock Road)
-> HP: (Dark Sandy): 2500000 - 999999; (Dark Cindy): 3000000 - 99999; (Dark
Mindy): 2000000 - 99999
-> MP: (Dark Sandy): 999; (Dark Cindy): 999; (Dark Mindy): 999
-> AP: (Dark Sandy): 10000 - 12000; (Dark Cindy): 10000 - 12000; (Dark Mindy):
10000 - 12000
-> Statistics: (Dark Sandy): Str- 186, Mag- 207, Def- 201, Mdef- 168, Acc- 255,
Agl- 201, Eva- 100, Luck- 80; (Dark Cindy): Str- 175, Mag- 171, Def- 223, Mdef-
105, Acc- 255, Agl- 185, Eva- 0, Luck- 40; (Dark Mindy): Str- 148, Mag- 248,
Def- 148, Mdef- 132, Acc- 255, Agl- 233, Eva- 240, Luck- 130
-> Steal: (Dark Sandy): Common- Friend Sphere, Uncommon- Elixir; (Dark Cindy):
Common- Return Sphere, Uncommon- Elixir; (Dark Mindy): Common- Teleport Sphere,
Uncommon- Elixir
-> Bribe: None for all three.
-> Win: (Dark Sandy): Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master
Spheres; (Dark Cindy): Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master
Spheres; (Dark Mindy): Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master
Spheres
-> Gil Received: None for all three.
-> Immunities: (Dark Sandy): Sleep, Darkness, Petrification, Zombie, Magic
Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break,
Threaten, Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom,
Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe;
(Dark Cindy): Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe;
(Dark Mindy): Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: Dark Sandy: A(6), B(7), 1(4); Dark Cindy: A(6), B(7),
1(4); Dark Mindy: A(6), B(7), 1(4)
-> Weaknesses: None for all three.
-> Elemental Affinities: None for all three.
-> Zanmato Lv: (Dark Sandy): 5; (Dark Cindy): 5; (Dark Mindy): 5
-> Armor Abilities: (Dark Sandy): Auto-Shell, Break HP Limit, Ribbon; (Dark
Cindy): Auto-Shell, Break HP Limit, Ribbon; (Dark Mindy): Auto-Shell, Break HP
Limit, Ribbon
-> Weapon Abilities: (Dark Sandy): Magic Counter, Break Damage Limit, Triple
Overdrive, Evade & Counter; (Dark Cindy): Magic Counter, Break Damage Limit,
Triple Overdrive, Evade & Counter; (Dark Mindy): Magic Counter, Break Damage
Limit, Triple Overdrive, Evade & Counter
-> Armor/Weapon Dropped: Dark Sandy- Slots- 3 to 4
                                     Pre-customized Abilities- 1 to 2
                                     Drop Percentage- 127/128 (99%)
                         Dark Mindy- Slots- 3 to 4
                                     Pre-customized Abilities- 1 to 2
                                     Drop Percentage- 127/128 (99%)
                         Dark Cindy- Slots- 3 to 4
                                     Pre-customized Abilities- 1 to 2
                                     Drop Percentage- 127/128 (99%)

-> Abilities:
--- Dark Cindy ---
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (36),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [remove NulAll], [remove Shell], [remove Protect], [remove
Haste], [remove Regen], [remove Reflect], [remove Auto-Life]
- Camisade: Target (1), Type (mag), Protect (yes), Shell (no), Power (100),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [ignore Def], [damages HP and MP]
- Mega-Graviton: Target (all), Type (grav), Protect (no), Shell (yes), Power
(-), Element (-), Range (close), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [MaxHP x 7/16], [Silence - 99 turns (254%)], [Sleep - 99
turns (254%)], [Darkness - 99 turns (254%)], [Slow (254%)], [Doom (100%)]
- Delta Attack: Target (all), Type (spmag), Protect (no), Shell (no), Power
(6x8), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [remove Auto-Life]

--- Dark Sandy ---
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (36),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [Petrification (254%)]
- Razzia: Target (1), Type (mag), Protect (yes), Shell (no), Power (100),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [ignore Def], [remove Auto-Life]
- Mega-Graviton: Target (all), Type (grav), Protect (no), Shell (yes), Power
(-), Element (-), Range (close), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [MaxHP x 7/16], [Silence - 99 turns (254%)], [Sleep - 99
turns (254%)], [Darkness - 99 turns (254%)], [Slow (254%)], [Doom (100%)]

--- Dark Mindy ---
- Passado: Target (1), Type (str), Protect (no), Shell (no), Power (15x4),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Death (254%)]
- Calamity: Target (1), Type (mag), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Silence - 254 turns (254%)], [Darkness - 254 turns (254%)],
[Poison (254%)], [Curse (100%)], [FullBreak (254%)]
- Mega-Graviton: Target (all), Type (grav), Protect (no), Shell (yes), Power
(-), Element (-), Range (close), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [MaxHP x 7/16], [Silence - 99 turns (254%)], [Sleep - 99
turns (254%)], [Darkness - 99 turns (254%)], [Slow (254%)], [Doom (100%)]

-> Sensor: None/
           None/
           None
-> Scan: None/
         None/
         None

---> STRATEGIC TACTICS: <---
- Location of Dark Magus Sisters: Mushroom Rock Road. Head in the first section
of this area. There will be a women there speaking to a child there, run from
them and into the Mushroom Rock area.
Dark Magus Sisters: First I will mention how to fight them one at a time, for
that is the only way I did it and is recommended that you at least try. It is
to make it to the other side of this area (second rising platform). You will
now (if you made it) fight them in the order that proceeds.
Dark Sandy: Keep the armor plan that I pointed out in the very beginning of
this section for this fight (the first one) for best outcome in this fight.
When you commence in this battle of wits and bravery. Have stats nearing 200,
especially AGL, LUCK, ACC. And you HP at about 30000. Start off by having
Rikku come in (if she isn't already) and use Trio of 9999 for later purposes.
If she isn't one of your main characters that you are using then relieve her
of her duties in this battle. Use tons of Aims and Quick Hits in the beginning
and then, if she use Razzia on you, and unless you have nearly maximized HP
(being 99999) it will undoubtedly kill you. Now revive them will Full-Life
just so that character he or she can come back full force with no worries
about reviving just yet or really any time in the near future. If your AGL
and ACC are not significantly helping you to make contact with Dark Sandy on
an at least semi consistant basis, then you should keep on attacking by
Doublecasting Ultima, I don't really recommend Flare though, and do this with
magic at 200 or higher. Thank god she cannot use Delta Attack when her OD bar
is full, but she more than makes up with it with an attack that does damage
using your current HP as the basis for the calculation of the amount of damage
it will inflict, Mega Graviton.
If you have more than half HP it won't be able to kill you. So after heal your
characters with Mega-Potions or Megalixirs "under the influence" of Trio of
9999, and it will recover alot. After you administer the healing item, start
attacking with Quick hits, but I say you should use Wakka's and/or Tidus'
overdrives on her, that should be able to annihilate, but if not take her next
attack and revive that character and then proceed to hammer away at the Dark
Aeon with even more Quick Hits about 3-5 til death.
---
Dark Mindy: Your armor should be altered a bit to, Break HP Limit, Deathproof,
Ribbon, Auto-Haste, ok. Have stats of course at 200 and HP over 30000. When
the fight begins start Quick Hitting Mindy as many times as you possibly can
before her attack. Even if your HP is higher than the damage limit of Mindy's
Passado, that character can still be killed unless you have Deathproof that
has been pre-customized to an armor, because it can attack with a not so
pleasureable side-effect of Death or KO. When her overdrive is fully full she
will do the same thing as Sandy's so prepare yourself in the right way.
But there is one differential in their overdrive actions, because she may opt
to use a Calamity which will occur in a final result of Full Break and many
of other negative status ailments but those I needn't mention since you have
Ribbon, use Dispel to negate Full Break. Then use the rest of the fight taking
the same actions as with the Dark Sandy battle.
---
Dark Cindy: Have stats again in the same range as the last two fights, 200 or
so. And HP that exceeds 30000. Have an armor that is equipped with the same
abilities as in the very first battle against the first of the Dark Maguses.
Now enter the battle against the most difficult of the three Magus Sisters by
using bombardments of Quick Hits until her turn is appearing over the CTB
horizon, she will then probably use one of two attacks at this point in the
battle. The first one may be Camisade which will do random physical damage
and also uses Osmose, but thankfully only on one of your currently active
party members. Or the attack could be chosen to be a Bash attack which will
negate any of the positive status effects that you have on the any given
character that she perversely chooses to attack with the move.
When overdrive guage is completely maxated she obviously will not execute
Delta Attack, since the three sisters are not present in the battle, but
instead she will use the same attack, Mega Graviton. Follow all of the same
steps to save your hide from it. Proceed with caution. After that takes place
use the same strategic methods for the rest of the fight, with the minimal
exception of you might be having to do it twice. If you have to fight more
than one at a time just combine all of these strategies and make some few
alterations to fit more of your likings.

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#9. Penance aka Der Richter (Airship Location: "Penance")
Note: everything after "/" show second form Penance
-> HP: 3000000/9000000 - 99999/99999
-> MP: 999/999
-> AP: 60000/60000 - 60000/60000
-> Statistics:
Str: 255, Mag: 255, Def: 240, Mdef: 200, Acc: 255, Agl: 255, Eva: 0, Luck: 10/
Str: 255, Mag: 255, Def: 240, Mdef: 200, Acc: 255, Agl: 255, Eva: 0, Luck: 10
-> Steal: Common- Elixir, Uncommon- 1 or 2 Megalixirs
-> Bribe: None
-> Win: Common- 3 or 6 Master Spheres, Uncommon- 3 or 6 Master Spheres
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe/ Sleep, Darkness, Petrification,
Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power
Break, Armor Break, Threaten, Provoke, Nullification, Protect, Haste,
Distillers,
Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: A(6), B(7), 1(4)/A(6), B(7), 1(4)
-> Weaknesses: None/None
-> Elemental Affinities: [Absorption] Water, Lightning, Holy, Fire, Ice/
[Absorption] Water, Lightning, Holy, Fire, Ice
-> Zanmato Lv: 5/5
-> Armor Abilities: Ribbon
-> Weapon Abilities: Break Damage Limit
-> Armor/Weapon Dropped: Slots: 1 to 4
                         Pre-Customized Abilities: 1
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Obliteration: Target (all), Type (str), Protect (yes), Shell (no), Power (24),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Slow (254%)]
- Immolation: Target (1), Type (str), Protect (yes), Shell (no), Power (32),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Judgement Day: Target (all), Type (fixed), Protect (yes), Shell (no), Power
(32), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [99999 fix damage to HP and MP]

-> Sensor: None/None
-> Scan: None/None

#9.1. Arms (Airship Location: "Penance" - Penance)
-> HP: (Right Arm): 500000 - 99999; (Left Arm): 500000 - 99999
-> MP: (Right Arm): 0; (Left Arm): 0
-> AP: (Right Arm): 10000 - 10000; (Left Arm): 10000 - 10000
-> Statistics:
(Right Arm): Str- 200, Mag- 150, Def- 200, Mdef- 200, Acc- 255, Agl- 150, Eva-
120, Luck- 10; (Left Arm): Str- 200, Mag- 150, Def- 200, Mdef- 200, Acc- 255,
Agl- 150, Eva- 120, Luck- 10
-> Steal: Common- Elixir, Uncommon- Elixir (Both of them)
-> Bribe: None (Both of them)
-> Win: Common- Dark Matter, Uncommon- Master Sphere (Both of them)
-> Immunities:
(Right Arm): Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe;
(Left Arm): Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: (both arms) = A(6), B(7), Quick Hit
-> Weaknesses: None (Both of them)
-> Elemental Affinities: (Right Arm)/[Absorption] Fire, Holy, Water, Ice,
Lightning; (Left Arm)/[Absorption] Fire, Holy, Water, Ice, Lightning
-> Zanmato Lv: (Right Arm): 5; (Left Arm): 5
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
--- Right Arm ---
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (36),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [uses Penance's Str], [Petrification (254%)]
- Calamity: Target (1), Type (mag), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Silence - 254 turns (254%)], [Darkness - 254 turns (254%)],
[Poison (254%)], [Curse (100%)], [FullBreak (254%)]
- Mighty Guard: Target (all), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Shell (255%)], [Protect (255%)], [Regen (255%)]

--- Left Arm ---
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (36),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [uses Penance's Str], [remove NulAll], [remove Shell],
[remove Protect], [remove Haste], [remove Regen], [remove Reflect], [remove
Auto-Life]
- Mega-Graviton: Target (all), Type (grav), Protect (no), Shell (yes), Power
(-), Element (-), Range (close), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [MaxHP x 3/4], [Silence - 99 turns (254%)], [Sleep - 99
turns (254%)], [Darkness - 99 turns (254%)], [Slow (254%)], [Doom (100%)]
- Slowga: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Slow (100%)]

-> Sensor: None/None
-> Scan: None/None

---> STRATEGIC TACTICS: <---
- Location of Penance: After you have defeated all of the powerful Dark Aeons,
head back inside the airship. Then, talk to Cid, you will have unlocked a new
area on the Navigation Map called "Penance". Fly there and you will be able to
fight in the ultimate fight that any version of the game Final Fantasy X has
to offer.
Now this is the undisputed *ultimate* Penance strategy that I have developed
thus far and I think it is the best one you can ever find anywhere. First lets
just take a quick look at how your stats should be doing: Strength definitely
at 255; Magic stat near [???], it doesn't matter but should be at least 180;
Magic Defense attribute close to an ideal level of 250 or so; Defense at 255,
Agility should be lookin' like 255; Evasion without question should be near
245; Accuracy also oughta be closer to 250; MP at 999, HP about 35000 (Rikku)
 and lastly Luck at 160+. The weapons you have equipped should bethis: Tidus-
Caladbolg; Yuna- Nirvana, Rikku- Godhand; Wakka- World Champion and if you
plan on having abybody else in this fight have their celestials also fully
powered up. In the armor department you should have an armor with the follow-
ing customizable abilities: Ribbon, Break HP Limit, Auto-Haste, and also Auto-
Protect. For items have many Door to Tommorows and Wings to Discoveries along
with Megalixirs like mad; some Power Distillers; Light Curtains and Healing
Springs and you're virtually set there.
Now the few final preps that need to be made are that you have Rikku's over-
drive as Comrade, Tidus and Wakka and Yuna as Stoic; and that you go into the
battle you have their overdrive guages completely full (duh). For your very
first action have Rikku mix together a Trio of 9999, then have Tidus and Wakka
just simply Quick Hit the left arm. Now as it's next turn it will use a move
called Obliteration which will do about 11000 damage normally but with Auto-
Protect in place it will do nearer to 5500 damage. So now as Rikku's overdrive
bar is filling again your strategies should be to attack all arms to make sure
that you don't have all of that extra power of Penance and other dustructive
attacks such as Calamity and Mega-Graviton to name a few. Now, once you have
Rikku's overdrive guage full yet again, use Ultra NulAll which will double
everybody's maximum HP; uses Nul-spells; and the these abilities x5: Cheer,
Focus, Aim, and Reflect (Cheer is the real reason we wanted it).
Now that that is in place and HP is near about 70000 (thumbs up), you can begin
to Blitz Ace and Attack Reels Penance's main body (aka "Penance"). Now keep
on attacking the arms and whenever they are both gone Quick Hit the body for
that duration of time, and when they regenerate of course kill them off once
again. So anyway if you get another overdrive save it until you have knocked
off it's bottom half and the real trouble starts. So anyway to get his second
half underway you must have taken out 3000000 HP from Penance's astonishing
12000000 (not to mention the 500000 each arm possesses). Once you have begun
your first action should be to always keep the left arm OUT, for if both arms
are present in the battle from this point on Judgement Day can occur (and you
*don't* want that to happen, *COUGH99999DAMAGETOALLCOUGH*) so if you fall prey
to a Calamity use a Dispel and Holy Water on the poor victim and also a Mega-
lixir to recooperate.
And also if you do get nailed with a Mega-Graviton from the left arm (this is
WAY worse) you have to just (since you have Ribbon...right?), just heal with
a few Megalixirs as it is Gravity based and will wipe out a whopping 75% of
your *maximum* HP and not your current HP (Penance is such a big meanie):(
so the best way to survive this is to always at all times have your HP full
or at least very close to full. Now with all of that in mind you should bring
in Yuna and summon an aeon (just to be on the safe side) with a Grand Summon
(preferrably Anima) and when she is brought forth use her first Oblivion and
then after Penance get's in it's hit(s) use Anima's next and last Oblivion
and then simply dismiss her if she doesn't get KO'd after. Now *if anybody
has their overdrive full (mainly Tidus and/or Wakka) use them. But if Rikku
has it filled have her Mix either Trio of 9999 together or a Hyper Mighty G
if you don't have the items for Trio of 9999. Now if you get hit heal as
mentioned above in this strategy.
If you feal that your chances are running low and don't think you win on your
own than just bring in the Magus Sisters and have them Passado, Camisade, and
Razzia, and Delta Attack the living hell out of Penance. But if you do not wish
to do that than stay in, heal when necessary, overdrive, and Quick Hit your way
to a grand victory of the preeminent Penance!
Pro Tip: You can use Zanmato to end it in one hit (refer to Yojimbo's section)

---> Another strategy, if it suits you better.
Penance: You are probably thinking after all of this talk about Penance being
able to tear you a new one that you need the highest possible stats in the
game to even stand a snowballs chance in hell of defeating him. Well, not
necessarily, these are what all of your stats should really have to be to beat
Penance to a pulp. First off your Strength should be about 250-255, Magic at
least at 190, Magic Defense anywhere from 170-180, Defense definitely the most
important and that should be at 255, Accuracy should be harboring the rank of,
or at least near 250, Evasion about 230, Agility right up there with 255,
Luck oughta be close to 150-169, MP at 999, and finally HP doesn't need to go
any higher than 9999! But that is with 2 characters the other should have over
11000. No exceptions for this next one, and that is to have all the
character's celestial weapons. The only reason to have 11000 or more HP is to
be able to survive Penance's regular attack.
And for armor, that is supposed to be equipped with Defense+20%, Auto-Potion,
Auto-Protect, and Auto-Haste with 2, the other should have Break HP Limit
instead of Defense+20%. When you go into the fight be prepared to witness the
decimation of Penance. When the fight engages make super sure that the
charcaters that you are starting off with are Rikku, Tidus, and Yuna. Have
Rikku then use a Trio of 9999. Now take out Penance's left arm using a swift
and presise Blitz Ace. After that is accomplished, instantly focus your
attention on doing the same to the right arm, but with Quick Hits (6) but
even before you can offer the right arm the same momentary fate, You will have
Obliteration done on to you, after its cataclysm, you will have survived the
painful punishment of the attack, YES everyone!
Now thanks to Trio of 9999 and Auto-Potion customization you will have fully
recovered health to the people with 9999 HP and 20999 to the people who
followed the other rule and had 11000 HP and used a Stamina Tonic. Now, that
that is done, finish the process of massacrating the right arm. Once you have
done this, have the two next charcaters "up to bat" cast the unexpected ability
for this fight...Cheer, this will even raise your DEF past it's 255 limit,
even past the 255 & Auto-Protect limit. Have the next two people to use Cheers
again, then the next characters whose turn it becomes until Penance's attack
is to really do nothing but brace yourself for the upcoming onslaught (or use
the final Cheer here [5 cheers maximum]). It is once again time for you to get
hit with a powerful Obliteration, you're ready though, now use cheer for the
very lastly final time, it doesn't raise any more (darn). But at least your
defense is past 375! Quick Hit Penance and any arms that regenerate until you
have dropped off 3000000 HP from the thing.
The second part of this intensively challenging and difficult battle, it'll
take 33 Quick Hits against "Penance" and not the arms to signify this change
in battle halves. For the next half of the battle you'll need to deviate from
this main strategic course that I have presented to you thus far, in favor of
the following actions, and plus, the changes are not that drastic and you
should still continue to use some of the elements from the first half's
strategy and apply it to this next part of the fight. When you begin
this part of it you must have one of the characters to cast a Dispel on
Penance as to negate the Haste status it has bestowed upon itself. Quick Hit
it until it's turn comes up and you will probably get a menacing move used on
you called Immolation, don't fray, nor despair it won't kill you if you have
the proper defense mechanisms on (Defense+20%, Cheerx5, Auto-Protect, and
Defense at 250-255), along with HP 9999 and even with Auto-Potion + Trio of
9999. You will be auto cured, and all you will be necessarily required to do
is use Dispel on all of your people, than repeat, ad infinitum.
You can even throw in a couple overdrives (Blitz Ace, Attack Reels) here and
there. Good riddance be to ye, Penance.
One final word of note, with this strategy you will never, ever, ever see the
move "Judgement Day."

---> I now give more options in my first developed strategy:
Penance: By far the hardest boss in the game. Stats should all be at 255. HP
should be near 45000, MP near 999. Since you have started out the fight with
the auto-customized ability 'Auto-Haste', start attacking at either his right
or left arm (preferably left) with vollies of Quick Hits, you will be able to
get in enough to take out which every arm you have chosen, with a couple left
to be able to at least half the other arm. Once you have been hit with it's
attack use Rikku to use a Trio of 9999 by mixing a Dark Matter and a Trio of
9999.
Now, have Yuna summon the Magus Sisters, then try and make Mindy use a
Passado on it's sorry behind, keep doing this. Once Penance has been able to
take them out, use your summoner to bring in Anima and have her overdrive
already full, then USE IT! Penance will then kill it eventually, that is
your cue to bring Yojimbo if you want, follow the steps in the Yojimbo's
Zanmato section and hope for the very best, if it works, fight over, but if
not continue. You can use the rest of your aeons to pound it, but it is not
by any means whatsoever recommended by me or anyone else I know. When they all
die use a Blitz Ace and then an Auroch Reels.
Be careful his normal attack can shatter you, or do alot of damage.
Obliteration is another very powerful attack, I think how much damage it does
depends on your HP. Then use anyone to entrust their OD to Tidus and/or Wakka.
If any of your party members die revive them immediately with Full-Life and
nothing else. After an hour or so it's body and it's equally dangerous arms
should die.
Calamity is also a devastating move to watch out for which inflicts many
negative status ailments to your party, so have Ribbon on. It has two halves
actually, but follow the same basic concept of the above mentioned strategy
with some minor variations that you care to throw in there every once in
awhile, and you will do absolutely fine in this seemingly uneven face-off. But
totally aside from those few and ultimately insignificant changes you wish to
make to these general tactics, you should also keep in mind and add the
following strategic moves to your overall tactical moves in the second part of
the ultimate battle. Keep in mind that the amount of HP you need to reap from
it before you may begin the second and with out a shadow of a doubt, the
hardest form is 3000000. Here is what you need to do differently this time....
Now that you have the arms killed off, attack Penance until wither arm appears
once again, then attack that, by the way you should be doing this with Quick
Hits, because against Penance, nothing else will suffice. The arm will most
definitely use a catastophic move on you that is called 'Immolation.' This only
attacks after one character and adds 2 status effects which you need to negate
as soon as possible. After you need to make sure that you kill any arms that
may still exist on it at the current time. Then if your HP is too low to be
comfortable with use a Mega-Potion, many people suggests this with Quick
Pockets, but I never found it necessary, but it is a great idea to do so.
Now If by this point you have Tidus, Wakka, and Rikku's overdrive guages
completely full, have Tidus nail a perfect Blitz Ace, Wakka a perfect Auroch's
Reels, and Rikku combine a Bomb Core and a Dark Matter to come up with a final
mix outcome of Trio of 9999. Don't despair if you are having somewhat of an
element of trouble by this point, you almost have it beat. If you need to heal
a couple of more times, feel free to do so. Also revive any fallen party
party members you may have lost during this bout up to this crucial point in
time, you'll definately need them for the rest of this confromtation. Now,
this is really why I said do not summon all of your aeons in the early going,
just bring one out with a good deal of HP, just so you can shield your whole
party from a cynically intended 'Judgement day', which will do 99999 damage to
all of your currently active characters.
That would be a totally painful "nail in the coffin", especially this late in
the fight and after you have accomplished so much in the duel. So once it will
just about undoubtedly taken out your aeon use your characters with the most
prolific strength statistical attribute to attack with no pity for the at this
point pathetic looking monster. If you want to, summon again (if you have
another aeon) to attack, Valefor is most useful, to use a Energy Blast and
take out alot of damage, and in the process hopefully defending you from a
powerful Judgement Day. Now bring out a not used character and 'Entrust' their
overdrive to Wakka. Now have him use another Attack Reels, do so with
another character that has their bar pre-filled and Entrust it to Tidus, now
have him use another hurtful Blitz Ace, that could be the end of it.
If not, it'll be leaning tediously on the brink of death, so keep attacking
with devastating rounds of Quick Hits, after about 10 to 15 more of these it
should be lying pitifully in front of you pleading, groveling, and begging for
your previously ungiven mercy.


===============================================================================
<----------------------------------------------------------------------------->

                         8.0. REMIEM TEMPLE AEON DUELS                    ff_ra

<----------------------------------------------------------------------------->
===============================================================================

[-->] Belgemine's stats for Remiem Temple Aeon battles
-> HP: 10 - 10
-> MP: 1
-> AP: 0
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 1, Agl: 1, Eva: 1, Luck: 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sensor, Scan, Threaten
-> Weaknesses: Silence; 20, Darkness; 20, Sleep; 20; Doom- 3
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

---> NOTE: IF ANYONE CAN SEND ME IN THE SPECIFIC ATTACK INFO FOR THE FOLLOWING
AEON BOUTS IT WOULD BE GREATLY APPRECIATED. <---

-------------------------------------------------------------------------------

#1. Valefor (Remiem Temple - Many Belgemine Aeon Bouts)
-> HP: 20000 - 20000
-> MP: 500
-> AP: 0 - 0
-> Statistics:
Str- 20, Mag- 18, Def- 10, Mdef- 10, Acc- 0, Agl- 21, Eva- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Sonic Wings: Target (1), Type (str), Protect (yes), Shell (no), Power (9),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Delay Attack (100%)]
- Energy Ray: Target (all), Type (mag), Protect (no), Shell (yes), Power (26),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- Energy Blast: Target (all), Type (mag), Protect (no), Shell (yes), Power (40),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)


-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Valefor: Summon Bahamut here and keep just normally attacking it. Or you can
Impulse it. Only on a rare occasion will it drop Bahamut's HP really low but
if it does, use Cure. If you come into the fight with Mega Flare filled up it
will make things twice as easy.
BETTER STRATEGY: This is a more hands-on and technical strategy, but, in my
opinion, will help you own Valefor even easier. Summon Shiva, mainly because
of her speed and Valefor won't be able to get in as much turns. If her HP gets
low, use an Ice based spell on herself to recover. Or, if you've learned moves
already, use a Cure type spell. On regular offensive turns, have Shiva use
physical attacks as her main focus. If she reachs Overdrive, by all means use
it. When Valefor's gonna hit Overdrive, use Shield to block out most effects.
Haste is a good thing if you've taught it to her. Some minor things make
Valefor so predictable: Regular Turns- alternates between Sonic Wings, attack,
or Energy Ray; Overdrive Meter Full- unleashes devastating Energy Blast.
After the fight's done, you get Lightning Gem (4x). If you didn't get it on
Moonflow, you also get Summoner's Soul.

-------------------------------------------------------------------------------

#2. Ifrit (Remiem Temple - Many Belgemine Aeon Duels)
-> HP: 28000 - 28000
-> MP: 800
-> AP: 0 - 0
-> Statistics:
Str- 23, Mag- 21, Def- 10, Mdef- 1, Acc- 0, Agl- 18, Eva- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: [Absorption] Fire
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Hellfire: Target (all), Type (mag), Protect (no), Shell (no), Power (70),
Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Meteor Strike: Target (1), Type (str), Protect (yes), Shell (no), Power (18),
Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Ifrit: Here you should summon Shiva. When she is brought forth just keep using
Ice attacks and/or Heavenly Strike to eventually bring him down. If her HP
gets too low for comfort, use any level of an Ice attack on herself to restore
some HP. It is a good idea to start off with a Diamond Dust for some major
damage. If he's about to use Hell Fire (you'll know because he'll use it when
his Overdrive Guage is full), and it will make it just a move of nothingness.
On regular turns, he uses Meteor Strike [about 300-500 damage] and his normal
attack [about 150 damage]. Once this bout is over, you will be given X-Potion
(30x). And also, if you didn't get it during the fight with Belgemine on the
Calm Lands, you will even get Aeon's Soul. But that's it for the forgot-to-get-
but-I-get-it-now items with these aeons.

-------------------------------------------------------------------------------

#3. Ixion (Remiem Temple - Many Belgemine Aeon Duels)
-> HP: 30000 - 30000
-> MP: 720
-> AP: 0 - 0
-> Statistics:
Str- 22, Mag- 23, Def- 1, Mdef- 1, Acc- 0, Agl- 17, Eva- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: [Absorption] Lightning
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
- "Ixion Defends!": During this move, it doesn't do any damage to you, but it
does cast Shield to itself reducing damage dramatically.
- "Ixion Evades!": During this move, again, you don't sustain any damage, but
it has now been made extremely difficult to land a physical strike on Ixion.
- Attack 1: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Aerospark: Target (1), Type (str), Protect (yes), Shell (no), Power (40),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [remove NulAll], [remove Shell], [remove Protect], [remove
Haste], [remove Regen], [remove Reflect], [remove Auto-Life]
- Thor's Hammer: Target (all), Type (mag), Protect (no), Shell (yes), Power
(40), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Ixion: I used Yojimbo in this fight. Here only pay him 1 gil per turn for him
to use Daigoro. If your stats are where I mentioned they should be, 3-6 of them
should kill Ixion. You don't have to pay 1 gil per turn if you do not want,
but whatever. If your HP gets too low with Yojimbo, I can't say anything but
to let him die, and get your final hits in. And, for winning this, you will
have received Chocobo Feather (10x). Not too bad, eh?

-------------------------------------------------------------------------------

#4. Shiva (Remiem Temple - Many Belgemine Aeon Duels)
-> HP: 20000 - 20000
-> MP: 950
-> AP: 0 - 0
-> Statistics:
Str- 23, Mag- 20, Def- 180, Mdef- 180, Acc- 0, Agl- 21, Eva- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: [Absorption] Ice
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
Blizzaga- This attack does some pretty high-up-there Ice damage to one character
          alone.
Blizzara- This attack does some pretty high-up-there Ice damage to one character
          alone.
Attack- During this not-really-dangerous attack, Shiva does a regular attack
        for physical damage against one of your party members.
Heavenly Strike- This attack does physical damage as well as the Delay effect
                 to just one character.
Diamond Dust- This attack goes against either just one character, or all of
              your characters and unleashes devastating random amounts of HP,
              Ice type damage.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Shiva: Here you should summon Ifrit. Start off throwing Meteor Strikes at the
ice goddess. If that doesn't work for the time being, use fire attacks. If HP
decreases too far use any fire attack on Ifrit. Hellfire is recommended in
this fight. So... ok, for winning the battle, you get Mega-Potion (60x). This
is my personal favorite reward thus far not including that awesome 30x X-
Potions reward.

-------------------------------------------------------------------------------

#5. Bahamut (Remiem Temple - Many Belgemine Aeon Duels)
-> HP: 35000 - 35000
-> MP: 1500
-> AP: 0 - 0
-> Statistics:
Str- 31, Mag- 38, Def- 1, Mdef- 1, Acc- 0, Agl- 20, Eva- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
- Countdown: 1: Displays that Bahamut will unleash a very power Mega Flare in
just 1 turn that'll kill an aeon most likely.
- Countdown: 2: Displays that Bahamut will unleash a very power Mega Flare in
just 2 turn that'll kill an aeon most likely.
- Countdown: 3: Displays that Bahamut will unleash a very power Mega Flare in
just 3 turn that'll kill an aeon most likely.
- Countdown: 4: Displays that Bahamut will unleash a very power Mega Flare in
 just 4 turn that'll kill an aeon most likely.
- Countdown: 5: Displays that Bahamut will unleash a very power Mega Flare in
just 5 turn that'll kill an aeon most likely.
- Mega Flare: Target (all), Type (mag), Protect (no), Shell (no), Power (44),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Bahamut: Here I think you should call the Magus Sisters. When you bring them
just use the command "Go! Go!"(if it is available). If not just use the attack
command. If your their HP gets too low use the "Help Each Other" command or
"Do as you will" command, and hope for the best. Also hope to kill him before
the countdown to his overdrive(Mega Flare) is up. Start off with a Delta
Attack, and it might even kill him in one hit if you are strong enough.
Then, after the fight, you will have received the key item which is called the
Flower Scepter which is one of the keys to unlocking the most powerful aeons
in the game, the Magus Sisters.

-------------------------------------------------------------------------------

#6. Yojimbo (Remiem Temple- Many Belgemine Aeon Duels)
-> HP: 32000 - 32000
-> MP: 1200
-> AP: 0 - 0
-> Statistics:
Str- 34, Mag- 35, Def- 80, Mdef- 1, Acc- 0, Agl- 32, Eva- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: ??? <--- Can't use it against him.
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
Zanmato- This attack goes against either just one character, or all of  your
         characters and unleashes devastating random amounts of HP, special
         type damage.
Wakizashi- This attack either does physically based damage to all characters
           or just one of your characters.
Kozuka- During this not-really-dangerous attack, Yojimbo does a regular attack
        for physical damage against one of your party members.
Daigoro- During this not-really-dangerous attack, Yojimbo does a regular attack
         for physical damage against one of your party members.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Yojimbo: Here try to summon either the Magus Sisters or Bahamut. I used
Bahamut so I will describe that strategy. First make sure you come in with a
Mega Flare, AND USE IT. It might just 1 hit KO him or take him down way far.
Then from there just attack it with Impulses and after 5~7 Impulses it should
be dead. After this relatively easy fight is over, you will have received
Shadow Gems (8x). Not bad.

-------------------------------------------------------------------------------

#7. Anima (Remiem Temple - Many Belgemine Aeon Duels)
-> HP: 54000 - 54000
-> MP: 3000
-> AP: 0 - 0
-> Statistics:
Str- 38, Mag- 60, Def- 1, Mdef- 1, Acc- 0, Agl- 15, Eva- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
Attack- During this not-really-dangerous attack, Anima does a regular attack
        for physical damage against one of your party members.
Pain- This does magical type damage, as well as instant KO.
Demi- This attack takes away 1/4 (25%) away from everybody's current HP, and
      not their maximum HP.
Oblivion- Lets not forget it does 16 simultaneous special attacks randomly.
          And lastly it can and will only be used when dark Anima's overdrive
          guage is completely filled up, as well as Delay.
Dispel- Takes away just about any of the positive status ailments that're on
        the one targeted character.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This is the only *really* and *truly* difficult of the aeon battles you've had
to face so far. Her HP is almost double of most of the aeons you have had to
fight so far, but that's really al that you have to worry about with her besides
Oblivion which is somewhat of a worry. Demi'll never kill you, as I have
mentioned before because it takes away only 25% of *current* HP. Example: you
have 5000 HP with an aeon, and Anima uses Demi. Aeon's HP's now 3750, and it
can't go under 1 HP. But that's not her only attack, she also uses a normal
attack which does about 250 damage which is easily revived with a Cure type
spell. Now, Pain spell can kinda screw you over. What it does is does physical
damage, which is about 500, and KO (Death). If the KO fails, you still have
that about 500 HP damage to cure back up, which after a while can get extremely
boring and tiresome. Since Anima's very Str stat, you'll want very fast Eva
aeon, namely Shiva, and also have her with semi-high Mdef stat, making her
probably the best aeon to use for this battle. But, Yojimbo, Bahamut, and Magus
Sisters are also top quality choices here as well. If you use Magus Sisters,
just have them use special unique attacks and then Overdrives. 2 or 3 Passados
at about 100 Str can kill Anima in a cinch. With Yojimbo, you just pay him 1
Gil each time for attacks. If by some lucky chance you pull off Zanmato, that
ends the whole vs.-Anima battle right then and there. Bahamut's Impulses and
Mega Flares will own Anima. Remember to heal when using these aeons, also
(even though you can't with Yojimbo, so you'll have to kill Anima quickly as
to not sustain too much damage from Anima and eventually dying). But, now for
mainly what I did with Shiva: first, have Haste so you'll be seeing 3x more
Shiva's turns than you do of Anima's. Ok, with this, you get in a lot of turns,
but Anima eventually Dispels it, but then you implement it once again. Before
you see that Anima's Overdrive Bar is filled up, you have to cast Shield and
make sure your HP is over 2000 to even stand a chance of surviving it. You'll
have to wait about 4 turns before Shiva goes again, but you'll have to summon
new aeon probably because of attacks during those 4 turns of Delay. Ok, for
pummeling Anima to death, you will receive an astounding Stamina Springs (60x).
A very suiting reward, don't you think?

-------------------------------------------------------------------------------

#8a. Sandy Magus (Remiem Temple - Many Belgemine Aeon Duels)
-> HP: 35000 - 35000
-> MP: 3000
-> AP: 0 - 0
-> Statistics:
Str- 35, Mag- 18, Def- 1, Mdef- 1, Acc- 0, Agl- 24, Eva- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
Razzia- During this not-really-dangerous attack, Sandy does a regular attack
        for physical damage against one of your party members.
Attack- During this not-really-dangerous attack, Sandy does a regular attack
        for physical damage against one of your party members.

-> Sensor: None
-> Scan: None

#8b. Cindy Magus (Remiem Temple - Many Belgemine Aeon Duels)
-> HP: 48000 - 48000
-> MP: 8000
-> AP: 0 - 0
-> Statistics:
Str- 48, Mag- 38, Def- 0, Mdef- 0, Acc- 0, Agl- 15, Eva- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
Cura- This move of Cindy's will be used on one of her sisters to restorate a
      fairly decent amount of HP back to them.
Drain- During this attack, it takes away some HP from one of your party members
       and the exact amount that is leeched will be put onto Cindy's HP to
       restore her if she's hurt, but just to damage you if she is not hurt.
       So it's win/win for her.
Dispel- Takes away just about any of the positive status ailments that're on
        the one targeted character.
Mighty Guard- She does this unto every single one of her sisters (Mindy, Sandy)
              and what it does is it adds NulAll effect, Shell effect, and the
              Protect effect.
Shell- This puts the Shell status effect onto one of her sisters like 1/3 of
       the Mighty Guard move.
Holy- This unleashes the most powerful (and only) damaging White Magic in the
      game which is Holy.
Camisade- During this not-really-dangerous attack, Cindy does a regular attack
          for physical damage against one of your party members.
Regen- This will be adding the Regen positive status effect on one of her own
       sisters.
Protect- This will be adding the Protect positive status effect on one of her
         own sisters.

-> Sensor: None
-> Scan: None

#8c. Mindy Magus (Remiem Temple - Many Belgemine Aeon Duels)
-> HP: 20000 - 20000
-> MP: 7000
-> AP: 0 - 0
-> Statistics:
Str- 21, Mag- 28, Def- 1, Mdef- 1, Acc- 0, Agl- 20, Eva- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: B(7)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
Passado- This does 15 physically damaging attacks across 15 simultaneous hits
         on only one character for massive damage.
Flare- This does non-elemental magic damage to one character.
Waterga- This attack does Water based elemental magic damage against one party
         member.
Blizzaga- This attack does Ice based elemental magic damage against one party
          member.
Thundaga- This attack does Lightning based elemental magic damage against one
          party member.
Firaga- This attack does Fire based elemental magic damage against one party
        member.
Watera- This attack does Water based elemental magic damage against one party
        member.
Blizzara- This attack does Ice based elemental magic damage against one party
          member.
Thundara- This attack does Lightning based elemental magic damage against one
          party member.
Fira- This attack does Fire based elemental magic damage against one party
      member.
Ultima- This does non-elemental magic damage against everybody in the whole
        entire party.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Magus Sisters: In this fight you more than likely will have to use multiple
Aeons. Start off with Yojimbo, and pay in the 1000-10000 range to either get a
result of Wakizashi or Kozuka. After that they will all take about 1/2 of your
Aeon's HP down. Pay in the same range again (c'mon don't be a cheap skate).
After, Yojimbo will probably be dead. Then summon Bahamut. Keep attacking them
normally or with Impulses. After a little while if they're still not dead,
Bahamuts OD guage should be either full or almost full. When you see that use
a Maga Flare and they will be finished. And for beating this battle you will
receive Shining Gem (40x).


===============================================================================
<----------------------------------------------------------------------------->

                               9.0. SECRET BOSSES                         ff_sb

<----------------------------------------------------------------------------->
===============================================================================

In this section I will be listing stats, as well as the ultimate strategies for
defeating all of the secret bosses in the game. I will also be listing as to
where to find them for pummeling.

#1. Ultima Weapon (Omega Ruins)
-> HP: 70000 - 13560 (99999 HP in Int)
-> MP: 1 (99 in Int/Pal)
-> AP: 40000 - 50000
-> Statistics:
Str- 55, Mag- 50, Def- 60, Mdef- 60, Acc- 0, Agl- 29, Eva- 0, Luck- 15
                                             (Agl- 32 in Int/Pal)
-> Steal: Common- 10 Door to Tomorrows, Uncommon- 20 Door to Tomorrows
-> Bribe: Gil- 1400000, Item- 99 Pendulums
-> Win: Common- 3 or 6 Lv.3 Key Spheres, Uncommon- 3 or 6 Lv.3 Key Spheres
-> Gil Received: 20000
-> Immunities: Sleep, Poison, Confuse, Petrify, Slow, Zombie, Power Break,
Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan,
Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed
Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed
-> Weaknesses: Doom- 99, Silence- 95, Darkness- 95
-> Inherent Statuses: A(6), B(7)
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: Break MP Limit
-> Weapon Abilities: Double Overdrive
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (120), Shatter (10), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Core Energy: Target (1), Type (mag), Protect (no), Shell (yes), Power (44),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Shimmering Rain: Target (all), Type (mag), Protect (no), Shell (no), Power
(30), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Holy: Target (all), Type (mag), Protect (no), Shell (yes), Power (100),
Element (Holy), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Silence: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes), [Silence - 3 turns (100%)]
- Break: Target (all), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Petrification (100%)]
- Confuse: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes), [Confusion (100%)]

-> Sensor: Give it all you've got!
-> Scan: None

---> STRATEGIC TACTICS: <---
First off you might want to train alot in the start of here because there are
very powerful fiends here that can wipe the floor with your party otherwise.
Once you are prepared, venture off into the darkest depths of Omega Ruins,
and the radar only shows new areas as you enter them, it's not really as bad
as you think though. There are corridors to the left and right of the entrance
to the dungeon, I recommend going in the left direction for now, but it is
your individual choice, but you will have to read on a little further to find
what happens there. Keep on following that path until you reach a Glyph that
is on the wall, it won't do anything just yet, so proceed up in the same
direction. Along this way you will find rooms with treasure chests in them,
ignore those for now unless you are fully prepared for them (info and that
hard as heck sidequest in the succeeding section), when you enter the room
with the four chests inside stay in here for a little while until you are able
to find the Al Bhed Primer Vol. 26 on the floor in this area.
Continue on to the next area away from this room, and then you find yet
another Glyph on the wall, use it, and then head back to the one that had
previously been unactive, now activate that one and you will be able to get a
Teleport Sphere from up in this new place. Now, continue in the North direction
from here until you finally reack a pad, that will teleport you to the next
chamber. In this new chamber you will fight Ultima Weapon, let's begin, shall
we?
ULTIMA WEAPON: Make sure that your stats have breached the 85 mark. Now head
into battle with an armor bearing some sort of adjustment to defensive stature.
Now when you arrive at the point where you get into the fight with Ultima,
quickly cast Hastega. Now keep striking it down with powerful and deadly Quick
Hits, which will prove very vital to your successful defeat of of Ultima
Weapon. By this point you may have been attacked by it once or maybe even
twice, I recommend ailing this with a Mega-Potion or an X-Potion.
If some one has been KO'd then just heal them by way of Full-Life or a Mega-
Phoenix, I would not use a Phoenix Down because it's HP recovery ratio is not
as astoundingly substancial as the previous two methods of life recovery. If
you want to heal even more HP at one time in the beginning pf the fight use
Trio of 9999, and then when you heal it will recover 9999 HP to your entire
active party. If you summon I think you should bring in Anima or Bahamut to
leave the slightest inkling of challenge in the fight. You can also throw
100000 gil at it to take away 9999 at one time. You can even "Bribe" it with
1400000 gil and receive 99 Pendulums in return. Another thing you can do as an
extra is Steal 10 Doors to Tomorrow.

-------------------------------------------------------------------------------

#2. Omega Weapon (Omega Ruins)
-> HP: 99999 - 13560 (999999 - 66666 in Int]
-> MP: 1 (999 in Int/Pal)
-> AP: 50000 - 60000
-> Statistics:
Str- 54, Mag- 50, Def- 80, Mdef- 20, Acc- 0, Agl- 32, Eva- 0, Luck- 15
(Str- 64, Mag- 57, Def- 90, Mdef- 80, Acc- 0, Agl- 38, Eva- 0, Luck- 15 Int/Pal)
-> Steal: Common- 30 Gambler's Spirits, Uncommon- 30 Gambler's Spirits
-> Bribe: None
-> Win: Common- 3 or 2** Lv.4 Key Spheres, Uncommon- 3 or 2** Lv.4 Key Spheres
** - In International version, drop 6 instead
-> Gil Received: 20000
-> Immunities: Sleep, Poison, Confuse, Petrify, Slow, Zombie, Power Break,
Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan,
Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed
Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence,
Darkness, Bribe
-> Inherent Statuses: A(6), B(7)
-> Weaknesses: Doom- 222
-> Elemental Affinities: [1/2] Fire, Ice, Lightning, Water, Holy
([Absorption] Fire, Ice, Lightning, Water, Holy
Int/Pal)
-> Zanmato Lv: 4
-> Armor Abilities: Break HP Limit
-> Weapon Abilities: Triple Overdrive
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (120*), Shatter (10**), Critical (yes),
Silence (no), Darkness (yes***), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
* - "-" in International version.
** - 100 in International version.
*** - Does not affect in International version.
- Core Energy: Target (1), Type (mag), Protect (no), Shell (yes), Power (44),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Shimmering Rain: Target (all), Type (mag), Protect (no), Shell (no), Power
(30), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Nova: Target (all), Type (mag), Protect (no), Shell (no), Power (60),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Demi: Target (all), Type (Grav), Protect (no), Shell (yes), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[HP x 1/4]
- Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Break: Target (all), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Petrification (100%)]
- Confuse: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes), [Confusion (100%)]

-> Sensor: Give it all you've got!
-> Scan: None

---> STRATEGIC TACTICS: <---
OMEGA WEAPON: This guy is a good bit harder than Ultima Weapon. So after the
battle with Ultima you should seriously consider doing some hardcore training
before taking on the heretic Omega Weapon. So Once your stats have heightened
up to about the level of 90-99. Now start off just like last time by casting
Hastega. Keep using Quick Attacks and overdrives. Keep in mind not to try
anything foolish with status attacks on this guy because he is totally immune
to just about all of them.
You can upgrade a little in the summoning department to maybe Yojimbo or
possibly the Magus Sisters. But be very careful not to beat it before you
have Kimahri come in and use Lancet to learn the most awesome Ronso Rage in
the game, Nova. But you should only really do this when it is almost dead so
you have more of a chance to survive it. Heal as much as necessary throughout
the confrontation. Don't have strength to impressively high for it might kill
it in one hit, and you do not want that because you DO want that Ronso Rage
and this is the only chance for it except Nemesis.
To get rid of it quicker use some of the more powerful Mixes like the Mix
Super Nova/Sunburst. Or you may also use the Spare Change ability to take away
an enormously decent 10% of its HP in one turn (well, 1% if you're playing Int.
version FFX).
After the intense battle with Omega, you are instantly teleported to the very
beginning of the dungeon. You can now go back to where you fought Omega Weapon
and get a Magic Sphere from inside the treasure chest that is located behind
the area where you fought with Omega.

-------------------------------------------------------------------------------

#3. Geosgaeno (Baaj Temple Revisited)
-> HP: 32767 - 32767
-> MP: 128
-> AP: 4200 - 6300
-> Statistics:
Str- 36, Mag- 40, Def- 50, Mdef- 50, Acc- 50, Agl- 48, Eva- 0, Luck- 15
-> Steal: Common- Water Gem, Uncommon- 2 Water Gems
-> Bribe: None
-> Win: Common- 2 or 4 Power Spheres, Uncommon- 2 or 4 Power Spheres
-> Gil Received: 1000
-> Immunities: Sleep, Confuse, Petrify, Slow, Zombie, Power Break,
Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan,
Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed
Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence,
Darkness, Bribe, Doom
-> Weaknesses: Poison- 95; 10%
-> Elemental Affinities: [1.5 damage] Fire, Lightning, Water, Holy, Ice
-> Zanmato Lv: 4
-> Armor Abilities: Auto-Reflect
-> Weapon Abilities: ??? [I have heard that there's actually a glitch where
you get Encounters None {No Encounters} on a weapon. I don't know how to,
though]
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1
                         Drop Percentage: 127/128

-> Abilities:
- KO Punch: Target (1), Type (str), Protect (yes), Shell (no), Power
(16),Element
(-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Death (50%)]
- Stone Punch: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Petrification (50%)]
- Swallow: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (-), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no), [character unusable], [if NulAll, Haste, Regen, Protect, Reflect, Zombie,
Poison, Slow, Silence, or Full Break is on Swallowed character, Geosgaeno gets
affected by those statuses - bypasses immunity]
- Spit Out: Target (1), Type (grav), Protect (no), Shell (no), Power (-),
Element (-), Range (-), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no), [Dmg = Swallowed character's HP]
- Spit Out: Target (all), Type (grav), Protect (no), Shell (no), Power (-),
Element (-), Range (-), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no), [Dmg = Swallowed character's HP - 1]
- Spit Out: Target (all), Type (fixed), Protect (no), Shell (no), Power (-),
Element (-), Range (-), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no), [9999 fix dmg]

-> Sensor: Covered with thick scales. Vulnerable to magic.
-> Scan: None

---> STRATEGIC TACTICS: <---
- Geosgaeno: You are going to be needing some important preperations to be
made before going off to get yourself into trouble with Geosgaeno. You need
following equipment: have everybody with an armor that has the Stoneproof,
Deathproof, and perhaps so you can have even more of an advantage over
Geosgaeno, First Strike. I suggest starting off the battle with a Hastega
spell, and then you can have a choice of which strategy you want to take to
topple the overgrown fish:
- You may just want to have Rikku Mix together Trio of 9999, and then follow
up by either having Tidus execute a Blitz Ace overdrive, or have Wakka use an
Attack Reels overdrive and that should and could be enough to take it out
hopefully.
- Your other option involves a little bit of strategy and took me a good bit
of fights with Geosgaeno to compile and test this information. What it is is
this: you see, Geosgaeno has this move which 'Sucks Up' one of your party
members and keeps them in its stomach (character is visible). Now, you can
either be at a disadvantage or a real advantage here, here's how: you see, if
you have positive status effects on the character that is 'Sucked Up', most
of the good statuses that you have on will also be inflicted upon Geosgaeno.
List of Carry-Over-able Positive Status Augmentations:
(there may be more, but this is all I have found thus far)
Regen, Reflect, NulShock, Haste, Protect, NulFrost, Shell, NulBlaze, NulTide
- same goes for negative status imprefections...
List of Carry-Over-able Positive Status Augmentations:
(there may be more, but this is all I have found thus far)
Zombie, Poison, Mental Break, Slow, Power Break, Silence, Armor Break, Mental
Break
So you see, putting your ownself in negative status effects may aid you to
reign victorious in this bout with big G. Now I will list great and unbeatable
status combinations to have on your characters when they are 'Sucked Up':
- You can put Regen and then Zombie on the characters (this I think is best)
- Another good alternative status combo would be to have Zombie and the start
to systematically pick it apart with rounds of Curaga or Phoenix Downs.
- You can put Poison on and then wait for every 1st, 2nd, or 3rd turns it gets
when it uses its KO Punch or Stone Punch which will be nullified and it will
take lots of damage while doing so.
- Just put on all of the Breaks and then just whip it with alot of overdrives,
Mugs, or Quick Hits until death. Now, I have done alot of uncovering and found
a lot of info on Geosgaeno lately. For the first Spit Out listed under
"abilities", you must KILL Geos with Struggle inside of it. 9999 IS maximum
dmg its attack can do.
For second one mentioned, you must simply Struggle once, not killing it, and
then you'll see this happen. And for last one, you must choose the Defend
action instead of Struggle.

-------------------------------------------------------------------------------

#4. Yojimbo (Cavern of the Stolen Fayth)
-> HP: 33000 - 4060
-> MP: 2000
-> AP: 0
-> Statistics:
Str- 34, Mag- 35, Def- 80, Mdef- 1, Acc- 0, Agl- 32, Eva- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: 0
-> Immunities: Sleep, Poison, Confuse, Petrify, Slow, Zombie, Power Break,
Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan,
Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed
Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence,
Darkness, Bribe
-> Inherent Statuses: B(7)
-> Weaknesses: Doom- 5
-> Elemental Affinities: None
-> Zanmato Lv: ??? <--- Can't use it against him. o_O
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
- Daigoro: Target (1), Type (str), Protect (yes), Shell (no), Power (8),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Kozuka: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Wakizashi (single): Target (1), Type (str), Protect (yes), Shell (no), Power
(28), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Wakizashi (multi): Target (all), Type (str), Protect (yes), Shell (no), Power
(24), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Zanmato: Target (all), Type (fixed), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [9999 fix dmg]

-> Sensor: None
-> Scan: None

#4?. Lady Summoner [Ginnem] (Cavern of the Stolen Fayth - Fayth)
-> HP: 10 - 10
-> MP: 1
-> AP: 0
-> Statistics:
Str: 7, Mag: 1, Def: 1, Mdef: 1, Acc: 10, Agl: 1, Eva: 2, Luck: 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Scan, Threaten, Sensor
-> Weaknesses: Sleep; 20, Darkness; 20, Silence; 20
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Abilities: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This is a very easy fight despite what you all may be thinking. So I am here to
say don't worry, you can kill it within an easy five turns and barely take any
damage whatsoever. First, cast Doom negative status effect against Yojimbo
enemy. Now, for the rest of the five turns he's slowing losing his life away,
you just heal and guard anything that is thrown your way. See, that's pretty
darn easy enough, right?


===============================================================================
<----------------------------------------------------------------------------->

                            10.0. MONSTER FORMATIONS                      ff_mf

<----------------------------------------------------------------------------->
===============================================================================

In this section I will list EVERY single monster formation for every single
area and subarea in the game. Encounters are classified into 6 groups, which
include "random", "boss", "event", "tutorial", "again boss", and "visible".

- Random - random encounter on a terrain (ie. Ragora)
- Boss - forced/optional boss battle (ie. Oblitzerator/Shinryu)
- Event - non-boss forced battle (ie. Sahagin Kings during Luca siege)
- Tutorial - a forced battle teaching you things, usually random encounters
(ie. Garuda in Besaid at the beginning)
- Again Boss - a forced boss battle you have to fight again (ie. Sinspawn Gui)
- Visible - a fiend you can see clearly on the terrain (ie. Sandragora)

Well, without further adieu, let's begin.

---------------------------------> Zanarkand <---------------------------------
Sinscale [9310] x? (event)                                                    |
Sinspawn Ammes, Sinscale [9410] x5 (boss)                                     |
Tanker, Sinscale [9310] x? (event)                                            |
--------------------------------> Baaj Temple <--------------------------------
Sahagin x3 (event)                                                            |
Geosgaeno (boss)                                                              |
Geosgaeno (boss)                                                              |
Klikk [before Al Bhed] (boss)                                                 |
Klikk [after Al Bhed] (boss)                                                  |
----------------------------> Al Bhed/Sunken Ship <----------------------------
Piranha [1], Piranha [2] (random)                                             |
Piranha [3] (random)                                                          |
Tros (boss)                                                                   |
Piranha [3] x2 (random)                                                       |
Piranha [1], Piranha [2] (random)                                             |
Piranha [2], Piranha [1], Piranha [3] (random)                                |
Piranha [2], Piranha [1] x3 (random)                                          |
-----------------------------------> Besaid <----------------------------------
Dingo, Water Flan (random)                                                    |
Dingo, Condor (random)                                                        |
Condor, Water Flan (random)                                                   |
Dingo, Condor (tutorial)                                                      |
Water Flan (tutorial)                                                         |
??? [Kimahri], Kimahri Weapon (boss)                                          |
Dingo, Water Flan (random)                                                    |
Dingo, Condor (random)                                                        |
Condor, Dingo (random)                                                        |
Dingo, Water Flan, Condor (random)                                            |
Garuda (tutorial)                                                             |
Garuda (tutorial)                                                             |
Condor, Dingo, Water Flan (tutorial)                                          |
Dark Valefor (boss) (after you gain full command of Airship)                  |
----------------------------------> SS Liki <----------------------------------
Sinscale x3?/infinite, Sin [fin] (boss)                                       |
Sinspawn Echuilles, Sinscale x?/infinite (boss)                               |
-----------------------------------> Kilika <----------------------------------
Lord Ochu (boss)                                                              |
Dinonix, Yellow Element (random)                                              |
Dinonix, Killer Bee (random)                                                  |
Yellow Element, Killer Bee (random)                                           |
Dinonix, Yellow Element, Killer Bee (random)                                  |
Ragora (random)                                                               |
Ragora x2 (random)                                                            |
Ragora, Killer Bee x2 (random)                                                |
Ragora (tutorial)                                                             |
Sinspawn Geneaux, Geneaux's Tentacle x2 (boss)                                |
-------------------------------------> Luca <----------------------------------
Worker x2 (event)                                                             |
Worker x2 (event)                                                             |
Worker x2 (event)                                                             |
Oblitzerator, Crane (boss)                                                    |
Sahagin Chief ?/keep coming (event)                                           |
Vouivre (event)                                                               |
Garuda (event)                                                                |
--------------------------------> Mi'ihen Highroad <---------------------------
Mi'ihen Fang, White Element, Floating Eye (random)                            |
Mi'ihen Fang, White Element, Raldo (random)                                   |
Floating Eye, Mi'ihen Fang, Raldo (random)                                    |
Raldo, White Element, Floating Eye (random)                                   |
Bomb (random)                                                                 |
Dual Horn (random)                                                            |
Mi'ihen Fang (random)                                                         |
Mi'ihen Fang x2 (random)                                                      |
Mi'ihen Fang x3 (random)                                                      |
Dual Horn, Mi'ihen Fang (random)                                              |
Raldo (tutorial)                                                              |
Belgemine, Ifrit (summon)                                                     |
White Element, Mi'ihen Fang, Floating Eye (random)                            |
Mi'ihen Fang, White Element, Raldo (random)                                   |
Mi'ihen Fang, Raldo, Floating Eye (random)                                    |
Raldo, White Element, Floating Eye (random)                                   |
Dual Horn, Mi'ihen Fang (random)                                              |
Bomb x2, Dual Horn (random)                                                   |
Floating Eye x2, Bomb (random)                                                |
Bomb x3 (random)                                                              |
Mi'ihen Fang (random)                                                         |
Mi'ihen Fang x2 (random)                                                      |
Mi'ihen Fang x3 (random)                                                      |
Mi'ihen Fang, Dual Horn (random)                                              |
Chocobo Eater (boss)                                                          |
Mi'ihen Fang, White Element, Floating Eye (random)                            |
Mi'ihen Fang, White Element, Raldo (random)                                   |
Mi'ihen Fang, Raldo, Floating Eye (random)                                    |
Raldo, White Element, Floating Eye (random)                                   |
Dual Horn, Raldo (random)                                                     |
Bomb x2, Dual Horn (random)                                                   |
Bomb, Floating Eye x2 (random)                                                |
Bomb x3 (random)                                                              |
------------------------------> Mushroom Rock Road <---------------------------
Vouivre, Ipiria, Thunder Flan (random)                                        |
Ipiria, Vouivre, Floating Eye (random)                                        |
Vouivre, Floating Eye, Thunder Flan (random)                                  |
Vouivre, Thunder Flan (random)                                                |
Thunder Flan, Bomb x2 (random)                                                |
Dual Horn, Thunder Flan (random)                                              |
Vouivre, Dual Horn x2 (random)                                                |
Bomb x2, Dual Horn (random)                                                   |
Vouivre, Ipiria, Thunder Flan (random)                                        |
Vouivre, Ipiria, Floating Eye (random)                                        |
Thunder Flan, Floating Eye, Vouivre (random)                                  |
Thunder Flan, Bomb x2 (random)                                                |
Bomb x2, Dual Horn (random)                                                   |
Dual Horn x2, Vouivre (random)                                                |
Garuda (random)                                                               |
Red Element, Raptor, Lamashtu (random)                                        |
Lamashtu, Gandarewa, Red Element (random)                                     |
Raptor, Red Element, Gandarewa (random)                                       |
Raptor, Funguar x2 (random)                                                   |
Raptor, Funguar, Red Element (random)                                         |
Funguar, Red Element, Gandarewa (random)                                      |
Garuda (random)                                                               |
Lamashtu, Raptor, Red Element (random)                                        |
Lamashtu, Gandarewa, Red Element (random)                                     |
Raptor, Funguar x2 (random)                                                   |
Raptor, Funguar, Red Element (random)                                         |
Funguar, Red Element, Gandarewa (random)                                      |
Garuda (random)                                                               |
Garuda, Funguar x2 (random)                                                   |
Sinspawn Gui, Head, Arm x2 (boss)                                             |
Lamashtu, Raptor, Red Element (random)                                        |
Lamashtu, Gandarewa, Red Element (random)                                     |
Raptor, Red Element, Gandarewa (random)                                       |
Raptor, Funguar x2 (random)                                                   |
Raptor, Funguar, Red Element (random)                                         |
Funguar, Red Element, Gandarewa (random)                                      |
Sinspawn Gui, Head, Arm x2 (again boss)                                       |
Dark Magus Sisters (boss) (after you gain full command of Airship)            |
--------------------------------> Djose Highroad <-----------------------------
Lamashtu, Raptor, Simurgh (random)                                            |
Raptor, Simurgh, Funguar (random)                                             |
Bite Bug x2, Funguar (random)                                                 |
Bite Bug x2, Basilisk (random)                                                |
Basilisk x2 (random)                                                          |
Lamashtu, Raptor, Funguar (random)                                            |
Garm, Bunyip, Snow Flan (random)                                              |
Garm, Bunyip, Simurgh (random)                                                |
Gandarewa x2, Funguar (random)                                                |
Gandarewa x2, Snow Flan (random)                                              |
Basilisk, Funguar x2 (random)                                                 |
Simurgh, Bite Bug x2 (random)                                                 |
Basilisk x2 (random)                                                          |
-----------------------------------> Moonflow <--------------------------------
Ochu (random)                                                                 |
Bunyip, Garm, Bite Bug (random)                                               |
Ochu, Bite Bug x2 (random)                                                    |
Ochu, Garm (random)                                                           |
Ochu (random)                                                                 |
Garm, Bunyip, Snow Flan (random)                                              |
Gandarewax 2, Funguar (random)                                                |
Belgemine, Ixion (summon)                                                     |
Extractor (random)                                                            |
??? [chest], Garm, Bunyip (random)                                            |
??? [chest], Bite Bug x2 (random)                                             |
??? [chest], Bunyip, Bite Bug x2 (random)                                     |
Ochu, Garm (random)                                                           |
Garm, Bunyip, Snow Flan (random)                                              |
??? [chest], Bunyip (tutorial)                                                |
--------------------------------> Thunder Plains <-----------------------------
Larva, Gold Element (random)                                                  |
Melusine, Kusariqqu, Aerouge (random)                                         |
Gold Element, Buer, Melusine (random)                                         |
Larva, Aerouge x2                                                             |
Gold Element, Buer, Aerouge (random)                                          |
Qactuar (random)                                                              |
Qactuar x2 (random)                                                           |
Qactuar x3 (random)                                                           |
Iron Giant (random)                                                           |
Iron Giant, Buer x2 (random)                                                  |
Larva x2 (random)                                                             |
Melusine, Kusariqqu, Aerouge (random)                                         |
Gold Element, Buer, Kusariqqu (random)                                        |
Qactuar (random)                                                              |
Qactuar x2 (random)                                                           |
Qactuar x3 (random)                                                           |
Dark Ixion (boss) (after you gain full command of Airship)                    |
-------------------------------> Macalania Forest <----------------------------
Iguion, Murussu, Wasp (random)                                                |
Iguion, Murussu, Blue Element (random)                                        |
Wasp, Blue Element x2 (random)                                                |
Xiphos (random)                                                               |
Wasp x2, Xiphos (random)                                                      |
Chimera (random)                                                              |
Spherimorph (boss)                                                            |
--------------------------------> Lake Macalania <-----------------------------
Evil Eye, Ice Flan, Snow Wolf (random)                                        |
Snow Wolf, Ice Flan, Mafdet (random)                                          |
Snow Wolf x2, Ice Flan (random)                                               |
Crawler, Negator (boss)                                                       |
------------------------------> Macalania Temple <-----------------------------
Guado Guardian x2, Seymour, Anima (boss)                                      |
Guado Guardian [???], Snow Wolf, Mafdet (random)                              |
Guado Guardian [???], Evil Eye x2 (random)                                    |
Guado Guardian [???], Ice Flan, Mafdet (random)                               |
Dark Shiva (boss) (after you gain full command of Airship)                    |
---------------------------------> Macalania <---------------------------------
Snow Wolf, Ice Flan, Evil Eye (random)                                        |
Snow Wolf, Ice Flan, Mafdet (random)                                          |
Evil Eye x2, Mafdet (random)                                                  |
Evil Eye, Snow Wolf, Ice Flan (random)                                        |
Mafdet, Snow Wolf, Ice Flan (random)                                          |
Mafdet, Evil Eye x2 (random)                                                  |
Guado Guardian [???], Snow Wolf, Mafdet (random)                              |
Guado Guardian [???], Evil Eye x2 (random)                                    |
Guado Guardian [???], Ice Flan, Mafdet (random)                               |
Guado Guardian x2, Wendigo (boss)                                             |
-----------------------------> Bikanel Desert <--------------------------------
Zu (event)                                                                    |
Zu, ??? [chest] (tutorial)                                                    |
Cactuar (random)                                                              |
Sand Wolf, Mushussu, Alcyone (random)                                         |
Sand Wolf, Alcyone x2 (random)                                                |
Mech Guard x2 (random)                                                        |
Zu (random)                                                                   |
Sand Worm (random)                                                            |
Cactuar (random)                                                              |
Mech Guard x2 (random)                                                        |
Cactuar (random)                                                              |
Cactuar (random)                                                              |
Sand Wolf, Mushussu, Alcyone (random)                                         |
Alcyone x2, Sand Wolf (random)                                                |
Mech Guard x2 (random)                                                        |
Zu (random)                                                                   |
Sand Worm (random)                                                            |
Cactuar (random)                                                              |
Cactuar (random)                                                              |
Sand Worm (random)                                                            |
Zu, ??? [chest] (random)                                                      |
Zu, ??? [chest] x2 (random)                                                   |
Sand Wolf x3, ??? [chest] (random)                                            |
Cactuar (random)                                                              |
Cactuar x2 (random)                                                           |
Mushussu, Sand Wolf, Alcyone (random)                                         |
Mushussu, Alcyone x2 (random)                                                 |
Mech Guard x2 (random)                                                        |
Mech Gunner, Mech Guard x2 (random)                                           |
Zu (random)                                                                   |
Sand Worm (random)                                                            |
Cactuar (random)                                                              |
Cactuar (random)                                                              |
Cactuar x2 (random)                                                           |
Cactuar x3 (random)                                                           |
Zu (random)                                                                   |
Zu, Cactuar x2 (random)                                                       |
Sand Worm (random)                                                            |
Sandragora (visible)                                                          |
Cactuar (random)                                                              |
Cactuar (random)                                                              |
Cactuar (random)                                                              |
Dark Ifrit (boss) (after you gain full command of Airship)                    |
----------------------------------> Al Bhed Home <-----------------------------
Guado Guardian [DE], Bomb [E2] x3 (random)                                    |
Guado Guardian [DE], Evil Eye [E1] x2 (random)                                |
Dual Horn [E4] x2, Guado Guardian [DE] (random)                               |
Chimera [E3] x2, Guado Guardian [DE] (random)                                 |
-----------------------------------> Airship <---------------------------------
Bomb [E2] x3 (random)                                                         |
Evil Eye [E1] x2 (random)                                                     |
Dual Horn [E4] x2 (random)                                                    |
Evrae, Cid, Dummy (boss)                                                      |
-----------------------------------> Bevelle <---------------------------------
Warrior Monk [C5] x2, Warrior Monk [C7], Rifle x2, Fire Rifle (random)        |
YKT-63, Warrior Monk [C7] x2, Fire Rifle x2 (random)                          |
Warrior Monk [C5] x2, YAT-99, Rifle x2 (random)                               |
Sahagin [land] x3 (random)                                                    |
Cave Iguion x2, Sahagin [land] (random)                                       |
Bat Eye x2 (random)                                                           |
Aqua Flan, Sahagin [land] x2 (random)                                         |
Aqua Flan, Cave Iguion x2 (random)                                            |
Swamp Mafdet, Bat Eye (random)                                                |
Maze Larva (random)                                                           |
Isaaru, Ifrit/Grothia [1C] (summon)                                           |
Isaaru, Valefor/Pterya [FE] (summon)                                          |
Isaaru, Bahamut/Spathi [1F] (summon)                                          |
Phlegyas x2 (random)                                                          |
Remora x2, Phlegyas (random)                                                  |
Remora, Sahagin [pink] (random)                                               |
Sahagin [pink] x2, Octopus (random)                                           |
Octopus x2 (random)                                                           |
Evrae Altana, Gate Lock [A2], Gate Lock [AB], Dummy (boss)                    |
Evrae Altana, Gate Lock [A2], Gate Lock [AB], Dummy (boss)                    |
Evrae Altana, Dummy x? (boss)                                                 |
YKT-63, Warrior Monk [C7] x2, Fire Rifle x2 (random)                          |
YKT-63 x2, YAT-99 (random)                                                    |
YAT-99 x2, YKT-63 (random)                                                    |
Seymour Natus, Mortibody (boss)                                               |
---------------------------------> Calm Lands <--------------------------------
Skoll, Flame Flan, Mech Scouter (random)                                      |
Mech Scouter [flaming] x2, Ghost (random)                                     |
Nebiros, Shred, Flame Flan (random)                                           |
Mech Scouter, Nebiros x2, Skoll (random)                                      |
Chimera Brain x2 (random)                                                     |
Malboro (random)                                                              |
Mech Scouter [flaming] x2, Coeurl (random)                                    |
Belgemine, Shiva [1E11] (summon)                                              |
Skoll, Flame Flan, Mech Scouter (random)                                      |
Mech Scouter [flaming], Ghost (random)                                        |
Nebiros, Shred, Flame Flan (random)                                           |
Nebiros, Skoll, Mech Scouter (random)                                         |
Chimera Brain x2 (random)                                                     |
Malboro (random)                                                              |
Anacondaur x2 (random)                                                        |
Ogre, Skoll x2 (random)                                                       |
Mech Scouter [flaming] x2, Coeurl (random)                                    |
Coeurl x2 (random)                                                            |
Skoll, Flame Flan, Mech Scouter (random)                                      |
Ghost, Mech Scouter [flaming] x2 (random)                                     |
Nebiros, Shred, Flame Flan (random)                                           |
Mech Scouter, Nebiros x2, Skoll (random)                                      |
Chimera Brain x2 (random)                                                     |
Malboro (random)                                                              |
Anacondaur x2 (random)                                                        |
Ogre, Skoll x2 (random)                                                       |
Mech Scouter [flaming] x2, Coeurl (random)                                    |
Coeurl x2 (random)                                                            |
Skoll, Flame Flan, Mech Scouter (random)                                      |
Ghost, Mech Scouter [flaming] x2 (random)                                     |
Nebiros, Shred, Flame Flan (random)                                           |
Mech Scouter, Nebiros x2, Skoll (random)                                      |
Chimera Brain (random)                                                        |
Malboro (random)                                                              |
Anacondaur x2 (random)                                                        |
Ogre, Skoll x2 (random)                                                       |
Mech Scouter [flaming] x2, Coeurl (random)                                    |
Coeurl x2 (random)                                                            |
Defender X (boss)                                                             |
Epaaj x2 (random)                                                             |
Mech Scouter [flaming] x2, Epaaj (random)                                     |
Mech Scouter x2, Epaaj (random)                                               |
--------------------------> Cavern of the Stolen Fayth <-----------------------
Yowie x3 (random)                                                             |
Nidhogg, Dark Element x2 (random)                                             |
Imp, Mech Hunter, Epaaj (random)                                              |
Thorn x3 (random)                                                             |
Ghost (random)                                                                |
Valaha, Epaaj (random)                                                        |
Magic Urn [CA10] ? (random)                                                   |
Mira, Yojimbo, Koma Inu (boss)                                                |
Ghost (random)                                                                |
Valaha, Epaaj (random)                                                        |
Malboro (random)                                                              |
Defender (random)                                                             |
Tonberry (random)                                                             |
Coeurl x2 (random)                                                            |
Magic Urn [CA10] ? (random)                                                   |
Dark Yojimbo (boss) (after you gain full command of Airship)                  |
------------------------------> Mount Gagazet <--------------------------------
Bandersnatch, Nidhogg, Mech Leader (random)                                   |
Grenade x2, Imp (random)                                                      |
Mech Defender x2, Mech Leader (random)                                        |
Grat x2, Bashura (random)                                                     |
Grat x2, Grenade (random)                                                     |
Imp x2, Grat x2 (random)                                                      |
Biran Ronso, Yenke Ronso (boss)                                               |
Seymour Flux, Mortiorchis (boss)                                              |
Bandersnatch, Mech Leader, Nidhogg (random)                                   |
Mech Defender x2, Mech Leader (random)                                        |
Dark Flan (random)                                                            |
Mandragora (random)                                                           |
Grendel, Ahriman (random)                                                     |
Bashura x2 (random)                                                           |
Behemoth (random)                                                             |
Maelspike x2, Splasher [3] (random)                                           |
Maelspike, Achelous x2 (random)                                               |
Achelous x2, Splasher [2], Splasher [3] (random)                              |
Splasher [2], Splasher [3], Splasher [1] x2 (random)                          |
Sanctuary Keeper (boss)                                                       |
Dark Anima (boss) (after you gain full command of Airship)                    |
----------------------------> Zanarkand Ruins <--------------------------------
Dark Flan (random)                                                            |
Mandragora (random)                                                           |
Grendel, Ahriman (random)                                                     |
Bashura, Ahriman (random)                                                     |
Behemoth (random)                                                             |
Defender Z (random)                                                           |
Fallen Monk [C6] x2, Fallen Monk [C8], Rifle x2, Fire Rifle (random)          |
Fallen Monk [C6] x3, YAT-97, Rifle x2 (random)                                |
YKT-11, Fallen Monk [C8] x2, Fire Rifle x2 (random)                           |
YKT-11 x2, YAT-97 (random)                                                    |
YAT-97 x2, YKT-11 (random)                                                    |
Spectral Keeper, Circle ? (boss)                                              |
Yunalesca [form 1] (boss)                                                     |
Yunalesca [form 2] (boss)                                                     |
Yunalesca [form 3] (boss)                                                     |
Dark Bahamut (boss) (after you gain full command of Airship)                  |
------------------------------> Airship (again) <------------------------------
Left Fin, Cid (boss)                                                          |
Right Fin, Cid (boss)                                                         |
Sinspawn Genais, Sin [8A] (boss)                                              |
Sin [8C] (boss)                                                               |
Penance (boss) (after you gain full command of Airship / after all Dark Aeons |
defeated)                                                                     |
----------------------------------> Sin <--------------------------------------
Ahriman x3 (random)                                                           |
Exoray x2, Ahriman (random)                                                   |
Adamantoise (random)                                                          |
Gemini [mace], Gemini [sword] (random)                                        |
Behemoth King (random)                                                        |
Seymour Omnis, Mortiphasm [6A] x4 (boss)                                      |
Exoray x2, Ahriman (random)                                                   |
Adamantoise (random)                                                          |
Gemini [mace], Gemini [sword] (random)                                        |
Demonolith (random)                                                           |
Behemoth King (random)                                                        |
Great Malboro (random)                                                        |
Barbatos (random)                                                             |
Wraith (random)                                                               |
Behemoth King (ra