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    Monster Arena FAQ by CB!

    Version: 2.0 | Updated: 09/23/02 | Search Guide | Bookmark Guide

    -- Final Fantasy X (US) Monster Arena FAQ --
    -- by CB! (Christine Bomke, circe@san.rr.com) --
    -- Version 2.0, 9/23/02 --
    
    LEGAL DISCLAIMER: This guide is for PERSONAL USE ONLY, copyrighted to me,
    Christine Bomke. Do not put this FAQ on your site without first emailing me 
    for permission. If permission IS granted, you are not permitted to change a 
    single word of this FAQ when you post it, and must leave it as a .txt file 
    unless I've explicitly told you otherwise that you may change it. Do not 
    steal information from this FAQ for your magazine, or other form of media - 
    printed, online, or otherwise. Do not pass GO, do not collect $200. If you 
    violate this disclaimer anyway, blah blah copyright violation blah blah legal
    action blah.
    
    NOTE TO WEBMASTERS: If permission is granted to post this guide on your site,
    it is _your_ responsibility to get the most recent version from my site or 
    GameFAQs.com periodically. If you can't be bothered to keep it current, then 
    please don't post it.
    
    Avast ye matey, thar be spoilers ahead.
    
    
    -- Table 'o Contents --
    
       I. Version History
      II. Foreword / Contact Information
     III. General Strategies / Leveling Up
          a. Monster Arena Overview
          b. Suggested Abilities and Equipment
          c. Leveling Up
      IV. Normal Monster Price List
       V. Area Creations
          a. Besaid Island: Stratavis
          b. Kilika Forest: Malboro Menace
          c. Mi'ihen Highroad: Kottos
          d. Mushroom Rock Road: Coeurlregina
          e. Djose Highroad / Moonflow: Jormungand
          f. Thunder Plains: Cactuar King
          g. Macalania Forest and Snowfield: Espada
          h. Sanubia Desert: Abyss Worm
          i. Calm Lands: Chimerageist
          j. Cavern of the Stolen Fayth: Don Tonberry
          k. Mt. Gagazet / Gagazet Cavern / Zanarkand Ruins: Catoblepas
          l. Inside Sin: Abadon
          m. Omega Ruins: Vorban
       V. Species Creations
          a. Wolves: Fenrir
          b. Lizards: Ornitholestes
          c. Birds: Pteryx
          d. Insects: Hornet
          e. Floating Wizards: Vidatu
          f. Eyeballs: One-Eye
          g. Flans: Jumbo Flan
          h. Elements: Nega Elemental
          i. Armored Moles: Tanket
          j. Dragons: Fafnir
          k. Fungus: Sleep Sprout
          l. Bombs: Bomb King
          m. Horned: Juggernaut
          n. Iron Giants: Ironclad
     VII. Original Creations   
          a. Earth Eater
          b. Greater Sphere
          c. Catastrophe
          d. Th'uban
          e. Neslug
          f. Ultima Buster
          g. Shinryu
          h. Nemesis (or "Omega Gold")
    VIII. Zen, and the art of Encountering Rare Monsters
      IX. Frequently Asked Questions
          1. Where can I find [name of monster]? They're so rare!
          2. What about Land Worms?
          3. Which monsters appear in more than one area, and which area do they
             count towards when I capture them?
          4. What is this "Passado" trick you keep mentioning?
          5. What is the purpose of the Mark of Conquest?
          6. Is there a difference between the Cavern of the Stolen Fayth and the
             Sunken Cave?
          7. I don't like your strategy, nyah nyah. Why don't you write a different
             one?
          8. What is the Sphere Distiller trick?
          9. What do Reppageki, Bushinzan, and Shinryudan mean?
         10. Am I missing out on anything if I don't fight Chimerageist on my first
             visit to the Calm Lands?
         11. What about other bosses? Is there a benefit to fighting them
             immediately after unlocking them?
         12. I supposedly completed all of the requirements to unlock Nemesis, and
             he's still not on the list! Why?
         13. I'm playing an NSG (No Sphere Grid) game, can I still make good use
             of the Monster Arena?
         14. Are there any significant Monster Arena changes between the original
             Japanese release, the US release, and the "International"/PAL release?
         15. Were there any original boss designs for the Monster Arena?
         16. What's in the treasure chest in front of the Monster Arena, and how do
             I open it?
         17. Does Zanmato work on Monster Arena bosses?
     IX. Thanks, Acknowledgements, Shameless Plugs
    
    
    -- I. Version History --
    
    v2.0 9/23/02: Added a special explanation of rare monster encounters and 
    encounter rates in general, and went over the entire document with a fine-
    toothed comb to fix typos, errors, and translational bugbears. Don't say I don't
    love you.
    
    v1.6 4/12/02: Added six new Frequently Asked Questions, added a section on the
    prices of fighting regular monsters, and finally wrote part c of Section III.
                                    
    v1.5 3/26/02: Added exact stats for every monster, rewrote every single 
    strategy, added 2 new Frequently Asked Questions, and wrote a new section on 
    suggested battle and equipment abilities. The leveling up portion will be 
    completed in the next revision.
    
    v1.4 1/30/02: Added Frequently Asked Questions section, changed "Reraise" to
    "Auto-Life", and corrected the Iguion omission in the conditions for unlocking 
    Ornitholestes. Thanks to the ten zillion people who emailed me about this.
    
    v1.3 1/17/02: Added the number of slots in dropped equipment, and number of
    abilities in dropped equipment to each optional boss. And despite my 
    proclamation that I would no longer accept strategic submissions, Ultima
    Gamer emailed me with such a great Neslug strategy, I just couldn't help 
    posting it. Smileys!
    
    v1.2 1/5/02: Expanded upon the strategy for Nemesis, added a strategy for
    Catastrophe which I'd forgotten, and fixed the Chocobo Wings/Feathers 
    problem, thanks to everyone who emailed/IMed me about this. Tweaked little
    things about some strategies, and added the AP gained for each boss. (I still 
    say the AP doesn't matter, since the monsters in the Omega Ruins give you at
    least as much per fight with less effort, but some people like to know 
    everything about everything anyway.)
    
    v1.1 1/3/02: Updated pretty much every existing boss strategy, thanks to
    reader submissions, and fixed a few _really_ stupid mistakes. Also noted the 
    insanely low encounter rates for some monsters (coughTonberrySimurghcough), 
    and revised the "General Strategies" section.
    
    v0.9 12/29/01: Finished most of the FAQ, and submitted to GameFAQs.com. The
    only things missing are strategies for a few bosses, and/or more reader-
    submitted strategies.
    
    v0.1 12/25/01: Began guide. Not released to the public.
    
    
    -- II. Foreword / Contact Information  --
    
    First, this is not a gameplay FAQ. This is an explanation of how the Monster
    Arena works, and how to level up like mad by fighting in it. If you need help
    figuring out the Sphere Grid system, or want a walkthough, look elsewhere. 
    Most of this information came from my own experiences in the game, but some 
    information concerning auto-abilities of dropped equipment, slots of dropped 
    equipment, and drop rates came from the Final Fantasy X Ultimania "Battle" 
    guide. Exact monster stats came from the Final Fantasy X Ultimania "Omega" 
    guide. It also bears mentioning I never would have appreciated the Monster 
    Arena fully while playing the import if not for Muni Shinobu's "Training 
    Facility" FAQ on GameFAQs, so much respect to him, too.
    
    If you have a submission or a question regarding the Monster Arena that I 
    haven't covered in this document, don't bother emailing me. I am completely
    satisfied with this FAQ as it stands now, and the very thought of ever
    updating it again - or answering email about it - makes the bile rise in my
    throat. If you'd still like to attempt to contact me, however, my email address
    is at the top of the FAQ, and I'm on the GameFAQs.com boards as "Ceebs".
    
    The latest version of this FAQ, and all the other ones I've written, can always
    be found at GameFAQs (http://www.gamefaqs.com/) and my site
    (http://home.san.rr.com/circe/). Please take a look at them before finding fault 
    with what may be an erroneous version.
    
    
    -- III. General Strategies / Leveling Up --
    
     - a. Monster Arena Overview -
    
    To capture monsters, go to the Monster Arena to the east of the Calm Lands, 
    and buy monster-capturing weapons from the trainer there. If you deal the 
    killing blow to a monster with one of these weapons, the monster is sent to
    the Monster Arena, and you can then fight it there for a nominal cost. If you
    lose any battle at the monster arena, it's not a game over, your characters
    simply have 1 HP afterwards, and you lose the money you paid to fight the 
    monster. Capture enough monsters from an area or a species, and you'll unlock
    new bosses. The rest of this FAQ deals with these bosses.
    
     - b. Suggested Abilities and Equipment -
    
    Assume that all of the following bosses are immune to all status ailments
    unless specified otherwise (Jumbo Flan is succeptable to Slow, and Neslug to
    Silence, for example), and defend against all elemental attacks, if not absorb
    them entirely. It's not nescessary for all of your characters to know every
    single spell, Skill, and Special on the grid, but having at least one person
    with a full complement of Black and White magics, someone else with status
    ailment Skills, and teaching as many people as possible Entrust and Copycat,
    is a good idea. Having Wakka's Attack Reel, and Tidus' Blitz Ace Overdrives
    are dirty shortcuts to causing lots of damage, and are absolutely worth your
    time to obtain.
    
    Hitting for 99,999 damage with your characters is not essential for the first
    group of bosses, the Area Creations, but it certainly helps. For the Species 
    and Original Creations, consider it vital. This means that you need several
    weapons with [Break Damage Limit]. The easiest way to obtain weapons with this
    auto-ability is to power up your characters' Celestial Weapons (for 
    information on how to do that, see the FAQ I wrote on the subject), although
    you may customize the auto-ability into a weapon yourself if you have 60 Dark
    Matter. Self-made weapons don't have the special damage properties of 
    Celestial Weapons, however, and won't do as much damage to armored enemies. A 
    self-made spear for Kimahri will only do about 40,000 damage to Tanket at 255 
    strength regardless of HP, for example, while his Spirit Lance will do 99,999 
    damage at 210 strength and full HP.
    
    Quick Hit is a nescessity. Let me reiterate, QUICK HIT IS A NESCESSITY. Quick
    Hit will allow you to get many, many extra attacks on a boss before it's had
    a chance to move, often allowing you to dispose of it without a scratch on 
    you to show for it. Some bosses automatically counterattack everything, 
    however, which brings us to...
    
    [Auto Protect] and [Auto Shell] armor are at least as important as how many
    hits you can get in between bosses' turns. In previous Final Fantasies, the
    importance of Protect and Shell fell by the wayside - either they were not as
    effective in reducing damage, or the enemies in previous games didn't warrant
    religious use of them - but not so in FFX. Protect and Shell effectively
    halve all physical and magical damage dealt to your party, which can mean the
    difference between victory and the Game Over screen when fighting bosses with 
    very high physical or magical offense, such as Fafnir, Nega Elemental, Greater
    Sphere, or Ultima Buster, especially if these bosses counterattack when you 
    so much as sneeze in their direction.
    
    Hastega, or an armor with [Auto Haste], used in conjunction with Quick Hit, 
    is a nescessity. The more frequently you can attack, obviously the sooner the 
    boss will perish. In this author's opinion, however, [Auto Haste] takes a
    backseat to Protect and Shell, because unlike Hastega, there isn't a multiple-
    character Protect or Shell spell. Likewise, [Auto Regen], [Auto Phoenix], 
    and/or [Auto Potion] used in conjunction with [Alchemy] are also helpful, but 
    IMHO, the former three that I just named should take precedence.
    
    Having over 9,999 HP to defeat any of these bosses isn't nescessary, but you'd
    best have at least two characters with [Auto Phoenix] and/or keep everyone in 
    Auto-Life status if you don't have more than 9,999 HP. Auto-Life is preferable
    to [Auto Phoenix], because it doesn't require a living party member to activate,
    but it wastes a turn. The tradeoff is yours to decide.
    
    All told, you need at least two different armors for fighting in the Monster
    Arena - one to defend against monsters who use a lot of status ailment attacks,
    and a second one when fighting monsters who hit for big damage. The status 
    armor should consist of [Auto Med], [Berserkproof], [Confuseproof], and 
    [Deathproof]. You could substitute [Curseproof] or [Blindproof] for [Auto Med]
    if you like, but consider the other three auto-abilities very important. The
    armor to use against monsters with a high offense should consist of [Break HP
    Limit], [Auto Protect], [Auto Shell], and either [Auto Haste] or [Auto 
    Phoenix]. With [Auto Protect] and high defense, [HP +30%] would merely be 
    decorative - anything that can take off more than 15,000 HP in one hit while 
    you're in Protect status with 255 defense would probably kill you in one hit 
    regardless of how many HP you have, but if you'd like to use [HP +30%] anyway,
    [Auto Shell] is the most expendable of these abilities. That's not to say it's
    unnescessary altogether, it simply means that more monsters use physical 
    attacks than magical ones.
    
     - c. Leveling Up -
    
    First, a disclaimer - before engaging any of these bosses in battle, read their
    writeups below to learn about their statistics and attack patterns. This 
    section is only a suggestion of who to fight first, it is not nearly as 
    in-depth a boss guide as the information in sections IV, V, and VI. Disclaimer
    over, we now return you to your regularly scheduled FAQ.
    
    At very, very low levels, you'll want to have your Aeons do the fighting for 
    you. Having Anima - if not the Magus Sisters as well - will help you 
    tremendously, because not only can these two Aeons break the damage limit 
    without powering up a Celestial Weapon, but their stats begin porportionately 
    higher than any other Aeon you have. If even Anima and the Magus Sisters are
    being slaughtered in the arena, however, level up Yuna, because the strength
    of any Aeon is tied to the strength of the summoner.
    
    You'll probably want to begin fighting either One-Eye or Pteryx before you
    take on any other bosses. Both of these Species Creations have very low HP,
    and despite a dirty trick or two up their sleeves, they're pushovers if you
    use Aeons to do the fighting for you at low levels. If you're concerned about
    being ambushed, create a party without Yuna, and equip a member of that party
    with a weapon bearing [First Strike]. If you're ambushed, swap the character 
    with [First Strike] for Yuna, and immediately have her summon. Anyway, 
    defeating One-Eye yields weapons with [Triple AP], and Pteryx drops Evasion 
    Spheres. (One-Eye also drops Magic Defense Spheres, but this tends to be 
    overshadowed by the awesomeness of the weapons he drops. You'll probably have 
    collected several dozen Magic Defense Spheres by the time you have [Triple AP]
    weapons for all seven members of your party - don't hesitate to place these
    on the Grid as you go, as well.) [Triple AP] weapons allow you to accrue 
    ridiculous amounts of AP very rapidly (yours truly likes to exploit this by 
    fighting Cactuars in Sanubia Desert, but the Omega Ruins is good as well in a 
    pinch), and when your Evasion stat gets high enough, a good many of the 
    Creations in the arena won't even be able to make a connecting hit.
    
    Speaking of, once you've gained ungodly amounts of AP with your new weapons, 
    and raised your Evasion stat to at least 180, ideally 200+, you can take on
    Ironclad without fear. Ironclad merely *looks* intimidating - when you have a
    very high Evasion stat, his Reppageki counter will never hit you, and you'll
    be laughing all the way to the HP Sphere bank. Bushinzan and Shinryudan can't
    be evaded, by the way, but hopefully you'll have defeated him before he gets 
    his second and third turns to use these - refer to the Ironclad information 
    below for a strategy to take him down fast.
    
    Alternately, if your Wakka has a decent Strength stat, his World Champion
    weapon, and Attack Reel, you can make short work of Fenrir before you even
    take on One-Eye, Pteryx, or Ironclad. Twelve hits of Attack Reel at 99,999 
    damage a pop is 1,199,988 damage, considerably more than Fenrir's laughable
    850,000 HP. Causing that much damage at one time will always be an Overkill, 
    therefore, Fenrir will always drop 2 Agility Spheres.
    
    When your Agility and HP are respectable - I'd say at least 110 (plus Haste) 
    for the former and over 9,999 for the latter - you can move on to Juggernaut. 
    Now, Juggernaut will automatically forfeit its first turn to charge up for 
    its second turn, which happens to be a Fire elemental breath attack, which 
    means that if you wear armor with [Fireproof] or [Fire Eater], your party
    actually gets _two_ free turns on Juggernaut! (Nul Blaze works just as well as
    the aforementioned two armor abilities.) A moderately leveled party should
    have no trouble defeating Juggernaut before its third turn, but if he's giving
    you trouble, the tried-and-true method of Passado has never failed.
    
    At some point in the preceeding, you can take on Hornet, who drops Accuracy
    Spheres. Hornet doesn't have super high HP, but he hits with absolute accuracy, 
    his attacks inflict nasty status changes, and his evade rate is pretty high.
    You should be used to fighting monsters like him, so I'm sure I don't need to
    tell you to use Attack Reel or Passado. Right? Right. Sorted.
    
    Defeating Jumbo Flan, who drops Magic Spheres, is an excercise in patience, 
    not brute strength. Using the strategy I've outlined in Jumbo Flan's writeup 
    below, you should be able to defeat him in five to six minutes. The strategy, 
    in short, is to teach Anima Haste, Lancet, Shell, and Dispel, and have her 
    repeatedly use Pain on Jumbo Flan, healing with Lancet when nescessary, and 
    using Shell if Anima's Magic Defense is below 200. If your Anima is of a high 
    enough level, Pain will do 99,999 damage every time. This is admittedly a 
    time-consuming and boring strategy, but it's much easier than Doublecasting 
    Ultima. Moreover, you need a high Magic stat for your party's Ultima to do much
    damage, yet you can't _get_ a high Magic stat without defeating Jumbo Flan in 
    the first place! Catch 22! Anima may be an ugly fish-mummy-thing, but she's a 
    _useful_ ugly fish-mummy-thing.
    
    Tanket, who drops Defense Spheres, almost qualfies as easy a boss to defeat as 
    those discussed in the preceeding paragraphs, but the fact that he's armored 
    makes doing appreciable damage to him very difficult without a high Strength 
    stat. Consider taking him on towards the end of your stat-raising. Attack Reel 
    him for a quick kill, or defeat him the regular way with Quick Hit - Tanket is 
    fairly slow, and he'll have two turns tops if your Agility is high enough.
    
    So you've got great Evasion, Magic Defense, HP, Agility, Accuracy, Strength, 
    Defense, and Magic, isn't that enough?
    
    Yes and no. Having a high Luck stat will affect how often you recieve a rare
    dropped item, how often you can make a rare steal, and the rate at which you 
    make critical hits, much less hit an enemy with high Evasion at all! If you're
    not a completist, but still want the benefit of a high Luck stat, always 
    making a rare Steal can be accomplished by putting [Master Thief] on an armor,
    and maxing out your strength and obtaining the Celestial Weapons eliminates 
    the need for making critical hits. So yes, Luck is important, but unless you
    plan on engaging the Dark Aeons in battle - the only monsters with painfully
    high Evasion irrespective of your Accuracy stat - having a low Luck stat can 
    be compensated for as outlined above. And with the exasperatingly difficult 
    Greater Sphere and Earth Eater being the only two bosses to drop Luck and 
    Fortune Spheres, respectively, you've got your work cut out for you.
    
    
    -- IV. Normal Monster Price List --
    
    When talking to the trainer, after choosing "Fight Monsters", the screen is 
    arranged like this:
     _________________________________________________________
    |                                                         |
    | Besaid                           Kilika                 |                
    | Mi'ihen Highroad                 Mushroom Rock Road     |              
    | Djose Road                       Thunder Plains         |
    | Macalania                        Bikanel                |               
    | Calm Lands                       Sunken Cave            |                   
    | Mt. Gagazet                      Inside Sin             |
    | Omega Dungeon                    Area Conquest          |            
    | Species Conquest                 Original               |               
    |_________________________________________________________|
    
    Here are the monsters in the order they appear on the various area and conquest
    selections; hopefully if you're missing a monster, this should clue you in to
    exactly which one it is:
    
    Besaid
      Dingo - 24 gil
      Condor - 18 gil
      Water Flan - 27 gil
    
    Kilika
      Dinonix - 40 gil
      Killer Bee - 34 gil
      Yellow Element - 49 gil
      Ragora - 72 gil
    
    Mi'ihen Highroad
      Mi'ihen Fang - 49 gil
      Ipiria - 69 gil
      Floating Eye - 66 gil
      White Element - 72 gil
      Raldo - 63 gil
      Vouivre - 90 gil
      Bomb - 105 gil
      Dual Horn (page 2) - 157 gil
    
    Mushroom Rock Road
      Raptor - 72 gil
      Gandarewa - 93 gil
      Thunder Flan - 75 gil
      Red Element - 82 gil
      Lamashtu - 108 gil
      Funguar - 63 gil
      Garuda - 210 gil
    
    Djose Road
      Garm - 132 gil
      Simurgh - 109 gil
      Bite Bug - 93 gil
      Snow Flan - 139 gil
      Bunyip - 145 gil
      Basilisk - 187 gil
      Ochu - 780 gil
    
    Thunder Plains
      Melusine - 162 gil
      Aerouge - 216 gil
      Buer - 198 gil
      Gold Element - 160 gil
      Kusariqqu - 168 gil
      Larva - 495 gil
      Iron Giant - 900 gil
      Qactuar (page 2) - 4000 gil
    
    Macalania
      Snow Wolf - 288 gil
      Iguion - 207 gil
      Wasp - 213 gil
      Evil Eye - 307 gil
      Ice Flan - 282 gil
      Blue Element - 270 gil
      Murussu - 247 gil
      Mafdet (page 2) - 258 gil
      Xiphos (page 2) - 330 gil
      Chimera (page 2) - 1455 gil
      
    Bikanel
      Sand Wolf - 337 gil
      Alcyone - 360 gil
      Mushussu - 405 gil
      Zuu - 1800 gil
      Sand Worm - 1500 gil
      Cactuar - 400 gil
    
    Calm Lands
      Skoll - 630 gil
      Nebiros - 480 gil
      Flame Flan - 672 gil
      Shred - 552 gil
      Anacondaur - 1125 gil
      Ogre - 1470 gil
      Coeurl - 1650 gil
      Chimera Brain (page 2) - 1500 gil
      Malboro (page 2) - 1650 gil
    
    Sunken Cave
      Yowie - 720 gil
      Imp - 915 gil
      Dark Element - 780 gil
      Nidhogg - 903 gil
      Thorn - 795 gil
      Valaha - 1080 gil
      Epaaj - 1425 gil
      Ghost (page 2) - 1215 gil
      Tonberry (page 2) - 3000 gil
    
    Mt. Gagazet
      Bandersnatch - 1320 gil
      Ahriman - 975 gil
      Dark Flan - 1620 gil
      Grenade - 810 gil
      Grat - 780 gil
      Grendel - 1095 gil
      Bashura - 1095 gil
      Mandragora (page 2) - 1800 gil
      Behemoth (page 2) - 2025 gil
      Splasher (page 2) - 300 gil
      Achelous (page 2) - 630 gil
      Maelspike (page 2) - 495 gil
    
    Inside Sin
      Exoray - 1260 gil
      Wraith - 1605 gil
      Gemini A (armed with sword) - 1666 gil
      Gemini B (armed with club) - 1666 gil
      Demonolith - 2205 gil
      Great Malboro - 2250 gil
      Barbatos - 2325 gil
      Adamantoise (page 2) - 3300 gil
      Behemoth King (page 2) - 2775 gil
    
    Omega Dungeon
      Zaurus - 1425 gil
      Floating Death - 1897 gil
      Black Element - 1560 gil
      Halma - 1545 gil
      Puroboros - 1455 gil
      Spirit - 1950 gil
      Machea - 2175 gil
      Master Coeurl (page 2) - 3045 gil
      Master Tonberry (page 2) - 3600 gil
      Varuna (page 2) - 2670 gil
    
    Area Conquest
      Stratoavis - 6000 gil
      Malboro Menace - 6000 gil
      Kottos - 6000 gil
      Coeurlregina - 6000 gil
      Jormungand - 6000 gil
      Cactuar King - 6000 gil
      Espada - 6000 gil
      Abyss Worm (page 2) - 6000 gil
      Chimerageist (page 2) - 6000 gil
      Don Tonberry (page 2) - 8000 gil
      Catoblepas (page 2) - 6000 gil
      Abaddon (page 2) - 6000 gil
      Vorban (page 2) - 6000 gil
    
    Species Conquest
      Fenrir - 8000 gil
      Ornitholestes - 8000 gil
      Pteryx - 8000 gil
      Hornet - 8000 gil
      Vidatu - 8000 gil
      One-Eye - 8000 gil
      Jumbo Flan - 8000 gil
      Nega Elemental (page 2) - 8000 gil
      Tanket (page 2) - 8000 gil
      Fafnir (page 2) - 8000 gil
      Sleep Sprout (page 2) - 8000 gil
      Bomb King (page 2) - 8000 gil
      Juggernaut (page 2) - 8000 gil
      Ironclad (page 2) - 8000 gil
    
    Original
      Earth Eater - 15000 gil
      Greater Sphere - 15000 gil
      Catastrophe - 15000 gil
      Th'uban - 15000 gil
      Neslug - 15000 gil
      Ultima Buster - 15000 gil
      Shinryu - 15000 gil
      Nemesis (page 2) - 25000 gil
    
    
    -- V. Area Creations --
    
     - a. Besaid Island: Stratavis - 
    
     Name: Stratavis
       HP: 320000 (Overkill: 10000)       
       AP: 8000 (Overkill: 8000)
    Steal: Smoke Bomb x3 (common), Stamina Spring x2 (rare)
     Cost: 6000 gil
     Drop: Amulet x2 (common) x4 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 73       | 41       | 32       | 82       | 32       | 5        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
    Auto-abilites of dropped armor: HP +10%, HP +20%, HP +30%
    
    Number of slots of droppped equipment: 2-4
    Number of abilities in dropped equipment: 1-3
    
    Strategy: Easy, easy, easy. Don't be fooled by his Zuu-like appearance, this
    bird is a pushover. When he flops to the ground, which should happen after 
    only a few hits, you'll know he's low on HP. At low levels, boost Yojimbo's
    Evade % with Speed Spheres, and have him kill Stratavis. Youji's evasion is 
    so good, Stratavis will miss nearly every time! This tactic is courtesy of
    dreavien, who swears up and down that it works great on other Area Creation
    and Species Creation bosses. Barring using Yojimbo, or being leveled enough
    to kill him with physical attacks, Stratavis has a slight weakness to Slow,
    and all four 'Break' skills - these will work 10% of the time. Doom works as
    well, but you'll be sitting through 200 turns looking at his ugly mug.
    
    Conditions: Capture at least one of each monster from Besaid Island. These 
    are: Dingo, Condor, and Water Flan.
    
    Prize for unlocking: Stamina Tonic x99
    
    
     - b. Kilika Forest: Malboro Menace - 
    
     Name: Malboro Menace
       HP: 640000 (Overkill: 12000)    
       AP: 8000 (Overkill: 8000)
    Steal: Remedy x4 (common), Mana Spring x2 (rare)
     Cost: 6000 gil
     Drop: Mana Tonic x2 (common) x4 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 60       | 24       | 53       | 63       | 34       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | 1.5x      | N/A       | Absorb    | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Sleepstrike, Silencestrike, Darkstrike, 
    Poisonstrike, Stonestrike, Zombiestrike, Slowstrike
    Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof, 
    Stoneproof, Poisonproof, Zombieproof, Slowproof
    
    Number of slots of droppped equipment: 3-4
    Number of abilities in dropped equipment: 1-4
    
    Strategy: This guy is like a souped-up, giant Great Malboro, so equip armor 
    with the [Berserkproof], [Confuseproof], and [Auto Med] abilities, or [Ribbon]
    if you're playing the PAL or "International" releases. Malboro Menace will 
    _always_ ambush you on the first turn and use Putrid Breath immediately, so if
    you have a weapon bearing the [First Strike] auto ability, make sure you have 
    it equipped to get an extra hit on him at the beginning of the battle, or swap
    that character our for Yuna who will summon an Aeon to take Malboro Menace's 
    Putrid Breath attack. (If anyone is curious, Putrid Breath is simply Bad 
    Breath plus small damage, but the damage is insignificant compared to having
    an entire party afflicted by Confusion...) His other methods of assault 
    include two different tentacle attacks - one inflicts Petrify on a single 
    character, and the other inflicts all four 'Breaks' on a single character. 
    Like Stratavis before him, Malboro Menace is vulnerable to Doom, although the 
    Doom counter is set at 200.
    
    Conditions: Capture at least one of each monster from Kilika. These are: Killer
    Bee, Ragora, Dinonix, and Yellow Element.
    
    Prize for unlocking: Poison Fang x99
    
    
     - c. Mi'ihen Highroad: Kottos -
    
     Name: Kottos
       HP: 440000 (Overkill: 15000)    
       AP: 8000 (Overkill: 8000)
    Steal: Stamina Spring x4 (common), Soul Spring x2 (rare)
     Cost: 6000 gil
     Drop: Healing Spring x20 (common) x40 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 88       | 60       | 12       | 1        | 36       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Counter, Evade & Counter, Magic Counter
    Auto-abilites of dropped armor: HP +10%, HP +20%, HP +30%
    
    Number of slots of droppped equipment: 2-3
    Number of abilities in dropped equipment: 1-3
    
    Strategy: Kottos counterattacks everything - Overdrives, phsyical attacks,
    magic attacks, even simply Stealing from him will cause him to attack you.
    If you fight Kottos when you're just beginning to capture monsters, you may
    get creamed, but he's a piece of cake at higher levels. Have everyone in
    Protect status, and lots of HP and Phoenix Downs. At 255 Defense and in
    Protect status, his counterattack will only do about 1500 damage.
    
    Conditions: Capture at least one of each monster from Mi'ihen Highroad. These 
    are: Raldo, Floating Eye, Mi'ihen Fang, White Element, Bomb, Dual Horn, 
    Vouivre*, and Ipiria*. *These last two only appear in the "Old" part of 
    Mi'ihen Highroad. The "Old" Highroad is the sunken canyon part that you can 
    get to by doing a U-turn at the screen right before Mushroom Rock Road, where
    the chocobo feathers and Auron's Mars Crest are.
    
    Prize for unlocking: Soul Spring x99
    
    
     - d. Mushroom Rock Road: Coeurlregina -
    
     Name: Coeurl Regina
       HP: 380000 (Overkill: 10000)      
       AP: 8000 (Overkill: 8000)
    Steal: Farplane Wind x2 (common), Blessed Gem x1 (rare)
     Cost: 6000 gil
     Drop: Shining Gem x3 (common) x6 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 1        | 40       | 70       | 40       | 75       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Deathstrike, Double AP
    Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof, 
    Stoneproof, Poisonproof, Zombieproof, Slowproof, Deathproof
    
    Number of slots of droppped equipment: 2-3
    Number of abilities in dropped equipment: 1-3
    
    Strategy: Another pushover - kind of a spiritual successor to the panther
    enemies you fought in the Tower of Bab-il in Final Fantasy IV, except without
    the difficulty. She'll sit there while you attack her repeatedly, and most of
    the time use a combination Doom/Curse/Confuse attack called "Chaos", but so 
    long as you have [Confuseproof], [Deathproof], and possibly [Curseproof], it 
    can't harm you. Very rarely, Coeurlregina will use Hyper Blaster, which is
    instant death to one character, and fairly weak Flare, Thundaga, and Drain 
    spells. If for some reason you can't wear down her 380000 HP in a reasonable
    amount of time, she too is vulnerable to Doom, and the counter is set at 200.
    
    Conditions: Capture at least one of each monster from Mushroom Rock Road. 
    These are: Thunder Flan*, Gandarewa*, Raptor, Lamashtu, Red Element*, Funguar*, 
    and Garuda. *These asterisked monsters appear in more areas than just Mushroom
    Rock Road. Thunder Flan also appears in the "Old" part of Mi'ihen Highroad, and
    Red Element, Funguar, and Gandarewa appear in the southern part of Djose 
    Highroad.
    
    Prize for unlocking: Candle of Life x99
    
    
     - e. Djose Highroad / Moonflow: Jormungand -
    
     Name: Jormungand
       HP: 520000 (Overkill: 10000)   
       AP: 8000 (Overkill: 8000)
    Steal: Petrify Grenade x4 (common), Three Stars x1 (rare)
     Cost: 6000 gil
     Drop: Supreme Gem x2 (common) x4 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 77       | 33       | 80       | 186      | 53       | 6        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Sleepstrike, Silencestrike, Darkstrike, 
    Poisonstrike, Stonestrike, Zombiestrike, Slowstrike
    Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof, 
    Stoneproof, Poisonproof, Zombieproof, Slowproof
    
    Number of slots of droppped equipment: 3-4
    Number of abilities in dropped equipment: 1-4
    
    Strategy: Yet another easy fight. Jormungand likes to petrify you, but you
    expected that from his palette-swapped Basilisk appearance, right? Right.
    If he doesn't use a stone gaze-type attack, he'll attack one party member 
    with his claws for piddly damage, or use a sonic tail attack that hits your
    whole party, which may be halved by Shell. Verily, Jormungand is slow as 
    molasses, so as long as you have [Stoneproof], and abuse Overdrives and Quick 
    Hit, he'll probably only get one hit on you. Should you choose to cripple him
    further, he's also vulnerable to Slow status, and has 90% resistence to all 
    four 'Breaks'.
    
    Conditions: Capture at least one of each monster from Djose Highroad. These 
    are: Bite Bug, Garm, Bunyip, Simurgh, Snow Flan, Basilisk, and Ochu*. *The 
    Ochu only appears along the Moonflow, which is west of Djose Temple.
    
    Prize for unlocking: Petrify Grenade x99
    
    
     - f. Thunder Plains: Cactuar King -
    
     Name: Cactuar King
       HP: 100000 (Overkill: 10000) 
       AP: 8000 (Overkill: 8000)
    Steal: Chocobo Wing x2 (common), Designer Wallet x1 (rare)
     Cost: 6000 gil
     Drop: Blessed Gem x3 (common) x6 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 255      | 100      | 255      | 255      | 80       | 240      |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | Null      | Null      | Null      | Null       | Null       |
    
    Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
    Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
    
    Number of slots of droppped equipment: 2-4
    Number of abilities in dropped equipment: 1-3
    
    Strategy: Cactuar King is fast with ridiculously high Evade and Magic Defense,
    so definately include Wakka in this battle - he may be the only one who can 
    reliably hit him. And regardless of whether you're able to make a connecting 
    hit on him or not, the Cactuar King will counterattack with 10,000 Needles. 
    When his turn comes to, Cactuar King will use 10,000 Needles about 40% of the
    time, 99,999 Needles 50% of the time, and run away (!) 10% of the time. 
    Wakka's Attack Reel Overdrive, or Blitz Ace will finish him off quickly. 
    Between this fight, and the Cactuar minigame in Sanubia Desert, you may wind 
    up hating Cactuars for life.
    
    Conditions: Capture at least one of each monster from Thunder Plains. These 
    are: Aerouge, Buer, Melusine, Kusariqqu, Qactuar*, Gold Element, Larva, and 
    Iron Giant**. *You will not encounter Qactuars until you've prayed to at 
    least one of the glowing Qactuar stones. **The Iron Giant only appears north 
    of Rin's travel agency.
    
    Prize for unlocking: Chocobo Wing x99
    
    
     - g. Macalania Forest and Snowfield: Espada -
    
     Name: Espada
       HP: 280000 (Overkill: 15000)
       AP: 8000 (Overkill: 8000)
    Steal: Farplane Shadow x4 (common), Farplane Wind x1 (rare)
     Cost: 6000 gil
     Drop: Rename Card x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 44       | 100      | 31       | 160      | 51       | 12       |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
    Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
    
    Number of slots of droppped equipment: 2-4
    Number of abilities in dropped equipment: 1-3
    
    Strategy: Espada has a rather annoying instant-death counterattack, but very
    low HP. You can circumvent this by zombifying your party members, which makes
    them immune to instant death, or having the [Deathproof] and/or [Auto Phoenix] 
    abilities in your armor. If your evade is high enough, you don't even need to
    worry about it, because you'll always dodge the counterattack. Espada also has 
    no resistance whatsoever to all four 'Breaks', and 50% resistance to Slow. 
    Enjoy this easy fight.
    
    Conditions: Capture at least one of each monster from Macalania. These are:
    Wasp, Murussu, Blue Element, Xiphos, Chimera, Evil Eye*, Snow Wolf*, Mafdet*,
    and Ice Flan*. The monsters without asterisks appear in Macalania Forest, and
    the ones with asterisks appear around Lake Macalania and Macalania Snowfield.
    Also, do not confuse Murussu with Mafdet - they're both armored moles, but 
    one is pink, red, and blue, and has a crystal growing out of its head 
    (Murussu), and the other is grayish-lavender with smoke coming out of pores
    in its back (Mafdet).
    
    Prize for unlocking: Shining Gem x60
    
    
     - h. Sanubia Desert: Abyss Worm -
    
     Name: Abyss Worm
       HP: 480000 (Overkill: 12000)    
       AP: 8000 (Overkill: 8000)
    Steal: Shadow Gem x4 (common), Stamina Tablet x1 (rare)
     Cost: 6000 gil
     Drop: Stamina Tonic x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 60       | 24       | 93       | 63       | 22       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
    Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
    
    Number of slots of droppped equipment: 2-4
    Number of abilities in dropped equipment: 1-3
    
    Strategy: The Abyss Worm only LOOKS intimidating - but then you hit him, and
    you realize he's just an overgrown earthworm with serious post-nasal drip 
    problems. Although the Abyss Worm doesn't have any status ailment weaknesses,
    outside of Doom (count: 200), he's extremely slow, and he doesn't have much 
    physical defense power, so if at least one of your party members can deal 
    99,999 damage every time, this battle is over before it's even begun. Even if
    you can't deal 9,999 damage, Hastega, Doublecasting Flare or Ultima, or Lulu's 
    Fury Overdrives will expedite things muchly. (Unfortunately, the Abyss Worm is
    immune to Demi, which means you can't expedite things even further.)
    
    Conditions: Capture at least one of each monster from Sanubia Desert. These
    are: Alcyone, Sand Wolf, Sand Worm*, Mushussu, Zuu, and Cactuar*. *All of the
    monsters appear in all areas, EXCEPT for the Sand Worm and Cactuar. The Sand
    Worm only appears in the Ruins and Sandstorm areas, and the Cactuar only 
    appears on the screen closest to home - most frequently in the Sandstorm area.
    You can find all of these monsters except for the Mulfushu and Alcyone at the 
    Sanubia Sand Dune location, accessable by searching the coordinates X-15 Y-41
    while on the airship. I think.
    
    Prize for unlocking: Shadow Gem x99
    
    
     - i. Calm Lands: Chimerageist -
    
     Name: Chimerageist
       HP: 120000 (Overkill: 10000)   
       AP: 8000 (Overkill: 8000)
    Steal: Mana Spring x2 (common), Stamina Spring x1 (rare)
     Cost: 6000 gil
     Drop: Return Sphere x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 66       | 10       | 68       | 10       | 29       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | Null      | Null      | Null      | Null       | N/A        |
    
    Auto-abilites of dropped weapons: Firestrike, Waterstrike, Icestrike
    Auto-abilites of dropped armor: Fire Eater, Water Eater, Ice Eater
    
    Number of slots of droppped equipment: 2-3
    Number of abilities in dropped equipment: 1-3
    
    Strategy: Chimerageist will most likely be the easiest of any of these bosses, 
    because he'll also be the first one you fight - the Monster Trainer won't let
    you fight any of the other bosses until you've captured all the monsters from
    the Calm Lands, remember? Aqua Breath, which Kimahri may learn from him, is
    the most damaging of his attacks, and it hits your entire party, but so long 
    as you have [Waterproof] or [Water Eater] armor, or NulTide status, it's 
    nothing to worry about. His other attacks include a fireball called Megid Flame,
    and the usual complement of Chimera spells. Chimerageist has 50% resistance to 
    all four 'Breaks', and no resistance to Doom.
    
    Conditions: Capture at least one of each monster from the Calm Lands. These
    are: Nebiros, Skoll, Flame Flan, Anacondaur, Shred, Coeurl*, Ogre, Malboro*, 
    and Chimera Brain. *The Coeurl and Malboro also appear in the Cavern of the 
    Stolen Fayth, but if you capture them there, they count towards your Calm
    Lands total. If you're having trouble running into a particular monster, the
    trainer even tells you that the rarest monsters tend to spawn in the northwest
    corner of the Calm Lands.
    
    Prize for unlocking: Farplane Wind x60
    
    
     - j. Cavern of the Stolen Fayth: Don Tonberry -
    
     Name: Don Tonberry
       HP: 480000 (Overkill: 10000)  
       AP: 8000 (Overkill: 8000)
    Steal: Candle of Life x2 (common), Designer Wallet x1 (rare)
     Cost: 8000 gil
     Drop: Farplane Wind x3 (common) x6 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 95       | 100      | 75       | 100      | 37       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Sleepstrike, Silencestrike, Darkstrike, 
    Poisonstrike, Stonestrike, Zombiestrike, Slowstrike, Deathstrike
    Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof, 
    Stoneproof, Poisonproof, Zombieproof, Slowproof, Deathproof
    
    Number of slots of droppped equipment: 3-4
    Number of abilities in dropped equipment: 2-4
    
    Strategy: If you attack Don Tonberry when he's at the far side of the screen,
    he'll automatically counterattack with an insanely powerful version of Karma,
    (ten times the power of a standard Karma, to be exact) which will usually kill
    you, even at high levels. Whereas if you defend for four turns while he walks
    towards you, and only attack him when you're staring him in the face, he won't
    counterattack. [Auto Phoenix] or Auto-Life are nescessary if you don't heed 
    the Karma warning, and attack him before you can see the whites of his eyes. 
    For a laugh, try summoning an Aeon to see his Voodoo attack...
    
    Conditions: Capture at least one of each monster from the Cavern of the 
    Stolen Fayth. These are: Epaaj, Imp*, Yowie, Thorn, Dark Element, Nidhogg*, 
    Valaha, Ghost, and Tonberry. *The Imp and Nidhogg also appear in Mt. Gagazet, 
    but if you capture them there, they count towards your Cavern of the Stolen 
    Fayth total. The encounter rate for certain monsters in the cave is 
    ridiculously low, so if you can't find a certain monster right away, like a
    Tonberry, don't despair, you're not the only one. I personally spent four
    hours searching for Tonberries in the cave, and only found five in that time.
    Arcaneja and others on the GameFAQs FFX board have reported that the Tonberry
    rate was highest in the "green" room to the right of the first 4-way 
    intersection, so maybe I was just looking in the wrong place. Regardless, 
    whomever programmed the encounter rates in this area should be strung up by 
    their toenails and Everyone's Grudged repeatedly. Grrr!
    
    Prize for unlocking: Silver Hourglass x40.
    
    
     - k. Mt. Gagazet / Gagazet Cavern / Zanarkand Ruins: Catoblepas -
    
     Name: Catoblepas
       HP: 550000 (Overkill: 10000)     
       AP: 8000 (Overkill: 8000)
    Steal: Healing Spring x3 (common), Stamina Tonic x1 (rare)
     Cost: 6000 gil
     Drop: Three Stars x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 76       | 33       | 58       | 27       | 47       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Sleepstrike, Silencestrike, Darkstrike, 
    Poisonstrike, Stonestrike, Zombiestrike, Slowstrike, Deathstrike
    Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof, 
    Stoneproof, Poisonproof, Zombieproof, Slowproof, Deathproof
    
    Number of slots of droppped equipment: 3-4
    Number of abilities in dropped equipment: 2-4
    
    Strategy: Treat Catoblepas as you would a mega Behemoth, because that's what 
    he is, and bear in mind that when you defeat him, he'll cast Ultima as a last 
    gasp. Cast Shell on your party before you slay him, if you don't have very
    high magic defense, or cripple him by using any and all four 'Breaks', of 
    which he has 50% resistance to.
    
    Conditions: Capture at least one of each monster from Mt. Gagazet. These are:
    Bandersnatch, Grat, Grenade, Bashura, Ahriman, Grendel, Dark Flan, Mandragora,
    Behemoth, Splasher, Achelous, and Maelspike. Bear in mind that this area 
    encompasses the snowy exterior of Mt. Gagazet, the Cavern interior, the 
    flooded part of the cavern, and the ruins of the Zanarkand Freeway. Also,
    capturing at least two of the Splasher, Achelous, and Maelspike will unlock
    Shinryu in addition to Catoblepas - see Shinryu's entry in the Original
    Creations section for more detail.
    
    Prize for unlocking: Blossom Crown for unlocking Catoblepas, and 30 Mega 
    Elixirs for unlocking Shinryu.
    
    
     - l. Inside Sin: Abadon -
    
     Name: Abadon
       HP: 380000 (Overkill: 10000)    
       AP: 10000 (Overkill: 10000)
    Steal: Purifying Salt x3 (common), Shining Gem x1 (rare)
     Cost: 6000 gil
     Drop: Mana Tablet x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 40       | 180      | 95       | 160      | 120      | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Magic +5%, Magic +10%, Magic +20%
    Auto-abilites of dropped armor: Magic Defense +5%, Magic Defense +10%, Magic 
    Defense +20%
    
    Number of slots of droppped equipment: 2-4
    Number of abilities in dropped equipment: 1-3
    
    Strategy: Cast Hastega. Attack with Quick Hit. Rinse, lather, repeat. Don't
    bother with magic, because he has constant Nul-All, Reflect, and other 
    protective statuses in place. His attacks include Pharoah's Curse, which you
    may have been afflicted by when fighting Demonoliths, all of the -aga spells,
    Flare, and Demi rarely. Abadon tends to use Pharoah's Curse more than anything,
    though, so either have [Blindproof], [Poisonproof], [Curseproof], and/or [Auto
    Med] in your armor.
    
    Conditions: Capture at least one of each monster from Inside Sin. These are:
    Exoray, Gemini (both kinds, each count as a seperate monster)*, Adamantoise*,
    Behemoth King, Wraith*, Great Malboro*, Barbatos**, and Demonolith*. *These 
    monsters also appear in the Omega Ruins, but if you capture them there, they 
    count towards your Inside Sin total. **Barbatos only appears in the "deserted 
    city"-type area - the City of Dying Dreams.
    
    Prize for unlocking: Lunar Curtain x99
    
    
     - m. Omega Ruins: Vorban -
    
     Name: Vorban
       HP: 630000 (Overkill: 10000)   
       AP: 8000 (Overkill: 8000)
    Steal: Healing Spring x2 (common), Stamina Tablet x1 (rare)
     Cost: 6000 gil
     Drop: Friend Sphere x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 95       | 100      | 75       | 100      | 33       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
    Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
    
    Number of slots of droppped equipment: 2-4
    Number of abilities in dropped equipment: 1-3
    
    Strategy: Don't bother with Armor Break, because Vorban is immume to it, 
    and all of the other "Breaks". Unless your characters can hit for 99,999 
    damage, this will be a very very long fight, and not one that I recommend at
    low to moderate levels. Otherwise, Vorban has all of the same attacks that a 
    Barbatos does, and whether he'll counterattack when you hit him seems to be 
    totally random. His only status ailment weakness is Doom (count: 200).
    
    Conditions: Capture at least one of each monster from the Omega Ruins. These
    are: Varuna*, Floating Death, Black Element, Zaurus, Spirit*, Halma, Machea,
    Master Coeurl, Master Tonberry*, and Puroburos*. *These monsters appear most
    frequently (which is to say, still not very frequently at all) in the basement
    level of the Omega Ruins, en route to Omega himself.
    
    Prize for unlocking: Designer Wallet x60
    
    
    -- VI. Species Creations --
    
     - a. Wolves: Fenrir -
    
     Name: Fenrir
       HP: 850000 (Overkill: 99999)   
       AP: 10000 (Overkill: 10000)
    Steal: Chocobo Feather x2 (common), Chocobo Wing x1 (rare)
     Cost: 8000 gil
     Drop: Agility Sphere x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 73       | 40       | 12       | 165      | 200      | 60       |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | Halve     | Halve     | Halve     | Halve      | Halve      |
    
    Auto-abilites of dropped weapons: Sleepstrike, Silencestrike, Darkstrike, 
    Poisonstrike, Stonestrike, Zombiestrike, Slowstrike, Deathstrike
    Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof, 
    Stoneproof, Poisonproof, Zombieproof, Slowproof, Deathproof, Confuseproof
    
    Number of slots of droppped equipment: 3-4
    Number of abilities in dropped equipment: 2-4
    
    Strategy: Fenrir is fast, agile, and has two very powerful attacks, one of
    which is instant death even to Aeons, and the other does 15,000+ damage on
    top of confusion to a single character. And did I mention, he's FAST? Even if
    you cast Hastega, you may not be able to keep up with Fenrir. If there was 
    ever a battle to abuse Mindy's Passado, this is it. He has 99% resistance to
    Armor Break and Mental Break, but in my opinion, the 1% chance of making a
    connecting hit outweighs the benefit of inflicting either of these on him. 
    Alternately, if you're playing the "International" or PAL releases, one
    multi-hit Overdrive from Anima will send him back to the kennel quickly.
    
    Conditions: Capture at least 3 of each monster from the wolf species. These
    are: Dingo (Besaid Island), Mi'ihen Fang (Mi'ihen Highroad), Garm (Moonflow),
    Snow Wolf (Macalania Snowfield), Sand Wolf (Sanubia Desert), Skoll (Calm 
    Lands), and Bandersnatch (Mt. Gagazet).
    
    Prize for unlocking: Chocobo Feather x99
    
    
     - b. Lizards: Ornitholestes -
    
     Name: Ornitholestes
       HP: 800000 (Overkill: 99999) 
       AP: 10000 (Overkill: 10000)
    Steal: Rename Card x1 (common), Chocobo Wing x1 (rare)
     Cost: 8000 gil
     Drop: Gambler's Spirit x2 (common) x4 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 83       | 55       | 30       | 170      | 130      | 80       |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | Absorb    | N/A       | Null      | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Double Overdrive
    Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
    
    Number of slots of droppped equipment: 2-3
    Number of abilities in dropped equipment: 1-3
    
    Strategy: Ornitholestes has a high evade rate, but low speed and physical
    attack power compared to most of the other Species Creations. So consider this
    an easy fight. However, if you fight him on lower levels, you may run into
    one of two attacks: a) a damage plus poison attack that never misses unless 
    you have [Poisonproof] armor, or b) an HP-draining attack. Don't worry too 
    much about the latter attack, instead worry about curing the poison before it 
    has a chance to really damage you. As a last resort, use Doom (count: 200).
    
    Conditions: Capture at least 3 of each monster from the lizard species. These
    are: Dinonix (Kilika Forest), Ipiria (Mi'ihen Highroad), Raptor (Mushroom Rock
    Road), Melusine (Thunder Plains), Iguion (Macalania) Yowie (Cavern of the 
    Stolen Fayth), and Zaurus (Omega Ruins).
    
    Prize for unlocking: Stamina Spring x99
    
    
     - c. Birds: Pteryx - 
    
     Name: Pteryx
       HP: 100000 (Overkill: 99999)    
       AP: 10000 (Overkill: 10000)
    Steal: Smoke Bomb x4 (common), Candle of Life x1 (rare)
     Cost: 8000 gil
     Drop: Evasion Sphere x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 90       | 100      | 5        | 100      | 60       | 60       |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
    Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
    
    Number of slots of droppped equipment: 2-4
    Number of abilities in dropped equipment: 1-3
    
    Strategy: High evade rate, medium speed, extremely low HP, constantly in 
    Regen status, vulnerable to Doom (count: 200) and all four 'Breaks'. The one 
    attack that's even worth mentioning is Pteryx's beak attack, which curses you.
    Yawn. Next?
    
    Conditions: Capture at least 4 of each monster from the bird species. These 
    are: Condor (Besaid Island), Simurgh (Djose Highroad), and Alcyone (Sanubia
    Desert).
    
    Prize for unlocking: Mega Phoenix x99
    
    
     - d. Insects: Hornet -
    
     Name: Hornet
       HP: 620000 (Overkill: 50000)    
       AP: 10000 (Overkill: 10000)
    Steal: Poison Fang x4 (common), Cleaning Salts x2 (rare)
     Cost: 8000 gil
     Drop: Accuracy Sphere x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 63       | 70       | 88       | 95       | 102      | 17       |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
    Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
    
    Number of slots of droppped equipment: 2-4
    Number of abilities in dropped equipment: 1-3
    
    Strategy: Wouldn't you know it, another monster with a high evade rate!
    Heavens to Betsy! He hits pretty hard for an overgrown insect, including a
    poison stinger, and instant death stinger attacks, and never misses (there's
    a reason the Hornet drops Accuracy Spheres) but all of his attacks target a 
    single character. His standard non-stinger physical attack inflicts Sleep, 
    Silence, Blind, and Death on a single character.
    
    Conditions: Capture at least 4 of each monster from the insect species. These
    are: Killer Bee (Kilika Forest), Bite Bug (Moonflow), Wasp (Macalania Forest),
    and Nebiros (Calm Lands).
    
    Prize for unlocking: Mana Tonic x60
    
    
     - e. Floating Wizards: Vidatu -
    
     Name: Vidatu
       HP: 95000 (Overkill: 10000)
       AP: 10000 (Overkill: 10000)
    Steal: Lightning Gem x4 (common), Mana Tonic x1 (rare)
     Cost: 8000 gil
     Drop: MP Sphere x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 12       | 230      | 77       | 230      | 33       | 80       |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       |  N/A      | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Double AP
    Auto-abilites of dropped armor: MP 10%, MP +20%, MP +30%
    
    Number of slots of droppped equipment: 2-3
    Number of abilities in dropped equipment: 1-3
    
    Strategy: Don't bother using elemental spells on Vidatu, because his constant 
    Nul-All and Regen status will nullify all of them. I believe he's also in
    Shell status, so non-elemental spells aren't very powerful either. Take him 
    down in a single hit if you can hit for 99,999 damage.
    
    Conditions: Capture at least 4 of each monster from the floating wizard 
    species. These are: Gandarewa (Mushroom Rock Road), Aerouge (Thunder Plains), 
    and Imp (Mt. Gagazet or Cavern of the Stolen Fayth).
    
    Prize for unlocking: Mana Spring x99
    
    
     - f. Eyeballs: One-Eye -
    
     Name: One-Eye 
       HP: 150000 (Overkill: 15000) 
       AP: 10000 (Overkill: 1000)
    Steal: Lunar Curtain x3 (common), Blessed Gem x1 (rare)
     Cost: 8000 gil
     Drop: Magic Defense Sphere x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 55       | 58       | 77       | 183      | 38       | 10       |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | Null      | Null      | Null      | Null       | Null       |
    
    Auto-abilites of dropped weapons: Triple AP
    Auto-abilites of dropped armor: MP +10%, MP +20%, MP +30%
    
    Number of slots of droppped equipment: 2-3
    Number of abilities in dropped equipment: 1-3
    
    Stategy: If One-Eye has the first move, he'll use an attack called Shock Wave,
    which is every status abnormality in the book, on top of 9,999+ damage to 
    every character. When fighting One-Eye, make sure at least one person in your 
    active part is equipped with a weapon bearing [First Strike], and if he gets the 
    jump on you, simply swap that character out for Yuna, who will summon. The only 
    other attack of One Eye's worth mentioning is a staring contest he has with one 
    character - standard to all of the One-Eyed fiends, that inflicts Curse status.
    
    Conditions: Capture at least 4 of each monster from the eyeball species. These
    are: Floating Eye (Mi'ihen Highroad), Buer (Thunder Plains), Evil Eye 
    (Macalania Snowfield), Ahriman (Mt. Gagazet or Inside Sin), and Floating Death
    (Omega Ruins).
    
    Prize for unlocking: Stamina Tablet x60
    
    
     - g. Flans: Jumbo Flan -
    
     Name: Jumbo Flan
       HP: 1300000 (Overkill: 99999)
       AP: 10000 (Overkill: 10000)
    Steal: Lunar Curtain x4 (common), Mana Tablet x1 (rare)
     Cost: 8000 gil
     Drop: Magic Sphere x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 3        | 255*     | 98       | 80       | 60       | 0        |
    
    *Despite Jumbo Flan having a finite Defense statistic, physical attacks will
    do no damage.
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | Absorb    | Absorb    | Absorb    | Absorb     | Absorb     |
    
    Auto-abilites of dropped weapons: Magic Booster
    Auto-abilites of dropped armor: Fire Eater, Water Eater, Ice Eater
    
    Number of slots of droppped equipment: 2-4
    Number of abilities in dropped equipment: 1-3
    
    Strategy: Jumbo Flan is HARD... well technically he's jellylike, and probably
    soft and squishy to the touch, but he's hard to defeat. Would you want to 
    touch him, anyway? I wouldn't. Jumbo Flan absorbs all kinds of elemental 
    spells, and has high Magic Defense to boot, so non-elemental spells don't do 
    much damage. Don't even think about using physical attacks - no matter how 
    high your strength is, all weapon-based techniques do 0 damage. Jae kindly
    informed me via email to try to use Ultima in conjunction with Doublecast
    and Copycat, and having road tested this, can confirm he's correct. To make
    this battle even easier, Slow Jumbo Flan by casting Reflect on one of your
    party members, then Slow on that same member. (Jumbo Flan is constantly in
    Reflect status, and casting slow on him directly will bounce it back to you
    - that's why you want to Reflect your Slow spell off a party member.)
    Besides Slow, Jumbo Flan is also vulnerable to Blind and Doom (count: 200),
    although seeing as he never uses a physical attack, and magic circumvents
    Blind status, I don't know why you'd want to use the former on him.
    
    Alternately, make sure Anima knows Haste, Ultima, Lancet, and _maybe_ Shell
    and Dispel. Summon her, Haste and Shell her, and have her use "Pain"
    repeatedly, which is not weapon-based and will therefore do 99,999 damage if
    Yuna is moderately built up. If Jumbo Flan whittles Anima's HP down, use
    Lancet to heal her. When Jumbo Flan is close to dying, he'll cast Regen on
    himself, which you can Dispel if you like, or keep Paining him, and he'll
    probably die in two rounds at most. This is the fastest way to defeat Jumbo 
    Flan, period. Credits to Crimson Shadow and Billy Auyang for submitting this.
    
    Conditions: Capture at least 3 of each monster from the flan species. These 
    are: Water Flan (Besaid Island), Thunder Flan (Mi'ihen Highroad), Snow Flan
    (Moonflow), Ice Flan (Macalania Lake or Snowfield), Flame Flan (Calm Lands),
    and Dark Flan (Gagazet Cavern or Zanarkand Ruins).
    
    Prize for unlocking: Twin Stars x60
    
    
     - h. Elements: Nega Elemental -
    
     Name: Nega Elemental
       HP: 1300000 (Overkill: 15000)    
       AP: 10000 (Overkill: 10000)
    Steal: Star Curtain x4 (common), Twin Stars x1 (rare)
     Cost: 8000 gil
     Drop: Twin Stars x2 (common) x2 (Overkill)
           Dark Matter x2 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 0        | 140      | 80       | 62       | 44       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | Absorb    | Absorb    | Absorb    | Absorb     | Absorb     |
    
    Auto-abilites of dropped weapons: Firestrike, Thunderstrike, Waterstrike,
    Icestrike
    Auto-abilites of dropped armor: Fire Eater, Lightning Eater, Water Eater, 
    Ice Eater
    
    Number of slots of droppped equipment: 2-4
    Number of abilities in dropped equipment: 2-4
    
    Strategy: Nega Elemental counterattacks all physical attacks with Ultima,
    even Overdrives, so don't use those unless your Magic Defense is 255. You
    cannot get around this by casting Reflect on your party, either, because 
    Ultima penetrates Reflect. Instead, use the same strategy you used to kill 
    Jumbo Flan above - Doublecast Ultima, and Copycat like it's going out of style,
    or summon Anima and have her use Pain, because Pain is not a physical attack. 
    Nega Elemental's regular attacks are insignificant compared to its Ultima 
    counter, and all they consist of is a weak Drain, and Reflect when its HP is 
    getting low.
    
    Conditions: Capture at least 3 of each monster from the elemental species. 
    These are: Yellow Element (Kilika Forest), White Element (Mi'ihen Highroad), 
    Red Element (Mushroom Rock Road), Gold Element (Thunder Plains), Blue Element
    (Macalania Forest), Dark Element (Cavern of the Stolen Fayth), and Black 
    Element (Omega Ruins).
    
    Prise for unlocking: Star Curtain x99
    
    
     - i. Armored Moles: Tanket -
    
     Name: Tanket
       HP: 900000 (Overkill: 10000)   
       AP: 10000 (Overkill: 10000)
    Steal: Light Curtain x4 (common), Lunar Curtain x4 (rare)
     Cost: 8000 gil
     Drop: Defense Sphere x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 103      | 100      | 3        | 250      | 41       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
    Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
    
    Number of slots of droppped equipment: 2-4
    Number of abilities in dropped equipment: 1-3
    
    Strategy: Despite being the ultimate armored mole, Tanket's defense doesn't
    seem to be much higher than any of the rest of these bosses. To level the
    playing field and reduce his defense to zero, use Auron's Banishing Blade
    Overdrive, or a Frag Grenade item. Tanket has very high magic resistance, and 
    only a basic bodyblow attack, which also Berserks the target. You do NOT want 
    your bearers of [Auto Phoenix] to become Berserked, because this will prevent 
    them from using a Phoenix Down on a fallen party member! Also, when only one 
    party member is left alive, Tanket will repeatedly bodyblow them until they die,
    without giving you a turn, or chance counterattack. If you can kill him without 
    any of the above transpiring, it's such a cheap and easy way to get Defense 
    Spheres, I almost feel sorry for the little guy.
    
    Conditions: Capture at least 3 of each monster from the armored mole species.
    These are: Raldo (Mi'ihen Highroad), Bunyip (Djose Highroad or Moonflow), 
    Murussu (Macalania Forest), Mafdet (Macalania Snowfield), Shred (Calm Lands), 
    and Halma (Omega Ruins).
    
    Prize for unlocking: Gold Hourglass x99.
    
    
     - j. Dragons: Fafnir -
    
     Name: Fafnir
       HP: 1100000 (Overkill: 13000)   
       AP: 10000 (Overkill: 10000)
    Steal: Gold Hourglass x2 (common), Stamina Spring x2 (rare)
     Cost: 8000 gil
     Drop: Light Curtain x20 (common) x40 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 76       | 30       | 109      | 130      | 38       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | Absorb    | Absorb    | N/A       | Absorb     | N/A        |
    
    Auto-abilites of dropped weapons: Firestrike, Thunderstrike, Waterstrike, 
    Icestrike
    Auto-abilites of dropped armor: Fire Eater, Water Eater, Ice Eater
    
    Number of slots of droppped equipment: 2-4
    Number of abilities in dropped equipment: 1-4
    
    Strategy: Fafnir is like any other dragon you've fought - it has a physical
    attack, mauling one character, and an elemental breath attack. Generally on 
    its first and second turns, it'll use a physical attack against a single
    character, but on subsequent attacks, will use a "Three Stage Attack" move.
    The first "stage" is a physical attack, the second is a random elemental 
    breath that can be blocked with any of the Nul-spells or appropriate [Element
    Eater] armor abilities, and the the third is another physical attack. Lastly,
    Fafnir has 95% resistance to all four 'Breaks', and 0% resistance to Doom
    (count: 200).
    
    Conditions: Capture at least 4 of each monster from the dragon species. These
    are: Vouivre (Mi'ihen Highroad), Lamashtu (Mushroom Rock Road), Kusariqqu 
    (Thunder Plains), Mushussu (Sanubia Desert), and Nidhogg (Cavern of the Stolen
    Fayth or Mt. Gagazet).
    
    Prize for unlocking: Purifying Salt x99
    
    
     - k. Fungus: Sleep Sprout -
    
     Name: Sleep Sprout
       HP: 98000 (Overkill: 10000)           
       AP: 10000 (Overkill: 10000)
    Steal: Poison Fang x4 (common), Farplane Wind x1 (rare)
     Cost: 8000 gil
     Drop: Teleport Sphere x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 3        | 167      | 112      | 203      | 26       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | 1.5x      | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Sleepstrike, Silencestrike, Darkstrike, 
    Poisonstrike, Stonestrike, Zombiestrike, Slowstrike
    Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof, 
    Stoneproof, Poisonproof, Zombieproof, Slowproof
    
    Number of slots of droppped equipment: 3-4
    Number of abilities in dropped equipment: 1-4
    
    Strategy: The first rule of Sprout Club is, YOU DO NOT ATTACK SLEEP SPROUT. 
    The second rule of Sprout Club is, YOU DO NOT ATTACK SLEEP SPROUT. When in 
    doubt, refer to rule 1. If you attack Sleep Sprout, it will automatically 
    counter with a spore attack that's quite similar to the Malboro's Bad Breath.
    ("Goodnight", indeed.) These rules don't apply if you can hit for 99,999 
    damage every time, in which case, attack away! Tip: use Aeons to do the dirty
    work for you at low levels, because they're immune to Goodnight's deleterious
    status effects. Sleep Sprout has no resistance to Power Break or Doom (count: 
    200), but the fact that it never uses physical attacks makes Power Breaking it
    pointless. Apart from Goodnight, Sleep Sprout uses Firaga, Thundaga, Waterga, 
    Blizzaga, Flare, and Ultima, but you'll probably kill it so quickly, that it
    won't have the opportunity to use these spells.
    
    Conditions: Capture at least 5 of each monster from the fungus species. These
    are: Funguar (Mushroom Rock Road or southern Djose Highroad), Thorn (Cavern of
    the Stolen Fayth), and Exoray (Inside Sin).
    
    Prize for unlocking: Healing Spring x99
    
    
     - l. Bombs: Bomb King -
    
     Name: Bomb King
       HP: 480000 (Overkill: 10000)           
       AP: 10000 (Overkill: 10000)
    Steal: Fire Gem x4 (common), Shining Gem x1 (rare)
     Cost: 8000 gil
     Drop: Door to Tomorrow x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 73       | 200      | 71       | 200      | 46       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | Absorb    | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
    Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
    
    Number of slots of droppped equipment: 2-4
    Number of abilities in dropped equipment: 1-3
    
    Strategy: Bomb King is a strange one. Unlike his bomb brethren, normal 
    attacks don't automatically make him swell... sometimes. Christian Washington
    postulated that when you deal a certain amount of damage to Bomb King, 
    regardless of whether it was a physical or magical attack, he will swell.
    When Bomb King swells a fourth time, every attack you do will make him 
    counter with Ultima. Bomb King's other attacks include Fire, Fira, and Firaga.
    An easy way to defeat Bomb King is to make sure all of your characters are 
    equipped with weapons that have [Magic Counter], and possibly armor with [Fire
    Eater] for the sake of keeping everyone at full health, then Haste the Bomb 
    King, Shell your party members to offset some of Bomb King's magic damage, and
    have them defend. Whenever Bomb King attacks, your characters will 
    automagically counterattack. However, these counterattacks by your party do 
    not make Bomb King swell. Again, credit to Christian Washington for this 
    strategy.
    
    Conditions: Capture at least 5 of each monster from the bomb species. These
    are: Bomb (Mi'ihen Highroad), Grenade (Mt. Gagazet), and Puroburos (Omega 
    Ruins).
    
    Prize for unlocking: Turbo Ether x60
    
    
     - m. Horned: Juggernaut -
    
     Name: Juggernaut
       HP: 1200000 (Overkill: 15000)   
       AP: 8000 (Overkill: 8000)
    Steal: Lunar Curtain x4 (common), Shining Gem x1 (rare)
     Cost: 8000 gil
     Drop: Strength Sphere x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 98       | 140      | 70       | 62       | 42       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | Absorb    | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
    Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
    
    Number of slots of droppped equipment: 2-4
    Number of abilities in dropped equipment: 1-3
    
    Strategy: Juggernaut isn't hard, it's just hard to wear down. Immediately cast
    Hastega upon entering the battle, and use Quick Hit until Juggernaut's second 
    turn comes up. You actually get a free turn - the first move Juggernaut will make
    is to charge up for a multiple-character fire breath attack, which is the second 
    move. If you're swift about it, you can probably kill Juggernaut before it has a 
    chance to unleash this move, but if you're not, swap one of your characters for 
    Yuna, and have her summon an Aeon to take the brunt of Juggernaut's fire breath 
    attack. Alternately, armor with [Fire Eater] will absorb its breath, and NulBlaze 
    and [Fireproof] armor will nullify the breath altogether. During subsequent turns,
    Juggernaut may charge up for another fire attack, thus forfeiting its turn, or 
    (more likely) it will rush up to one or more characters and maul them, like Fafnir
    above likes to do. Juggernaut has 95% resistance to all four 'Breaks', and 0% 
    resistance to Doom (count: 200).
    
    Conditions: Capture at least 5 of each monster from the horned species. These
    are: Dual Horn (Mi'ihen Highroad), Valaha (Cavern of the Stolen Fayth), and
    Grendel (Gagazet Cavern or Zanarkand Ruins).
    
    Prize for unlocking: Light Curtain x99
    
     
     - n. Iron Giants: Ironclad -
    
     Name: Ironclad 
       HP: 2000000 (Overkill: 99999)           
       AP: 10000 (Overkill: 10000)
    Steal: Light Curtain x4 (common), Stamina Tablet x1 (rare)
     Cost: 8000 gil
     Drop: HP Sphere x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 100      | 220      | 0        | 180      | 65       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | Null      | Null      | Null      | Null       | N/A        |
    
    Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
    Auto-abilites of dropped armor: HP +10%, HP +20%, HP +30%
    
    Number of slots of droppped equipment: 2-4
    Number of abilities in dropped equipment: 1-3
    
    Strategy: Like Vorban, Ironclad is armored, and Armor Break only works 5% of 
    the time, so use Auron's Banishing Blade Overdrive or a Frag Grenade instead 
    to crack his armor. Whenever you attack Ironclad, he'll automatically 
    counterattack with Reppageki, but if your evade rate is high enough, he'll 
    never hit you! It's a very good idea to kill Pteryx lots before taking Ironclad 
    on - or any of these bosses, really. Ironclad's pattern of attack, eschewing 
    couterattacks, is thus: Reppageki (medium damage attack against a single 
    character), then Bushinzan (large damage to all characters plus reduces MP to 0),
    then Shinryudan (large damage to a single character). After he preforms all 
    three, he starts over with Reppageki again.
    
    Conditions: Capture 10 of each from the iron giant species. These are: Iron
    Giant (north part of Thunder Plains), Gemini A (Inside Sin or Omega Ruins, 
    armed with a sword), and Gemini B (Inside Sin or Omega Ruins, armed with a 
    club). Each Gemini counts as a seperate monster!
    
    Prize for unlocking: Mana Tablet x60
    
    
    -- VII. Original Creations --
    
     - a. Earth Eater -
    
     Name: Earth Eater
       HP: 1300000 (Overkill: 99999)           
       AP: 50000 (Overkill: 50000)
    Steal: Gambler's Spirit x1 (common), Level 1 Key Sphere x1 (rare)
     Cost: 15000 gil
     Drop: Fortune Sphere x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 117      | 200      | 186      | 210      | 47       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Triple Overdrive
    Auto-abilites of dropped armor: Auto Potion
    
    Number of slots of droppped equipment: 3-4
    Number of abilities in dropped equipment: 1
    
    Strategy: When standing upright, the Earth Eater will attack (AND 
    counterattack) with Megaton Punch, which inflicts Death on one character if 
    the damage doesn't kill them outright. [Deathproof] armor and Protect status
    will help tremendously. If you do enough damage to the Earth Eater 
    cumulatively or all at once, you'll knock it on its back - I believe something
    in the neighborhood of 100,000 damage is required to knock the Earth Eater 
    down. When it is on its back, it cannot attack you, or do anything except roll
    back and forth looking pitiful... unless you attack it, which will net you an
    automatic Flare counterattack directed at a random character. Luckily this 
    Flare does not break the damage limit, in other words, 9999 damage is the most
    that it can do, but this is still quite punishing at low levels. Cast Shell on
    your party while the Earth Eater is trying to pick itself up to halve the Flare
    damage.
    
    Conditions: Capture the nescessary number of monsters to conquer 2 areas.
    
    Prize for unlocking: Three Stars x60
    
    
     - b. Greater Sphere -
    
     Name: Greater Sphere
       HP: 1500000 (Overkill: 99999)           
       AP: 50000 (Overkill: 50000)
    Steal: Gambler's Spirit x1 (common), Return Sphere x1 (rare)
     Cost: 15000 gil
     Drop: Luck Sphere x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 87       | 130      | 102      | 120      | 55       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | Varies    | Varies    | Varies    | Varies     | Varies     |
    
    Auto-abilites of dropped weapons: One MP Cost
    Auto-abilites of dropped armor: Auto Phoenix
    
    Number of slots of droppped equipment: 2-4
    Number of abilities in dropped equipment: 1
    
    Strategy: If there was ever a poster child for [Auto-Protect] armor, it would
    be Greater Sphere. Even at very high levels, Greater Sphere still gave me lots
    of trouble, because it constantly randomly counterattacks with Aqua Press or 
    Ultima, and the former does ridiculously high damage even at 255 defense - 
    Protect makes it barely survivable. Besides that, obsessively keeping your 
    party in Auto-Life status will save your rear. Luckily, Greater Sphere doesn't
    have much HP, so a few 12-hit Attack Reels at 99,999 per hit should dispose of
    it, or if you have the patience to wait 255 turns, it's vulnerable to Doom.
    
    Conditions: Capture the nescessary number of monsters to conquer 2 species.
    
    Prize for unlocking: Supreme Gem x60
    
    
     - c. Catastrophe -
    
     Name: Catastrophe
       HP: 2200000 (Overkill: 99999)           
       AP: 50000 (Overkill: 50000)
    Steal: Gambler's Spirit x1 (common), Level 2 Key Sphere x1 (rare)
     Cost: 15000 gil
     Drop: Designer Wallet x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 120      | 80       | 77       | 80       | 34       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Sleepstrike, Silencestrike, Darkstrike, 
    Poisonstrike, Stonestrike, Zombiestrike, Slowstrike
    Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof, 
    Stoneproof, Poisonproof, Zombieproof, Slowproof
    
    Number of slots of droppped equipment: 3-4
    Number of abilities in dropped equipment: 1-4
    
    Strategy: Catastrophe begins the battle in its shell, and won't come out until
    you've inflicted about 500,000 damage upon it. While in its shell, its defense
    is slightly higher, and it will attack all of your characters with a 
    combination Poison/Confusion/Curse attack if given the chance. Hastega at the 
    beginning of the fight, and proceed to attack Catastrophe until it comes out of
    its shell.
    
    Once you've coerced Catastrophe out of its shell, its pattern of attack goes: 
    Toxic Spray -> Demi -> Hundred Thorns. Toxic Spray does minimal damage to a 
    single character, and puts them in in Power Break, Magic Break, Armor Break, 
    and Mental Break status. Demi is a standard Demi - it reduces your party's HP 
    by 1/4. Lastly, Hundred Thorns hits all of your party members for large damage,
    which at low defense does upwards of 30,000 damage - half that with protect -
    and clues you into why this boss is called "Catastrophe". This is the easiest 
    battle of the Original Creations, easier than most of the Species Creations too,
    and only the fact that Catastrophe has 2.2 million HP would prevent you from 
    winning this battle before you can hit for 99,999 damage.
    
    Conditions: Capture the nescessary number of monsters to conquer 6 areas.
    
    Prize for unlocking: Door to Tomorrow x99
    
    
     - d. Th'uban -
    
     Name: Th'uban
       HP: 3000000 (Overkill: 99999)           
       AP: 50000 (Overkill: 50000)
    Steal: Gambler's Spirit x1 (common), Teleport Sphere x1 (rare)
     Cost: 15000 gil
     Drop: Underdog's Secret x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 102      | 80       | 212      | 80       | 53       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Triple AP, Triple Overdrive
    Auto-abilites of dropped armor: HP +10%, HP +20%, HP +30%
    
    Number of slots of droppped equipment: 3-4
    Number of abilities in dropped equipment: 1-3
    
    Strategy: Fighting Th'uban is lots of fun, if your idea of fun is DYING
    QUICKLY AND REPEATEDLY. Th'uban annoyingly counterattacks every physical and 
    magical attack with a tail swipe that instantly removes any protective 
    statuses from your whole party, like Regen, Haste, Protect, etc, unless that
    character has [Auto Regen], [Auto Haste], [Auto Protect], etc, in their armor.
    He also has a Pulsar Shockwave-esque attack that does 99,999 damage to one 
    character, regardless of defense, and a vicious wing attack called Rainbow, 
    which hits all characters multiple times, on top of cursing them. (Speaking 
    of cursing, that's what I do every time Th'uban kills me. #$@&@*!!!)      
    
    To defeat Th'uban the legitimate way, you'll probably want to employ Blitz Ace,
    Attack Reel, Passado, and a little bit of luck. If you don't mind cheating, 
    however, and have lots of patience, there's a dirty trick you can use...
    Th'uban is vulnerable to Death Sentence. You can sentence him by using Kimahri's
    "Doom" Ronso Rage, or a Candle of Life item. To ensure that you'll win the 
    battle, keep everyone in Auto-Life status, and defend for all of the 255 turns
    that it will take for Death Sentence to automatically kill him. Do NOT attack
    him while you're Auto-Lifed, otherwise his tail swipe counterattack will remove
    the Auto-Life, along with any other positive statuses.
    
    Conditions: Capture the nescessary number of monsters to conquer 6 species.
    
    Prize for unlocking: Gambler's Spirit x99
    
    
     - e. Neslug -
    
     Name: Neslug
       HP: 4000000 (Overkill: 12000)           
       AP: 50000 (Overkill: 50000)
    Steal: Gambler's Spirit x1 (common), Friend Sphere x1 (rare)
     Cost: 15000 gil
     Drop: Pendulum x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 130      | 80       | 130      | 80       | 43       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Piercing (Kimahri, Auron), Triple AP
    Auto-abilites of dropped armor: HP +10%, HP +20%, HP +30%
    
    Number of slots of droppped equipment: 2-3
    Number of abilities in dropped equipment: 1-3
    
    Strategy: Besides having fallen out of the ugly tree and hit every branch on
    the way down, the Neslug likes to retreat into its shell and regenerate large
    amounts of HP per turn with Curaga and Regen when you've depleted some of its
    life. While in its shell, it becomes impervious to all weapon-based attacks. 
    (In other words, Mindy's Passado doesn't work. Boo hoo!) So what do you do?
    
    First, make sure at least one person knows Ultima and Doublecast, everyone 
    knows Copycat, and you've got a good supply of Turbo Ethers. Cast Hastega at
    the beginning of the battle, and Quick Hit, Attack Reel, or Blitz Ace the 
    Neslug until it retreats into its shell. If you're quick enough, the Neslug 
    won't even get a change to attack you before it goes into its shell. The
    Neslug will not come out of its shell until it is completely healed, so don't
    wait for it to come out, and thereby negate all of your hard work. Instead, 
    Doublecast Ultima, and Copycat until its shell shatters, stopping only to 
    replenish the MP of a party member who's low. Alternately, despite Blitz Ace 
    being weapon-based, it still does damage. You could go into battle with 
    everyone's Overdrive bars full, and Entrust them to Tidus so that he can Blitz
    Ace over and over. When the shell shatters (and this is a pretty cool 
    animation, IMHO), you'll know the Neslug only has about one million HP left. 
    Obviously it cannot retreat into its shell anymore, so eleven hits at 99,999 
    damage later, you've won! Congrats.
    
    On the other hand, Ultima Gamer (ultimagamer@hotmail.com) submitted the 
    following, which I am paraphrasing: go into battle with Wakka and any other 
    two characters. Wakka and the other two characters must have a strength of 255,
    or near to it, and everyone must have full Overdrive gauges. Wakka must know 
    Attack Reel, and you must be skilled at lining up the "2 Hit" slots. The other 
    two characters must know Entrust, and someone must know Hastega. Cast Hastega at 
    the start of the battle, and use Wakka's Attack Reel. If you successfully lined
    up three slots of "2 Hit", Attack Reel will hit Neslug 12 times. Then use Quick
    Hit 8 times, for a total of 20 hits. Now, these numbers are very precise for a 
    reason - Neslug automatically goes into its shell when you've dealt 2,000,000 
    damage to it. 20 hits at 99,999 equals 1,999,980 damage, which is just barely 
    enough for the Neslug to stay out in the open. Immediately Entrust one of your 
    character's Overdrive gauges to Wakka, and have him use Attack Reel once more. 
    This should break the shell before Neslug has even had a chance to retreat
    into it! Finally, use Quick Hit until Neslug dies. This is an awesome strategy,
    and takes a fraction of the time my strategy above does, so please send Ultima 
    Gamer your praises for it.
    
    One warning, however, that applies to both strategies - kill the unshelled 
    Neslug as quickly as possible, because once its shell is broken, it will only 
    attack you with an ultra powerful Slime attack that does large damage to your
    entire party, plus puts everyone in Poison, Curse, Armor Break, Mental Break,
    and Delay attack status. ...Unless you Silence it, in which case it will only
    use Megaton on a single character when its turn comes up. Megaton does a good 
    bit of damage and inflicts Confusion status, but it isn't nearly as bad as 
    Slime's multiple status ailments. Neslug has no resistance whatsoever to 
    Silence status, by the way, so it's not difficult at all to shut its gaping 
    trough of a mouth. Silencing Neslug won't prevent it from using Regen while
    in its shell, but it will prevent it from using Regen AND Curaga.
    
    Conditions: Conquer all areas. This means you need to pretty much capture one
    of each monster.
    
    Prize for unlocking: Winning Formula x99
    
    
     - f. Ultima Buster -
    
     Name: Ultima Buster
       HP: 5000000 (Overkill: 99999)           
       AP: 50000 (Overkill: 50000)
    Steal: Gambler's Spirit x1 (common), Level 3 Key Sphere x1 (rare)
     Cost: 15000 gil
     Drop: Winning Formula x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    Ultima Buster
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 168      | 60       | 178      | 71       | 72       | 0        |
    
    Ultima Buster's Head and Arms
    |----------|----------|
    | Defense  | M. Def.  |
    |----------|----------|
    | 1        | 1        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Triple AP, Overdrive -> AP, Triple Overdrive
    Auto-abilites of dropped armor: Break MP Limit
    
    Number of slots of droppped equipment: 3-4
    Number of abilities in dropped equipment: 1-3
    
    Strategy: This isn't nescessarily a hard battle, just a long-ish one. First, 
    cast Hastega, and if you can spare the turn, Auto-Life at least one party 
    member. Then destroy its arms and head with Quick Hit, and continue to use 
    Quick Hit until Ultima Buster's turn comes up - if your Magic Defense statistic
    isn't at least equal to Ultima Buster's Magic Power statistic, immediately have
    Yuna summon an Aeon to bear Ultima Buster's attack, which 4 out of 5 times will 
    be an extremely powerful Ultima spell. The other time, it will bodyslam a 
    single character for 10,000+ damage, but because this is so unpredictable, use 
    Aeons as damage absorbers just in case. Ultima and the bodyslam attack may be 
    halved by Shell and Protect, respectively. The reason for killing the arms is 
    self-evident - they shield Ultima Buster from your attacks - but the idea behind
    killing the head as well, is because every third turn, it will preform an attack
    that causes more damage than Ultima Buster's Ultima spell, and inflicts Slow, 
    Poison, Confusion, Zombie, Power Break, Magic Break, Armor Break, and Mental 
    Break. Very nasty.
    
    Conditions: Capture at least 5 of each monster.
    
    Prize for unlocking: Dark Matter x99 (!!)
    
    
     - g. Shinryu -
    
     Name: Shinryu
       HP: 2000000 (Overkill: 99999)           
       AP: 50000 (Overkill: 50000)
    Steal: Gambler's Spirit x1 (common), Three Stars x1 (rare)
     Cost: 15000 gil
     Drop: Wings to Discovery x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 92       | 60       | 86       | 98       | 70       | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | N/A       | N/A       | N/A       | N/A        | N/A        |
    
    Auto-abilites of dropped weapons: Double AP
    Auto-abilites of dropped armor: Auto Med
    
    Number of slots of droppped equipment: 2-4
    Number of abilities in dropped equipment: 1
    
    Strategy: Because this battle takes place underwater, you can only use Tidus, 
    Wakka, and Rikku. Shinryu will counterattack with his claw whenever he is
    attacked, which does about 8000+ damage to one character with 120 defense, but 
    so long as one of your other party members has [Auto Phoenix] in their armor, 
    this doesn't matter. Some people recommend killing off Tidus and Rikku, and 
    letting Wakka take care of Shinryu with his Attack Reel Overdrive, because 
    Shinryu won't use Eraser - his infamous petrification and shattering attack - 
    if only one of your party members is alive. Barring that strategy, if your 
    speed is high enough, just cast Hastega, and Quick Hit, Attack Reel, or Blitz 
    Ace him to death. Shinryu's other offenses pale in comparison to Eraser, but
    they include Shining, which hits all of your party members multiple times for
    small damage, and a simple claw attack to one character, the same as his claw
    counterattack. There isn't any pattern to his attacks, and ideally your stats
    are high enough that you'll be able to kill him within one turn.
    
    Conditions: Capture at least 2 Splashers, 2 Achelous, and 2 Maelspikes from 
    the flooded portion of Gagazet Cavern.
    
    Prize for unlocking: Mega Elixir x30
    
    
     - h. Nemesis (or "Omega Gold") -
    
     Name: Nemesis (aka Omega Gold, aka Subete Wo Koeshimono)
       HP: 10000000 (Overkill: 99999)           
       AP: 50000 (Overkill: 50000)
    Steal: Level 4 Key Sphere x1 (common), Warp Sphere x1 (rare)
     Cost: 25000 gil
     Drop: Warp Sphere x1 (common) x2 (Overkill)
           Dark Matter x1 (rare) x2 (Overkill)
    
    |----------|----------|----------|----------|----------|----------|
    |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
    |----------|----------|----------|----------|----------|----------|
    | 255      | 150      | 255      | 150      | 200      | 0        |
    
    |-----------|-----------|-----------|------------|------------|
    |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
    |-----------|-----------|-----------|------------|------------|
    | Absorb    | Absorb    | Absorb    | Absorb     | Absorb     |
    
    Auto-abilites of dropped weapons: Break Damage Limit
    Auto-abilites of dropped armor: Break HP Limit
    
    Number of slots of droppped equipment: 3-4
    Number of abilities in dropped equipment: 1
    
    Strategy: First of all, you don't need high HP or even Auto-Life to defeat 
    Nemesis, all you'll need is to be able to hit for 99,999 damage, and an 
    agility stat of at least 170 to pull this off in a reasonable amount of time -
    220+ is ideal. If you don't, stop reading this strategy right now and go 
    slaughter Fenrir until you do. ...Done? Good. Nemesis counters Overdrives, 
    but nothing else. Using whomever you like, cast Hastega at the beginning of 
    the battle. Use Quick Hit until Nemesis' turn comes up, and swap someone out 
    for Yuna, who will immediately summon an Aeon to act as a sacrificial lamb. 
    (If you're already using Yuna as one of your three characters, even better.) 
    One hit from Nemesis will probably kill your Aeon, but this is okay, because 
    doing so will bring the turn to move back to you, even if Nemesis had two or
    more turns in a row after your Aeon! At 220+ agility, you should be getting 
    18-20 Quick Hits between each of Nemesis' turns. Seven dead Aeons later, 
    Nemesis will turn into pyreflies and that sweet "Overkill" will appear on 
    your television. Congratulations, you've just beaten the "hardest" boss in 
    Final Fantasy X. The moral of the story is, HP size doesn't matter, it's the
    motion of the Quick Hit ocean. I'm not claiming this is the end-all be-all 
    strategy for defeating Nemesis, but it IS the only way that's worked 
    consistently for me. Best of luck to you!
    
    Conditions: Capture 10 of each monster, and beat all of the bosses at the 
    Monster Arena.
    
    Prize for unlocking: Master Sphere x10
    
    
    
    -- VIII. Zen, and the art of Encountering Rare Monsters -- 
    
    Monster encounters work like this - there are preset enemy parties for every 
    environ that appear at random. You'll never see a party of a Xiphos and 2 Blue
    Elements in Macalania Forest together, for example, or 3 Snow Flans in the same
    party along the Moonflow. You will however encounter Xiphos by their lonesome, 
    or with 2 Wasps, and Snow Flans exclusively keep company with Garms and Bunyips.
    These are just three examples of the hundreds of preset enemy parties.
    
    You will always encounter the same combinations of monsters in a given area (ie,
    the same preset enemy parties), but the order in which you encounter the parties
    will always be random. There is no way to increase the chances of encountering a 
    certain group of fiends, but because encounters are ranomly generated, saving 
    your game, then resetting will give you a new random order of fiends you've yet
    to encounter.
    
    In plain English, encounter rates are randomly decided every time you load up a
    new game. If you haven't encountered the fiends you're looking to capture within
    10-15 battles, simply save your game, reset, and the encounter rates should be
    different. Not nescessarily more favorable, just different. Changing party members
    and member positions also seems to affect encounter rates in practice, although
    I haven't hacked the game files, and therefore don't know why it would help in
    theory.
    
    There are a few exceptions to these rules, however. They are: Simurgh, Qactuar, 
    Cactuar, and "rare" monsters in the Calm Lands and Omega Ruins.
    
    If you're lucky enough to have encountered a Simurgh without tearing your hair
    out looking for one, you may notice that the terrain on the battle screen has
    little sunny spots on it, unlike the rest of Djose Highroad. This clues you in
    to the factoid that Simurghs appear where the patches of sunlight are. The 
    largest sunny area is near Djose Temple at the north end of the highroad. It is
    therefore suggested that you do your Simurgh hunting there.
    
    The Qactuar is a special fiend found in the Thunder Plains, that you will ONLY
    encounter after you've prayed to one or more _glowing_ Qactuar glyphs. Pray to 
    one stone, and you'll meet parties of singular Qactuars. Pray to two stones, and
    you'll meet parties of two Qactuars. Pray to three Qactuar stones, and... need
    I continue?
    
    Cactuars are encountered in small amounts all over Sanubia Desert, but as one 
    would infer after playing the "Village of the Cactuars" minigame, you can find
    them most frequently in the village itself. This is located in the sandstorm
    area, which becomes available after the minigame has been completed. It's also
    a fantastic place to level up - if you have the Wings to Discovery to spare,
    you can put [Triple AP] on your [Capture] weapon and really clean up.
    
    As for the rare Calm Lands monsters (Ogre, Malboro, Chimera Brain), the Monster 
    Arena trainer throws you a bone to make learning this minigame easier, and tells 
    you specifically that "the rarest fiends spawn in the northwest".
    
    The hardest and rarest fiends in the Omega Ruins are found on the basement level, 
    accessable after defeating (or intelligently Bribing!) the Ultima Weapon. Prior 
    to defeating Omega, the encounters will always occur at the center of the 
    circular areas, and never on the slopes between them. This does not affect the 
    type of fiend encountered, only the location.
    
    
    
    -- IX. Frequently Asked Questions --
    
    1. Where can I find [name of monster]? They're so rare!
    
      Skip back to the section above. I didn't write it for my health. ;)
    
    
    2. What about Land Worms?
    
      Land Worms only appear in the very last part of the very last dungeon, past
      where you may backtrack from. So obviously, you can't capture them. Thank 
      you, drive though!
    
    
    3. Which monsters appear in more than one area, and which area do they count
    towards when I capture them?
    
      I specified when monsters appear in more than one area earlier in this FAQ, 
      but for the sake of reiteration, here we go again. Thunder Flan appears in
      both the "Old" part of Mi'ihen Highroad, and southern Mushroom Rock Road,
      and counts towards Mushroom Rock. Red Element, Funguar, and Gandarewa appear
      in both Mushroom Rock Road and Djose Highroad, and all count towards Mushroom
      Rock. The Coeurl and Malboro appear in the Calm Lands and Cavern of the 
      Stolen Fayth, and both count towards the Calm Lands. The Imp and Nidhogg
      appear in the Cavern of the Stolen Fayth and Mt. Gagazet, and both count 
      towards the Cavern of the Stolen Fayth. Lastly, the Geminis (both colors), 
      Adamantoise, Wraith, Great Malboro, and Demonolith appear in Sin and the 
      Omega Ruins, and all count towards Sin.
    
    
    4. What is this "Passado" trick you keep mentioning?
    
      "Passado" is Mindy's unique attack, like Meteor Strike is Ifrit's unique 
      attack, or Pain is Anima's unique attack. It consists of 15 (?) bee stingers 
      fired at an enemy for up to 99,999 damage apiece, which if Yuna is leveled up
      enough, is sufficient to defeat almost all of the Area and Species Creation 
      bosses in one shot. The problem is that the Magus Sisters are so 
      unpredictable, when you tell Mindy to attack, she may do a standard attack, 
      Passado, or cast a black magic spell. I suppose that's the tradeoff for such
      a cheap attack, no? If Passado is only doing mediocre damage for you, level
      Yuna up. The strength of any Aeon is tied to the strength of the summoner.
    
    
    5. What is the purpose of the Mark of Conquest?
    
      The "Mark of Conquest" does nothing other than take up space in your Key 
      Items inventory, and is proof that you defeated Nemesis. If you played Final
      Fantasy VIII, you may remember recieving a similar item for defeating the 
      Omega Weapon, the "Proof of Omega". The description for this item goes "For 
      those who have surpassed mortal bounds"; this is an obvious allusion to 
      Nemesis' name in the Japanese import, Subete Wo Koeshimono, which translates
      to "He who has surpassed all". Makes sense, seeing as you have to "surpass"
      all of the Monster Arena bosses to obtain the item.
    
    
    6. Is there a difference between the Cavern of the Stolen Fayth and the Sunken
    Cave?
    
      No, they're two names for the exact same location. "Cavern of the Stolen
      Fayth" is kind of a long name, and wouldn't fit into the tiny text box. Hence,
      Sunken Cave.
    
    
    7. I don't like your strategy, nyah nyah. Why don't you write a different one?
    
      Gee, I forgot that writing a _free_ guide required me to bend to your every
      whim. If the strategies I've given don't work for you, you're not of a high 
      enough level - and how are your lousy stats a mistake on my part? Most of 
      these bosses do not require that you have 255 on every stat - all of the 
      Area and Species Creations, and a few of the Original Creations can be 
      defeated with stats between 100 - 200. Only the harder Original Creations 
      require stats above 200. Short of coming to your house and playing the game 
      for you, I don't know how I could possibly be more specific.
    
    
    8. What is the Sphere Distiller trick?
    
      At some point in the game, especially if you use one of the ubiquitous "AP
      Tricks", you'll probably run out one or more of the common Sphere types. To
      get 20-40 in one fight, simply use a Sphere Distiller on Kottos or Fafnir,
      who will then drop 20 after the fight for a standard kill, and 40 for an
      Overkill. If they only drop two of that type of Sphere, consider it bad luck
      - they would have dropped two Dark Matter otherwise.
    
    
    9. What do Reppageki, Bushinzan, and Shinryudan mean?
    
      I've never studied Japanese formally, and thus don't claim to be fluent, but
      here are my best attempts at translation:
    
      - Reppageki: Violent Tearing Attack (retsu ha geki)
      - Bushinzan: Weapon God Slicing (bu shin zan)
      - Shinryudan: Divine Dragon Judgement (shin ryuu dan)
    
      Any dissimilarities between the spoken reading of the kanji, and the English
      translation were probably just shortenings of the long kanji compounds due 
      to a limited number of spaces in the battle window. What might only take
      three spaces in Japanese can take up to 10 in English, as demonstrated in
      the example above.
    
    
    10. Am I missing out on anything if I don't fight Chimerageist on my first
    visit to the Calm Lands?
    
      No, you're not missing anything if you wait until later to fight
      Chimerageist (except maybe a quick death for your party :), so yes, feel
      free to wait. You can also level up around the Yevon Dome before fighting
      Yunalesca and backtrack to the Calm Lands if need be - the Defender Z's in 
      the Dome drop Level 2 and Level 3 Key Spheres, allowing you to unlock 
      previously inaccessable parts of the Grid, and the groups of 3 robots give 
      out ridiculously high AP. If you're concerned about the time it would take 
      to backtrack, you can win [No Encounters] armor from Ghosts in the Cavern of
      the Stolen Fayth, or steal Purifying Salts from zombie Yevon monks in the
      Dome to make your own [No Encounters] armor, ergo cutting your walking time 
      to a fraction or what it would otherwise be.
    
    
    11. What about other bosses? Is there a benefit to fighting them immediately 
    after unlocking them?
    
      The only benefit to fighting bosses immediately as they're unlocked is that
      you may do so for free. They're not easier, nor do they drop better items.
    
    
    12. I supposedly completed all of the requirements to unlock Nemesis, and he's
    still not on the list! Why?
    
      There are several possibilities: one, you didn't really defeat all of the 
      Area, Species, and Original Creations. Two, you don't really have 10 of 
      every capturable monster - compare your list with the monsters I listed in 
      every area, and remember that some areas have two pages' worth of monsters. 
      Or finally, barring both of those possibilities, there seems to be a bug 
      where if you unlock Nemesis after defeating one or several Creations and 
      not saving or leaving the arena after doing so, the trainer won't
      acknowledge that you have until you do just that. So if you're positive that
      you've captured 10 of each monster, and defeated every creation at least 
      once, and there's no Nemesis on your list, keep leaving the arena, returning,
      and chatting with the trainer until he says "I've created a monster!"
    
    
    13. I'm playing an NSG (No Sphere Grid) game, can I still make good use of the
    Monster Arena?
    
      Certainly, I don't see why not. Capturing monsters doesn't require much
      strength, and the rewards for doing so will allow you to build lots of great
      equipment, as well as give you reagents for Rikku's Overdrive. If you choose
      to fight in the arena for the dropped equipment that the Creations yield, 
      you'll definitely need to use powered up Aeons to participate in the melee 
      for you. Best of luck with your NSG game!
    
    
    14. Are there any significant Monster Arena changes between the original
    Japanese release, the US release, and the "International"/PAL release?
    
      Gameplay mechanics-wise, the Monster Arena functions exactly the same in all
      four commercially released versions of Final Fantasy X. The most welcome 
      change is that while there was not a save point at the Monster Arena in the 
      original Japanese import, there IS one in the US, "International", and PAL 
      releases - it was a real pain to have to backtrack all the way to the Calm 
      Lands trading post between boss fights to save and heal, let me tell you. ;) 
      The observant player will also note that Behemoth King counterattacks with 
      Meteo when you capture him in the original Japanese and US releases, but does
      not counterattack when captured in the "International" or PAL releases.
    
      There were also name changes; omitting the minor ones that could be
      attributed to different romanizations of the kana, they are: 
    
      - Marlboro Worst became Malboro Menace
      - Tô Oni (translation: Fighting Demon) became Kottos
      - Wizerusha became Vidatu
      - Jumbo Purin* became Jumbo Flan (*all Flans in the Japanese release were
        called "Purin")
      - Elemental Nega became Nega Elemental
      - Nemuridake* became Sleep Sprout
      - Huge Sphere became Greater Sphere
      - Brachioredos became Th'uban
      - Subete Wo Koeshimono became Nemesis
    
    
    15. Were there any original boss designs for the Monster Arena?
    
      Neslug has the only original boss design, the rest of the Area, Species, and
      Original Creations are just palette-swapped versions of other bosses. 
    
    
    16. What's in the treasure chest in front of the Monster Arena, and how do I 
    open it?
    
      Yuna's Celestial Weapon, the Nirvana, is in the chest. To open it, you'll
      need to obtain the Celestial Mirror. Read my Ultimate Weapons Guide for in-
      depth information.
    
    
    17. Does Zanmato work on Monster Arena bosses?
    
      Yes it does! However, all Monster Arena bosses have a whopping Zanmato 
      resistance level of 5, which translates to a very high affection level and
      lots of gil needed to preform it. Azure Edge's superb Yojimbo FAQ contains
      everything you could possibly wonder about Yojimbo, and then some. Gaze 
      upon its FAQqiness and be enlightened, grasshoppa.
      
    
    
    -- IX. Thanks, Acknowledgements, Shameless Plugs --
    
    Thanks to Jae for submitting good, detailed battle strategies for Jumbo Flan
    and Th'uban, and thanks to Crimson Shadow, Arcaneja, dreavian, Christian
    Washington, HuskerCubs, and Billy Auyang for submitting strategies for 
    Chimerageist, Fafnir, Jumbo Flan, Bomb King, and Catastrophe. Thanks to Ultima 
    Gamer for submitting the holy grail of Neslug strategies. Kudos, guys, I would 
    have either given up on trying to beat these bosses, or written less informative
    strategies without you.
    
    Much respect to Alexander O. Smith for his fantastic localizations of Vagrant
    Story, Parasite Eve 2, et al, worthy of fine literature.
    
    Thanks to Muni Shinobu (muni_shinobu@yahoo.com) for his excellent FFX 
    walkthrough and numerous other guides on the game. Without him, we would not
    know wairo from Shinola.
    
    Matt, for making me too happy to update this thing for months on end. Mush.
    
    Extra special thanks to Square (http://www.playonline.com/) for creating FFX 
    and many other quality titles, and GameFAQs (http://www.gamefaqs.com/) for 
    hosting FAQs on every game imaginable, and respecting FAQ author's rights.
    
    If your name should be here and it isn't, blame the memory and not the heart.
                                                    

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