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    Boss FAQ by Gestahl / FFXMania

    Version: 2.0 | Updated: 09/03/02 | Search Guide | Bookmark Guide

    Final Fantasy X Boss Guide
    NOTE: This FAQ is now two FAQs in one. The first is by Gestahl, and 
    includes all regular bosses, soon to include all optional bosses and 
    eventually the Monster Arena. The second FAQ is by FFXMania and is 
    focused on the Dark Aeons and Penance found in FFX:I. They are by two 
    different authors! To reach the second FAQ, press Control+F and type in 
    Penance. Press enter three times.
    Up next is Gestahl's FAQ.
                             OVERALL FAQ VERSION
                             August 25, 2002
                             Version 2.0
                             Gestahl and FFXMania
    August 22, 2002
    Version 3.0
    IM: EmperorGestahl X
    I. Preface
    This is an incredibly in-depth guide to each boss of the Final Fantasy 
    X World. For each boss, any possibly issue you may have is addressed. 
    If you need additional information, e-mail me IM me at EmperorGestahl 
    X. This FAQ is basically for use when you are completely stuck at a 
    boss, because otherwise it probably has more information than you need.
    I am NOT going to list a table of contents telling when each boss 
    comes, as if you haven't beaten the game, you probably don't want to 
    scroll past everybody you haven't defeated yet. I will leave a lot of 
    space between each new boss, so that you don't accidentally see who's 
    next. Lastly, I won't be explaining the controls; this information can 
    be found in the manual.
    Since this is a relatively large FAQ, use Control + F to and type in 
    the name of the boss. You should find it instantly this way. Note that 
    I have marked important story battles with "* Spoilers *", which means 
    that it is either surprising or significant to the game, so don't 
    search for Spoilers, or else you'll come right to a spoiler!
    If you have any information that I have missed, IM me, and you will be 
    credited with your screen name or a name that you want to be credited 
    II. Contact Information
    If you need to contact me, please Instant Message me at EmperorGestahl 
    X. I should be on often. If you warn me, I'll block you.
    Any suggestions, comments, or criticisms are welcome! If you have any 
    information that I am missing, by all means, tell me, and I will credit 
    If you have a question that doesn't regard the bosses, I would prefer 
    if you looked at a different FAQ and e-mailed its author. Thank you.
    * Note *! I could use an ASCII artist to design a Final Fantasy X 
    design. You will be credited right underneath the title! If I find out 
    that you used a different artist's work, however, I will credit him. If 
    he doesn't want his work on my FAQ, I'll go back to the regular one 
    until a new one shows up.
    III. Updates
    All main bosses completed. Two optional bosses completed.
    Started trying to get all the stats for each boss using CB!'s FAQs and 
    didn't get very far. Then, I got a lot of extra information, which has 
    been added. Expect to see a lot more optional bosses in the next 
    version, and possibly a lot more stats.
    I still haven't added any more stats. However, I did add some strats. 
    The optional boss section now includes four new bosses...take a look. 
    Also, there are a few new various assorted tips, but not nearly as many 
    as there were in last version. Lastly, Klink's Penance strategy is 
    currently off due to a little red tape, but I expect it will be back 
    and actually revised very shortly. I'll finish Belgemine, and then you 
    can expect me to get around finally to the Monster Arena. On the 
    Monster Arena, I'm not sure whether I'm going to go through the whole 
    thing again and give strategies for regular levels, or just check out 
    the monsters on my good save. I'll probably look for all the 
    attacks/patterns on my good save first, and then maybe eventually get 
    around to strategies where I say how much damage you will give/take. 
    LASTLY, it's been complained that my boss strategies focus only on 
    parties of average strength, and that lower parties without the 
    abilities I mention can't follow them. For that reason, I may include a 
    No Summon No Sphere Grid No Customization strategy for each boss, 
    which, in essence, shows how to beat each boss with NO new abilities or 
    stats whatsoever.
    I didn't actually update anything in my FAQ this time around. The new 
    version, released hot on the heels of the other two, now includes the 
    more official version of FFXMania's strategy, with an updated Klink 
    Penance strategy and a credit section. NOTE: CB!, please contact 
    FFXMania if there's any sort of issue over the Klink strategy. Anyway, 
    I'll get Belgemine's Aeons done soon enough. I don't know why I'm 
    getting so lazy on them. (Shrug)
    IV. Boss Guide
    Bosses will be listed by order. I will include stolen, won, and bribed 
    items, Lancet skills, and stats with the Scan and Sensor data. Status 
    immunities will be listed before the strategy, and ones that you can 
    inflict will actually be mentioned during the strategy. If I miss one 
    (that could realistic, no "Use Eject on Sinspawn Ammes"), e-mail me, 
    and I will credit you.
    The title will list each of the enemies. If it is a two-part battle, 
    there will be a semicolon (;). If the enemy joins the battle, it will 
    say "and then add", and if the enemy replaces the other(s), it will say 
    "and then". 
    On the more difficult battles, I'll explain each aspect of the battle 
    in a paragraph. It's a complicated two-part (or more) battle, I'll tell 
    which enemy you're fighting at each point, centered and underlined, so 
    that you don't have to look through the whole thing.
    -Boss 1 Next-
    <<<<Boss 1: Sinspawn Ammes, Sinscale, Sinscale, Sinscale, Sinscale,>>>> 
    ---Sinspawn Ammes---
    *HP: 2,400 (Overkill: 1,000)
    *MP: 400
    Sensor: Inapplicable
    Steal: Inapplicable
    Bribe: Inapplicable
    *Strength: 1
    *Magic: 5
    *Defense: 1
    *Magic Defense: 1
    *Agility: 9
    *Evade: 0
    *HP: 100 (Overkill: 500)
    *MP: 0
    Sensor: They just keep coming.
    Steal: Inapplicable
    Bribe: Inapplicable
    *Strength: 5
    *Magic: 1
    *Defense: 1
    *Magic Defense: 1
    *Agility: 8
    *Evade: 0
    *AP: None
    *Gil: None
    *Items (Dropped): None
    *Equipment (Weapon) Auto-Abilities: None dropped
    *Equipment (Armor) Auto-Abilities: None dropped
    Sinspawn Ammes will open up with an attack called Demi, which hurts 
    both Tidus and Auron. However, Auron will get an "Overdrive". You have 
    to use it. If you want, you can try to push all the buttons in the 
    right order, but you'll kill the five Sinscales even if you can't. Now, 
    only Sinspawn Ammes remains. His only attack is Demi, which takes 25% 
    of your life away. For that reason, he cannot kill you. Just 
    continually attack him, and, if you want to speed things up, use 
    Overdrives as they come. The only way to lose this battle is to attack 
    yourself. Congratulations, you just beat your first boss!
    -End Boss 1-
    -Boss 2 Next -
    <<Boss 2: Sinscale, Sinscale, Sinscale, Sinscale, Sinscale, Sinscale,>> 
    <<<<<<<<<<<<<<<<<<<<<Sinscale; and then add Tanker>>>>>>>>>>>>>>>>>>>>>
    *HP: 100 (Overkill: 500)
    *MP: 0
    Sensor: They just keep coming.
    Steal: Inapplicable
    Bribe: Inapplicable
    *Strength: 5
    *Magic: 1
    *Defense: 1
    *Magic Defense: 1
    *Agility: 8
    *Evade: 0
    HP: Approximately 500 to 750. It may be a matter of hitting it 5 times.
    Sensor: Inapplicable.
    Steal: Inapplicable.
    Sensor: Inapplicable
    Steal: Inapplicable
    Bribe: Inapplicable
    *AP: None
    *Gil: None
    *Items (Dropped): None
    *Equipment (Weapon) Auto-Abilities: None dropped
    *Equipment (Armor) Auto-Abilities: None dropped
    This really is not a boss fight, but since the game is beginning and 
    there's only one Tanker, I'll include it. Anyway, you are fighting 
    seven Sinscales. Just attack each. If one has its wings flickering, 
    attack that one, or else it will use Spines, which does around 70 
    damage. Each time one dies, a new one replaces it. Auron will then tell 
    you to knock "that" over. What he is referring to is an 'enemy' called 
    Tanker. Attack it five times (I don't believe it has an HP value) and 
    it will be 'defeated'. That will win the battle.
    -End Boss 2-
    -Boss 3 Next -
    <<<<<<<<<Boss 3: Sahagin, Sahagin, Sahagin; and then Geosgaeno>>>>>>>>>
    *HP: 100 (Overkill: 200) 
    *MP: 5 
    Sensor: *FIND THIS!* 
    Steal: Inapplicable 
    Bribe: Inapplicable 
    *Strength: 3 
    *Magic: 1 
    *Defense: 1 
    *Magic Defense: 1 
    *Agility: 5 
    *Evade: 0
    *HP: 32,767 (Overkill: 32,767) 
    *MP: 128 
    **Sensor: Covered with thick scales. Vulnerable to magic. 
    Steal: Currently inapplicable 
    Bribe: N/A 
    *Strength: 36 
    *Magic: 40 
    *Defense: 50 
    *Magic Defense: 50 
    *Agility: 48 
    *Evade: 0 
    [Elemental Resistance/Weakness: Fire x1.5, Thunder x1.5, Water x1.5, Ice x1.5, Holy x1.5]
    *AP: Currently none 
    *Gil: Currently none 
    *Items (Dropped): Currently none 
    *Equipment (Weapon) Auto-Abilities: Currently none 
    *Equipment (Armor) Auto-Abilities: Currently none
    You only need to kill two of the Sahagins. A new monster, Geosgaeno, 
    will kill the third. You may notice his ridiculous amount of HP. Don't 
    worry. All you have to do is survive for three rounds. To do this, all 
    you need to do is simply Defend (triangle, also skips turn) or Attack 
    Geosgaeno. His attack will only take off half of your life, so that 
    even if you have 1 HP left, you won't die. On his first two turns, 
    Geosgaeno will use that attack, and on his third turn, Geosgaeno will 
    end the battle. The only way to lose is to attack yourself.
    -End Boss 3-
    -Boss 4 Next -
    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<Boss 4: Klikk>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    *HP: 1,500 (Overkill: 400)
    *MP: 5
    Sensor: Immune
    Steal: Grenade
    Bribe: Inapplicable
    *Strength: 14
    *Magic: 1
    *Defense: 1
    *Magic Defense: 1
    *Agility: 4
    *Evade: 0
    *AP: 5 (Overkill: 7)
    *Gil: 50
    *Items (Dropped): Ability Sphere
    *Equipment (Weapon) Auto-Abilities: None
    *Equipment (Armor) Auto-Abilities: None
    This is the first boss battle that you MIGHT have trouble with. This 
    battle basically tests if you understand the battle system to a minimal 
    degree. Have Tidus Attack Klikk without healing. After you inflict 750 
    damage, or deplete half of Klikk's HP, you will have one the first part 
    of the battle.
    Then, a group of people will enter the area. A woman who seems to be 
    the leader joins you. Her name is "??????" for right now. You then 
    enter battle with her as an ally. Unfortunately, all of Klikk's HP has 
    been restored, and he has all 1,500 HP again. When she joins you, 
    "??????" must Use a Grenade. You will notice that this does significant 
    damage. However, I would recommend that on her next turn (and all of 
    her turns for the rest of the battle), she Steals. Klikk has an 
    unlimited supply of Grenades, although they get harder to steal. If 
    absolutely necessary, have Tidus use a Potion. This battle CAN be won 
    without the use of a Potion, with "??????" Stealing each turn. However, 
    that is mainly due to luck.
    -End Boss 4-
    -Boss 5 Next-
    <<<<<<<<<<<<<<<<<<<<<<Boss 5: Tros>>>>>>>>>>>>>>>>>>>>>
    *HP: 2,200 (Overkill: 600)
    *MP: 10
    **Sensor: Attacks with Nautilus Charge after backing away.
    Steal: Grenade
    Bribe: Nothing
    *Strength: 10
    *Magic: 1
    *Defense: 1
    *Magic Defense: 1
    *Agility: 12
    *Evade: 0
    **Scan: Retreats after the column after taking damage, where it cannot 
    be attacked. Hits all targets with Nautilus Charge on the next turn, 
    inflicting great damage. Use trigger commands to stop it from 
    unleashing Nautilus Charge.
    *AP: 8 (Overkill: 12)
    *Gil: 100
    *Items (Dropped): Power Sphere
    *Equipment (Weapon) Auto-Abilities: None
    *Equipment (Armor) Auto-Abilities: None
    Well, this battle requires strategy for the first time in the game. 
    "??????" can steal Grenades from Tros, so allow her to do that as much 
    as you want. Tidus should just Attack. Tros will use Tentacles on one 
    character at a time. This is, in essence, a regular attack. However, 
    after receiving 400 damage (credit Split Infinity), Tros will run 
    around the pole. He is currently out of range, and cannot be attacked. 
    You can, however, Use some Grenades with Rikku (note that this is one 
    of the few times that Use can hit an out of range enemy). You also have 
    a couple of other options. You can cure with a Potion or a Hi-Potion 
    (do NOT do this!), Defend, or chose a new option, "Stand By". Stand By 
    recovers HP for the character that selects it without wasting items and 
    puts him in Defend. If your character has full health, allow him or her 
    to simply Defend. Tros will then use a very nasty attack called 
    Nautilus Charge. It will hit both characters for around 100 damage. You 
    now, again, have a couple options. You can now cure your characters 
    (using Potions) or try to finish him quickly with Grenades. I would 
    recommend using Potions as you see fit. Note that if a character dies, 
    using a Phoenix Down is a lot worse than just using a Potion while he 
    or she is alive. Eventually, after 400 more damage points are inflicted 
    to him since coming back into range, Tros will once again prepare for 
    his Nautilus Charge. This time, however, Tidus has a new option called 
    Pincer Attack. You both will go opposite directions around the pole, 
    preventing him from hiding again, and he will no longer be able to use 
    Nautilus Charge for the rest of the battle. Don't worry; you can still 
    use items on each other! From this point, he should only have a couple 
    HP points left, even if "??????" has only stolen the whole battle. He 
    should die shortly, and you will win.
    -End Boss 5-
    -Boss 6 Next -
    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<Boss 6: ???>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    *HP: 750 (Overkill: 300)
    *MP: 10
    **Sensor: Immune.
    Steal: Inapplicable.
    Bribe: Inapplicable.
    *Strength: 10
    *Magic: 8
    *Defense: 15
    *Magic Defense: 5
    *Agility: 15
    *Evade: 0
    *AP: 3 (Overkill: 4)
    *Gil: 100
    *Items (Dropped): Ability Sphere
    *Equipment (Weapon) Auto-Abilities: Sensor, Piercing
    *Equipment (Armor) Auto-Abilities: Defense +5%
    This is not a difficult battle. You can hit this mysterious beast for 
    about 150 points each time. Six of those win the battle. You should 
    have about 500 HP. The beast does about 50 points each time he attacks, 
    but may occasionally use the skill, Jump, to do about 100. So long as 
    you enter this battle with full health, you should win. If you have an 
    Overdrive, you don't really need to use it right now. If you enter 
    battle low on HP or he somehow manages to scare you, use a Potion, but 
    basically, this battle is simple.
    * NOTE *! This is your last chance for a LONG TIME to get Energy Blast, 
    so if you don't have it, go back to Besaid village! Talk to the shop 
    owner, and then go into one of the houses on the right and talk to the 
    dog. You'll get something "wet and slobbery". This is Square's way of 
    telling you that Valefor has learned his second Overdrive! In the 
    strategies, replace all Energy Rays I tell you to use with an Energy 
    Blast, and the battle will be significantly easier.
    -End Boss 6-
    -Boss 7 Next -
    <<<<Boss 7: Sinscale, Sinscale, Sinscale; and then add Sin; and then>>> 
    <<<<<Sinscale, Sinscale, Sinscale, Sinscale, and Sinspawn Echuilles>>>>
    HP: 200 (Overkill: 400)
    *MP: 0
    Sensor: They just keep coming.
    Steal: Inapplicable.
    Bribe: Inapplicable
    *Strength: 13
    *Magic: 1
    *Defense: 1
    *Magic Defense: 1
    *Agility: 12
    *Evade: 0
    *AP: 12 (Overkill: 18)
    *Gil: 115
    *Items (Dropped): Ability Sphere
    *Equipment (Weapon) Auto-Abilities: None
    *Equipment (Armor) Auto-Abilities: None
    HP: 2,000
    Sensor: Attack with magic and Wakka's ball.
    Steal: Inapplicable
    Scan: Save Kilika! Hit Sin from a distance with Wakka's ball and Lulu's 
    black magic. Valefor's attacks work well, too.
    Note: This is not actually Sin; this is only his fin.
    HP: 200
    Sensor: They just keep coming.
    Steal: Inapplicable
    ---Sinspawn Echuilles---
    HP: Approximately 2,000.
    **Sensor: Afflict it with darkness to make it miss. 
    Steal: Inapplicable.
    **Scan: Absorbs HP with its Drain Touch. Inflicting darkness is the way 
    to go. But after two Drain Touches it will bring out the Blender, 
    inflicting damage to all targets.
    Sinscale, Sinscale, Sinscale; and then add Sin
    This is the first boss battle where you have a party. The first part of 
    this battle is basically a review of what you learned at Besaid. Attack 
    a couple of Sinspawn with Tidus and Kimahri (switch them in if they 
    aren't already), and you will realize you need to attack the fin 
    itself. Make sure that Kimahri gets a hit in, so that he can gain 
    experience. Every time three are killed, three more come, so kill two 
    and leave the last one so that you're only hit by one Sinscale each 
    turn (credit Split Infinity). Be warned that in this battle, Sin will 
    move the boat and change the camera angle. For that reason, if you had 
    to hit right to select a different enemy, you now may have to hit up. 
    Don't accidentally attack yourself!
    Anyway, the fin is an enemy who is far away, so Tidus and Kimahri can't 
    Attack him. You can do as the Sensor suggests, and have Wakka Attack 
    and Lulu use Black Magic on Sin until it is defeated. You should do 
    this at least once (give Lulu at least one turn so that they she gains 
    experience). After that, at least Kimahri, Wakka, and Lulu should all 
    have experience. However, instead of continuing to use the blitzball 
    and use magic, I suggest having Yuna summon Valefor. Valefor will do 
    about 200 damage each hit, and 1,000 points of damage with Energy Ray! 
    Even if Valefor dies (which is okay, don't worry), make sure he uses an 
    Energy Ray! Note that if you learned Energy Blast, you should use it 
    instead. From now on, every time I say Ray and you have Blast, use 
    Sinspawn Echuilles and Sinspawn, Sinspawn, Sinspawn, Sinspawn
    The second part of this battle takes place underwater. There is 
    something very important to note about underwater battling. Only Tidus 
    and Wakka can fight underwater, as they are blitzball players! Luckily, 
    they both begin with full health. This means that you have a two-man 
    party. Your opponents are four Sinspawn and a boss, Sinspawn Echuilles.
    You should not bother attacking the Sinspawn, as they will be replaced. 
    However, if you're really worried about health, you can. Each Sinspawn 
    attacks you for about 70 points of damage and is gone for a turn before 
    being replaced. If you kill one, it must wait one turn to come back, 
    and another turn to attack you, so you can keep the attacks away.
    I don't recommend this, however, because Sinspawn Echuilles is no easy 
    foe. He generally uses Drain Touch, an attack that takes away your HP 
    and gives it to him! So if he takes 50 away from you, he will gain 50. 
    You can help prevent this, however. Have Wakka use his Skill, Dark 
    Attack, on Sinspawn Echuilles. He will go into "BLIND STATUS", which 
    means that he will miss a great deal of his attacks. That means that 
    Drain Touch will miss, probably 90% of the time. Just make sure that 
    when that dark cloud around him goes away (means he loses blind 
    status), that you use Dark Attack again.
    There is one thing to be absolutely careful of. Sinspawn Echuilles has 
    an attack called Blender, which does about 100 points of damage to each 
    character. If there are four Sinspawn with a turn after this, this 
    means that each character could lose around 240 HP, or one could lose 
    380! For this reason, I am going to explain the "turn chart" for those 
    who don't know. On the upper right, you will see a bunch of faces, 
    including your characters and enemies. This is the order of turns. As 
    you go from top to bottom, you see who will be going after whom. For 
    that reason, make sure that all five enemies don't get turns all in a 
    Split Infinity mentions that Blender is used every third turn by 
    Sinspawn Echuilles, so you can know when you need to heal up.
    I'm making this out to be a lot harder than it really is, but the turn 
    chart will come into play later, so it's important to take note of it. 
    Anyway, cure with a Potion when your HP gets low, have Wakka use Dark 
    Attack on Sinspawn Echuilles each time he does not have a dark cloud 
    around him, and attack him for about 2,000 damage to win the battle.
    -End Boss 7-
    -Boss 8 Next -
    <<<<<<<<<<<<<<<<<<<<<<<<<<<Boss 8: Lord Ochu>>>>>>>>>>>>>>>>>>>>>>>>>>>
    ---Lord Ochu---
    HP: 4,696
    Sensor: Vulnerable to fire. 
    Lancet: None
    * BRIBE *: Remedy x80
    Win: MP Sphere x1, Belladonna Wand. If you fight him now, you can talk 
    to Luzzu to receive an Elixir.
    This boss does not need to be fought right now - or ever - so 
    technically he belongs with the optional bosses. However, it is not 
    very noticeable that this boss can be avoided, and many players will 
    run into him on the way to or from the temple. For this reason, I am 
    going to put the strategy here. Take note that if you do not fight him 
    now, you can later BRIBE him for 80 Remedies and Steal Potions, but 
    it's not by any means necessary. You can purchase Remedies later in the 
    game, and can buy Potions now, so I wouldn't bother.
    Anyway! In this battle I will basically teach you about a lot of 
    statuses. If you already understand how NulTide, Poison, Esuna, and 
    Sleep work, you should be fine in this battle; and should just check 
    the short summary at the bottom here.
    Mutilating the Plant
    Lord Ochu is, as a Sensor weapon would tell you, vulnerable to fire! 
    For that reason, get Lulu in, and allow her to use Fire each turn she 
    gets. Fire should do approximately 300 damage, so 15 hits from Lulu 
    alone is enough to win this. You can generally hit him physically for 
    about 150.
    A List of His Attacks and How to Avoid Them, With a Status Ailment 
    However, Lord Ochu isn't going to just sit around and get hit. He has 
    several (two) nasty attacks, and unfortunately, he uses one of them a 
    lot. In my opinion, the ideal way to go about this battle is to have 
    Kimahri and Wakka attack once, and then make your party Tidus, Lulu, 
    and Yuna. Yuna should cast NulTide, as Lord Ochu uses Water and only 
    Water magic.
    Why? Allow me to explain how NulTide, NulBlaze, NulShock, and NulFrost 
    work. Lord Ochu uses Water, which hits one character for around 100 
    points. What NulTide does is make it so that each character blocks 
    water. However, this only works once per character. In other words, if 
    a character has NulTide and is hit by Water, he will receive zero 
    damage, but lose his NulTide. The same concept goes for NulBlaze 
    (Fire), NulShock (Lightning), and NulFrost (Ice). What's good about 
    these spells is that they target your entire party, so each character 
    and withstand a water attack.
    Anyway, once Yuna casts NulTide, every time Lord Ochu uses Water, he 
    will do 0 damage. Since Yuna can't attack, she should cast it again 
    when he uses Water. Unfortunately, Water isn't his bad attack. Lord 
    Ochu uses an attack called Poison Touch, which does around 120 points 
    of damage AND inflicts Poison status.
    In this game, Poison does is quite substantial. Each time a character 
    uses a turn when he has Poison, the poison hurts him. In this battle, 
    poison will hurt you for about 100 points each turn, which is bad news. 
    Once again, Yuna solves this. Have her use Esuna on whoever receives 
    the Poison. In this game, Esuna removes all bad statuses, so keep that 
    in mind each time a character receives Poison, Darkness (Blind), or 
    some other bad status.
    Split Infinity mentions that Lord Ochu has an attack pattern. It will 
    use one or two Poison Claw attacks followed by Water, and repeat. So if 
    he just used two Poison Claw attacks, you know it's time for NulTide, 
    and you know that he'll never use Water twice in a row. Good info!
    Have Yuna use Cure every once in a while, too. Once Lord Ochu loses 
    half of his HP (credit Split Infinity), he will go to sleep. Every turn 
    that he gets afterward, he will gain 1,000 (!) HP back, as he has 
    gained Regen status, too. Worse yet, if you wake him up, he will use an 
    attack called Earthquake, which does anywhere from 200 to 400 damage to 
    everyone! Allow me to explain sleep status. 
    Sleep is usually a bad thing. You basically don't have any turns. To 
    'wake up' one who is sleeping, you physically attack him. If you use 
    Magic, he will stay asleep.
    In this situation, you can either try to finish him off with Lulu's 
    Fire, or have Yuna call Valefor. Since Valefor flies, when he wakes up 
    Lord Ochu, the Earthquake (which occurs on the ground) will miss 
    Valefor. You can then finish Lord Ochu off with him. For reference, 
    Valefor does around 200 points of damage with an attack, and his Energy 
    Ray does around 1,000. If you have Energy Blast, you can fight him one-
    on-one from the start!
    To summarize this long battle strategy: Give Wakka and Kimahri turns, 
    and then make your party Tidus, Lulu, and Yuna. Have Tidus Attack and 
    Lulu use Fire for the rest of the battle. Have Yuna's first turn be 
    casting NulTide. When Lord Ochu uses Poison Touch, have Yuna cast Esuna 
    on whoever receives Poison. When he uses Water, have Yuna either use 
    Cure or re-cast NulTide. Repeat this until Lord Ochu goes to sleep. 
    Then, have Yuna call Valefor, who should Attack (and use Overdrives 
    should they come) until Lord Ochu is defeated.
    -End Boss 8-
    -Boss 9 Next -
    <<<<Boss 9: Sinspawn Geneaux, Geneaux's Tentacle, Geneaux's Tentacle>>>
    ---Sinspawn Geneaux---
    HP: 3,000
    Sensor: Vulnerable to magic.
    Steal: Inapplicable.
    Lancet: None.
    **Scan: Its shell deflects physical attacks well. Tentacles absorb 
    magic attacks. Defeat tentacles first, then force it from its shell 
    with Fire magic. Absorbs water-based attacks.
    ---Geneaux's Tentacle---
    HP: 450
    Sensor: Absorbs magical attacks against Geneaux.
    Steal: Inapplicable.
    Lancet: None.
    **Scan: Absorbs magic cast against Geneaux's body. Defeat tentacles 
    first, then use magic attacks on the body. Tentacles have high magic 
    defense, so physical attacks are the way to go.
    *Preparation: For a significantly easier battle, come to battle with 
    either Yuna, Valefor or both with a full Overdrive!
    This is the first battle that you are in danger of losing during. If 
    you don't know what to do, this can be deadly.
    Sinspawn Geneaux is heavily armored, and even Kimahri's spears don't 
    work well against him. Tidus can do, on average, 50 points of damage to 
    him. Physical attacks, then, aren't what you need. However, when Lulu 
    tries to cast magic, the tentacles absorb it, and the command fails. 
    However, Valefor can do around 200 regularly.
    You thus have an option. You can do what the game wants you to do, 
    which is to kill of the tentacles and then use magic on the body, or 
    you can just fight with Valefor. Before you make your decision, you 
    should know the attacks.
    Sinspawn Geneaux uses Sigh, which hits all party members for around 100 
    points. The tentacles hit for about 50 to 100 points. Because of the 
    amount of damage that will be done, your Valefor simply cannot win this 
    battle on his own. If you came to battle with a full Overdrive, 
    however, have him use Energy Ray to kill the tentacles and do 1,000 
    damage to Geneaux! This will immediately turn the battle in your favor.
    If you didn't come with a full Overdrive, you can have Valefor try to 
    kill the tentacles until he dies. He probably will succeed, since he 
    evades at a superior rate.
    If Valefor's already dead for some reason because you forgot to save, 
    then just have Tidus, Wakka, and Kimahri attack the tentacles. In one 
    round, a tentacle should die, so in two rounds, you're ready to cast 
    Switch Kimahri out for Lulu, and let her use any spell she wants for 
    about 300 points of damage. Once Geneaux loses 500 points, he opens up 
    from his shell. He now can be hit with regular attacks! Unfortunately, 
    he has much better ways of hurting your party, now.
    He now uses Venom, which inflicts Poison and does around 100 points of 
    damage. This is basically identical to Lord Ochu's Poison Touch. Switch 
    in Yuna (for somebody who does NOT have Poison) and let her cast Esuna 
    on the guy who does have it. He, too, uses Water, which does about 100 
    points of damage, so if you want, use NulTide. Lastly, he has a mean 
    attack called Staccato, which hits everybody for around 120 points of 
    damage. Just heal this with Cure, or, if you must, a Potion.
    Split Infinity notes that after Geneaux leaves its shell, it uses 
    Venom, Water, and Staccato, in that order, repeatedly. You can always 
    know what his next move is, then, and plan ahead accordingly. Great 
    This really isn't as difficult as it sounds. Just come in, use Energy 
    Ray (or attack the tentacles until both die), use Fire and Attack, and 
    then win. Fire does, as I said, around 300 points of damage, and an 
    Attack from Tidus, Wakka, or Kimahri does around 150 points (once he's 
    out of his shell!). In other words, in one round 600 points of damage 
    can be inflicted, so three rounds after he comes out of his shell, he 
    should die.
    -End Boss 9-
    -Boss 10 Next -
    <<<<<<<<<<<<<<<<<<<<Boss 10: Oblitzerator and Crane>>>>>>>>>>>>>>>>>>>>
    HP: 6,000 (!)
    Sensor: Vulnerable to lightning.
    Steal: Inapplicable.
    Lancet: None.
    **Scan: Speeds up when damaged. Vulnerable to lightning, but chucks a 
    Mute Ball at anyone casting Thunder. Use a nearby object to escape its 
    mighty Blitzball Rush.
    HP: 65,535 (!!)
    Sensor: An electric motor.
    Steal: Inapplicable.
    Lancet: Inapplicable*.
    *Note: The Crane cannot be targeted by anything other than Black Magic 
    and 'Use crane'. All Black Magic does 0 damage, except for lightning, 
    which HEALS the crane. I'm not sure about non-elemental Black Magic 
    spells such as Flare, Drain, or Osmose, but I would bet that they do 0, 
    also. Lastly, you can hit Crane with the random hits from Fury.
    NOTE! For those playing a NSG game, it is HIGHLY recommended that 
    before this battle, you buy the Stunning Steel from O'aka. It has 
    Slowstrike, which will make several battles far more possible.
    In this battle, you simply must listen to what the characters (or I, 
    for that matter) say. I would be thoroughly amazed if you took away 
    6,000 points of damage from this menace. Why?
    First of all, you don't have Yuna (or Wakka), so you can't call an 
    Aeon. Oblitzerator counters every attack with Blind Ball. This does 
    about 70 points of damage, and the character is now Blind (misses most 
    of his attacks). If you use magic on him, he counters with Mute Ball. 
    This does about 70 points of damage, and inflicts Mute, which prevents 
    the casting of spells. Thus, after hitting him three times, you will 
    find it incredibly difficult to do damage on him, especially because 
    you can't switch out or use Esuna. Lastly, when it's his turn, 
    Oblitzerator uses Blitzball Rush - about 10 to 15 hits (to random 
    characters) for 40 points of damage per hit. Even more bad news - Split 
    Infinity notes that his agility actually increases as you do more 
    damage to him...too bad I didn't have Scan and figure that out.
    What you need to do is have Tidus use his Trigger Command, 'Use Crane'. 
    It won't work, but do it anyway. Have Wakka and Lulu both Defend 
    (triangle button). Repeat this three times. After the crane has been 
    used three times, Tidus will tell Lulu to use her Thunder spell. Now, 
    have Tidus and Wakka Defend, and have Lulu use Thunder three times. You 
    can't do this if you already hit Oblitzerator with magic and got hit by 
    his counterattack, Mute Ball. If you did, you either need to wait a 
    couple of turns or use a Remedy. Also, take note that any other spells 
    from Lulu will do 0 damage to the Crane and will not do anything. 
    Anyway, the crane will then start up. Finally, have Tidus use the crane 
    once more. You should be able to survive all the Blitzball Rushes as 
    two of your characters are defending.
    The crane will now attack Oblitzerator, reducing its current HP by 
    93.75% (credit Split Infinity)! Yes, this means that you just did about 
    5,700 points of damage! Better yet, Oblitzerator cannot attack or 
    counterattack anymore. All he can do is wait to die. Cut his wait short 
    and finish him with a Thunder spell or a couple of attacks.
    -End Boss 10-
    -Boss 11 Next -
    * Note *: You can fight an optional boss named Belgemine to the right 
    of where you meet Maechen. For more information, search for her, and it 
    should take you to the end of the FAQ at the optional boss section.
    <<<<<<<<<<<<<<<<<<<<<<<<<Boss 11: Chocobo Eater>>>>>>>>>>>>>>>>>>>>>>>>
    ---Chocobo Eater---
    HP: 10,000
    Sensor: Vulnerable to darkness.
    Steal: Inapplicable.
    Lancet: None.
    Strength: 25
    Magic: 20
    Immunities: Confusion, Berserk, Threaten, Sleep, Silence, Eject, Doom, 
    KO, Zombie, and Petrification.
    Weaknesses/Strengths: Fire x1.5
    Scan: Stick with piercing weapons until you knock him over. After he 
    says "You're next!" he'll unleash a powerful attack. Casts Blizzard 
    when HP is low, so stay warm with NulFrost.
    NOTE: This is actually an optional battle, as you are allowed to lose 
    (by being knocked off, not by having everyone hit 0 HP). However, this 
    boss is quite possible for an average party to defeat, and to highly 
    discourage losing, I am putting this strategy here.
    This guy has 10,000 HP, so this battle won't be over quickly. This is 
    certainly the hardest boss you've faced yet. The main concern, here, is 
    that not only will he try to knock out all your characters, but he will 
    also try to push them off a cliff. Worse yet, he seems to do this 
    randomly. Well, let's take a look at what you're up against.
    Chocobo Eater will randomly hit all characters for about 200 points of 
    damage, and move them back. If they are pushed back twice from starting 
    position, they fall off the cliff. He will also point to somebody and 
    say, "You're next!" On his next turn, he will use Fist of Fury, which 
    does about 1,000 points to that character! When his HP is below halfway 
    (Split Infinity), he will cast Blizzard. He will be pretty relentless 
    in harming your party.
    To add to the bad news, he's armored, and since you most likely do NOT 
    have Armor Break, this is trouble. His armor makes him about 5 times 
    stronger. Tidus and Wakka were hitting for about 50 points of damage. 
    Luckily, Sir Auron was doing around 250 a hit, and Kimahri was doing 
    150, but nonetheless, it's not good to have your crew composed of 
    mostly weak characters.
    But then again, with Auron and Kimahri, you can do about 400 each 
    round! Looking at Chocobo Eater's HP, though, makes you realize that it 
    will take 20 to 25 rounds. How can your survive, or at least stay away 
    from the cliff, for that long? What's the trick?
    The trick is that Armor doesn't help against Magic. Lulu's spells do 
    around 250. Better still, he's weak against Fire, so if Lulu uses Fire, 
    she does 400 points! A party of Auron, Kimahri, and Lulu can thus do 
    about 800 each round, which is certainly better than before.
    Of course, he doesn't just sit there. Like I said, Fist of Fury and his 
    pushback move will keep you on your toes. However, you can always 
    switch Yuna in for Kimahri and use a Cure. Just don't worry TOO much, 
    because you'll want to do a lot of damage quickly. Why?
    Because, in case you forgot, he does try to push you off a cliff! 
    Believe me, you can't do 10,000 points of damage before he knocks you 
    off without at least pushing him back a few times. "Then how DO you 
    win?" Simple. Well not too simple, but it can be done. Every time you 
    do about 1,201 (credit Split Infinity) points of damage to Chocobo 
    Eater, he will actually fall over. You can use this to your advantage. 
    He won't attack you for two turns, and you can just keep attacking. 
    Each time you do (credit Split Infinity) 501 more (Auron and Lulu), he 
    will be pushed back instead! You can actually move away from the cliff 
    this way. Every time he falls, PUSH HIM BACK! Don't Cure!
    If your characters just can't seem to beat him down, bring in an Aeon! 
    Hellfire and Energy BLAST both do around 2,000 points of damage! If you 
    use both, you can almost halve his HP!
    If you're really motivated, you can actually push Chocobo Eater off the 
    other side! This will net you two Level 1 Key Spheres. However, this is 
    totally unnecessary, and is basically just an added bonus should you 
    manage to do it. I don't recommend wasting a lot of time trying to do 
    it, however, because you can always get a lot more.
    Likely Questions, and Their Answers
    1. "Sounds hard. What happens if I win?"
    You get to ride a chocobo, and get to go to the next destination 
    without fighting any enemies. You can also get a few hidden treasure 
    2. "I've run a lot. What if I'm just too weak? Level up?"
    No. If you've been using Flee and Escape a lot, I recommend you let the 
    Chocobo Eater push you off the cliff. You will have a much harder path 
    to travel, as the enemies below are stronger than the ones above. If 
    you aren't powerful enough to beat the Chocobo Eater, take this chance 
    to even things out. Try to travel the whole bottom path without Fleeing 
    or Escaping once, and you should be back on track in terms of stats. I 
    recommend trying to never run unless Yuna runs out of magic for Cure in 
    between battles, but you CAN run if you really want to.
    -End Boss 11-
    -Boss 12 Next -
    <<<<<<<<<<<<<<<<<<<<<<<<<<Boss 12: Sinspawn Gui>>>>>>>>>>>>>>>>>>>>>>>>
    ---Sinspawn Gui---
    HP: 12,000 (Round 1), 6,000 (Round 2)
    Sensor: Blocks attacks with both arms.
    Steal: Inapplicable.
    Lancet: None
    Strength: 29
    Magic: 20
    Immunities: Poison, Magic Break, Armor Break, Mental Break, Confusion, 
    Berserk, Threaten, Sleep, Silence, Darkness, NulTide, NulBlaze, 
    NulShock, NulFrost, Slow, Eject, Doom, KO, Zombie, and Petrification
    HP: 4,000 (Round 1), 2,000 (Round 2) 
    Sensor: Strike the head to disable its Venom.
    Steal: Inapplicable.
    Lancet: None 
    Strength: 1
    Magic: 1
    Immunities: Poison, Power Break, Magic Break, Armor Break, Mental 
    Break, Confusion, Berserk, Provoke, Threaten, Sleep, Silence, Darkness, 
    NulTide, NulBlaze, NulShock, NulFrost, Slow, Eject, Doom, KO, Zombie, 
    and Petrification
    HP: 800
    Sensor: Protects the body with thick armor.
    Steal: Inapplicable.
    Lancet: None
    Strength: 1
    Magic: 1
    Immunities: Poison, Power Break, Magic Break, Mental Break, Confusion, 
    Berserk, Provoke, Threaten, Sleep, Silence, Darkness, NulTide, 
    NulBlaze, NulShock, NulFrost, Slow, Eject, Doom, KO, Zombie, and 
    Scan (same for all): Blocks physical attacks with its toughened arms. 
    Remove them with piercing weapons, then strike the body. Hit the head 
    when it starts twitching or else it will belch Venom at you.
    This is your first "Challenge" battle (difficult battle with different 
    battle theme). Many people that I know have had incredible difficulty 
    here. However, it's not really too hard if you know what to do. To 
    prepare, I ask that you buy 10 to 15 Phoenix Downs to be safe. The good 
    news is: if you don't use them all, you have leftovers!
    Let's break this down by enemy. Your goal is to defeat Sinspawn Gui. 
    However, you can't physically hurt it much, as its arms protect it. For 
    this reason, you must actually kill the arms first. Note that you CAN 
    hit him with Magic while the arms are alive, however.
    The arms have 800 HP, and are easily killed. However, they regenerate 
    after about two turns. Armor Break works on them, as they have armor, 
    but you might as well just attack with Auron and Kimahri. Three or four 
    hits from Auron should kill one. You have to kill both before you 
    attack the main body.
    The first thing you should do is use Power Break (Auron) on the main 
    body, so that its attacks are much weaker. Doing this allows anybody to 
    survive an attack from him!
    Then, the head should be your first target. It uses Thunder spells. It 
    also uses a turn to charge up, and on its next turn uses Venom, which 
    deals a lot of damage and inflicts Poison status. When the head starts 
    moving, have Wakka through a ball at it or have Lulu cast magic on it. 
    Note that Seed Cannon, one of Kimahri's Overdrives, CAN stop the head, 
    while Dragon Fang, one of Auron's Overdrives, CANNOT (although both 
    hurt it). In my opinion, your first priority should be to kill the 
    head, as it doesn't come back, and can be quickly killed (compared to 
    the main body).
    Start by making your party Yuna, Wakka, and Lulu. Yuna should first 
    cast NulShock, so that the head's only attack that it will use will 
    fail. Wakka and Lulu should relentlessly attack the head until it dies. 
    Let Yuna heal with Cure whenever somebody's HP gets low. Continue this 
    process until the head dies.
    Once the head is dead, the body is the only thing left with turns. It 
    attacks by casting Demi or an attack - most often Demi. Demi can never 
    kill you; it just brings your HP to 75%. Even at 1 HP, you don't die. 
    For this reason, he can only kill one person every couple of turns. 
    Yuna should be able to cure after each Demi, and if somebody dies, use 
    Life magic. Your Phoenix Downs are just in case Yuna dies.
    To defeat this menace, first give Kimahri one turn so that he gains 
    experience. Then, make your party Lulu, Yuna, and Auron. Have Yuna use 
    Black Magic on Sinspawn Gui continually, as the arms don't block it. 
    She should do around 300 points of damage. Have Auron attack until he 
    kills both arms. Have Yuna cure. Once both arms are dead, switch Yuna 
    out for Tidus, and have both Tidus and Auron attack the main body. Use 
    any Overdrives as they come up. If you're still having trouble, 
    remember that Hellfire does 2,000 points damage to each enemy.
    Remember, you don't have long before the arms regenerate. After 
    Sinspawn Gui's third turn without his arms, they will immediately 
    regenerate. This will happen a couple of times. When this happens, have 
    Yuna switch back for Tidus, and cure anybody that's wounded.
    GREAT INFO! The arms work by adding their defense to Sinspawn Gui's 
    when you physically attack him, and although you hit through the arms, 
    you're still damaging Gui. HOWEVER, if you use Armor Break on both of 
    the arms and don't kill them, you can just attack Gui! The arms will 
    still try to block your attacks, but your damage won't be reduced! 
    Major credit to Split Infinity!
    * Spoilers *
    After the scene, Sinspawn Gui gets up again. He isn't dead...yet! 
    Luckily, Maester Seymour comes to help you. This battle is fought 
    entirely with Yuna, Auron, and Seymour. While Yuna and Auron don't 
    regain their HP from the previous part of the battle, Maester Seymour 
    is more than capable of winning this battle on his own. All he needs to 
    do is use Fira, Blizzara, Watera, or Thundara on the main body five 
    times! Each spell should do about 1,300 points of damage. If Auron and 
    Yuna are weak, allow Seymour to finish the head first.
    If you can't wait to see his Overdrive, keep Seymour alive with Cura 
    until his gauge is full. Now, unleash Requiem, and watch it do 2,500 
    points of damage to each foe! For the first time in the game, Auron is 
    outmatched! Anyway, congratulations on wining this long, difficult 
    -End Boss 12-
    -Boss 13 Next -
    * Note *: You will automatically meet Belgemine, but since you are 
    allowed to lose, I once again have considered her optional. She is far 
    too difficult for the average party to defeat, but if you're up to it, 
    you can press Control+F and search for Belgemine. Anyway, the next boss 
    is the one after her.
    <<<<<<<<<<<<<<<<<<<<<<<<<<<Boss 13: Extractor>>>>>>>>>>>>>>>>>>>>>>>>>>
    HP: 4,000
    Sensor: Vulnerable to lightning.
    Steal: N/A
    Lancet: N/A
    Weaknesses/Strengths: Fire x0.5, Water x0.5, Ice x0.5, Lightning x1.5
    No Scan.
    This boss is not really somebody worth worrying about. He has two ways 
    that he can hurt you. First, he can use an attack called Aqua Shooter. 
    This does about 100 points of damage, usually. Secondly, he has an 
    attack called Depth Charges, which only hits both Wakka and Tidus for 
    350 to 400 points of damage and inflicts Darkness.
    Oh, right, I suppose Depth Charges COULD pose a threat. Well, he 
    doesn't just use it randomly, at least. He uses one turn - "Readying 
    Depth Charges" - to float up really high. This means that on every 
    subsequent turn that he's up there, Extractor will use Depth Charges. 
    In other words - the longer he's up there, the greater chance you have 
    of losing.
    But fear not! There is, as usual, a way to prevent this. First of all, 
    Tidus can still hit the Extractor while he's floating, as he's 
    underwater. All you have to do is inflict 500 points while he's up 
    there, and then he'll fall back below.
    You think 500 is a lot? Well, it's not - not really. My Tidus did 
    around 350, and Wakka did around 200, so a hit from both should stop 
    even the FIRST Depth Charge. You do have ways to add to your advantage, 
    however. If you allow Tidus the honor of selecting Delay Attack, 
    Extractor's turn will be bumped back a couple times. Have Tidus use 
    Haste so that you can use your turns more often. Have Wakka use a 
    Thunder Element Reel for about 600 to 650, or have Tidus use Spiral Cut 
    for 900. 
    If all else fails, have Tidus use Provoke. Should it work (which is 
    fairly likely), Extractor will come down and only use Aqua Shooter on 
    Tidus until it wears off. Be warned, though! While in Provoke, 
    Extractor will TRIPLE the power of Aqua Shooter, hitting Tidus for 300 
    points each turn it gets. Once it wears off, the Depth Charges "cool 
    down", and will go back to regular power.
    You still got hit by Depth Charges? Well, don't worry. Try to get him 
    down first, and then use a Potion, or, if necessary, a Phoenix Down to 
    be back in fighting shape. You can use an Eye Drop if you want, but 
    Darkness will wear off soon enough, anyway.
    If this still seems overwhelming (which it probably doesn't), realize 
    that this guy only has 4,000 HP. It should be over in 6 to 8 rounds.
    Split Infinity notes that Extractor will constantly use two Aqua 
    Shooters, rise up, and then continue to use Depth Charges - a pattern 
    that should let you know what he's always about to do. Good info!
    NOTE: For those playing a NSG Challenge game of any kind, you will want 
    to use the Stunning Steel you bought for Tidus in this battle.
    -End Boss 13-
    -Boss 14 Next -
    <<<<<<<<<<<<<<<<<<<<<<<<<<Boss 14: Spherimorph>>>>>>>>>>>>>>>>>>>>>>>>>
    HP: About 20,000.
    Sensor: Immune to sensors.
    Lancet: None
    Immune to Scan.
    Weaknesses/Strengths: Absorbs three elements, other x1.5 (varies).
    NOTE: For those playing a NSG game, you will want to buy the Sonic 
    Steel from O'aka before entering this battle. It's a very significant 
    This boss may be the hardest in the game if you don't know what to do.
    Oh, you want help? I see. Well, I suppose that I'll start off by 
    telling you all the ways he can beat your party. He's got a physical 
    attack that hits one person for about 150 points, a counterattack that 
    hits one character for about 100 points, and a meaner counterattack 
    that hits all characters for about 150 points. Lastly, when low on HP, 
    he will halve all your characters' HP values called Press. Also, he 
    uses Elemental Shift, but we'll get into that later.
    Not that bad, really. So where does the difficulty come in? Well, Auron 
    hits him for about 350 points, and everybody else who attacks hits for 
    around 100. A Grenade from Rikku does around 350 points, and lastly, a 
    Black Magic attack by Lulu hits him for 1200 to 1400 points.
    Slow down, though! If you rush into battle, chances are Lulu will 
    instead restore 850 of his HP! You only have a 25% chance of hurting 
    him, and you have to do so plenty of times before you win!
    "I give up." I'm not finished, yet! You can easily determine which 
    spell Lulu needs to use. Spherimorph chooses an element. He will only 
    use that element spell. But he usually doesn't use magic. He only 
    counters with it. So what you do is have a character (Auron is best) 
    hit Spherimorph and watch which spell he counters with. Lulu then must 
    use the OPPOSITE element spell to hurt him. For example, if Auron hits 
    Spherimorph, and is countered by a Water spell, Lulu should use 
    Thundara. Spherimorph always starts as Fire elemental, so have Lulu 
    start by using Blizzara.
    Be warned, while Spherimorph only hits the character that physically 
    attacks him, if magically attacked by a wrong element, Spherimorph will 
    hit ALL characters. Luckily, if you hit him with the right element, he 
    will NOT counterattack.
    Not so fast! You can't just use Blizzara for the rest of the battle. 
    Let's go back to his Element Shift move. When he does this, he switches 
    from his current element to a new one. He will do this each time he is 
    hit by one Lulu spell. Then, the spell you just used won't hurt him 
    anymore. Fear not! Just have Auron attack again, and be countered 
    again, and Lulu now knows that she can use the OPPOSITE of THAT spell 
    he just countered with. With this method, he should die rather quickly. 
    For best speed, use Haste on Lulu (and Yuna if you need to use Cure 
    often), and just demolish this...thing.
    Watch out for Press. It halves everybody's HP. Don't worry, though - it 
    can't kill you, and Spherimorph should be about ready to fall in a 
    couple rounds. If you use Power Break, however, he'll only take off 25% 
    (credit Split Infinity).
    "That's too complicated. I am NOT reading that." Well, okay. Since he 
    starts with Fire element, call Ifrit. Each time Ifrit attacks him, a 
    Fire spell will restore his HP. You can just Attack for the rest of the 
    battle (don't use Meteor Strike) and win. When his HP gets low, 
    Spherimorph will continually halve Ifrit's HP with Press. You should 
    STILL be able to win, though. Be warned that this can take a long time 
    - as long as 20 to 30 minutes - as you must watch Spherimorph attack 
    Ifrit about 50 times! Only use this method if you are DESPERATE!
    -End Boss 14-
    -Boss 15 Next -
    <<<<<<<<<<<<<<<<<<<<<<Boss 15: Crawler and Negator>>>>>>>>>>>>>>>>>>>>>
    HP: 16,000
    Sensor: Vulnerable to lightning. Negator disables all magic and 
    Steal: Lunar Curtain, Lunar Curtain x2.
    Lancet: None
    Strength: 25
    Magic: 30
    Immunities: Poison, Power Break, Magic Break, Armor Break, Mental 
    Break, Confusion, Berserk, Provoke, Threaten, Sleep, Silence, Darkness, 
    Regen, Eject, Doom, KO, Zombie, and Petrification.
    Weaknesses/Strengths: Fire x0.5, Water x0.5, Ice x0.5, Lightning x1.5
    Scan: Shoots all targets with Gatling Gun. Vulnerable to lightning. 
    Starts countdown to Mana Bream once Negator is destroyed. Retaliates 
    when hit by lightning magic during countdown. Restores Negator after 
    being hit by magic four times.
    HP: 1,000
    Sensor: Disables magic and summoning. Attack it with items and Wakka's 
    Steal: Out of range!
    Lancet: None
    Strength: Immune to Scan.
    Magic: Immune to Scan.
    Immunities: Immune to Scan.
    Weaknesses/Strengths: Fire x-.5, Water x0.5, Ice x0.5
    Scan: Immune to Scan.
    18,000 HP is quite a lot. That's as much as both Sinspawn Gui bodies 
    combined. Needless to say, not only are you going to have to hurt him, 
    but you're also going to have to survive for quite a while. Against 
    what, you ask?
    Actually, not very much has to be feared. He will use an attack called 
    Gatling Gun, which is about 10 random hits for 100 points apiece. This 
    attack is very similar to Blitzball Rush, in that it's annoying and 
    looks a lot worse than it is.
    "But there must be a catch!" Well, there is and there isn't. Some 
    people might find it easiest to just attack him until he dies. My guys 
    did about 100 to maybe 200 points each turn. Sure, you CAN Attack him 
    150 times...
    OR, more ideally, you can try to use Magic on him. A Thundara spell 
    does around 1,000 points to him, so you can just see how much more 
    quickly the battle would go. Problem solved...right?
    Well, here is the official catch. Crawler has a little buddy. Negator, 
    who hovers high, prevents the usage of any Magic or Aeon. In the 50 
    turns you would be attacking him, you would then have to use Items to 
    restore HP - which would then later have to be purchased again. We 
    don't want that. So to use the magic, in turn speeding up the battle, 
    in turn saving precious Gil and time, the Negator needs to die.
    Negator hovers far above everyone's head, however, and Lulu's Black 
    Magic is sealed, so she can't harm him. This leaves your options open 
    to Wakka's attack or Rikku's Use. Rikku can Use a Grenade to inflict 
    300 points to both Crawler AND Negator (yes, Use can hit this out of 
    range enemy), or Wakka could just attack for the same amount to 
    Negator. Either way, in three to four turns, he should die, and magic 
    should become legalized.
    "So you just use Thundara and he just uses Gatling Gun and you win?" 
    Not quite. He now starts a three turn countdown to Mana Beam - a 
    magical, non-elemental attack that hits all characters for 1,500 to 
    1,700 points of damage! What can be done?
    The answer lies in Scan. Check what it says above...or just listen up. 
    After magic is used four times on Crawler, he will bring Negator back 
    out. Since all Crawler does is countdown until Mana Beam, he'll do just 
    that. However, he won't be able to uses Mana Beam, since Negator is 
    out. So, if you use four Thundara spells before he can get his Mana 
    Beam off, it will be cancelled, and he'll have lost 4,000 HP. If you're 
    very fast, you could have Lulu use three, bring in stronger characters 
    to attack, and use the fourth right before he uses it. Take note that 
    after it says there is one turn left, he will immediately use the Mana 
    "But I'm not that fast!" Then become that fast! Have Tidus use Slow on 
    Crawler, and chances are it will work. Have Tidus use Haste on Lulu if 
    you need to. If you need a little extra time, use Delay Attack, and 
    you'll slow Crawler down a couple turns. You SHOULD be able to get four 
    in before Mana Beam is used with a combination of these methods - you 
    are relatively four times faster with a Haste and Slow!
    Be cautious, though! While Negator is gone, Crawler has a mean counter 
    called Assault. It will hit four 750 to 1,000 points, and is enough to 
    be dangerous. My Lulu was JUST able to survive. If necessary (most 
    likely), bring in Yuna. Just don't forget to use Haste on her to keep 
    up with Lulu if you used Haste on Lulu!
    So there you have it. Kill Negator and use Thundara four times quickly. 
    Repeat this until it's been done a total of five times, and you win.
    "But I just CAN'T spend that much time!" Well, it's not really that 
    much time, but you DO have another option. Once Negator is down, you 
    can also call your Aeons. If he's about to use Mana Beam, call in an 
    Aeon and let it use Shield. The Mana Beam will only do around 300 
    points! Better yet, Aeons stay in after Negator comes back - they just 
    can't come in while he's around, but they can stay! They hit for about 
    250 each turn. BEST yet, Ixion's Thor's Hammer Overdrive does around 
    5,000 points of damage to Crawler and 3,000 to Negator - a perfect way 
    to close the battle with a double Overkill.
    -End Boss 15-
    -Boss 16 Next -
    <<Boss 16: * Spoilers * Seymour, Guado Guardian, Guado Guardian; then>> 
    <<<<<<<<<<<<<<<<<<<<<<<<Anima; and then Seymour>>>>>>>>>>>>>>>>>>>>>>>>
    HP: 6,000
    Sensor: Casts ice, lightning, water, and fire, in that order.
    Lancet: None
    Strength: 20
    Magic: 20 (Round 1), 32 (Round 3)
    Immunities: Power Break, Confusion, Berserk, Provoke, Threaten, Sleep, 
    Silence, Darkness, Eject, Doom, KO, Zombie, and Petrification
    Scan: Casts ice, lightning, water, and fire spells in that order, so 
    have Yuna cast NulFrost, NulShock, NulWater, and NulBlaze. He'll summon 
    when cornered. Beware!
    * Note *: NulWater means NulTide.
    ---Guado Guardian---
    HP: 2,000
    Sensor: Protects Seymour.
    Lancet: None
    Strength: 10
    Magic: 15
    Immunities: Confusion, Berserk, Provoke, Sleep, and Doom.
    Scan: Attacks and defends with items, using Auto-Potion and confusion-
    inducing Shremedies. He restores Seymour's HP, too, so stop him from 
    using items somehow.
    HP: 18,000
    Sensor: Goes into Overdrive when its gauge charges up.
    Steal: Silence Grenade x3, Farplane Shadow
    Lancet: None
    * Note *: He is immune to Scan, so all the other data cannot be 
    This is my favorite battle in the game. What? You don't care? 
    (Sniffle)...That's...okay...I guess...
    Seymour, Guado Guardian, and Guado Guardian
    First of all, this is a very involved battle. Each character has 
    something he can contribute. Most importantly, make Tidus use "Talk" on 
    Seymour. This will DOUBLE his strength! In other words, this will 
    DOUBLE the damage he inflicts! Also, have Yuna use "Talk" on Seymour to 
    double her magic defense, and Wakka use "Talk" on Seymour to double his 
    magic defense. You should be significantly stronger, now!
    However, you don't exactly have a weak opposition, either. Seymour has 
    Shell, so Magic does very minimal damage. On top of that, a Guado 
    Guardian will block any attacks that are directed at him, and then 
    restore 1,000 HP with Auto-Potion. Should you attack a Guado Guardian, 
    he will restore 1,000 HP with Auto-Potion. Should you damage Seymour 
    with magic, one of the two Guado Guardians will give him a Hi-Potion. 
    This battle is very similar to the one with Sinspawn Gui, as the main 
    enemy can not be harmed without the two blockers being defeated. 
    Unfortunately, this time, the two blockers recover 1,000 HP each time 
    they are attacked.
    The common approach to this is to call an Aeon with an Overdrive to 
    kill both guardians, and that's not necessarily a bad strategy. 
    However, the best strategy, in my opinion, is to have Rikku Steal from 
    the Guado Guardians. This disables their Auto-Potions. Now you can 
    defeat the Guado Guardians, and then you can defeat Seymour. Actually, 
    I have another correction. If Kimahri has Stone Breath, using that's 
    probably the best method of getting rid of the Guado Guardians. If 
    you're playing any sort of NSG Challenge, that's what you'll want to 
    Meanwhile, you're being attacked! If you look at the Sensor 
    information, you will notice that Seymour uses Blizzara, Thundara, 
    Watera, and Fira, and then repeats. The Scan info speaks for itself. 
    Have Yuna cast NulFrost, then NulShock, then NulTide, then NulBlaze. 
    Seymour's attacks will be useless. The Guados will use low level magic 
    like Blizzard, Thunder, Water, and Fire (in a random order, but it does 
    around 100, if even, points of damage, so don't worry). The one thing 
    to beware during this fight is that the Guados may use a Shremedy, 
    which (if it hits) confuses one of your characters. Take note that 
    while Shremedies are, as far as I can tell, items, using Steal does not 
    remove them.
    Anyway, have Rikku Steal from both Guados while Yuna puts on the next 
    Nul spell in the order. Tidus should attack the guards, defeating each 
    in two attacks, and Auron should switch in after Rikku is done and help 
    Tidus. Then, continue to attack Seymour. However, you're in for an 
    unfortunate surprise once his HP drops below 3,000.
    "Feel my pain...Come, Anima!" Once Seymour loses 3,000 HP, he calls 
    Anima. In case you don't remember, this is the same Aeon that was 
    called at the Blitzball match. That's right, that ultra-powerful one! 
    Anima is incredibly easy to predict, yet incredibly difficult. There 
    are two strategies to beating Anima, and I will list both. The second, 
    "better" one, is at towards the bottom.
     The first strategy seems like suicide, but is actually quite easy with 
    the help of our good friend, Phoenix Down. What you will want is a 
    party of Tidus, Auron, and Yuna. Tidus should be doing about 2,000 
    points of damage each turn (that might be a critical hit, but I seemed 
    to get these near every time) and Auron should be doing around 1,000 
    points of damage (again, possibly critical, but I got this more often 
    than not). At this rate, let's assume that you get around 2,500 points 
    of damage each round. At this rate, it will take eight round to defeat 
    Anima. Is this difficult? Yes. Why?
    Anima alternates between Pain and Boost. Pain instantly kills a 
    character (Death Ward may reduce the likelihood, but it seems to be 
    around a 99% chance of instant death). Boost brings her Overdrive gauge 
    closer to full. That means every other turn, you can use a Phoenix Down 
    and cure up from the Pain. What this also means is that Anima will 
    reach an Overdrive quickly. Her third attack is deadly. Once her 
    Overdrive gauge (which you can see) is full, she will use Oblivion. 
    This will do about 2,000 points of damage to everybody (or much more if 
    you have FFX:I).
    If you are fighting with Tidus, Auron, and Yuna, make sure Auron has 
    full HP right before Oblivion. He should just be able to survive this 
    attack. If you want to be safer, let Tidus cast Haste on Auron. Auron 
    will, in all likelihood, be the only survivor. He will need to use 
    Phoenix Downs to get all of the other members alive. You should then be 
    able to finish Anima.
    Note that as Pain inflicts instant death, if you have Stoic or Comrade 
    Overdrive mode on, you will NOT gain any new Overdrives in this part of 
    the battle (unless you're an Aeon or have Death Ward/Deathproof armor).
    The better alternative, in my opinion, is to have Yuna call her new 
    Aeon. Since she's not named yet, this Ice Aeon is known as "????", but 
    fans of previous Final Fantasy games should recognize her. Anyway, 
    allow her to use Heavenly Strike or Attack each turn on Anima until her 
    HP is low. Heavenly Strike does more, but delays "????" a bit. Since 
    Aeons are immune to death, your Aeon will receive damage instead of 
    death. Once your HP is low, cast Blizzara on yourself - it will 
    actually HEAL you. Continue this until Anima has 9,000 HP left. Your 
    Aeon should have an Overdrive by now. Allow her to use it, Diamond 
    Dust, and it should finish Anima off. That's right - 9,000 points of 
    damage! I would heavily encourage this method of defeating Anima.
    Either way, you should immerge victorious. By the way, did it bother 
    anybody else that he dismisses Anima, and you don't get to see it die?
    Seymour magically restores his HP after dismissing Anima (which Yuna 
    CAN'T do...). He also has now gained 7 Magic points. If you just won 
    with "????", Seymour will make sure to finish her right now. The 
    strategy is essentially the same as before - have Yuna cast the right 
    Nul spell.
    Now, however, the consequences for choosing incorrectly are worse. 
    Seymour now uses Multi-Blizzara, Multi-Thundara, Multi-Watera, and 
    Multi-Fira each turn. It's like he can Overdrive repeatedly, although 
    this is Lulu's Overdrive. For those who care, his is Requiem, which you 
    can use when you fight with him against Sinspawn Gui. Anyway! These 
    Multi- attacks hit two characters for around 2,000 points of damage.
    Just keep having Yuna casts those Nul spells - Haste her if you must! 
    Tidus should do around 1,300 points of damage each hit, and with Auron, 
    you do about 2,000 points each turn. That means in three turns, this 
    epic battle has finally come to an end. Congratulations!
    -End Boss 16-
    -Boss 17 Next -
    <<<<<<<<<<<<Boss 17: Wendigo, Guado Guardian, Guado Guardian>>>>>>>>>>>
    HP: 18,000
    Sensor: Only uses physical attacks. Curing its Berserk status will 
    lower its strength...
    Lancet: None
    Strength: 40
    Magic: 1
    Immunities: Posion, Confusion, Reflect, Slow, Eject, KO, Zombie, and 
    Scan: Uses physical attacks only. Once it puts up its dukes, it'll 
    retaliate to any physical attacks with a deadly counterattack.
    ---Guado Guardian---
    HP: 1,200
    Sensor: Heals himself with Auto-Potion, so stop him from using items.
    Lancet: None
    Strength: 1
    Magic: 14
    Immunities: Confusion, Berserk, Threaten, Sleep, Silence, Slow, and 
    Magic Break.
    Scan: Try to stop him from healing himself with Auto-Potion. He 
    sometimes casts Berserk on the enemies, making them stronger.
    Remember last battle? This is pretty similar, except the Guado 
    Guardians have less HP and the main boss can be pretty much 
    Well, what you've basically got is the need to beat the Guado Guardians 
    first. They will relentlessly keep Wendigo in Berserk, which DOUBLES 
    his physical attack, and they will often throw in small first-level 
    elemental spells for about 150 to one character. The battle will just 
    be a lot less tense, so do what you did last time (I hope). Steal from 
    the Guado Guardians to remove their Auto-Potion, and then defeat them. 
    That whole process should take a turn, so two turns later (or three, as 
    Wendigo probably defeated someone) you should only have one foe left.
    Unfortunately, the Guado Guardians use a dying move. The first casts 
    Protect on Wendigo, and the second casts Shell. All damage done to him 
    (save items) will only do half as much.
    BlackReaper035 has a great tip! Call Ixion and use Aerospark, and you 
    will Dispel both Protect and Shell! Excellent tip!
    Well, you can even the grounds a bit by halving how much HE does to 
    YOU. Have Yuna use Esuna once the Guado Guardians have fallen, and 
    since there's nobody left to use Berserk, Wendigo will be out of 
    Berserk for the rest of the battle. To take the advantage, use Power 
    Break with Auron, and most of your characters should be able to survive 
    a hit when at full HP.
    After the above is completed, Auron will do 300 points, while Lulu will 
    do around 550. However, she does have difficulty staying alive.
    How can you help keep Lulu alive? Use Delay Attack to get her another 
    turn or let her switch out, use Provoke so Wendigo only hits Tidus, and 
    have Auron use Threaten (although it may not work). Threaten is the 
    best option, here.
    Still, his strength is quite formidable. To help out, you can have 
    Wakka use Dark Attack, which will GREATLY decrease how often he hits 
    you. Best yet, have him use Sleep Attack! Since Magic doesn't remove 
    Sleep status, use Haste on Lulu, put him to sleep, and have Lulu just 
    repeatedly use Black Magic. Repeat this all you want!
    After losing half his HP (credit Split Infinity), he will 'put his 
    dukes up', or beckon you to hit him. You can tell he has done this when 
    he gets a turn and DOESN'T hurt you. Each time you Attack him now, he 
    will use a counterattack that does 1.5 times more than his regular 
    attack. Once again, just use Lulu. He won't attack you or counter, so 
    you can just use Black Magic until he regains his senses.
    Split Infinity notes that Wendigo alternates between three turns of 
    "dukes up" and three regular turns starting when his HP drops under 
    half. Good for planning ahead.
    Still having difficulty? Use an Aeon Overdrive (hopefully prepared 
    beforehand) to inflict about 9,000 points!
    Mainly, just kill the Guado Guardians and then have Wakka use Sleep 
    Attack. While he's asleep, Haste Lulu, and then only use her Black 
    Magic spells. Repeat as necessary. Don't both to put him to sleep when 
    his 'dukes are up'. You shouldn't have TOO much trouble, here.
    -End Boss 17-
    -Boss 18 Next -
    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<Boss 18: Evrae>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    HP: 32,000
    Sensor: Releases Poison Breath attack after inhaling.
    Steal: Water Gem x1,
    Lancet: None
    Strength: 36 
    Magic: 30
    Elemental x 1/2: Fire, Lightning, Water, and Ice 
    Immunities: Poison, Magic Break, Armor Break, Confusion, Berserk, 
    Provoke, Threaten, Sleep, Silence, Eject, KO, Zombie, and Petrification
    Scan: High magic defense. No elemental weaknesses. Exhales Poison 
    Breath if hit repeatedly by melee attacks. Ask Cid to move the airship 
    away and he'll launch a volley of Guided Missiles for you.
    *Note*: By melee attacks, they mean attacks while you're up close. Even 
    if you use magic, it's considered a melee attack. He won't use Poison 
    Breath, however, if you are far from Evrae.
    For many, this is an immensely difficult battle, and many people get 
    stuck here for even weeks, in some cases. For this reason, this is 
    going to be a very long strategy, so that nobody will be stuck here for 
    long. Also, since many people may ask, my party's HP ranged from about 
    1,500 (Rikku) to 3,000 (Auron).
    Before you start, make sure that you have a lot of Al Bhed Potions (you 
    should have a lot from Bikanel Island). If not, you are certainly due 
    for a much more difficult battle, and should prefer battling from AFAR, 
    using potions and Hi-Potions with a character in Haste every turn he 
    gets. However, unless you used them all, you should have plenty.
    First of all, there are two locations that you can fight Evrae from: 
    near and far. You start near, and to go far, have Tidus or Rikku use 
    "Pull Back", a Trigger Command only they have. First, while you're up 
    close, there are a few things to do.
    Starting Preparations
    While up close, have Auron use Power Break. This will halve the damage 
    Evrae does with his regular attack and his Swooping Scythe. Allow Wakka 
    to use Dark Attack or Dark Buster every once in a while, so that he 
    misses almost always. Try to have Rikku Steal, then Use, a Water Gem 
    for about 1,500 points of damage, or Steal and Mix (Overdrive) two for 
    2,000 points of damage. Whether or not you stay close or go far, you 
    should try to have Tidus use Slow on Evrae (it misses very often, but 
    you should get it in 3 to 5 tries). Now, Evrae's physical attacks, 
    should they manage to hit you, will only do 600 points of damage (as 
    opposed to 1,200 originally), and since he's slow, you'll be getting a 
    lot of turns in.
    Strategy for Battling FROM AFAR
    Since battling from afar is easier to describe (and probably easier to 
    win with), I'll describe it first. You will notice that Cid is now in 
    the turn chart. If you have used "Pull Back" before his turn, on his 
    turn, he will move away from Evrae. The only way to hurt him now is 
    with Wakka and Lulu (who you should Haste with Tidus), but his attacks 
    are much less threatening.
    While far away, Evrae will usually use Photon Spray, which is an attack 
    composed of about 10 randomly-aimed hits that attack for around 100 
    points of damage. Most likely, each character will lose around 300 
    points of damage. Every two turns Evrae gets, have Rikku use an Al Bhed 
    Potion, and you should be fine.
    If you haven't told Cid to "Move In" (brings you back near to Evrae) 
    and you are still far away from him, on Cid's turn, Cid will use 
    "Guided Missiles". This will hit roughly 15 times for 200 points per 
    missile, or for roughly 3,000 points damage. He will only do this three 
    times, however, and then he will run out of missiles and just do 
    To hurt Evrae from afar, have Wakka either Attack (750 points) or use 
    the Black Magic, Drain (Evrae loses about 500 HP and Wakka gains about 
    500 HP). Have Lulu use her second-level spells (Blizzara, Fira, 
    Thundara, Watera) for about 500 points of damage. Lulu's Overdrive will 
    hit Evrae, but Wakka's won't for some reason.
    As I said, Evrae will most likely use Photon Spray on his turn. 
    However, he may use an attack called Swooping Scythe, which hits 
    everybody for 600 (300 if you used Power Break as I suggested). 
    However, this also has the same effect as "Move In", as you are now 
    near him again. You can Pull Back again and repeat, however, which is 
    the easiest (yet LONGEST) way to win.
    Strategy for Battling NEAR
    If, however, you are less patient and feel that you have a strong party 
    or are very good with the battle system, you will just stay up close. 
    Auron can hit him for about 1,000 (2,000 critical) each time, all 
    Overdrives will be in reach, and you can basically just hit him each 
    turn you get as opposed to waiting a lot.
    First of all, you have already taken care of his regular attacks, so 
    Evrae will either miss or do relatively low damage (yet high compared 
    to what he does from far away) to a character most often. Should he 
    hit, you can use a Hi-Potion, Al Bhed Potion, or just ignore it.
    He will occasionally use, however, Stone Gaze, which will petrify one 
    party member (but won't do any damage). This basically is the same 
    thing as the having the character die, as if all characters are 
    petrified, you lose. Immediately cure this with either a Soft or an Al 
    Bhed Potion.
    Near/Far - Poison Breath Attack
    The biggest problem you will have, however, is his Poison Breath. He 
    will first inhale (he takes a big breath), which does no damage or 
    anything to you. However, on his next turn, he will use Poison Breath. 
    His inhalation is just a warning, basically. After he inhales, he will 
    use Poison Breath, which will hit each character for 1,500-1,800 points 
    of damage and inflict poison on everybody. Anybody that survives will 
    be weak and be poisoned.
    Should Tidus or Rikku select Pull Back, and Cid pulls back, Evrae's 
    Poison Breath will miss. You will have to use the turn chart to be able 
    to plan this accordingly! This is the only way to avoid Poison Breath, 
    so you will have to understand what to do. To explain it best, if the 
    turn chart order goes:
    1. Evrae - Inhales
    2. Character
    3. Cid 
    4. Evrae
    You will PROBABLY be able to avoid it. Should your character be Tidus 
    or Rikku, you can use Pull Back (tell Cid to pull back). Cid will then 
    actually pull back, and Evrae's Poison Breath will miss. If it's not 
    Tidus or Rikku, then switch in for one of them and use Pull Back. If 
    you have both Tidus and Rikku out, and it's the third character, then 
    you CAN'T AVOID it. For this reason, it is wise to never have both 
    Rikku and Tidus in at the same time. Note that you always lose if the 
    scenario is:
    1. Evrae - Inhales
    2. Character
    3. Evrae
    Or if it is:
    1. Evrae - Inhales
    2. Cid
    3. Evrae
    There are ways to increase your chance of the first scenario. First, 
    have Tidus use Haste on any characters you will be using (Tidus, Rikku, 
    Auron, and Wakka probably). Also, have Tidus try to use Slow on Evrae. 
    If Evrae's turn is right before Cid, or you could avoid Poison Breath 
    with just a couple extra turns, have Tidus use Delay Attack for a 
    couple extra turns. Note that Tidus will always have his next turn 
    right after Evrae, so you can't use it twice in a row. Lastly, if you 
    can kill him before he uses it, then do so!
    However, chances are Evrae may get to use it. When he does, have Rikku 
    use an Al Bhed Potion, or if she's dead, have each living character use 
    an Antidote on himself and THEN revive Rikku. If he can survive the 
    Poison's damage (probably only Auron), then you can try reviving Rikku 
    first. The Al Bhed Potion will remove everybody's Poison and give 
    everybody 2,000 more HP. Try not to get hit, though, as this is risky, 
    especially towards the end.
    Evrae Haste - The end of the battle
    After Evrae's HP drops below 10,665 (Split Infinity), he will use Haste 
    on himself. If you use Slow on him, he will instantly use Haste again 
    (it doesn't even have to be his turn), so you shouldn't waste your 
    turn. Before this happens, it would be wise to have each of your 
    characters in Haste. It would also be wise to Pull Back repeatedly. 
    Evrae will always use Swooping Scythe as a counter now, but if you keep 
    moving back, using Delay Attack, using Wakka or using Lulu, you should 
    be all right. If you can't get back in time even with delay, try Auron 
    and see if you can finish him. If you don't want to do this, then make 
    sure Evrae's in Dark status (Wakka), so that after Poison Breath he 
    can't finish your whole party at once - although he may use Stone Gaze, 
    anyway. Basically I recommend finishing him with Wakka and Lulu in 
    Haste from afar, but you don't have to.
    Note: If he inhales and you Pull Back, do NOT hit him! He will counter 
    with Swooping Scythe and then finish you with Poison Breath! I've seen 
    it happen and thought it was cheap, too!
    One last problem you may be having is that Evrae is using Haste early. 
    I've encountered this several times. My best explanation is that he 
    uses it after being hit repeatedly by Delay Attack, so don't use Delay 
    Attack twice in a row if you're encountering this. It really makes the 
    battle much harder.
    I hope that helps! If I'm missing any important data here, or if you're 
    still having trouble, contact me! I'll reply to your e-mail and help 
    you, and if it's a significant enough problem, I'll put it up and 
    credit you. Good luck!
    *Credit to Hyprophant for 10,700. I originally thought it was 11,000.
    *Credit to Split Infinity for the exact 10,665.
    -End Boss 18-
    -Boss 19 Next -
    <<<<<<<<<<<<<<<<<<<<<<Boss 19: * Spoilers * Isaaru>>>>>>>>>>>>>>>>>>>>>
    Sensor: Immune to sensors.
    Sensor: Immune to sensors.
    Sensor: Immune to sensors.
    Well, this is a very interesting battle. There are many ways to go 
    about it. This battle puts you up against Isaaru in a duel of Aeons. If 
    all your Aeons - or you - die, then it's Game Over. Your only two 
    options are to Summon and to Grand Summon, so at least they make the 
    choice easy.
    First, Isaaru uses his Grand Summon right off the bat. He calls Grothia 
    - his version of Ifrit - to battle with a full Overdrive ready. You 
    must call an Aeon. But... who to call?
    Well, you've got to choose Valefor, Ixion, Shiva, or Bahamut, as 
    "Ifrit" has already been called. What happens if you call Valefor? He 
    gets hit by a powerful Hellfire, is unable to cure, and pathetically 
    tries to attack Grothia before being killed. Shiva comes, and, being 
    weak against Hellfire, dies. Bahamut overpowers Grothia easily, but 
    still takes noticeable wounds. Since you should save Bahamut for later, 
    I suggest Ixion.
    "Hey! My Shiva has Nul-Blaze!" Yes, she does, meaning Hellfire wouldn't 
    hurt her if you called her and did that. However, Shiva still would get 
    pretty hurt, and I also recommend you save her, so trust me on bringing 
    in Ixion.
    You don't need to Grand Summon. Have Ixion come in, use Shield (hit 
    right), and take some damage from Hellfire. It can't really be avoided. 
    Then, attack four times (if you're going to die after three, use 
    Thundara, but you probably won't). He'll use four attacks - any 
    combination of Attack, Meteor Strike, and Fira - and you'll gain an 
    Overdrive. Use Thor's Hammer. You get an Overkill. Easy, right?
    He then calls Pterya, who bears a great resemblance to Valefor. 
    Surprisingly enough, you can't call Valefor this round. What to do?
    Well, Ixion's hurt, so he'd die. Ifrit's far too slow, as Pterya has a 
    surprisingly high HP value. He'd wound Pterya, but die. Shiva's fast, 
    but because of Pterya's high HP, it would be a close match that 
    wouldn't be a guaranteed win. Thus, I suggest Bahamut.
    Pterya will through all sorts of attacks at you that you've thrown at 
    enemies before. They are Attack, Sonic Wings, and Energy Ray. That's 
    it. Sonic Wings will, indeed, slow your Bahamut down a bit, but 
    luckily, Bahamut's higher HP and stronger attacks will make this like a 
    tank running over a machine gun.
    Have Bahamut Attack. Repeat. Repeat. After about 4 hits, Pterya should 
    hit Overdrive. Attack. His Energy Ray will do less than 400 points, 
    more around 320. He's just a joke to Bahamut. Attack a couple more 
    times until you've done it 7 - if you want to be sure, 8 - times, and 
    use Mega Flare. You just got another Overkill.
    He now calls his last Aeon, Spathi. Spathi is Bahamut. However, he 
    functions much more differently (and stupidly) than the other Aeons. He 
    boasts around 20,000 HP, and just sits there, thinking angry thoughts 
    with Countdown, until he hits Overdrive, and unleashes Mega Flare.
    Valefor? It would be the same thing as last battle with opposite 
    results - you would lose. Ifrit? He's too slow, and would, at best, be 
    able to put a dent on Bahamut. Ixion is still weak. Shiva!
    Shiva should be called and immediately start using Blizzara. Have her 
    use Blizzara (and when she can't, finally Blizzard) until Bahamut hits 
    Countdown: 1. Bahamut should appear wounded, but this only means he's 
    half dead. Shiva should be out of magic. Let her use Shield. Now, 
    Attack until Countdown: 1. Use Shield. By this time, you should notice 
    that another Mega Flare would kill you. Attack until you hit Overdrive, 
    and use Diamond Dust. He will be Overkilled.
    "What? That's it?" Yeah, Isaaru only gets three Aeons, and you get 
    five. Anyway, if your Aeon dies, you can just call another, but above 
    is the easiest and quickest method. You can be creative and try using 
    Shiva against Grothia, and trying Ifrit against Spathi, or some other 
    combination. The only thing to beware of is that if your Aeon dies, his 
    might hit Yuna, bringing Game Over, but if his dies, the battle "starts 
    over". Cheap, yes, but he only gets three Aeons.
    Anyway, the main method is Ixion uses Shield, attacks, and uses Thor's 
    hammer. Bahamut comes in and attacks 7 or 8 times, and then uses Mega 
    Flare. Shiva uses Blizzara and Blizzard, Shields, attacks, Shields, 
    attacks, and uses Diamond Dust. It's a fun little battle - a lot of 
    people's favorite, and maybe it's even yours. Too bad it's over.
    -End Boss 19-
    -Boss 20 Next -
    <<<<<<<<<<<<<<<<<<<<<<<<<<Boss 20: Evrae Altana>>>>>>>>>>>>>>>>>>>>>>>>
    ---Evrae Altana---
    HP: 16,384
    Sensor: Weak against healing effects.
    Strength: 32
    Magic: 27
    Immunities: Poison, Confusion, Berserk, Provoke, Threaten, Sleep, 
    Silence, Doom, KO, and Petrification.
    Scan: Beware its Stone Gaze and nasty counterattacks. Open the gate 
    locks to get some distance. Since it's a zombie, healing magic and 
    items are the way to go.
    This is a very easy boss battle. Evrae's back, but this time, it's a 
    Zombie. It maintains Zombie status forever. This is good.
    However, first let's look at what he DOES have to offer. Evrae's 
    dropped the Poison Breath, so fear not, but he did keep a few tricks. 
    He still uses Photon Spray - about 15 random hits at 120 per hit - and 
    uses it often. He also uses Stone Gaze, which is a lot worse than 
    before. There is an interesting thing about Petrification underwater. 
    When you are Petrified, you then Shatter, and are gone for the rest of 
    the battle. Thus, if Stone Gaze is used and works, one person is gone 
    for good. If not, it will still do a good 500 points. Lastly, he has a 
    1,000-point counterattack.
    Right, so he doesn't have much to offer. You can use Dark Attack or 
    Dark Buster to help avoid his counterattacks. You can use (although it 
    rarely works) Slow to get a speed advantage. However, many consider 
    these options wastes of time. He's a Zombie, which means healing hurts 
    him. More specifically, Elixirs do 9,999 points of damage and Phoenix 
    Downs do exactly 8,192. In case you didn't notice, two Phoenix Downs 
    EASILY kills Evrae Altana.
    No? Want a challenge? Well, you can hit from 500 to 1,000 each time you 
    Attack, and do about 300 with a Grenade. It really doesn't take that 
    Oh, no! Somebody gets shattered! Not to worry - use the Trigger 
    Command, "Open lock". This is the only way you can attack Gate Lock. 
    Gate Locks, I presume, have 1 HP. When you hit both of them, you swim 
    away from Evrae Altana, and the battle begins anew. One thing that's 
    nice is that if you have Slayer Overdrive mode, opening a lock counts 
    as a kill. Anyway, when the battle restarts, anybody who has been 
    shattered returns with 1 HP.
    This is actually amazing! The whole idea of Shattering attacks is that 
    it reduces your party by one until the battle ends. Yet this battle 
    doesn't end! More importantly, Evrae doesn't gain any HP back (although 
    you don't, either). You and he both will not keep statuses, however 
    (you lose Haste, he loses Slow, etcetera).
    If you restart the battle twice (that's four locks, total), you will go 
    to the third and final area. Shinryu now CANNOT counter, which is a big 
    advantage. Now, he can only use Stone Gaze and Photon Spray. However, 
    you miss a treasure box with the Avenger. It is a one-slot weapon for 
    Tidus with Counterattack, meaning that if an enemy hits him, he will 
    automatically hit without wasting a turn.
    I suggest not opening locks if you're trying to challenge yourself. If 
    not, just use TWO PHOENIX DOWNS to INSTANTLY WIN! I'm not going to 
    waste my time wishing you good luck. Farewell!
    -End Boss 20-
    -Boss 21 Next -
    <<<<<<<<<<<<Boss 21: * Spoilers * Seymour Natus and Mortibody>>>>>>>>>>
    ---Seymour Natus---
    HP: 36,000
    Sensor: Casts elemental magic, Break, and Flare.
    Lancet: None
    Strength: 30
    Magic: 25
    Immunities: Magic Break, Armor Break, Mental Break, Confusion, Berserk, 
    Threaten, Sleep, Silence, Darkness, Slow, Eject, Doom, KO, Zombie, and 
    Scan: Still uses elemental magic, but now uses multi-spells. When HP is 
    low he'll petrify with Break and cast the non-elemental spell Flare.
    HP: 4,000/3,000/2,000/1,000
    Sensor: Watch out for their combo attacks.
    Steal: Nothing to steal.
    Lancet: None
    Strength: 22
    Magic: 20
    Immunities: Poison, Magic Break, Mental Break, Confusion, Berserk, 
    Provoke, Threaten, Sleep, Silence, Darkness, Slow, Power Distil., Mana 
    Distil., Speed Distil., Ability Distil., Eject, Doom, KO, Zombie, and 
    Scan: Its Shattering Claw hits petrified characters, smashing them to 
    smithereens. Beware the Desperado, which inflicts damage and negates 
    any magical augmentations.
    He's back! He's still a challenging boss, although he can be beaten 
    rather quickly this time. Anyway, this is basically a two-part battle, 
    so first let's go over the first half.
    First off, I have to definitely give credit to Split Infinity here. 
    Many great observations about Natus's HP values.
    Well, the first half is very predictable. Seymour's new best friend, 
    Mortibody, will pick a first level elemental spell (Fire, Thunder, 
    Water, Blizzard). However, it will hit everybody, and do about 200. 
    Seymour will then use Multi-Blizzara (if Mortibody uses Blizzard), 
    which hits two random characters for 600 to 1,000 each. The trick is 
    that Seymour always copies Mortibody.
    What can you do? Tidus can use Provoke, so that both spells hit him. 
    However, he will probably die. This is not recommended. What is 
    recommended, however, is to use Haste on Yuna (and everybody else, 
    too!). This way, she will probably get a turn after Mortibody and 
    before Seymour. If Mortibody uses Blizzard, she uses Nul-Frost...she 
    just uses whatever Nul- spell that would have blocked his attack. Then, 
    Seymour's attack is blocked.
    While this is going on, have Lulu cast Bio on Seymour. Let Tidus and 
    Auron both use Talk to double their strength (and damage done). Yuna 
    can use it, too, to double her Magic Defense (magic does half to her). 
    All four things are recommended. If you don't have Bio, it's okay, but 
    if you have it, it really helps.
    Bio will do 1,440 points of damage to Seymour each time he attacks, and 
    both Tidus and Auron should be doing around 3,000 each turn. If Yuna 
    gets an extra turn, have her use Cura or Pray. This is fairly easy.
    Split Infinity notes that Mortibody will use Desperado if all three of 
    your characters are in Haste.
    However, once under 24,000 HP, Seymour will use Protect, halving damage 
    from Tidus and Auron. He will also start using Break. Luckily, Bio 
    still does a full 1,440 to him each turn.
    If you still have Haste on everybody, that's good. However, you must be 
    careful, now. Seymour uses Break - a spell that inflicts Petrification. 
    Switch to an armor with Stoneproof or Stone Ward, or else get ready to 
    heal. IMMEDIATELY use a Soft of Esuna, or else Mortibody will use 
    Shattering Claw.
    If you're Petrified, and Mortibody gets a turn, he will use Shattering 
    Claw. This will shatter your character, and that character will not be 
    able to be used for the rest of the battle! This means that you must 
    fight with two characters until he dies! He may, on occasion, use this 
    when you're not Petrified, in which case it will just do around 300 
    points of damage.
    Worse yet, if you're not Petrified, Mortibody will probably use 
    Desperado! This hits all characters for about 500 points each, and 
    removes any status augmentations. This means that you lose Haste! Try 
    to at least keep Yuna in Haste by using it again.
    When very weak (under 12,000 HP), Seymour Natus will use Flare instead 
    of Break from then on in. This does about 2,000 points to one 
    character! However, it delays Seymour's turn, so he won't use it twice 
    Mortibody may use Cura on Seymour, giving him around 1,200 HP back. 
    Unless you have leveled a LOT, there is nothing you can do about this. 
    Use Reflect on Seymour if you have it, but if you do, you probably 
    don't need to bother, anyway.
    Lastly, if Yuna calls an Aeon, he will get one turn before Seymour 
    Natus uses Banish (even when not his turn!). This will instantly kill 
    the Aeon. So, if you're going to call the Aeon, make sure he's in 
    Overdrive! Bio will still hurt Seymour as he uses Banish, even though 
    it's a counter to any move by an Aeon, though.
    What's the most likely problem? Yuna can't get a turn between Seymour 
    and Mortibody to remove Petrification. In such a situation, have Yuna 
    either switch weapons to her current one or use Items, speeding her 
    next turn up.
    The last thing to note is that if you defeat Mortibody, who has 4,000 
    HP, he will use Mortibsorption. He will absorb HP from Seymour Natus, 
    and come back to life with as much as he absorbs. This will first do 
    4,000, then 3,000, then 2,000, and lastly, 1,000. It will then do 1,000 
    for the rest of the battle. Thus, you can never get rid of Mortibody 
    until you kill Natus, which finishes them both. Simply, his maximum HP 
    values after dying are: 4,000, 4,000, 3,000, 2,000, 1,000, 1,000, and 
    1,000 forever more. If you use an Aeon Overdrive, for example, you can 
    do the damage to Seymour PLUS the 4,000 (or less) from Mortibsorption. 
    Use this to your advantage - especially when Seymour is in Protect, and 
    you do more to Mortibody (stop when he hits 2,000 HP).
    To summarize, use Bio and Haste on Yuna. Have her use the Nul- spell 
    that would block Mortibody's previous turn to block Seymour's. Once he 
    hits Protect, make sure Yuna goes after Seymour but before Mortibody, 
    and let her use Esuna or a Soft item on whoever gets petrified by 
    Break. Heal or revive from Flare, and use Aeon Overdrives. Finally, 
    it's nice to note that Auron's Shooting Star Overdrive, which you have 
    for sure, does about 7,000 points of damage to Natus regardless of 
    Protect. Have fun!
    Great info! Split Infinity has noticed that if you use Bio on Seymour, 
    the damage done won't make him change phases - in other words, you 
    won't see any Break of Flare. Just simply don't attack him after Bio 
    and wait it out for a victory using Nul spells and curing! Outstanding 
    Note: If you SOMEHOW have Reflect, use it on everybody. You shouldn't 
    by this point, however.
    Why is there a third half? Because I saw the second and third as really 
    one phase, but Split Infinity notes that they really are different, as 
    Mortibody uses Cura only in this phase. Good info I'm surprised I 
    -End Boss 21-
    -Boss 22 Next -
    <<<<<<<<<<<<<<<<<<<<<<<<<<<Boss 22: Defender X>>>>>>>>>>>>>>>>>>>>>>>>>
    ---Defender X---
    HP: 64,000
    Sensor: Made of stone. Resistant to physical attacks.
    Immunities: Poison, Power Break, Confusion, Threaten, Sleep, Silence, 
    Slow, Eject, KO, Zombie, and Petrification.
    Scan: Boasts very high physical attack and defense. Its counterattack 
    Blast Punch delays target and causes damage. Casts Mighty Guard and 
    *Note: I have NEVER seen him use Slowga, but Mewtwomon says that he 
    will if you cast Slow on him. I never got this to work, but it's 
    currently the best guess I've got. If anybody sees Slowga, let me know.
    This guy technically even isn't a boss according to Sensor, despite the 
    music, but he does give a good deal of players some difficulty. The 
    thing to remember is that he can only defeat one of your characters at 
    a time!
    To start out, let me tell you what he can do. He can physically attack 
    you for about 2,000 points of damage. He can counter with Blast Punch, 
    which halves your HP. He has an attack called Haymaker, which does 
    around 3,800 points of damage. All of these only hit one character. 
    Scan says that he uses Slowga, but even with everybody in Haste and at 
    less than 1,000 HP, I haven't seen it.
    If he falls under 16,000 HP, he will use Mighty Guard - arguably the 
    best (although not last) Ronso Rage for Kimahri. However, you can't 
    learn it from him for some reason. It puts him in Shell, Protect, Nul-
    Tide, Nul-Blaze, Nul-Shock, and Nul-Frost. If you use it, it does this 
    to all three characters in your party. You WANT to get this!
    Anyway, these attacks do quite a lot, and are quite intimidating. Also, 
    you will do rather low damage to him. What to do?
    Have Auron start out by using Armor Break. Now, Tidus, Auron, and Wakka 
    will do from 1,500 to 2,000 points of damage each hit! It easily 
    changes the odds of the round. Then, use Haste on all three characters, 
    or if you have it, Hastega. If you want, use Mental Break so that 
    Lulu's second level Black Magic does around 1,000, but she's slow, and 
    this is less than 2,000, so why bother?
    Wakka should use Dark Attack or Dark Buster! These don't work very 
    often, but if they do, his Attack and Haymaker both miss almost every 
    time! If he's Blind, you're basically safe.
    Anyway, just pound away and use Phoenix Downs as necessary, or if you 
    want, use Life. It may be difficult to keep up with the Knock Outs, but 
    it shouldn't be impossible. If you want to make sure you survive an 
    attack, Defend (Triangle), and it will do MUCH less!
    "So basically, this is a long, annoying battle that doesn't really 
    require strategy?" In a nutshell - yes. For this reason, I suggest a 
    much simpler alternative. Use Provoke with Tidus. Now, Defender X will 
    ONLY use Blast Punch on Tidus. Even at 1 HP, Tidus can't die! You can 
    just pound away without wasting Phoenix Downs. It's not CHEATING to do 
    it this way, but you aren't exactly challenging yourself. Anyway, 
    neither option is INCREDIBLY hard.
    -End Boss 22-
    -Boss 23 Next -
    * Note *: There is an optional side quest at the bottom of the Scar, or 
    the Calm Lands Gorge. The boss there will be in the optional bosses 
    section. Therefore, if you are stuck at this boss and read ahead, you 
    will see the next boss, so be careful.
    <<<<<<<<<<<<Boss 23: * Spoilers * Biran Ronso and Yenke Ronso>>>>>>>>>>
    ---Biran Ronso---
    HP: Randomized at approximately 175% of Kimahri's. 3,592 for me.
    Sensor: Covers Yenke when together.
    Strength: 22
    Magic: 8
    Immunities: Poison, Confusion, Provoke, Threaten, Sleep, Silence, 
    Darkness, Reflect, Slow, Eject, KO, Zombie, and Petrification.
    Scan: Blocks attacks on Yenke with Guard, except when separated after 
    performing a Bulldoze. Casts Mighty Guard just once after losing HP. 
    Kimahri can learn many techniques.
    ---Yenke Ronso---
    HP: Randomized at approximately 133.33% of Kimahri's. 2,694 for me.
    Sensor: Covers Biran when together.
    Strength: 11
    Magic: 17
    Immunities: Poison, Confusion, Berserk, Provoke, Threaten, Sleep, 
    Silence, Darkness, Reflect, Slow, Eject, KO, Zombie, and Petrification.
    Scan: Blocks attacks on Biran with Guard, except when separated after 
    performing a Bulldoze. Casts White Wind just once after losing HP. 
    Kimahri can learn many techniques.
    *Note: These stats for Biran and Yenke are what I got after having 
    Kimahri activate each node in his grid and only his grid without using 
    any Key Spheres (no Ultima). They DO vary.
    This battle is not difficult at all. Biran and Yenke both start 
    together. Biran uses Level 1 Magic, which removes about 2.5% of your 
    HP, and Yenke uses Aqua Breath and Fire Breath, which remove about 7.5% 
    of your HP. Both can use Bulldozer, which removes about 15% of your HP. 
    You can get two turns in a row plenty of the time.
    Anyway, Biran and Yenke are in constant Guard status. This means that 
    if you attack Biran when he's next to Yenke, it will do about 10% of 
    what it usually would. They will block each other, throwing your 
    attacks off.
    However, Bulldozer moves its user to the opposite position. Biran and 
    Yenke can both either be in the "front" or "back" position, for 
    simplicity, although they do the same damage at either spot. If they 
    are separated (one has used Bulldozer and the other hasn't yet), 
    however, the Guard status does nothing. You can now hit for your full 
    If your HP runs low, use Lancet to regain about 100 HP, or use a Hi-
    Potion for 1,000. You shouldn't be finding this difficult.
    Do NOT, however, focus on one and finish him! Why? The true goal of 
    this battle is to get Kimahri a LOT of Ronso Rages. Most importantly, 
    you want to learn White Wind and Mighty Guard. Biran uses Mighty Guard 
    (Protect, Shell, Nul-Blaze, Nul-Tide, Nul-Shock, Nul-Frost on all) and 
    Yenke uses White Wind (restores high HP to all, like a more powerful 
    Pray). They only use this when they hit critical (yellow) HP!
    However, once you kill Yenke, Biran casts Berserk on himself and will 
    stay in it for the rest of the battle. If you kill Biran first, Yenke 
    will cast Haste on himself, and for some reason, refuse to use White 
    Wind. They must use these Ronso Rages first before you can learn them 
    via Lancet, or you will gain nothing (or something else)!
    For this reason, get BOTH to critical and learn BOTH Mighty Guard and 
    White Wind before defeating one of them.
    According to CB!'s Monster Encyclopedia (see GameFAQs.com), Yenke has 
    Fire Breath, Stone Breath, Aqua Breath, and White Wind. Biran has 
    Thrust Kick, Doom, Mighty Guard, and Self-Destruct. You can Lancet most 
    of these before they are used, and thus you, indeed, CAN learn Self-
    Destruct. I learned Doom here, and it was never used. However, Mighty 
    Guard and White Wind truly MUST be used first. Credit goes to CB! for 
    this valuable information!
    *TommyVandyke adds that giving Kimahri the Loner Overdrive mode is very 
    useful here. Loner Overdrive charges up a LOT every turn you get when 
    you battle alone, so it would help a LOT here. Note that you probably 
    don't have it already at this point, but you could (and should) try to 
    LEARN it for Kimahri here. However, note that if you're going for the 
    Ronso Rages, your Overdrive gauge will be constantly filled ANYWAY, so 
    it doesn't make TOO much of a difference.
    *Eva Unit 00 adds that you can inflict Doom on both of the Ronsos. If 
    you gave Kimahri Use, you can Use a Candle of Life, or if you have it, 
    you can use Doom, his Ronso Rage (which can be learned in this battle, 
    Note that each time you get a Ronso Rage, you get a full Overdrive. You 
    can use these if you want, but make sure you don't kill one of them 
    before you get his great Rage! This battle is easy enough to win, so 
    why not give Kimahri some Overdrives? It's the best opportunity in the 
    game! Anyway, good luck - not that you'll need it.
    -End Boss 23-
    -Boss 24 Next -
    <<<<<<<<<<<Boss 24: * Spoilers * Seymour Flux and Mortiorchis>>>>>>>>>>
    ---Seymour Flux---
    HP: 70,000
    Sensor: Watch out for their combo attacks.
    Lancet: None
    Strength: 30
    Magic: 15
    Immunities: Power Break, Magic Break, Armor Break, Mental Break, 
    Confusion, Berserk, Provoke, Threaten, Sleep, Darkness, Slow, Eject, 
    Doom, KO, Zombie, and Petrification
    Scan: Predict the Mortiorchis's actions by watching Seymour's. His 
    Lance of Atrophy causes zombie, and the Mortiorchis follows with Full 
    Life. Together they unleash Total Annihilation.
    HP: 4,000/3,000/2,000/1,000
    Sensor: Watch out for their combo attacks.
    Lancet: None
    Strength: 40
    Magic: 40
    Immunities: Poison, Power Break, Magic Break, Armor Break, Mental 
    Break, Confusion, Berserk, Provoke, Threaten, Sleep, Silence, Darkness, 
    Haste, Slow, Eject, Doom, KO, Zombie, and Petrification
    Scan: Beware its combo attacks. If a character is zombified by 
    Seymour's Lance of Atrophy, it will cast Full Life, causing instant KO. 
    Use Protect to help survive the Cross Cleave.
    One thing I'm sure most people HATE about this battle is that no matter 
    how pumped and ready they are to destroy Seymour, he generally still 
    annihilates them. He is surely one of the hardest bosses in the game, 
    and you can't really 100% on strategy this time. You will need power, 
    and possibly (gasp) even preparations!
    I highly recommend getting both Yuna and Auron Zombie Ward armor, as 
    they tend to be very useful in this battle. They're the only ones that 
    can get Zombie Ward, anyway. If you dare, go back down Mount Gagazet 
    until you find Wantz, and purchase away! Lastly, if you would kindly 
    get one or two Aeons into Overdrive, it will most likely win you the 
    Once again, this is a two-part battle, so I'll break it down:
    Use Hastega, for starters! Seymour Flux and Mortiorchis are both pretty 
    quick, and what's worse, they're deadly, so speed your guys up!
    GREAT INFO from Split Infinity! If you use Delay Attack/Buster or Slow 
    on Mortiorchis, it will counter with Slowga! I can't believe I missed 
    that...Oh, right - make sure, for that reason, that you do NOT use 
    those on Mortiorchis.
    Right after using Hastega, Seymour Flux will use his Lance of Atrophy. 
    This inflicts 600 points of damage, and adds Zombie status. This is 
    where Zombie Ward kicks in. It gives you about a 50% chance (close 
    enough, anyway) that the Zombie doesn't work. Why was this worth going 
    down Gagazet and back up? Because immediately afterward, Mortiorchis 
    uses Full-Life, instant KO to those with Zombie status!
    For those who don't fully know yet, Zombie status basically makes all 
    curative magic hurt you. A Phoenix Down kills you, a Potion hurts you, 
    Regen is like Poison - you get the picture.
    Anyway, should you get Zombie inflicted and still have a turn, use a 
    Holy Water (Esuna doesn't work). He'll use Full-Life, anyway, and miss. 
    Otherwise, you're dead, and just use a Phoenix Down.
    After the first one, you should get a couple of turns. Let Lulu once 
    again use Bio, which now does 1,400 points to Seymour BEFORE he gets a 
    turn, and have Wakka use Silence Attack (hope it works the first time). 
    Silence Attack is a great skill here! Use it often! Even get Wakka in 
    Haste while he's there! Seymour will use Lance of Atrophy twice before 
    and after he uses Dispel, so you know when to have him in Silence.
    Then, make your party Tidus, Auron, and Yuna (if you've been using 
    Kimahri, and really want to use him, replace Tidus, but Rikku is fairly 
    useless here in a regular game). Have Yuna start to cast Protect on 
    everybody. Tidus should hit for about 2,000, while Auron hits for 
    4,000. Keep this up - hope that everybody hits Protect status.
    If you did as you were told, Seymour won't be able to use Dispel! This 
    is good, as Dispel removes all augmentations (Haste and Protect, here). 
    Try to be done after about three Lance of Atrophy and Full-Life 
    attacks, and have everybody Defend (triangle). Mortibody (check the 
    turn chart, it's Boss(1)) will use Cross-Cleave, which deals around 
    2,000 points to each character regularly. If performed well, your Yuna 
    MAY survive. Hopefully Tidus will. Revive her, use Haste on her, use 
    Cure, and keep attacking.
    When Seymour's HP reaches around 50,000, he will use Protect. Keep 
    attacking away, anyway. Save any Overdrives you have. Lulu's Bio will 
    keep doing 1,400, and that extra damage should make things a LITTLE 
    less difficult.
    Use another Silence Attack, and keep this up - I doubt he gets a second 
    Cross-Cleave. Make sure he's in Silence when he hits 35,000 HP, as he 
    will use Reflect, and on his next turn, Flare (which Yuna CAN survive 
    with Talk, but it's still powerful). GREAT INFO from Split Infinity 
    mentions that if you Dispel the Reflect and Seymour hits himself, it 
    will say "Failed counterstrike". Not all that important, but a tidbit 
    that will make this FAQ more complete.
    What you have now is a rush to kill Seymour. When Seymour hits 35,000 
    HP, Mortiorchis will enter "Auto-Attack mode". On his next turn, 
    Mortiorchis will be "ready to annihilate". Seymour will just "wait" for 
    this grand attack once he has used his Flare. Finally, Mortiorchis will 
    use Total Annihilation.
    Total Annihilation is no joke. If you were having trouble with Cross-
    Cleave earlier, know that no Protect or Defending will save you. It's 
    VERY rare to see one survive this. It hits everybody for about 800 
    points, fires 10 random shots that do 800 apiece, and hits everybody 
    for 800 again. Thus, everybody loses 1,600 for sure, and 8,000 random 
    shots are fired around for anybody that could survive. Do NOT count on 
    surviving this by any means!
    What you do here is do everything you can to win. And unless you are 
    some greatly leveled character, the Aeons I recommended will almost be 
    a necessary part of this strategy. Part of this is due to 
    Mortibsorption - when Mortiorchis dies, he absorbs some of Seymour's HP 
    and comes back to life, first 4,000, then 3,000, then 2,000, and then 
    forever more 1,000.
    Notice that Seymour, again, uses Banish, so your Aeons only get one 
    turn, and cannot block Total Annihilation. For those that didn't notice 
    from Natus, Banish instantly kills an Aeon after his first turn.
    Have Yuna call Bahamut with Mega-Flare ready. It should be doing at 
    least 9,000 points. With the 4,000 from Mortibsorption, that's around 
    13,000. Now call Shiva. She should do 9,999. With the 3,000 from 
    Mortibsorption, that, too is about 13,000. Out of his 35,000 HP, you 
    just removed 26,000, leaving 9,000. Note that a third Aeon guarantees a 
    Have Auron and Tidus attack between turns. Each Auron and Tidus turn 
    should do around 3,000 (2,000 from Auron and 1,000 from Tidus), so if 
    you get one before Bahamut, after Bahamut, and after Shiva, you should 
    be fine (Hastega is essential!). If not, Lulu's Bio should finish up 
    any loose ends - even though Seymour only waits there!
    Seymour may just be too fast, and even Cross-Cleave may prove out of 
    your league. In this case, try to nail Seymour down to 35,000 HP before 
    Cross-Cleave, and finish him before Total Annihilation. This will most 
    likely require that all Aeons be in Overdrive, but it may be a lot 
    easier for you. Just don't get stuck on this guy forever and quit this 
    game - he IS possibly the hardest in the game, but you can't give up! 
    He CAN be defeated!
    Major credit to Split Infinity. As in the Natus battle, you can let Bio 
    do the damage to Flux and not see Total Annihilation. However, you 
    can't hit him, which means no Silence Attack, which means Dispel before 
    Cross-Cleave, which means no solid Protect. If you want to do this, 
    have Auron with Zombie Ward always at full HP. Make sure everybody 
    always defends before Cross-Cleave and you should immerge victorious!
    Use Hastega. Use Holy Wars to stop Zombie status and prevent Full-Life 
    KO. Use Bio and Silence Attack. Use Protect on everybody. Attack a lot 
    and survive Cross-Cleave (Defend for more HP afterwards). Bring him to 
    35,000 HP before a second Cross-Cleave, but try to make sure that he's 
    in Silence from Wakka's Silence Attack. Now, attack a LOT, and call at 
    least two Aeons with Overdrive before Total Annihilation. If not, try 
    Shooting Star for about 8,000 points and use any other Overdrives you 
    have. If Total Annihilation does hit you, just hope that the random 
    shots don't hit Auron, and if your hopes come true, you MIGHT be one of 
    the few lucky people that survive in the end and get three more long 
    turns to finish the job.
    *Eva Unit 00 adds that a Counterattack weapon is very useful. Indeed it 
    is! This can add damage here and there like Poison does, and since this 
    battle is almost a race, this is great advice! If you beat Evrae Altana 
    without using Open Lock, you should have at least one of these.
    Good luck! This is certainly the toughest battle you've faced, and is, 
    to many, the hardest in the game just because he's so much stronger 
    than you and has such great attacks. Trust me - it's very rewarding to 
    finally beat this guy, so DON'T GIVE UP! Again, good luck!
    -End Boss 24-
    -Boss 25 Next -
    <<<<<<<<<<<<<<<<<<<<<<<<Boss 25: Sanctuary Keeper>>>>>>>>>>>>>>>>>>>>>>
    ---Sanctuary Keeper---
    HP: 40,000
    Sensor: High physical and magic defense.
    Strength: 37
    Magic: 40
    Immunities: Confusion, Provoke, Sleep, Silence, Eject, Doom, KO, 
    Zombie, and Petrification.
    Scan: Its Photon Wings attack causes confusion, sleep, silence, 
    darkness, curse, and other status effects. Tail Sweep negates Haste and 
    delays targets' next turn. Uses healing magic and Reflect, among other 
    I highly doubt that if you come in here hoping to just attack and cure 
    your way through here you'll win. This boss is incredibly strong and 
    powerful. Perhaps first I'll tell you what you're up against.
    His Pattern!
    Credit goes to Tatl8 for pointing this out to me. I don't know how I 
    missed this! Anyway, Sanctuary Keeper follows an exact pattern. Because 
    of this, you ALWAYS know what he will do on his turn, and can plan 
    ahead because of this. He'll start off with Photon Wings, followed by 
    Attack, Attack, Mana Breath, White Magic, and White Magic. He will then 
    go through the cycle again. At the beginning, his White Magic will 
    ALWAYS be Curaga. Then, after he loses 20,000 HP, he will start using 
    Reflect on you if he has it on himself. After he's lost 30,000 HP, he 
    will use Regen off of Reflect before going back to Curaga. I believe he 
    starts using Esuna if he's under status ailments at 20,000 HP.
    His Arsenal of Commands
    This monster uses an attack called Photon Wings, which, as the 
    description above says, inflicts Curse (No Overdrives), Darkness (Miss 
    often), Sleep (No turns), Silence (No magic), and Confusion (Can't 
    control, attack allies). What it doesn't mention is that this hits 
    everyone. It inflicts these all at once - it's almost guaranteed you 
    get at least two. Even worse, should he use it on an Aeon, it will 
    prevent its precious Overdrives. Lastly, it does about 1,000 points of 
    damage to each person.
    He has an attack called Tail Sweep. This hits everyone for about 500 
    points of damage, removes Haste, and gives him another turn. If he was 
    smart enough, he could use Tail Sweep until he won. Nonetheless, two 
    turns in a row is never good, especially with a boss.
    His regular attack ranges from around 1,500 to 2,000 points to one 
    character. But that's not the worst of it. He has another attack called 
    Mana Breath, which does 2,000 to 3,500 points to each character! This 
    is almost always an instant kill.
    Should you manage to survive this arsenal of attacks and hurt him, 
    he'll simply undo it. He uses Curaga to regain a full 9,999 HP, and 
    he's not afraid to use it. He uses Regen to regain anywhere up to 4,000 
    HP each turn. He uses Protect to prevent you from hurting him well. And 
    he uses Esuna in case you...inflict status ailments on him?
    Countering his Power
    Status ailments are, indeed, the way to victory here. As you may have 
    noticed above, he has a very limited immunity list. What, exactly, is 
    he vulnerable to, then?
    Auron can use Power Break, which halves the damage that he inflicts. He 
    can also use Armor Break, which actually about TRIPLES the damage he 
    takes. Lastly, Auron can use Magic Break, which halves Curaga. He CAN 
    use Mental Break, but that will make Curaga do MORE, so you shouldn't 
    do that.
    Wakka can use Dark Attack or Dark Buster. With Power Break, you can be 
    assured that his physical attacks won't be threatening. Lulu can use 
    Bio (which she should have by now), which inflicts Poison. It hits him 
    for 2,000 points each time he gets a turn.
    Most importantly, however, is that Tidus CAN inflict Slow on him. Don't 
    worry if you can't, though, you have a very low chance of it. However, 
    what may be the very key to your victory is Auron's Threaten ability. 
    It greatly delays Sanctuary Keeper's turn, and Auron gets a turn right 
    before him, so you can basically use Threaten until the other 
    characters finish him off. Use Armor Break first, however.
    Countering his Healing
    On top of using Magic Break, if you chose to use Shell on Sanctuary 
    Keeper, Curaga will do half. With both, he only cures about 2,500 HP, 
    which is a GREAT advantage.
    For his Regen and Protect, have Yuna use Dispel. Note that she may not 
    have this, because you would have had to use her often. She may or may 
    not have this.
    She SHOULD have, however, Reflect. You can simply cast Reflect on 
    Sanctuary Keeper, and his Curaga will heal YOU, his Protect will 
    strengthen YOU, and his Regen will help YOU. If you don't have Reflect, 
    either prepare for a long battle or get several (3 or 4) Aeons into 
    Overdrive beforehand.
    Lastly, when truly wounded, he will use Reflect on one of you 
    characters in an attempt to bounce it off you to heal himself. Use 
    Dispel immediately on that character, or, if you don't have it, switch 
    that character out. This shouldn't be a real issue, however, because 
    you should be able to finish him by that point. Basically, with Reflect 
    on him, this beast can't heal himself.
    Hurting and Finishing the Beast
    Well, to make this easy on you, cast Hastega at the beginning of the 
    battle. Unless you don't use Tidus or run a lot, you SHOULD have this. 
    If not, this battle is still far from impossible.
    If you attack Sanctuary Keeper, you will do 1,000 to 2,000 points, 
    depending on whom you use. If he has Protect, it will be 500 to 1,000. 
    If he has Protect AND Armor Break, you will do 1,500 to 3,000. If he 
    has only Armor Break, you will do 3,000 to 6,000, depending on whom you 
    use! Basically, Auron can kill him when he has Armor Break in 7 hits, 
    which, with outside assistance, is hardly anything. Note that on a 
    critical hit, you do double that amount, so you can do up to 9,999 
    points on him!
    Lulu's Magic only does around 500 points of damage, but Bio does 2,000 
    each turn! Have her come and cast that once and then leave.
    Lastly, Aeons do about 1,000 on a regular hit and 9,999 on an 
    Overdrive. Photon Wings gets rid of their Overdrives, though, so try to 
    come prepared.
    All in all, disable all of his strengths and then finish him off. He 
    shouldn't be too bad compared to the monster he could have been.
    -End Boss 25-
    -Boss 26 Next -
    <<<<<<<<<<<<<<<<<<<<<<<<Boss 26: Spectral Keeper>>>>>>>>>>>>>>>>>>>>>>>
    ---Spectral Keeper---
    HP: 52,000
    Sensor: *GET THIS!*
    Strength: 36
    Magic: 1
    Immunities: Poison, Power Break, Magic Break, Armor Break, Confusion, 
    Berserk, Threaten, Sleep, Darkness, Slow, Eject, Doom, KO, Zombie, 
    Scan: Attacks all frontal targets when hit. It will plant a Glyph Mine 
    upon a circle, causing instant KO when detonated. Use the trigger 
    command Move to transfer to another circle.
    There really isn't too much to say about this battle. Nonetheless, I'll 
    give you what there is.
    Spectral Keeper has three ways to hurt you. First off all, he has an 
    attack called Berserk Tail. It inflicts 1,100 to 1,200 points of damage 
    and inflicts Berserk. Berserk means that you always Attack, yet hit 
    harder. Seems like a good deal, right?
    Wrong. He also has this nasty counterattack that is nameless. You will 
    notice he has six Circles around him. He faces one. When you hit him, 
    he hits the character on the Circle he's facing, the character to its 
    left, and the character to its right. Basically, a hard counter will 
    hit three spots whenever you touch him. This does around 2,300 points 
    to everyone hit!
    Lastly, each Circle, or little platform, can use Glyph Mine. It means 
    that when the Circle's turn comes up, it will explode, instantly 
    killing whoever is on it. Two are used at a time, so to find out which 
    is first, use Move to find out one's number. The numbers increase as 
    you go clockwise, so you can check the turn chart. Note that the 
    trigger command Move is the only way to target them.
    What does Move do? It moves you to a different Circle. Why is this 
    important? Well, if all three characters are behind him, Spectral 
    Keeper's counter will ALWAYS miss each of the three circles he tries to 
    hit. You can avoid damage by staying behind him!
    However, should you do that, you will be constantly moving, as Spectral 
    Keeper changes the direction he faces. This is not good. I thus suggest 
    that you separate it so that each character is one away from each 
    other. This means that while one character will ALWAYS be hit, two will 
    ALWAYS not be, and you won't have to keep wasting turns with Move.
    Thus, with two people ALWAYS alive, you don't need to move...right? 
    Wrong. You MUST move for Glyph Mine if you're on a blinking platform. 
    Stay off the blinking ones! Other than that, don't use Move.
    "How often does Spectral Keeper switch direction?" Every time he gets a 
    turn, he faces a target and uses Berserk Tail. Whoever he is facing is 
    now standing on the middle Circle of his counter. For this reason, if 
    you have three behind him, the character with Berserk might immediately 
    Attack, bringing a counter on everybody.
    "What if I...get RID of Berserk?" Well, then you just made your battle 
    three times easier. Berserk Ward and Berserkproof are ideal, but since 
    those are all but impossible to come by, I suggest using a Remedy - or 
    better yet, Yuna's Esuna - to remove Berserk after it's inflicted. Note 
    that sometimes Berserk doesn't even work on regular characters anyway.
    "Aha! I'll call an Aeon!" Be my guest. However, Glyph Mine is always 
    used. There is a hidden seventh Circle for Aeons, and they blow up 
    quickly. Use an Overdrive immediately if you can. Actually, Split 
    Infinity says that Spectral Keeper only activates Glyph Mines after 
    being hit three times, so if you hit it twice and Dismiss you will be 
    safe. Just be sure to Dismiss when the Glyph glows and you can 
    repeatedly call Aeons.
    "I want him to face RIGHT HERE next time." Well, you CAN make sure that 
    he hits Tidus. If Tidus uses Provoke, he will ONLY use Berserk Tail on 
    Tidus. This could be used if Yuna is casting Esuna and you don't want 
    her to die. However, he still counterattacks, and it's pretty useless 
    and unnecessary.
    "He's got a lot of HP." True, but Tidus and Wakka do 1,500 to 2,000 
    points apiece, and Auron does 2,500 to 3,000. Thus, an ideal round DOES 
    DO about 7,000 to him, and since they do more while in Berserk, chances 
    are you don't spend TOO much time on this battle.
    If there are two Glyph Mines next to each other, then you can't have 
    everybody one apart and have them live. Move away, WAIT for them to 
    explode, and Move back.
    The main key is just avoiding his counter (everybody one apart so two 
    ALWAYS safe) and avoiding the Glyph Mines with Move. Other than that, 
    this guy is about ready to become pyreflies.
    Special note! The Circles CAN be hit! If you're using Lulu's Fury 
    Overdrive, they serve as random targets so that the Spectral Keeper is 
    hit less. They are Immune to all damage, but let the record show that 
    you CAN hit them! You can't, however, hit them with Attack Reels.
    -End Boss 26-
    -Boss 27 Next -
    <<<<<<<<<<<<<<<<<<<<Boss 27: * Spoilers * Yunalesca>>>>>>>>>>>>>>>>>>>>
    HP: 24,000 (Round 1), 48,000 (Round 2), 60,000 (Round 3).
    Sensor: Reaper of souls. Vulnerable to holy magic.
    Strength: 20
    Magic: 30
    Immunities: Poison, Power Break, Magic Break, Armor Break, Mental 
    Break, Confusion, Berserk, Provoke, Sleep, Silence, Darkness, Slow, 
    Power Distil., Mana Distil., Speed Distil., Ability Distil., Eject, 
    Doom, KO, Zombie, and Petrification.
    Scan: Casts Curaga and Regen on zombified characters. Cure zombie with 
    Holy Water. Her counterattacks dispel support magic. She also curses 
    aeons with her Mind Blast.
    Yunalesca...I didn't see this one coming. Unfortunately, she proves 
    INCREDIBLY difficult even to people who know what they're doing, and 
    IMPOSSIBLE to those who don't. She has three forms, so I take it best 
    to go one-by-one.
    Round 1
    Yunalesca is VICIOUS this round! She counters everything! If you use 
    Attack or Skill, she will counter with Blind magic. You now miss often. 
    If you use Magic, she uses Silence. You now can't cast magic. If you 
    use Special or an Overdrive, she counters with Sleep. You now don't get 
    turns. It's quite difficult to keep up. Also, it's very annoying to 
    keep fixing these status ailments. Worst of all, these counters also 
    have a Dispel-strike like quality. Every time she counters against you 
    (which is almost every time you do something to her), she removes any 
    status augmentations that you have. Haste, Protect - whatever - she 
    takes it off.
    Not only that, but she actually gets turns, too. On her turns, she 
    actually INFLICTS DAMAGE! I know, I know, it's hard to handle. She 
    generally uses Absorb, which takes about 2,000 HP from you and gives 
    2,000 HP to her. She CAN and will Absorb more HP than you currently 
    have (if you have 500, she can kill you and take 2,000). Also, she 
    sometimes uses a regular attack, which does 200 to 500 points of 
    What to do! Luckily, her counters are spells. Thus, use Reflect (after 
    Hastega)! She is immune to Sleep, Silence, and Darkness, but at least 
    they miss you and you keep your Haste! Oddly enough, while Dispel 
    removes Reflect, her counters don't, so they aren't EXACTLY like 
    Dispel. You can be free of her counters. If you, for some reason, don't 
    have or like Reflect (?), you can use Esuna on your characters. You can 
    just hack away at her, now. Hard...right?
    Round 2
    No, I don't lie when I say a boss is difficult! She has a second form! 
    She opens with an attack called Hellbiter. Hellbiter is your best 
    friend and worst nightmare. It only does 200 to 250 points of damage to 
    everybody, but then they all gain zombie status! It works through 
    Basically, unless you have Zombie Ward or Zombieproof armor (which I 
    suggest you DO NOT equip), you've got three zombies. This is bad. 
    Yunlesca only has two other attacks, now - Cura and Regen. Cura does 
    around 1,500 damage to zombies (although heals regular characters), and 
    Regen periodically kills zombies, like Poison.
    Keep your zombie status! Just trust me! I'll tell you why soon enough. 
    Also, keep your Reflect! Reflect bounces off Regen and Cura, and while 
    they help Yunalesca, now the only way she can hurt you is with her 
    occasional Hellbiter!
    Switch in your 4th best character before killing her and let him be hit 
    by Hellbiter. Then, switch him back out. JUST DO IT!
    Make sure everybody is at high HP and in zombie status when you kill 
    Round 3
    This is why I said the battle is hard. She opens with Mega Death. This 
    is a Death attack that hits ALL characters. They all die. You lose. 
    Game Over.
    ...Or do you? Instant death doesn't work on the undead...thus, any 
    zombies in your party survive! She WILL use Mega Death periodically 
    now, so keep everyone as zombies!
    Why is this bad news? You are now forced into being a zombie, yet she 
    still uses powerful attacks! Her Curaga does 4,500 to a zombie, almost 
    surely killing him! Also, she still periodically uses Regen. If you 
    can't Reflect it, use Dispel. If you can manage to keep Reflect up, 
    though, this isn't a problem.
    Her Mind Blast attack is, however. This inflicts about 600 points to 
    each character and adds random status effects. Confusion, sleep, and 
    curse are the only ones I've seen - each of which proving highly deadly 
    in the heat of battle. Curse only prevents Overdrives, but confusion 
    and sleep are bad! Either try to hit the character with Yuna, Rikku, or 
    Lulu (as they do low damage), or wait for Hellbiter or another Mind 
    Blast. It's not fun.
    So basically, Mind Blast is your problem. You can't heal your zombies 
    as you'd hurt them, and they slowly die off. This is why you should 
    keep your HPs apart. If one character dies, QUICKLY revive him and 
    bring him to full health before the next Hellbiter. If you can do this 
    every time somebody dies (hopefully getting Reflect up, too), then your 
    only threat should be Mega Death.
    Of course, that's not quite so easy. You might wind up with just one 
    zombie left on several occasions (if using Tidus, Yuna, and Auron as I 
    did, Tidus and Yuna might die around the same time). For this reason, 
    your remaining zombie has three options. He can frantically use Phoenix 
    Downs and try to help everybody (bad idea). He can use a Mega Phoenix, 
    killing himself but reviving the other two. This is risky, as the other 
    two are now non-zombies, and a Mega Death could give you Game Over. 
    Lastly, you could switch in you back-up zombie from last round to help 
    bring people back, as his HP is higher.
    Whatever you do, DO NOT find yourself with only non-zombies! You can't 
    depend on Hellbiter to prevent Mega Death - she could very easily use 
    it first! It may take a couple tries, but you should get through it. 
    Good luck!
    *Eva Unit 00 adds that if you have Deathproof armor for anybody, USE 
    IT! This is completely true! You can then avoid zombie for that 
    character (Holy Water to cure it) as Mega Death won't kill you, and 
    Cura, Regen, and Curaga will heal him! So if you have Deathproof, use 
    that and stay away from Zombie.
    Other Tips
    On her second and third forms, Yunalesca neglects to use Absorb. This 
    is because she'd GIVE the zombies HP (it's backwards, remember?). 
    However, if you call an Aeon, as it can't receive Zombie status, she 
    will use Absorb. Every time you call an Aeon, she will use Mind Blast 
    (to inflict Curse and prevent Overdrives) and then use Absorb. She also 
    will ALWAYS counter Aeons with her regular attack (although it's very 
    weak). Aeons tend to give her more HP via Absorb than they inflict, so 
    I recommend only using them to finish her third form off with an 
    Frusterated? Save before going into the outer space room. Then, you 
    only have to watch a part of the cinema.
    This is quite possibly the most difficult boss in the game. Many people 
    get through here their first time, but many who know what they're doing 
    still get caught off-guard by Mind Blast and Mega Death. Just take your 
    time to think, and don't give up!
    -End Boss 27-
    -Boss 28 Next -
    * Note *: After defeating Yunalesca, there is now a world of optional 
    side quests. Again, any bosses in these side quests will be discussed 
    in the optional boss section. The next boss will be as the one you will 
    face should you continue to play the story.
    <<Boss 28: Left Fin, and then Right Fin, and then Sinspawn Genais and>> 
    ---Left Fin---
    HP: 65,000	
    Strength: 30
    Magic: 30
    Immunities: Poison, Power Break, Magic Break, Confusion, Berserk, 
    Provoke, Threaten, Sleep, Silence, Darkness, Haste, Slow, Eject, Doom, 
    KO, Zombie, and Petrification.
    Scan: Unleashes Gravija once the core is energized, reducing all 
    characters' HP to 3/4. To avoid this, get Cid to back off. Dispels with 
    Negation and sometimes attacks all with a physical attack.
    ---Right Fin---
    HP: 65,000	
    Strength: 30
    Magic: 30
    Immunities: Poison, Power Break, Magic Break, Confusion, Berserk, 
    Provoke, Threaten, Sleep, Silence, Darkness, Haste, Slow, Eject, Doom, 
    KO, Zombie, and Petrification.
    Scan: Unleashes Gravija once the core is energized, reducing all 
    characters' HP to 3/4. To avoid this, get Cid to back off. Dispels with 
    Negation and sometimes attacks all with a physical attack.
    HP: 36,000
    Sensor: Gathers energy when Genais enters its shell.
    Strength: 1
    Magic: 30
    Immunities: Poison, Power Break, Magic Break, Confusion, Berserk, 
    Provoke, Threaten, Sleep, Silence, Darkness, Reflect, Haste, Slow, 
    Eject, Doom, KO, Zombie, and Petrification.
    Scan: When Genais enters its shell, the core begins to energize, 
    unleashing Gravija, which reduces the HP of all targets to 3/4. Also 
    dispels positive status effects with Negation.
    ---Sinspawn Genais---
    HP: 20,000
    Sensor: Absorbs magical attacks against Sin.
    Strength: 30
    Magic: 35
    Immunities: Poison, Armor Break, Mental Break, Confusion, Berserk, 
    Provoke, Threaten, Sleep, Darkness, Reflect, Eject, KO, and 
    Scan: After losing half its HP, it enters its shell on its next turn. 
    If hit there, it recovers with Cura and exits the shell on its next 
    turn. Protected from Gravija when inside the shell.
    *Note: These are technically three battles, but as you don't heal 
    between, I'm going to list it as one for strategy's sake.
    *Note: Genais will not necessarily exit its shell after being hit on 
    its next turn.
    Well, this is a great battle! It's very difficult, though, and there 
    are a lot of things to keep in mind. Luckily, that's what I'm for, so 
    I'll try my best to guide you through this three-part battle.
    Left Fin, and then Right Fin
    The first two parts of this battle are ALMOST exactly identical. The 
    only difference is that you steal and win different items. Other than 
    that, Left Fin and Right Fin are the exact same, so you're going to 
    have to be ready to do the same thing twice. Note, however, that you 
    don't regain HP after defeating Left Fin, so you go into battle with 
    Right Fin having lowered HP!
    Well, you start off far away from Left Fin. Do you remember the Evrae 
    battle? Well, it's the exact same thing with maneuvering the airship, 
    except this time Cid has no Guided Missiles.
    By the way, you can Steal some pretty nice items, so if you have the 
    time, don't forget to!
    Left Fin uses different attacks, depending on how near or far you are 
    from him. Let's start with the near.
    When you use Move In, on Cid's turn, you will be NEAR Left Fin. What 
    will probably concern you most is when it tells you that the core 
    (meaning Left Fin) is gathering energy. But you shouldn't worry. This 
    just means that the fin is going to use Gravija on its next turn. 
    Gravija reduces everyone's HP to 1/4 (that is, if you have 4,000 HP it 
    becomes 1,000), which can be pretty devastating. However, notice that 
    this CAN'T kill you, so after the core gathers energy, you basically 
    have a safe next turn.
    However, his more common attack is FAR more deadly. It hits each 
    character for about 1,200 HP, and also delays them all (that, or speeds 
    up his next turn like Quick Hit - either one). This means that he can 
    use it up to three times in a row, so make sure everybody's in Hastega! 
    If you don't heal after a Gravija, this will be Game Over for you.
    Once again Split Infinity picked up on something I missed. He says that 
    each fourth turn, the core gathers energy, and during the other three 
    it is either an attack or Sin remaining motionless. GREAT INFO, 
    especially for those playing a NSG Challenge.
    You are much safer when far away. Every once in a while, he will 
    physically attack everybody for about 800 points of damage. This is, on 
    average, every five turns. When he doesn't do that, "Sin remains 
    motionless". He just skips a turn! You can pummel him with great safety 
    like this.
    "Sin remains motionless" when near, too, but it's very rare - maybe 
    once every ten times. Also, he uses NEGATION when near and far, but 
    we'll get into that later. Lastly, like Evrae's Poison Breath, he WILL 
    use Gravija if you are far away. It just won't hit you.
    Well, you basically are in great danger when near. However, far gets 
    boring. A Wakka hit does 500 to 1,000 points, whereas Lulu's Magic does 
    around 750. It will take forever to remove 65,000 HP this way. Thus, I 
    suggest two BETTER methods.
    You can go near for the battle. When you get there, have Auron use 
    Armor Break. Auron will go from doing 2,500 to 6,500 (!). Tidus will do 
    around 3,500 and Wakka will do a little over 3,000. Have Tidus use 
    Hastega, and then pummel away. Five to six rounds (a round meaning a 
    turn for each of your characters) of this and Left Fin should be 
    However, Left Fin's delaying physical attack could make short work of 
    you. He could get two in a row, finish Tidus and Wakka, and Auron might 
    be so slow that he gets hit again and dies. It's thus not a surefire 
    method, and definitely should NOT be used against Right Fin.
    Worse yet, Negation will be used several times. Perhaps we should 
    discuss it. Negation is a counterattack used randomly. You could get it 
    every turn or never see it (although you probably will see it). If Left 
    Fin or Right Fin uses Negation, it will remove all bad status effects 
    from him (Armor Break and Mental Break should be the only ones) and 
    remove all good ones from you! That means everybody loses Haste! 
    HOWEVER, if you Pull Back and THEN he uses Negation, you will keep your 
    Haste. Thus, Gravija and Negation can both be avoided.
    How can you use this to your advantage? With the second, better 
    strategy. Use Move In, Armor Break, Mental Break, and Pull Back as 
    quickly as you can without him losing either. Then, you'll be far away 
    from Left Fin. He still CAN use Negation, but generally only if only 
    Wakka attacks him.
    For that reason, bring Lulu in. Wakka can hit him for about 3,200, and 
    Lulu can hit him for about 1,200 with Level 2 Black Magic spells. If 
    you use Haste on both and alternate a lot, you probably will NOT see 
    Negation for the remainder of the battle. Also, you will rarely be hit, 
    and when you are, an Al Bhed Potion from Rikku (or even a couple Cura 
    spells if you're out) should fix things up.
    What? You don't want to do it that way? I don't see why not, but you 
    can also call Bahamut (only Aeon worth calling, in my opinion). His 3rd 
    level Black Magic spells do around 2,500 points - 3,500 if he's in 
    Mental Break. You can also use his Impulse to hit him for about 1,000 
    points if you somehow run out of MP. If you bring the airship in, he 
    can also Attack for about 1,000. Lastly, Mega Flare does around 2,000 
    Move In, use Hastega, use Armor Break, use Mental Break, and use Pull 
    Back. Then, have Wakka use Attack and Lulu use Black Magic with both in 
    Haste. Restore HP with Al Bhed Potions, Pray, or White Magic. Repeat 
    this process for the Right Fin.
    I recommend definitely using the safer strategy for the Right Fin, 
    because you wouldn't want to lose after winning, but you can suit 
    yourself. Just don't say I didn't warn you and yell at me if you lose.
    Sin and Sinspawn Genais
    This battle isn't too impossible, but as you keep your low HP, you need 
    to be careful. Make sure to start with a Hastega, and Haste anybody you 
    switch in!
    Well, Sin over there is far away, and only can be hit by Wakka's 
    Blitzball and Lulu's Black Magic. Actually, Sinspawn Genais absorbs all 
    Black Magic against Sin UNLESS HE'S IN HIS SHELL, so it's basically 
    only Wakka while Genais is out. Sin, however, is going to be doing 
    NOTHING AT ALL unless you decide to hit him, in which case he might 
    counter with Level 1 Magic to everyone (which does about 600) or use 
    Negation - so don't. Sinspawn Genais, on the other hand, is going to be 
    hitting you. He only has 20,000 HP, so he's not impossible. Let's see 
    what he can do to you.
    First of all, he has an attack he likes to use called Thrashing. This 
    is IDENTICAL to Sinspawn Geneaux's Staccato, except more powerful. In 
    fact, Sinspawn Genais is identical to Sinspawn Geneaux other than 
    color! Anyway, Thrashing does a good 1,500 points of damage to everyone 
    (halved by Defend).
    Secondly, he uses Venom - yes, the same Venom used an eternity and a 
    half ago by Sinspawn Gui's Head. It's more powerful now, though. It 
    inflicts about 1,200 points of damage, and again, adds Poison status. 
    Esuna or Antidotes work nicely.
    Some nice, nice information. Genais uses a set pattern of Venom, Venom, 
    Thrashing while outside his shell. Can't believe I wouldn't notice 
    something like that...credit goes to Split Infinity.
    RARELY, I have seen Genais use Waterga. This does about 1,000 to one 
    character. Don't count on seeing it, though. Split Infinity says that 
    it's used as a counter to magic, so there's your answer.
    Anyway, Genais absorbs Water and is weak to Fire, but Lulu is slow, so 
    don't bother with her. Tidus, Wakka, and Auron should all do from 1,500 
    to 3,000 points per hit, so he'll die soon enough...or will he?
    If it's his turn and he has less than 10,000 HP, Genais will enter its 
    shell. Note that he won't immediately, so if he has 9,000 HP, you can 
    still hit him and hope to kill him before he gets in the shell. Anyway, 
    while he's in the shell, the battle becomes trickier.
    Genais now counters everything with Cura, which restores about 1,200 
    HP. He also randomly uses the attack, Sigh, which hits everybody for 
    about 1,300 points and adds Darkness (!). Worst of all, Sin now 
    attacks. Sin will charge up for Gravija (which misses Genais while it's 
    in its shell) and then use it. You can now use Lulu's Black Magic 
    against him, but why bother? You need to neutralize Genais, first!
    Attack Genais, hopefully doing more than 1,500 each time. If Tidus has 
    his Brotherhood on, take it off, as it will heal him (it has 
    Waterstrike). Even bring Lulu in, Haste her, and have her use Fira. 
    Don't be fooled by Scan, though! Genais won't necessarily come out on 
    his next turn if you hit him - he still might use Sigh. However, if 
    you're lucky, he WILL come out while Sin is charged up and get hit by 
    the Gravija! It's very rewarding to see that.
    Anyway, when Genais eventually comes out, he will definitely die. Just 
    attack him a couple times (switching Lulu back out from the battle), 
    and he should fall. Similar to those battles at Highbridge and 
    Zanarkand, your party will now run up and be able to hit Sin.
    You've basically won, now. Your guys will do 500 points per hit, so use 
    Armor Break. Now they do 3,500, and Auron does 6,000! It should be 
    fairly obvious how to win. Just keep him in Armor Break and repeatedly 
    attack him until he dies!
    Sin will now just repeatedly charge up and use Gravija - which can't 
    kill you. Note that he now counters 100% of the time with Level 1 Magic 
    to everybody, which can kill you (about 600 to each), so you might want 
    to switch Wakka out for Rikku to use some Al Bhed Potions for the rest 
    of the battle.
    Worst of all (which isn't that bad), he will use Negation as a counter 
    every now and then. This removes your Haste and his Armor Break. What 
    to do? Cast Hastega and use Armor Break again! Sin should fall quickly.
    What if you're having trouble with Genais? Call an Aeon - preferably 
    Bahamut. Notice that Impulse can hit Sin even when Genais is out of his 
    shell. Still, you should just try to finish Genais off so that the 
    battle becomes easier.
    Attack Genais until he enters his shell. Attack Genais still, and have 
    Lulu use Fira, or call an Aeon. If he's still alive and leaves his 
    shell, attack Genais until he dies. Then, repeatedly use Hastega and 
    Armor Break on Sin after each Negation and attack away until you win, 
    Using Al Bhed Potions along the way.
    Congratulations! You've defeated, yet again, one of the hardest bosses 
    (actually, four of them) in the game! Make sure that you save 
    -End Boss 28-
    -Boss 29 Next -
    <<<<<<<<<<<<<<<<<<<<<<<Boss 29: * Spoilers! * Sin>>>>>>>>>>>>>>>>>>>>>>
    HP: 140,000
    Sensor: Finish him before he opens his mouth all the way.
    Strength: 30
    Magic: 30
    Immunities: Poison, Power Break, Magic Break, Confusion, Berserk, 
    Provoke, Threaten, Sleep, Silence, Darkness, Haste, Slow, Eject, Doom, 
    KO, Zombie, and Petrification.
    Scan: Pulls the airship in while gathering all his strength to cast the 
    ultimate terror, Giga-Graviton. Stop him before he wipes everyone out!
    There's almost NOTHING to say about this battle, yet many people find 
    this battle incredibly difficult. That's because you have a certain 
    amount of time before a Game Over!
    Sin does four things on his own. First, he brings you towards him. You 
    are "Drawn to Sin." three times. Then, he sits there, which increases 
    his Overdrive gauge. He does this seven times. Next, he sits there once 
    his Overdrive gauge is full and does apparently nothing. Lastly, he 
    uses Giga-Graviton, which even if you call an Aeon to block it destroys 
    the airship and causes instant Game Over (!!!).
    Basically, Sin's twelfth turn is Game Over, so you have to kill him 
    before then. However, it's not quite so easy. With your help, he can 
    counter. His counter inflicts about 800 points of damage to everyone, 
    and adds either Confusion or Zombie. It seems that he'll use a 
    Confusion counter one time, and then a Zombie one, and alternate. He 
    counters rarely and randomly, so there's no surefire way to second-
    guess him. Confusion Ward or Confusionproof are basically the most 
    useful here, as Zombie doesn't really cause a problem (barely any need 
    to cure).
    Sadly enough, there's not much to say about hurting him, either. He's 
    immune to anything useful, so regular attacks are what it takes. You 
    start out of range, so cast Hastega on Wakka and Lulu and let them go. 
    Lulu should be using second level magic (or third, if she somehow has 
    it) and Wakka should attack. Both should do around 800 points of damage 
    each time.
    After being pulled in twice, you are still out of range, yet Rikku can 
    Use items on Sin! This is yet another example where Use can be used on 
    an out of range enemy! More significantly, however, is the fact that 
    Wakka's Overdrive can also hit from this point.
    Once you get close enough, Tidus and Auron can now hit, so switch Auron 
    in for Lulu. Haste Auron. Tidus can inflict 800 and Auron 5,000, but 
    that's still not enough. Thus, have Auron use ARMOR BREAK! This one 
    move will save the day!
    After Armor Break, Tidus and Wakka should be doing 3,500 while Auron 
    does 7,000. Since you only have 9 Sin turns by now before Giga-Graviton 
    is used (and that's RIGHT before it's used), you must work fast. If 
    everyone hits him once between his turns, you should inflict about 
    112,000 in the last 8 rounds. Whatever you got in the first round near 
    him depends on when Auron went.
    See, he doesn't have that much. You should have done about 4,800 with 
    Wakka and Lulu if they got one turn each time Sin did, and say you used 
    Armor Break last (worst scenario), your total would be 123,400. Add in 
    that you're faster than Sin and should get some critical hits, and you 
    should be safe. Finish him with an Aeon Overdrive if you must.
    The following make this battle ridiculously more easier: Quick Hit, the 
    hidden Aeon from Baaj Temple, the hidden Aeon's Overdrive, and 
    Confuseproof armor. Confuse might never inflict somebody in battle, so 
    it might not be an issue. The hidden Aeon is arguably the best Aeon. To 
    get it, go to each of the Cloister of Trials and get the Destruction 
    Treasures, use Airship Search (check the southwestern area), beat the 
    extra boss, and get the Aeon. To get Quick Hit, finish Tidus's sphere 
    grid. If you ABSOLUTELY can't beat this guy, Quick Hit will make things 
    much easier, but it's far from necessary. You will probably only get it 
    right around the last boss.
    It's really not as hard as it looks. Basically, Hastega and Armor Break 
    win the battle. Nonetheless, good luck!
    -End Boss 29-
    -Boss 30 Next -
    <<<<<Boss 30: * Spoilers! * Seymour Omnis, Mortiphasm, Mortiphasm,>>>>> 
    <<<<<<<<<<<<<<<<<<<<<<<<<Mortiphasm, Mortiphasm>>>>>>>>>>>>>>>>>>>>>>>>
    ---Seymour Omnis---
    HP: 80,000
    Sensor: Energized by the Mortiphasms.
    Strength: 20
    Magic: 35
    Immunities: Poison, Power Break, Magic Break, Confusion, Berserk, 
    Provoke, Threaten, Sleep, Silence, Darkness, Slow, Power Distil., Mana 
    Distil., Speed Distil., Ability Distil., Eject, Doom, KO, Zombie, and 
    Scan: Casts spells once energized by the four Mortiphasms behind him. 
    Their positions somehow affect his actions. Physical attacks turn the 
    Mortiphasms to the left, while magic turns them to the right.
    Sensor: Immune to sensors.
    *Note: By left, they mean counterclockwise, and by right, they mean 
    Right, since I try to say everything about each boss, there's going to 
    be a LOT of information here. It's FAR simpler than I'm going to make 
    it look. I suggest you scroll down to the bottom paragraph.
    Well, Seymour Omnis is ALWAYS affected by the Mortiphasms in one way or 
    another, so first let's go over them first.
    The Mortiphasms are wheels with four colors. They symbolize Fire (Red), 
    Blizzard (White), Water (Blue), and Thunder (Yellow). The ones that are 
    pointing to Seymour are the only ones that actually count. They give 
    Seymour Omnis certain traits. Take note that all Mortiphasms are out of 
    range, so only Wakka and Aeons can physically attack them. Also note 
    that they are IMMUNE to EVERYTHING - every status ailment AND damage 
    itself (!) - so you can't kill them.
    Well, Seymour starts the battle with all Mortiphasms as Fire, so let's 
    use Fire as our main element here. Going clockwise from Fire, every 
    Mortiphasm goes to Thunder, Water, and then Blizzard. The Mortiphasms 
    can be rotated clockwise by physical attacks (Wakka, Aeon's special 
    abilities) and magical attacks (Black or White!). Thus, you can make 
    any combination of elements powering Omnis up. Since there are four 
    Mortiphasms, he always casts four spells, but they can be altered.
    What do they actually power up? They determine his elemental strengths, 
    elemental weaknesses, and the attacks he uses. Let's use Fire as an 
    example. Now, if you have only 1 Fire pointing toward Omnis, he halves 
    (1/2) all Fire damage, and casts one Fira spell. If you have 2 Fires 
    pointing to Omnis, he nullifies (0) Fire damage and casts 2 Fira 
    spells. If you have 3 Fires pointing to him, he absorbs (+) Fire and 
    casts 3 Firaga spells. If 4 point to him, he still absorbs (+) Fire, 
    but now casts 4 Firaga spells, and gains a weakness (x1.5) to his 
    opposing element, Ice. Take note, now, that you can replace Fire 
    element, Fira, Firaga, and Ice, for any element and its respective 
    Level 2 spells, Level 3 spells, and weakness.
    So, for example, if you have 2 Thunders, 1 Water, and 1 Ice, he 
    nullifies Thunder damage, and both water and ice do half damage.
    However, what order will he cast his spells in? Well, he always starts 
    with the element he has the most of. So, if he has three or four Fires, 
    he will ALWAYS use them first. However, what if you have two Fires and 
    two Ices, or one of each? If there is a "tie", or the same amount of 
    elements, then it goes to this order: Fire, Blizzard, Water, and 
    Thunder. So, if you have two Thunders, a Water, and a Blizzard, his 
    spell order will be Thundara, Thundara, Blizzara, Watera. Two Thunders 
    and two Blizzards would be Blizzara, Blizzara, Thundara, Thundara. It's 
    not that complicated.
    What order will he target people? I've found that unless he's entirely 
    one element and all three characters are alive, it's a little random. 
    In that scenario, however, he'll hit everybody once and then hit a 
    random person the third time.
    One unique thing is that they messed up on two Waters! Two Waters 
    actually makes him nullify FIRE, not WATER, for some reason! If you 
    have 2 Waters, 1 Fire, and Thunder, it will tell you that you both 
    nullify AND halve Fire damage! It still does 0 damage, but it IS a 
    little odd and noteworthy...
    Seymour Omnis starts as entirely Fire-elemental, in that all four 
    Mortiphasms pointing to him are Fire. This means that he will cast four 
    Firaga spells, absorb all Fire damage, and will be weak against Ice 
    damage. This knowledge can be abused.
    Each third-level element spell he throws at you does around 2,500 to 
    3,000 points per hit, and he starts out using four of these. However, 
    they're all Fire. Have Yuna use Nul-Blaze, and three of the spells will 
    be eliminated. Thus, only one Firaga will hit you.
    Want to make it even easier? Have Wakka or Lulu hit ONE of the 
    Mortiphasms. Now, there is ONE of the new element. He will now use 
    three Firagas, which Nul-Blaze gets rid of, and then a second-level 
    element. His second-level element spells do 900 to 1,200 points, which 
    is MUCH less than he was doing before. This isn't necessary, though.
    What else can you do? Cast Reflect on everybody. However, he'll either 
    be absorbing or nullifying the damage unless you keep variety to the 
    elements, so I suggest you just ignore this and use the Nul spells.
    "But there is no salvation for the damned! Rest in peace...in eternal 
    darkness." Seymour will call this out after being the target of five 
    attacks, according to Split Infinity. He will then say this and use 
    Dispel on everybody, removing his or her Nul status. Don't worry, 
    though, he won't be using an elemental spell anyway. He only says that 
    line the first time, by the way.
    "Let darkness take you!" Seymour calls this every single time after 
    using Dispel. This basically is his way of saying that he's using 
    Ultima. Ultima is ALWAYS used IMMEDIATELY after Dispel, and does about 
    4,000 points damage to everybody. Split Infinity says that not even 
    Shell will reduce this, which is VERY odd. You won't be surviving this, 
    most likely. Call an Aeon instead. Note that Seymour no longer uses 
    Banish, so they can block the Ultima with Shield!
    "You would oppose me, as well? So be it!" If you call the hidden Aeon 
    from Baaj Temple, Seymour Omnis will say this. It doesn't do anything, 
    but if you get the Aeon, you will notice why this is noteworthy.
    After using Ultima, Seymour moves all his Mortiphasms and becomes 
    entirely one element again. He starts as Fire-elemental, and then 
    becomes, Blizzard, Water, and Thunder, in that order. He then repeats 
    this. You will have to change the Mortiphasms again if you're using 
    them in your strategy.
    This is actually a very simple battle. I recommend that you leave the 
    Mortiphasms alone and cast the appropriate Nul spell. If you got any 
    armor with an "Eater" ability (one can be found in the Sin: Sea of 
    Sorrow area), equip it so that he heals its owner when he uses their 
    element. Start with Hastega. Then, have Auron use Armor Break, 
    DRASTICALLY increasing the damage you do to him. Now, Tidus does 4,000 
    points and Auron does 6,500. Use them and Yuna with her Nul spells. 
    Remember, you always lose your Nul status after one spell, so after 
    every turn Seymour gets, you MUST re-cast the Nul spell! After he uses 
    Dispel, call an Aeon and let it use Shield or Attack. Then, repeat the 
    strategy. He should die VERY quickly and easily.
    Just imagine how much harder he would have been if he nullified 
    physical damage and automatically Silenced and cast Reflect on 
    everybody...you should have had to depend on those Mortiphasms!
    -End Boss 30-
    -Boss 31 Next -
    * Note *: The next couple of battles are the final ones in the game, so 
    by all means, do NOT look below if you are not there yet!
    <<<<Boss 31: * Spoilers! * Braska's Final Aeon, Yu Pagoda, Yu Pagoda>>>
    ---Braska's Final Aeon---
    HP: 60,000 (Round 1), 120,000 (Round 2)
    Sensor: Use the trigger command to talk.
    Strength: 45 (Round 1), 50 (Round 2)
    Magic: 50
    Immunities: Threaten, Sleep, Darkness, Regen, Slow, Power Distil., Mana 
    Distil., Speed Distil., Ability Distil., Eject, Doom, KO, and 
    Scan: Draws power from the Yu Pagodas and unleashes Overdrive attacks 
    once his gauge is charged. Stop him from using Overdrives. Have Tidus 
    talk to lower the gauge.
    ---Yu Pagoda---
    HP: 5,000 (Initial), Varies*
    Sensor: Inflict damage to halt its actions.
    Strength: Immune to Scan.
    Magic: Immune to Scan.
    Immunities: Immune to Scan.
    Scan: Immune to Scan.
    *Gains as much HP as killed by. Discussed below.
    First, I'll tell you about the Yu Pagodas if they're giving you trouble 
    (recommended you skim over), and then I'll get into the actual 
    The Yu Pagodas are a team! There's no ME in team...well there's no I in 
    win...okay, you get the picture. Together, they are trouble. Alone, 
    they are still trouble. They really can be a hassle, especially 
    considering that they're out of range and always come back to life...
    When both are alive, they use Power Wave on Braska's Final Aeon. Each 
    one uses this, and since they generally go right after each other, you 
    can double what I say. Each Power Wave gives Braska's Final Aeon 1,500 
    HP, gives him about 19% of his Overdrive (5 are not quite enough but 
    close), and removes any negative status affects that he has. If they 
    use it twice, he gets 38% of his Overdrive full, and gains 3,000 HP. 
    Not fun.
    Worst yet, they are almost more bothersome when alone! If you kill the 
    left one, the right Pagoda will use Curse on its turn. This inflicts 
    Curse, Poison, Sleep, Silence, and Darkness status on one person. If 
    you use Osmose on it, he will use Osmose, depleting one character's MP 
    completely. If you kill the right one, the left one will always use 
    What can you do? Delay works, but only Wakka can reach them, and he 
    probably doesn't have it. However, SLOW works! Cast Slowga! It's VERY 
    useful. Also, although they always come back to life, if you kill one, 
    you will separate their turns. When it comes back, it may attack much 
    later than the other one, and you can thus repeatedly inflict statuses 
    to Braska's Final Aeon (Zombie in particular). I highly recommend that 
    you kill one (either, read above to choose) so that their turns are 
    apart and then cast Slowga so that they're less common. This is the 
    best you can do to neutralize them.
    MAJOR BREAKTHROUGH by Split Infinity! I am actually in awe that I 
    passed this up. After you knock out a Yu Pagoda, the new HP value is 
    the total amount of damage you inflicted to them, not how much on the 
    fatal move. For example, if you hit one for 3,000, then for 6,000, the 
    new HP value will be 9,000, not 6,000. Because of this, you could give 
    these guys more HP than even Penance, if you wanted to.
    Take this example. The Yu Pagoda has 5,000 HP. You hit for 3,000, and 
    then 6,000. The Yu Pagoda comes back with 9,000 HP, but the damage 
    counted towards its next HP value goes back to 0. You then hit it for 
    9,500. Instead of having 18,500 HP, it will have 9,500. In this way, 
    the Yu Pagoda will always have as much or more HP as its last time, but 
    usually not by that much.
    For that reason, I basically see it only necessary to kill one of them 
    once (so that they don't use Power Wave consecutively), cast Slowga (or 
    cast it again if it misses one or both of them), and then leave them 
    alone. Note that Braska's Final Aeon is IMMUNE to Slow, but make sure 
    you slow down both of the Yu Pagodas.
    Alternatively, you can use Slow on one of them until their turns are 
    far apart and then use Slow on the other. This avoids the whole Osmose 
    and Curse trouble.
    ROUND 1
    Do NOT use Talk in this round. Save it.
    Braska's Final Aeon has three attacks. First, he has Jecht Beam. This 
    inflicts about 750 points of damage to one character and inflicts 
    Petrification. Next, he has his physical attack, which does 2,500 
    points of damage to one character or SHATTERS A PETRIFIED ONE! Lastly, 
    he uses Triumphant Grasp when his Overdrive gauge is charged. This 
    inflicts about 1,800 points of damage to one character TWICE, or does 
    about 3,600 to one character. He also has an Overdrive for Aeons, but 
    I'll get into that later.
    Basically, you want to get all your characters ready in this round. 
    Cast Hastega, separate the Yu Pagoda turns (see above), and TRY to get 
    Protect on everybody. Use Esuna on anybody hit by Jecht Beam 
    IMMEDIATELY, or else they may be SHATTERED (which means that you have 
    two characters in your party for the rest of the battle)!
    If you can get it for Auron, give him Zombie Strike. This will make the 
    Yu Pagodas HURT HIM for 1,500 points (although they immediately heal 
    it, so if there are two in a row the second cures him again). If you 
    separate their turns and repeatedly use this, the Yu Pagodas can 
    actually become your allies!
    What else? Power Break and Armor Break work wonderfully! However, the 
    Yu Pagodas always get rid of this, so unless you are very fast or both 
    of them are dead, you probably don't need to use this. Only use Power 
    Break if his turn is next, and Armor Break if Tidus gets a turn 
    You can also inflict Poison on him with Bio, but once again, the Yu 
    Pagodas will clean that mess up. A GREAT idea is to use Seed Cannon - 
    or better yet, Bad Breath! - to inflict Confusion on Braska's Final 
    Aeon. Both are Ronso Rages for Kimahri. This means he will hit himself! 
    Take note that Bad Breath will also inflict Berserk, so that he SHOULD 
    hit himself extra hard! Credit goes to Hyprophant for telling me that 
    Braska's Final Aeon cannot be Cursed.
    Anyway, you have plenty of ways to hurt him. Just try to stay out of 
    Petrification, cure up a lot, and TRY to get everybody in Protect. If 
    you want, call an Aeon to block his Overdrive, but that's unnecessary. 
    Then, finish him...
    ROUND 2
    Yikes. His HP has doubled! Now he has 120,000 HP! Luckily, he maintains 
    his status ailments until the Yu Pagodas get a turn. Unluckily, he 
    keeps his Overdrive gauge full. Still, don't use Talk YET. It comes in 
    VERY handy later.
    He still does Jecht Beam and Triumphant Grasp, but his attack is 
    different. He now hits everybody with his sword for a LOT of damage 
    (2,500 to 3,000)! This sword delays all characters, too (thanks to 
    Split Infinity for reminding me)! I don't think that this shatters 
    Petrified characters, however. Anyway, MAKE SURE that you have 
    everybody in Protect, now! It's crucial to your survival!
    It's basically the same strategy, except for now you are constantly 
    trying to keep everybody alive and in Protect at full HP. Use Mega 
    Potions and Megalixers to accomplish this!
    Keep this up until his HP drops below halfway. Now, do whatever you 
    Once his HP is below 60,000, he replaces Triumphant Grasp with the 
    almighty Ultimate Jecht Shot. This is the most powerful attack from 
    regular bosses in the entire game (well, save Giga-Graviton)! It will 
    annihilate your party! I've gotten lucky and had Auron defending. He 
    BARELY survived it.
    What to do? Have Tidus use Talk! Not only does this bring the Overdrive 
    gauge to zero, but he doesn't get a turn next time! Use this twice when 
    his gauge gets close to full starting when his HP is under 60,000. Use 
    those two free "safe turns" to inflict as much damage as you can!
    If he gets a third Overdrive, do NOT use Talk. It no longer works and 
    wastes your turn. Instead, call an Aeon. If you used them all up, then 
    you are basically dead meat, but you can try casting Protect on Auron 
    and letting him Defend. Should he survive, have him use a Mega Phoenix.
    The Overdrive he uses against Aeons is Jecht Bomber. This does anywhere 
    from 2,500 to 4,000 to one Aeon. Use Shield right before this.
    Still can't win? You can get your Aeons into Overdrive before battle. 
    Use them once he hits 60,000 HP in the second round, or if you're 
    really having a lot of trouble, right when that round begins. These may 
    save you.
    Use a Stamina Tonic with Rikku to double your max HP (try it on Auron). 
    This does wonders.
    If you don't have it quite yet and STILL CAN'T WIN, you can level up 
    until Tidus gets Quick Hit (I hate telling you to level up, so use this 
    as a last resort!). Then, teach it to Auron. You will get SO MANY more 
    turns using this!
    Hidden Aeons. Go to the Calm Lands and go to where you fought Defender 
    X. However, go down into the valley. You need 250,000 Gil. Go through 
    the dungeon, beat the boss, and buy the Aeon.
    Also, search in the southwest for Baaj Temple. Go around getting 
    Destruction treasures from Cloister of Trials, beat the Baaj Temple 
    boss, and get its Aeon. 
    Are you still desperate for help? Don't say I didn't warn you. Lastly, 
    you can go to the Calm Lands, ride a chocobo, head toward Macalania, 
    but keep going. Find a feather and "talk" to it while on the chocobo to 
    find Remiem Temple. Beat everybody inside the temple, and then go back 
    to the Calm Lands. Go off the side path to the right (not TOO hard to 
    find) to the Monster Arena. Buy some Capture weapons. Now, capture 
    every species of monster on Mount Gagazet. Don't forget to look in the 
    caves and in the water parts of the caves! Go get the item from the 
    Monster Arena, and with the item you got from beating the Remiem 
    enemies, go back to Remiem Temple. Use both your key items to get the 
    last Aeon(s)!
    *Tomoshiragama notes that the White Magic spell, Holy, works very well 
    in this battle (and many others). It's Yuna's last spell. It hits one 
    target for very high damage. However, it might take a while to learn it 
    if you haven't used her very often.
    You should be able to win before resorting to getting the last Aeon, 
    but with all of this, you will CERTAINLY be able to win. Enjoy the 
    -End Boss 31-
    -Boss 32 Next -
    <<<<<<<Boss 32: Valefor, Ifrit, Ixion, Shiva, Bahamut, (Optional),>>>>> 
    <<<<<<<(Optional), (Optional, Optional, Optional), and FINAL BOSS>>>>>>
    Sensor: Strike me down.
    Sensor: Extinguish me.
    Sensor: End it right here.
    Sensor: Please... Defeat me.
    Sensor: Soon... Eternal erst.
    Sensor: Take my life.
    Sensor: Thus I atone.
    Sensor: Gotta say goodbye.
    Sensor: Don't cry.
    Sensor: Stop the suffering.
    ---FINAL BOSS---
    Sensor: Possesses aeons.
    You've come this far. I'm now going to leave the final battle to you. 
    Just thoroughly think out each of your moves. You can defeat your 
    enemies if you try. Good luck, and congratulations on beating the game! 
    Note that the Yojimbo and the FINAL BOSS are the only two bosses that 
    aren't underwater and can't be killed by Zanmato after Defender X!
    -End Boss 32!- CONGRATULATIONS!
    V. Optional Boss Guide
    As these bosses are not found directly by playing the game, I will 
    provide a brief description to each, and the purpose to fighting each. 
    PLEASE, mention optional bosses I have missed! For example, I almost 
    forgot about the first battle here. Credit is listed directly 
    underneath the boss's name! I will first list the bosses by when you 
    can fight them during the story, and then I will go by the Airship's 
    order of locations to determine who comes next. The Monster Arena 
    bosses will be last, in Section V. By the way - Lord Ochu is 
    technically optional as you can avoid him (and I stated so in my 
    strategy for him), but I've listed him in the regular section. Oh, and 
    there are * Spoilers * in this section, but these aren't necessary to 
    complete the story; they shouldn't spoil anything, anyway. Even so, you 
    probably shouldn't be here if you haven't beaten the game.
    <<<<<<<<<<<<<<<<<<<Optional Boss 1: Ifrit (Belgemine)>>>>>>>>>>>>>>>>>>
    HP: Immune to sensors.
    Sensor: Immune to sensors.
    Steal: Inapplicable.
    Win: Echo Ring
    Lose: Seeker's Ring
    Location: On the Mi'ihen Highroad, go off to the right after meeting 
    Maechen. Talk to the woman, who introduces herself as Belgemine. She 
    will challenge Yuna to a one-on-one Aeon battle.
    Purpose: You can obtain either an Echo Ring or a Seeker's Ring.
    To win this battle, you need to prepare. You ARE expected to lose. You 
    have to surpass expectations. Since she calls Ifrit, you can't. That 
    means you must call Valefor. Note that her Ifrit has FAR better stats 
    than yours. If you didn't get Valefor's Energy Blast, then I don't know 
    what to tell you. What I did was get Yuna and Valefor into Overdrive. 
    Yuna Grand Summoned Valefor, and he used Energy Blast. Then, he used 
    Energy Blast again, barely surviving to use it. This finished Ifrit 
    off. If you don't have Energy Blast, you can try to use Energy Ray 
    twice, but I don't THINK that you'll win. You could try alternating 
    Attack and Shield until Valefor is almost dead, and then unleashing 
    Energy Ray, too. Needless to say, this is a VERY difficult battle. 
    Luckily, it's not Game Over if you lose.
    <<<<<<<<<<<<<<<<<<<Optional Boss 2: Ixion (Belgemine)>>>>>>>>>>>>>>>>>>
    HP: Immune to sensors.
    Sensor: Immune to sensors.
    Steal: Inapplicable.
    Win: Dragon Scale x2, Summoner's Soul (Key item)
    Lose: Summoner's Soul (Key item)
    Location: Talk to Belgemine at Moonflow.
    Purpose: The purpose of winning is to earn two Dragon Scales.
    Try to have Yuna Grand Summon a full-Overdrive Ifrit. Two Hellfire 
    attacks will win this match. If you aren't that patient, you can heal 
    Ifrit with Fire (use it on yourself). However, Ixion eventually casts 
    Haste on himself, and he may become too fast for your curing. I would 
    just come ready with two Overdrives.
    However, this battle is a bit easier - it can be won without Overdrives 
    (although I don't recommend it). Call Ifrit first, using Attack and 
    Fire to restore HP until your Overdrive is full. Then, use Hellfire. 
    You WILL lose Ifrit. However, you can now call Valefor. By this point, 
    Ixion should be in Haste. Chances are, he gets two turns to your 
    Valefor's one. However, Valefor will evade most of Ixion's attacks, 
    GREATLY increasing his Overdrive gauge, so don't worry too much. Energy 
    Ray should be enough to finish him off if you had Ifrit attack a couple 
    times, and if you have Energy Blast, use it to be safe. Either should 
    bring you an Overkill.
    <<<<<<<<<<<<<<<<<<<<Optional Boss 4: Yojimbo (Ginnem)>>>>>>>>>>>>>>>>>>
    HP: 33,000
    Sensor: Immune to sensors.
    Location: Cavern of the Stolen Fayth. Go to where you fought Defender 
    X, but go under the bridge. You'll find it fairly easily.
    Purpose: Victory in this battle allows you to gain the Venus Crest. It 
    also provides access to gaining a secret Aeon.
    This guy is not hard. At all. He uses a regular attack with his dog, 
    which is called Daigoro, and hurts one character for around 500 damage 
    points. He uses Kozuka, which hurts one for about 1,000. He uses 
    Wakizashi, which does about 1,000 to all. He uses them somewhat 
    randomly, but as the Overdrive gauge increases, Kozuka comes more 
    frequently and then Wakizashi more frequently. Lastly, once the 
    Overdrive is full, Yojimbo uses Zanmato, which does 9,999 damage points 
    to all! It actually would do much, much more, but Yojimbo doesn't have 
    Break Damage Limit.
    What to do? Just attack away. When Yojimbo's Overdrive gauge is full, 
    call an Aeon. Even if the Aeon uses Shield, it will probably take 9,999 
    damage points, so unless you're way overpowered, the Aeon will die. 
    Then, finish Yojimbo.
    Note that when you use Yojimbo, Zanmato is not an Overdrive. Your 
    Yojimbo has no Overdrive. Also note that if your Yojimbo uses Zanmato, 
    it will kill any enemy instantly, not inflict damage. The only enemies 
    that can't be killed by Zanmato are Yojimbo himself, anybody you've 
    fought before him and can't fight again, underwater enemies, and the 
    very final boss.
    <<<<<<<<<<<<<<<<<<<<<<<Optional Boss 5: Geosgaeno>>>>>>>>>>>>>>>>>>>>>>
    *HP: 32,767 (Overkill: 32,767) 
    *MP: 128 
    Sensor: Covered with thick scales. Vulnerable to magic. 
    Steal: Currently inapplicable 
    Bribe: N/A 
    *Strength: 36 
    *Magic: 40 
    *Defense: 50 
    *Magic Defense: 50 
    *Agility: 48 
    *Evade: 0 
    [Elemental Resistance/Weakness: Fire x1.5, Thunder x1.5, Water x1.5, 
    Ice x1.5, Holy x1.5]
    Location: Baaj Temple. You must use the airship's search optional on 
    coordinates X (11-16), Y (57-63). Credit to Dingo Jellybean's FAQ for 
    Purpose: To defeat the guardian and gain access to a hidden aeon, as 
    well as avenge his earlier victory.
    Good old Geosgaeno. You may remember him from the beginning of the 
    game, where he'd halve your HP twice and then end the battle. 
    Impossible to win. Well, now you have the chance to come back and get 
    your revenge on him. Unfortunately, he's learned a couple new 
    techniques, but fortunately, Tidus isn't going to run away any time 
    this time.
    Well, it's an underwater fight, so that means that Tidus, Wakka, and 
    Rikku are your characters. Well, let's take a look at his arsenal of 
    He has an attack called Stone Punch. If he starts liking to use this, 
    you're in trouble. Stone Punch inflicts around 1,200 points of damage 
    to its target, and inflicts Petrification. The good news is that this 
    often misses, and even if it connects, often does not petrify the 
    target. The bad news is that if you are petrified underwater, you are 
    shattered, and removed from the battle. Geosgaeno also likes his KO 
    Punch. This will do around 700 points of damage, but most likely KO the 
    target. Still, it doesn't always KO the target.
    Lastly, he likes to inhale. This is very interesting, as the target is 
    now in a position only available in this battle. Bad news - any 
    positive status augmentations that the character who is inhaled has 
    gets "copied" by Geosgaeno. For example, if you have Haste and 
    Geosgaeno inhales you, Geosgaeno will now be in Haste. I don't know 
    about Auto-Life status, but I'd assume there are limits to which 
    statuses he copies.
    The character who is inhaled now can only Defend (triangle button) or 
    use the Trigger Command, Struggle. The Trigger Command Struggle 
    inflicts about 6,000 points of damage. Anyway, if you don't use 
    Struggle, on his next turn, Geosgaeno will heavily damage the two 
    characters who aren't inhaled, most likely knocking them out, and bring 
    the person who was inhaled to 1 HP (although that person will no longer 
    be inhaled).  If you do use Struggle, on his next turn, Geosgaeno will 
    exhale and KO the character he inhaled (this KO cannot be blocked). 
    Either way, the inhaled one will no longer be inhaled when it's 
    Geosgaeno's turn. As you can see, unless the other two characters are 
    not alive, you want to use Struggle. However, if Geosgaeno shatters or 
    knocks them out, you don't want to use Struggle, as though your HP will 
    be 1, you still won't have Game Over.
    What is there to do, then? Well, I can't find any status ailments that 
    work on Geosgaeno - he's immune to Delay, Sleep, Death, Slow, Darkness, 
    and Silence - but if anybody knows anything he isn't immune to (he's 
    immune to Scan), please contact me.
    However, you will notice that Geosgaeno is weak to all elements. What 
    does that mean? Equip a strike weapon on Tidus such as the Brotherhood, 
    and instead of 800 points of damage, you'll be doing around 1,200. 
    Wakka will go from doing 900 to around 1,350. Also, Rikku can Steal 
    Water Gems from Geosgaeno. Use one of these, and you'll do around 4,500 
    points to him! Geosgaeno has relatively low HP, so finishing him won't 
    be a problem.
    The only real problem here is his Stone Punch. You can solve KO Punch 
    with a Phoenix Down, but for Stone Punch, you might want to consider 
    Stone Ward or Stoneproof armor.
    Lastly, if somebody is inhaled and you kill Geosgaeno (with or without 
    Struggle), he will counter with 9,999 points to everyone. Unless you 
    have Break HP Limit or Auto-Life, this means Game Over. For that 
    reason, NEVER kill Geosgaeno with Struggle, and NEVER kill him while 
    somebody is inhaled. A Sensor weapon will help you make sure that you 
    Alright, that wasn't lastly. The final note is that Geosgaeno can drop 
    No Encounter weapons. This is usually an armor ability, so this is your 
    only chance to get one, for those perfectionists! Also, No Encounter 
    armor is very hard to come by, anyway, and what it does is allow you to 
    not encounter any random enemies! For sidequests such as Rikku's Sigil 
    and PLENTY of other things, this will save you much, much time. As he's 
    easy to kill and doesn't take long, I highly recommend you reset until 
    you get No Encounter equipment. Otherwise, you'll need a very rare drop 
    from a Ghost or 30 Purifying Salts.
    Note that I'm not sure if Geosgaeno will copy status ailments, as I 
    didn't check everything. Any info on bad things Geosgaeno will copy, 
    please contact me.
    <<<<<<<<<<<<<<<<<<<<<Optional Boss 6: Ultima Weapon>>>>>>>>>>>>>>>>>>>>
    Ultima Weapon
    *HP: 70,000 (Overkill: 13,560)
    *Sensor: Give it all you've got!
    *Steal: Door to Tomorrow x10 (Door to Tomorrow x20 rare)
    **BRIBE**: Pendulum x99 (1,400,000 Gil)
    Location: Omega Ruins. You need to use the airship's Search ability, 
    and enter coordinates X (69-75), Y (33-38). Credit goes to Dingo 
    Jellybean's FAQ for coordinates.
    Purpose: Access to famed Final Fantasy boss, Omega Weapon.
    Ultima Weapon is a Final Fantasy legacy. It began as the Atma Weapon 
    boss/sword in Final Fantasy 6, followed as a WEAPON and Cloud's best 
    sword in 7, appeared as a superboss in 8, and was Zidane's best sword 
    in 9. The bosses are generally extra bosses who tend to be quite 
    difficult. However, this one is easy as A-B-C. Although optional, the 
    final boss will give you far more trouble.
    Let's take a look at his attacks. He can physically attack you for 
    2,500 to 3,000 damage, which can be halved by Protect. He can use 
    Confuse, which, surprisingly enough, inflicts Confusion on one 
    character. This can be Reflected. He can use Core Energy, which really 
    varies, as I've seen it do from 2,500 to 9,999 to one character. This 
    CAN be halved by Shell, however. He uses the powerful White Magic Holy, 
    which I've seen do from 2,500 to 9,999, but this can be halved by Shell 
    and, better yet, Reflected. He uses Silence, which - surprise! - 
    silences one character, and can be Reflected. He uses Sleep, which 
    inflicts Sleep on one character, and can be Reflected...sound like 
    Yunalesca? He can also use Break, which you may remember from Seymour 
    Natus, which inflicts damage or petrifies a character. Lastly, he has 
    ONE group attack, Shimmering Rain, which does around 2,500 damage to 
    Status ailments? He's immune to Scan, but I did find out that Provoke, 
    Sleep, Power Break, Armor Break, Magic Break, Mental Break, Delay, 
    Slow, Bio, Death, Eject, Threaten, Petrification, and obviously Scan do 
    not work. However, Sensor, Darkness, and Silence do.
    What to do, then? Use Reflect on everyone (after Hastega, of course)! 
    If you'd like, you can use Protect first for his physical attack, or 
    Shell first for his Core Energy, but you really don't have to. Now, 
    Confuse and Sleep will bounce right off and never hit you. Better yet, 
    Holy will do major damage to him, and Silence will succeed in silencing 
    Also, feel free to use Dark Attack/Buster instead of Protect. He'll 
    miss his attacks easily.
    Tidus and Wakka did around 2,000 to 2,500 points per hit to him, and my 
    Auron did around 4,500. All Overdrives are pretty smart choices here. 
    Knocking off the 70,000 points of HP really is quite simple.
    Let me add, however, that you should STEAL a LOT in this battle! You 
    can get Doors to Tomorrow, which can be customized for Overdrive=>AP 
    weapons. If you plan on tackling the Monster Arena, you're going to 
    want a lot of Doors to Tomorrow, which can get quite hard to come by.
    Also, if you're pretty rich, BRIBE Ultima Weapon! He'll give you 99 
    Pendulums! This makes Master Thief equipment. It will make you only 
    steal rare items, but if you don't have the money I suggest you don't 
    start saving up just to get them. Not all THAT useful.
    Split Infinity noticed a pattern in Ultima Weapon's attacks. I must 
    say, this guy can notice ANYTHING! The pattern is as follows:
    1. Physical attack
    2. Silence OR Break
    3. Core Energy
    4. Holy (if Silence used earlier) OR Sleep (if Break used earlier)
    5. Physical attack
    6. Shimmering Rain
    This makes the battle entirely predictable and probably impossible to 
    lose with a little foresight. MAJOR credit to Split Infinity for this 
    OUTSTANDING information!
    <<<<<<<<<<<<<<<<<<<<<<Option Boss 7: Omega Weapon>>>>>>>>>>>>>>>>>>>>>>
    Omega Weapon
    HP: 99,999 HP
    Sensor: Give it all you've got!
    Steal: Gambler's Spirit x30
    [Elemental Strengths/Weaknesses: All x 0.5] 
    Location: Omega Ruins.
    Purpose: To challenge yourself against the infamous Omega Weapon in 
    Final Fantasy X!
    Well, it's the big guy. A lot of you may be expecting a HUGE epic 
    battle after this. In actuality, I'm not sure if I'd even consider him 
    harder than the final boss, but he probably is.
    Anyway, let's take a look at his attacks. First off, he uses Core 
    Energy, just like Ultima does. However, his does 4,500 to 9,999 - much, 
    much stronger. Shell helps. He also uses Break, which petrifies or 
    inflicts damage. Don't be surprised to see him use a physical attack 
    which does around 4,000, but you can halve this Protect. You'll see 
    Demi yet again, reducing all your party members' HP by 25%. Shimmering 
    Rain makes another appearance, doing around 2,500 to all. He uses 
    Confuse, inflicting Confusion on one character, but you can Reflect 
    this. Lastly, you will see Nova. This ultimate attack of Omega Weapon 
    inflicts aorund 4,500 damage to all, but Shell can help that.
    What to do? Switch to Kimahri immediately and learn Nova with Lancet! 
    This is Kimahri's final Overdrive, and if you don't get it now, you're 
    going to have to capture 10 of every monster and fight every superboss 
    in the game for another chance! Use it on Omega Weapon for around 
    2,000, though...it's not all THAT great.
    This guy can be tough. Tidus and Wakka do around 1,000 per hit, and 
    Auron does around 3,500. I highly suggest teaching Auron Quick Hit for 
    this battle. Also, use Hastega and Shell on everybody. Protect could be 
    useful, too, but it's not critical. Then, just attack away, ideally 
    with Quick Hit. Use a Mega Potion or heal up well after each Shimmering 
    Rain or Nova, or use a Curaga for other attacks (although note that 
    Shell will halve your Curaga).
    Really, this battle is easily won with Aeons. I highly recommend using 
    them. Just let them use attack away and use an Overdrive before dying, 
    and Omega Weapon will lose his HP before you know it. For those who 
    have fought him in FFV and FFVIII, you'll be amazed when you see him 
    actually die so soon.
    One thing you will want to consider is restarting until you get Break 
    HP Limit armor. This armor is VERY hard to make! It allows your HP to 
    go over 9,999, up to 99,999, which is very nice if you're taking on the 
    Monster Arena. He also drops Triple Overdrive weapons, which can be 
    VERY nice, ESPECIALLY if you add Overdrive=>AP to them with the Door to 
    Tomorrows you stole from Ultima Weapon!
    Final note: FFX:I users are up against an Omega Weapon with around 
    1,000,000 HP (999,999, to be exact). That will take a LOT longer, but I 
    don't believe his attacks are any better, so you still should be able 
    to win without leveling up. You'll just be a lot happier when it's 
    [This section is currently under construction. However, expect to see 
    Shiva (Belgemine), Valefor (Remiem), Ifrit (Remiem), Ixion (Remiem), 
    Shiva (Remiem), Bahamut (Remiem), Yojimbo (Remiem) Anima (Remiem), and 
    Magus Sisters (Remiem) in the next update.]
    V. Credits
    (In chronological order to avoid disputes...)
    -Gestahl. He did a lot of stuff for this, like writing it and other 
    -Hyprophant, for telling me that Haste is cast at 10,700 HP as opposed 
    to 11,000 on Boss number X, and confirming that Bad Breath will not 
    curse the final boss.
    -Eva Unit00, for mentioning that you can inflict Doom on Biran Ronso 
    and Yenke Ronso, for mentioning that a Counterattack weapon is 
    incredibly useful in the Seymour Flux battle, and for mentioning that 
    anybody with Deathproof armor in the Yunalesca battle can avoid Zombie 
    status altogether!
    -TommyVandyke, for the great tip about giving Kimahri Loner Overdrive 
    in the Biran Ronso and Yenke Ronso battle!
    ***CB! was very important to this guide - I used her Monster 
    Encyclopedia and Monster Arena FAQs to get almost ALL the stats off 
    these bosses! VERY significant! Anywhere you see one star on the stats, 
    they were out of hers! If you want stats, DEFINITELY check out hers.
    -Tomoshiraga, for mentioning that if you can get Yuna the Holy spell, 
    it will do a LOT against Braska's Final Aeon (or any other boss).
    -Mewtwomon, who suggested that Defender X will use Slowga when you cast 
    Slow on him (even though he's immune to it). It didn't work when I 
    tried it, but maybe I just had bad luck.
    -Tat18, who told me about Sanctuary Keeper's attack pattern (how did I 
    miss this?).
    ***Split Infinity, for allowing me to use information I found in his 
    FAQ. His FAQ is a GREAT FAQ, so make sure to take a look at it! He 
    noticed a LOT of things I didn't, mainly that:
    a) Tros prepares for Nautilus Charge upon losing 400 HP.
    b) Sinspawn Echuilles uses Blender every third turn.
    c) Lord Ochu uses Sleep upon losing half of its HP.
    d) Lord Ochu's pattern of using one or two Poison Claws followed by 
    Water and repeating.
    e) Geneaux's Venom, Water, Staccato pattern upon leaving shell.
    f) Oblitzerator's increase in agility upon receiving damage.
    g) Exact damage for pushing Chocobo Eater over and back.
    h) Chocobo Eater begins to use Blizzard upon losing half HP.
    i) GREAT Armor Break on Arm tip against Sinspawn Gui.
    j) Press damage from Spherimorph can be halved with Power Break.
    k) Wendigo puts dukes up after half HP.
    l) Wendigo alternates three turns of dukes up and three regular until 
    m) The absolute exact HP value at which Evrae uses Haste.
    n) That Mortibody uses Desperado early if everyone is in Haste.
    o) The Seymour Natus Bio strategy.
    p) The "middle half" phase of the Natus battle.
    q) That Mortiorchis uses Slowga if you try to delay or slow him.
    r) The "Failed counterstrike" information.
    s) The Seymour Flux Bio strategy.
    t) That Glyph Mine is used after Spectral Keeper receives damage four 
    u) That Left Fin and Right Fin gather energy for Gravija every fourth 
    turn that you've been near them.
    v) Genais's pattern of Venom, Venom, Thrashing.
    w) That Genais uses Waterga as a counter to magic.
    x) Ultima Weapon's attack pattern.
    y) Omnis uses Dispel after being targeted five times.
    z) When Omnis uses Ultima, it pierces Shell.
    a2) Yu Pagoda damage is not determined by fatal blow (how careless of 
    b2) BFA's sword attack delays all members.
    (Note that Split Infinity uses FFX:I and I haven't confirmed all these 
    things yet, so if they don't work in the regular version please contact 
    -Dingo Jellybean, for airship coordinates. 
    -BlackReaper035, for a great Aerospark Dispel tip against Wendigo!
    Alright, that's the end of my part of this FAQ. Now I will include 
    FFXMania's FFX:I portion.
    Final Fantasy X International
    Penance/Dark aeon Beatdown FAQ
    Done by: FFXmania & Klink
    Version 1.0 	      	                                                
    Table of contents
    1. Revision history
    2. Foreword
    3. Who is Penance/Dark aeons!?
    4. Preparation part 1
    5. The 8 Dark aeons/strategy
    6. Hints & Tips/Penance
    7. Preparation part 2
    8. Penance info
    9. My Penance strategy(surewin)
    10. Klink strategy(very comprehensive/clear)
    11. Penance compared to Ruby & Emerald weapon from FF7!?
    12. Credits
    1. Revision history 
    Ver. 1.0 (6/26/2002) :
     Just started this faq. beaten Penance/Dark Aeons without Zanmoto.
    2. Foreword
    My very first FAQ. I welcome any question from any FFX:I/PAL experts 
    out there. Helpful tips contributed will definitely be added in later 
    improved version. Hope this FAQ will help u people out there who still 
    encounter problems with Dark aeons & Penance. 
    3. Who is Penance/Dark Aeons!?
    Penance is the ultimate boss of FFX in International & PAL version. 
    However, this guy is not in the US release of FFX. The international & 
    PAL version both have extra features such as more optional boss,new 
    ability,new armor & a new expert sphere grid version for expert FFX 
    players who want to challege the game a second time. As you know 
    there're Dark aeons scatter around the world of FFX after u got the 
    airship. They are found at certain location that you won't know until 
    you get ambushed by them. So you got to be careful where you go. In 
    order to unlock Penance in your airship inventory,you got to defeat all 
    the dark aeons first before he surprisingly rises up from the gorge 
    call the 'scar in calm land.  Basically Penance is just like another 
    overpower boss in this ff series. Like Emerald & Ruby weapon from 
    FF7,ultima & omega weapon from FF8 and Ozma from FF9. He have some 
    really cheap attack that could really screw you up if you're not 
    careful enough. So beware to take up this hell of a boss to complete 
    the game 100%. 
    Preparation Part 1
    Recommended stat for taking on Dark aeon/Penance :
    Hp 35000-40000	 	Mp 999
    Str 255			Def 255
    Mag 150			Mag.def 255
    Agi 255			Eva 170(doesn't matter)
    Luck 125      		Acc 255
    Armor Abilities: Auto phoenix, Auto haste, Ribbon, Break HP limit or
    swap Auto phoenix with Auto regen for Tidus & Auron armor.
    Abilities: Learn all the white magic abilities.
    	 Learn Entrust, Quick pocket,Quickhit, Use
    Weapon: Gotten all ultimate weapon for your main party.
    The 8 Dark Aeons
    The characters i recommend: Rikku, Auron, Tidus, Wakka, Yuna 
    Set Rikku & Yuna OD mode to healer.
    Auron, Wakka, Tidus to Warrior mode. 
    Dark Valefor: HP 800000 MP 999 
    Location: Besaid village entrance.
    This is the easiest of all dark aeons. First of all,  have Tidus & 
    Wakka enter the battle with full OD gauge. Unleash Biltz ace then 
    Attack Reels right at the start of the battle. For the rest of the 
    turns before Valefor reaches his 1st turn, keep attacking him with 
    quickhit. He may use his overdrive at anytime even when it is 
    not full!(what a cheater) Heal whenever needed, i suggest you use Yuna 
    or Rikku to heal. To me,Rikku is better than Yuna because she has Ultra 
    high potion which can heal the whole party. Repeat this pattern & 
    immediately use your overdrives once it is usable.   
    Defeat dark Valefor in 5 minutes: Get Anima OD gauge to full,as well as 
    Tidus & Wakka. Unleashes Biltz ace. Right before Valefor gets to attack 
    you, swap Yuna in and summon Anima to do Oblivion. Thats it! Valefor 
    should be dead. Obilvion deal 600000 damage at 255 strength. You don't 
    need Ribbon armor for this battle,infact, i think this is the best 
    chance to win a Ribbon armor easily. Reset & fight Valefor again if you 
    didn't get a Ribbon armor.
    Dark Ifrit: HP 1400000 MP 999
    Location: Entrance of "Home". Talk to the Al Bhed lady. 
    This angry looking guy is quite easy. You may need auto-phoenix on all 
    three members armor(but not necessary). Ifrit will do 99999 damage with 
    a regular attack which can be halve by casting protect. i think there 
    no point doing so. Just let him kill you & revive your members to avoid 
    unnecessary trouble. Having one members with auto-phoenix is enough.  
    Have all your members quick hit Ifrit. You can try ultima but its a 
    waste of turns to me. Now keep quick hitting ifrit & cast hastega if 
    you haven't got auto haste yet. Once Ifrit OD gauge is full, change 
    Yuna in for Anima to block hell fire. If Anima OD gauge is full, i 
    suggest Oblivion him for bonus damage although it may not do much 
    damage to him due to high defense. Now just repeat this process, you 
    should beat him. one thing is his defense is high so it might take a 
    while.  I don't think you have a high chance of getting Ribbon armor 
    from him. He tend to drop armors with fireproof alot more than Ribbon 
    Dark Ixion: HP 1200000 MP 999
    Location: Thunder plain. North if Rin Agency. Talk to warrior monk 
    sanding under electric tower 
    He is pretty much the same as ifrit, the only difference is that Ixion 
    is faster. You may want to cast protect to halve his attack power. 
    Ixion will counter attack everytime he is attacked. So having auto-
    phoenix is a must in this battle. This fight resemble the Ifrit battle.  
    Have Wakka, Auron, Tidus quick hit. It doesn't matter if one of your 
    members is killed except Wakka because he has auto-phoenix revive 
    him once he's hit. Ixion will not use Thor Hammer even though his OD 
    gauge is full in this battle. So you can just keep hacking him with 
    quick hit & use overdrives to put him down. (Attack reel & Biltz ace 
    Ixion second form 
    He has less hp now & he do not counter attack. He will use Thor Hammer 
    when his OD gauge is full. This form is easier, just follow as usual, 
    quick hit him & whenever Ixion OD is full, just summon Anima or Magus 
    sister to block Thor Hammer. I suggest getting Magus sister OD to full 
    before you confront Ixion, when you summon them to block, you can at 
    least deal some damage to Ixion using Delta attack. Now just repeat 
    this pattern to beat him down.(i kill him before he reaches his third 
    Shiva: HP 1100000 MP 999
    Location: Entrance of Macalania Temple. 
    You need to have max agility in order to hurt her. Or else, she'll be 
    faster than u and just cast heavenly strike to wipe you up. As usual, 
    cast protect on at least two members to be able to survive her regular 
    attack. If you only had one person with auto phoenix ability, you 
    better cast auto life on at least two party members, just in case when 
    she kill your auto phoenix character then proceed to kill off the 
    next two guys(she is fast even you have max speed!). Heavenly strike 
    will cause instant death, if the person with protect gets hit, don't 
    bother to cast protect on him/her again. I figure out she will most 
    probably use heavenly strike after her 2nd turn. Dark Shiva got low HP 
    & high magic defence, so Quick hit is the best way to hit her hard. 
    Heal whenever  you are hit by her regular attack once. She charges up 
    her OD gauge pretty fast, summon an aeon when her gauge is one 
    attack/hit before fully charge inorder for the aeon to survived Diamond 
    Dust. Just repeat this process and you shouldn't have much problems. 
    The old trick is get into the battle with Tidus,Wakka and Anima OD 
    gauge full. Unleash all overdrives before she gets a turn or two. She 
    should be close to defeated or dead with all these attacks.  
    Dark bahamut: Hp 4000000 MP 999
    Location: Where you fight Yunalesca,in the dome. (Make sure you've 
    taken the sun crest before leaving after Yunalesca is dead) 
    This is one of the hardest dark aeon fight ever. Dark Bahamut is very 
    unpredictable. Bahamut will counter with Impulse ocassionally whenever 
    he is attack. Impulse may cause all sorts of "break"(Armor,magic) & 
    petrification. Having Ribbon armor is a must. Cast protect on your 
    entire party to halve his strong physical attack. Quick hit Bahamut 
    until the last two turns before his because i found out that he 
    always counter-Impulse when he's reaching his turn. When his OD gauge 
    is full, summon an aeon to block Mega Flare. One thing, don't attack 
    him with your aeon, he might counter-Impulse to kill the aeon, in the 
    end your party gets the Mega Flare! Just repeat the process again, 
    whenever you gets a Impulse, check whether which one of your members is 
    inflicted with armor break, cast auto-life on the infected ones. Your 
    goal is to hit him fast, OD him to death and heal as necessary.
    Dark Yojimbo: Hp 1600000 MP 999
    Location: Cavern of the stolen fayth. Teleport to the end of the cave, 
    then walk back. 
    Dark Yojimbo will always ambush you in the first fight. If you had 
    Auron,he should start first before Yojimbo. Cast auto-life on the auto-
    phoenix character because Yojimbo will mostly use Wakizashi next turn. 
    Wakizashi had a chance to deal 99999 to all members(rarely). After the 
    attack, try to recover your party back. Cast protect on the whole party 
    & auto life on the healer. Whenever Yojimbo did Kozuka or Daigoro to 
    the person, heal him/her immediately. Wakizashi cause armor break & 
    magic break. I suggest using Rikku, Tidus, Wakka to Quickhit him & use 
    OD to knock him down. There isn't really much strategy for him. With a 
    party at max state, Yojimbo should be easy. The only thing is to avoid 
    Zanmoto. Once his OD gauge is full, summon an Aeon to block it. Zanmoto 
    cause instant death & cannot be recover by auto life. Yojimbo doesn't 
    gave me much problems, i had a fun hunting him down the cavern. Note 
    that you had to fight him 5 times.
    Dark Anima: HP 8000000 MP 999
    Location: Mt Gagazet entrance. You had to do the trials again. The one 
    that you use Wakka to shoot the ball in the underwater. 
    Dark Anima is actually easier than Bahamut & Yojimbo. He can't really 
    kill you except pain which cause instant death(no big deal, it only 
    target one). My advice is, keep your HP above 12000 as Mega graviton 
    will kill you if you get lower than that. Mega Graviton also cause 
    status abnormalities which will be protected by Ribbon. All i can say 
    is Quickhit, heal, overdrive, auto phoenix, summon aeon to block 
    Oblivion. Repeat this process(this is getting old).The only problem is 
    that this battle is pretty darn long. so you got to have some patient! 
    thats all! The second easiest Dark aeon to beat.
    Dark Magus sister:  Cindy HP 3000000, Sandy HP 2500000, Mindy HP 
    All 3 MP: 999
    Location: Mushroom rock road. Go near the 2 summoner. 
    This is the hardest fight in the game(next to Penance). The tough part 
    is how to survived three rows of Tetra graviton(12000 damage per pop!). 
    I suggest using Rikku, Wakka and Tidus. Set Rikku as your healer & have 
    her OD gauge full for Ultra high potion. Your goal is to take down 
    Cindy first. Have Wakka, Tidus with a full OD bar before entering the 
    battle. The sisters should start with their OD gauge full, so summon an 
    aeon to block. After the Delta attack, target cindy with Quickhit, OD 
    using Tidus and Wakka. Rikku should Quickhit Cindy if possible. With 
    all this attack, Cindy should be down to half of her HP. Now, in the 
    event that one of your members is killed, use Quick pocket to x-potion 
    on him/her until her HP is full or if all characters is low on HP, use 
    Ultra high potion instead unless Rikku is curse.You must get your 
    characters HP above 26000+. Once the sisters get their OD gauge up to 
    3/4 full. They'll use Tetra graviton. If all three sisters OD guage are 
    around 3/4 full, quickly summon an aeon to block the first attack, then 
    your party should able to survive Sandy & Mindy Tera graviton. You can 
    actually use the aeon ability "shield" to block all 3 attack. As i 
    said, concentrate only on Cindy first, once you take out Cindy, you are 
    already close to winning the battle because the sisters can only kill 
    off two of your members at most. Next, you should target Sandy, then 
    Mindy (Mindy might be quite difficult to take out, Passado cause 
    instant death & she has a high evade rate). Always concentrate on one 
    sister only, they are weak if one of 
    them is gone.
    Tips: When the summoner began to chase you, you can actually choose 
    which one you should make contact with. There are three outcomes: The 
    short summoner, you got a first strike battle, the tall one, you got an 
    ambush. For the fat one, nothing happened.
    There's an alternate way to fight this battle, you can actually fight 
    them one by one but i dont have the way to do it. You can refer to 
    Huang SJ Dark aeon FAQ for the solution. My strategy only covers the 
    normal way though.
    Part two: The ultimate boss, Penance
    . Hints & Tips/Penance
    - Fighting Penance with high HP character can be dangerous. But using 
    low-HP character is also not a good idea. Here's why: the left arms 
    uses Tera-Graviton which takes away 5/7th of your max HP. If for some 
    reason you cannot heal yourself quick enough, the future left-arm (the 
    one that is regenerated after u kill off this one) will use Tera-
    Graviton again to kill you. Let's say you have 75000 HP. After Tera-
    Graviton, you will need to heal 50000 HP. That is about 5-6 rounds of 
    healing if nothing else goes wrong. Now ifu have 99999 HP, you will 
    need to heal 70000 HP (7-8 rounds of healing). But if you use a 
    character with too low HP, other attacks will kill you (obviously). 
    IMO, having around 75000 is the most you'll need because u will survive 
    Tera-graviton and one more attack from the body. But the ideal HP rang 
    is 35000-50000.  
    - If you can afford it, hoard 99 Megalixer and X-Potion and Elixer. 
    Quickpocket is the ability you'll need. You can usually use quickpocket 
    upto 3-4 times consequtively! This leaves your healer more time to do 
    something else. 'Quickpocket' has a much faster recovery time than 
    'use' + Healing Water. This may sound like expensive, but this is the 
    toughest battle yet.  So go all out. And believe me.. if u come this 
    far to face Penance, u will have tons of Gil left to buy/bribe 
    everything you need. 
    - In my opnion, [Ribbon]+[Break HP Limit]+[AutoHaste]+[AutoProtect] is 
    ideal. I left out [Auto Phoenix] because I noticed I rarely ever died 
    during this fight. And when one of the character dies, it's mostly 
    because [AutoProtect] was not there. Just be sure to keep your HP high 
    when Tera-Graviton is coming. If u don't have time to heal, then Auto-
    Life one of your character, or bring someone with high HP and Auto-
    Phoenix in. Please note that this tips only applied to Klink strategy. 
    That's because if you follow my strategy,you'll most probably never see 
    Penance casting Tera-Graviton or Mighty Guard.
    (Provided that you don't make any mistake)  
    . Preparation Part 2
    Inorder to beat this guy, you need to bring enough items for my 
    strategy to work. Make sure that you had completed the whole Sphere 
    grid to gain max stat. As far as i know,you only need to train up to 5 
    party members as your main team. So choose carefully who you wanna 
    train to fight Penance. Below are all the items required  to beat 
    Items you need
    30 healing water 
    50 megalixers 
    99 lightcurtain 
    50 turbo ethers 
    99 phoenix down 
    5 Three Stars 
    1 or 2 stamina tonic
    6. Penance infomation/stat
    7. My surewin strategy (A Penance without arms)
    This stratgy only required 3 main party members. There is no need for 
    switching members to fight. So choose your own 3 main members to take 
    part in this epic battle. As for me,i suggest using Tidus, Rikku and 
    Auron. The reason why i choose these 3 is becauseRikku has overdrive 
    ultra high potion which heal all ally for 3/4 of their total HP. 
    Tidus biltz ace should help in case of emergency. Auron ultimate weapon 
    has first strike ability on it which helps my strategy to work firmly. 
    I advise you only use overdrive in time of desparation. At other means, 
    please do not use your overdrive.
    Prefight preparation:   
    Learn Quickpocket, Quickhit ,Use, Entrust.  
    Armor required: Ribbon,Auto haste,Auto Phoenix,Break HP limit for 
    For Auron and Tidus, i replaced Auto Phoenix with Auto Regen in order 
    for the strategy to worked.
    Weapon required: I suggest you've gotten their ultimate weapon. All 
    other weapon are useless, they don't hit Penance for 99999 damage. 
    Overdrives: Have their OD gauge full. Set Rikku OD mode to healer.
    Alright, lets just get this fight on~! 
    Turn 1:Auron should start first, have him use a light curtain on 
    himself. (Reason why not to cast protect is because using items is 
    faster than magic's)
    Turn 2/3: Rikku or Tidus(either one) do the same. 
    Turn 4: Use a stamina tonic to double your total HP. This should help 
    in the first part of Penance battle.
    Turn 5/6/7: Your aim here is to keep destroying the arms then attack 
    Penance! Don't use your overdrive on him (actually i didn't use any OD 
    except Rikku) and you should always use quick hit instead of normal 
    attack to increase your number of turns. 
    Turn 8: Penance reached his first turn. He'll use Obliteration(which 
    did 10000k to the party if protected).
    Turn 9: Use a Three star to reduce all MP cost to 0. For the first part 
    of battle, you shouldn't have use any MP. 
    For the rest of the turns: Keep attacking the arms once they 
    regenerate. It should take 6 hits to kill one arm & they regenerate 
    every 6 turns. If you do not kill off the arms, once Penance have both 
    arms & reached his main turn, its game over!(Judgement Day). Please do 
    not heal after every Obliteration until you're reduce to 10000+ hp. 
    Heal with Rikku overdrive 'ultra high potion' to recover to max again.  
    Now your goal is to bring Penance down to 1/2 of his HP. 
    Repeat the pattern above. As I said, ALWAYS clear off the two arms 
    first then you can proceed to attack Penance. I've calculated the 
    number of turns you can take to attack Penance before the arms 
    regenerate again. You should've 3-4 turns to attack his main 
    Phrase two
    Once Penance is bring down to half of his HP,(here comes the Tough 
    part) he'll detach part of his body. In this form, he will use 
    'Immolation' on one of the members every turn. Immolation deal about 
    16000+ damage if you're protected. Due to the all breaks inflicted on 
    the person previously attacked by Immolation, the person who got hit 
    for a second time will be instant death. No matter what it'll hit for 
    Now this is the pattern, you should destroy the arms first(as always!). 
    Whenever one of the ally is KO. IMMETIATELY use phoenix down on
    (always use quickpocket use item!) him/her (this sentence only apply to 
    the two guys who dont have auto phoenix ability). After he/she got 
    revived, quickpocket a megalixers then have the other two keep 
    attacking the arms! The person who just got revived will always gets a 
    turn before Penance and he/she should always use a light curtain 
    As for the guy that gets hit ONCE ONLY(by Immolation of course), Just 
    use a turbo ether on him for quickhit because Immolation also drain all 
    MP (don't bother using three star cause it might screw up phrase 2 
    pattern). By all means, always destroy the arm first then Penance. You 
    should concentrate on one arm at a time. Now just keep repeating the 
    above pattern.  
    You should destroy him in about 1hr 15mins. Now you should notice that 
    by following the strategy, Penance arms didn't even get a chance to 
    attack (see my strategy name). Anyway this is my surewin strategy & 
    some ppl had proven it worked. The only thing you need is alertness and 
    sufficent amount of items to use for this long 
    8. Klink strategy(making Penance say mommy~~to u)
    _*_*_Penance FAQ/Strategy Version 1.1_*_*_ (written and produced by 
    ___PENANCE (12,000,000 HP)___
    Obliteration - Attacks active battle party for about 20,000 damage 
                 - Inflicts Slow.
                 - Used only in the 1st phase of attack.
                 - (Damage can be halved with 'Protect').
    Immolation - Hits a single character for about 30,000 damage.
               - Removes all of your MP.
               - Inflicts Armor Break and Mental Break.
               - Used only in the 2nd phase of attack.
               - (Damage can be halved with 'Protect').
    Judgment Day - Deals maximum damage to the active party's HP and MP.
                 - Used only in the 2nd phase of attack, while both arms     
    are active.
    ___PENANCE - ARM (500,000 HP)___
    For clarity, the "left arm" is the arm on YOUR left, and the "right 
    arm" is the arm on YOUR right.
    Calamity - Inflicts Silence, Darkness, Poison, Full Break, and Curse.
             - Used only by the left arm (#1).
    Mighty Guard - Casts Protect, Shell, and Regen on all active enemy 
                 - Used only by the left arm (#1).
    Tera-Graviton - Damages everyone for 3/4 of their max HP.
                  - Inflicts Doom, Sleep, Silence, Darkness, and Slow.
                  - Used only by the right arm (#2).
                  - (Damage can be halved with 'Shell').
    Slowga - Used only by the right arm (#2).
    Normal attack (left arm/#1) - Hits a single target for about 30,000 
                                - Inflicts shattering Petrification.
                                - (Damage can be halved with 'Protect').
    Normal attack (right arm/#2) - Hits a single target for about 30,000 
                                 - Dispels all positive status effects
                                   (including Auto-Life).
                                 - (Damage can be halved with 'Protect').
    Penance starts out doing only Obliteration (I'll refer to this as 
    "Phase 1"). While in Phase 1, Penance has [Auto-Protect].  Once you've 
    done 3,000,000 damage, his 'torso' breaks away and he changes his 
    attack pattern.  From then on ("Phase 2"), he only uses Immolation 
    unless both arms are active. - If both arms are active, then he _might_ 
    use Judgment Day.
    Penance and both of his arms absorb all elements and Holy.
    Overdrives: Auron should be set to 'Slayer'; Yuna and Lulu don't really 
    matter, but I'd set them to 'Healer'; the remainder of the group should 
    be on 'Ally'.
    Items: 0-2 Holy Waters
           1-3 Purifying Salts
           0-2 Three Stars (in case of a MP emergency)
    Aeons: Have Valefor, Bahamut, and Anima with max OD's.
    Abilities: All of your characters should know Lancet, Entrust, Dispel, 
    and Quick Pockets.  Yuna and Lulu should know Full-Life, and the rest 
    of the party should know Quick Hit.  In addition, one of your fighters 
    should know DoubleCast and Drain.  Ideally, you'd have everyone knowing 
    all of the these abilities.
    Weapons: In order to hit for maximum damage, you _MUST_ have the 
    Celestial weapons.  Therefore, you need to have Celestial weapons for 
    all of your attacking party members: Tidus, Wakka, Rikku, Kimahri, & 
    Armor (IMO this is THE best armor for all of the Dark Aeons as well):
              - Break HP Limit
              - Ribbon
              - Auto-Haste
              - Auto-Protect
    Stats: Although you could get by with less, I don't do anything 
    halfway, so I recommend that you max both your Luck and your HP (among 
    other things).  Specifically, your sphere grid node allocations should 
    be very close to the following:
           HP: 333
           Strength: 60
           Defense: 62
           Magic: 59
           Magic D: 63
           MP: 25
           Agility: 63
           Luck: 60
           Evasion: 25
           Accuracy: 25
    Blitz Ace, Attack Reels, and Nova are all useless (Nova is almost 
    helpful, but it's quicker to just do Quick Hit three times than it is 
    to do Nova once).  Tornado is where it's at - you get 2 max-damage hits 
    against each arm, and about 135,000 damage against Penance.
    _Phase 1 Strategy_
    1) Whenever the arms regenerate, hit each 3 times and have someone 
    DoubleCast Drain (with one of the casts hitting each arm).
    2) Shift your attention to the Body.
    3) Just before either of the arms gets a turn, bring in Auron and do 
    4) Pummel the Body as much as possible.
    5) Go to step #1.
    Try to kill both arms simultaneously (with Tornado).  Killing the arms 
    should be based on when the arms get their turn(s) - not the Body.  
    There is no risk of Penance doing Judgment Day during Phase 1.
    _Phase 2 Strategy_
    Once Penance enters phase 2, use your very first turn to throw a 
    'Purifying Salt' at him. - This is so that you Dispel the Haste status 
    that he gains upon entering phase 2.
    The goal is to try to toggle between the arms so that they don't 
    regenerate at the same time, and simultaneously attack the body as much 
    as possible.  As soon as you enter Phase 2, kill one of the arms as 
    quickly as you can. Whenever an arm regenerates, hit it 3 times and use 
    Lancet.  Wait as long as you can for the other arm to regenerate so 
    that you can use Tornado and hit both arms.  On _rare_ occasions, the 
    active arm will be about to get a turn and you won't be able to wait 
    any longer for the other one to regenerate. 
    - If this happens, forget about Tornado and just kill the active arm 
    with Quick Hit.
    When things are going perfectly, the battle will work somewhat like 
    1) One of the arms regenerates (arm #2).
    2) Hit arm #2 3 times and use Lancet (then attack the body).
    3) The other arm regenerates (arm #1).
    4) Attack arm #1 twice and use Lancet (then attack the body).
    5) The body is about to get a turn, so you use Tornado.
    6) Arm #2 is killed by the Tornado, and you've avoided a possible 
    Judgment Day.
    7) Use Entrust to refill Auron's OD gauge.
    8) Attack the body.
    9) Immediately before arm #1 gets a turn, kill it with a Quick Hit.
    10) Attack the body.
    11) Go to step #1.
    Try to put off killing the arms as much as possible; the longer you 
    fight without killing them, the less times you'll need to kill them 
    Since you're only going to be killing one arm at a time during phase 2,
    you're going to need to use Entrust to fill Auron's OD gauge whenever 
    he does Tornado. - This is vital because of this strategy's heavy use 
    of Tornado.
    After someone is hit with Immolation, they will be afflicted with Armor 
    Break and Mental Break. - This is problematic because if they're hit 
    with a second Immolation, they will sustain 99,999 damage.  So, if the 
    character in question has more than 17,000 HP, cast Dispel on them 
    before Penance's next turn.  On the other hand, if they have less than 
    17,000 HP, leave them alone and let them be killed the next time 
    they're hit with Immolation.
    If you get in a jam and Penance is going to get a turn with both arms 
    active (in phase 2), just pull in Yuna and have her summon.  Plan your 
    aeon use intelligently though, because depending upon whom you summon, 
    you'll be getting different damages: Anima's Oblivion will give you 
    just over 200,000 damage against each arm; Mega Flare and Energy Blast 
    give you 99,999 damage against all targets; Shiva, Ifrit, and Ixion 
    will give you 99,999 damage against a single arm (use their special 
    attacks: Heavenly Strike, Meteor Strike, & Aerospark); Yojimbo's damage 
    will vary depending upon attack.  I don't recommend using the Magus 
    Sister at all. - The problem with them is that they won't die after 
    they do their Delta Attack (because Immolation only hits one target). - 
    That's bad because when they eventually do die, odds are real good that 
    both arms will be restored and Penance will have a turn before Yuna.  
    If you insist upon summoning the Magus Sisters, doing so in phase 1 
    might be beneficial.  Overall, you shouldn't _NEED_ to summon more than 
    2 or 3 times.  Do NOT Grand Summon - that will delay Yuna's turn.
    Keep up a strong rotation of fighters, rotating in and out based on MP 
    (and HP to a lesser extent).  In phase 2, Lancet with those whose MP 
    gets too low.
    LET PEOPLE DIE!  Full-Life is one of the most powerful spells in the 
    game - USE IT.  Never waste your time with Curaga.  Use Lulu as your 
    primary caster of Full-Life, and pull her out of the front-line as soon 
    as you can.  Yuna should only see action if you need to summon or if 
    Lulu's MP gets reduced to zero.  IMO, casting Auto-Life is a waste of 
    time...  But if you're going to use it, try to cast it on everyone 
    during phase 1.
    _Notes (Avoiding a Stalemate)_
    During Phase 2, you might get into a situation where you're falling 
    behind yourself toggling between killing arms, and getting _VERY_ few 
    (if any) hits in on the body. - If this happens (and you aren't a 
    patient person), I
    recommend the following:
    Wait until the body has its turn before the arms (and both arms are 
    active). Weaken (don't kill) both of the arms, and just use an aeon 
    when the body gets its turn.  Basically, this is somewhat like trying 
    to regress to the Phase 1 strategy where you didn't worry about the 
    body's attack and just killed the arms at your leisure.  This tactic 
    should buy you some time so that you can catch-up wherever you've 
    fallen behind.  Of course, doing this will also cost you an aeon, so 
    it's a give-and-take situation.
    Using this strategy correctly, this battle should take about 35-45 
    9. How strong is Penance compared to Emerald/Ruby Weapon from FF7?
    Beating Penance is somewhat different from beating Emerald or Ruby. 
    (And don't even talk about Hades(FF9). He's just an insect that 
    happened to strayed across my path.  
    Beating Emerald & Ruby, you just need Knight of the Round + Mimic or 
    Beating Penance is different because: 
    - it requires lots of strategies. 
    - there's no attack that can deal significant damage in one blow like 
    KOTR/Omnislash to save your rear. Multihit attacks like 
    (BlitzAce/AttackReal/Passado/Oblivion) aren't powerful enough against 
    it. They all do maximum around 200,000 damage, while this Penance has 
    about 12 million HP!!! (And you won't be able to do these multihit 
    attack every time.)  
    - Just read the list of attacks that this thing unleashes against your 
    team... that says 
    it all. 
    - You spend more time healing or killing regenerated parts of it. Let's 
    say... out of 7 turns, you spend on average 5 turns doing some healing 
    or dispelling or killing regenerated arms. You get to attack the body 
    turn only one or two turns. 
    Think of beating Penance as beating Emerald/Ruby without 
    KOTR/Omnislash. Even using a team with god-send status + armors + 
    weapons, this is no easy task, but still possible.
    10. Credits
    Klink-For sharing his outstanding strategy with me. Great work!
    Timmy-For his great tips & some other sections.
    Hyproplant-For encouraging me to make this FAQ. 
    Ceeb-For giving me detail info about making FAQ.
    CjayC-For posting this FAQ. :)   
    For questions/Tips, please e-mail me at luciferx21@hotmail.com.
    Thats all! 
    This FAQ is Copyright 2002 by FFXmania/Klink, and may be freely 
    distributed in 
    whole or part as long as proper credit is given to the author.

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