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    Auron-Only Challenge FAQ by _Mace_

    Version: 1.5 | Updated: 05/09/08 | Search Guide | Bookmark Guide

    Auron Only FAQ
    By Mason Rhudy, User Name: _Mace_
    E-mail: scratchgamer@hotmail.com
    FAQ started 3/04/07 at 2:22pm
    Version: 1.25
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    1.0 - Copyright
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    Copyright 2007 by Mason Rhudy.  GameFAQs user name: _Mace_.
                                    Neoseeker user name: Mace22.
    This FAQ was created solely by me, through my hard work.  You are more than
    welcome to access this FAQ for personal use.  If you are to redistribute
    without me allowing you, you will be punished to the fullest possible extent of
    the law.  You cannot sell for profit or share as your own. I want full credit
    for this piece of work.
    GameFAQs and Neoseeker are the only sites allowed to host this FAQ.
    If other sites host this FAQ without being given permission in this FAQ, please
    contact me.
    If another site would like to post my FAQ, contact me, and I'll most likely
    agree as long as I'm given credit for the work and there is no alteration made
    to the FAQ.  If you host my FAQ, you are responsible for posting the most
    recent update of said FAQ.  GameFAQs is the only site I'll manually update on,
    it's up to you to get the latest version from them.  If your site is removed
    from the list of sites allowed to host the FAQ, you are responsible for taking
    down the FAQ, and if it is still up after 24 hours of me updating on GameFAQs,
    I will contact you to remove it.
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    2.0 - Index
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    Copyright                                                           1.0
    Index                                                               2.0
    Introduction                                                        3.0
    Summary                                                             4.0
    Version History                                                     5.0
    Rules                                                               6.0
    Auron's Skillset                                                    7.0
    Overdrives and Overdrive Modes                                      8.0
    The Masamune                                                        9.0
    Boss Quick Jump Table                                              10.0
    Walkthrough                                                        11.0
    Random Encounters
    Credits                                                            12.0
    ***There will be Spoilers for the FFX plot from here on out, fair warning.***
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    3.0 - Introduction
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    I'm back!  This is my second (and a half) FAQ for FFX, some of you may remember
    my Yuna Only No Summons FAQ, or my revision of zzanmato's Lulu Only FAQ.  If
    you haven't gotten the hint yet, I like Single Character Challenges.  With the
    recent revival of Single Character Challenges on the FFX board on GameFAQs in
    the last couple months, I thought it would be nice to do my job to help round
    out the FAQs for the SCCs.  Many people have claim to have started writing an
    Auron FAQ, but most of them haven't been seen since this claim (mostly just
    people who pass by, none of the regulars).  I thought it would be helpful to
    take it upon myself to just go ahead and get this one completed.  Due to the
    difficulty of this challenge and the popularity of Auron as a character, there
    are the occasional questions about this challenge, and hopefully this FAQ will
    answer everything about it.
    By the way, you may recognize the layout of this FAQ.  It's identical to the
    layout for my YONS FAQ.  It seemed to work well the first time, and I was never
    one to try and fix things that weren't broken (and yes, that's an excuse for
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    4.0 - A Summary of an Auron Only game
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    Some people are initially under the impression that an Auron Only game would be
    one of the easiest SCCs that you could attempt, this is far from the truth.  In
    actuality, Auron Only is incredibly difficult, much more so than a Yuna Only No
    Summons game in most respects.  While extremely powerful and durable, Auron is
    severely lacking in three relatively overlooked areas as a stand-alone
    character: Accuracy, Evasion, and Agility.  These stats are almost non-existant
    for Auron in an Own Sphere Grid game.  Enemies can pile up turns on him and
    break him down in a short amount of time because of his (lack of) Agility, and
    he won't be dodging any attacks for the most part because of his horrid Evasion
    stat, and when he DOES get a turn, he'll be struggling to hit any enemies that
    have an actual Evasion stat of their own.  In short, this challenge is about
    who can dish out as much damage as possible before the other, Auron vs. The
    World.  Do you have what it takes to sit through countless Game Over screens
    starting as soon as the Mi'ihen Highroad?  If you do, pull up a chair and I'll
    tell you a tale, a tale about how Auron got his groove back. 
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    5.0 - Version History
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    .25: Legal crap, outlined the layout.  Playing challenges and writing the FAQ
    .50: Finished up all the AO strats.  Added all of the AONC strats.
    .75: Added AONCNO strats where applicable (*coughNatuscough*).
    1.00: Completed first half of the No Items strats.  Omitted the random
          encounter strats for now, will add them at a later date.
    1.25: Finished AONI strats, defeated BFA.  Added section on Auron's Masamune.
    1.50: Added AONINO strats where applicable.
    1.75: Added AONINONC strats where applicable.
    Updates to be expected.
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    6.0 - Rules!
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    Alright, he's the deal; Auron Only, Own Sphere Grid.  I'll also be giving
    strategies for those of you who want to add the No Customization and/or the No
    Overdrives rule, as well as No Items strats, thus making it much more
    Let me go over how the Own Sphere Grid rule is defined.  First off, we're using
    the Standard grid here.  You are to only hang around Auron's portion of the
    grid.  You may not use Key Spheres to gain access to any areas that aren't his
    own.  There are some Key Locks that are on his grid, and blocking access to
    other nodes that are clearly part of his grid. The Level 1 Key lock that grants
    access to the five empty nodes may be opened, the Level 4 Key lock that grants
    access to Zombie Attack may be opened, the Level 2 Key lock that grants access
    to a single Agility node may be opened, and lastly, the Level 3 Key lock that
    grants access to the small area that houses a Luck node, Hp node, Mp node, and
    Entrust (worthless in this game) may be opened.  Aside from that, it's HANDS
    OFF!  I hope this makes it clear enough for you, opening any other Key Locks
    would be a violation of the Own Sphere Grid rule.
    Now, I'm not a complete monster, am I?  Of course not.  You will most certainly
    be allowed to allocate stat spheres that you find along the way to Auron's
    Sphere Grid and activate them to aid you in your quest.  I'll point out each
    and every one of these Spheres so that you don't miss any of them along the
    As for the other characters, there are rules as well.  Tidus, Wakka, Lulu,
    Kimahri, Yuna and Rikku will not be allowed to touch the Sphere Grid, ever.
    This game will take on the role of a standard No Sphere Grid game when Auron
    is not in the active party.  This is a staple rule of a Single Character
    Challenge game, so no complaining.  Feel free to buy weapons and armor for the
    others, as well as Customize for them, even use items, their Overdrives are
    also fair game.
    You are not to use any equipment on any characters that would affect the battle
    while Auron is in the party.  No Initiative, First Strike, or elemental or
    status protection for any other characters while Auron is in the party.
    Lastly, if Auron dies, it's a Game Over.  
    And that about wraps up rules!  Feel free to add any rules you like, or change
    the rules to suit the game you wish to play.  Keep in mind, that this guide
    will follow the rules that have been listed above and below.
    ****Adding optional rules****
    ESG - Expert Sphere Grid.  For those of you playing the PAL or Int version of
    the game, you have the option of using the Expert Sphere Grid instead of the
    Standard one.  The Expert Grid offers more Strength, much more Magic Defense,
    a little less Agility (resulting in Auron being a tick slower than his SSG
    counterpart), the same Hp and less Mp.  Auron also has access to Full Break
    on the ESG, but loses Zombie Attack.  Funnily enough, Auron doesn't get enough
    natural Mp from the ESG to actually use Full Break, you'll have to add at least
    one Mp Sphere to the grid to get enough Mp.
    NC - No Customization.  You're not allowed to use the Customization feature to
    create weapons or armor for Auron.  This will increase the difficulty in random
    encounters as well as boss fights, also BFA will be MUCH tougher, and much more
    reliant on luck without the ability to Customize new weapons and armor.  Add
    this if you want, as I'll be adding both Customization and No Customization
    strategies where applicable.
    NO - No Overdrives.  You're not allowed to use any of Auron's Overdrives, ever.
    While this won't have too much of an effect on boss fights, this will make the
    random battles much more difficult, specifically those fights with flying
    enemies.  I'll provide strats for this restriction where applicable.
    NI - No Items.  Couldn't be more self explanatory.  No Items in battle, no
    Items in the field.  Note that in any NI game, you will want to avoid raising
    Auron's Evasion stat.  Many of the late game strategies involves Auron healing
    himself with an Elemental Eater and the corresponding Elemental Strike.  (Note
    that you can heal yourself this way even if you're Zombied).  
    NENNE - No escaping, ever.  No use of [No Encounters] equipment, ever.  This
    will make the challenge incredibly difficult, and there will undoubtedly be
    many resets involved.  Keep in mind that these rules go hand-in-hand, it's not
    practical to have one without the other.
    NBB - No Blitzball, except for the tournament in Luca, ever.  If you're adding
    No Customization, this rule doesn't really hurt, because you would only be
    Blitzing for a Return Sphere and some Teleport Spheres, but you could add a
    little difficulty to a regular Auron Only game by adding this rule.  You'd
    have to wait until Bikanel to Customize Evade and Counter, and wait until after
    the Biran and Yenke fight to Customize First Strike.  When you have to train
    for a long time, (Gui in NI games), Return Spheres can also be helpful for
    jumping from node to node, and you can win several at a time by getting players
    tied for Top Scorer.
    NCW - No Masamune.  Let me just set the record straight here, the only way you
    can add this restriction is if you don't also have either No Items or No
    RSO - Red Spheres Only.  This rule applies to the Sphere Grid, in that you can
    only use Power, Mana, Speed, Ability and Fortune Spheres.  No using Key Spheres
    or stat spheres at all.  Not used very often in Auron Only games, 
    The most difficult challenge concept that has proven to be possible is
    OSGAONONINC.  It has yet to be completed, but will be in the near future. Don't
    be misled, even a standard AO game or one with just a single extra restriction
    can be difficult unless you're a bit more than familiar with the game, or
    unless you follow this guide word for word.
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    Auron's stats
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    Base/Initial Stats
    Hp:  1030   Mp:   33
    Str: 20     Mag:  5
    Def: 15     MDef: 5
    Acc: 3      Agi:  5 (16 tickspeed)
    Eva: 5      Lck:  17
    Own Sphere Grid Stats, Standard Sphere Grid 
    Hp:  4630   Mp:   153
    Str: 56     Mag:  11
    Def: 37     MDef: 13
    Acc: 4      Agi:  17 (11 tickspeed)
    Eva: 15     Lck:  18
    *Stat increases for Auron are the same in all versions of the 
     Standard Sphere Grid.
    Own Sphere Grid Stats, Expert Sphere Grid
    Hp:  4630   Mp:   73
    Str: 63     Mag:  11
    Def: 37     MDef: 27
    Acc: 4      Agi:  16 (12 tickspeed)
    Eva: 13     Lck:  17
    *When using the Expert Grid, Auron loses Zombie Attack, but gains Full Break.
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    7.0 Auron's Skillset
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    A concise breakdown of Auron's OSG abilities.
    **All of Auron's Breaks (as well as Zombie Attack) have a base 100% infliction
    rate, which can and will be reduced by an enemy's resistance to said status.
    Power Break   - Exactly what it sounds like.  Power Breaking an enemy will
                    reduce their physical damage output by half.  Needless to say,
                    this is a staple ability of any Auron Only challenge.  Rank 4
                    action, costs 8 Mp.
    Magic Break   - Same deal as Power Break.  Halves the magical damage output of
                    any enemy that is under this status.  Rank 4 action, costs 8
    Armor Break   - Nullifies a fiend's Armored status and reduces their Defense
                    stat to 0.   I shouldn't have to tell you how great of an
                    ability this is, so I won't.  Rank 4 action, 12 Mp.
    Mental Break  - Reduces a fiend's Magic Defense stat to 0.  Not worth a damn in
                    this challenge, considering that Auron doesn't have any magic
                    at his disposal.  Rank 4 action, 12 Mp.
    Zombie Attack - Inflicts the Zombie status on the targetted enemy.  Unlike his
                    Break attacks, this is a normal Rank 3 action, 10 Mp.  Has a
                    base infliction rate of 100%, and can be reduced by an enemy's
                    resistance to the zombie status.  Not available to Auron if 
                    he's using the Expert Grid.
    Guard         - Allows Auron to take damage in place of an ally. Only works for
                    single target physical attacks.  You won't be using it in any
                    Auron Only game.
    Sentinel      - Allows Auron to take damage in place of an ally while in a
                    Defensive stance.  Only works for single target physical
                    attacks.  You won't be using it in any Auron Only game.
    Threaten      - Delay's the affected fiend's next turn.  Effect wears off on
                    Auron's next turn. Aside from removing Berserk from Wendigo, it
                    has little to no use.  If you need to charge an OD against a
                    single random enemy and switching equipment isn't fast enough,
                    Threaten might be an option to consider.  Note that Threaten
                    will also remove Berserk from an enemy, this comes in handy
                    a couple times.
    Entrust       - Transfer's Overdrive gauge to another character.  Dead
                    worthless in any Single Character Challenge.
    Full Break    - Inflicts all four Breaks with a 100% base infliction rate
                    (subject to resistance).  Costs 99 Mp, Rank 5 action.  Only
                    available to Auron if using the Expert Sphere Grid.  Note the
                    irony of Auron not having enough Mp increase from the ESG to
                    actually use Full Break, unless you add a Mp Sphere to an
                    empty node.
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    8.0 - Overdrives and Overdrive modes
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    ***All of Auron's Overdrives can go critical, and they all receive a damage
    increase based on how fast you input the button commands, up to a 50% increase
    in damage output.***
    DRAGON FANG - A bit stronger than Auron's normal attack, and it hits all
    enemies on screen, as well as delays their next action.  If the enemy is Immune
    to Delay, then the attack power is increased.  Great for random encounters, as
    it will always connect, which is hardly the case for Auron's regular atack.  If
    you fail to enter in the button commands, the attack power is decreased by a
    small amount.  The recovery time for Dragon Fang is a bit longer than a regular
    attack, so keep a watch on the CTB bar, but also keep in mind that the delay
    effect may alter what is shown before the attack is executed.  When facing a 
    groupt of flyers, this is a great option, because it's a guaranteed hit, and
    Auron will have a difficult time hitting them otherwise.
    SHOOTING STAR - A powerful blow that is 1.5 times stronger than a normal
    attack, it targets a single enemy.  If you enter the button combination in time
    this will Eject the enemy from the battlefield.  If the enemy can't be Ejected,
    the attack power is slightly increased to compensate.  It has the same recovery
    time as Dragon Fang, and should really only be used in fights against a single
    large enemy, like a Sand Worm, Zu, Malboro, etc.  Don't bother using it on an
    enemy that has two or three companions, just go with Dragon Fang.
    BANISHING BLADE - Even more powerful than Shooting Star, and it inflicts Full
    Break (Power, Magic, Armor and Mental Breaks) guaranteed if the enemy isn't
    Immune.  If the enemy is Immune to the Breaks, the damage is (as the trend
    shows) increased.  More recovery time than Dragon Fang and Shooting Star, don't
    use it on a normal enemy, and be careful when you use it against a boss.  
    TORNADO - A very cool looking attack that hits all enemies on the screen, but
    isn't as powerful as Shooting Star or Banishing Blade.  In the PAL/Int version,
    this attack hits the enemy twice, in the NA version only once.  A failed button
    input will cause the damage to be slightly lower than that of a normal attack
    (and it'll only hit once even in the PAL/Int version), but it will still hit
    all enemies on screen.  
    You'll be using only one OD Mode throughout this game, and that's LONER.  This
    will allow Auron to fully charge his OD gauge in 7 turns (4 turns with Double
    OD, 3 turns with Triple OD).
    If anyone comes up with >any< major fight that is made easier with an OD Mode
    other than LONER, certainly shoot me an email about it.  
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    9.0 - The Masamune
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    As with all Celestial Weapons, Auron's Masamune Ignores enemy Defense, and has
    a critical bonus factor.  That's not where its true strength lies though.
    Similar to the other Celestials, there's a damage output correlation with the
    wielder's Hp.  Instead of being a detriment like the other weapons, Masamune's
    power actually increases as Auron's Hp % drops.
    At full Hp, the Masamune will deal half the normal* damage.
    At 70% Hp, the Masamune will deal normal* damage.
    At less than 1% Hp, the Masamune will deal 216% normal damage!
    *"Normal" in this sense is referred to using the standard damage formula, but
    ignoring the enemy's defense stat.  You can compare this damage to attacking an
    enemy that is Armor Broken with a normal weapon, as Armor Break and Ignore
    Defense will have the same effect on the damage formula.
    So, in actuality, Auron's Masamune is the only Celestial weapon that gets an
    increase in damage output. Note that in the Original Japanese release of FFX,
    the Masamune was TWICE as powerful!  Meaning that at less than 1% Hp, it would
    deal 433% normal damage.  I refer to the Original Jp Masamune as the UberMune,
    for obvious reasons.
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    10.0 - Boss Quick Reference
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    This is just a helpful index that will allow you to jump straight to a boss
    fight that you may need help with. While you may be able to simply get away
    with searching the name of the boss, I occasionally mention boss names prior
    to the fight, making this a more direct route to said fight.
    Sinspawn Echuilles                                             A01
    Lord Ochu                                                      A02
    Sinspawn Geneaux and Tentacles                                 A03
    Oblitzerator                                                   A04
    Chocobo Eater                                                  A05
    Sinspawn Gui                                                   A06
    Sinspawn Gui                                                   A06A
    Extractor                                                      A07
    Spherimorph                                                    A08
    Crawler, Negator                                               A09
    Seymour, Anima                                                 A10
    Wendigo, Guado Guardians                                       A11
    Evrae                                                          A12
    Isaaru, 3 Aeons                                                A13
    Evrae Altana                                                   A14
    Seymour Natus                                                  A15
    Defender X                                                     A16
    Yojimbo                                                        A17
    Seymour Flux, Mortiorchis                                      A18
    Sanctuary Keeper                                               A19
    Spectral Keeper                                                A20
    -Chimerageist                                                  A20.1
    Lady Yunalesca                                                 A21
    Left Fin                                                       A22
    Right Fin                                                      A23
    Sin, Sinspawn Genais                                           A24
    Overdrive Sin                                                  A25
    Seymour Flux, Mortiphasms                                      A26
    Braska's Final Aeon, Yu Pagodas                                A27
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    11.0 - Walkthrough
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    Well...you know what a walkthrough is, right?  I'll take you through pretty
    much everything you'll be doing in this game, even if it's as simple as "Hey,
    get that chest over there!"  At some points I may even give detailed
    explanations about things that apply to the game in general and not just to the
    challenge, so consider those parts a chance to learn more about the game.  I
    like to comment about the story, and I'll even squeeze in a (bad) joke here and
    there.  I'm not one to give a bullet pointed list of things you need to do, so
    you might find that I offer a little more than what's necessary, just drink it
    all in and enjoy.  I won't be walking you through the boring mandatory crap
    like the Cloisters or how to get through Baaj Temple the first time.  And while
    a base NSG games is relatively easy, I'll still provide strategies for those
    fights that Auron is not available for, meaning you'll be using the others in a
    NSG format.
    This FAQ is unique in the fact that it's a guide for multiple different
    challenges (similar to Blitz_Ace's TONC FAQ).  I spent a great deal of time
    thinking about how I should present this guide.  I settled on the idea that
    I'll write it as a single walkthrough, but add notes in every section for the
    different challenges.  It's pretty simple, but if anyone has any better
    suggestions I'll gladly accept criticisms that would help me with the format
    of the FAQ.
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    Dream Zanarkand - The Jecht Memorial Tournament
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    In the first actual battle with Sinspawn have Auron learn LONER.  It won't
    take long at all, considering that the Sinspawn skip their turns in this fight.
    Obviously don't bother to learn LONER if you're playing a No Overdrives game.
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    Baaj Temple - Stranded
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    Not really a whole lot to do here.  
    Build your fire, fight Klikk, get kidnapped by Rikku and the gang.  
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    Ocean - A three-hour tour...
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    The guy behind Brother will hand over three Potions.  Here's a tip: if you
    enter the underwater ship and return to the surface, you can keep receiving
    Potions from the Al Bhed man, do this till your heart's content.  Not really a
    big deal if you only grab the first three Potions, but it's worth mentioning.
    Take out Tros as you normally would, no reason to outline that fight.
    Head back to the Al Bhed ship, just when things were getting fun, here comes
    Sin to ruin the party. 
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    Besaid - Spira's Backwater Island
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    Tidus wakes up in Besaid after getting hit with a Blitzball.  With how bad the
    Aurochs are supposed to be, I'm surprised that one of them actually managed to
    hit something.
    Make your way to Besaid.  When you get there do yourself a favor and pick up
    all the treasures in the area, and buy some Potions and Antidotes for Kilika.
    Note that there is NO item shop in Kilika, so make sure to buy your restorative
    items in Besaid if you need them.  You've got Yuna's Cure and Esuna though, so
    it shouldn't be a thing.
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    On the road!
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    Make your way back to the Besaid beach.  Along the way you'll take part in a
    few battle tutorials.  Just gun it to the beach and get out of there.  Nothing
    I hate worse in a SCC than parts in which your SCC character isn't available.
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    S.S. Liki - GREAT name for a boat...
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    After boarding, you should try to talk to Yuna, then Wakka.  Ignore Lulu. Go
    inside the ship and trigger the O'aka event.  Donate however much you want, but
    you don't have to give him anything, Wantz will still sell the weapons and
    armors in Macalania as long as you talk to him on Gagazet.  You'll have such an
    abundance of money throughout this adventure; you won't need O'aka's discounts
    at Operation Mi'Ihen either.
    Also, check the other rooms. There will be a suitcase and a treasure chest in
    the cabin which yields Potions, the charity stops when you reach 20 in your
    Inspect the rabble surrounding Yuna at the front of the boat, then speak with
    Wakka.  Lulu takes a cheap shot at him for Tidus's amusement, now that Yuna's
    fan club has dispersed, she's all yours.  Tidus and Yuna share an awkward teen
    moment, and Sin comes in to crash the party again.
    BOSS: Sin's Fin - A01
    Sin's Fin: 2000 hp.
    Sinscale: 200 hp.
    Kill two of the Sinscales in this fight, then concentrate on the Fin with
    Lulu and Kimahri.  I advise keeping Tidus and Wakka out of this fight, if you
    want to keep them in to charge their Overdrives, make sure they're healthy for
    the next fight.
    BOSS: Sinspawn Echuilles - A02
    Sinspawn Echuilles:  2000 hp.
    Open up with Element Reels and/or Spiral Cut if you have their OD gauges full.
    It doesn't matter which elements you use in Wakka's Overdrive, as Euchilles has
    no strengths or weaknesses to any elements.  Keep attacking and heal when
    necessary.  There's no reason to have any problems with this fight.  Note that
    Blender is a Water elemental attack, so if you happened upon any Water Ward or
    Proof armor you'll save yourself a Potion or two.
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    Kilika - The Sending
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    Watch Yuna dance. Save the child. Get the Ether. You know what to do.
    Don't bother buying weapons or armor, there's nothing of importance.
    = = = = = = = = = = = = = =
    Kilika Woods - 
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    The enemies in the Woods are a bit more powerful than the ones found in Besaid,
    but still aren't anything of a threat.  Have Lu or Wakka take out the flyers 
    (have Lu use Blizzard if you're using her), you'll find an Icestrike weapon for
    Wakka to help with the bugs, Lu takes the Elements, Tidus and Kimahri will get
    the Dinonixes.  Ragoras can be taken down with Fire and a couple of attacks
    from Kimahri, Tidus, or Wakka. 
    Boss: Sinspawn Geneaux and Tentacles - A03
    Sinspawn Geneaux: 3000 hp.
    Tentacle: 450 hp each.
    Nothing too difficult here.  Have Lu use Fire on the Tentacles, and then finish
    them off with physical attacks.  Note that the Tentacles absorb Magic damage
    targeting Geneaux, so be sure to take them out first.  Have Kimahri and Lulu go
    to town on the main body (with Fire, and physicals).  If Tidus has an Overdrive,
    feel free to use it even when the boss is in its shell.  After the boss comes
    out of hiding, continue to use Fire spells (or Fury) and attack with Tidus and
    Kimahri.  Cure Poison and use Potions/Cure as necessary.  Not difficult at all,
    even at NSG stats. 
    = = = = = = = = = = = =
    To the Trials!
    = = = = = = = = = = = =
    Complete the Cloister in Kilika Temple, you might as well grab the Red Armlet
    while doing so, because it'll sell for a decent amount of money.  There isn't
    anything you need to do after that other than head back to the boat and get
    ready to head out to Luca.
    If you feel like repeatedly beating the hell out of Ochu now for the two Hp
    Spheres (Rare drop, and you'll need to Overkill him for both), go right ahead.
    Note that we can return later with Auron and get these Spheres after completing
    the Djose Trials, and it'll be much easier to Overkill him repeatedly.  I would
    advise waiting for now.  Make sure not to kill Ochu unless you're getting the
    two Hp Spheres.
    = = = = = = = = = =
    Luca - The Luca Cup
    = = = = = = = = = =
    BUY THE STUNNING STEEL FROM O'AKA!  It'll be really helpful for the Extractor
    fight later on.
    Do not forget to grab the Hp Sphere in Luca!.  It can be found on the dock that
    is one over from the dock on which you will fight Oblitzerator (going
    clockwise).  Before the Oblitzerator fight, you need to go around to the front
    area that leads to the Locker Rooms and head off to the right to access this
    area, because the Al Bhed have blocked it off from being accessed from the
    other side.
    Yuna kidnapped, oh noes!  She can wait...off to harvest workers.  I highly 
    suggest getting 30 or 40 X-Potions, and of course 99 Hi Potions (this won't be
    a problem based on how many X Potions you'll be getting).  I'm dead serious
    about these potions, this challenge is difficult enough, and you'll find that
    we might be using X Potions as early as the Gui fight.  If you're playing a No
    Items game, then you can obviously skip this part.  Don't be afraid to get a
    full stock of X Potions, especially if you've added NENNE to your game.
    Workers will drop from a single casting of Lu's Thunder spell, don't even
    bother using Kimahri or Tidus in any of the fights, just have them escape. Once
    Lu learns LONER (which she undoubtedly WILL learn) things will go a bit faster.
    There is some bad news about all this Worker killing, while they can drop SOS
    Nul armors and Elemental Strikes, since Auron hasn't officially joined the our
    party yet we won't be receiving anything for him.  
    Boss: Oblitzerator - A04
    Oblitzerator: 6000.
    Have Lulu use Thunder on the Crane three times (or a Thunder Fury).  After that
    Tidus will be able to use his [Use] Trigger Command to severely damage the
    Oblitzerator.  After this a single Thunder spell will kill the boss.
    = = = = = = = = = = = = = = =
    Besaid Aurochs vs. Luca Goers
    = = = = = = = = = = = = = = =
    Win. This. Match.  If you've never won it before you may be under the false
    impression that it's way too difficult.  For those of you who aren't adding the
    No Customization rule, you can get away without winning this match, but I still
    highly recommend it (and my strats will be based around you having used the
    Strength Sphere).  
    For those of you who have added NC and any other combination of restrictions,
    I'd highly recommend getting it.  Actually, I'm flat out ordering you to get
    it.  That extra 4 Str can really make a difference in the more difficult Auron
    Only games.
    A few tips on the Blitz match.
    -There's not a whole lot you can do against the Goers when they're on 
      offense, you'll be relying on the random number generator going in your
      -A good tactic to get Tidus the ball would be to take Jassu or Letty and 
      swim up the left side (bottom on the map) of the Sphere Pool and shadow Tidus
      as they both head towards the goal. Stay on the perimeter of the Sphere Pool
      and when the defender comes for Jassu/Letty, pass to Tidus when he has swum
      free of the defender's range. Get as close to the goal as possible without 
      initiating an encounter, because you'll most likely get the ball stolen from
      you. Take a shot at the goal, Tidus's SH stat is 10, while Raudy's CA stat
      is 8, so there's a good chance for you to score (Raudy's CA will range from
      4 to 12).
      -At the half, I recommend that you equip Jecht Shot. Usually I would opt
      for Sphere Shot instead, but you'll most likely only be able to use
      either of these once (and even if twice, Sphere Shot can't be used more
      than once without powerleveling Tidus in the first half) and you won't
      need the extra SH value you'll most likely get from Sphere Shot.
      -At the 3:00 mark in the second half, Tidus will leave the Sphere Pool and
      be replaced by Wakka. Wakka will have an easier time scoring on Raudy,
      because his SH is 13, with another 3 on top of that from Venom Shot. 
      -If you have a lead at any time in the second half, swim to your goal and
      hold the ball next to Keepa. The Goers will very rarely come up to you and
      initiate an encounter, so this is a safe area to let the time run out. If
      you do this before the 3:00 mark, be aware the Goers could win the next
      Blitzoff and score on you.
    = = = = = = = = = = = = = = =
    Mi'Ihen Highroad - Yay Auron!
    = = = = = = = = = = = = = = =
    This is where our challenge picks up.  We now have Auron in our party and we
    can start the arduous task of playing through the game with only him.
    First off, allocate the Strength Sphere to Auron's grid and activate it, we'll
    want that Strength boost as soon as possible.  Do the same with the Hp Sphere
    you picked up in Luca (and if you got the ones from Ochu in Kilika as well).
    Don't bother with the Magic Sphere, as it will only waste an open node on
    Auron's grid.
    A special note for our friend's attempting a No Items game.  Your torture
    begins now.  Hopefully you knew what you were getting into, because you're in
    for one hell of a treat.  Mi'ihen is a long road, and without any items to
    help you along the way you'll probably find yourself dying a great deal.  Just
    gun it to the Travel Agency as fast as you can, don't be surprised if you're
    the victim of multiple game overs before you even hit the Travel Agency.
    Speak to anyone and everyone on the Highroad, as just about everyone will offer
    items to the party.  
    You have two options here.  You can train until you get the Strength +4 node
    on Auron's Grid, or you can allow the Chocobo Eater to push you off the cliff.
    You will need to train a decent amount for the Sinspawn Gui fight coming up,
    and you might be killed on one or more occasions walking back up the Oldroad.
    Auron's Crest is there, but we can easily grab that after getting a (free)
    chocobo.  My advice would be to train on the Mi'ihen road near the Travel
    Agency until Auron hits that first Strength node on his Grid (not the one you
    created with the Strength Sphere from the Luca tournament).
    For our No Items gamers, you also have a couple options as well.  You can
    either heavily powerlevel until you've hit the second Strength node on Auron's
    grid, (not counting the one we created with the Strength Sphere) or you can
    allow the CE to knock you off the cliff.  (NOTE:  This is like, 25 Sphere
    Levels, I stongly urge you to just get pushed off the cliff and continue with
    your game.  You'll need to Powerlevel before the Gui fight anyway, and the
    fights on Mushroom Rock Road offer much more AP than the ones on Mi'ihen
    "That's our cue, let's go."
    Boss: Chocobo Eater - A05
    Chocobo Eater: 10,000 Hp.  Weak against Fire.
    There is a bit of luck involved with this fight, but it's not too difficult.
    Two hits from Auron will knock the Chocobo Eater on its back, and one more hit
    will push it back.  I'm almost positive that it's impossible to knock it off
    the cliff out the stats that I've recommended, but it's certainly possible to
    defeat this thing before it pushes Auron off.  Power Break should be your first
    action, note that there's only a 50% chance of Power Break working against the
    CE. Toss Hi Potions to heal when his Hp gets low.  The fight isn't too
    difficult.  Make sure to Defend before Fists of Fury, the CE will point and say
    "You're next!" to indicate that it's about to use FoF.
    No Items strategy:
    Even if you just want him to push you off the cliff so that you don't have to
    defeat him, you can get kind of unlucky and wind up dead.  Just Defend before
    his attacks, hopefully you wind up on the Oldroad and not in a body bag.
    If you actually want to defeat him, you won't have too much trouble at the
    stats I've recommended.  The battle is strikingly similar (fancy that <_<) to a
    normal AO battle with CE, but activating that extra Strength node will allow
    us to whittle down CE's health at a faster rate, without relying too much on
    luck.  Keep in mind that the CE can't kill you with his push back move, as it
    does proportional damage.
    Your first move should of course be Power Break.  It will take Auron two hits,
    or one critical hit to knock the CE on his back, and one hit to push him back.
    Simply exchange hits between yourself and the CE.  If he points to Auron and
    threatens that "You're next" make sure to Defend before that attack, it'll
    reduce the damage from ~900 to ~450.  
    = = = = = = = = = = = = = = = = = = = = = = = = = =
    You take the Highroad and I'll take the Lowroad...
    = = = = = = = = = = = = = = = = = = = = = = = = = =
    If you defeated the Chocobo Eater, then this will be easy enough.  Go rent a
    Chocobo for free and proceed North, collecting all the treasures that can only
    be obtained while riding a Chocobo (most notably the Luck Sphere and Wakka's
    Lightningstrike weapon).  You will also want to head down to the dead end on
    the Lowroad and collect the Mars/Saturn Crest that we'll be using to upgrade
    Auron's Celestial weapon later on.  Once you've done that, head to the end of
    the Mi'ihen Highroad and see what all the commotion is about.
    If you DIDN'T defeat the Chocobo Eater, then you'll have a bit of a task in
    front of you.  Save at the Sphere and stock up on any items that you may need
    from O'aka (doubtful that you'll need anything he has).  Go to the dead end and
    pick up the Mars/Saturn Crest, then proceed to the end of the Mi'ihen road.  
    The enemies will be a pain in the ass, and you might die once or twice.  When
    you get to the gate, rent a Chocobo and go back to collect the items that you
    weren't able to get previously (Fortune Sphere and Wakka's Lightningstrike 
    Make sure to allocate the Luck Sphere to Auron's Grid that we picked up in
    Kilika, and then use the Fortune Sphere that we just obtained to activate it.
    This will help out a bit with Auron's horrid Accuracy and Evasion stats.
    = = = = = = = = = = = = = = = =
    Mushroom Rock - Power leveling
    = = = = = = = = = = = = = = = =
    Grab the Light Bracer (Slow Ward) that O'aka is selling for Auron.
    Make sure you grab the Serene Bracer in this area for Auron, it'll be useful for
    the fight with Spectral Keeper much later on.
    My best advice for this part of the challenge would be to power level on the
    are called the Precipace, which is just before the elevator that takes us to
    the command center.  The encounters there consist mainly of Garudas and Garuda
    + 2 Funguars.  Funguars go down in one hit, so they aren't a threat, and
    Garudas can be Power Broken to lessen the damage they inflict on Auron.  These
    fights easily offer the best Ap that we can get at this point in the game. It
    wouldn't hurt to go ahead and buy the Sentry (Initiative) from O'aka and then
    come down and fight the battles without fear of being Ambushed.  
    As for how much you train, that's entirely up to you.  You can defeat Gui
    as soon as you hit the first Agility node on Auron's Grid, although it will be
    a very difficult fight.  If you get Auron up to the Strength node right before
    Armor Break, you'll have a MUCH easier battle ahead of you (and keep in mind
    that we'll be power leveling before the Seymour and Anima fight anyway). Either
    way, you'll be using a lot of Hi Potions (possibly some X Potions as well) and
    The Training for a NO ITEMS game is much more tedious.  You need to be able to
    defeat Gui in two hits.  You have a couple options ahead of you.  
    You can train until Auron's Strength hits 48, so that you can kill Gui with two
    critical hits.  This will take quite a bit of luck, but also requires the least
    amount of training possible.  
    Your next option is to raise his Strength to 52, which would allow you to kill
    Gui with a single critical hit, and a follow up attack that does not need to go
    critical (I would recommend this method).  This only requires you to gain four
    more Sphere Levels than the double critical method.
    Your third option is to train until you hit 60 Strength, to guarantee that
    Auron takes Gui out in two hits, regardless of them going critical.  This will
    require you to take Auron up to the last area of his grid, to activate the
    Strength node next to the Level 3 Key Lock.
    Make your decision and come back in a week once you've hit the required stats
    for Gui.  Expect ~30 hours of training.
    = = = = = = = = = =
    Operation: Mi'Ihen
    = = = = = = = = = =
    Buy the Sentry from O'aka, Initiative will be a great asset from here on out.  
    It will prevent all Ambushes (barring Great Malboros in the Omega Ruins and
    Sin's Nucleus), and increase the Preemptive Strike rate from 12.5% to 25%,
    which will help greatly with Auron's lack of Agility.
    "Look out!"
    Boss: Sinspawn Gui - First fight - A06
    Sinspawn Gui: 12,000 Hp
    Head: 4000 Hp
    Arms: 800 Hp each
    This fight is...tedious to say the least, not to mention difficult. At least
    Gui has an attack pattern that we can play off of.  
    His head will follow this pattern:  Thunder -> Moving suspiciously -> Venom. If
    there was a way we could attack the head, we could prevent Venom by attacking
    it after it begins to move suspiciously, and eventually kill it.  Sad thing is,
    we can't damage the head at all, not even with Dragon Fang, so we'll have to
    deal with Venom.  There's no way to get a Poison Ward armor for Auron at this
    point, so there's a 99% chance that we'll be inflicted with Poison from Venom.
    The number one priority in this battle will be curing Poison.  Venom will 
    typically deal about 500 damage, and Thunder will hit for about 200 (equip any
    Lightning protection that you may have at this point).
    His body will alternate between Punch and Demi.  Once it gets below 4000 Hp, it
    will follow this pattern: Punch -> Demi (any number of times on consecutive
    turns) -> Punch.  This will actually work to our advantage, because Demi can't
    kill us, but I wouldn't plan on it using Demi after it has used it once before
    another Punch.  After Gui has been Power Broken (which will be your first
    action of the fight), Punch will deal around 350-400 damage.  You can reduce
    that damage even further by defending, but we won't really have time to defend
    before he attacks.
    Like I said, Power Break should be your first action.  While the arms are alive
    Auron will deal about 175 damage with a physical attack (~250 if you leveled up
    to the Strength node before Armor Break).  When the arms are gone, he'll deal 
    about 750 damage (~1100 if you leveled up to the Strength node before Armor
    Break).  And just to clarify, you can't Armor Break Gui.  He's armored when his
    arms are defending him, not armored when they are gone. Period.
    Gui's arms will respawn once his body has had three turns after the arms have
    been destroyed.  Dragon Fang is the most efficient method of dealing with the
    Arms, and you'll have one free turn to attack the defenseless body, but chances
    are you might have to heal up on that turn.  Always keep Gui's attack pattern
    in mind, so you know if you need to heal or not before your next assault.  
    Remember, curing Poison will take priority in this fight, unless you have under
    400 and Gui will get a Punch before your next turn, in that case you'll need
    to toss an X Potion.  You shouldn't get yourself into that situation though,
    but if you do don't be stingy about using an X Potion.
    NO ITEMS strategy:
    Uh...yeah.  Start off with Dragon Fang.  One more attack to the unprotected
    body will result in Gui's death.  Remember that based on how much training
    you've done, you may need one or both of these hits to go critical on the body,
    or neither of them.
    Obviously if you're playing NI and NO, you can't use Dragon Fang.  For this
    scenario you'll have to take out the arms with physical attacks, then take out
    the body with two physicals.
    Boss: Sinspawn Gui - Second fight - A06A
    Gui: 6000 Hp
    Head: 1000 Hp
    Arms: 800 Hp each
    Same idea as last time, but Gui's Strength has dropped considerably.  After
    using Power Break, his Punch will deal less than 100 damage.  Not really a
    whole lot to worry about here aside from Poison, cure it immediately and toss
    a Hi Potion if necessary.
    You'll be able to take out Gui with a single hit this time (which is great,
    because we don't get healed in between the fights).  Take out the Arms with
    one attack each, then strike the body.
    = = = = = = = = = = = = = =
    Djose Highroad
    = = = = = = = = = = = = = =
    Tidus will wake up on the Djose Shore, if you let Gatta live you'll see a very
    annoying scene with him.  If not, you'll find his corpse lying on the beach and
    then see an annoying response from Tidus (although it's certainly worth it to
    see Luzzu's reaction in Djose). 
    Some sequences take place, Seymour hits on Yuna again.
    Finally, we can continue our adventure.  
    = = = = = = = = = = = = = =
    Djose Temple
    = = = = = = = = = = = = = =
    I. Hate. Cloisters.
    That is all.
    "Moonflow baby here we come!"
    = = = = = = = = = = = = = = =
    Moonflow - South Bank
    = = = = = = = = = = = = = = =
    Buy Auron's Blurry Moon (Darktouch) from the merchant standing near Wakka and
    Lulu.  There's a woman who sells armor, specifically a Water Ward Bracer for
    Auron that we'll need for the Seymour and Anima battle.  O'aka is selling a
    Serum Bracer for Auron as well (Poison Ward, SOS Nulshock), you'll find him
    hanging near Yuna and Kimahri on the South end of the Moonflow.  You can also
    pick a White Bracer (Ice Ward) from another swindler on the wharf.
    Ride ze shoopuff...
    Boss: Extractor - A07
    Extractor: 4000 Hp.  Weak against lightning, strong against Fire/Water/Ice.
    This is one of the reasons why you should have bought the Stunning steel from
    O'aka, as it will Slow the Extractor.  Slow it to start off with.  Attack 
    with Lightningstrike weapons, use Spriral Cut and Lighting Reels. Depth 
    charges will deal around 350 damage and cause darkness to Tidus and Wakka.
    Eventually, this thing will crap out.  Heal when you need to.  This can be a
    difficult fight if you're not used to NSG games.  Those Hi Potions will be
    handy.  If you see the message "Readying Depth Charges," you'll need to deal
    500 points of damage to prevent the Depth Charges from being used.
    = = = = = = = = = = = = = =
    Moonflow, North Bank
    = = = = = = = = = = = = = =
    Pick up Rikku and head towards Guadosalam.  You'll be taken through her battle
    tutorial, Mix two Power Spheres instead of the Bomb Cores we found in the
    = = = = = = = = = = = = = =
    = = = = = = = = = = = = = =
    Not much to do here other than advancing the storyline.  If you are allowed to
    Customize, use the Lightning Marbles found on the way to the Farplane to make
    a Lightningproof armor for Auron.  If you're not able to Customize, buy a
    Lightning Ward armor from O'aka.
    Our No Items gamers can go ahead and Customize a First Strike + Evade & Counter
    weapon if possible.  Evade & Counter would take priority over a First Strike
    weapon at this point.
    Make sure to pick up a Lightning Ward armor before you leave Guadosalam, it'll
    be pretty helpful in the next area, as well as very important for a future
    boss fight.
    = = = = = = = = = = = = = =
    Thunder Plains
    = = = = = = = = = = = = = =
    -The Strength Spheres are necessary for the upcoming Seymour and Anima fight
    (along with a lot of luck) Since we don't have a [No Encounters] armor yet,
    this may seem extremely difficult.  
    -Here's a decent strategy for dodging these bolts relatively easily.  Alright,
    we all know that little side area in the south half of the Thunder Plains that
    has a Cactuar stone and a chest containing Wakka's Water Ball right?  If you
    position Tidus between the Cactuar stone and the south wall correctly (it may
    take some time to get right), he won't move away after dodging a bolt, thus,
    you won't have to move around at all, thus no random encounters.  This makes it
    very easy to keep your focus, and to not get unlucky and face a random battle
    right before a strike hits Tidus.  Stay here until you dodge 100 bolts, and
    then go claim your prizes.  You'll be rewarded with 2 X potions, 2 Mega
    potions, 2 Mp spheres, 3 Strength Spheres, and 3 Hp spheres.  Well worth the
    effort if I do say so myself.
    -Personally, I just find a triple lightning spot and take my chances with the
    random encounters.  It's not too difficult, just be on your toes at the end of
    every battle you get into.  Try this a couple times before resorting to the
    more boring method described above.
    -Note that the Iron Giants in this area can drop SOS Regen armors.  These can
    be very  helpful in a No Items game (especially since you can get them with two
    free slots).  If you decide to hunt around for one, note that Iron Giants only
    appear in the Northern half of the Plains.
    -If you're playing a game with any combination of the NI and NO/NC restrictions
    you'll need to hunt for an SOS Regen bracer.  I'm not asking you, I'm telling
    -Another note about equipment, you might want to consider getting a Hp Stroll
    armor drop from Qactuars if you have the NI restriction, it'll make Bevelle a
    bit easier (those forced battles can suck hard).  Qactuars have a high drop
    rate, the only problem is Auron's accuracy.  There isn't a huge change that
    he'll land the hit, but if he does it's a guaranteed kill.  Remember that ODs
    can't miss, so if that option is available to you make sure to take advantage.
    = = = = = = = = = = = = = =
    Macalania Woods
    = = = = = = = = = = = = = =
    You'll want to go ahead and buy Tidus's Sonic Steel from O'aka (First Strike),
    it'll come in handy on a couple of underwater areas.
    You want the good news or the bad news first?  I'll give you the bad news.  We
    will need to train until we have at least a Strength stat of 60 to take down
    Seymour and Anima.  With our Strength Spheres from the Thunder Plains, this
    won't be as bad as it seems.  The good news is that this is the last time that
    we'll need to really hang around and powerlevel in a certain area.  The rest of
    the challenge more or less flows at a steady pace in terms of leveling (as long
    as you're not escaping from every battle).  The Strength node that gets us to
    60 Strength is next to another Hp +200 node and Agility +2 node.  Feel free to
    get them as well, but you don't need them for the upcoming fights.  You might
    want to wait until after the Spherimorph fight to level up, because the enemies
    in front of the Travel Agency offer better experience than those in Macalania
    For the record, we can take on Seymour and Anima with a Strength stat of 56,
    but we would have to rely on a critical hit against Anima.  I really don't like
    leaving my battles up to luck (especially this one, which already involves a
    ridiculously precise order of events to succeed). 
    This brings us to the next fight.  Auron hacks a massive tree in half (females
    in the crowd, go ahead and swoon).  
    "Fiends are also attracted to these places."
    Boss: Spherimorph - A08
    Spherimorph: 12000 Hp.
    You could certainly Customize Lightningproof to potentially make this fight a
    bit easier, but it's not necessary, and we could save those Lightning Marbles
    for another time.
    First thing's first, Power Break Spherimorph, then follow up with Armor Break.
    Spherimorph randomly starts out favoring a certain element, there's really no
    way to predict which one.  Simply attack him to find out which element he's
    favoring, and then equip Ward armor for that element if you have it in your
    inventory.  You could spend time switching to Elemental strikes if you want,
    but chances are that you don't have one of each strike, so don't worry about
    it.  Continue to attack on every turn you have, there isn't much threat here,
    and if you're allowed to use Overdrives, Dragon Fang will deal a decent amount
    of damage.  Heal when necessary.
    No Items strat:  Nothing really worth mentioning.  This fight is beyond quick.
    Start off with Armor Break, then one more attack will dissolve our amorphous
    = = = = = = = = = = = = = =
    STOP! Special notification
    = = = = = = = = = = = = = =
    For all of you who are allowing Overdrives in your game, you'll want to take
    this opportunity to head backtrack a bit and pick up all of the Jecht, Auron,
    and Braska Spheres.  If you do this now you'll be able to get Tornado by the
    time you pick up the Sphere on Mt. Gagazet.  This would also be a good time to
    go kill off Ochu for his Hp Spheres if you hadn't done so already.  
    If you're playing a No Items game but allowing Overdrives you might want to
    consider going back to get these spheres now.
    Keep in mind those of you playing the PAL or International version, this is your
    last chance to get the Sphere in Besaid before obtaining the Airship, at which
    point Dark Valefor blocks your pogress.  While Tornado isn't necessary for any
    fight in any variation of an Auron Only game, it's certainly worth mentioning.
    The locations of the Spheres are as follows:
    -Besaid Village, to the right of the Temple, lying on the ground.
    -On the S.S. Liki, inside the captain's quarters.
    -Luca Stadium, just outside of the Auroch's locker room.
    -Mi'hen Highroad, Lowroad, at the dead end, near Auron's Crest.
    -Mushroom Rock Road, off to the side of the large elevator to Command Station.
    -Moonflow South, near the Shoopuf dock.
    -Thunder Plains South, next to a Lightning tower.
    -Macalania Woods South, hang a right when coming from the Thunder Plains.
    That leaves the one you picked up after the Spherimorph fight, and the one on
    Mt. Gagazet.
    "Stand back."
    Boss:  Crawler, Negator - A09
    Crawler: 16000.
    Negator: 1000.
    With our newly gained Strength and a Lightningstrike weapon (which is optional)
    this fight isn't really difficult.
    We can't take out the Negator, but even if we could, we wouldn't bother doing
    it.  Without a Lightningstrike weapon, you'll need to attack the Crawler six
    times to take it out (barring critical hits).  With a Lightningstrike weapon,
    that drops to four or five attacks.
    The Crawler's only attack will be Gatling Guns, which hits eight times for
    about 110 damage each time.  Once you get below 1000 Hp, toss an X Potion,
    you'll only need to do this once, and using Hi Potions won't do more than cure
    the damage from one Gatling Guns attack.  Always keep an eye on the CTB bar to
    make sure that Auron can survive the upcoming attack by Crawler (at some points
    Crawler will get in two attacks in a row).
    No Items strategy:
    Very simple fight we have here.  At this point Auron will have 72 Strength,
    which means he'll take out around 5,000 Hp per strike against Crawler.  Four
    hits will be enough to put him down for good.  Three hits if you have a
    Lightningstrike weapon.
    Alright all you AONI(NO) playing badasses, it would be awesome if you got a
    Waterstrike drop for Auron after this fight.  Not necessary, as there are other
    methods of getting this weapon (which you'll need), but just keep an eye out for
    it.  I don't recommend drop hunting for the weapon.
    Before you head out to Macalania Temple, make sure Auron has a full OD gauge.
    = = = = = = = = = = = = =
    Macalania Temple
    = = = = = = = = = = = = =
    Open the chests in the main chamber of the Temple, speak to Trommel to receive
    a Shell Targe for Rikku...and then sell it to O'aka for some scratch.  Also buy
    Tidus's Sonic Steel if you didn't before.
    Equip Auron with any weapon, and an armor with either Fire Ward or Water Ward.
    Remember that woman on the South bank of the Moonflow who was selling that
    Water Ward Bracer for Auron?  I hope to Christ that you bought it like I told
    you to.  
    (The upcoming strategy involves Auron having a Strength stat of 60, 5030 Hp,
    and 11 Agility.  You could very easily have gotten 5230 Hp and 13 Agility, but
    it doesn't change the strategy all that much, and I figured that you've done
    more than enough powerleveling.)
    No Items (+No ODs +No Customization) preparation:
    Auron's weapon and armor are irrelevant in this fight, as we've trained Auron to
    5,630 Hp, 72 Strength, 15 Agility and 17 Magic Defense at this point.
    "We will protect Yuna from anyone. Even a Maester."
    Boss: Seymour/Anima - A10
    Seymour: 6000 Hp.
    Guado Guardians(x2): 2000 Hp.
    Anima: 18000 Hp.
    This. Will. Suck.
    Here's the deal.  We need to have Auron kill off the two Guado Guardians as
    soon as possible, but not allow Seymour to kill the allies before we cause him
    to summon Anima.  This alone will be difficult enough, and on top of that, when
    we fight Anima, she needs to use Pain on both of the allies while we attack
    her (three attacks will be enough).  Sounds difficult?  You bet your ass it is.
    You will need a lot of luck for these courses of action to transpire.
    So, start off by killing one of the Guado Guardians.  Hopefully Seymour uses
    Blizzara on Auron (dealing about 750 damage).  On his next turn, target the
    other Guado, killing it.  Once again Seymour uses a spell, this time it's
    Thundara (another 750 damage).  Attack Seymour, this will cause him to Summon
    Anima.  Anima will Boost and then use Pain, hopefully killing an ally.  Auron's
    subsequent attack on Anima will deal ~6300-7100 damage.  Anima will then get off
    another Boost and Pain combo, once again pray that it kills our other ally. 
    Thankfully, Auron gets in a third and final hit on Anima.
    How did that suit you?  Not too fun was it?  Well the fight isn't over.
    At this point, Auron will have at least 3500 or so Hp.  Seymour will get in
    consecutive turns on us, using Dual Watera on the first turn, and Dual Fira on
    the next turn.  This will absolutely kill you without Ward protection for at
    least one of these elements (and even then, we'll be left with only a couple
    hundred Hp).  Use your next turn to heal with an X Potion.  After that, two
    attacks should be enough to put Seymour down for the count.
    Go buy a present, you've successfully completed one of the most ridiculously
    difficult battles in this challenge.
    No Items (No ODs/No Customization) strategy:
    Kill off Seymour's allies with physicals, you only need a single ally for the
    Anima portion.
    Seymour will then Summon Anima, she will Boost and then Pain one of your allies
    (Game Over if it's Auron, of course).  This brings up Auron's turn, smack her
    once for 9999 damage. Anima then Boosts, Auron's follow up attack will end this
    Once Anima is taken care of, Seymour will begin casting Dual spells, and he'll
    start off with Multi-Blizzara (with Ice Ward these will only deal 750-800
    damage to Auron, ~1,500 without protection).  It doesn't really matter, one
    strike from Auron will take out Seymour.
    If you start this fight off with Dragon Fang, things with Anima get messier.
    Once Seymour Summons her, she'll get off a Boost, Pain (on an ally), then she'll
    boost again before Auron's turn, after he attacks she'll take out the second
    ally with Pain, then Auron finishes her off.  Really, it's more of a hassle with
    Dragon Fang than without.
    Just so it's stated here, Pain has a 100% chance of inflicting Death, but each
    enemy and ally in the game has an innate 1% resistance to all status effects.
    This means that it's possible to survive Pain if that 1% kicks in, it'll deal a
    small amount of damage instead (500-600).  Don't rely on this, but don't reset
    until you've seen that Pain has killed you, you might get lucky.
    = = = =
    = = = =
    As you're escaping the temple, make sure to use the Save Sphere next to O'aka,
    and buy any items you may need while you're at it.  On your way out you'll be
    chased by the Guado, and you'll have to fight at least two battles.  Make sure
    that you take out the Guado first in both fights.  Save again at the Sphere
    and make your way back towards Lake Macalania Travel Agency.  Save once again
    at the Sphere on the far end, you'll be resetting more than a few times.
    Equip your Blurry Moon (Darktouch), it might help a little bit in this upcoming
    fight (you'll have a 30% chance of inflicting Darkness on Wendy).  If you're
    allowed to Customize, equip your Evade and Counter weapon.
    Make sure to save before starting this fight.
    Boss: Wendigo, Guado Guardians - A11
    Wendigo: 18000 Hp.
    Guado Guardians: 1200 Hp.
    Take your first two turns to kill off the two Guado that accompany the Wendigo,
    when they perish they will cast Shell and Protect on Wendy (unless you Petrify
    them with a Stonetouch weapon, which you probably don't have).  Use Dragon Fang
    if you have a full OD (and if you're allowing OD use), but don't waste turns
    getting a full bar if you don't have one at the very beginning of battle.  You
    can use a Remedy on Wendigo to remove the Berserk status, which will decrease
    the damage you receive, if for some reason you have no Remedys, then you can
    use Threaten to remove Berserk.
    Essentially you'll be able to survive two of Wendy's attacks before you need to
    be healed.  Simply attack as necessary, and heal when your Hp drops below 2000.
    The only efficient means of healing is using X Potions.
    If you're playing a No Customization game, you'll need to fight Wendigo until
    he drops a Counterattack weapon for Auron.  This is not optional in a No
    Overdrives game (unless you feel like drop hunting Mechs in Bikanel for SOS
    Reflect - trust me, you don't).  This is optional, but HIGHLY recommended in a
    standard No Customization game.
    No Items strategy:
    Start off with Dragon Fang (if you're allowed to) to take care of the Guado
    Guardians.  Two more hits will kill off Wendy (or a single critical hit).
    If you're playing a No Items game, you'll need to fight Wendigo until he drops
    an armor with SOS Haste and one free slot.  Again, I'm not asking, I'm telling
    = = = = = = = = = = = =
    Under Macalania Temple
    = = = = = = = = = = = =
    Oh THANK YOU WENDIGO.  You had to go and throw a fit, now we're stuck WAY
    beneath the surface of the ice, riding on Sin's back no less.  Super.  -_-
    Anyway, speak to everyone (ignore Wakka's pouting, it's beyond annoying) to
    advance the story.  Auron has some profound thoughts to share with Tidus, as
    After the party realizes that they're being carried by a giant floating Chuck
    Norris-esque whale, they all freak out and we wake up on...
    Yes, I referenced Chuck Norris.  Don't like it?  Go complain on the internet.
    = = = = = = = = = = = =
    Bikanel Island
    = = = = = = = = = = = =
    Put away that SPF 15, this is no time to celebrate.  Tidus wakes up alone in an
    Oasis.  Open the chest next to him for four Remedies.  Save at the Save Sphere.
    Great, now we're walking around ALONE with Tidus at base stats.  Very soon into
    our mid-afternoon jog, we encounter a Zu.  Tidus will die awfully quick (what
    did you expect at NSG stats?)  Good news is, Auron comes to the rescue.  If he
    has a full Overdrive gauge, use Shooting Star on the Zu to end the fight.  If
    he doesn't have a full OD gauge (or if you're playing No Overdrives), equip
    your Counterattack/Evade and Counter weapon.  After three or four attacks, the
    Zu will die.  Watch out for Darkness though, and if you have a Dark Ward armor
    handy, you should equip it now.
    Head to the Central area of Bikanel Island and save your progress at the Sphere
    next to the sign that warns of powerful fiends residing to the West.  I'd advise
    hunting Sand Worms for an Auto Potion armor for Auron if you're playing NC(NO).
    In the area to the left of the save sphere, you'll encounter Sand Worms more
    frequently than any other area in Bikanel.  We'll want an armor with Auto
    Potion (if you get one with Hp +10% on it as well, feel free to dance). 
    You should note that Sand Worms, Zus, and Sandragoras can all be Ejected with
    Auron's Shooting Star.
    = = = = = = = = = = = =
    = = = = = = = = = = = =
    Eh, collect the Primers here if you don't have them on a Memory Card yet.
    Not really a whole lot to do here other than head straight towards the
    Summoner's Sanctum.  None of the encounters should give you any trouble here,
    not even if you're playing AONCNO or AONINO, Auron's Hp and single strike kills
    will get you through these fights.  Remember your Hp Stroll and SOS Regen armors
    to keep your Hp up if you aren't allowed to heal manually.  Guado Guardians take
    priority, of course, as they can Confuse Auron (which will suck).
    = = = = = = = = = = =
    = = = = = = = = = = =
    Save your game, initiate the conversation with Dona, then go talk to Brother,
    who says he's found Yunie.  Pick up the Underdog's Secrets from Rin and sell
    them back to him, because we won't need them.  (If you want, go ahead and
    Customize yourself a Double Overdrive weapon first, it will come in handy for
    random encounters, but isn't necessary).
    Equip you Counterattack/Evade and Counter weapon and make your way to the
    Boss: Evrae - A12
    Evrae:  32,000 Hp.  
    This fight is partly reliant on luck, depending on how powerful you are.
    First off, let me explain Evrae's attack pattern while the airship is up close,
    we won't be able to move it away at all.
    Swipe -> Swipe -> Inhale -> Poison Breath
    Secondly, let me outline what we need to worry about.  Evrae's Stone Gaze will
    mean certain doom, considering that we don't have a Stoneproof armor, and even
    if we did survive it Auron will be delayed to  high hell which means a Reset
    unless you have an Auto Potion + Auto Med armor to go along with your Counter
    For this fight, you just have to know that after being attacked three times,
    Evrae will be able to use Stone Gaze, but it doesn't use it on Inhale, or
    Poison Breath turns.  This is where our Counterrattack/Evade and Counter
    weapon will come in really handy (not to mention entirely necessary).
    You'll need Evrae to target Auron with his first two physical attacks, so that
    Auron will counterattack.  Attack on Auron's turn, which will be after Evrea's
    first physical attack.  This bring's Evrae's Stone Gaze counter up to 6, which
    will more or less mean the death of us, but luckily enough, her Inhale and
    Poison Breath moves trump the Stone Gaze (meaning it only uses Stone Gaze on
    her attack turns).
    Basically, it'll take four hits to defeat Evrae.  You need to make sure that
    it doesn't get a Swipe turn after your third hit on her (this includes counter
    attacks).  Essentially, attack it once, then allow it two attacks to trigger
    Auron's counters on her so that you can get in the last attack before its next
    action.  You don't want to get in three hits before her second turn.
    No Items strategy:
    You'll want Wakka and Lulu to start the fight off with 1 Hp so they can take
    themselves out immediately.  You'll also need to bring Auron into the fight in
    critical condition so his SOS Haste armor is activated throughout the entire
    fight.  (Try to get as close to 50% Hp as possible, for the fights afterwords).
    Start the fight off with our First Strike weapon.  Immediately switch to your
    E&C weapon.  Our goal here is to have Evrae's second physical attack trigger a
    counter from Auron, and have that be the third attack landed on Evrae, make
    sense?  Ideally, it would attack Auron twice, with him countering both of
    those and getting in a turn of his own to attack as well (he'll have more turns
    than that, but once again we need to have the third blow landed on Evrae be a
    counter to her second physical attack).
    Chances are she may target one of your support characters, make sure that you
    kill them off (this is why I picked Wakka and Lulu, as Lu can always kill
    herself with Magic at 1 Hp, and Wakka only has a 1% chance of missing himself
    with a physical at base stats).
    = = = = = = = = =
    Bevelle - Wedding
    = = = = = = = = =
    After the fight with Bevelle's guardian, we'll be dropped off a couple hundred
    feet away from Yuna and Seymour.  Heal Auron if necessary, and if you want to,
    go ahead and equip him with any Fire protection armor you might have at your
    disposal.  The fights are pretty easy, you just need to make sure you don't
    allow the YKT's to take a turn while they're alone in battle.  Keep your
    Counterattack/Evade and Counter weapon equipped for these upcoming battles.
    These fights can be a pain in the ass for our No Items gamers.  You can't heal
    in-between the Evrae fight and these battles, but we can handle these fights in
    a manner that'll allow you to stay alive.
    Once you can access the menu, equip your First Strike weapon, switch your OD
    mode to Slayer.
    Battle #1 - Switch to your E&C weapon, take out the Flamethrower Monk first.
                The Monks with the Rifles are harmless as long as we have E&C.
    Make sure to switch back to your First Strike weapon.
    Battle #2 - Dragon Fang this group (two Flamethrowers and a YKT).  
    Battle #3 - Once again take out the Flamethrower first.  Save your OD for the
                next battle.
    Switch to any Fire protection you may have.
    Battle #4 - D. Fang the group.
    Battle #5 - Take out the two Monks, then finish off the large Machina in the
    = = = = = = = = = = =
    Via Purifico
    = = = = = = = = = = =
    First off, SAVE YOUR GAME.  Last thing we need is for Yuna to be ambushed by
    two Bat Eyes and end up dead, forcing us to fight Evrae again.  Allocate the Hp
    Sphere we picked up in Bevelle's Cloisters to Auron's Grid.
    This is very simple, take the Teleport pad in the next room (one north from
    your starting location) directly North to Auron, and then make your way out of
    the Via Purifico.  Forget about Kimahri and Lulu, they'll find there way out,
    and none of the treasures are worth a damn to us.
    On the way out, you'll face a couple forced fights with enemies called Maze
    Larvae, which are incredibly similar to the Larvae found in the Thunder Plains,
    except that they have an affinity towards Water instead of Thunder.  There will
    be no problem taking these guys out, a single hit will do the trick.
    Boss: Isaaru's Aeons - A13
    Grothia:  8,000 Hp.
    Pterya:  12,000 Hp.
    Spathi:  20,000 Hp.
    No trouble here, your Aeons will be more than strong enough to take out your
    foes.  I'll just make a few quick suggestions for these fights, just for the
    hell of it.  Start off by Summoning Shiva against Grothia (Ifrit), don't bother
    Grand Summoning her.  On your first turn, cast NulBlaze, because Grothia comes
    with a fully charged OD bar.  It will unleash Hellfire on Shiva, but she will
    be Immune to it due to NulBlaze, and for whatever reason, this should fully
    charge her OD Gauge.  After that simply attack on every turn, stopping only to
    heal or to use Shield for an upcoming Overdrive.  Nothing too difficult about
    these fights at all, chances are you'll be able to complete all of them without
    losing a single Aeon, but if you do just go ahead and summon another one.
    = = = = = = = = = = = = = = = = = =
    Via Purifico - Tidus, Rikku, Wakka
    = = = = = = = = = = = = = = = = = =
    If for some reason you don't have at least 2 Phoenix Downs, "buy" a couple from
    the chest that is directly to the right of your starting location.
    If you're playing a No Items game, you might consider having Rikku Steal 20
    Water Gems to Customize Water Eater for the later bosses.  Or you can defeat
    Chimerageist in the Monster Arena (which is what you NINC(NO) players will be
    doing).  Your call.
    You'll also want to grab 4 Fish Scales for our Waterstrike weapon as well.
    Do this BEFORE you fight Evrae, as the random encounters stop after she bites
    the dust (...again).
    Boss: Evrae Altana - A14
    Throw two Phoenix Downs.  If you think it's cheap, or you want to fight Evrae
    any other way, that's your problem, not mine.
    After you've defeated Evrae, the random encounters stop occuring in the Via
    Purifico, so you're free to swim safely to the exit.
    = = = = = = = = = = = = =
    = = = = = = = = = = = = =
    If you have ANY leveling left to do on Auron's Grid, take care of that now. The
    enemies on Highbridge offer a tremendous amount of AP, more than enough to
    easily clear out the last bit of Auron's grid.  You might even want to stock
    some extra Sphere Levels so that we can clear out the last little bit when we
    get our hands on a Level 3 Key Sphere, and so that we can more easily traverse
    the grid to manage our stat spheres as we procure them.
    AONONINC gamers might have built up extra sphere levels anyway, you'll need to
    farm the Warrior Monks until Auron receives a Magic Counter weapon.  Absolutely
    essential, no way around it.
    Before initiating the Seymour fight, make sure Auron has a full Overdrive bar,
    his E&C/Counterattack weapon, and his Auto Potion(/Hp +10%) armor (not for you
    NI gamers, of course).
    "Kinoc was still my friend, Seymour.  You will pay for his death."
    Boss: Seymour Natus, Mortibody - A15
    Seymour:  36,000 Hp.
    Mortibody:  4,000 Hp.
    (If, for whatever reason, you have an SOS Reflect armor available for Auron,
    equip that and refrain from attacking Natus, he will kill himself with his own
    spells, without entering his Break and Flare phases as long as you don't target
    him.  You can SOS Reflect armors from the Machina in Bikanel, although there's
    a VERY low chance that you'll get it as a drop).
    Yikes, talk about a pain in the ass fight.  Once again, Auron's Agility is a
    big problem here.  At times either Seymour or Mortibody, or both of them will
    get in two attacks each in between Auron's turns.  Good thing we got that
    Auto Potion armor, right?  
    Natus has three phases based on his Hp, his Multispell phase (36,000 - 24,000),
    his Break phase (23,999 - 12,000), and his Flare phase (11,999 - 0).  His Break
    phase is what we're really worried about here, as being targetted with Break is
    a guaranteed Game Over.
    Overdrive allowed strategy:
    Seymour will always kill off two of the three party members (Yuna, Kimahri, and
    Tidus), just switch Auron in for whoever remains alive.
    Start the fight off by using the Talk command to raise Auron's Strength by 10.
    Attack Natus once, this will deal 9999 damage to him.  He'll cast some multi
    spells and reduce Auron's Hp by about 2400.  You'll then need to use Dragon
    Fang, but make sure that Morti will get in a turn before Seymour (check the CTB
    window).  Dragon Fang will deal 9999 damage to both targets, which results in
    Morti absorbing 4000 from Seymour. Morti then uses Shattering Claw on Auron,
    for a couple hundred damage to Auron, Auron then counterattacks which results
    in another 3000 damage to Seymour.  Natus then uses Flare on Auron, which he
    won't survive unless he has more than 2200 Hp.  Toss an X Potion and then
    attack Seymour again, this will deal roughly 8000 damage, one more attack will
    put him under for good.
    No Overdrive strategy:  
    (The following strategy was given to me by Andy2094.)
    SWitch Auron in and use the Talk command.  Attack Natus once to bring his Hp
    down to 26,001, then toss a Mega Potion to heal him for 2000 Hp (or two Hi
    Potions).  Attack Morti, he will then drain 4000 Hp from Natus, bringing his Hp
    down to 24,001.  Attack Seymour once again for another 9999 damage (make sure
    that Morti's turn comes before Seymour's when you do this).  This will bring
    Natus into his Break phase, in which Morti uses Shattering Claw, which Auron
    will counterattack and cause Morti to absorb another 3000 Hp from Natus,
    bringing Natus out of his Break phase.  You'll most likely have to use an x
    Potion to heal Auron after Natus's first Flare.  Morti will use Cura on Natus,
    which will heal him for around 1200 Hp, a few attacks from Auron will finish
    off the fight.
    No Items strategy:
    Make sure you start off with a full Overdrive gauge. Come into battle with
    your E&C weapon, and a Lightning Ward armor equipped.
    Don't worry about Talking, we don't have time for that. You'll need to follow
    these directions exactly as I've laid them out for you to have any chance of
    winning. Note that if Kimahri is the one you switch Auron in for, this strat
    will not work, as Morti's turn will come before Auron can unleash Dragon Fang,
    which would screw up the sequence of events.
    Attack Natus once for 9999 damage.
    Auron will then take a Thunder spell from Morti and two Thundaras from Natus,
    and will be left with about ~4600-4700 Hp.
    Auron uses Dragon Fang (you must NOT complete the button sequence, because it
    will inflict a Delay upon Morti, which would cause Natus to get a turn before
    we bring him out of his Break phase) for 9999 on Morti and ~7500+ on Natus.
    Morti will then take 4000 from Natus, Natus will set up Protect, and then
    Morti uses Shattering Claw which Auron will Evade and then counter. This will
    cause Morti to sap another 3000 from Natus, bringing him out of his Break
    Natus will cast Flare on Auron (leaving him with just about 2500 Hp), then
    Morti will get in two Curas on Natus. Switch immediately to your SOS Haste
    armor, Natus will then get in another Flare on Auron (after Morti Curas him
    again), which leaves him with a couple hundred Hp at most. You'll now get two
    turns in a row, use them to attack. This SHOULD kill Natus, but there's a
    chance it won't based on how cooperative your random number has been in this
    fight. If you don't kill him with these two attacks, Morti will cast Cura
    again, and you'll be able to take Natus out with one final attack.
    = = = = = = =
    Calm Lands
    = = = = = = =
    -After some very inappropriate touching by Tidus, we find ourselves in the Calm
    Lands.  You'll start to see a noticeable increase in difficult of the random
    encounters from here on out, luckily most of them will fall in a single hit
    from Auron.  
    -Do yourself a favor and go ahead and start capturing fiends now, it'll save you
    the trouble of doing it later on.  If you're allowed to Customize, add Evade
    and Counter to your capture weapon, this will speed things up enormously when
    -For all of you No Items gamers, go ahead and Customize Water Eater on one of
    Auron's armors.  Preferably one with an extra slot or two if at all possible.
    Do the same with the Waterstrike weapon.   For the weapon you'll want two slots
    if at all possible, add Evade and Counter as First Strike.  Priority would go
    to Evade and Counter.
    -It would be a good idea to win a Level 3 Key Sphere from the Chocobo Trainer
    by beating her in Catcher Chocobo.  I would actually recommend using it to
    access the Agility +2 node near the end of Auron's grid instead of the very
    last part, as this will bump Auron's Tickspeed from 12 to 11.
    -If for any reason you don't have a Counterattack weapon or SOS Haste armor,
    capture an Ogre and drop hunt him in the arena for whichever one you don't have
    at the moment.  All weapons will come with Counterattack, and armors will either
    come with SOS Haste, Hp +10%, or both.  
    -At some point you'll need to hunt for a Berserk Ward armor, you can either do
    it now or later.  Malboros are your best bet.  Good luck. For anyone worried
    about Bad Breath, it's not an issue.  Unlike their Greater counterparts, Malboro
    doesn't use Bad Breath until its BB counter has reached seven.  Fire based
    attacks add two to the counter, everything else adds one.  Auron can take these
    things down in three hits, so there's no problem.  Capture a Malboro and farm
    it in the Arena.  Reload your game every now and then while farming if you want
    to conserve Gil.
    BOSS: Defender X - A16
    Defender X's attack pattern is pretty simple; three regular attacks followed
    by a Haymaker every fourth turn.  The regular attacks can be Evaded with E&C,
    that is not the case with Haymaker, which deals roughly 3,400 damage to Auron.
    Half the time this guy counters with Blast Punch, an attack that halves your Hp.
    **Customization allowed strategy:
    Start off with Armor Break.
    With an Evade & Counter weapon, your only problem is Haymaker as it can't be
    Evaded.  Simply switching weapons while Evading and Counter his regular attacks
    will deal enough damage, make sure to defend before Haymaker.  If you attack at
    will, just don't do so before his third attack (right before Haymaker), as you
    run the risk of getting your Hp halved from Blast Punch and then getting KO'd
    by the follow up Haymaker.
    **No Customization strategy:
    Equip your Counterattack weapon and SOS Haste armor and Defend on all turns,
    except your first which you'll be using to Armor Break our friend.  You'll be
    healing frequently with Hi Potions, try to stay away from those X Potions. 
    Always Defend before Haymaker, don't bother attacking.
    **No Items strategy:
    Start off with your First Strike weapon.  Immediately switch to your E&C
    weapon.  If you have your Water Eater + Waterstrike combo going, then you won't
    have much trouble.
    The safest way to fight this guy is to only defend, and let Auron deal damage
    with his counterattacks, and Defending before Haymaker.  If you attack normally
    you'll be subject to the occasional Blast Punch counterattack, which can put
    you in a spot of trouble considering that Haymaker can't be evaded.  Start off
    with Armor Break, as very late in the fight Defender will set up Mighty Guard,
    this will allow us to still deal respectable damage through his Protect shield.
    = = = = = = = = = = = = = =
    Cavern of the Stolen Fayth
    = = = = = = = = = = = = = =
    First off, yes, this is an optional area, but since we need Auron's Masamune
    later on in the challenge, we'll want to stop by here anyway, there's no reason
    not to get some capturing done.  We might as well take out Belgemine's Yojimbo
    while we're at it.
    Those of you playing a No Items game will have a bit of a chore ahead of you.
    You'll need to farm 8 Lunar Curtains from Magic Urns so you can Customize SOS
    Shell to your SOS Haste armor.  This will be necessary for the Flux and Lady Y
    To get Lunar Curtains from them, you need to hit the correct Eye on the Urn,
    and then hope that they toss the item you want.  There are five eyes you can
    target, and if you hit the correct one, there are seven possible items they can
    toss at you, so this may take a while.  Needless to say, you should take this
    opportunity to capture anything else you encounter in the game.  
    Hold on to the Lunar Curtains, we can't use them yet, first we'll need to drop
    hunt a Bashura for a three slotted SOS Haste armor. 
    You'll find a Fortune Sphere in here that you can use with the Luck Sphere we
    got in Macalania Temple.
    BOSS: Yojimbo - A17
    Not a difficult fight in any format.  Simply hack away for around 6000 per
    strike.  Yoj starts off with Daigoro and will progressively use his stronger
    attacks as his Hp lowers, at the rate of Auron's damage output, you'll only
    see Kozuka twice at the most.
    If you have the cash (which you could've gotten from selling your Underdog's
    Secrets from Rin if you have them) hire Yojimbo now.  Obviously we can't use
    him in battle, but we'll want to come back and get a Strength Sphere from his
    Fayth later on, and we can't do that without hiring him at some point.  Save
    it for later if you must.
    = = = = = = = = = = = = = =
    Mt. Gagazet - Trail
    = = = = = = = = = = = = = =
    On your way up Mt. Gagazet you'll find a Defending Bracer (Stoneproof +
    Poisonproof), a Level 4 Key Sphere, and a Hp Sphere.  Make sure to allocate
    the Hp Sphere as soon as possible, use the Level 4 Key Sphere to unlock the
    Key Lock that leads to Zombie Attack.
    You'll also find another Sphere that further explains the journey of Braska,
    Jecht and Auron.  If you took my advice and backtracked to get the other
    Spheres after you defeated Spherimorph, watching this sphere will allow Auron
    to learn Tornado, his final Overdrive.
    No Items gamers: Capture a Bashura and head back down to the Calm Lands and
    drop hunt it for a three slotted armor with SOS Haste armor with two free
    slots.  Slap on SOS Shell and Water Eater, we'll need it for Lady Y, and
    there's no reason not to make the Flux fight a touch bit easier.
    When you see Wantz, make sure to buy the Zombie Ward + Hp +10% armor for Auron
    from him, it's necessary for our upcoming fight. 
    Equip that newly purchased Zombie Ward armor and your First Strike weapon (if
    you have one). Save at the Sphere and initiate the fight.
    BOSS: Seymour Flux - A18
    Cross your fingers.  Hopefully your Zombie Ward armor prevents Lance of Atrophy
    from inflicting Zombie on Auron.  If it doesn't and Flux follows up with Full
    Life, you might as well reset your game. 
    You won't be doing much other than attack and healing.  Once Flux casts Protect
    you'll only be capping at around 4000 damage per strike, but it'll be enough
    to take him out eventually.
    No Items strategy:
    Start off by switching from your First Strike weapon to your E&C weapon.
    Hope that LoA doesn't inflict Zombie on Auron, as a follow up Full Life would
    result in death.   There's a chance that LoA/Full Life will hit another party
    member, but I choose to kill them off as soon as possible.  Keep in mind that
    Auron will counterattack LoA, this will actually help us quite a bit.  Chances
    are that you'll need to get through two LoAs without being Zombied to make it
    to the next part of this fight.
    After taking two hits, Flux will cast Protect on himself, which caps Auron's
    damage output at around 4500-5000 Hp.  After your fourth attack, you'll see
    Dispel and then Cross Cleave.  CC will deal around 2200 damage to Auron, and
    inflict a strong delay.
    Immediately switch to your Haste/Shell/Eater armor so we can keep ourselves
    healed for the rest of the fight.
    Flare will deal about 2000 damage to Auron, 1000 while Shelled.  Total
    Annihilation can be reduced by Shell as well (thank god), but if you aren't in
    Critical condition when the first hit of TA strikes Auron, you won't benefit
    from SOS Shell, and if you're anywhere less than 4000 Hp, this'll mean a game
    over.  You'd be well advised to make absolutely sure that you have full Hp
    before Total Annihilation.  You may find yourself struggling to get in an
    attack, just be patient and never place attacking above healing, even when you
    have two consecutive turns coming up, because there's always a chance that
    Auron may MISS himself with an attack.
    = = = = = = =
    Gagazet Cave
    = = = = = = =
    On your way through the cave, you'll want to make sure you do two things.
    Capture a Bashura.
    Grab the Fortune Sphere from the underwater "trial" of Gagazet.  (The one in
    which Tidus, Wakka, and Rikku need to be positioned with the glowing stones.)
    Steal 20 Water Gems from Maelspikes in the waters of the Cave for another
    Water Eater armor for Auron.  Don't use these until we get a four slotted
    You'll need to Capture a Bashura because, frankly, we need an SOS Haste armor.
    And these guys are the only source for them (as well as Ogres in the Calm
    Lands).  At some point before the Lady Y fight, you'll need to trek back down
    the mountain (via the teleport pads) and repeatedly fight a Bashura for a Haste
    Equipment Check
    At this point it'll be nice to have a Confuse ward armor in your inventory.  If
    you don't have one, go capture a Mandragora in the Gagazet Cave and drop hunt it
    in the Monster Arena for one.
    Save at the Sphere near the exit of the cave.
    Equip your Confuseward armor and Counterattack/Evade and Counter weapon.
    All you No Items gamers should equip your First Strike weapon and a Sleep Ward
    or Dark Ward armor if at all possible.  The armor isn't necessary, but it'll
    help you out a tiny bit with Photon Wings.
    "It comes!"
    BOSS: Sanctuary Keeper - A19
    While a seemingly difficult fight at first glance, we'll be killing him before
    he gets a chance to become a pain in our ass.
    His attack pattern is like so:
    Photon Wings
    Mana Breath
    After being attacked 3 times, he counters with Tail Sweep, this does not
    replace any part of his attack pattern.
    First off, hopefully you'll get through Photon Wings without being Blinded or
    put to sleep (50% chance for both).  Just reset if either of these occur, as
    it'll only make the fight more difficult.  Photon Wings will deal about 1000
    damage to Auron, nothing to worry about.
    On your first turn Armor Break Sanctie, this will deal roughly 4000 damage and
    drop his Defense stat to 0, which will allow our attacks to deal 9999 damage.
    On your next turn have Auron switch to his Auto Potion armor, this will help
    ensure that we don't have to bother healing at all.  
    Then come the physical attacks.  Those of you with Evade and Counter don't need
    to worry about this at all, as Auron will simply Evade the attack and counter
    for 9999 damage.  Those of us with a Counterattack weapon will be glad we
    switched to our Auto Potion armor, as the second attack will surely bring Auron
    into the critical status.  Two counters to these attacks will add up to another
    19,998 damage (only about 15,000 to go!)  Auron will toss a Hi Potion resulting
    in us having just enough Hp to survive Mana Breath.  Use your next turn to
    attack Sanctie again for another 9999 damage, and then take Mana Breath.  You
    will survive it with a few hundred Hp left, and you'll only need one more
    attack to bring Sanctie to its knees.
    No Items strategy:
    Start off with your First Strike weapon, immediately switch to your Evade &
    Counter weapon.  Use Armor Break on your second turn, then get ready to rely
    on a bit of luck.
    As long as you get through Photon Wings without being put to Sleep or Blinded,
    you'll be just fine, Sanctie will follow up PW with a physical attack, which
    Auron will dodge and counter with an attack that deals 9999 damage.  Attack on
    Auron's turn, for another 9999 damage. Again he'll attack you and Auron will
    counter for 9999 damage.  On your next turn, attack again to send Sanctie to
    the Farplane.
    Congrats, now off to Zanarkand. ^^
    = = = = = = = = = = =
    = = = = = = = = = = =
    If for whatever reason you don't play games with the sound on (watching another
    TV, listening to music, etc), I suggest you turn the volume up for this part.
    "Someday the Dream will end" plays even throughout the battles in this area,
    and it's a wonderful score in my opinion.  Just thought it was worth
    mentioning. ^^
    There's a Fortune Sphere on the Road to the Zanarkand Dome, do yourself a huge
    favor and grab it.
    We find our second Level 3 Key Sphere right after the scene with young Seymour
    and his mother, grab that and activate the Hp and Mp node in the last section
    of Auron's grid.  For the love of god don't activate that Luck +1 node, as
    we're about to pick up another Luck Sphere on the way to the Cloisters,
    allocate it to Auron's grid immediately and use that Fortune Sphere to activate
    the node.
    Save at the Sphere and equip your E&C/Counterattack weapon and Berserkward
    BOSS: Spectral Keeper A20
    By far the easiest late-game fight of this entire challenge.  At this point, if
    you've completed Auron's grid and have allocated all of the Hp Spheres we've
    found up to this point, you should have 6430 Hp, which is more than enough to
    get through this fight without healing.
    Here's the strategy: Defend.
    Yep.  On every turn have Auron take a defensive stance.  With his Berserk Ward
    armor we won't have any fear of being Berserked, and while Defending, Berserk
    Tail will deal between 550-600 damage, and Auron will counterattack every time
    for around 5000 damage, 9999 on a critical.  Before Auron even comes close to
    needing a Hi/X Potion, Spectie will be dead.
    Obviously this strategy applies to all challenge variations that I'm covering.
    Hope you enjoyed that, our next fight isn't so forgiving.  -_-
    Save your game before you enter the final chamber, you won't be happy if you
    have to sit through another 15 minute scene if you eat it.
    If you're playing a NINONC game, you'll need to drop hunt Spectral Keeper for
    an armor with Fireproof, Waterproof and Lightningproof/Iceproof (either/or for
    that last ability).  You'll need it to fight Chimerageist for an elemental
    Eater armor.
    (Skip straight to Lady Y fight if you're not playing a NINCNO game).
    BOSS: Chimerageist - A20.1
    Hp: 120,000
    Note that you'll only have to fight Chimerageist if you're playing a NINONC
    game, or if you decided not to steal Water Gems in the Via P with Rikku and are
    playing a NI game).
    Weapon: Magic Counter
    Armor:  Fireproof, Waterproof, (Iceproof/Lightningproof)
    Chimerageist, like its brethren, follows a strict attack pattern, but also note
    that it can start the battle anywhere in said attack pattern
    Aqua Breath
    Meggido Flame
    Thundaga/Blizzaga (randomly determined)
    Even with our preparation, we've got to get rather fortunate to win the fight.
    Start with Power Break, it'll have a 50% chance of infliction, pray that it
    works, it's absolutely essential that Chimerageist is Power Broken before it
    uses its first Charge.  Auron can take a max of 4 (Power Broken) Charge attacks
    before dying, >if< he's Defending as well.  Always make sure to Defend.
    Another luck driven aspect of this fight is the Thundaga/Blizzaga part of the
    attack pattern.  You've simply got to hope that whichever one is used is the
    one your armor guards against.  Have fun.
    Thundaga/Blizzaga and Megiddo Flame will be countered with Magic Counter, this
    is vital to racking up damage on CG.  Charge can be countered as well, but
    seeing as how you can't get both counter factors on one weapon, we're using the
    one that'll score us more free hits.  If you've found time to switch to
    Counterattack weapon before Charge as well as Defend (fat chance), then do so,
    but only near the end of the fight.
    Aqua Breath can't be countered as it's a full party attack. Sucks.
    After that preparation, it pretty much comes down to getting lucky enough to
    pull it off.  It's not as if it's extremely unlikely, you just need the wind
    to be blowing in your favor, as it were.  Don't get frustrated, there's nothing
    you can do about losing (unless you've got a better strategy, in that case
    please email me).
    Any single Elemental Eater armor will do the trick, you can get multiple 
    abilities as well, but that's of no consequence.  Hopefully you have the
    corresponding elemental strike weapon at this point.
    = = = = = = = = = = = =
    Back up the Mountain...
    = = = = = = = = = = = =
    Back in my day, we had to walk uphill both ways in the snow to get where we was
    going, no shoes either, had to wrap barbed wire around our feet just to get
    traction on the ground.
    Luckily enough for Auron, this long (albeit not unfamiliar) path can be skipped
    by simply using the Teleporter at the bottom of the Mountain.  Head back to
    the antechamber that leads to Yunalesca.
    I would advise seeing the first scene with her first, then saving again. Like
    it or not you'll be resetting a few times (and if not, you're to buy my next
    lottery ticket <_<).
    No Items prep:  Start with a First Strike weapon, you'll need a Dark Ward
    armor for the first form as well.
    BOSS: Lady Yunalesca - A21
    This fight is quite the pain in the ass.  -_-
    FIRST FORM: 24,000 Hp.
    She alternates between two attacks, a Dispel Slap that removes any positive
    status (aside from Reflect and Regen), that deals a very small amount of
    damage.  Her other attack is Absorb, which Drains half of your Max Hp (it isn't
    halved by Shell), meaning that it can kill you. 
    SECOND FORM: 48,000 Hp.
    She starts this form off with Hellbiter, which inflicts the Zombie status.  She
    still uses the Dispel slap, but as a counterattack.
    Before you finish off her second form you'll need to make sure you've done the
    following three things:  Auron needs to be Zombied, and make sure you have
    your Confuse Ward armor and Strength +10% + Strength +5% weapon equipped.
    First off, her attack pattern:
    Mega Death
    Mind Blast
    She still counters all attacks with her Dispel punch, and you'll most likely
    be under Regen throughout the entire fight, which eats away at your Hp while
    You need to get very lucky with the attacks she chooses.  I fought her so many
    times hoping she would use Hellbiter right before Mega Death, or that she
    wouldn't use Curaga while I was Zombied, and she has a nasty habit of not doing
    what you need her to do.  Obviously if you're not Zombied before Mega Death,
    you'll die.  And if you're Zombied and she casts Curaga, you can kiss your ass
    goodbye if you don't have 5000+ Hp (doesn't matter anyway, you wouldn't have
    time to cure Zombie, then heal, then get Zombied again before Mega Death. 
    All that being said, here's the closest thing to a strategy that you could
    As always, she starts off with Mega Death, which you'll be protected against
    because of your Zombie status.  She'll then either use Regen, Curaga, or
    Hellbiter on Auron, pray to god she doesn't use Curaga, as that will mean your
    NO ITEMS strategy
    Immediately switch to your E&C + Waterstrike weapon.  You'll need to attack
    her once, hope Dark Ward kicks in for her Blind counter.  You'll need Dark
    Ward to kick in twice during the first form.
    Absorb will always target Auron, because he'll have the highest current Hp. It
    will steal half of his MAX Hp and give it to Lady Y, meaning this attack can
    kill Auron.  You should only see this once if things go the right way.
    Lady Y always opens up with her Slap attack, then alternates between it and
    Absorb.  It would be nice if her first attack targeted Auron, but isn't a huge
    deal if it doesn't.  Make sure your other characters finish themselves off as
    soon as they can, so that at the very least Lady Y's second Slap targets Auron
    so he can take her out before you see a second Absorb.
    Well, she opens up with Hellbiter, so you just go ahead and switch to your
    Water Eater/SOS Haste/SOS Shell armor, make sure you have that Waterstrike
    weapon equipped as well.
    She will most oftenly use Hellbiter and Cura, and Regen.  It's possible for her
    to use Curaga in her second form, although very unlikely.  To play it safe,
    try to keep Auron's Hp above 4500, this will be stupidly difficult with Regen
    if it's applied.
    Life will be a bit easier if she doesn't cast Regen on Auron, as he'll be
    perma-zombied for the rest of the battle.  Not a deal breaker but obviously
    the less damage you take the less you have to worry about.  Should be noted
    that in my first fight against her, I never saw Regen, but in subsequent test
    fights I saw it upwards of 20 times.  
    To be on the safe side, you'll want to try to have 4500+ Hp before initiating
    the form change, as a follow up Curaga after Mega Death will kill Auron if he
    has any less Hp.  If you have Regen before entering the third form, there's a
    big chance you'll be screwed.
    She opens up with Mega Death...surprise surprise.  You'll be zombied, so that's
    nothing to worry about.  She'll immediately follow that up with Hellbiter,
    Cura(ga) or Regen.
    Basically, if you see Curaga anywhere lower than 2200 Hp, or anywhere between
    right above 50% Hp and 4400 Hp, you're screwed.  Once again, the fight is a bit
    easier if she doesn't target you with Regen.
    The plan is pretty simple, attacking when you have the opportunity to, given
    that your Hp doesn't fall in the ranges I've described above.  At all other
    times you'll be healing yourself.  Don't worry about Mind Blast, because Auron
    physically attacking himself is not a problem in this fight.
    Pick your spots, you don't have to kill her quickly, so be patient and only
    attack when you have as close to a guaranteed chance at survival before your
    next turn as possible.  Keep in mind that you could certainly have a very easy
    fight depending on what she throws at you.  If you see a lot of Hellbiters and
    Curas you haven't much to worry about, but know that Regen and Curaga will
    screw things up for you.  There's always the chance that Auron will miss while
    trying to heal himself, which can end your fight very early.
    Lady Y will drop at least one Level 3 Key Sphere, which you'll want to use to
    open up the last area of Auron's Sphere Path.
    = = = = = = = = = = = = = = = = = = = = = = = = = = =
    Airship - Masamune/Final Weapon & Armor Customization
    = = = = = = = = = = = = = = = = = = = = = = = = = = =
    First off, if you didn't grab the Rusty Sword outside of the Cavern of the
    Stolen Fayth during our initial visit, go do so now.  You'll also need to head
    over to Remiem Temple to win the Chocobo Race there and obtain the Cloudy
    Take the Cloudy Mirror to Macalania Woods and find the mother and child, speak
    to both of them twice.  Now run to the campsite and find the father, tell him
    where his wife and child are.  Run back to where you found the mother and child
    and speak to both the husband and wife twice each.  Now take the Shimmering
    Path up to the top to find the boy and obtain the Celestial Mirror.
    Now take your newly acquired Celestial Mirror and the Rusty Sword to the
    Mushroom Rock Road and grab the Masamune.  So far we have one of the two
    necessary items to fully power Auron's Masamune, time to get the third.
    We need to unlock a combination of 10 Area and Species Creations to obtain
    Auron's Sigil.
    Capture one of each enemy in the following areas: Besaid, Kilika, Mi'ihen,
    Mushroom Rock, Djose/Moonflow, Thunder Plains, Macalania Woods, Calm Lands,
    Cavern of the Stolen Fayth and Bikanel Island.
    If you're allowing Customization, make sure to snag: 
     - Five Dual Horns (NI gamers only) and four Floating Eyes while on the Mi'ihen
     - Four Buers in the Thunder Plains
     - Four Evil Eyes in Macalania
     - Five Valahas (NI gamers only) in the Cavern of the Stolen Fayth
     - Five Grendels (NI gamers only) and four Ahrimans on Mt. Gagazet
    For players allowing Customization, this is the most desirable Final Armor for
    Auto Haste
    Auto Potion
    You've already taken care of all the capturing at this point (unless you're
    waiting for after OD Sin for Floating Deaths), so go find Wantz in Macalania
    Woods for a four slotted armor and Customize your armor.
    For a No Items game, we'll be switching out Auto Potion (Der) for Auto Protect,
    and Zombieproof for Water Eater..
    Auto Haste
    Auto Protect
    Water Eater
    This will be our final Weapon in our No Items format.
    Evade & Counter
    If you have a four slotted Waterstrike weapon, and you're going to add the
    Zombietouch and Zombiestrike combo, make absolutely sure that you ADD
    ZOMBIETOUCH FIRST, otherwise you won't be able to get both -touch and -strike
    on the same weapon.  The reason we're doing this is because BFA has a 50%
    resistance to Zombie, and Zombietouch and strike will have a 150% infliction
    rate.  This means we'll be almost guaranteed to inflict zombie on BFA (aside
    from the 1% innate resistance), and with E&C, we can make sure that BFA doesn't
    benefit too often from Power Wave.
    **Keep in mind that it's more than possible to win this fight with just Evade
    and Counter and Water Eater (hell, even just Water Eater), Zombietouch/strike
    are just nice little additions that will speed the fight up a bit.
    = = = = = = = = = = =
    Return to the Trials
    = = = = = = = = = = =
    You should also take this opportunity to return to all of the Temples to grab
    the treasures in the Fayth Chambers and the gifts from the Fayths themselves. 
    Remember that Yojimbo's Fayth will give up a Strength Sphere if you hired
    Yojimbo (which I did recommend).
    Keep in mind that you first need to go view the events at Bevelle's Highbridge
    before you can return to any temples.
    For those of you playing the PAL or International version of the game you won't
    be able to get back into Besaid or Macalania Temples, because of the Dark Aeons
    blocking your path (Valefor and Shiva respectively).  This won't be a huge
    problem, but it certainly is inconvenient.  You'll miss out on an Evasion
    Sphere, Accuracy Sphere, and Magic Defense Sphere (as well as some other items
    of no significant value).
    Once you've captured all the fiends that need capturing and have revisited the
    Temples, grab your Sigil from the Monster Trainer and head to the Macalania
    Woods to power up Auron's Masamune.
    = = = = = = = = = = = =
    Pit Stop
    = = = = = = = = = = = = 
    Go to Luca.  Buy a Fireproof armor for Auron.
    = = = = = = = = = = = =
    Sin - The final chapter
    = = = = = = = = = = = =
    BOSS: Left Fin/Right Fin - A22/A23
    The strategy is exactly the same for any combination of restrictions.  You'll
    need to have either Tidus or Rikku command Cid to "Move in" so that Auron can
    attack.  On your first turn, use Armor Break.  Continually attack until you've
    defeated the Fin, if it uses Negation, reapply Armor Break.  Yes, even with the
    Masamune we'll need to Armor Break both Fins, as they are Armored.
    It's important to make sure you Overkill the Left Fin (first fight), because it
    drops Hp Spheres, and we'll want to get two from the fight instead of just one.
    If you're playing without the Masamune, chances are you don't have another BDL
    weapon, so you'll be settling for just a single Hp Sphere.
    Note that if you come into either battle at 1 Hp and you land a critical strike
    you can one hit KO either Fin after you've Armor Broken them.  Nice to know
    that Auron's Masamune is the most badass weapon in the game, right?
    BOSS: Sinspawn Genais, Sin's Core - A24
    Genais will drop from a single hit of Auron's Masamune.  That was easy, right?
    Go ahead and Armor Break the Core (it too will use Negation at times) and just
    attack until the core is no more (...).  While this won't be too much of a
    problem, you'll want to finish this fight in critical condition, in preparation
    for the next fight.
    Equip your SOS Haste armor and Masamune.  Again, you'll want to begin this
    fight in critical condition.
    BOSS: Overdrive Sin - A25
    No Customization strategy:
    You can't attack OD Sin until he has lurched forward three times.  If you want,
    heal yourself with Potions/Hi Potions until he gets close enough, but make sure
    you don't take Auron out of Critical status.  Armor Break him on your first
    turn, and then repeatedly attack.  IF OD Sin attacks you, he will inflict
    roughly 600 damage and possibly inflict Zombie, Confuse, or Petrification. We
    can deal with Zombie, we won't even need to heal it, but Confusion or
    Petrification will mean a Game Over.  Chances are that you'll finish this fight
    before OD Sin attacks you.  Critical hits will deal upwards of 40,000 damage at
    around 50% Hp, up to 60,000-70,000 at 1 Hp.  As long as you aren't Petrified or
    Confused, this battle will end shortly.
    No Items/Customization allowed strategy:
    Start the fight off by having Auron attack himself (with Auto Protect, while at
    full Hp this will take off about 3500 Hp).  Then have him kill off his allies.
    Your first attack will be Armor Break, after that just launch a series of
    regular attacks.  With Auto Haste and the Masamune, this will be over in seven
    at most.  A critical hit while in critical condition can deal upwards of 60,000
    damage.  Not necessary, but it's cool to see.
    BOSS: Seymour Omnis - A26
    A relatively easy fight regardless of the challenge you're playing.
    Equip your Fireproof armor (bought from Luca). Seymour starts off with Multi
    Firaga. 2+2=4.
    At full health Auron will be dealing roughly ~7000 damage per hit, with his
    Masamune.  That's why you'll want to enter battle at less than full Hp, or at
    least attack yourself once with your Masamune then switch to Fireproof (only
    possible if you have your Auto Haste armor on at the start).  At roughly 50% Hp
    you'll be dealing ~20,000 damage.  This fight would be quick if we didn't have
    to sit through his Multi-Firagas.  
    If you're playing with the NC restriction, you'll need to farm Omnis for a SOS
    Haste/Protect armor, which is needed for the BFA fight.
    = = = = = = = = = = =
    City of Dying Dreams
    = = = = = = = = = = =
    Not much to say here other than to make sure you pick up the Hp Sphere and
    Defense Sphere on your way to the big finale.
    = = = = = = = = = = = = = = = =
    Braska's Final Aeon Preparation
    = = = = = = = = = = = = = = = =
    Weapon:       Masamune
    (Substitute): Break Damage Limit
                  Evade & Counter
    Armor:        Auto Haste
                  Auto Potion
    Weapon:       Masamune
    Armor:        SOS Haste
                  SOS Protect
    Weapon:       Waterstrike
                  Evade & Counter
    Armor:        Auto Haste
                  Auto Protect
                  Water Eater
    **Remember if you're playing a No Items game, you do not ever want to increase
    Auron's Evasion.**
    Stat: Final value = (OSG stat + value from stat spheres).
    Hp: 7930 (4630 + 3300)
    Mp: 273 (153 + 120)
    Str: 76 (56 + 20)
    Def: 45 (37 + 8)
    Mag: 7 
    MDef: 25 (13 + 12)
    Acc: 12 (4 + 8) 
    Eva: 19 (15 +4) (Those of you playing NI should not increase Evasion).
    Agi: 25 (17 + 8)
    Luck: 33 (17 + 16)
    HP SPHERES (11):
    2 from Lord Ochu in Kilika
    1 from the Luca docks
    3 from Lightning Dodging
    1 from Bevelle Cloisters
    1 from chest on Mt. Gagazet
    2 from Sin's Left Fin drop
    1 from chest in City of Dying Dreams
    1 from winning Luca Blitz Tourney
    3 from Lightning Dodging
    1 from Yojimbo's Fayth
    1 from chest in Kilika's Fayth Chamber
    1 from chest in City of Dying Dreams
    1 from chest on Moonflow
    1 from chest in Macalania's Fayth Chamber
    1 from chest in Djose's Fayth Chamber
    1 from chest in Kilika's Fayth Chamber
    1 from Chest in Djose's Fayth Chamber
    1 from chest in Macalania's Fayth Chamber
    1 from chest in Kilika's Fayth Chamber
    1 from chest in Besaid's Fayth Chamber
    1 from chest in Kilika Woods
    1 from chest in Macalania Trials
    1 from chest in Zanarkand Ruins
    1 from chest in Kilika's Fayth Chamber
    1 from Chest in Djose's Fayth Chamber
    (Of course we can only activate four of them).
    1 from chest on Mi'ihen Highroad
    1 from chest in Cavern of the Stolen Fayth
    1 from chest in Zanarkand Ruins
    1 from chest on Mt. Gagazet
    BOSS: Braska's Final Aeon - A26
    Just a few notes about BFA, who is rightfully so the most difficult boss in any
    Auron only game.  This is most likely a refresher course for the majority of
    you, but I would hate to leave out pertinant information such as this.
    -All of BFA's physical attacks inflict a weak Delay, this includes Sword Swipe,
    and the Slap and Push/Punch attacks.  
    -Sword Swipe is only used in the second form (obviously), and deals roughly
    3,000 damage, 1,500 if BFA is Power Broken or if Auron is under Protect, ~700
    if BFA is Power Broken and Auron is under Protect.  It's halved again if you're
    Defending, but you won't have time to Defend in any of these fights.
    -Slap deals around 1,000 damage in the first form, and around 1,500 in the
    second.  Once again it can be halved by Protect, and halved again if BFA is
    Power Broken.
    -Push deals around 2,200 damage in the first form.
    -Jecht Beam will deal around 700 damage, and has a 99% chance of inflicting
    Petrification without protection. 
    -Triumphant Grasp will deal ~1500 damage per hit in the first form, ~2500 per
    hit in the second form.
    -Ultimate Jecht Shot will deal roughly 4000 damage to Auron, and is only used
    late in the second form (< 60,000 Hp).
    -Power Wave will heal BFA for 1500 and Dispel any negative statuses (Power
    Break and Zombie).  Used on every turn by both of the Yu Pagodas.  If BFA is
    Zombied, PW will damage him for 1500 Hp and then Dispel the Zombie status.
    One last thing, Overdrives aren't optimal for any strategy against BFA, as 
    Auron can deal plenty of damage with his Masamune without worrying about the
    delay his Overdrives present.  I won't be mentioning Overdrives in any strat,
    and while the lack of them has certainly made our journey more difficult, they
    matter not for our final encounter.
    Customization allowed strategy:
    By far the easiest BFA fight of any Auron Only Challenge.  Come equipped with
    the Masamune and our Auto Haste/Zombieproof/Stoneproof/Auto Potion armor.  Not
    much to say about this fight, really.  You can choose to either Power Break or
    Zombie Attack on every turn.  Personally, I would recommend Zombie Attack, as
    it's a Rank 3 action (same as Attack), and it has a 50% chance of inflicting
    Zombie on BFA, which will stifle Power Wave's healing effects.  Auto Potion
    will take care of any healing you'll need, and Auto Protect will be enough to
    mitigate the damage dealt by BFA's physicals.
    No Customization strategy:
    Let's set the record straight here.  Jecht Beam = Game Over 99% of the time.
    (VG beat BFA in his AONCNO game after surviving a Jecht Beam with the innate
    1% resistance...bum, took me more than two dozen attempts).
    The only positive thing about this fight that we can rely on is that Auron's
    Masamune will increase our damage output as our Hp lowers, other than that, we
    don't have much to go on for this one.
    You'll want to have at least 1600 Hp, before facing off against the second
    form, as Sword Swipe will mean your doom otherwise.  Also, if you're Zombied at
    the beginning of the second form, you're pretty much screwed if BFA has anywhere
    near a full OD gauge. 
    No Items strategy:
    Start the fight with your Masamune equipped.  You should be able to get through
    the first form without the need to heal.  Either way, you'll want to switch to
    your Waterstrike weapons once your Hp drops below 2000 to be on the safe side.
    Once you make it to the second form, don't take any chances, with Sword Swipe
    and Triumphant Grasp at his disposal, you'll want to remain fully healed.  Keep
    your Waterstrike weapon equipped, keep your Hp above 5,000 at all times, and if
    need be, rely on counterattacks to deal damage while healing.
    You'll get a bit of a break when BFA starts using Ultimate Jecht Shot, as it'll
    only deal about 4,000 damage to Auron,, instead of the combined 5,000 or so
    from TG.
    You'll be topping out at around 6,000 per strike with your Water Eater weapon,
    it would help to use Zombie attack on all your turns if you didn't add Zombie
    -touch and -strike to your weapon.
    A rather simple battle, just be careful with your Hp, keep in mind that with
    Auto Protect you'll only be healing yourself for about 4,500 per strike, unless
    it goes critical.  Keep at it and you'll see BFA fall eventually.
    Congratulations!  You've just finished one of the most difficult SCC games out
    there, regardless of what format you chose.  Pat yourself on the back, lean
    back and watch the ending.  
    If you have any issues with this FAQ please feel free to email me at
    scratchgamer@hotmail.com.  I'll accept and read all criticisms, but I would ask
    that you keep your emails concise and to the point.  I won't respond to an
    email unless you specifically request that I do, or unless I feel it's
    necessary.  I don't intend to be rude, but simple "Thanks for the FAQ!" and
    emails of that nature most likely will not warrant a response from me.  If you
    would like to see me take on another FAQ project, suggestions are welcome.
    The FFX Main Board on GameFAQs is a great place to reach me for comments,
    questions and complaints, as I spend more time there than in my mailbox. 
    Once again, you are to not reproduce this FAQ without my permission.  You can
    certainly use it to your benefit all you want, but if I discover that it has
    been posted somewhere on the internet without my permission I WILL take legal
    action.  This is my intellectual property, and plagiarism and/or outright
    theft WILL result in a legal response by me or counsel representing me.
    = = = = = = = = = = = = =
    12.0 - Credits
    = = = = = = = = = = = = =
    Thanks to the following people for putting up with me, Tyrant_Wave, Villa_ftw,
    SoulSpark and Blitz_Ace470.  All great members of the FFX board, and great
    people to just shoot the shit with.  Thanks again guys. ^^
    Thanks to the other board regulars, as well as the entire challenge community
    on GameFAQs for making the FFX board a great place to hang out and discuss one
    of my favorite games of all time.  gaverion and voidling as of recently have
    also been a great help 
    Big thanks to Andy2094 for the No Overdrive strat for Natus, I was racking my
    brain thinking about how to do it without using an SOS Reflect armor.  Andy was
    also the first to complete the AONCNO challenge, as well as AONC before that,
    and most recently, AONINO.
    Thanks to Kotetsu for his input on the AONI format.  He got stuck at Lady Y
    because he increased his Evasion stat, but his posts on the first half of the
    game were helpful.  Shameless mention to myself for being the first to complete
    AONI.  <_<
    Thanks again to the entire board for putting up with my tardiness.  This FAQ
    should've been released at least two months prior to the initial posting, but
    I got lazy and also had a long period of time during which I couldn't work on
    the FAQ at all due to me moving to another residence.
    Thanks to the following people who've used and commented on my guide while
    playing their challenges.
    Manny (BrandonMossFan)
    Doc MC
    Of course, who could forget the big man?  Thanks to CJayC for running a great
    site that allows me and people like me to further pursue our love of games.

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