Final Fantasy X FAQ/Walkthrough Pt. II v3.5
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: : : : Final Fantasy X FAQ/Walkthrough Pt. II

Final Fantasy X FAQ/Walkthrough Pt. II

by SinirothX   Updated to v3.5 on
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                        Final Fantasy X FAQ/Walkthrough
                    For the Playstation2 Video Game Console
                   Version- 3.4 (Most Recent Update: 2/4/07)
           By Nicholas Henson aka SinirothX (InfiniteZero000@aol.com)
                         Copyright © 2003; Nick Henson
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===============================================================================

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                            "The world lies on the
                             brink of destruction.
                             Only a select few may
                             be able to save it."

                                                                     [Part 2/2]
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               COMING SOON & HOW YOU CAN CONTRIBUTE TO THIS FAQ

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* - As of Version 3.4, I will again be accepting e-mail questions and -ANY-
    contributions/information you have to offer, and in fact ENCOURAGE it.
    -> E-mail everything to InfiniteZero000@aol.com

* - Right now I'm looking -particularly- for someone to help translate and
    write up all enemy AI/attack patterns and attack statistics from the
    Ultimania guide. Credit will be given to anyone who helps me get it all
    done, and probably some form of real life compensation (like money).
* - Also, anyone that can either provide me with the formulae for Blitzball
    players individual stats, or a program/app that can yield me the formulae
    by inputting the linear data.

- Symbol Key:
-------------
[x] - Is started, but needs to be finished.
[?] - Needs to be started and finished.

As of 1/20/07...
[x] Finish bestiary with AI entries and Pilfer Gil.
[?] Include more info about each weapon, armor, and item.
[?] Game Script.. I've almost completed it; currently not included.
[x] Add general notes, tips for various game "challenges."

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                          MOST RECENT UPDATE - 2/4/07

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Special Notice: since the last update of this guide in 2004, I've purchased all
three books in the Ultimania series, a benefit I did not have prior. A lot of
corrections and additions made from this point on will be made based on the
translations of those guides and my testing.

--> Version 3.4:
- Had to divide the FAQ into two parts in order to continue updating. Don't
worry, all the content remains (and will keep being added to), but the table
of contents for the first half ends at the end of 17. Mini-Quests.
- You'll also notice a slight change in layout. I've attempted to make it
crisper and more "together."
- New ASCII art at the top.
- Began work on adding further information on enemy's attacks.
- Tested a lot and finally added more mechanics information, on just about
everything throughout the guide.
- Added some more enemies in (all dummied or activation).
- Updated some strategies and corrected some data here and there.
- Finally got all of Yojimbo's mathematics for both versions and compiled
it into his listing.
- Magus Sisters intelligence data from Ultimanias.
- The Affection section has been expanded on thanks solely to the Ultimanias
list of scenes and my 50+ hours of testing.
- Timeline of Spira.
- Almost done with my Game Script (a somewhat unconventional one, at that).
Let's just say, -never- again... and that I have a new found respect for those
who write them adamantly. This script will take into full account Affection
routes, the fates of Gatta and Luzza, special scenes, NPC's, all question
answers. Not in this guide yet.
- Finished the stats charts for every Blitzball player Lvls 1-99. Might add
the stat equations later on.
- Completed the Weapons section, for now/fixed error I spotted with Brunhilde.
- Completed the Armors section, for now.
- Fixed random typos and malapropisms here and throughout.
- All enemy attack info is now added.

===============================================================================
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                               TABLE OF CONTENTS

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                    USING "SECTION CODED" TABLE OF CONTENTS

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

                       [preceded by Part 1/2 of this FAQ]

          18. Blitzball ..................................... [Sblz8]
              18a. Basics & Stats........................... [sbast8]
              18b. The Teams................................ [steam8]
              18c. General Controlling...................... [scont8]
              18d. Techniques 101........................... [stech8]
              18e. Scouting................................. [sscot8]
              18f. Status Ailments.......................... [sstal8]
              18g. Player Positions......................... [splyp8]
              18h. Locating Team Players.................... [stamp8]
              18i. Locating Free Agents..................... [sfrag8]
              18j. Special Tech Info........................ [ssptc8]
              18k. Miscellaneous Techniques................. [smist8]
              18l. Key Techniques........................... [skytc8]
              18m. Starting Techniques...................... [ssttc8]
              18n. Statistics Charts........................ [sstch8]
              18o. Speedy Reels Obtainment.................. [sspro8]
              18p. Statistic Maximization/Team Strategies .. [stmst8]
          19. Monster Arena ................................. [Smna9]
          20. Penance & Dark Aeons .......................... [Spda0]
          21. Special Challenges ............................ [Ssch1]
          22. Stat Maxing ................................... [Sstm2]
              22a. Original Sphere Grid .................... [sogsg2]
              22b. Expert Sphere Grid ...................... [sexsg2]
          23. The Sphere Grid ............................... [Sspg3]
              23a. Original Sphere Grid .................... [sogsg3]
              23b. Expert Sphere Grid ...................... [sexsg3]
          24. Monster Encyclopedia .......................... [Smne4]
              24a. Normal & Dummied Enemies ................ [snade4]
              24b. Bosses .................................. [sboss4]
              24c. Formations .............................. [sform4]
          25. Tips/Tricks/Secrets ........................... [Stts5]
          26. Mechanics ..................................... [Smec6]
          27. Timeline and Story of Spira ................... [Stas7]
              27a. History of Spira/Pre-FFX ................ [shffx7]
              27b. Post-FFX/Pre-FFX-2 ...................... [spffx7]
          28. Coding ........................................ [Scod8]
              28a. Gameshark ............................... [sgshk8]
              28b. Pro Action Replay ....................... [sparc8]
          29. Game Music/Lyrics ............................. [Sgml9]
          30. Acknowledgments ............................... [Sthx0]

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                                 18. BLITZBALL                          [Sblz8]

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Blitzball is a minigame that you can compete in by just about any save point
it basically is football and soccer underwater... But in this section I shall
tell you the techs you can learn and the people and teams in the game. I am
going to strive to make this *the* most complete guide to blitzball ever,
because I seem to be one of the few who love blitzball. :\

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 18a. Basics & Stats                                                [sbast8] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=
INTRODUCTION TO STATS
=-=-=-=-=-=-=-=-=-=-=

Stats in the game of blitzball are used a lot like the way they are used in the
game FFX, or many other RPG's for that matter. They help decide whether an
event will take place in the game and are literally what the entire game of
blitzball revolves around.
Ex.: If your SH stat is 30 and the goalies CA stat is 23 and your SH remains
that until it gets there, chances are the shot will score, but sometimes not
depending on the random factor.

INFO ON STATS:
- HP: This is short for of course the same thing as it is in the normal game,
which is Hit Points. This is what you use to determine if you can use a certain
action. Each and every single action will use HP, and if you do not have the
appropriate HP to use an action, you simply don't do it. HP is even consumed
when carrying the ball and moving. HP *can* be gained back while moving around
freely while *not* carrying the ball, there might be more ways but I am not
aware of any at the moment.

- Lvl: This is basically what determines how good and effectively your stats
are and will be. Everything you act in in a game gains you more EXP which after
gaining enough levels you up again.

- EXP: This is simply what you gain for doing stuff like passing and shooting
in a blitzing game and is what gains you more lvl's.

- SH: This is short for Shooting or I usually call it 'shot.' This statistic
is ultimately what determines just how fast, and how strongly the ball will
head towards the opposing teams' goal. Obviously the more SH you have the
better your odds and chances of scoring the goal are. Once the shot has left
the shooter the shot stat slowly decreases by 1 every second it is heading
for the opposite goal. This stat goes against the CA of the goalie. It may
also be lowered if during an encounter a player on the opposite team BL goes
against it.

- PA: This is short for the passing attribute aspect of blitzball FYI. PA is
the stat that makes the decision of how far the ball will go when you try to
pass it to another, and just at what speed it will go at. a lot like SH in that
reguards. This stat goes against the opposing players' BL stat also like SH.
If it makes it to the other player successfully that means it had final stat of
above 0, if the player drops it that means it decreased to 0.

- CA: This is your catching attribute which also is one of the most very
important stats of all them. This is only eloquent for goalies for stopping
the SH of the opposing player from going in and scoring on the team. If the
keeper's CA stat is higher than the shooter's SH by the time the ball finally
arrives at the goal he (or she) will more than likely stop the ball from making
it, that is if randomness does not take over the games decision to let the ball
score instead.

- BL: This stat is evidently the abbreviation for blocking stat which is very
important for holding the team with the ball at bay when in an encounter.
This is the most relevant to blocking both SH and PA to make it easier on the
goalie and to make it harder to get the ball to a receiver. The higher the BL
stat, the more chances of successfully stopping the ball. Another info is if
BL is higher than PA or SH you may be able to catch the ball. The more players
blocking the better your chances.

- AT: This is short for the attacking stat, I also call it tackle. This is
mainly used during encounters. It is used to try and steal the ball from the
currently offensive team. Its opposing stat is EN. If AT is larger than EN
than more often than not, the ball will change hands.

- SP: This also is probably your most used stat. It is shortened version of
Speed. This is the measure of how fast a particular character can move around
both when they're carrying the ball somewhere, or when moving about freely.

- EN: This is short for endurance is the measure of the damage count that any
player that is currently carrying the ball can endure from any other opposing
player during an encounter. The endurance of a character subtracts after each
hit he/she sustains. This is the stat that is the very exact opposite of the
AT (attack) stat.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
INFO ON ENCOUNTERS AND BREAKTHROUGHS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

1. Encounters
-------------
While swimming around in the sphere pool (covered later herein), and you are
drawing closer to another player(s) you can partake in what is called an
encounter where you face off with players from the other team in order to go
any further, or to block passage from proceeding any further on towards the
other team's goal and probable scoring. While you are in the encounter you have
two choices each of which can prove crucial to winning the blitzball game.
These two choices are "No Break," or there is "Break to [player's name]." The
further down you go on players to break through you must let that person attack
you, as well as the rest of the names above that selected character. If you
choose to pick No Break though you try to get the ball through them without
letting any attack you and I only recommend this if you have a much higher
SH or PA attribute than the other players' BL stat.

2. Breakthroughs
----------------
Heres a little bit more of a detailed, in-depth coverage for the 2nd option of
an encounter; "Break to [player's name]." The biggest difference here will be
that I will be listing what happens before, during, and after you either fail
or succeed in breakthrough-ing. And obviously with the larger amount of players
involved in the original encounter the more challenging the breakthrough will
be bacause of the fact there are more "Break to [???]" choices and if you
cannot get through 'em all you will have to rely on a little luck in getting
the pass across or the shot to go in. So some good info regarding these
breakthroughs
- The most opposing players there can be is 5 (everyone except goalie).
- I don't suggest breaking to more than 3 or 4 players at one time.
- When breaking to many players at one time (3-5) opposing players at a time
that your EN be higher than all of there AT stats combined.
- The random factor (covered later) is in effect here as well.
Now heres some pro info that I have deciphered:
- The amount of endurance reduced by ATer's attack is anywhere in between the
points of 150%-50% of his/her own AT stat.
ie. AT = 18. Maximum damage done is 27 and minimum is 9. Both of these are
very rare, normally it will do either exactly or about 3 away from their AT.
That is it for breakthroughs and encounters.

=-=-=-=-=-=-=-=-=-=
INFO ON SPHERE POOL
=-=-=-=-=-=-=-=-=-=

There isn't really that much to say about the Sphere Pool, but...
Sphere Pool is where your team face off against another team in a sphere shaped
machine (I think) filled up with water. In here there are two goals at each side
of the pool and generally triangular in shape. The game is played a lot like
football and soccer combined but of course, under water. While playing also
there is a map on the screen displaying current locations of every player on the
screen.
->Color Key for Blitz Map<-
Red = Opposing team's players
Green = Your team's players
Black = Asleep

=-=-=-=-=-=-=-=-=-=-=
INFO ON RANDOM FACTOR
=-=-=-=-=-=-=-=-=-=-=

This is very easy and simple to explain but I do not know all the mathematics
of it yet, but you can bet I will update this after I have tinkered with it
some more. But I will just provide the basics for now...
Basically the Random Effect is just an extra factor in determining whether or
not a certain action will take place or not. The concept is even when an
opposed stat is greater than another, the lesser stat will win. Heres an
example:
Goal Keeper's CA is 30
Shooter's SH is 20
- Now let's say that the shot made it to the goal still at 20. Not what you'd
think to happen is that the goalie prevents the ball from scoring, but, to
your dismay, the shot makes it in! This is due to the random effect.
- I will be testing mathematics for this and posting it later on when I'm 100%
sure of it.

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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 18b. The Teams                                                     [steam8] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

I think it'll be nice to provide bios for all the teams you'll be playing as
(just 1) and the teams you'll be playing against in this game, so here you have
it...

Besaid Aurochs: This is the home team for, yep, the name says it all, Besaid.
Their long time rivals are the Luca Goers. They have not won a single game in
20+ years! They have made it to the finals this year though after defeating the
Al Bhed Psyches. Wakka is their captain and coach, and their new star player is
Tidus after he has washed up on Besaid beaches after Sin attacked and destroyed
his home of Zanarkand.

Luca Goers: This is the team for the second largest city in the world of Spira
which is Luca. They are the most liked and beloved team in Spira, also. Number
1 rivals of the Besaid Aurochs lead by Wakka. They have won every tournament
for the last 20+ years.

Al Bhed Psyches: This is the team for the Al Bhed people so I would suppose
that they are the home team for Home. They really have no rivalries other
than Wakka himself because he despises Al Bhed (for now, at least). They stole
Yuna in order to have the Aurochs throw the game so they could advance, but
she got saved and the Aurochs relished in their first victory in a long time.

Kilika Beasts: This is the home playing team for the village/town of Kilika
which was recently attacked by Sin. They are playing this year to bring hope
back to Kilika by winning the trophe this year. They have no rivals or
anything like that.

Guado Glories: This is the home team for the rather small village of
Guadosalam. They have no rivals at all. Their team is composed of many agile
players as well.

Ronso Fangs: This is the home team for the Ronso race, so apparently I guess
they just play for the honor of the Mt. Gagazet. They are not really rivals
with any other teams. There team isn't really fast at all, but they are pretty
much heavy hitters, and some are even ok shooters.

Characters are originally...
 ----------------------------------------------------------------------------
| Aurochs- Tidus, Datto, Botta, Letty, Keepa, Jassu                          |
 ----------------------------------------------------------------------------
| Goers- Bickson, Doram, Abus, Raudy, Balgerda, Graav                        |
 ----------------------------------------------------------------------------
| Glories- Giera, Pah, Noy, Navara, Auda, Zazi                               |
 ----------------------------------------------------------------------------
| Psyches- Berrik, Lakkam, Judda, Eigaar, Blappa, Nimrook                    |
 ----------------------------------------------------------------------------
| Beasts- Vuroja, Larbeight, Isken, Deim, Nizarut, Kulukan                   |
 ----------------------------------------------------------------------------
| Fangs- Basik, Argai, Gazna, Zamzi, Nuvy, Irga                              |
 ----------------------------------------------------------------------------

Now that you know a little about the teams in blitzball, let's move on to more
of this blitz guide.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 18c. General Controlling                                           [scont8] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Here is just info on all of the different defensive and offensive modes of
blitzball, and a little piece on moving around.

NOTE:
- When on offense press Triangle to open control menu.
- When on defense press Triangle to open defense menu.

3. Offensive Modes
------------------
- Manual A: In this control mode you can control your player that is currently
in possession of the ball. This will let you move your player according to the
map in the corner of the screen.
- Manual B: In this control mode you can control your player that is currently
in possession of the ball. This will let you move your player according to the
the direction of the other goal.
- Auto: In this control mode you don't really control like the name "control
mode" implies. Here the game or commonly called cpu moves you in the direction
you need to go.

2. Defensive Forms
------------------
- Normal: This is the original formation that your team is set as when you
first begin playing the game of blitzball, in which the players on your team
remain in their regular spots. They won't pursue the opposing team too far but
a little while.
- Right Side: Your whole team will mainly stick to covering the extreme right
side of the sphere pool.
- Left Side: Your whole team will mainly stick to covering the extreme left
side of the sphere pool.
- Double Sides: Your whole team will protect both sides of the sphere pool as
a mix of both Right and Left sides.
- Mark Mode: In this mode your players will follow marked opponents.
- Flat Line: You will only have an offensive team and no real defense as they
will form a line and move towards the goal.
- Center Attack: The player you have assigned to MF possition on your team will
move forward and becomes some what of a Center Forward sorta like the RF and a
LF.
- Counter: You will have only a defensive team and no real offense as they
will work more towards holding opposing offense.

3. Performing Actions
---------------------
This one is simple. Simply when you are on offensive and anywhere you can open
the actions menu. Here you can choose to shoot, pass, or continue to dribble.
Here is a representation of what you can do for each choice:
- If you choose the shoot option you can use any special shooting abilities
you may have, or, if you don't have any it will automatically use a normal shot.
- If you choose the pass option you can use any special passing abilities you
may have, or, if you don't have any it will automatically use a normal pass.
- If you choose the dribble option it will instantly let you just keep swimming
down the sphere pool.
You can access this menu by pressing triangle on offense and while not in an
encounter.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 18d. Techniques 101                                                [stech8] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=
INFO ON TECHS
=-=-=-=-=-=-=

First I will tell you what techs are. They are abilities (like in a real RPG)
that you can learn and perform to help you in the game of blitzball. There are
many different ones that have many different uses and effects. I will list what
they do and stuff later but for now in this section I will list how to equip,
when to equip etc... Ready? Lets begin!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
INFO ON DISTRIBUTING AND EQUIPPING TECHNIQUES
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You assign techs that you have learned at the start of each game and another
time during your halftime of the game. More info on learning and gaining techs
later on in this very area.:)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
INFO ON PUTTING TECHS INTO ACTION IN BLITZBALL
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

While you are playing a game against another team in blitz you will be able
to use the techs you have learned and assigned to your team's players. You can
do this by when the options are available, pressing Shoot, Pass, Tackle on
offense or defense and then choosing which of the techs under that category
you can use. You may only use these techs when and and only when you have the
correct amount of HP to use them, otherwise you'll have to wait to use them.

=-=-=-=-=-=-=-=-=-=-=-=-=-=
INFO ON LEARNING TECHNIQUES
=-=-=-=-=-=-=-=-=-=-=-=-=-=

There are few methods of aquiring techs. The first of them is techcopying
which I will get into greater depth into later in this section, basically in a
nutshell it is copying techs from other players that have that technique and you
assign your player to that player. The second of the methods is getting them
as prizes in Tournaments and Leagues.

=-=-=-=-=-=-=-=-=-=-=-
INFO ON KEY TECHNIQUES
=-=-=-=-=-=-=-=-=-=-=-

There are techs in the game of blitzball called 'Key Techniques.' These are
three techs that any character must obtain in order to gain more and...dare I
say it...better techniques. Each character has slightly differnt Key techs that
they must learn.

=-=-=-=-=-=-=-=-=-
INFO ON TECH SLOTS
=-=-=-=-=-=-=-=-=-

First off I will say that this section does not apply for players that are under
level 3, because they haven't the ability to use techs and fill up their tech
slots, now I go over tech slots in-detail:
- Once on lv.3 player finally gains first tech slot.
- Once on lv.7 player finally gains second tech slot.
- Once on lv.12 player finally gains third tech slot.
- Once on lv.20 player finally gains fourth tech slot.
- Once on lv.30 player finally gains fifth tech slot.

No player can have more than 5 tech slots. So after level 30 you won't be
getting any more slots for *that* person, but with others if under lv.30.

=-=-=-=-=-=-=-=-=-
INFO ON TECH TYPES
=-=-=-=-=-=-=-=-=-

This will be more of another quickie sections of the blitzball area. Here, I'll
describe to you the three different types of techniques, and the two other
types of techniques, just so you will be better acquainted with them.

- Automatic Techniques: These are techs that happen when you a particular need
or circumstance for it is met. Say when you have a another character attacking
you and you have an auto tech on, it unfolds at that moment. Or, when you have
a certain percentage of a stat, or when there's a status on, like Anti-Wither.

- Repeated Techniques: Techniques that are automatically done, but are not like
the Automatic Techs. Say they improve a statistic or an attribute, such as say
Golden Arm: it's on the whole match, and it automatically makes PA better.
They don't don't eat HP when used, but instead they cost HP to equip... only.

- Do-It-Yourself Techniques: These are techs that require two things only: the
ability being learned, as well as the right amount of HP to execute it. What
these are, are techs that you have to go to menu for and select them for their
execution. They can range from anything that's listed in the bottom section.

- Status-Inflicting Techniques: The techs that inflict status effects are just
what they say. How they work is like a Do-It-Yourself technique. You choose
from the menu by either pressing Square button, or, getting into an Encounter.
There, you can choose from techniques that can inflict Sleep/Wither/Poison.

- Physical Attack Techniques: These Physical Attack techniques, like Status-
Inflicting techs, are just what their names imply. It's also a Do-It-Yourself
type variation. You go to the menu by Square or you can get into an opposing
encounter. Here, you can choose to pass or shoot, tackle, which are physical.

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- 18e. Scouting                                                      [sscot8] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This next part took me a *very* long time to get together as I went all 'round
Spira pressing [Square] in front of everyone. The result of hard work is before
you. Now I will describe you what Scout Levels are: scout levels are levels
you gain by winning blitzball games and the higher you get, the more info on
players you get when you press [Square] in front of them. Now here's the
many different scout levels you can gain:

- Scout Level 1:
View What: Name, level, gil per game, team (maybe)
When Obtained: Automatically
- Scout Level 2:
View What: Name, level, gil per game, team (maybe), stats
When Obtained: After winning 10 games; Aurochs
- Scout Level 3:
View What: Name, level, gil per game, team (maybe), stats, tech slots, techs
When Obtained: After winning 20 games; Aurochs
- Scout Level 4:
View What: Name, level, gil per game, team (maybe), stats, tech slots, techs,
Key Techs, all techs
Obtained When: After winning 30 games; Aurochs

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- 18f. Status Ailments                                               [sstal8] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

There are few status ailments in the game of blitzball, unlike the real game
which has many. Here is a fully complete run-down of all status abnormalities
in blitzball.

- Nap: The player that this has been put onto cannot perform or carry out any
actions while under Nap. The ways to get out of this status are 3 ways which
are: if the one of the teams scores a goal, if you pass to the player sleeping
and it hits them, and once you get past first halftime.

- Wither: While under this status imperfection, the player that is affected
players' stat(s) are cut in half for a period. The ways to get out of this
status are 2 ways which are: again, like with Nap, if halftime happens, or
when a certain time elapses.

- Poison: The HP dropping rate of the player affected is doubled when that
player has possession of the ball. HP does *not* rise under this effect when
not carrying the ball either. If Pile Venom is used, then player loses the
ability to pass, shoot, and also tackle.

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- 18g. Player Positions                                              [splyp8] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Now in this part of blitz informator I am going to list info on every position
you can have a player assigned to for maximum blitzing.

- #1 Left Forward
This is the player that you assign to the extreme left of the opposition's
goal. This player's main 'goal' is to, well... score a goal. They really are
useful if you know which players are good to great to fill that position
properly. For this position it is best to have a player with high shooting,
endurance, and speed is another important stat to have high for this spot.
SinirothX's LF: Tidus

- #2 Right Forward
This is the player that you assign to the extreme right of the opposition's
goal. This player's main 'goal' is to, well... score a goal. They really are
useful if you know which players are good to great to fill that position
properly. For this position it is best to have a player with high shooting,
endurance, and speed is another important stat to have high for this spot.
SinirothX's RF: Brother

- #3 Midfielder
This is the player that will receive the ball first every beginning of the
game or beginning of a halftime. Their primary objective is to lure opposing
teams defensive players of the forwards and then pass it off to forwards, that
is the best way to utilize this position. There are two attributes that you
really should try to get good with for this spot; passing and endurance.
SinirothX's MF: Vuroja

- #4 Left Defense
Here is a super important position, because they try and make life better and
easier for the goal keeper. They come into play when opposing team gets past
everyone else and they are your team's last defense before getting to goal.
The stats to have high for them are BL, EN, and SP.
SinirothX's LD: Wedge

- #5 Right Defense
Here is a super important position, because they try and make life better and
easier for the goal keeper. They come into play when opposing team gets past
everyone else and they are your team's last defense before getting to goal.
The stats to have high for them are BL, EN, and SP.
SinirothX's RD: Ropp

- #6 Goal Keeper (goalie)
The final and *most* important position is of course the goal keeper. They are
what prevents (or try to prevent) the other team from scoring goal(s) and
potentially triumphing over your team and making you cry a like a schoolgirl.
The only important stats for them are CA. No use for BL really.
SinirothX's GK: Nimrook

That is it for positions.

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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 18h. Locating Team Players                                         [stamp8] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Tidus: Uh... duh!
Datto: Aurochs Locker Room - Luca Stadium
Letty: Aurochs Locker Room - Luca Stadium
Jassu: Aurochs Locker Room - Luca Stadium
Botta: Aurochs Locker Room - Luca Stadium
Keepa: Aurochs Locker Room - Luca Stadium
Bickson: Dock 3 - Luca Harbor
Abus: Aurochs Locker Room - Luca Stadium
Graav: Aurochs Locker Room - Luca Stadium
Doram: Aurochs Locker Room - Luca Stadium
Balgerda: Aurochs Locker Room - Luca Stadium
Raudy: Aurochs Locker Room - Luca Stadium
Larbeight: Docks - Kilika Port
Isken: House - Kilika Port
Vuroja: Docks - Kilika Port
Kulukan: Tavern - Kilika Port
Deim: Great Hall - Kilika Temple
Nizarut: Great Hall - Kilika Temple
Eigaar: Corridor - Airship
Blappa: Corridor - Airship
Berrik: Corridor - Airship
Judda: Corridor - Airship
Lakkam: Corridor - Airship
Nimrook: Corridor - Airship
Basik: Dock 4 - Luca Harbor
Argai: Corridor - Airship
Gazna: Corridor - Airship
Nuvy: Corridor - Airship
Irga: Corridor - Airship
Zamzi: Corridor - Airship
Giera: Guadosalam
Zazi: House - Guadosalam
Navara: Guadosalam
Auda: Guadosalam
Pah: House - Guadosalam
Noy: Inn - Guadosalam

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- 18i. Locating Free Agents                                          [sfrag8] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Brother: Bridge - Airship
Wakka: Bridge - Airship
Zalitz: Sphere Theatre - Luca
Wedge: Main Gate - Luca Stadium
Kyou: Djose Temple
ShaamiL Bridge - Luca Harbor
Kiyuri: Deck - SS Winno
Tatts: Docks - Kilika Port
Jumal: Square - Seaport, Luca
Shuu: Cafe - Seaport, Luca
Durren: Gorge Bottom - Calm Lands
Zev: Dock 5 - Luca Harbor
Svanda: Calm Lands (Chocobo Trainer, BTW)
Miyu: North Wharf - Moonflow
Naida: Shop - Calm Lands Central
Nedus: Dock 1 - Luca Harbor
Mifurey: Travel Agency - Thunder Plains
Rin: Corridor - Airship
Biggs: Main Gate - Luca Stadium
Vilucha: House - Besaid
Yuma: House - Guadosalam
Mep: Kilika Temple
Ropp: Travel Agency - Mi'ihen Highroad
Linna: Macalania Temple

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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 18j. Special Tech Info                                             [ssptc8] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This calls for a complete alphabetical listing of techs and effects.

- 1. Anti-Drain -
Description: Doesn't allow drainage of HP
HP Cost: 10
Chances: 50%
Gain: Techcopy

- 2. Anti-Drain 2 -
Description: Doesn't allow drainage of HP
HP Cost: 50
Chances: 100%
Gain: Techcopy

- 3. Anti-Nap -
Description: Prevents sleep from occuring
HP Cost: 40
Chances: 50%
Gain: Techcopy

- 4. Anti-Nap 2 -
Description: Prevents sleep from occuring
HP Cost: 210
Chances: 100%
Gain: Techcopy

- 5. Anti-Venom -
Description: Prevents Poison from occuring
HP Cost: 5
Chances: 50%
Gain: Techcopy

- 6. Anti-Venom 2 -
Description: Prevents Poison from occuring
HP Cost: 50
Chances: 100%
Gain: Techcopy

- 7. Anti-Wither -
Description: Doesn't allow Wither stat halving
HP Cost: 30
Chances: 50%
Gain: Techcopy

- 8. Anti-Wither 2 -
Description: Doesn't allow Wither stat halving
HP Cost: 200
Chances: 100%
Gain: Techcopy

- 9. Aurochs Spirit -
Description: Take *original* starting SH stat of entire Besaid Aurochs' and add
             to Wakka's current SH; SH+10
HP Cost: 600
Chances: N/A
Gain: Winning Tournies if Wakka has all Key Techs only

- 10. Brawler -
Description: Get into encounters from a greater distance
HP Cost: 10
Chances: 60%
Gain: Winning Leagues or Tournies

- 11. Drain Tackle -
Description: Absorb opposition's HP; note that your HP *must* be over 30 HP;
             AT+0
Absorbed HP: 30
Chances: 40%
Gain: Techcopy

- 12. Drain Tackle 2 -
Description: Absorb opposition's HP; note that your HP *must* be over 150 HP;
             AT+0
Absorbed HP: 150
Chances: 70%
Gain: Techcopy

- 13. Drain Tackle 3 -
Description: Absorb opposition's HP; note that your HP *must* be over 500 HP;
             AT+0
Absorbed HP: 500
Chances: 100%
Gain: Techcopy

- 14. Elite Defense -
Description: Find player with the ball from greater distance away
HP Cost: 5 (deducted before match or halftime)
Chances: N/A
Gain: Winning Leagues or Tournies

- 15. Gamble -
Description: Get new random stats after waking from Nap status.
HP Cost: 300
Chances: 50%
Gain: Winning Leagues or Tournies

- 16. Golden Arm -
Description: It will half HP reduction during a pass or shot
HP Cost: 30 (deducted before match or halftime)
Chances: N/A
Gain: Winning Leagues or Tournies

- 17. Good Morning! -
Description: Stat powered more after waking up from Nap
HP Cost: 180
Chances: 50%
Gain: Winning Leagues or Tournies

- 18. Grip Gloves -
Description: Goal Keeper can catch the ball easier
HP Cost: 30
Chances: N/A
Gain: Techcopy

- 19. Hi Risk -
Description: Doubles EXP gained but at expense of all other stats being halved
HP Cost: 300 (deducted before match or halftime)
Chances: N/A
Gain: Winning Leagues or Tournies

- 20. Invisible Shot -
Description: Ball turns invisible on path to goal; you can control with left
             analog; SH+3
HP Cost: 220
Chances: 60%
Gain: Techcopy

- 21. Jecht Shot -
Description: Takes out 2 players in an encounter and shoots; SH+5
HP Cost: 120
Chances: N/A
Gain: By completing the 'Jecht Shot Challenge' aboard the SS Winno

- 22. Jecht Shot 2 -
Description: Takes out 3 players in an encounter and shoots; adds invisible
             shot; SH+10
HP Cost: 999
Chances: N/A
Gain: After gaining all 3 Key Techs with Tidus, it will become available in
      Tournies (you might need Jecht Shot, I'll get back on that)

- 23. Nap Pass -
Description: Passes and puts opposing player(s) to sleep; PA+3
HP Cost: 40
Chances: 30%
Gain: Techcopy

- 24. Nap Pass 2 -
Description: Passes and puts opposing player(s) to sleep; PA+5
HP Cost: 200
Chances: 70%
Gain: Techcopy

- 25. Nap Pass 3 -
Description: Passes and puts opposing player(s) to sleep; PA+7
HP Cost: 510
Chances: 100%
Gain: techcopy

- 26. Nap Shot -
Description: Shoots and puts Nap on goalie; SH+3
HP Cost: 45
Chances: 40%
Gain: Techcopy

- 27. Nap Shot 2 -
Description: Shoots and puts Nap on goalie; SH+5
HP Cost: 80
Chances: 70%
Gain: Techcopy

- 28. Nap Shot 3 -
Description: Shoots and puts Nap on goalie; SH+7
HP Cost: 350
Chances: 100%
Gain: Techcopy

- 29. Nap Tackle -
Description: Attacks and puts player attacked on Nap; AT+3
HP Cost: 40
Chances: 40% (if player's HP is 0 after initial tackle)
Gain: Techcopy

- 30. Nap Tackle 2 -
Description: Attacks and puts player attacked on Nap; AT+5
HP Cost: 90
Chances: 70% (if player's HP is 0 after initial tackle)
Gain: Techcopy

- 31. Nap Tackle 3
Description: Attacks and puts player attacked on Nap; AT+7
HP Cost: 180
Chances: 100% (if player's HP is 0 after initial tackle)
Gain: Techcopy

- 32. Pile Venom -
Description: Poison effect cummulates
HP Cost: 30 (deducted before match or halftime)
Chances: N/A
Gain: Winning Leagues or Tournies

- 33. Pile Wither -
Description: Stat-halving effect cummulates
HP Cost: 70 (deducted before match or halftime)
Chances: N/A
Gain: Winning Leagues or Tournies

- 34. Regen -
Description: Accelerates HP regeneration when not in possesion of the ball.
HP Cost: 50 (deducted before match or halftime)
Chances: N/A
Gain: Winning Leagues or Tournies

- 35. Sphere Shot -
Description: Adds a random number to SH; SH+3; press X to stop 'slots'
HP Cost: 90
Chances: N/A
Gain: Tidus has it automatically, the rest must Techcopy

- 36. Spin Ball -
Description: Puts spin on ball on way to goal making it harder to block
HP Cost: 30
Chances: N/A
Gain: Techcopy

- 37. Super Goalie -
Description: Adds a random number to CA; press X to stop 'slots'
HP Cost: 30
Chances: 60%
Gain: Techcopy

- 38. Tackle Slip -
Description: Dodge out of the way out of tackles (possible disorientation)
HP Cost: 40
Chances: 40%
Gain: Techcopy

- 39. Tackle Slip 2 -
Description: Dodge out of the way out of tackles (possible disorientation)
HP Cost: 170
Chances: 80%
Gain: Techcopy

- 40. Tech Find -
Description: You can choose a free slot in ability list and press X to be
             able to techcopy it
HP Cost: N/A
Chances: N/A
Gain: Winning Leagues or Tournies

- 41. Venom Pass -
Description: Passes and Poisons player(s); PA+3
HP Cost: 40
Chances: 30%
Gain: Techcopy

- 42. Venom Pass 2 -
Description: Passes and Poisons player(s); PA+5
HP Cost: 120
Chances: 60%
Gain: Techcopy

- 43. Venom Pass 3 -
Description: Passes and Poisons player(s); PA+7
HP Cost: 250
Chances: 100%
Gain: Techcopy

- 44. Venom Shot -
Description: Shoots and Poisons goalie; SH+3
HP Cost: 20
Chances: 40%
Gain: Techcopy

- 45. Venom Shot 2 -
Description: Shoots and Poisons goalie; SH+5
HP Cost: 35
Chances: 70%
Gain: Techcopy

- 46. Venom Shot 3 -
Description: Shoots and Poisons goalie; SH+7
HP Cost: 100
Chances: 100%
Gain: Techcopy

- 47. Venom Tackle -
Description: Attacks and Poisons player; AT+3
HP Cost: 30
Chances: 40%
Gain: Techcopy

- 48. Venom Tackle 2 -
Description: Attacks and Poisons player; AT+5
HP Cost: 70
Chances: 70%
Gain: Techcopy

- 49. Venom Tackle 3 -
Description: Attacks and Poisons player; AT+7
HP Cost: 160
Chances: 100%
Gain: Techcopy

- 50. Volley Shot -
Description: Intercept loose balls and shoot them with blockage
HP Cost: 10
Chances: 50%
Gain: Techcopy

- 51. Volley Shot 2 -
Description: Intercept loose balls and shoot them with blockage
HP Cost: 40
Chances: 75%
Gain: Techcopy

- 52. Volley Shot 3 -
Description: Intercept loose balls and shoot them with blockage
HP Cost: 250
Chances: 100%
Gain: Techcopy

- 53. Wither Pass -
Description: Pass and halve player(s)' AT, BL, EN attributes; PA+3
HP Cost: 40
Chances: 30%
Gain: Techcopy

- 54. Wither Pass 2 -
Description: Pass and halve player(s)' AT, BL, EN attributes; PA+5
HP Cost: 180
Chances: 60%
Gain: Techcopy

- 55. Wither Pass 3 -
Description: Pass and halve player(s)' AT, BL, EN attributes; PA+7
HP Cost: 440
Chances: 100%
Gain: Techcopy

- 56. Wither Shot -
Description: Shoot and halve goalie's CA, BL attributes; SH+3
HP Cost: 30
Chances: 40%
Gain: Techcopy

- 57. Wither Shot 2 -
Description: Shoot and halve goalie's CA, BL attributes; SH+5
HP Cost: 180
Chances: 70%
Gain: Techcopy

- 58. Wither Shot 3 -
Description: Shoot and halve goalie's CA, BL attributes; SH+7
HP Cost: 390
Chances: 100%
Gain: Techcopy

- 59. Wither Tackle -
Description: Attack and halve player's SH, EN, PA; AT+3
HP Cost: 8
Chances: 40%
Gain: Techcopy

- 60. Wither Tackle 2 -
Description: Attack and halve player's SH, EN, PA; AT+5
HP Cost: 80
Chances: 70%
Gain: Techcopy

- 61. Wither Tackle 3 -
Description: Attack and halve player's SH, EN, PA; AT+7
HP Cost: 250
Chances: 100%
Gain: Techcopy

Here's a shortened easier version of all this, if you'd like:
NAME            DESCRIPTION                CHANCES  HOW TO OBTAIN        HP
Anti Drain      Stop Drain's effect          50%    Techcopy or games    10
Anti Drain 2    Stop Drain's effect          100%   Techcopy or games    50
Anti Nap        Stops Sleep                  50%    Techcopy or games    40
Anti Nap 2      Stops Sleep                  100%   Techcopy or games    210
Anti Venom      Stops Poison                 50%    Techcopy or games    5
Anti Venom 2    Stops Poison                 100%   Techcopy or games    50
Anti Wither     Stops Wither                 50%    Techcopy or games    30
Anti Wither 2   Stops Wither                 100%   Techcopy or games    200
Aurochs Spirit  Adds SH+10 to Wakka          100%   Techcopy or games    600
Brawler         Encounter from farther       60%    Techcopy or games    10
Drain Tackle    Absorb 30 HP                 40%    Techcopy or games    None
Drain Tackle 2  Absorb 150 HP                70%    Techcopy or games    None
Drain Tackle 3  Absorb 500 HP                100%   Techcopy or games    None
Elite Defense   Find ball carrier farther    100%   Techcopy or games    5
Gamble          Random stats afetr waking    50%    Techcopy or games    300
Golden Arm      Speeds up shots & passes     100%   Techcopy or games    30
Good Morning!   Powers player after waking   50%    Techcopy or games    80
Tech Find       Ulocks alomost all slots     100%   Techcopy or games    Prize
Grip Gloves     Goalie has better control    100%   Techcopy or games    30
Hi-Risk         1/2 stats for double EXP     100%   Techcopy or games    300
Ivisible Shot   Ball shoots invisibly        60%    Techcopy or games    220
Jecht Shot      Knock away 2, then shoots    100%   On the SS Winno      120
Jecht Shot 2    Knock away 3, invisible      100%   Prize, after 3 Key   999
                                                    Techs with Tidus
Nap Pass        Puts player to sleep, pass   30%    Techcopy or games    40
Nap Pass 2      Puts player to sleep, pass   60%    Techcopy or games    200
Nap Pass 3      Puts player to sleep, pass   100%   Techcopy or games    510
Nap Shot        Puts player to sleep, shoot  40%    Techcopy or games    45
Nap Shot 2      Puts player to sleep, shoot  70%    Techcopy or games    80
Nap Shot 3      Puts player to sleep, shoot  100%   Techcopy or games    350
Nap Tackle      Puts player to sleep, tackle 100%   Techcopy or games    40
Nap Tackle 2    Puts player to sleep, tackle 100%   Techcopy or games    90
Nap Tackle 3    Puts player to sleep, tackle 100%   Techcopy or games    180
Pile Wither     Stop stat minimziing moves   100%   Techcopy or games    70
Pile Venom      Stop Poisoning               100%   Techcopy or games    30
Regen           Sped up HP recovery, no ball 100%   Techcopy or games    50
Spin Ball       Spins the ball when shot     100%   Techcopy or games    30
Sphere Shot     Random shot increase, shoot  100%   Techcopy or games,   90
                                                    Tidus auto
Super Goalie    Adds random catch to goalie  60%    Techcopy or games    30
Tackle Slip     Evade an oncoming tackle     40%    Techcopy or games    40
Tackle Slip 2   Evade an oncoming tackle     80%    Techcopy or games    170
Venom Pass      Pass with Poison             30%    Techcopy or games    40
Venom Pass 2    Pass with Poison             60%    Techcopy or games    120
Venom Pass 3    Pass with Poison             100%   Techcopy or games    250
Venom Shot      Shoot with Posion            40%    Techcopy or games    20
Venom Shot 2    Shoot with Posion            70%    Techcopy or games    35
Venom Shot 3    Shoot with Posion            100%   Techcopy or games    100
Venom Tackle    Tackle with Poison           40%    Techcopy or games    30
Venom Tackle 2  Tackle with Poison           70%    Techcopy or games    70
Venom Tackle 3  Tackle with Poison           100%   Techcopy or games    160
Volley Shot     Shoot free-loose balls       50%    Techcopy or games    10
Volley Shot 2   Shoot free-loose balls       75%    Techcopy or games    40
Volley Shot 3   Shoot free-loose balls       100%   Techcopy or games    250
Wither Pass     Lowers target's AT, BL, EN,  30%    Techcopy or games    40
                and pass
Wither Pass 2   Lowers target's AT, BL, EN,  60%    Techcopy or games    180
                and pass
Wither Pass 3   Lowers target's AT, BL, EN,  100%   Techcopy or games    4400
                and pass
Wither Shot     Lowers the goalie's CA, BL,  40%    Techcopy or games    30
                and shoot
Wither Shot 2   Lowers the goalie's CA, BL,  70%    Techcopy or games    180
                and shoot
Wither Shot 3   Lowers the goalie's CA, BL,  100%   Techcopy or games    390
                and shoot
Wither Tackle   Lower target's SH, PA, EN,   40%    Techcopy or games    8
                and tackle
Wither Tackle 2 Lower target's SH, PA, EN,   70%    Techcopy or games    80
                and tackle
Wither Tackle 3 Lower target's SH, PA, EN,   100%   Techcopy or games    250
                and tackle

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- 18k. Miscellaneous Techs                                           [smist8] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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- 1. Pass -
Description: Pass ball off to teammate
HP Cost: Depends on players' pass stat
Chances: Depends on if PA runs out before reaching prescribed destination
Gain: Automatically

- 2. Shoot -
Description: Shoot towards opposing teams' goal
HP Cost: Depends on players' shoot stat
Chances: Depends on if SH runs out before reaching prescribed destination
Gain: Automatically

- 3. Tackle -
Description: Attack an opposition during an encounter
HP Cost: Depends on players' attack stat
Chances: Depends on if opposing player has Tackle Slip (2,3) and on oppoing
         players' EN
Gain: Automatically

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- 18l. Key Techniques                                                [skytc8] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

- Tidus -
Drain tackle
Venom Tackle
Anti-Venom 2

- Datto -
Anti-Venom
Wither Shot 2
Wither Shot

- Letty -
Nap Pass
Venom Pass 3
Wither Tackle

- Jassu -
Wither Tackle
Wither Tackle 2
Nap Tackle 2

- Botta -
Nap Tackle
Venom Pass 2
Venom Shot

- Keepa -
Super Goalie
Anti-Wither
Volley Shot

- Bickson -
Anti-Nap
Wither Shot
Nap Pass

- Abus -
Grip Gloves
Venom Shot 3
Venom Tackle 2

- Graav -
Drain Tackle 2
Venom Pass
Tackle Slip

- Doram -
Nap Tackle
Volley Shot
Wither Tackle

- Balgerda -
Nap Tackle
Anti-Wither
Drain Tackle

- Raudy -
Gamble
Grip Gloves
Tackle Slip 2

- Larbeight -
Anti-Nap
Tackle Slip 2
Wither Shot

- Vuroja -
Wither Tackle
Anti-Nap
Nap Pass

- Deim -
Pile Wither
Wither Pass
Venom Tackle

- Isken -
Wither Tackle
Wither Pass
Wither Tackle 2

- Kulukan -
Drain Tackle
Nap Pass
Venom Tackle 3

- Nizarut -
Anti-Nap
Venom Shot
Anti-Wither

- Nimrook -
Venom Tackle 2
Venom Tackle
Anti-Drain

- Blappa -
Drain Tackle
Nap Shot
Elite Defense

- Eigaar -
Spin Ball
Volley Shot 3
Venom Tackle

- Lakkam -
Venom Tackle
Nap Pass
Tackle Slip

- Berrik -
Elite Defense
Wither Tackle 2
Venom Tackle

- Judda -
Anti-Wither
Anti-Nap
Wither Tackle

- Basik -
Nap Shot
Venom Tackle
Invisible Shot

- Argai -
Wither Tackle
Anti-Drain
Venom Pass 2

- Gazna -
Drain Tackle
Volley Shot 2
Venom Pass

- Nuvy -
Venom Tackle
Volley Shot
Tackle Slip

- Irga -
Pile Wither
Wither Tackle 3
Super Goalie

- Zamzi -
Spin Ball
Invisible Shot
Super Goalie

- Noy -
Anti-Nap
Wither Pass 2
Elite Defense

- Pah -
Venom Tackle 2
Gamble
Drain Tackle

- Auda -
Anti-Wither
Anti-Venom
Anti-Nap

- Navara -
Nap Tackle 2
Super Goalie
Drain Tackle

- Zazi -
Wither Shot 2
Anti-Venom
Anti-Venom 2

- Giera -
Venom Shot
Nap Shot
Pile Venom

- Kyou -
Volley Shot
Venom Pass
Nap Tackle 2

- Zalitz -
Tackle Slip
Venom Pass
Anti-Venom

- Brother -
Wither Tackle 2
Sphere Shot
Nap Tackle

- Shaami -
Venom Pass 3
Wither Shot
Withet Pass

- Kiyuri -
Sphere Shot
Wither Shot
Volley Shot 2

- Wedge -
Wither Tackle
Nap Tackle
Anti-Venom 2

- Jumal -
Spin Ball
Tackle Slip 2
Tackle Slip

- Tatts -
Nap Tackle
Venom Tackle
Nap Tackle 2

- Zev -
Pile Venom
Anti-Wither
Volley Shot

- Svanda -
Venom Tackle 2
Nap Shot
Regen

- Durren -
Nap Pass
Nap Pass 2
Anti-Nap

- Shuu -
Venom Tackle 2
Anti-Venom
Pile Venom

- Nedus -
Volley Shot 2
Volley Shot
Anti-Wither

- Naida -
Wither Shot
Spin Ball
Nap Tackle 2

- Miyu -
Gamble
Hi Risk
Super Goalie

- Wakka -
Wither Shot
Drain Tackle
Tackle Slip

- Vilucha -
Anti-Venom 2
Tackle Slip
Volley Shot

- Biggs -
Nap Tackle 2
Spin Ball
Wither Shot

- Mifurey -
Nap Pass
Wither Tackle
Super Goalie

- Rin -
Venom Pass
Anti-Venom
Venom Tackle

- Yuma -
Nap Tackle 2
Venom Tackle
Anti-Wither

- Ropp -
Anti-Venom 2
Venom Pass 3
Nap Tackle

- Mep -
Anti-Drain
Drain Tackle
Pile Venom

- Linna -
Drain Tackle
Nap Tackle
Nap Shot

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 18m. Starting Techniques                                           [ssttc8] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Tidus - Sphere Shot, and he can get Jecht Shot if JSC is done on SS Liki.
Keepa - [???] - He doesn't start with any / none
Letty - Venom Pass
Datto - Volley Shot, Nap Shot
Jassu - [???] - He doesn't start with any / none
Botta - Venom Tackle, Pile Venom
Balgerda - Venom Pass 2, Drain Tackle
Abus - Venom Shot, Volley Shot, Pile Venom  Venom Tackle
Graav - Elite Defense, Venom Tackle
Bickson - Volley Shot, Venom Shot
Raudy - [???] - He doesn't start with any / none
Doram - Venom Tackle
Eigaar - Nap Shot, Nap Pass, Volley Shot, Nap Tackle
Blappa - Nap Tackle 2,Nap Pass, Volley Shot,Spin Ball, Volley Shot 2,Nap Tackle
Berrik - Nap Pass, Nap Tackle, Spin Ball
Lakkam - Elite Defense
Nimrook - [???] - He doesn't start with any / none
Judda - Brawler, Nap Tackle
Deim - Venom Tackle, Wither Pass, Pile Wither
Isken - Venom Shot, Wither Shot, Tackle Slip
Kulukan - Venom Tackle, Anti Venom, Elite Defense, Golden Arm, Brawler
Larbeight - Venom Shot, Volley Shot, Tackle Slip
Nizarut - Super Goalie, Grip Gloves
Vuroja - Venom Pass, Venom Pass 2, Tackle Slip, Golden Arm
Argai Ronso - Volley Shot, Wither Shot, Anti-Wither, Spin Ball
Zamzi Ronso - Anti-Venom, Anti-Nap, Anti-Wither, Anti-Drain, Grip Gloves
Basik Ronso - Sphere Shot, Wither Tackle, Wither Shot, Volley Shot, Spin Ball
Nuvy Ronso - Venom Pass 2, Wither Pass, Wither Tackle 2, Wither Tackle, Brawler
Gazna Ronso - Wither Pass 2, Wither Tackle, Anti-Wither, Elite Defense
Irga Ronso - Nap Tackle,Wither Tackle 2, Wither Tackle,Drain Tackle,Anti-Wither
Giera Guado - Venom Pass,Wither Pass,Anti-Venom,Anti-Drain,Anti-Nap,Anti-Wither
Zazi Guado - Wither Pass, Wither Pass 2
Pah Guado - Venom Tackle, Golden Arm, Nap Tackle, Wither Tackle, Brawler
Nav Guado - Wither Pass, Venom Pass, Nap Pass, Golden Arm
Noy Guado - Venom Pass, Nap Pass, Wither Pass, Grip Gloves, Super Goalie
Auda Guado - Venom Tackle, Venom Pass, Nap Pass, Elite Defense, Wither Pass
Zev Ronso - Golden Arm, Venom Pass, Wither Pass 2, Wither Pass, Tackle Slip
Yuma Guado - Anti-Venom, Anti-Wither 2, Grip Gloves
Wakka - Venom Shot
Tatts - Invisible Shot,Nap Shot,Nap Pass, Drain Tackle, Drain Tackle 2, Gamble,
        Golden Arm
Shuu - Nap Pass, Nap Pass 2, Venom Tackle, Wither Tackle
Ropp - Venom Pass, Nap Pass, Wither Tackle, Drain Tackle, Drain Tackle 2, Drain
       Tackle 3, Anti-Venom, Anti-Nap, Anti-Wither, Anti-Drain, Brawler
Nedus - Sphere Shot, Nap Shot, Nap Shot 2, Wither Shot
Miyu - Wither Shot, Venom Pass, Anti-Wither,  Nap Pass, Wither Pass, Venom Shot,
       Volley Shot, Venom Tackle, Nap Tackle, Wither Tackle, Drain Tackle,
       Tackle Slip, Anti-Venom, Anti-Nap, Anti-Drain, Nap Shot
Mep - Wither Pass, Nap Pass 3, Venom Pass, Tackle Slip,Anti-Wither, Pile Wither
Kyou - Wither Pass, Wither Tackle,Nap Tackle 2,Nap Tackle,Venom Tackle 3, Venom
       Tackle, Elite Defense, Drain Tackle
Jumal - Super Goalie
Brother - Wither Shot 2, Venom Pass, Wither Pass, Wither Tackle, Anti-Venom 2
Zalitz - Wither Tackle, Hi-Risk, Venom Tackle, Nap Tackle, Elite Defense
Wedge - Regen, Nap Pass 3, With Shot, Venom Shot
Vilucha - With Shot 3 [could be more - I'm checking]
Svanda - Anti-Nap 2, Venom Tackle 2
Shaami - Venom Shot 2, Venom Shot 3, Venom Tackle, Wither Tackle,
         Wither Tackle 2, Drain Tackle
Rin - Tackle Slip, Venom Pass 2, Good Morning! Pile Venom
Naida - Venom Tackle,Nap Tackle,Wiher Tackle 3,Anti-Wither 2,Anti-Wither,Brawler
Mifurey - Venom Pass 3, Tackle Slip 2, Elite Defence
Linna - Anti-Venom 2, Nap Shot 3, Volley Shot, Golden Arm
Kiyuri - Venom Pass, Nap Pass, Wither Pass 3, Anti-Wither, Anti-Wither 2
Durren - Nap Pass 3
Biggs - Venom Shot 2, Volley Shot 2, Volley Shot 3, Volley Shot, Anti-Drain 2,
        Anti-Drain

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 18n. Statistics Charts                                             [sstch8] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

++++++++++++++++++++++++
     BESAID AUROCHS
++++++++++++++++++++++++

-----------
   Botta
-----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     105    60  3   6   1   10  5   1
5     304    60  4   7   2   11  7   2
10    573    60  5   8   3   12  9   3
15    864    60  6   9   4   13  11  4
20    1177   60  7   10  5   14  13  5
25    1514   60  8   11  6   16  16  6
30    1873   60  10  13  7   17  18  7
35    2254   60  11  14  8   19  21  8
40    2658   60  12  15  9   21  24  9
45    3084   60  14  17  11  22  27  10
50    3533   60  16  18  12  24  30  11
60    4498   60  19  21  15  28  36  13
70    5553   60  22  24  17  32  42  15
80    6698   60  26  27  20  37  49  17
90    7933   60  30  30  23  41  57  19
99    9121   60  34  33  26  46  64  20

-----------
   Datto
-----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     90     60  12  4   8   2   2   1
5     205    63  15  5   10  2   2   2
10    376    67  18  7   13  3   2   3
15    578    70  21  8   16  4   3   4
20    811    74  24  10  19  5   3   5
25    1074   76  27  11  21  6   4   6
30    1368   79  30  13  24  7   5   7
35    1693   81  32  14  27  8   6   8
40    2049   84  35  16  30  9   7   9
45    2435   85  38  17  32  10  8   10
50    2852   87  41  19  35  12  9   11
60    3779   90  46  22  41  14  12  13
70    4828   91  51  25  46  17  15  15
80    6001   92  56  28  52  20  18  17
90    7296   91  61  31  57  23  22  19
99    8567   90  65  34  62  26  26  20

-----------
   Jassu
-----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     100    63  7   7   1   10  5   1
5     239    63  10  8   2   11  6   2
10    448    63  13  10  3   12  7   3
15    695    63  16  12  4   13  9   4
20    982    64  19  14  5   15  10  5
25    1307   64  21  16  6   16  12  6
30    1672   64  24  18  7   18  13  7
35    2075   64  26  20  8   19  15  8
40    2518   65  28  23  9   21  17  9
45    2999   65  30  25  10  23  19  10
50    3520   65  31  27  11  25  21  11
60    4678   66  34  32  13  29  25  13
70    5992   66  36  37  15  34  29  15
80    7462   67  37  42  17  39  34  17
90    9088   67  37  47  19  45  39  19
99    9999   67  37  52  20  50  44  20

-----------
   Keepa
-----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     90     54  4   2   1   2   4   5
5     260    54  5   3   1   2   4   8
10    391    54  7   4   1   2   4   11
15    742    54  8   5   1   2   5   14
20    1014   54  10  6   1   2   6   17
25    1306   54  12  7   1   3   7   20
30    1619   54  14  8   1   3   8   22
35    1952   54  15  9   1   4   10  25
40    2306   54  17  10  2   5   12  27
45    2680   54  19  11  2   6   15  29
50    3075   54  22  13  4   7   17  31
60    3926   53  26  15  9   9   23  34
70    4859   53  30  17  18  12  30  36
80    5874   53  35  19  35  15  39  38
90    6971   53  40  21  63  18  48  39
99    8028   53  45  23  99  22  57  39

-----------
   Letty
-----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     95     60  7   10  4   5   5   1
5     223    60  8   13  5   6   6   2
10    411    60  10  16  6   7   8   3
15    633    60  12  19  8   8   10  4
20    887    60  14  22  9   9   12  5
25    1173   60  16  25  11  10  13  6
30    1492   60  19  29  12  12  15  7
35    1843   60  21  32  14  13  17  8
40    2227   60  24  36  16  15  19  9
45    2643   60  26  39  17  16  20  10
50    3092   60  29  43  19  18  22  11
60    4087   60  35  51  23  21  26  13
70    5215   60  41  58  27  25  29  15
80    6467   60  47  66  31  29  33  17
90    7852   60  54  75  35  33  36  19
99    9209   60  61  83  39  37  39  20

-----------
   Tidus
-----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     132    60  10  3   10  3   2   1
5     237    60  13  4   13  4   2   2
10    441    60  16  6   17  5   3   3
15    679    61  19  8   21  6   4   4
20    954    61  23  10  25  7   5   5
25    1264   61  27  12  29  8   6   6
30    1609   62  30  14  33  9   7   7
35    1990   62  34  16  37  10  8   8
40    2407   63  37  18  41  11  9   9
45    2859   63  41  20  44  12  10  10
50    3347   64  45  23  48  13  11  11
60    4429   64  52  27  55  15  12  13
70    5653   65  59  32  61  17  14  15
80    7020   66  66  38  67  19  16  17
90    8529   67  73  44  73  21  18  19
99    9999   67  80  49  78  23  19  20

++++++++++++++++++++
     LUCA GOERS
++++++++++++++++++++

----------
   Abus
----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     130    60  9   4   13  3   1   1
5     297    60  19  5   15  4   1   2
10    520    60  17  7   18  5   2   3
15    757    60  21  8   21  6   3   4
20    1010   60  24  9   23  7   4   5
25    1277   60  28  11  26  8   5   6
30    1560   60  31  12  28  9   5   7
35    1857   60  33  13  30  10  6   8
40    2170   60  36  14  32  11  7   9
45    2497   60  38  15  34  12  8   10
50    2840   61  40  17  35  13  9   11
60    3570   61  43  19  38  15  10  13
70    4360   61  45  20  40  17  12  15
80    5210   61  45  22  41  19  13  17
90    6120   61  45  23  42  21  15  19
99    6990   61  44  24  43  23  16  20

--------------
   Balgerda
--------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     141    60  5   9   1   9   8   1
5     285    60  6   11  1   11  9   2
10    541    60  7   14  2   14  11  3
15    817    60  8   17  2   17  14  4
20    1114   60  9   20  3   20  16  5
25    1431   60  10  23  4   23  18  6
30    1769   60  12  25  5   25  19  7
35    2127   60  13  27  5   27  21  8
40    2506   60  14  29  6   29  23  9
45    2905   60  16  31  7   31  24  10
50    3325   60  18  32  8   33  25  11
60    4226   60  21  35  10  35  27  13
70    5209   60  24  36  12  37  28  15
80    6274   60  28  37  14  38  23  17
90    7421   60  32  37  17  38  23  19
99    8523   60  36  36  19  38  23  20

-------------
   Bickson
-------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     140    60  12  5   12  3   2   1
5     307    60  15  6   15  4   2   2
10    530    60  18  8   18  5   3   3
15    767    60  21  9   22  6   4   4
20    1020   60  24  10  25  7   5   5
25    1287   60  26  12  27  8   6   6
30    1570   60  29  13  30  9   7   7
35    1867   60  31  14  32  11  8   8
40    2180   60  33  15  35  12  9   9
45    2507   60  34  16  36  14  10  10
50    2850   60  36  18  38  15  11  11
60    3580   60  38  20  41  18  12  13
70    4370   60  40  21  43  22  14  15
80    5220   60  41  23  44  26  16  17
90    6130   60  40  24  45  29  18  19
99    7000   60  40  25  45  33  19  20

-----------
   Doram
-----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     142    60  3   7   1   9   5   1
5     312    60  4   9   2   11  8   2
10    542    60  6   12  3   14  11  3
15    792    60  7   15  4   17  14  4
20    1062   60  9   18  5   19  17  5
25    1352   60  10  20  6   22  19  6
30    1662   60  12  23  7   24  22  7
35    1992   60  13  25  8   26  24  8
40    2342   60  15  27  9   28  26  9
45    2712   60  16  29  10  29  28  10
50    3102   60  18  31  11  31  29  11
60    3942   60  21  34  13  34  32  13
70    4862   60  24  37  15  36  34  15
80    5862   60  27  39  17  37  35  17
90    6942   60  30  41  19  38  36  19
99    7982   60  32  42  20  38  36  20

-----------
   Graav
-----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     207    60  9   13  8   8   8   2
5     302    60  10  14  9   9   9   3
10    550    60  13  18  12  11  13  4
15    812    60  16  21  14  13  16  5
20    1090   60  19  25  17  15  20  6
25    1382   60  22  28  19  17  22  7
30    1690   60  25  30  21  19  25  8
35    2012   61  27  33  22  20  27  9
40    2350   61  30  35  24  22  30  10
45    2702   61  32  37  26  23  31  11
50    3070   61  34  39  27  24  33  12
60    3850   61  38  42  29  26  36  14
70    4690   62  41  43  31  27  37  16
80    5590   62  43  44  32  28  38  18
90    6550   62  45  44  33  28  37  20
99    7465   62  46  44  33  28  36  21

-----------
   Raudy
-----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     142    60  4   2   1   2   4   8
5     309    60  5   6   2   2   5   10
10    532    61  6   4   4   2   7   12
15    769    61  7   5   5   2   9   14
20    1022   62  9   6   7   2   10  16
25    1289   62  11  7   8   3   12  19
30    1572   63  13  8   10  3   14  21
35    1869   63  15  9   11  4   15  23
40    2182   64  18  10  13  4   17  25
45    2509   64  21  11  14  5   19  27
50    2852   65  24  12  16  6   21  29
60    3582   66  30  14  19  7   24  33
70    4372   67  37  16  22  9   27  37
80    5222   68  45  18  25  11  31  41
90    6132   69  54  20  28  14  34  45
99    7002   69  63  21  30  16  37  48

+++++++++++++++++++++++
     KILIKA BEASTS
+++++++++++++++++++++++

----------
   Deim
----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     122    60  4   5   1   8   6   1
5     204    60  5   7   1   9   7   2
10    374    60  7   9   1   12  8   3
15    590    60  9   12  2   15  9   4
20    849    60  10  14  2   18  11  5
25    1152   60  12  17  3   20  13  6
30    1499   60  14  21  4   23  15  7
35    1890   60  15  24  4   25  17  8
40    2325   60  17  28  5   27  20  9
45    2804   60  19  32  6   29  22  10
50    3327   60  21  36  7   32  25  11
60    4505   60  24  45  8   35  31  13
70    5859   60  27  55  10  39  38  15
80    7389   60  31  66  12  42  46  17
90    9095   60  34  78  14  44  54  19
99    9999   60  37  89  16  46  69  20

-----------
   Isken
-----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     136    60  11  4   8   4   5   1
5     189    60  12  5   9   5   5   2
10    354    60  15  6   11  7   6   3
15    565    60  19  8   14  8   7   4
20    823    60  22  9   17  10  7   5
25    1127   60  26  10  20  11  8   6
30    1478   60  29  12  23  13  9   7
35    1875   60  33  13  26  14  9   8
40    2319   60  38  14  30  16  10  9
45    2809   60  42  16  33  17  11  10
50    3346   60  47  17  37  19  12  11
60    4559   60  56  20  45  22  13  13
70    5958   60  67  22  53  25  14  15
80    7843   60  78  25  63  28  16  17
90    9314   60  91  28  72  31  17  19
99    9999   60  99  30  81  33  18  20

-------------
   Kulukan
-------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     0      0   0   0   0   0   0   0
5     316    60  4   15  1   9   6   1
10    439    60  4   16  2   11  7   1
15    668    60  4   19  2   13  8   1
20    931    60  5   21  3   15  10  1
25    1225   60  6   24  4   17  12  2
30    1551   60  6   28  4   20  14  2
35    1909   60  8   31  5   22  16  2
40    2299   60  9   35  6   25  19  3
45    2721   60  10  39  7   28  22  3
50    3175   60  12  43  8   31  25  4
60    4179   60  15  52  9   37  31  5
70    5311   60  20  62  11  43  38  7
80    6571   60  25  73  14  50  46  9
90    7959   60  30  85  16  57  55  10
99    9317   60  36  96  18  64  64  12

---------------
   Larbeight
---------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     129    60  10  2   9   2   2   1
5     181    60  11  3   10  3   2   2
10    245    60  14  4   12  6   2   3
15    557    60  17  5   15  8   3   4
20    819    60  20  6   18  11  3   5
25    1129   60  23  7   21  13  4   6
30    1489   60  26  8   24  16  5   7
35    1897   60  30  9   28  18  6   8
40    2355   60  33  10  32  21  7   9
45    2861   60  37  11  36  23  8   10
50    3417   60  41  12  40  26  9   11
60    4675   60  49  14  50  31  12  13
70    6129   60  58  16  60  36  15  15
80    7779   60  68  18  72  41  18  17
90    9625   60  78  20  84  46  22  19
99    9999   60  87  22  96  50  26  20

-------------
   Nizarut
-------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     90     57  2   6   3   2   4   6
5     222    57  3   8   3   2   4   7
10    410    57  5   10  3   2   4   9
15    622    57  7   12  3   3   5   11
20    860    57  9   14  3   4   6   13
25    1122   57  11  16  3   5   7   15
30    1410   57  14  18  3   6   9   18
35    1722   57  16  20  3   8   11  20
40    2060   57  19  22  3   10  13  23
45    2422   57  21  24  3   12  16  25
50    2810   57  24  26  4   14  19  28
60    3660   57  30  30  6   20  25  34
70    4610   57  36  34  11  26  33  40
80    5660   57  42  38  19  34  42  46
90    6810   57  49  42  32  42  52  53
99    7930   57  56  45  50  51  62  60

------------
   Vuroja
------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     139    60  7   9   4   6   6   1
5     191    60  8   10  5   7   7   2
10    355    60  10  13  6   9   8   3
15    567    60  12  16  7   11  9   4
20    829    60  14  20  9   13  11  5
25    1139   60  17  23  10  15  13  6
30    1499   60  19  27  11  17  15  7
35    1907   60  22  31  12  20  17  8
40    2365   60  25  36  14  22  20  9
45    2871   60  28  40  15  25  23  10
50    3427   60  32  45  16  27  26  11
60    4685   60  39  56  19  32  32  13
70    6139   60  41  67  21  37  39  15
80    7789   60  56  80  24  43  47  17
90    9635   60  66  93  26  49  56  19
99    9999   60  75  99  28  54  65  20

+++++++++++++++++++++++++
     AL BHED PSYCHES
+++++++++++++++++++++++++

------------
   Berrik
------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     205    60  8   12  4   10  11  1
5     275    60  9   14  5   11  12  2
10    473    60  12  18  7   14  15  3
15    701    60  15  22  8   16  18  4
20    962    60  18  26  10  19  21  5
25    1253   60  21  30  11  21  23  6
30    1577   60  24  34  13  23  25  7
35    1931   60  26  37  14  25  28  8
40    2318   60  29  41  16  27  30  9
45    2735   60  31  44  17  29  32  10
50    3185   60  34  47  19  31  34  11
60    4178   60  39  53  22  34  38  13
70    5297   60  44  58  25  37  41  15
80    6542   60  48  62  28  40  44  17
90    7913   60  52  66  31  42  46  19
99    9254   60  56  69  33  43  48  20

------------
   Blappa
------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     186    60  13  9   13  5   11  1
5     257    60  14  11  16  6   12  1
10    459    60  17  15  21  8   15  1
15    697    60  21  19  25  10  17  1
20    970    60  24  22  29  11  19  2
25    1277   60  27  25  32  13  22  2
30    1620   60  30  28  34  14  24  2
35    1997   60  33  31  37  15  26  3
40    2410   60  35  33  39  15  27  3
45    2857   60  38  35  41  16  29  4
50    3340   60  41  37  43  17  31  5
60    4410   60  45  39  47  19  33  6
70    5620   60  50  40  50  20  35  8
80    6970   60  54  40  54  21  37  9
90    8460   60  57  39  57  22  38  11
99    9920   60  60  37  59  23  38  13

------------
   Eigaar
------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     186    60  13  9   12  3   12  1
5     258    60  15  11  15  4   13  1
10    463    60  19  16  20  6   16  1
15    704    60  22  20  25  9   19  1
20    982    60  24  24  28  11  21  1
25    1296   60  27  28  32  13  23  2
30    1647   60  28  31  34  15  26  2
35    2034   60  30  34  37  17  28  2
40    2458   60  32  37  39  18  30  3
45    2918   60  33  39  42  20  32  3
50    3415   60  35  42  44  22  34  4
60    4518   60  37  45  48  24  38  5
70    5767   60  40  47  52  27  41  7
80    7162   60  42  48  55  29  43  9
90    8703   60  44  48  58  30  46  10
99    9999   60  46  47  61  31  47  12

-----------
   Judda
-----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     125    60  9   7   1   11  10  3
5     276    60  12  11  1   13  10  4
10    494    60  16  15  2   16  10  5
15    742    60  20  20  2   19  11  6
20    1023   60  23  24  3   22  12  7
25    1334   60  27  28  3   24  14  8
30    1678   60  30  32  4   27  15  9
35    2052   60  33  36  4   29  17  10
40    2459   60  36  39  5   31  19  11
45    2896   60  39  43  5   33  21  12
50    3366   60  42  47  6   36  24  13
60    4399   60  46  53  7   39  90  15
70    5558   60  51  60  8   43  97  17
80    6843   60  55  66  9   46  44  19
90    8254   60  58  71  10  48  53  21
99    9631   60  60  76  10  50  61  22

------------
   Lakkam
------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     100    60  6   13  1   10  10  1
5     237    60  7   20  1   12  10  1
10    441    60  9   25  1   15  11  1
15    679    60  11  30  2   17  11  1
20    954    60  14  33  3   20  13  2
25    1264   60  16  37  3   22  14  3
30    1609   60  19  39  4   25  16  3
35    1990   60  21  42  5   27  18  4
40    2407   60  24  44  6   29  20  5
45    2859   60  27  47  7   31  23  6
50    3347   60  31  49  8   33  26  7
60    4429   60  37  53  10  37  32  9
70    5653   60  45  57  13  41  40  12
80    7020   60  53  60  16  44  49  15
90    8529   60  61  63  19  47  59  18
99    9999   60  70  66  22  49  68  21

-------------
   Nimrook
-------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     95     60  5   2   1   10  4   18
5     237    60  6   3   1   13  4   19
10    439    60  8   5   2   16  4   20
15    669    60  11  6   3   17  4   21
20    927    60  13  8   4   18  5   23
25    1213   60  16  9   5   19  5   24
30    1527   60  19  11  6   20  6   26
35    1869   60  22  12  7   21  7   28
40    2239   60  26  14  8   22  8   30
45    2637   60  29  15  9   22  10  33
50    3063   60  33  17  11  23  11  35
60    3999   60  42  20  13  24  14  40
70    5047   60  51  23  16  25  18  46
80    6207   60  61  26  18  25  23  53
90    7479   60  72  29  21  26  28  60
99    8719   60  83  31  24  27  33  67

+++++++++++++++++++++
     RONSO FANGS
+++++++++++++++++++++

-----------------
   Argai Ronso
-----------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     329    40  16  5   10  5   4   1
5     476    40  17  6   13  6   4   1
10    836    40  19  7   19  8   6   1
15    1186   40  21  9   25  9   8   2
20    1526   40  23  10  31  11  9   2
25    1856   40  26  12  36  12  11  3
30    2176   40  28  13  41  14  13  3
35    2486   41  31  14  46  15  14  4
40    2786   41  34  16  50  17  16  5
45    3076   41  37  17  54  18  18  5
50    3356   41  41  19  58  20  20  6
60    3886   41  48  21  65  23  23  8
70    4376   42  56  24  70  26  26  10
80    4826   42  65  27  75  29  30  12
90    5236   42  75  30  78  32  33  14
99    5570   42  84  32  80  34  36  16

-----------------
   Basik Ronso
-----------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     274    40  17  3   9   5   2   1
5     421    40  18  3   11  6   3   1
10    781    40  20  4   16  8   5   1
15    1131   40  22  5   21  10  6   1
20    1471   40  24  5   26  12  8   1
25    1801   41  26  6   31  15  9   2
30    2121   41  29  7   35  17  11  2
35    2431   41  32  7   40  19  12  2
40    2731   41  35  8   44  21  14  3
45    3021   41  38  9   48  23  15  3
50    3301   42  42  10  52  26  17  4
60    3831   42  50  11  59  30  20  5
70    4321   42  58  12  65  34  23  7
80    4771   43  68  14  71  39  26  9
90    5181   43  78  15  76  43  29  10
99    5515   43  88  16  80  47  31  12

-----------------
   Gazna Ronso
-----------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     389    40  20  11  4   7   5   1
5     547    40  20  12  5   8   5   2
10    936    40  20  15  6   9   7   3
15    1917   40  20  17  7   10  9   4
20    1691   40  21  20  8   12  11  5
25    2057   40  22  22  9   13  13  6
30    2416   40  23  25  10  15  15  7
35    2767   41  24  27  11  17  17  8
40    3111   41  26  30  12  19  19  9
45    3447   41  28  32  13  22  21  10
50    3776   41  30  35  14  24  23  11
60    4411   41  34  40  16  29  28  13
70    5016   42  39  45  18  35  32  15
80    5591   42  45  50  20  42  37  17
90    6136   42  52  55  22  49  42  19
99    6600   42  59  59  24  56  47  20

----------------
   Irga Ronso
----------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     230    40  14  7   1   9   8   1
5     528    40  14  8   1   10  11  2
10    896    40  14  10  2   12  14  3
15    1258   40  15  12  3   14  17  4
20    1616   40  17  15  4   16  20  5
25    1968   40  19  17  5   18  23  6
30    2316   40  21  20  6   20  26  7
35    2658   41  23  23  6   22  29  8
40    2996   41  26  27  7   25  31  9
45    3328   41  30  30  8   28  34  10
50    3656   41  34  34  9   31  36  11
60    4296   41  42  43  11  37  41  13
70    4916   42  53  52  12  44  45  15
80    5516   42  65  62  14  51  49  17
90    6096   42  78  74  16  59  52  19
99    6600   42  92  85  17  67  55  20

----------------
   Nuvy Ronso
----------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     214    40  11  7   1   12  4   1
5     472    40  12  9   1   13  6   1
10    788    40  13  12  1   14  8   1
15    1098   40  15  15  2   15  11  2
20    1402   40  17  17  2   17  13  3
25    1700   40  19  20  3   18  15  3
30    1992   40  21  24  4   20  18  4
35    2278   41  24  27  4   22  20  5
40    2558   41  27  30  5   24  22  5
45    2832   41  30  34  6   27  24  6
50    3100   41  33  37  7   29  26  7
60    3618   41  41  45  8   35  30  9
70    4112   42  49  53  10  41  34  11
80    4582   42  59  61  12  47  37  13
90    5028   42  69  70  14  55  40  16
99    5408   42  79  79  16  62  43  18

-----------------
   Zamzi Ronso
-----------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     339    40  15  2   1   2   7   9
5     488    40  15  3   1   2   9   10
10    854    40  15  4   1   2   12  11
15    1214   40  15  5   1   2   15  13
20    1568   40  16  6   1   2   18  15
25    1916   40  16  7   1   2   21  17
30    2258   40  17  8   2   3   24  19
35    2594   40  18  9   2   3   26  21
40    2924   40  19  10  2   3   29  23
45    3248   40  21  11  3   4   31  25
50    3566   40  22  12  3   5   34  27
60    4184   40  25  14  4   6   38  32
70    4778   40  29  16  5   7   42  37
80    5348   40  34  18  6   9   45  43
90    5894   40  39  20  8   11  48  49
99    6364   40  44  22  9   13  50  55

+++++++++++++++++++++++
     GUADO GLORIES
+++++++++++++++++++++++

----------------
   Auda Guado
----------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     95     70  7   11  1   8   10  4
5     212    70  7   14  1   9   11  5
10    391    70  7   18  1   10  12  6
15    604    70  8   22  2   11  14  7
20    854    70  9   25  2   13  16  8
25    1139   70  10  29  3   14  18  9
30    1459   70  12  32  3   16  20  10
35    1815   71  14  35  4   18  23  11
40    2207   71  16  37  4   20  26  12
45    2634   71  19  40  5   23  29  13
50    3097   71  22  43  5   25  32  14
60    4129   71  28  47  6   30  40  16
70    5303   72  36  51  7   36  48  18
80    6620   72  45  54  8   43  58  20
90    8079   72  55  56  9   50  68  22
99    9513   72  65  57  9   57  78  23

-----------------
   Giera Guado
-----------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     110    75  12  10  11  3   6   1
5     245    75  12  13  14  4   10  1
10    440    75  12  17  17  5   14  1
15    665    75  12  20  20  6   17  1
20    920    75  13  24  23  7   19  1
25    1205   75  14  27  26  8   22  2
30    1520   75  15  31  29  9   23  2
35    1865   76  16  34  32  10  25  2
40    2240   76  18  38  35  11  37  3
45    2645   76  20  41  38  12  28  3
50    3080   76  22  45  41  13  30  4
60    4040   76  26  52  47  15  32  5
70    5120   77  31  59  53  17  35  7
80    6320   77  37  66  59  19  37  9
90    7640   77  44  73  65  21  39  10
99    8930   77  51  79  70  22  41  12

------------------
   Navara Guado
------------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     90     57  7   16  4   5   14  1
5     221    57  7   20  5   6   14  1
10    404    57  7   24  7   7   14  1
15    611    57  8   28  8   8   15  1
20    840    58  9   32  10  10  16  1
25    1091   58  10  36  11  11  18  2
30    1365   59  12  39  13  13  20  2
35    1661   60  14  42  14  15  22  2
40    1980   61  16  45  16  17  25  3
45    2321   62  19  48  17  20  28  3
50    2685   64  22  51  19  22  31  4
60    3480   67  28  55  22  27  39  5
70    4365   70  36  59  25  33  48  7
80    5340   74  45  62  28  40  58  9
90    6405   79  55  64  31  47  70  10
99    7440   84  65  65  33  54  82  12

---------------
   Noy Guado
---------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     100    62  2   2   1   2   4   9
5     237    62  2   3   5   2   4   11
10    441    62  2   5   9   2   4   14
15    679    62  3   6   13  2   4   16
20    954    62  4   8   16  3   4   19
25    1264   62  5   9   19  4   5   21
30    1609   62  7   11  21  5   5   23
35    1990   63  9   12  23  6   6   25
40    2407   63  11  14  24  8   7   27
45    2859   63  14  15  25  10  8   29
50    3347   63  17  17  25  12  9   31
60    4429   63  23  20  24  16  11  34
70    5659   64  31  23  21  21  13  37
80    7020   64  40  26  16  27  16  40
90    8529   64  50  29  9   34  20  42
99    9999   64  60  31  1   41  23  43

---------------
   Pah Guado
---------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     90     65  3   13  1   10  7   3
5     190    66  3   16  1   10  8   3
10    351    61  3   19  1   10  9   4
15    554    61  3   23  1   10  11  4
20    798    68  4   26  1   11  13  5
25    1082   68  5   29  1   12  15  5
30    1408   68  6   32  2   13  17  6
35    1774   68  7   34  2   15  20  6
40    2182   68  9   37  2   17  23  7
45    2630   68  11  39  3   18  26  7
50    3120   69  13  42  3   21  29  8
60    4222   69  17  46  4   25  37  9
70    5488   69  22  50  5   31  45  10
80    6918   69  28  53  6   38  55  11
90    8512   69  35  56  8   45  65  12
99    9999   69  42  58  9   53  75  12

----------------
   Zazi Guado
----------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     120    75  12  11  12  3   7   1
5     253    75  12  14  14  3   11  1
10    445    75  12  18  17  4   14  2
15    669    75  12  22  19  4   16  2
20    910    75  13  26  22  5   18  3
25    1183   75  14  29  25  5   20  4
30    1485   75  15  33  27  6   22  5
35    1813   76  16  36  30  6   23  6
40    2170   76  18  39  33  7   24  7
45    2553   76  20  42  35  7   26  7
50    2965   76  22  46  38  8   27  9
60    3870   76  26  51  43  9   29  11
70    4885   77  31  57  49  10  31  13
80    6010   77  37  62  54  11  33  16
90    7245   77  44  66  59  12  35  19
99    8450   77  51  70  64  12  36  21

+++++++++++++++++++++
     FREE AGENTS
+++++++++++++++++++++

-----------
   Biggs
-----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     80     57  10  3   11  5   2   1
5     217    57  14  3   11  6   3   2
10    421    57  18  3   11  8   5   3
15    659    57  23  3   12  10  7   4
20    934    57  27  3   13  11  9   5
25    1244   57  31  3   14  13  10  6
30    1589   57  35  4   16  15  12  7
35    1970   57  39  5   18  16  13  8
40    2387   57  43  6   20  18  14  9
45    2839   57  47  7   23  20  15  10
50    3327   57  50  9   26  22  17  11
60    4409   57  57  13  32  25  18  13
70    5633   57  64  20  40  28  20  15
80    7000   57  71  28  49  32  21  17
90    8509   57  77  39  59  35  21  19
99    9988   57  82  51  69  38  21  20

-------------
   Brother
-------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     105    75  8   14  14  6   13  1
5     265    75  11  17  15  7   18  1
10    500    75  15  20  16  9   21  1
15    775    76  18  23  17  10  23  1
20    1090   76  21  26  18  12  26  1
25    1445   77  25  29  19  14  28  2
30    1840   78  28  31  20  16  29  2
35    2275   79  31  33  22  18  31  3
40    2750   80  34  35  23  21  32  4
45    3265   81  36  37  24  23  34  5
50    3820   83  39  39  26  25  35  6
60    5050   85  44  41  29  30  37  8
70    6440   89  49  43  32  36  40  10
80    7990   92  53  44  35  42  42  13
90    9700   96  56  44  39  48  44  17
99    9999   99  59  44  42  54  45  20

------------
   Durren
------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     100    60  9   5   1   3   7   12
5     235    60  9   5   1   3   10  14
10    430    60  9   5   1   3   13  17
15    655    60  9   5   1   3   15  19
20    910    60  9   5   1   3   17  22
25    1195   60  10  6   2   4   19  24
30    1510   60  10  6   2   5   20  25
35    1855   60  11  7   2   5   21  27
40    2230   60  12  8   2   6   22  28
45    2635   60  13  9   2   7   24  29
50    3070   60  14  10  3   8   25  30
60    4030   60  16  12  3   11  27  30
70    5110   60  18  14  3   14  29  30
80    6310   60  21  17  4   17  30  29
90    7630   60  25  21  4   21  32  27
99    8920   60  28  24  4   25  33  24

-----------
   Jumal
-----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     100    60  8   5   1   1   4   14
5     237    60  8   5   2   1   4   14
10    441    60  9   5   3   1   4   15
15    679    60  10  6   4   2   4   16
20    954    60  10  8   5   3   4   18
25    1264   60  11  10  6   4   5   19
30    1609   60  12  12  7   6   5   20
35    1990   60  13  14  8   8   5   21
40    2407   60  14  17  9   10  6   22
45    2859   60  15  21  10  13  6   24
50    3347   60  16  25  11  16  7   25
60    4429   60  18  33  13  22  8   28
70    5653   60  21  44  15  30  10  31
80    7020   60  24  56  17  39  12  34
90    8529   60  26  69  19  49  14  38
99    9999   60  29  83  20  59  16  41

------------
   Kiyuri
------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     81     60  8   8   1   8   2   1
5     151    60  10  11  2   8   3   2
10    379    60  12  14  4   9   5   3
15    451    60  14  18  6   10  6   4
20    669    60  16  22  9   12  8   5
25    931    60  19  25  11  13  10  6
30    1239   60  21  29  13  15  12  7
35    1591   60  24  33  16  17  14  8
40    1989   60  27  37  18  20  17  9
45    2431   60  30  41  21  22  19  10
50    2919   60  33  45  24  25  22  11
60    4029   60  39  53  29  32  27  13
70    5319   60  46  62  36  39  32  15
80    6789   60  54  71  42  48  38  17
90    8439   60  61  81  49  57  45  19
99    9999   60  69  90  56  66  51  20

----------
   Kyou
----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     104    63  9   8   1   15  6   12
5     166    64  12  8   2   15  6   13
10    353    65  17  10  3   15  6   15
15    583    65  22  13  4   15  7   16
20    857    66  27  15  5   16  8   18
25    1175   67  31  18  6   16  9   19
30    1537   67  35  21  7   17  11  21
35    1943   67  38  25  8   18  13  23
40    2393   68  41  28  9   19  15  24
45    2887   68  44  32  10  21  18  26
50    3425   69  46  36  11  22  21  28
60    4633   69  48  45  13  25  27  31
70    6017   70  49  55  15  29  35  35
80    7577   70  48  66  17  34  44  39
90    9313   71  45  78  19  39  54  43
99    9999   71  41  89  20  44  65  46

-----------
   Linna
-----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     0      0   0   0   0   0   0   0
5     314    59  10  8   10  8   12  3
10    441    59  10  9   13  8   12  3
15    679    59  12  12  17  9   13  3
20    954    59  13  15  21  10  14  4
25    1264   59  14  18  25  11  15  4
30    1609   59  16  22  29  12  16  4
35    1990   59  17  26  33  14  18  5
40    2407   59  18  30  38  16  20  6
45    2859   59  19  35  42  18  22  6
50    3347   59  20  40  47  21  24  7
60    4429   59  22  50  55  27  30  9
70    5653   59  24  62  64  34  36  11
80    7020   59  25  75  74  42  44  14
90    8529   59  26  89  83  51  52  16
99    9999   59  27  99  92  60  61  19

---------
   Mep
---------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     60     60  9   5   7   6   19  1
5     307    60  10  6   11  9   19  2
10    630    60  11  7   15  12  20  3
15    967    60  12  9   19  15  21  4
20    1320   60  13  11  23  18  22  5
25    1687   60  15  13  27  21  22  6
30    2070   60  16  15  30  24  23  7
35    2467   60  18  17  33  26  23  8
40    2880   60  19  20  36  29  23  9
45    3307   60  21  22  39  31  23  10
50    3750   60  23  25  42  33  24  11
60    4680   60  27  31  46  37  23  13
70    5670   60  31  37  50  40  23  15
80    6720   60  36  45  53  42  22  17
90    7830   60  41  52  55  44  20  19
99    8880   60  46  60  56  45  19  20

-------------
   Mifurey
-------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     85     20  8   5   10  8   3   2
5     186    20  11  8   14  9   3   2
10    338    20  14  12  19  11  3   2
15    516    21  17  15  23  12  4   3
20    723    22  20  19  28  14  5   3
25    956    23  24  23  31  16  6   4
30    1218   24  27  27  35  18  7   4
35    1506   26  31  31  38  20  9   5
40    1823   28  35  35  42  22  11  6
45    2166   30  39  39  44  24  13  6
50    2538   32  43  44  47  26  15  7
60    3363   38  51  52  52  31  21  8
70    4298   44  60  61  55  36  27  10
80    5343   52  70  71  58  41  35  11
90    6498   60  79  80  59  47  43  13
99    7631   69  88  89  59  52  52  14

----------
   Miyu
----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     100    60  15  2   4   14  2   11
5     307    60  17  2   4   14  2   13
10    580    60  19  2   5   14  2   16
15    867    60  21  2   5   15  2   19
20    1170   61  23  3   6   16  3   21
25    1487   61  26  3   6   17  3   23
30    1820   61  28  4   7   18  3   25
35    2167   62  31  4   7   20  3   27
40    2530   62  34  5   8   22  4   29
45    2907   62  37  6   8   24  4   31
50    3300   63  40  7   9   26  4   32
60    4130   63  46  8   10  32  5   34
70    5020   64  52  10  11  38  5   36
80    5970   64  59  12  12  46  6   37
90    6980   65  67  14  13  54  7   37
99    7940   65  74  16  14  63  7   37

-----------
   Naida
-----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     100    72  6   12  4   5   12  1
5     237    72  7   14  4   8   13  2
10    441    72  9   16  5   12  14  3
15    679    72  10  18  6   15  15  4
20    954    73  12  21  6   19  17  5
25    1264   73  14  23  7   21  18  6
30    1609   73  15  26  8   24  20  7
35    1990   74  17  29  9   26  22  8
40    2407   74  19  32  10  29  24  9
45    2859   74  21  36  11  30  27  10
50    3347   75  23  39  12  32  29  11
60    4429   75  27  46  14  35  34  13
70    5659   76  31  54  17  36  40  15
80    7020   76  36  63  20  37  47  17
90    8529   77  41  72  22  36  54  19
99    9999   77  45  81  25  35  61  20

-----------
   Nedus
-----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     100    30  12  3   10  2   2   3
5     235    30  16  4   12  3   2   3
10    430    30  20  6   15  4   3   3
15    655    30  24  7   17  5   3   3
20    910    30  28  9   20  6   4   3
25    1195   30  32  10  23  7   4   4
30    1510   30  36  12  26  8   5   4
35    1855   31  39  13  29  10  5   4
40    2230   34  43  15  32  11  6   5
45    2635   38  46  16  35  12  6   5
50    3070   45  49  18  38  13  7   6
60    4030   76  55  21  45  15  8   7
70    5110   99  60  24  52  18  9   9
80    6310   99  64  27  59  20  10  11
90    7630   99  68  30  67  22  11  12
99    8920   99  71  33  74  24  11  14

---------
   Rin
---------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     0      0   0   0   0   0   0   0
5     242    60  9   12  5   5   5   1
10    446    60  12  15  7   5   6   1
15    684    60  14  17  8   5   8   1
20    959    60  17  20  10  6   10  1
25    1269   60  20  22  11  7   12  2
30    1614   60  22  25  13  8   14  2
35    1995   60  25  27  14  9   17  2
40    2412   60  28  30  16  11  20  3
45    2864   60  31  32  17  13  23  3
50    3352   60  34  35  19  15  26  4
60    4434   60  40  40  22  19  34  5
70    5658   60  46  45  25  24  42  7
80    7025   60  53  50  28  30  52  9
90    8534   60  60  55  31  37  62  10
99    9999   60  66  59  33  44  72  12

----------
   Ropp
----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     0      0   0   0   0   0   0   0
5     191    60  9   10  1   11  15  2
10    365    60  11  12  2   12  16  3
15    571    60  14  15  2   14  17  4
20    810    60  16  18  3   15  18  5
25    1081   60  18  20  3   17  20  6
30    1385   60  21  24  4   20  21  7
35    1721   60  23  27  4   22  23  8
40    2090   60  25  31  5   25  25  9
45    2491   60  27  35  5   28  27  10
50    2925   60  29  39  6   31  29  11
60    3890   60  33  49  7   38  33  13
70    4985   60  37  59  8   46  37  15
80    6210   60  40  71  9   54  42  17
90    7565   60  49  84  10  64  48  19
99    8895   60  46  96  11  73  53  20

------------
   Shaami
------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     100    58  11  5   10  4   2   2
5     235    58  14  5   12  8   2   2
10    430    58  18  6   15  12  3   2
15    655    59  22  6   18  15  3   3
20    910    59  25  7   21  17  4   3
25    1195   60  29  8   24  20  5   4
30    1510   60  32  9   27  21  6   4
35    1855   61  35  10  31  23  7   5
40    2230   61  39  12  34  25  9   6
45    2635   62  42  13  38  26  10  6
50    3070   62  45  15  42  28  12  7
60    4030   63  50  18  50  30  15  8
70    5110   64  55  21  59  33  18  10
80    6310   65  60  25  69  35  22  11
90    7630   66  65  30  79  37  27  13
99    8920   66  68  34  88  39  31  14

----------
   Shuu
----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     215    60  10  4   10  4   9   1
5     313    60  11  5   11  5   10  1
10    570    60  13  8   12  8   11  1
15    845    60  15  11  13  11  12  1
20    1138   60  18  14  14  14  13  1
25    1449   60  20  16  15  16  15  2
30    1778   60  22  19  16  19  16  2
35    2125   60  24  22  16  22  17  2
40    2490   60  27  25  17  25  18  3
45    2873   60  29  27  17  27  19  3
50    3274   60  31  30  17  30  21  4
60    4130   60  36  36  17  36  23  5
70    5058   60  40  41  16  41  25  7
80    6058   60  45  47  14  47  28  9
90    7130   60  49  52  12  52  30  10
99    8156   60  53  57  10  57  32  12

------------
   Svanda
------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     100    60  10  8   14  10  15  4
5     235    60  12  10  15  10  15  4
10    430    60  14  12  17  10  15  4
15    655    60  17  15  19  10  15  4
20    910    60  20  17  21  11  15  4
25    1195   60  23  20  23  12  16  5
30    1510   60  26  24  25  12  17  5
35    1855   60  30  27  26  14  17  5
40    2230   60  33  31  28  15  18  6
45    2635   60  37  35  30  16  19  6
50    3070   60  41  39  32  18  21  7
60    4030   60  49  48  36  21  23  8
70    5110   60  57  58  39  26  26  10
80    6310   60  66  69  43  31  30  12
90    7630   60  76  81  47  36  34  13
99    8920   60  85  92  50  42  38  15

-----------
   Tatts
-----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     0      0   0   0   0   0   0   0
5     215    65  10  14  5   6   6   1
10    400    65  13  18  7   7   9   1
15    625    66  16  22  8   8   11  2
20    890    67  19  26  10  10  14  2
25    1195   67  23  29  12  12  16  2
30    1540   67  26  33  14  13  19  3
35    1925   68  29  36  16  15  21  3
40    2350   68  33  39  18  17  24  4
45    2815   69  37  42  20  19  26  4
50    3320   69  41  46  22  21  29  5
60    4450   69  48  51  27  26  34  6
70    5740   70  56  57  32  30  39  7
80    7190   71  65  62  37  36  44  9
90    8800   71  73  66  43  41  49  10
99    9999   71  82  70  48  47  53  11

-------------
   Vilucha
-------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     201    60  11  4   14  9   10  3
5     237    60  12  5   15  9   10  3
10    441    60  14  6   18  9   13  3
15    679    60  17  7   21  9   15  4
20    954    60  20  8   24  9   17  4
25    1264   60  23  10  28  9   19  5
30    1609   60  26  11  31  10  20  5
35    1990   60  29  13  35  10  21  6
40    2407   60  32  15  39  11  22  7
45    2859   60  36  17  43  12  24  7
50    3347   60  40  19  47  12  25  8
60    4429   60  47  23  55  14  27  9
70    5653   60  56  27  63  16  29  11
80    7020   60  65  32  72  18  30  12
90    8529   60  74  38  82  21  32  14
99    9999   60  83  43  91  23  33  15

-----------
   Wakka
-----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     150    60  11  3   13  3   2   1
5     210    60  12  4   14  3   2   2
10    383    60  15  6   17  4   3   3
15    589    60  18  7   21  5   3   4
20    825    60  21  9   24  5   4   5
25    1095   60  24  11  28  6   4   6
30    1396   60  27  12  32  7   5   7
35    1729   60  30  14  35  7   5   8
40    2094   60  33  16  39  8   6   9
45    2491   60  36  17  42  9   6   10
50    2920   60  40  19  46  10  7   11
60    3874   60  47  22  53  11  8   13
70    4956   60  54  26  60  12  9   15
80    6166   60  62  29  67  14  10  17
90    7504   60  70  32  74  15  11  19
99    8817   60  78  35  80  16  11  20

-----------
   Wedge
-----------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     80     65  9   3   17  6   5   2
5     217    65  13  3   17  11  8   2
10    421    65  17  3   18  15  11  2
15    659    65  21  3   19  18  13  3
20    934    65  25  3   20  20  15  4
25    1244   65  29  4   20  23  17  6
30    1589   65  33  4   21  25  18  8
35    1970   65  36  5   21  26  19  10
40    2387   65  40  7   21  28  20  12
45    2839   65  43  9   21  30  22  15
50    3327   66  46  11  22  31  23  18
60    4409   66  52  17  21  34  25  24
70    5633   66  57  26  21  37  27  32
80    7000   66  61  37  20  39  28  42
90    8509   66  65  52  18  41  30  52
99    9988   66  68  68  17  43  31  62

----------------
   Yuma Guado
----------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     115    60  8   5   4   5   2   8
5     250    60  8   5   4   6   2   10
10    445    60  8   5   5   7   2   12
15    670    60  8   6   5   8   2   15
20    925    61  8   7   6   9   3   17
25    1210   61  8   7   6   10  3   19
30    1525   61  9   8   7   11  4   22
35    1870   62  9   10  7   13  4   24
40    2245   62  9   11  8   14  5   26
45    2650   62  10  12  8   15  6   28
50    3085   63  11  14  9   16  7   30
60    4045   63  12  18  10  18  8   34
70    5125   64  13  22  11  21  10  38
80    6325   64  15  27  12  23  12  42
90    7645   65  17  32  13  25  14  45
99    8935   65  19  38  13  27  16  48

------------
   Zalitz
------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     100    59  6   5   3   15  11  1
5     235    59  6   6   4   16  12  2
10    430    59  6   7   5   17  13  3
15    655    59  6   9   6   19  14  4
20    910    59  7   11  7   20  16  5
25    1195   59  8   13  8   21  18  6
30    1510   59  9   15  9   23  20  7
35    1855   59  10  17  10  24  22  8
40    2230   59  12  20  11  25  25  9
45    2635   59  14  22  12  26  28  10
50    3070   59  16  25  13  27  31  11
60    4030   59  20  31  15  29  37  13
70    5110   59  25  37  17  31  44  15
80    6310   59  31  45  19  32  52  17
90    7630   59  38  52  21  33  61  19
99    8920   59  45  60  22  34  70  20

---------------
   Zev Ronso
---------------

Lv    HP     SP  EN  PA  SH  AT  BL  CA
---------------------------------------
1     230    52  12  7   11  7   7   1
5     547    52  14  10  13  7   13  1
10    936    52  16  13  15  7   18  1
15    1917   52  18  17  17  8   21  2
20    1691   53  20  20  19  9   24  2
25    2057   53  23  23  21  10  27  3
30    2416   53  25  26  22  12  29  3
35    2767   54  28  28  24  14  31  4
40    3111   54  31  31  25  16  33  5
45    3447   54  34  34  27  19  35  5
50    3776   55  37  36  28  22  36  6
60    4411   55  43  41  30  28  40  7
70    5016   56  50  45  32  36  43  9
80    5591   56  58  48  34  45  45  10
90    6136   57  65  52  35  55  48  12
99    6600   57  73  54  35  65  50  13

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 18o. Speedy Reels Obtainment                                       [sspro8] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Contributed to FAQ by: Split Infinity

Be warned. Quickly doesn't mean in five minutes or so, but in 30 blitz games or
so. Let's assume you haven't played any blitz games yet, meaning that your team
(or what's left of it) is still pretty basic.
I'm talking from personal experience here. I'll put down who I used for the
most of the matches and what did I do for the time to pass quicker. Also
important is the fact that you'll never ever have to use Reset Team Data
feature!

First you'll obtain Attack Reels, which appear as Tournament prize. Second are
Status Reels as League prize. Third are Aurochs Reels as Tournament prize. And
finally Jupiter Sigil as League prize.

I started to bother getting Jupiter Sigil and all of Wakka's Reels cos I was
annoyed to see Wakka being the only one not powered up. With one testing day I
got them all. Now I'm about to share my experience with you. You're welcome to
try it yourself if you wish.

For starters I waited until I had the airship permanently. I also didn't play
any games except the story-important one. First I wanted to improve my team. I
replaced all of the original members sans Tidus.

ATTACKER: Tidus is an excellent attacker, so let him be. For the other attacker
I chose Linna (found outside Macalania temple). PAL players might have problems
cos of Dark Shiva, in which case Wedge (17 SH!) will also be a good choice. I
really recommend Linna though, since she starts with Nap Shot 3, a shoot tech
which puts goalie to sleep with 100% probability, unless goalie can resist nap.

MIDFIELDER: I recruited Brother on the airship. IMO he developed in an
excellent all-around player. His speed also proved invaluable in most of the
games.

DEFENDER: I needed two players. I chose Ropp (Mi'ihen Travel agency) and
Balgerda (she's originally a member of Luca Goers, but her contract ran out and
she didn't resign, so I recruited her). If you can't get Balgerda, then I
recommend Kyou, one of the two guards on the bridge leading to Djose temple.

GOALIE: I got lucky once again and was able to recruit Nimrook (Al Bhed
Psyches), but Jumal will also be an excellent addendum. He can be found on Luca
Square, sitting on the bench.

You're not over yet... if you don't have Jecht Shot yet, return to S.S. Winno
and learn it by examining the blitzball there. Now you're done.

After I collected my blitz team, I closed in on nearest save point and chose
'Play Blitzball'... League was open, but Tournament was closed for now.
You need to play 10 league games before season is over. For tournament you need
to play either two (if you were seeded) or three games before season is over.
League game can be tied, but tournament can't. If game is tied at the end of
2nd halftime, overtime issues. Team that scores first wins the game.
Exhibition game can be forfeited at any time (you do need to have the ball in
your possession), but league and tournament only when you're losing and you
have possession of the ball.

I had to use few tricks in order to obtain all Reels and sigil in shortest
amount of games possible. I started by playing League season first. I *did not*
intend to finish first yet, cos the award was a crappy one.
Once league game issued, I let the opposing team score, then as soon as I got
the ball from Blitzoff, pressed Triangle and forfeited the game. After the
results were shown, EXP distributed etc. I was presented with two choices:
'Back' or 'Continue playing blitzball'.
I chose 'Back', since Tournament may have opened. I wasn't sure and didn't want
to risk having a crappy reward appear as first prize. Once I appeared at save
point, I saved the game. Then I chose to play blitzball again. Tournament
wasn't open yet, so I played round 2 in league. I let the opposing team score,
then forfeited the game, chose 'Back', saved, chose 'Play blitzball'.
Tournament was now open, but the prize for first place was Underdog's Secret.
Ugh. Soft reset and loading of lastly saved game. I checked again. Tournament
was open and the prize for first place were Attack Reels. Now we're talking.

Engage in tournament battles! If you're seeded, you will need to win two games,
otherwise three. Personally I was seeded. Set Tidus and Linna (or Wedge) as
attackers, Brother as midfielder, Ropp and Balgerda (Kyou) as defenders,
Nimrook (Jumal) as goalie. If Blitzoff's ball landed in Brother's possession,
good. Otherwise I'd wrestle the ball from opposing player's ASAP and pass it to
Brother. Why him? With 75 speed he's undeniably the fastest current blitzer.
This means I used him to swim near opposing players, who (in attempt to try to
get the ball) started chasing him, but since he was way faster I was able to
keep the distance with ease. I did so for all five opposing players and lured
them to my half of the field. After I felt it was safe enough, I made a pass to
Tidus. Cos all of the opposition was after Brother, I had free way to the goal.
Once I got as close as I could, I used Sphere Shot to add few extra points to
SH. Goal! If one or two enemy defenders still manage to catch up with you or
get in your way, use Jecht Shot to knock them away.
Blitzoff will cause the ball to land in opposition's possession. Now I needed
to keep enemy players away from my goal. After I wrestled the ball from the
again, I passed it to Brother, who again served as bate and lured all enemy
players behind him on the opposing half of the field. This time I passed the
ball to either Ropp or Balgerda (Kyou). Whoever received the ball, I steered it
behind Nimrook (Jumal). Opposing AI is so bad, that it won't come after you if
you're in that position. Uhh, this is getting annoying...:) From now on, every
time I write Balgerda and you don't have her, it means you should read Kyou.
Similar for Nimrook. If you don't have him, then read Jumal.
Now I used this chance to gain some free EXP by passing the ball back and forth
between Ropp and Balgerda until the end of first halftime.
In second halftime as soon as I got the ball, I repeated the exercise with
Brother luring the enemy players away, passing the ball to Ropp and then
gaining free EXP by passes between him and Balgerda. But to not let Tidus and
Linna stay without EXP, I switched Balgerda with Tidus and Ropp with Linna.
Second halftime was over, I was victorious and also gained heaps of EXP, whilst
enemy players were sulking with 0 EXP.:)

I repeated the same strategy for championship match and won without any
difficulties. Attack Reels were mine! 'Back' and saved the game. Next target is
Status Reels, which are league prize. I still had 8 more to go for current
season to finish. Damn. Beware now... most suggest to use Reset Team Data until
Status Reels appear as league prize. *I advise against it!!!* If you do that,
you'll lose all EXP, techs and players you've acquired so far. Although you may
consider that to be a quicker choice, I suggest playing current league up until
round 9 is finished. You either let the opposing team score and then forfeit
the game, or use my strategy I provided above for easy victory and then using
the rest of the match for passes between your defenders for easy EXP. Before
playing 10th league game of current season I saved my game. Engage in 10th game
and do whatever. As it ends, make deadly sure you choose 'Back'. Save your game
in DIFFERENT slot.

Now is the time where game decided what next prize will be. I examined the save
sphere and chose 'Play Blitzball'. Next league prize wasn't Status Reels, so I
reset and reloaded. I kept trying until Status Reels were the prize for first
place. This time I couldn't afford forfeiting too many matches. I needed to won
6 and tie 2 games, so that in the end I had enough points to be first place
finisher. With the help of my game strategy that wasn't a problem at all and
Status Reels were mine.

After I cleared another 10 league games, it was time to start aiming fot
Aurochs Reels, which appear as tournament prize. There was a tournament open at
the time I finished second league season, so I started to play third league
season. After third game of third league season current tournament got closed.
In case you don't know yet, another tournament may randomly open up anywhere
between one to four league and/or exhibition games. This is why I saved my game
right after I completed fourth game of third league season. I wasn't sure if
another tournament would be open with Aurochs Reels as award. Well, it wasn't.
But after sixth game of third league season... Of course I saved after the
game. After selecting 'Play Blitzball' new tournament was open with a crappy
reward. Six tries later (ie reset and reload) Aurochs Reels were the prize for
first place. I entered the tournament and with help of my still foolproof
strategy walked away with Aurochs Reels. Now only Jupiter Sigil remained.

I engaged in remaining four games of third league season. Do not forget to save
after 10th game by selecting 'Back'. DO NOT choose 'Continue playing
blitzball'!!! Once you select 'Play Blitzball' at the save sphere, check if
Jupiter Sigil has appeared as league prize. If it hasn't, reset, reload and
check again for so long until it shows up as prize for first place.
Right now blitzball was growing way over my head, so I had to grit my teeth to
get thru another ten games before I claimed Jupiter Sigil as my final reward.
If I never see another blitzball, it'll be too soon. Besides borrowing this
Duke quote both you and I know this is impossible, otherwise this guide would
cease existing.

- Following information contributed by Shockwave. Thank you:
I have found a trick to make the Jupiter Sigil appear as a league prize
without using "Team Reset Data"
As far as I can tell once you view the prize for for a league that prize
becomes "locked" and will not change even if you save your game and reset.
The only ways to change it are to use "Team Reset Data" or finish all 10
games within the league. This means either playing for HOURS to complete the
leagues until the Jupiter Sigil appears or using "Team Reset Data" which
means sacrificing your team.
There is however another way to get the Sigil to appear without sacrificing
your team. You just play the league with its current prize until you
complete the 10th game and received the prize (if you've won). At this point
you are given the option to go "Back" or "Continue Playing Blitzball". If
you select "Continue Playing Blitzball" a new league prize will appear and
become locked and you will have to beat the league again for the prize to
change. However after completing the 10th game if you select "Back" and save
your game then play blitzball again a new prize will appear, however this
time if you reset the game and load your game and play blitzball the prize
WILL CHANGE. Thus you can just keep resetting and loading the game until the
Jupiter Sigil appears as a prize. This method may take a little more time
then the "Reset Team Data" trick but this way you won't lose your blitzball
team.
This same trick could also be used to get the Status Reels.

I did this is the US version of FFX however I don't see why it wouldn't work
in the other versions.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 18p. Statistic Maximization/Team Strategies                        [stmst8] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

To max your players blitzball statistics you have to follow all of these
steps.

NOTE: You can do this with any particular drafted team you want. Also note
      that you can do this with all 60 players, and is recommended. To do
      this with all players you must release other players after you max them,
      and go and draft another set of players.

1. First, you should just go ahead and get all of the items and abilities you
   want from blitzball. To do this you should always press "reset" in the
   beginning menu, and then keep checking the League and Tournaments to see
   what items they are currently offering as rewards. Then play for them. Sure
   you will lose any previous data from blitzball, but so will the other teams
   so it will be fair, and if you have the ultimate team, it is almost a
   guarantee that you will rein victorious.

2. Build the ultimate team! By this I mean have the best goalie in the game
   and follow their corresponding stats to see what area of statistics they
   are best in. Then place them in the correct in blitzball position, here I
   will list the ultimate team you can devise in the game, and which position
   to use them in.

   Forward Left- Tidus (High Shooting and Speed)
   Forward Right- Brother (High Shooting and Speed)
   Midfielder- Ropp (High Passing)
   Defense Left- Naida (High Speed, High Blocking, and High Endurance)
   Defense Right- Mifurey (High Speed, High Blocking, and High Endurance)
   Goal Keeper- Wedge (High Catching)

   Go to Player statistics to see everyone elses statistics

3. Go and play normal Exhibition matches. Doing so, you cannot level up but
   you can learn new techniques with the Tech Copy system. After you have
   learned any and every technique you wish to learn go and start leveling up.
   But first, here are some tips for Tech Copying successfully.

   a) Always make sure the person you set to Tech Copy another player, that
      your levels are within a considerate range of each other.

   b) When the opposing player is performing the technique, and it flashes
      "Tech Copy" on the screen, press X immediately.

   c) Do not set more than 2 of your players of your team to techcopy 1 of
      the other teams players.

4. Gaining levels, is easy if you follow this simple and easy-to-use step.
   First have the characters you wish to level up (3 at a time) in the
   defensive positions. Have the other character you want to level up in
   any other position, now have the 3rd character get the ball and swim all
   the way back to your goal, and stay behind your goalie. Now, keep passing
   the ball back and forth between those 3 characters. After every half you
   will see that you've gained a lot of experience from it.

   Oh, don't forget after every half change theose 3 characters to new
   characters so you can level your team quickly and evenly. Another great
   outcome of this is that the other teams, since they aren't getting the ball
   they won't be getting any exp, but if they do, it won't be NEARLY as much.
   Definitely note that step 4 can only be done in Leagues and Tournaments.

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

                              19. MONSTER ARENA                         [Smna9]

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

Go to East side of Calm Lands, that's where we will be spending a lot of our
time with this quest.

===============================================================================
                            The Main Monster Screen
===============================================================================

1. Picking the Talk Option:
---------------------------
This will initiate the old guy who controls the Monster Arena to start talking
to you. What he will talk, or really, explain about is what kind of monsters
and fiends he is currently looking for for his collection and assortment of
fiends from throughout Spira. He usually gives hints on what they are. Also,
he will usually give semi-useful tips on how to defeat and capture them more
properly. Once you capture everything needed, he gives a compliment to you
about "him having a great judge of character", meaning, you did a good job.:)

2. Picking the Fight Monsters Option:
-------------------------------------
This is the option in which I will get into a thousand times more detail in
just a bit. But, for a little summarization of it right now: when you choose
this option, it takes you to yet another screen in which it shows the names
of all locations in Spira. Then, down to the bottom, you see things that say
"Original", "Area", and "Species". Original is where the real bastards lay
(meaning super powerful). Area contains perhaps the weakest of the three
categories (but *much* stronger than all of the normal areas), and Species is
in the middle with difficulty, but, you'll be needing it the most for the Stat
Maxing of your characters.

3. Picking the Buy Weapons Option:
----------------------------------
With this option, the old guy who runs Monster Arena will allow you to
purchase some weapons off of him. This, however, is not really as what you
think it to be, actually, instead of buying normal weapons like at other shops,
you buy weapons that can Capture enemies when you KO them in battle (if weapon
is equipped, that is). These will have the "Capture" ability pre-customized.

4. Picking the Buy Items Option:
--------------------------------
With this option, the old guy who runs Monster Arena will allow you to
purchase some of the items he has off of him, like in any other item selling
shop. You have the item screen which comes up and says exit, buy, sell. Not
much to this one.

5. Picking the Exit Option:
---------------------------
Lets you exit the screen.

===============================================================================
                              Fight Monsters Menu
===============================================================================

   This is the screen which displays all of the worlds, then there are three
   extras called "Area", "Species", and "Original", these get activated once
   you capture the required fiend quota. The rest will just display which
   monsters, how many, and how much gil it costs to fight, in each area. The
   enemies that can't be caught are bosses, mechs, humans, and other secret
   bosses. When you click on each section and then click on a monster's name,
   you must pay gil if you wish to do battle with it, then, fight commences.
   Here's the layout of this screen from left to right while going down:
   Besaid, Kilika, Mi'ihen Highroad, Mushroom Rock Road, Djose Rode, Thunder
   Plains, Macalania, Bikanel (Sanubia), Calm Lands, Sunken Cave (Cavern of
   the Stolen Fayth), Mt. Gagazet, Inside Sin, Omega Dungeon, Area Conquest,
   Species Conquest, Original.

===============================================================================
                         Gil Required to Fight Monsters
===============================================================================

=-=-=-=-=-=-=-=-=
1.  Besaid Island
=-=-=-=-=-=-=-=-=

Water Flan: 27
Condor: 18
Dingo: 24

=-=-=-=-=
2. Kilika
=-=-=-=-=

Ragora: 72
Killer Bee: 34
Dinonix: 40
Yellow Element: 49

=-=-=-=-=-=-=-=-=-=
3. Mi'ihen Highroad
=-=-=-=-=-=-=-=-=-=

Dual Horn: 157
Bomb: 105
Vouivre: 90
Raldo: 63
White Element: 72
Floating Eye: 66
Ipiria: 69
Mi'ihen Fang: 49

=-=-=-=-=-=-=-=-=-=-=
4. Mushroom Rock Road
=-=-=-=-=-=-=-=-=-=-=

Garuda: 210
Funguar: 63
Lamashtu: 108
Red Element: 82
Thunder Flan: 75
Gandarewa: 93
Raptor: 72

=-=-=-=-=-=-=-=-=
5. Djose Highroad
=-=-=-=-=-=-=-=-=

Ochu: 780
Basilisk: 187
Bunyip: 145
Snow Flan: 139
Bite Bug: 93
Garm: 132
Simurgh: 109

=-=-=-=-=-=-=-=-=
6. Thunder Plains
=-=-=-=-=-=-=-=-=

Qactuar: 4000
Iron Giant: 900
Larva: 495
Kusariqqu: 168
Gold Element: 160
Buer: 198
Aerouge: 216
Melusine: 162

=-=-=-=-=-=-=
7.  Macalania
=-=-=-=-=-=-=

Chimera: 1455
Xiphos: 330
Mafdet: 258
Murussu: 247
Blue Element: 270
Ice Flan: 282
Evil Eye: 307
Iguion: 207
Snow Wolf: 288
Wasp: 213

=-=-=-=-=-=-=-=-=
8. Bikanel Desert
=-=-=-=-=-=-=-=-=

Cactuar: 4000
Sand Worm: 1500
Zu: 1800
Mushussu: 405
Alcyone: 360
Sand Wolf: 337

=-=-=-=-=-=-=
9. Calm Lands
=-=-=-=-=-=-=

Skoll: 630
Nebiros: 480
Flame Flan: 672
Shred: 552
Anacondaur: 1125
Ogre: 1470
Coeurl: 1650
Chimera Brain: 1500
Malboro: 1650

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
10.  Cavern of the Stolen Fayth (Sunken Cave)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Yowie: 720
Imp: 915
Dark Element: 780
Nidhogg: 903
Thorn: 795
Valaha: 1080
Epaaj: 1425
Ghost: 1215
Tonberry: 3000

=-=-=-=-=-=-=-=
11. Mt. Gagazet
=-=-=-=-=-=-=-=

Bandersnatch: 1320
Ahriman: 975
Dark Flan: 1620
Grenade: 810
Grat: 780
Grendel: 1095
Bashura: 1095
Mandragora: 1800
Behemoth: 2025
Splasher: 300
Achelous: 630
Maelspike: 495

=-=-=-=-=-=-=-=-=
12. Inside of Sin
=-=-=-=-=-=-=-=-=

Exoray: 1260
Gemini: 1666
Gemini: 1666
Wraith: 1605
Barbatos: 2325
Demonolith: 2205
Great Malboro: 2250
Adamantoise: 3300
Behemoth King: 2775

=-=-=-=-=-=-=-=-=-=-=-=
13. Omega Ruins/Dungeon
=-=-=-=-=-=-=-=-=-=-=-=

Zaurus: 1425
Floating Death: 1897
Black Element: 1560
Halma: 1545
Puroboros: 1455
Spirit: 1950
Machea: 2175
Master Coeurl: 3045
Varuna: 2670
Master Tonberry: 3600

=-=-=-=-=-=-=-=-=
14. Area Conquest
=-=-=-=-=-=-=-=-=

Stratoavis: 6000
Malboro Menace: 6000
Kottos: 6000
Coeurlregina: 6000
Jormungand: 6000
Cactuar King: 6000
Espada: 6000
Abyss Worm: 6000
Chimerageist: 6000
Don Tonberry: 8000
Catoblepas: 6000
Abaddon: 6000
Vorban: 6000

=-=-=-=-=-=-=-=-=-=-=
15.  Species Conquest
=-=-=-=-=-=-=-=-=-=-=

Fenrir: 8000
Ornitholestes: 8000
Pteryx: 8000
Hornet: 8000
Vidatu: 8000
One-Eye: 8000
Jumbo Flan: 8000
Nega Elemental: 8000
Tanket: 8000
Fafnir: 8000
Sleep Sprout: 8000
Bomb King: 8000
Juggernaut: 8000
Ironclad: 8000

=-=-=-=-=-=-=
16.  Original
=-=-=-=-=-=-=

Earth Eater: 15000
Greater Sphere: 15000
Catastrophe: 15000
Th'uban: 15000
Neslug: 15000
Ultima Buster: 15000
Shinryu: 15000
Nemesis: 25000

===============================================================================
                              Capture Requirements
===============================================================================

=-=-=-=-=-=-=-
Area Creations
=-=-=-=-=-=-=-

Stratoavis: Capture one of every fiend at Besaid Island
Malboro Menace: Capture one of every fiend at Kilika
Kottos: Capture one of every fiend at Mi'ihen Highroad
Coeurlregina: Capture one of every fiend at Mushroom Rock Road
Jormungand: Capture one of every fiend at Djose Highroad/Moonflow
Cactuar King: Capture one of every fiend at Thunder Plains
Espada: Capture one of every fiend at Macalania
Abyss Worm: Capture one of every fiend at Bikanel Desert
Chimerageist: Capture one of every fiend at Calm Lands
Don Tonberry: Capture one of every fiend at Cavern of Stolen Fayth
Catoblepas: Capture one of every fiend at Mt. Gagazet
Abaddon: Capture one of every fiend at Inside Sin
Vorban: Capture one of every fiend at Omega Ruins

=-=-=-=-=-=-=-=-=
Species Creations
=-=-=-=-=-=-=-=-=

Fenrir: Capture 3 of every Rabid Wolf fiend in Spira (ie. Dingo)
Ornitholestes: Capture 3 of every Giant Lizard fiend in Spira (ie. Raptor)
Pteryx: Capture 4 of every Bird fiend in Spira (ie. Alcyone)
Hornet: Capture 4 of every Small Bug fiend in Spira (ie. Bite Bug)
Vidatu: Capture 4 of every Floating Wizard fiend in Spira (ie. Imp)
One-Eye: Capture 4 of every One Eyed fiend in Spira (ie. Floating Eye)
Jumbo Flan: Capture 3 of every Flan fiend in Spira (ie. Ice Flan)
Nega Elemental: Capture 3 of every ColorElement fiend in Spira (ie. Red Element)
Tanket: Capture 3 of every Armored Mole fiend in Spira (ie. Shred)
Fafnir: Capture 4 of every Elemental Dragon fiend in Spira (ie. Vouivre)
Sleep Sprout: Capture 5 of every Small Plant fiend in Spira (ie. Funguar)
Bomb King: Capture 5 of every Floating Ball fiend in Spira (ie. Bomb)
Juggernaut: Capture 5 of every Horned Beast fiend in Spira (ie. Valaha)
Ironclad: Capture 10 of every Iron Giant fiend in Spira (ie. Gemini)

=-=-=-=-=-=-=-=-=-
Original Creations
=-=-=-=-=-=-=-=-=-

Earth Eater: Activate 2 Area Conquest bosses
Greater Sphere: Activate 2 Species Conquest bosses
Catastrophe: Activate 6 Area Conquest bosses
Th'uban: Activate 6 Species Conquest bosses
Neslug: Activate every single Area Conquest boss
Ultima Buster: Capture 5 of every single "capturable" fiend in Spira
Shinryu: Capture 2 of Splashers, 2 of Maelspike, 2 of Achelous
Nemesis: Ok, here's the really tough bastard to unlock, and even with all of
steps, some people still have questions about Nemesis not showing up on the
list to be fought in the Monster Area Original ranks. Well, time to clear up
any and all confusion: First thing you are to do is to go out and capture 10
of every "capturable" fiend in Spira, *waits 50 hrs*... Back? Got 'em? Ok then,
now go and beat every one of the Species Conquest and Area Conquest bosses.
After that, you go on to open up a can of whoop-ass on all of the Original
Creations. Here's where you might have a problem (well, a more confusing one,
at that), you go to the Original Screen and see if you've successfully unlocked
Nemesis (press right direction when here). If Nemi isn't there, leave the
vicinity of the Monster Arena, then go back and check again. If Nemesis is not
there, you did something wrong. That should answer all questions, and prevent
and further confusion.

===============================================================================
                            Retrobution for Unlocking
===============================================================================

=-=-=-=-=-=-=-
Area Creations
=-=-=-=-=-=-=-

Stratoavis: 99 Stamina Tonics
Malboro Menace: 99 Poison Fangs
Kottos: 99 Soul Springs
Coeurlregina: 99 Candles of Life
Jormungand: 99 Petrify Grenades
Cactuar King: 99 Chocobo Wings
Espada: 60 Shining Gems
Abyss Worm: 99 Shadow Gems
Chimerageist: 60 Farplane Winds
Don Tonberry: 40 Silver Hourglasses
Catoblepas: Blossom Crown
Abaddon: 99 Light Curtains
Vorban: 60 Designer Wallets

=-=-=-=-=-=-=-=-=
Species Creations
=-=-=-=-=-=-=-=-=

Fenrir: 99 Chocobo Feathers
Ornitholestes: 99 Stamina Springs
Pteryx: 99 Mega Phoenixes
Hornet: 60 Mana Tonics
Vidatu: 99 Mana Springs
One-Eye: 60 Stamina Tablets
Jumbo Flan: 60 Twin Stars
Nega Elemental: 99 Star Curtains
Tanket: 99 Gold Hourglasses
Fafnir: 99 Purifying Salts
Sleep Sprout: 99 Healing Springs
Bomb King: 60 Turbo Ethers
Juggernaut: 99 Light Curtains
Ironclad: 60 Mana Tablets

=-=-=-=-=-=-=-=-=-
Original Creations
=-=-=-=-=-=-=-=-=-

Earth Eater: 60 Three Stars
Greater Sphere: 60 Supreme Gems
Catastrophe: 99 Doors to Tomorrow
Th'uban: 99 Gambler's Spirits
Neslug: 99 Winning Formulas
Ultima Buster: 99 Dark Matters
Shinryu: 30 Megalixirs
Nemesis: 10 Master Spheres

===============================================================================
                         Original Creation Strategies
===============================================================================

1. Advices Before Engaging In Original Battles:
-----------------------------------------------
----> First off, I suggest that you level characters to decent levels by using
the statistic maximization processes that I cover in-depth in the Stat Maxing
sections. These would be something like having averages of stats at about a
solid 175 (note that this will change depending on the harder or easier bosses.
I will list exactly where they should be in actually strategies). Your HPs
should be looking at about 20000 for average, but, this will raise or fall
depending on which boss you're fighting. And MPs ought to be about 600-999 for
these bosses (this might change, but this is all right for just about all).

----> Next, we will now cover how your armors should be fitted to take on these
extremely powerful bosses. But note, I will list all armor abilities you should
acquire, then, during the actual strategies I will list exactly how you should
combine them to topple the foes. The most imperious ability to have on your
armors for these fights, I would say, is Auto-Haste; customizable with with
80x Chocobo Wings. Next really useful ability is Auto-Protect, which you can
customize with 70x Lightning Curtain. The next one is the ability called Auto-
Potion, and, you get this one by using 4x Stamina Tablets. Last is Auto-Phoenix
which you get customizing with 20x Mega-Phoenix. If you have Pal/International
versions, I suggest that you take out Auto-Potion and improvise with Ribbon.
Other semi-useful abilities consist of Break HP Limit (30x Wings to Discovery),
Auto-Shell (80x Lunar Curtains), Auto-Reflect (40x Star Curtains). And if
you're one who obsesses about max HP/MP, you can also put on your armor Break
MP Limit (30x Three Stars)--not really recommended for use here, though.

----> Weapons, hmm... weapons...? Well, now I'll list the best weapons to have
when facing off against these majorly powerful bastards, and then, just how to
obtain them. Note: As you may of guessed, they will be the celestial weapons...
1. Cloudy/Celestial Mirror: This is your first step you must make towards your
progression in obtaining the ultimate, celestial weapons. First, what you must
do is finish training chocobos in Calm Lands, then, ride a chocobo to the far
Southeast area of Calm Lands (where you entered for the first time). Now, once
you find the yellow choco feather on the ground, press 'X' button by it, doing
so will have the chocobo you are riding fly on down to the area below. Then,
leave the chocobo there, then go through the path and you're in the vicinity
of the Remiem Temple. Cross over the bridge (intimidating view down, isn't it)?
Now, go over to the right side of the temple and "speak" with the chocobo that
is standing there. After you're acclimated with the rules, start the race! Your
main desideratum here is to make it to the center of this gigantic area before
champ chocobo is there. You don't have to worry about poles or getting any
treasure chests for now, all you must concern yourself with is getting there
ahead. You get Cloudy Mirror for it. Now, you go over to Macalania Woods from
the entrance in the Calm Lands. Then, go over to the place where you find a man
who has been seperated from the rest of his family. Now, you go back to the
place where there is a women and a younger child, talk to them and they mention
something about losing their father/husband. Proceeding that, go on over to
where you had just finished talking to man and inform him that his wife and son
are waiting for him. They're then reunited, *but*, they have now lost their
son, argh!, what's next, the wife? Anyhow, travel up the glistening pathway
here and when you find a little boy off to the side of this path, talk with
him. He goes back to the family and you now have access to the glowing orb
there which transubstantiates Cloudy Mirror into Celestial Mirror which allows
you to get ultimate weapons. This is how to enhance the weapons as well.

2. Tidus -> Caladbolg: First, you must attain the Sun Crest as the first step
to getting Tidus' celestial weapon, the Caladbolg. This is easily obtainable by
going back to where you have fought Yunalesca (if you hadn't gotten it then),
and opening a treasure chest there to get it, easy enough, right? Now, for
tough, pull-your-hair-out quest to get Sun Sigil. So, go back to Calm Lands
and speak with the Chocobo Trainer. You now have to race her and get *better*
score than 00:00! After, you get the Sun Sigil which you take to shining orb in
Macalania Woods to enhance it fully. Good luck completing it before you're 100!
Obtain the actual weapon by beating Chocobo Trainer with time under 48 sec.
Then, go to back left of the Calm Lands, then activate plate on the wall. This
is going to acquire you your probably first celestial weapon, the Caladbolg.

3. Yuna -> Nirvana: This is definitely the easiest, IMO, of the celestials to
obtain, so relax.:) First, go back to Besaid Island (if you have not already
done this), and swim off of the beach. Now, go onto small patch of land with a
treasure chest on it in the back. After this, head back to save sphere and then
teleport back to airship and then go back to the Calm Lands. Now, follow the
same route to Remiem Temple, but this time, you are to go inside of it. Go and
fight all of the aeons Belgemine has (you've to get all of them as well). She
will then give up the Moon Sigil. Obtain the actual weapon by capturing one of
every Calm Lands fiend then returning them to the Monster Arena owner. He will
then give a treasure chest to open. Open it, the you get it!

4. Auron -> Masamune: This one is not hard at all, all it is is time consuming.
The first thing to get is this weapon's crest which is the Mars Crest. You will
be getting this by flying over to the Oldroad, South of the Mi'ihen Highroad.
It's in a treasure chest there. Next, comes the real testing part of this,
it is where you have to acquire the Mars Sigil. How to do it is capture ten
fiends of ten species which are all in ten seperate areas of Spira. Then, go on
back to Monster Arena owner and speak with him. You then get it right there.
Obtain the actual weapon by getting Rusty Sword from the bottom of the Gorge
area in the Calm Lands (top right corner). And then, go on over to the Mushroom
Rock Road area and go up the water lifting platform. Now, go to the statue of
the great Lord Mi'ihen, founder of the Crusaders. Next, activate the plate on
the wall back here. You then will acquire the Masamune weapon for Auron.

5. Kimahri -> Spirit Lance: This is yet not a hard one, and not very time-
consuming, either. First, to get Saturn Crest, head back to Mt. Gagazet (if you
haven't done so already), and go to pillars section after beating Flux's ass.
Then, look for a treasure chest there and open it to receive the Saturn Crest.
Saturn Sigil is annoying, however. You must collect all blue butterflies without
touching any reds. This is in Macalania Woods. Obtain the actual weapon by
now flying back over to the Thunder Plains, and activate three Qactuar Stones
(Square Button). This will initiate sequences in which you see a little ghost
Qactuar running around Southern area of the region. Follow it to an old broken
down tower to obatin the Spirit Lance celestial weapon for the Ronso, Kimahri.

6. Wakka -> World Champion: This one is a real friggin' pain to acquire, and
this is mainly due to hours and hours of... dare I say it?... blitzball... But,
for starters, we do the easy Jupiter Crest first: Go back to the Luca stadium
and then enter the locker room of the Besaid Aurochs. Open one of the farther
back lockers to obtain its crest. The next one is a real hassle, which is the
Jupiter Sigil, and like all sigils, takes quite a bit of time. Once Wakka has
finally accumulated all of his Reels Overdrives (Attack, Aurochs, Status and
orignal Elemental Reels), the Jupiter Crest is available as a prize in either
Tournament Mode or League Mode in blitzball. Obtain the actual weapon by winning
a good five games of blitzball, then, head on over to Luca, Square. Once there,
enter inside of the Cafe and talk to bartender, and if you've met the blitzball
quota, he gives you the weapon as a reward for your skills. Congrats!

7. Rikku -> Godhand: This is not a hard one to acquire at all, all it is is
sorta time eating, but at the same time, it is also quite fun and enjoyable.
First, to get the Mercury Crest, go back to the Bikanel Desert region of Spira.
It will be located in one of the sand dunes there, not hard at all to find that
one at all. Now, to acquire the Mercury Sigil, it requires just a bit more
work and detective skills. You must find Cactuar stone by the sandstorm area
and activate it. It gives clues to where you can find each next Cactuar. Find
them all and then go back there. Sandstorm is then over, so, go into that area
and look for one of the treasure chests there, it contains the sigil (and
please refer to the Cactuar Village section for complete list of where to find
and locate all of the Cactuars). Obtain the actual weapon by entering password
GODHAND in the airship Navigational Map to open new area in Mushroom Rock Road.
Go there, and then in the very back of here, you open the chest which has it.

8. Lulu -> Onion Knight: Finally, we arrive at final celestial weapon to be
obtained before schooling the Original Creations. The first thing to do is, of
course, to acquire the Venus Crest to the weapon. We can locate it at the
Farplane area back at the Guado village of Guadosalam. Then, for the immensely
testing of your mental stability job of getting the Venus Crest. We do this by
going over to the Thunder Plains and then finding the right spot to dodge
lightning bolts. You don't have to dodge 10 bolts, not 50, not 100, but 200
lightning bolts!!! After that, go back to the front of the Travel Agency and
collect your prize in the treasure chest there. Now, few last preperations
and then we can finally fight the monsters, just a little, I promise...:)

----> Here we go, final stretch, and it's abilities. I'll make it short and
sweet: Abilities needed consist of Auto-Life, Ultima, Quick Hit, Flare, Holy,
Full-Life, and for special Nemesis purposes *coughwarpspherecough*: Mug/Steal.
Overdrives should be Tidus - Blitz Ace, Wakka - Attack Reels. Recommended aeons
would be Yojimbo, Anima, Magus Sisters, and perhaps Bahamut for dire situations.

----> Ok, ok, so I lied, but this will be really short. I now suggest some
items: Have a ton of Megalixirs, Elixirs, Mega-Phoenixes, X-Potions, Remedies,
and any of Rikku's items that are used in Mixes (especially ones for Trio of
9999).

Ready!? Let's begin!!!!!!!!

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1. Earth Eater (Monster Arena)
-> HP: 1300000 - 99999
-> MP: 30
-> AP: 50000 - 50000
-> Statistics:
Str: 117, Mag: 186, Def: 200, Mdef: 210, Acc: 120, Agl: 47, Eva: 0, Luck: 15
-> Steal: Common- Gambler's Spirit, Uncommon- Lv.1 Key Sphere
-> Bribe: None
-> Win: Common- 1 or 2 Fortune Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: None
-> Strengths: Doom- 255
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Auto-Potion
-> Weapon Abilities: Triple Overdrive
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Megaton Punch: Target (1), Type (str), Protect (no), Shell (no), Power (16),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Death (100%)]
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- "I'm Back!": After it has been knocked down by your party members, it will
get back up after *Earth Eater* has passed three turns. You can have 10 and it
will still be down if it hasn't passed three turns.
- "Dropped!": Earth Water will fall flat on his fat behind after sustaining
at least one over 100000 damage when on its feet, then it goes down to where
its only move is a counter attack - Flare.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Finally, first really tough boss in the game, and if you had trouble with the
storyline bosses, you're going to catch hell with this guy. First, we take an
in-depth look at how you should be precautioned for this showdown: Strength
should be about 175 (as mentioned above) to be able to do impressive amounts
of damage at one time. Defense statistics ought to be at least 180 to be able
to stand against his bone-crushing physical attacks. Magic Defense really
only comes into play while it's one its back, and for that it should be close
to 160 or so (perhaps a little less if you can spare). Agility, Evasion should
both be about 170, this is good for trying to evade his Megaton Punch (instant
KO), and his devastating physical strikes. Accuracy doesn't need to be any
higher than 100, really, because it has no Evasion attribute whatsoever. Luck
does not really matter either, but still try to have it at least 50 by this
point in the game. HP doesn't need to be any higher than 9999, that's right,
that low! And MP you won't be using much of, but have at least at 500 or about
there is an ideal level. Imperative to this fight is an armor fitted with the
following customizable abilities: Auto-Haste, Auto-Protect, Auto-Phoenix (with
no normal Phoenix Downs in your collection, only Mega-Phoenixes), and then
somethings else of your choice, I will suggest either Deathproof or Defense+?%,
DP is the most recommended by me, however. Weapons should be Auron - Masamune,
Tidus - Caladbolg, and Wakka - World Champ. Overdrive Meters up, and with the
party suggested to the above, go pay the 15000 Gil, and get ready to fight!
For some technical info, know that Earth counters just about anything you throw
its way, so be careful. Megaton Punch KO's anybody who is not adequetly fitted
with right Death-protection-bearing armor. Even if Megaton Punch fails to KO
you, if your Def stat is not high enough, say goodbye because it does major
damage in conjunction with instant death, this is reminiscent of Anima's Pain.
During its normal goes (when it says it on CTB window), it with either use its
physical attack, or Megaton Punch, and this isn't against one character, but
rather, two instead. And, if a character lives after first onslaught, it may
strike that character once again, ugh! When battle starts I suggest using
regular attacks to deal over 100000 damage, and doing so will cause Earth Eater
to fall flat on its ass. When it falls, cast Shell on the entire party, as it
*always* counters with Flare spell while down. After Earth Eater has received
three of its normal turns, it will then stand back up on its feet with the
move I called "I'm Back!". But before that happens, we continue the strategy.
Knock it down like mentioned before, yadaa yadaa, cast Shell, bla bla bla. Now,
while it is on the floor, you are going to want to unleash all Overdrives you
have pent up: Blitz Ace - Heal - Attack Reels - Heal - Tornado - Heal. Thank
goodness you have Shell on everyone, or else that Flares would be punishing
you terribly. From now on, until its three turns have happened, Doublecast
Flares and Ultimas on it to oblivion. You can also summon to make very quick
work of boss. *If* it gets up, and I emphasize "if", just repeat what you did
before, and then you have beaten Earth Eater. Congratulations!

-------------------------------------------------------------------------------
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2. Greater Sphere (Monster Arena)
-> HP: 1500000 - 99999
-> MP: 999
-> AP: 50000 - 50000
-> Statistics:
Str: 87, Mag: 102, Def: 130, Mdef: 120, Acc: 200, Agl: 55, Eva: 0, Luck: 15
-> Steal: Common- Gambler's Spirit, Uncommon- Return Sphere
-> Bribe: None
-> Win: Common- 1 or 2 Luck Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 255
-> Elemental Affinities: It depends on which "Elemental Shift" it's in.
-> Zanmato Lv: 5
-> Armor Abilities: Auto-Phoenix
-> Weapon Abilities: One MP Cost
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Hydraulic Press: Target (all), Type (grav), Protect (yes), Shell (no),
Power (-), Element (-), Range (far), Accuracy (-), Shatter (100), Critical
(no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [MaxHP x 15/16]
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Elemental Shift: Greater Sphere starts off in an element, so, once you use
and 'guess' the elemental affinity that it's opposed to, it switches to another,
and this happens over and over and over, ad infinitum.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This guy can be a very big nuisance just like Earth Eater, so, for some early
parts of this battle you might want to emulate some of a similar strategy.
Time for the info on prepping up for this fight: HP should look something like
9999, and MP doesn't need to be much higher than 500 (you won't need to use
too much magic in this battle). Strength stat is ideal at a level of 168 or
so. Again, Magic stat doesn't really matter as I stated above, but still, you
should be ashamed if it isn't at least 135 by this point in time. Def should
most definitely be around the vicinity of 165-170, and Magic Def is good in
the 170+ family. The rest of stats don't matter except Agility, which, should
be located at 155 or so. Now for infos on how your equipment in your
armamentarium should be customized or which ones you must have obtained: First
is on armors, they really are best when fitted with the abilities Auto-Haste,
Auto-Protect, Auto-Shell, and the other doesn't matter, but, something like
Auto-Potion paired with only Mega-Potions, or, maybe Auto-Reflect. Weapons
should all be equipped with their Celestials, or at least the characters that
you ought to use in this bout (Tidus, Rikku, Yuna should be them). Overdrive
Bars should be full, then, commence battle... First, how Greater Sphere acts:
- If you have an aeon currently present in the battle scene, it will use
Waterga, Firaga, Blizzaga, or Thundaga as counters.
- If you use any of your characters' Overdrives against the Greater Sphere
blob, it will then counteract with its party-cremating attack, which is the
Hydraulic Press. And as mentioned previously, takes away 93.75% of max HP.
- It will counter normal physical attacks and/or magical attacks against it
with the Ultima spell.
- You also might want to know that if you use a specific type of items on
Greater Sphere (I have no clue why you'd do that o_0), it will then use Flare.
--> We now start off with the actual strategy of the fight, since I believe
that that's all I can offer, well, actually, there's one last thing: well,
it changes elemental preferences when you nail it with the element it is then
opposed to. So now, let's truly start this:
It's a good thing that you have armor with Autos Haste and Protect, or else we
would have to waste a perfectly good two turns 4 turns on casting Hastega and
the Protect to everyone. If you don't have Auto-Reflect, then I suggest you
put it on now to deflect the Greater Sphere's Flare attacks. This guy can be
a real pain when you fight him so what you want to do next is start Overdriving
it to kingdom come as you first moves, heal after every single Hydraulic Press.
This might take it down to a good 500000 HP left if Str is near where I
suggested it be. Then, I recommend bringing in the dark aeon, Anima, and then
have her diabolically annihilate it with Pains and Oblivion. If you have
Pal/Int. versions, Oblivion will probably take it out, but maybe only 99999
damage is done with NTSC version. So, if you don't kill it then, it'll start
using lv.3 elemental attacks against Anima, as she is an aeon. Hopefully she
has enough HP to stay alive long enough and do a bit more of a substantial job
of hurting Greater Sphere more greatly. Note, that since Oblivion is an
Overdrive attack, you'll see Hydraulic Press, so use Curaga after every one.
After Anima dies (if she dies), just use characters to finish it off.
- You can follow this strategy sent in to me by PsychoNemon667:
There is a way that you can fight this battle and never, ever see any of its
moves but Hydraulic Press and its normal attack. All though, I don't know
who'd want to get hit by Hydraulic Press, but still, better than having to
cope with all other attacks along with those two. For preps, have Auto-Haste,
Auto-Protect armors. Then, go into battle and cast the Reflect magic onto
everyone of your participating characters. Now use a character to cast a lv.1
or 2 elemental spell on themselves. You have 50/50 chance here of it either
curing (it won't matter for first hit because it still has full HP), or it
may also and hopefully do damage. If it does deduct HP, that's weakness of
Greater Sphere. Now, use every character to cast the weakness of Greater Sphere
magic at full potential lv.3. This will prevent any counter attacking... ever!
All you occasionally have to do is replenish MP (good to have 1 MP cost on
weapons, or, use Three Stars), and heal up HP from Hydraulic Press and Attack
so that you do not die. Match over!

-------------------------------------------------------------------------------
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3. Catastrophe (Monster Arena)
-> HP: 2200000 - 99999
-> MP: 380
-> AP: 50000 - 50000
-> Statistics:
Str: 120, Mag: 77, Def: 80, Mdef: 80, Acc: 150, Agl: 34, Eva: 0, Luck: 15
-> Steal: Common- Gambler's Spirit, Uncommon- Lv.2 Key Sphere
-> Bribe: None
-> Win: Common- 1 or 2 Designer Wallets, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 255
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Silenceproof, Stoneproof, Poisonproof, Slowproof,
Darkproof, Zombieproof, Sleepproof
-> Weapon Abilities: Silencestrike, Stonestrike, Poisonstrike, Slowstrike,
Darkstrike, Zombiestrike, Sleepstrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 4
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Toxic Cloud: Target (all), Type (mag), Protect (no), Shell (yes), Power (43),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Confusion (254%)], [Poison (254%)], [Curse (100%)]
- Toxic Spray: Target (1), Type (mag), Protect (yes), Shell (no), Power (52),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [FullBreak (254%)]
- Hundred Thorns: Target (all), Type (str), Protect (yes), Shell (no), Power
(16), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Demi: Target (all), Type (Grav), Protect (no), Shell (yes), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[HP x 1/4]
- "Look At Me!": After inflicting certain amount of damage (over 450000,) it
comes out of its shell and has new moves.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This guy is not anything to fret about, ok? Perhaps that easiest Original
Creation boss in entire game. So, minor preperations, too... How to be stats-
wise would be like this: Str- 177, Mag- 150, Def- 190+, Mdef- 175, Agl- 130,
Eva- 164, Luck: 40 (or about), and Acc: 100 (at least), HP- 9999, MP- 750.
Weapons I do not suggest to be celestial for this bout, but it would be
tolerable to have them, though. But, weapons, if not celestial, should be
equipped with abilities Break Damage Limit, Triple Overdrive, Triple AP, and
Strength+?% would also be useful.
Armors ought to be equipped with Auto-Haste, Ribbon (or, for NTSC players,
Auto-Med), Auto-Protect, and Defense+20% for extra protection on its
Hundred Thorns attack. The party the I suggest using for this battle is most
definitely Tidus, Rikku, Yuna. Ok, now, pay the 'ol geezer the money for
fighting, then, battles engages. This enemy does have attack-you pattern,
and here it is:
- *When in shell*: Toxic Cloud, Pass, Toxic Cloud, Pass, Toxic Cloud and keep
continuing this until...
- *After Coming Out*: Toxic Spray, Demi, Hundred Thorns, Toxic Spray, Demi,
Hundred Thorns and keep continuing this.
Battle finally starts and you're ready to take on anything it can throw at
you. The first division of the battle (before it has sustained over 4500000
damage) is completely comprised of statuses being used against you. Thank
god you have that Ribbon or Auto-Med with Remedies (get Remedy item easily by
Stealing them from Grats [3x], or Bribing Ragoras [15600 or 7800 Gil]). Its
Toxic Cloud is one of the most annoying attacks in FFX because it does the most
bad status augmentations in one. You still experience Curse, however, so you
should tend to this with Holy Waters. You needn't worry about the turn
proceeding
Toxic Cloud because you're in the clear with a passed turn on its part. So, your
first half methods look like this: attack, heal Curse (if happens), attack, heal
Curse (if happens), attack and then repeat...
Then, when you have breached its 4500000 damage limit, it will then come on out
of its pansy shell. This is when the battle starts getting interesting because
it has new attacking movements and still has 1749999 HP remaining. As its very
beginning action while in this state is Toxic Spray (look above for what it
does). After, use Dispel on party to make Full-Break go away, doh! I just said
partially what it does!:) Demi is next on the agenda, so you might want to heal
up after. Next turn comes around and your cussing at your TV screen for a very
long time. They could've made this fight harder if they put this move directly
after Toxic Spray. The attack is Hundred Thorns, and most likely if you don't
have 190 Def like suggested before, and no Defense+20%, along with Full-Break
still present, bye. It's also a good thing you have that Auto-Protect on. After
conclusion of the attack, do what ever healing necessary, and then, I suggest
using Blitz Ace. If they're really hurt, you can have Rikku Trio of 9999 them
and have Yuna use Pray as many times as needed. Now, the pattern restarts. Keep
with the same strategy now, and use aeons if need arises!

---> Strategy submitted by cRaZyAzN2k2:
Any not much prepping is needed for this fight only the following: HP at about
13000; STR at about a safe and solid 190; and Defense at an ideal 185; Defense
is useful I guess and make it close to 190 or so. That is all you should be at
all concerned with in terms of stats, but now let us take a little look at just
how your armor should be modeled to take on this foe: Confuseproof, Break HP
Limit, Auto-Shell, and Auto-Protect. Next is your weapons and of course at least
most of them should be the celestials (for the characters you are going to use).
Now go on and fight! Arkbeetle1 along with myself have had a few discussions
and together we have found that this guy has a very specific way of attacking
your party, a pattern if you will; and here it is right before your very eyes:
Move 1. Toxic Cloud, Move 2. skip, Move 3. Toxic Cloud, Move 4. skip...and so on
and so forth, until you bust it out of its shell covering. Now its attacking
will convert to this: Move 1. Toxic Spray, Move 2. Demi, Move 3. Hundred Throrns
and repeat this over again.

Now that you have familiarized yourself with how you will have to deal with this
guy, lets start with the actual strategy of pummeling Catastrophe to kingdom
come now. What you will be doing for the most part is Quick Hitting or just
physically attacking it. Once you have it sustain over 450000 damage or so (I
believe Split's guide gives exact info on this) it will come out from its little
hiding place shell like the sissy it is, now is when the real challenging half
of the battle begins. Remember that before you nail the last hit that gives over
that 450000 heal anybody that has been subject to Toxic Cloud if not done so
already. Now lets get ready to rock!

You will more than likely get a turn or few antecedentally to its own, use
those for perhaps a Reels or a Swordplay. Its first hit will land as a Toxic
Spray, so fix up with perhaps a Megalixir and then Dispel that victim to it.
Continue on Quick Hitting or Mugging it (for Mugging you usually receive one
Gambler's Spirit) until its next turn is comin' around the mountain. Now is
where you don't really have to worry, this is 'cause it will only use Demi
which will only take out 1/4 (25%) of current HP. If you want heal and attack
until its next turn where you will see a not-so-friendly Hundred Thorns attack
which if unprotected and Defense isn't at like 190 at least you will suffer to
about 30000 damage to all (cya).

So for that I suggest you summon an aeon to take the damage and hopefully
finish the battle. If they die and you still are left to fight the thing try
and summon more aeons and use overdrives like Trio of 9999, Attack Reels, and
Blitz Ace. It's dead.

-------------------------------------------------------------------------------
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4. Th'uban (Monster Arena)
-> HP: 3000000 - 99999
-> MP: 85
-> AP: 50000 - 50000
-> Statistics:
Str: 102, Mag: 212, Def: 80, Mdef: 80, Acc: 180, Agl: 53, Eva: 0, Luck: 15
-> Steal: Common- Gambler's Spirit, Uncommon- Teleport Sphere
-> Bribe: None
-> Win: Common- 1 or 2 Underdog's Secrets, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 255
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: HP+30%, HP+20%, HP+10%
-> Weapon Abilities: Triple Overdrive, Triple AP
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Condemn: Target (all), Type (str), Protect (yes), Shell (no), Power (12),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Delay Buster (100%)], [remove NulAll], [remove Shell],
[remove Protect], [remove Haste], [remove Regen], [remove Reflect], [remove
Auto-Life]
- Rainbow: Target (all), Type (str), Protect (no), Shell (no), Power (14),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Silence - 3 turns (50%)], [Slow - 3 turns (50%)],
[Darkness - 3 turns (50%)], [Confusion (25%)], [Curse (100%)]
- Covergence: Target (1), Type (mag), Protect (no), Shell (yes), Power (63),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [ignore Def]
- Haste: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Haste (100%)]
- Shell: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (90), Shatter (0), Critical (yes), Silence(yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Shell (100%)]
- Protect: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Protect (100%)]
- Regen: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Regen - 10 turns (100%)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This Monster Arena boss CAN be a pain, it's just a matter of knowing how to
deal with him. Alot of work went into this strategy, so, without further ado,
see ya Th'uban. Time for huge list of preperations and precautions of what you
need to absolutely take it down: First, recommended stats...:
Your Strength stat should be just about 175, Defense should be just about the
same area. Magic Defense is good at around 167. And then Magic doesn't matter
here, but might be good at 145 for following fights. Luck at 40 or about.
Accuracy, Evasion, and Agility should be about the same as each other; 170 (if
Acc is less, that's alright). HP is good at about 9999 or more, and the MP at
700 to 850 to be good. And then, armors equipped with following: Auto-Protect,
Ribbon, Auto-Phoenix, Auto-Reflect. Weapons should all be the celestials.
Now, your party you use is Tidus, Yuna, Rikku *or* Tidus, Wakka, and Rikku.
Go into battle now!
Time to sooth things a bit, this boss has a few changing prognosticatable set
attacking pattern movements. They go like this:
- Attack, Rainbow, Regen, Convergence... repeat...
- Attack, Rainbow, Pass, Convergence... repeat...
- Attack, Rainbow, Shell, Convergence... repeat...
- Attack, Rainbow, Protect, Convergence... repeat...
Also, note that it can use a Condemn counter to just about all magical and
physical attacks directed at Th'uby. *Look up for info on when Haste is used*.
--> Now, we move onto actual battle tactics:
Make sure you have only Mega-Phoenixes in your inventory, and paired up with
Auto-Phoenix, you've infinite and Auto-Life. So for first tactic, you want
to cast Hastega on the entire party. Now, thanks goodness that you have Auto-
Reflect armor so you don't waste time doing any other crap, you just move on
to the exciting good stuff, which first consists of Flaring Reflected people
so that you do not sustain a counter action from Th'uban. Time for some more
technical data:
Every fourth Th'uban turn, many different possibilities can occur with this
confusing boss: Th'uban is under Regen/Shell/Protect at the same time it will
then miss one of its own turns. Th'uban is afflicted with Protect/Regen at same
time it will use Shell. Th'uban is under Protect it uses Shell. Th'uban is
under Shell/Protect at same time it does Regen, then. Th'uban is with Regen/
Shell at same moment it will do Protect, same if not under any of those.]
During first two moves, you're in the clear if you've followed
all preps I've listed previously. Third move comes about and then it uses
either Regen, Shell, or Protect on itself, and this is your cue to take it
away with Dispelling spell. But, if it passes off that turn, forget about
doing anything except attacking after with the Reflect-Flares. It would be
truly amazing (and very helpful) if you beat it now, this would mean that you
don't have to experience big damaging Convergence. Hopefully you are Shelled,
if not, don't fret, you'll be brought back to full with Auto-Phoenix + Mega-
Phoenix. Hopefully you have at least one other character alive so this can
take place. Keep going and Th'uban is gone.

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

5. Neslug (Monster Arena)
-> HP: 4000000 - 12000
-> MP: 999
-> AP: 50000 - 50000
-> Statistics:
Str: 130, Mag: 130, Def: 80, Mdef: 80, Acc: 0, Agl: 43, Eva: 0, Luck: 20
-> Steal: Common- Gambler's Spirit, Uncommon- Return Sphere
-> Bribe: None
-> Win: Common- 2 Luck Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe, When in shell--physical attacks
-> Inherent Statuses: A(6), Phys.Imm. (in shell)
-> Weaknesses: Doom- 255
-> Elemental Affinities: Depends on if it's out/in its shell.
-> Zanmato Lv: 5
-> Armor Abilities: Auto-Phoenix
-> Weapon Abilities: One MP Cost
-> Armor/Weapon Equipped: Slots: 2 to 4
                          Pre-Customized Abilities: 1
                          Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (90), Shatter (0), Critical (no),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Megaton: Target (1), Type (str), Protect (yes), Shell (no), Power (32),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Confusion (254%)]
- Slime: Target (all), Type (mag), Protect (no), Shell (no), Power (60),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Silence - 0 turns (254%)], [Slow - 0 turns (254%)],
[Poison (254%)], [Curse (100%)], [Delay Buster (100%)], [Armor Break (always)],
[Mental Break (254%)]
- Curaga: Target (1), Type (heal), Protect (no), Shell (yes), Power (80),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [restores HP]
- "Shell Hiding": After dealing at least 1/4 of Neslug's maximum HP, it will
go into its shell for hiding.
- "I'm Back Again!": If you eradicate the shell of Neslug while it is in the
mode "Shell Hiding!", it will come out. Other way is when it's in the same
state, for it to revalesce all its HP.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This one is a real pain, yet he was interesting for taking notes on, and cool
for developing new strategy after new strategy. This boss is also unique for
being the *only* Monster Arena boss to have a truly original and striking
appearance, for as you very well know, the others are just cheap rip-offs of
other storyline bosses. Now it is time to get into the preperations and before-
the-battle precautions for taking on Neslug: Str stat is ideal if you have it
at nearer to 185+. Mdef is truly good for being at a level of 150 or so. Def
should be aat 180 at least before taking on this battle. Mag does matter alot
in this battle, so, 170 at least is very helpful. Acc, again, doesn't matter
all that much here; 125 or so. Agl and Eva: 150/120+. Luck is not of too much
importance, but, it's still a stat - 55 or about there. Now we look at the
armor that you'd better have: Auto-Protect and Auto-Haste are perhaps the best
abilities to have on your Neslug-slaying armor. The rest of abilities on them
should be Ribbon and Def+??%. Weapons are to be the celestials with the party
you use in this battle (I suggest Tidus [most important], Yuna, and any one
else with big Mag stat). If you do not yet have Blitz Ace Overdrive, I suggest
that you go out and get it (use 80 Tidus' Overdrives). Ok, before we start, I
think it right to give few advices: When Neslug is inside of shell, it does
Regen status on ownself, this occurs when you knock its HP under 2000000 (1/2,
50%). This is the only time that Neslug can actually use its Curaga on itself.
I have been experimenting with Neslug and discovered following data:
When it goes into shell, and you summon, it's Regen-ing will do *alot* more
replenishing in one go. Example!: Say, if you can have two parties fighting two
Neslugs at the same time, hypothetically speaking, of course. One party had
aeon out when it's in its shell, and the other did not: The party with no
aeon normally would have about 100-65000 HP regain and the party with one
out would have about 1000-650000+ HP regain. So, in conclusion the results
*can* multiply by about 10x.
You already have mandatory and important protections in place, so we can just
jump straight into strategizing. Hope you have Ribbon on!
-> Ok, first move(s): What you  are going to want to do for a little bit is
just keep on striking Neslug to hell with normal physcial attacks. And, if you
have your Strength status is up to the level that I have mentioned to the
above, they will all do 99999 HP deduction damage each time keep on doing this
until it's HP is *at least* 2000000. If you're hit with Slime in this time, you
have to use Holy Water to nagate Curse status imperfection, and then a Megalixir
to restore any lost HPs. Unless you do have Ribbon, you'll have much more things
to nullify. If you get attacked by Megaton without Ribbon or any sort of Confuse
or Death protection, chances are that character is screwed. But, with Ribbon or
2 armaments, all you have to do is heal up HP and maybe Phoenix.
Now, as you are at the point of at least having its HP at 2000000, you should
use Auron to come in the battle for a little while and using Silence Buster,
this serves to obviate it from using the spell Curaga on itself during next and
upcoming state. On next Neslug's turn, it goes and hides in its shell. It will
be in there until one of two things occur: 1. HP is fully regenerated 2. You
break its shell to pieces. We're going to aim for the second to occur, as we
don't want 1 to occur and ruin all of our hard work.
In this state, all physical attacks directed towards Neslug will experience
negation. There is one discrepancy which will be listed in just a bit. For
more preperations in this state, you should know that you have to get its HP
under 1000000, so that means that you must do at least 999999 damage to it (10
physical hits for 99999 and 100 for 9999). This will take some work, but with
tactics I am going to provide next, you'll accomplish this with ease:
Since you'll never see Curaga, it won't be able to heal about 10000 extra HPs
on some turns, this'll be made easier. The best way to avoid above #1 is to
abscond from using aeons. Ok, now, we use first Tidus' Overdrive, Blitz Ace.
I know I said it was immune to physical attacks now, but this was the one
discrepancy that I had talked about previously. Then, Yuna Doublecasts Ultima.
Now, we have next character (whoever you chose) Entrust Overdrive Guage to
Tidus to give Neslug another Blitz Acing. Yuna does same thing she did last
turn and then everybody then Copycats that until the annoying shell shatters.
Everyone of Neslug's turns during this period are adumbratable; Regen. Note
that if Tidus gets another Overdrive in this time period, Blitz Ace it once
again! Shell breaks, cool animation, then proceed with next division of battle.
It has now bigger speed., so watch out, it might be inherent Haste status. In
this part of the fight, only tactical tips and advices I can offer is to use
physical attacks, Attack Reels, or remain with same in-shell strategy. You win!

-------------------------------------------------------------------------------
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6. Ultima Buster (Monster Arena)
-> HP: 5000000 - 99999
-> MP: 140
-> AP: 50000 - 50000
-> Statistics:
Str: 168, Mag: 178, Def: 60, Mdef: 71, Acc: 82, Agl: 72, Eva: 0, Luck: 15
-> Steal: Common- Gambler's Spirit, Uncommon- Lv.3 Key Sphere
-> Bribe: None
-> Win: Common- 1 or 2 Winning Formulas, Uncommon- 1 or 2 Dark Matters
- Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 255
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Break MP Limit
-> Weapon Abilities: Triple AP, Triple Overdrive, Overdrive > AP
-> Armor Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)
-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Contamination: Target (1), Type (mag), Protect (no), Shell (no), Power (75),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Slow (254%)], [Confusion (254%)], [Zombie (always)],
[Poison (always)], [FullBreak (254%)]
- Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None


---> 6.1. Arms (Monster Arena - Ultima Buster)
-> HP: 80000 - 1
-> MP: 1
-> AP: None
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 80, Eva: 0, Luck: 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 3
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: None
-> Abilities:
- "The arms regenerated!": After a random amount of goes after you've taken off
its Arms, they'll appear back.
- "Don't Try It!": If when 1-2 Arms are present, and you attack Body, they try
to block and cut down on damage done.

-> Sensor: None
-> Scan: None


---> 6.2. Head (Monster Arena - Ultima Buster)
-> HP: 80000 - 1
-> MP: 1
-> AP: None
-> -> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 80, Eva: 0, Luck: 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 3
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: None
-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Contamination: Target (1), Type (mag), Protect (no), Shell (no), Power (75),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Slow (254%)], [Confusion (254%)], [Zombie (always)],
[Poison (always)], [FullBreak (254%)]
- Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- "The head stops moving!": This will only occur after you have successfully
attacked the Head (damage is done).
- "The head is moving suspiciously!": Starts count to Contamination move.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Another I-can-be-a-pain boss, but you'll know how to deal with it once you've
read this unbeatable strategy. First of all, your stats have to be: Str at a
level of around where it was for Neslug; 180+. Mdef is really good to have at
about 175. And Mag, you should have that stat about 150 at least. Def is next,
and that is good at nearly the same as Mdef or maybe a little bit higher. Acc
does not matter, again, but at about 145 or so for next upcoming bosses. Eva is
the next stat that needs a bit of care. It is best and is more useful in this
battle closer to 150. Agl at about 163, and Luck does not matter (but for the
Penance and Dark Aeons it will), but have it close to 65 since I cover them in
next section). Now we go on to covering what sort of armors you should have:
There are three very important abilities that you *must* have on your Ultima
Buster armor - one slot with Auto-Haste, another slot with Auto-Protect, and
another with Ribbon. The next slot does not matter, but, I do recommend filling
it with Auto-Shell or Mdef+20%. Weapons should be Godhand, Caladbolg, and the
Nirvana. Now with all that set and prepped, you can just guess which characters
you need, so go fight! But first, some infos on Ultima Buster:
As the boss' first moves in battle, they are almost always going to be Attack,
Attack, Ultima (at least that's the info I found on gameplay board once, and
I've never seen anything else). Main Body will go like this: it receives move
from Head, it then uses that after Head passes; pattern like this: Punch, Punch,
[selected Head's choice]. Don't kill the Head, or else: Attack <-> Ultima, and
no break in-between. There is only one reason to justify attacking the Head
part, and that is to prevent ever seeing Contamination. So, whenever "The head
is moving suspiciously", attack it with either Wakka's blitzball (hopefully the
World Champion), or someone's Black Magics/Holy. After 1-3 turns of "Head is
moving suspiciously" one of your characters will likely be dead unless you have
taken proper safety measures listed above. This is, of course, unless you stop
it by using means necessary to trigger "The head stops moving!". Even if you're
using Ribbon, you'll still get Full-Break, Zombification, and Poison status
anyway, so treat them accordingly - even aeons!
Ok, so now go with the three characters I listed above into the fight, and get
ready for one of the toughest bosses yet. I used Auto-Shell as fourth ability
on my armor after a few trials to find out which is better. For first move in
the bout (and probably most of your first moves), use Quick Hits. When you get
the right opportunity, use Trio Mix for later healing purposes if you screw up
and don't kill Head before Contamination. Don't ever physically attack the main
Body of Ultima Buster without first taking out the 80000 HP'd Arms which lower
damage done... alot! If you do decide to take out the Arms, they'll only come
back, but not without taking 3-4 of the Body's turns, and if you want, kill them
off once again. If healing need arises, do so with Megalixir or Pray. If the
Head starts "moving suspiciously" during this battle, send a level 3 spell its
way, and to prevent *ever* seeing Contamination, you have to take away its HP
completely and totally. Once 5000000 HP is gone, fight ends.

Have your party's stats anywhere in between the two points of 185-200. You
should start out this strategy by doing the usual, and that is to cast Hastega
on the active party. Next, what you'll want to do is summon the Magus Sisters.
Have them take out the arms by means of Camisade, Razzia, or even better than
that, a Passado. Once you have taken care of the arms you can do one of two
things that are both recommended and not recommended. You can attack at the
head which most of the time it says is "moving suspiciously" (not recommended).
Or you have the option of attacking the stomach with full force (recommended).
So use the Magus Sister's commands of "Go! Go!" to be able to hit consistently
with their most powerful unique attacks most of the time (which of course
consist of Passado, Camisade, and Razzia). While using these on it's stomach
it is almost guarenteed that in that period of time it will use Ultima against
the trio. So that isn't much of a big deal and you shouldn't make a federal
case out of it, just continue on attacking. After a little while you are going
to see that the "arms regenerated!" when you see this, divert your Magus
Sister's attack paterns again towards the arms.
Once they have been taken out again keep on pummeling the stomach. Buster will
eventually fall to the legendary might of your trio of Maguses. And by
following this unbeatable strategy, the most number of times that the arms will
get a chance to regenerate on you is mostly 2. Hurray you did it!

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

#7. Shinryu (Monster Arena)
-> HP: 2000000 - 99999
-> MP: 72
-> AP: 50000 - 50000
-> Statistics:
Str: 92, Mag: 86, Def: 60, Mdef: 98, Acc: 200, Agl: 70, Eva: 0, Luck: 15
-> Steal: Common- Gambler's Spirit, Uncommon- Three Stars
-> Bribe: None
-> Win: Common- 1 or 2 Wings to Discovery, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 255
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Auto-Med
-> Weapon Abilities: Double AP
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Shining: Target (random), Type (mag), Protect (no), Shell (yes), Power (8x9),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Eraser: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Petrification (always)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This fight is underwater, so, that means that you can only have Tidus, Rikku,
and Wakka to fight it. Now, this can be both a blessing and a curse, they're
technically the best party (for me at least) if you level them, but some people
tend to just level Tidus, Auron, and Yuna and leave everyone else quite weak. So
preperations will be made quickly so that I can get to the strategy more quick:
- Stats: Str- 170, Def- 167, Mdef- 172, Mag- doesn't matter, Hp- 9999+, Mp-
700+,
Eva- 205+!, Luck- 70+, Acc- 130+
- Armors: The abilities to have are Auto-Haste, Auto-Protect, Break HP Limit,
Auto-Potion. Do not bother with Stoneproof or Ribbon armors to stop Eraser, it's
not possible - unavoidable even with protection.
- Weapons: For the three characters - Tidus: Caladbolg, Wakka: World Champion,
and Rikku: Godhand.
--> Ok, battle begins! For items before you go in and die, I suggest that you've
99x X-Potions and no Potions or Mega-Potions to go along with Auto-Potion. But,
if you use Rikku's Trio of 9999, you don't have to worry about which kind of
Potions you have. And, there is another plus to Trio: it is that even if Wakka
is weak, his Attack Reels will give out a maximum of 119988 damage which takes
bosses HP to 1880012 and Tidus' max damage from Blitz Ace (899991), HP is now
980021. Ok, that's just few suggestions. Every 3rd to 5th Shinryu's turn, you
see Eraser, this will happen to two characters maximum. Some people suggest to
never see this move that you kill your two weakest characters, but I say why do
that when they can at least contribute to damaging Shinryu (every 9999 counts!).
Now, first move in battle is Rikku uses Trio of 9999 (I suggest Mixing up to
Wings to Discovery). Its attack usually does 3500+ damage, so if characters' HP
is high enough HPs and enough Def, they'll survive it with 9999 HP. Now,
Overdrive Shinryu to next week.
Now should be the ripest time to witness Eraser, so say bye to a character and
continue. Now, have Tidus attack - get attacked - counter attack. Other left
character should do the same (but they might not be able to counter again).
They'll be healed after each "get attacked" due to the effect of Trio of 9999
is still in place. If Tidus gets Erased, shut of the game unless you have a
very powerful Wakka left with perhaps a maximum Attack Reels strength of
99999 x 12 = 1199988. Keep following this strategy, healing when appropriate,
and if a character is KO'd without Eraser, bring them back with Full-Life or
Mega-Phoenix.
Few last tips for this battle. Well, more like informations: Shinryu's move
called Shining will do 8 random hits. Each hit does about 100 damage, but with
Auto-Shell in place, they do about 50 damages each. This makes maximum damage
now 400. So don't ever worry about that move. Good luck!

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

#8. Nemesis (Monster Arena)
-> HP: 10000000 - 99999
-> MP: 9999
-> AP: 55000 - 55000
-> Statistics:
Str: 255, Mag: 255, Def: 150, Mdef: 150, Acc: 150, Agl: 200, Eva: 0, Luck: 0
-> Steal: Common- Lv.4 Key Sphere, Uncommon- Warp Sphere
-> Bribe: None
-> Win: Common- 1 or 2 Warp Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Slow, Silence, Power Break, Petrify, Magic Break, Zombie, Demi,
Threaten, Death, Confuse, Armor Break, Sleep, Provoke, Poison, Mental Break,
Eject, Delay, Darkness, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 255
-> Elemental Affinities: [Absorbtions] Holy, Fire, Ice, Lightning, Water
-> Zanmato Lv: 5
-> Armor Abilities: Break HP Limit
-> Weapon Abilities: Break Damage Limit
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1
                         Drop Percentage: 127/128 (99%)

--> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Armageddon: Target (1), Type (mag), Protect (no), Shell (yess), Power
(255), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [99999 fix dmg]
- Ultra Spark: Target (all), Type (str), Protect (no), Shell (no), Power (32),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Slow (254%)], [Poison (254%)], [Curse (100%)], [Power
Break (254%)]
- Armageddon: Target (1), Type (str), Protect (yes), Shell (no), Power (36),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [ignore Def]
- Target (all), Type (mag), Protect (no), Shell (yes), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Wow, you've finally made it here. Big stats, huh? Well, if that makes you
scared, wait until you see Penance. Ok first of all, we see many important
preperations and precautions before we go in and get annihilated by Nemesis:
First of which are our stats. Where should they be?: You Strength statistic
should be at 200+ for this fight. Defensive statistical attribute ought to be
at a high level of about 210-215 to be safe. Magical stat has to be at ideal
place of 140 or so (it does not matter with my strategy). Now, your MagDef
stat does matter, it should be harboring the area of 195+ or so. Accuracy
again doesn't matter due to the fact that it has no Evasion stat, but since
Penance/Dark Aeons are coming soon, 160 at least. Evasion stat must be closer
to level of 200 because of its large Acc. Now, Agility, you should have that
about 175-185 and higher. HP, definitely about 22500 or nearer to there and
MP 700 to 999. Now, we move onto how your armor should be customized and fixed
up in order to make this fight go in your favor: The abilities on it should be
Break HP Limit, Auto-Haste, Auto-Protect, Ribbon. The weapons we must use
don't necessarily have to be the celestials. But each character should have the
abilities Break Damage Limit, Counter-Attack, Triple Overdrive, anything else
of your choosing. Ok, recommended party is Tidus, Wakka, Yuna/Rikku. Now, for
some technical info on Nemesis:
Nemesis has 8 known attack patterns, and I've deciphered them:
- Ultra Spark, Attack, Ethereal Cannon, Ultra Spark, Attack, Attack, Attack,
Ethereal Cannon, Attack, Armageddon
- Attack, Attack, Ethereal Cannon, Attack, Ultra Spark, Attack, Attack, Attack,
Armageddon
- Attack, Attack, Attack, Ethereal Cannon, Attack, Ultra Spark, Attack, Ethereal
Cannon, Ultra Spark, Armageddon
- Attack, Ultra Spark, Attack, Ethereal Cannon, Ultra Spark, Attack, Ethereal
Cannon, Attack, Ultra Spark, Armageddon
-  Ethereal Cannon, Attack, Attack, Ethereal Cannon, Attack, Attack, Ultra
Spark,
Attack, Attack, Armageddon
- Attack, Attack, Ethereal Cannon, Attack, Attack, Ultra Spark, Attack, Attack,
Armageddon
- Ethereal Cannon, Ultra Spark, Attack, Ethereal Cannon, UltraSpark, Attack,
Ethereal Cannon, Ultra Spark, Attack, Ethereal Cannon, Armageddon
- Attack, Attack, Attack, Ethereal Cannon, Attack, Ultra Spark, Attack, Ethereal
Cannon, Ultra Spark, Armageddon
Ultima spell can be used between there anytime as a counter attack to Special
Attacks, or, Overdrives.
- Now, you can look at probable telling of when Armageddon is used like this:
Attack = 1 point, Ethereal Cannon = 2 points, Ultra Spark = 3 points. The point
is to get over 10. By looking at attack patterns above, you must add all of that
together, and when you get over 10 points, you cast Auto-Life to be better safe
than Armageddoned.:) Just thought that might be helpful info. Note that
Armageddon doesn't hapoen at 10, but in one insinuendo, it happens at 11...=P
---> More tactical briefings:
When you are fighting Nemesis, it is not possible to see a consectutive
combination of Ultra Spark + Ultra Spark; there *must* be a physical attack/
Ethereal Cannon/Armageddon in between. Also, it is not a possibility for you to
witness Ethereal Cannon + Ethereal Cannon combo either without seeing one of
those three moves in between; attack/Armageddon/Ultra Spark. Note that doing
either Specials or Overdrives will initiate Ultima. Damages are about as
follows:
Attack- 14000, Ultima- 6500, Armageddon (mentioned above)- 99999, Ultra Spark-
30000, and then Ethereal Cannon- 15000-20000.
---> Now we begin Nemesis-slaying strategy: The first move you take in this
battle is to use a Stamina Tonic to bring HPs up to about 45000, this is the HP
most sufficient enough to survive with Nemesis. Your main focus in this battle
is quickness, that's why we have Hasted ourselves beforehand with armors. So,
this basically connotes that we will be attacking quickly and hastily by using
Quick Attacks, and if you wish to Steal Warp Spheres, don't use Steal, for that
will set off Ultima counter, instead, you'll want to use Mug. If you need to
heal badly you use Quick Pocket Megalixirs. First move in battle is to use a
Trio of 9999 Mix. Now keep attacking. Here's healing info:
- If you're attacked with normal attack you'll have to heal with one or two of
the Elixirs.
- When you get attacked by Ethereal Cannons, you use two Elixirs if you wish
to heal character's HP fully.
- Ultima will only require one Pray spell under Trio of 9999 status.
- To make a complete full recovery after being attacked by the Ultra Spark
attack (assuming you have Ribbon on), you must use about three to four Pray
spells while under Trio of 9999 (or Megalixirs). Also, for the Ribbon-able
status, Curse, you need to use a Holy Water.
- If hit with Armageddon you can't survive, but you can block it out, you come
back from it. To shield it, you must summon an aeon to take the damage and get
KO'd. To come back from it, you *must* cast Auto-Life on the entire party.

***********************
In-Depth Nemesis Strats
***********************

These stats will help beat Nemesis with any of its 8 attack patterns. Here's how
this will be done:

I will be listing these strategies based on the patterns that I have
currently tracked down and know how to deal with after 113 battles with
Nemesis and if I find any more consistent attack patterns I will put them up
and after I have developed a strategy for that particular pattern.

STRATEGIES BEGIN
----------------

FIRST PATTERN: Ethereal Cannon, Ultra Spark, Attack, Ethereal Cannon,
UltraSpark,
Attack, Ethereal Cannon, Ultra Spark, Attack, Ethereal Cannon, Armageddon:
First for starters, this is what you are most definitely going to need and want
while fighting Nemesis: Strength is very important and that should be found at
about 250 or so, HP is the key to winning in this fight and should be near
35000-40000 for this strategy, your defensive attribute oughta be at 255, next
stat is Magic Defense and that is to be at a level of near 240 or higher, Luck
at 160 is best, Agility and Evasion are best served at 250, MP must be 999,
and Magic at...doesn't really matter (but by now it should be nearing 230 any
how, and finally you Accuracy stat should be friends with 255. Now what you
should have in you armamentariums; armor with Break HP Limit (duh), Auto-Haste,
Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least
have an HP+30%), all characters weapons should be their celestial weapons, and
check your item inventory and make sure you have an abundance of the following;
Mega-Potion, Megalixir, Remedy, Shinig Gem, Master Sphere, and Holy Water. You
are now ready to commence battle battle wth the second hardest boss in the
game, all overdrives full... CHARGE! First start out with Rikku, Tidus, and
Yuna, now have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now
have Yuna cast Auto-Life on one person (does not matter who), now Tidus and
whomever gets their turns as well to barrage Nemesis with volleys of Quick
Hits until you see that its turn is just over the CTB horizon.
It'll now give you a very unfriendly welcome to its true power with an
Ethereal Cannon this will knock nearly 10000 HP off from your party thanks to
Auto-Protect halving the normally 20000. Now, what you are to do is have all
characters punish it with even more tons of rounds of Quick Hits until Nemesis'
go is up and coming once more where you will witness the sheer and utter power
of its Ultra Spark, this will do a full 32000 HP to all, so now what?, how do
you possibly go on?, well, simple Trio of 9999 and then you using a Mega-
Potion, and then another after will heal about 20000 of this restoring you to
about 28000, and use Dispel to negate Power Break and Holy Water for Curse.
Now use the rest of those turns for Quick Hitting yet again until it is its
time to strike, when it will do a meer 7500 HP thanks to Auto-Protect as
opposed to its regular 15000. Now I think these next moves should be very
specific, first have whomever attack with Quick Hits until you view that there
is three turns until Nemesis' next turn arrives, the first tactic from there
is to use a Megalixir (to revive all of your HP), and then use Tidus to use a
perfect Blitz Ace to drop 899991 of its HP down the drain. It'll counter
attack this by taking away around 5000 HP with an Ultima spell.
To recover from this use your next and final turn to restorate with a simple
Mega-Potion. You will now see another Ethereal Cannon used against you once
again, so use one of your remainding turns from now 'til it's time to go to use
another Mega-Potion. Now keep on with using Quick Hits until that time. Once it
is it's turn again it will use a devastating Ultra Spark, recover using the
same exact method as last time, then continue to attack with Quick Hits until
Nemesis' go around. During this turn it will use another physical attack, just
recover yet again with a Mega-Potion then use even more Quick Hits until...well
by now you should very well know when. So once Nemesis incurs another Ethereal
Cannon heal with another Megalixir, now you will have nice comfortable full
HP, and by this point Nemesis will have about 5700009 HP remaining (good job).
Now use Quick Hits over and over until its next Ultra Spark, heal the same
way you did the last two times. You'll now get another normal attack to occur
out of Nemesis, heal with another Mega-Potion, and continue on with Quick Hits.
On its next turn you will see Ethereal Cannon, which you need to heal with a
Megalixir (or is recommended). Now Quick hit until you see there is only one
turn left until you get Nemesis' next turn, in which you should summon in the
Magus trio. Have Mindy use a Passado, and after watch the decimation of the
aeons while Nemesis unleashes the hellacious Armageddon of which there is no
way to survive (not even with 99999 HP!). After you will miraculously have a
good 10 hits in which to Quick Hit and take away alot of HP from it (currently
about 3200009. You will now start to see the repitition of the entire pattern
go as far as you need to by following the same steps, you can even throw in an
Attack Reels to end it more expeditiously.

SECOND PATTERN: Attack, Attack, Ethereal Cannon, Attack, Attack, Ultra Spark,
Attack, Attack, Armageddon:
First for starters, this is what you are most definitely going to need and want
while fighting Nemesis: Strength is very important and that should be found at
about 250 or so, HP is the key to winning in this fight and should be near
35000-40000 for this strategy, your defensive attribute oughta be at 255, next
stat is Magic Defense and that is to be at a level of near 240 or higher, Luck
at 160 is best, Agility and Evasion are best served at 250, MP must be 999,
and Magic at...doesn't really matter (but by now it should be nearing 230 any
how, and finally you Accuracy stat should be friends with 255. Now what you
should have in you armamentariums; armor with Break HP Limit (duh), Auto-Haste,
Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least
have an HP+30%), all characters weapons should be their celestial weapons, and
check your item inventory and make sure you have an abundance of the following;
Mega-Potion, Megalixir, Remedy, Shinig Gem, Master Sphere. You are now ready
to commence battle battle wth the second hardest boss in the game, all
overdrives full... CHARGE! First start out with Rikku, Tidus, and Yuna, now
have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now have Yuna
cast Auto-Life on one person (does not matter who), now Tidus and whomever
gets their turns as well to barrage Nemesis with volleys of Quick Hits until
you see that its turn is just over the CTB horizon.
Nemesis will now virtually waste its attack on you by only doing a physical
strike on one which you are to use a Potion only on them to regenerate all of
their HP. Now focus all of your attention and energy into continuing to pummel
Nemesis to kingdom come with Quick Hits until you see that Nemi's turn is
again imminent. It will now again use its valuable turn with the same crap as
last time and it will end up with the same exact final outcome of you healing
to full with a regular Potion, *laughs at Nemesis' sissiness.* Now repeat
what you have been doing this whole time by simply Quick Hitting Nemesis 'til
it wets itself and its turn is once again drawing inevitably near. After it
uses its turn again (this time it is a semi-worthy Ethereal Cannon), heal
the entire party with a Mega-Potion or perhaps you can spare a Megalixir. Now
keep on picking on the sad looking Nemesis with more bombardments of Quick
Hits.
On the next turn it takes it'll be with yet another pathetically pitiful normal
physical attack (heal the same way as last time[s]). Again while cremating it
with yet even more rounds of Quick Hits. When its turn is once again upon you
like death at your door you're thinking, "Man, here it comes... He's been goin'
easy on me up until now, butnow I'm gonna pay," but still "no," Nemi still
uses another regular attack after which you again heal like last time. So after
your healing process, just persist with the Quick Hits until its next turn on
you comes up. This time Nemesis finally decides to live up to the legend and
nail you with a unexpected Ultra Spark, heal like this....
First you should use two Megalixirs, then an Esuna followed by Dispel. Use the
remaining few turns you have to again Quick Hit (probably only two). When the
next turn comes up it'll switch back to its old laughable method of attacking
(man, just when you thought you were gonna have a challenge), so heal with a
Megalixir instead though to fully heal any lacking of HP. Keep on with your
same old moves of Quick Hits, get physically attacked (again), and then do
your presidented healing, nothing unorthodox there. Now this is what you do:
have every character Quick Hit until its the third turn until Nemesis' go,
use an Attack Reels, get a counter of Ultima, now you summon the Magus
Sisters on Nemi.
Have Mindy use a Passado before they receive the ultimate obliteration. After
you'll have about ten turns before Nemesis' next one so use one for a Mega-
Potion, one for Blitz Ace, the next for healing, and the rest to follow the
same strategy the rest of the fight. Good luck, grasshopper...

THIRD PATTERN: Ethereal Cannon, Attack, Attack, Ethereal Cannon, Attack,
Attack, Ultra Spark, Attack, Attack, Armageddon:
First for starters, this is what you are most definitely going to need and want
while fighting Nemesis: Strength is very important and that should be found at
about 250 or so, HP is the key to winning in this fight and should be near
35000-40000 for this strategy, your defensive attribute oughta be at 255, next
stat is Magic Defense and that is to be at a level of near 240 or higher, Luck
at 160 is best, Agility and Evasion are best served at 250, MP must be 999,
and Magic at...doesn't really matter (but by now it should be nearing 230 any
how, and finally your Accuracy stat should be friends with 255. Now what you
should have in you armamentariums; armor with Break HP Limit (duh), Auto-Haste,
Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least
have an Auto-Med), all characters weapons should be their celestial weapons, and
check your item inventory and make sure you have an abundance of the following;
Mega-Potion, Megalixir, Remedy, Shinig Gem, Master Sphere. You are now ready
to commence battle battle wth the second hardest boss in the game, all
overdrives full... CHARGE! First start out with Rikku, Tidus, and Yuna, now
have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now have Yuna
cast Auto-Life on one person (does not matter who), now Tidus and whomever
gets their turns as well to barrage Nemesis with volleys of Quick Hits until
you see that its turn is just over the CTB horizon.
Now that you are going to experience Nemesis' power for the first time, just
sit back and enjoy Ethereal Cannon's fireworks... Done?, well now it is your
time to heal the party with a Mega-Potion and get all but one HP back. Now
that that is done and over with start attacking with your large itinerary of
Quick Hits that you have up your sleave and in-store for Nemesis. Now as its
turn is erelevant to occur just watch the horror... Not!, it uses a regular
physical attack for like no damage whatsoever, and you just have to use a plain
Potion on one character only to recover from it too. After you are finished
with your healing just switch back to Quick Hits (fun, eh?). Now as it will
come back around with another attack of normal physicalness just heal in the
exact way you did so last time Nemi attacked, then Quick Hit some more.
Now after its next Ethereal Cannon use a Megalixir to heal, you don't wanna
be down to HP.:) Now after you heal again move forth with even more and more
Quick Hits til it is its turn to go again. On this move it will execute
another lame and laughter inducing physical attack, and after you heal continue
with the familiar method of striking Nemi. Now as its turn is again shadowing
nearer, you will receive yet another attack for the same damage and all, just
heal it and thereafter Quick Hit. As its turn draws towards you once more,
this time it won't be so funny, you'll get a very unpleasing Ultra Spark, you
will want to heal in this fashion: use two Megalixirs, then a Holy Water
followed up by a Dispel.
After this has concluded don't be reluctant to move on after seeing that Nemi
was meerly toying with you, just after healing use like your 2 or 3 turns that
you have left for more Quick Hits. On Nemesis' next turn it'll decide to switch
back to its old pansy self and just use a normal attack for its turn, just
heal following this event. After your restoration just keep on Quick Hitting
the snot out of Nemesis until you get to its turn and it'll unleash a
horrifying... attack!, just heal in the usual manner then proceed to beat Nemi
with more powerful blows of Quick Hits. On its next attack I sincerely and
truly suggest that you... BRING IN THE MAGUS SISTERS (if you have Int. you
can bring in Valefor and/or Anima to do mega damage with their overdrives).
If you don't, just don't fret and have Mindy just Passado (another alternative
is to stay and Attack Reels it while under Auto-Life or Hyper Mighty G).
Armageddon will now take place for an un-halvable 99999 damage to all. Once
you pick your jaw up of the floor use any overdrives Tidus and/or Wakka may
have full to use on Nemesis. After each on though make sure to heal with a
Mega-Potion as it will counter attack with Ultima. Now have Yuna to Entrust
overdrive to Wakka and Rikku to Tidus (or vice versa) then repeat. Nemesis go
bye-bye with you coming out of battle virtually unscathed.

FOURTH PATTERN: Attack, Ultra Spark, Attack, Ethereal Cannon, Ultra Spark,
Attack, Ethereal Cannon, Attack, Ultra Spark, Armageddon:
First for starters, this is what you are most definitely going to need and want
while fighting Nemesis: Strength is very important and that should be found at
about 250 or so, HP is the key to winning in this fight and should be near
35000-40000 for this strategy, your defensive attribute oughta be at 255, next
stat is Magic Defense and that is to be at a level of near 240 or higher, Luck
at 160 is best, Agility and Evasion are best served at 250, MP must be 999,
and Magic at...doesn't really matter (but by now it should be nearing 230 any
how, and finally your Accuracy stat should be friends with 255. Now what you
should have in you armamentariums: armor with Break HP Limit (duh), Auto-Haste,
Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least
have an Auto-Med), all characters weapons should be their celestial weapons, and
check your item inventory and make sure you have an abundance of the following:
Mega-Potion, Megalixir, Remedy, Shining Gem, Master Sphere, and Holy Water.
You are now ready to commence battle battle with the second hardest boss in
the game, all overdrives full... CHARGE! First start out with Rikku, Tidus,
and Yuna, now have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999,
now have Yuna cast Auto-Life on one person (does not matter who), now Tidus
and whomever gets their turns as well to barrage Nemesis with volleys of
Quick Hits until you see that its turn is just over the CTB horizon.
Nemesis will now execute a physical attack for not much damage, then all you
will have to do is heal that character with a Potion to recover from it for
the remainder of the bout. Now strike with all the strength and power you got
until you get to Nemi's turn where it will use an Ultra Spark on you and you
will need to heal from it like this: First use your first turn after it to use
Esuna, Holy Water, 2 Mega-Potions, and Dispel, then use probably your last or
your second to last turn to just be using Quick Hits until the next turn where
it uses another normal physical attack. You now must recover with a Megalixir
to truly fully be prepared for the hardships with Nemesis ahead. Now repeat
the process again of Quick Hitting Nemesis' lights out again until its move
is ready to strike at you.
During this go at your party it will use a much unwanted Ethereal Cannon which
you must heal right thereafter with a Megalixir to revive you to full health
just about (give or take a few HP). Now it is your turn to use a Blitz Ace if
you please and it will counter you with Ultima which normally does about 5000
damage but if you have Hyper Mighty G in place and Magic Defense at about 240
as I pointed out earlier it might only do about 900 or so so just heal with
Mega-Potion. Now finish it up with a round of Quick Hits when at the end it
will use its attack to use another damn Ultra Spark (argh!). Heal the same
exact way as before and use the remaining turns to use an Attack Reels and
then heal after Nemi's attack with a Mega-Potion *or* a Megalixir. Its
attack will find its mark on one character so heal like I said and move on
to even more Quick Hit sessions.
When its turn comes up again it'll use yet another Ethereal Cannon; heal with
a Megalixir. Now use the turns left for more Quick Hit. Now as for Nemi's turn
it will hit you with yet another attack then heal it with a Potion or to make
double sure you have everybody perfect a Mega-Potion. Now you Quick Hit until
Nemesis' turn is here again where it will unleash another Ultra Spark and you
must heal it again be the same means as last time (if you forgot then look up
two paragraphs). Now again move to the usual method of Quick Hitting Nemi 'til
its next turn, zzzz... yawn, oh sorry, moving on...
Nemesis' attack lands very cruely with an Armageddon but with Hyper Mighty G
you will be immediately revived and you can now bring in the Magus Sisters
and use their overdrive Delta Attack and Passados over and over again to make
it pay in the worst way for that terrible but yet so tremendous Armageddon.
The Magus Sisters should be able to finish off Nemi but if they don't you can
just use the same method you have been using this whole entire fight to end
Nemesis.

FIFTH PATTERN: Attack, Attack, Attack, Ethereal Cannon, Attack, Ultra Spark,
Attack, Ethereal Cannon, Ultra Spark, Armageddon:
First for starters, this is what you are most definitely going to need and want
while fighting Nemesis: Strength is very important and that should be found at
about 250 or so, HP is the key to winning in this fight and should be near
35000-40000 for this strategy, your defensive attribute oughta be at 255, next
stat is Magic Defense and that is to be at a level of near 240 or higher, Luck
at 160 is best, Agility and Evasion are best served at 250, MP must be 999,
and Magic at...doesn't really matter (but by now it should be nearing 230 any
how, and finally your Accuracy stat should be friends with 255. Now what you
should have in you armamentariums: armor with Break HP Limit (duh), Auto-Haste,
Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least
have an Auto-Med), all characters weapons should be their celestial weapons, and
check your item inventory and make sure you have an abundance of the following:
Mega-Potion, Megalixir, Remedy, Shining Gem, Master Sphere, and Holy Water.
You are now ready to commence battle battle with the second hardest boss in
the game, all overdrives full... CHARGE! First start out with Rikku, Tidus,
and Yuna, now have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999,
now have Yuna cast Auto-Life on one person (does not matter who), now Tidus
and whomever gets their turns as well to barrage Nemesis with volleys of
Quick Hits until you see that its turn is just over the CTB horizon.
Now as its turn is right up on you you will see a normal regular physical
attack on one character, and you will be obligated to heal this with a Potion
or suffer diminishing dire consequences later on in the battle. Now you will
unleash many spasmodic Quick Hits unto Nemesis until you view that Nemesis'
succeeding turn is here. When Nemi's go is ready to strike you again it will do
the same precise thing as last time and that is to physically attack you and
you again have to heal the victim with a Potion once again. Now as you continue
to use Quick Hitting as you main desiderative attacking method where it will
use even another normal attack to any other character and you are again (argh!)
so after that keep Quick Hitting. Its turn will once again come and go, but
for the "going" part it will use a calamitous Ethereal Cannon. You will need
to treat this with a Mega-Potion for aiding to everybody.
After you have conduced this you will need to go over to your previous artless
strategy of Quick Hits 'til Nemesis' turn is up once more. It will now vent a
physical attack and you shoud heal up again and nail it down with even more
and more Quick Hit. On its turn coming up now it will release a new move call
Ultra Spark to the entire party, heal it just like this: Mega-Potion twice,
Dispel, and a Holy Water (with Auto-Med and Remedies on/in your armor and your
inventory the other effects are impotent to take place). Now as you perdure to
your usual process of Quick Hitting prior to Nemi's move where here it will use
an attack of physical means where you are going to need to heal that again
with a Potion to the character it was employed upon. Now as your next couple
turns come up you are to use them to use Quick Hits.
For its next act it will use a attack the whole full party yet another still
expunging Ethereal Cannon and you should heal it this time with a divergant
way of a Megalixir to revive any damned HP instead of just 9999. So now make
sure to recrudesce to Quick Hitting Nemi's lights out until its turn has come
up again where it will use another Ultra Spark which you'll need to cure like
this again:  Mega-Potion twice, Dispel, and a Holy Water (with Auto-Med and
Remedies on/in your armor and your inventory the other effects are impotent to
take place). Now are going to want to do these things: Quick Hit once; now use
a Blitz Ace (Ultima counter); heal with Mega-Potion; use Attack Reels (Ultima
counter); heal with Mega-Potion; finalize this by summoning Anima or the Magus
Sisters. If you bring in the Maguses use Passados to finish Nemesis, but if you
brought in Anima just use Pains, Curagas (on herself), and yes Oblivions. With
this your desideratum has been achieved.

SIXTH PATTERN- Attack, Attack, Ethereal Cannon, Attack, Ultra Spark, Attack,
Attack, Attack, Armageddon:
First for starters, this is what you are most definitely going to need and want
while fighting Nemesis: Strength is very important and that should be found at
about 250 or so, HP is the key to winning in this fight and should be near
35000-40000 for this strategy, your defensive attribute oughta be at 255, next
stat is Magic Defense and that is to be at a level of near 240 or higher, Luck
at 160 is best, Agility and Evasion are best served at 250, MP must be 999,
and Magic at...doesn't really matter (but by now it should be nearing 230 any
how, and finally your Accuracy stat should be friends with 255. Now what you
should have in you armamentariums: armor with Break HP Limit (duh), Auto-Haste,
Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least
have an Auto-Med), all characters weapons should be their celestial weapons, and
check your item inventory and make sure you have an abundance of the following;
Mega-Potion, Megalixir, Remedy, Shining Gem, Master Sphere. You are now ready
to commence battle battle wth the second hardest boss in the game, all
overdrives full... CHARGE! First start out with Rikku, Tidus, and Yuna, now
have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now have Yuna
cast Auto-Life on one person (does not matter who), now Tidus and whomever
gets their turns as well to barrage Nemesis with volleys of Quick Hits until
you see that its turn is just over the CTB horizon.
Now for its first action it will execute a not very dangerous physical attack
on one; heal it like with just a plain and simple Potion, get it, got it, good.
Now you are to just keep on whailing away abatelessly with Quick Hits (zzzz).
Now as the next turn of Nemesis is ineluctable to occur it'll again do the
same old thing of attacking regularly which you will abet by using a Potion.
After that is over you should again move on with Quick Hits until its next go.
Now it ain't screwin' around no more, it uses an Ethereal Cannon which you are
going to heal with either a Megalixir or a Mega-Potion to heal every member.
After the worst is over (yeah right *rolls eyes*)0:) go one with your method
of Quick Hitting which you should be very interrelated with by this point. Now
as its next turn is again uneludiable it will use a normal attack (heal with
Potion). Cotinuing the Quick Hitting procees now again until punishment is
imminent, and now you will witness and be obliterated badly by an Ultra Spark
which you are to fix with 2 Mega-Potions or 1 Megalixir; Dispel, and Holy Water
then you'll be in top shape again. Repeat the same exact thing you have been
doing before where at Nemi's next turn will happen a regular attack as for the
next three turns so for Nemesis' next three turns you get hit with attack and
you heal with Potions or Mega-Potions. Now on the turn before its next turn
summon an aeon (the MS's are the best here), and use Mindy for consecutive and
simultaneous Passados before Armageddon which will decimate the trio. And with
this lather, scrub, and repeat. ^_^

SEVENTH PATTERN: Ultra Spark, Attack, Ethereal Cannon, Ultra Spark, Attack,
Attack, Attack, Ethereal Cannon, Attack, Armageddon:
First for starters, this is what you are most definitely going to need and want
while fighting Nemesis: Strength is very important and that should be found at
about 250 or so, HP is the key to winning in this fight and should be near
35000-40000 for this strategy, your defensive attribute oughta be at 255, next
stat is Magic Defense and that is to be at a level of near 240 or higher, Luck
at 160 is best, Agility and Evasion are best served at 250, MP must be 999,
and Magic at...doesn't really matter (but by now it should be nearing 230 any
how, and finally your Accuracy stat should be friends with 255. Now what you
should have in you armamentariums; armor with Break HP Limit (duh), Auto-Haste,
Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least
have an Auto-Med), all characters weapons should be their celestial weapons, and
check your item inventory and make sure you have an abundance of the following;
Mega-Potion, Megalixir, Remedy, Shining Gem, Master Sphere. You are now ready
to commence battle battle wth the second hardest boss in the game, all
overdrives full... CHARGE! First start out with Rikku, Tidus, and Yuna, now
have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now have Yuna
cast Auto-Life on one person (does not matter who), now Tidus and whomever
gets their turns as well to barrage Nemesis with vollies of Quick Hits until
you see that its turn is just over the CTB horizon.
Now for its very first attempt at hurting (and is sure as hell a good one) it
will do an Ultra Spark, and you will want to heal first by using 2x Megalixirs
and then using Holy Water as well as Dispel too, just to remove any
imperfections cause by this taxing move (remember not to brook mediocracy when
healing). Now it is time to start bludgeoning Nemi's daylights out with even
more Quick Hitting until you get to its next murderous move which is a not-so-
murderous attack after all, and is a normal...well attack; heal with a Potion.
Keep doing the same until Nemesis unleashes its next almost-capricious attack
which is seismically powerful Ethereal Cannon which you may want to heal with
one or two Mega-Potions. Next on our strategic agenda is to keep venting your
unfettered rage with persistant Quick Hits. Now Nemesis, undeterred will use
yet another Ultra Spark (ugh)!
Regain yourself the same way you did last time and keep Quick Hitting the
living hell out of Nemesis for that until it is the turn precedent to its turn
because on its turn it will use an...attack which is nothing that you should
worry. Just heal it. Keep attacking like you always do with Quick hits,
nothing new about that. For its next move it will use another normal attack,
heal the same method. Keep Quick Hitting Nemi until boss's next turn where it
will use the same thing and you heal the same way yet again. Extremely
repetitive boss in this pattern, ain't he?
If you wish now you may use overdrives and heal after each one for some more
ardent damage to onto Nemesis than those measly Quick Hits could ever do in a
fight (mainly Rikku's Trio, Tidus' Blitz Ace, Wakka's Attack Reels). Now on
the next turn its attack will finally again change up to a more inordinate
move that you have experienced already; Ethereal Cannon! Get your healing over
with like the last time it almost creamed you with the same attack. Keep using
Quick Hit. For its next turn it uses attack, you heal this with the evident
way. And, now you must follow the following tactical instructions verbatim:
Keep Quick Hitting until you arrive at the turn antecedent boss's turn, now
you must summon in an aeon (Magus Sisters preferably) to take all of the punch
of errant Armageddon, have Mindy get in a Passado beforehand. After they die
have your party wipe out Nemi (or what is left of Nemi) with more Quick Hits
and overdrives. Mission accomplished. Don't you have such an edenic feeling?;)

EIGHTH PATTERN: Attack, Attack, Attack, Ethereal Cannon, Attack, Ultra Spark,
Attack, Ethereal Cannon, Ultra Spark, Armageddon:
First for starters, this is what you are most definitely going to need and want
while fighting Nemesis: Strength is very important and that should be found at
about 250 or so, HP is the key to winning in this fight and should be near
35000-40000 for this strategy, your Defensive attribute oughta be at 255, next
stat is Magic Defense and that is to be at a level of near 240 or higher, Luck
at 160 is best, Agility and Evasion are best served at 250, MP must be 999,
and Magic at...doesn't really matter (but by now it should be nearing 230 any
how, and finally your Accuracy stat should be friends with 255. Now what you
should have in you armamentariums: armor with Break HP Limit (duh), Auto-Haste,
Auto-Protect, and of course Ribbon (if you don't have Int. FFX then at least
have an Auto-Med), all characters weapons should be their celestial weapons, and
check your item inventory and make sure you have an abundance of the following:
Mega-Potion, Megalixir, Remedy, Shining Gem, Master Sphere. You are now ready
to commence battle battle wth the second hardest boss in the game, all
Overdrives full... CHARGE! First start out with Rikku, Tidus, and Yuna, now
have Rikku Mix a Shining Gem + Dark Matter for a Trio of 9999, now have Yuna
cast Auto-Life on one person (does not matter who), now Tidus and whomever
gets their turns as well to barrage Nemesis with vollies of Quick Hits until
you see that its turn is just over the CTB horizon.
First move it will do at you is a regular normal physical attack which you
could use exactly what I mention in previous strategies to heal up from, but
it's not necessary to yet. You can use Quick Hits which will literally unphase
Nemesis for now up until its next coming attack; it uses physical attack again.
Now, you'll definitely want to heal before its next move. Do what you did after
last time and then you come up on same physical attack as last times, but you'd
probably die if you didn't heal, so... Now, heal after this attack and then you
get to its next move where it unleashes a calamitous Ethereal Cannon. Use
restorative methods for this move as I mentioned in other strategies. Next turn
he receives is another physical attack which you treat the same way as last
times you seen it. Next is Ultra Spark, you heal it up same as with the other
strats. After is normal attack once more, same as always, ok. Next, you once
again witness Ethereal Cannon, do same as last time you saw it. Next turn is
the dilapidating Ultra Spark. After, heal, then summon Magus Trio. Use Mindy's
Passado to pulverize it once. After they're gone eventually, Overdrives, then
heal from Ultimas.

That's all the info you need to beat Nemesis, and albeit, you've beaten all of
the Monster Arena battles there are. And for this work and dedication, you will
receive the Mark of Conquest, which signifies that you've "surpassed mortal
bounds". Well, that may be true..

===============================================================================
                          Species Creations Strategies
===============================================================================

1. Advices Before Engaging In Species Battles:
----------------------------------------------
----> First off, I suggest that you level characters to decent levels by using
the statistic maximization processes that I cover in-depth in the Stat Maxing
sections. These would be something like having averages of stats at about a
solid 140 (note that this will change depending on the harder or easier bosses.
I will list exactly where they should be in actually strategies). Your HPs
should be looking at about 9999 for average, but, this will raise or fall
depending on which boss you're fighting. And MPs ought to be about 600-999 for
these bosses (this might change, but this is all right for just about all).

----> Next, we will now cover how your armors should be fitted to take on these
extremely powerful bosses. But note, I will list all armor abilities you should
acquire, then, during the actual strategies I will list exactly how you should
combine them to topple the foes. The most imperious ability to have on your
armors for these fights, I would say, is Auto-Haste; customizable with with
80x Chocobo Wings. Next really useful ability is Auto-Protect, which you can
customize with 70x Lightning Curtain. The next one is the ability called Auto-
Potion, and, you get this one by using 4x Stamina Tablets. Last is Auto-Phoenix
which you get customizing with 20x Mega-Phoenix. If you have Pal/International
versions, I suggest that you take out Auto-Potion and improvise with Ribbon.
Other semi-useful abilities consist of Break HP Limit (30x Wings to Discovery),
Auto-Shell (80x Lunar Curtains), Auto-Reflect (40x Star Curtains). And if
you're one who obsesses about max HP/MP, you can also put on your armor Break
MP Limit (30x Three Stars)--not really recommended for use here, though.

----> Weapons, hmm... weapons...? Well, now I'll list the best weapons to have
when facing off against these majorly powerful bastards, and then, just how to
obtain them. Note: As you may of guessed, they will be the celestial weapons...

1. Cloudy/Celestial Mirror: This is your first step you must make towards your
progression in obtaining the ultimate, celestial weapons. First, what you must
do is finish training chocobos in Calm Lands, then, ride a chocobo to the far
Southeast area of Calm Lands (where you entered for the first time). Now, once
you find the yellow choco feather on the ground, press 'X' button by it, doing
so will have the chocobo you are riding fly on down to the area below. Then,
leave the chocobo there, then go through the path and you're in the vicinity
of the Remiem Temple. Cross over the bridge (intimidating view down, isn't it)?
Now, go over to the right side of the temple and "speak" with the chocobo that
is standing there. After you're acclimated with the rules, start the race! Your
main desideratum here is to make it to the center of this gigantic area before
champ chocobo is there. You don't have to worry about poles or getting any
treasure chests for now, all you must concern yourself with is getting there
ahead. You get Cloudy Mirror for it. Now, you go over to Macalania Woods from
the entrance in the Calm Lands. Then, go over to the place where you find a man
who has been seperated from the rest of his family. Now, you go back to the
place where there is a women and a younger child, talk to them and they mention
something about losing their father/husband. Proceeding that, go on over to
where you had just finished talking to man and inform him that his wife and son
are waiting for him. They're then reunited, *but*, they have now lost their
son, argh!, what's next, the wife? Anyhow, travel up the glistening pathway
here and when you find a little boy off to the side of this path, talk with
him. He goes back to the family and you now have access to the glowing orb
there which transubstantiates Cloudy Mirror into Celestial Mirror which allows
you to get ultimate weapons. This is how to enhance the weapons as well.

2. Tidus -> Caladbolg: First, you must attain the Sun Crest as the first step
to getting Tidus' celestial weapon, the Caladbolg. This is easily obtainable by
going back to where you have fought Yunalesca (if you hadn't gotten it then),
and opening a treasure chest there to get it, easy enough, right? Now, for
tough, pull-your-hair-out quest to get Sun Sigil. So, go back to Calm Lands
and speak with the Chocobo Trainer. You now have to race her and get *better*
score than 00:00! After, you get the Sun Sigil which you take to shining orb in
Macalania Woods to enhance it fully. Good luck completing it before you're 100!
Obtain the actual weapon by beating Chocobo Trainer with time under 48 sec.
Then, go to back left of the Calm Lands, then activate plate on the wall. This
is going to acquire you your probably first celestial weapon, the Caladbolg.

3. Yuna -> Nirvana: This is definitely the easiest, IMO, of the celestials to
obtain, so relax.:) First, go back to Besaid Island (if you have not already
done this), and swim off of the beach. Now, go onto small patch of land with a
treasure chest on it in the back. After this, head back to save sphere and then
teleport back to airship and then go back to the Calm Lands. Now, follow the
same route to Remiem Temple, but this time, you are to go inside of it. Go and
fight all of the aeons Belgemine has (you've to get all of them as well). She
will then give up the Moon Sigil. Obtain the actual weapon by capturing one of
every Calm Lands fiend then returning them to the Monster Arena owner. He will
then give a treasure chest to open. Open it, the you get it!

4. Auron -> Masamune: This one is not hard at all, all it is is time consuming.
The first thing to get is this weapon's crest which is the Mars Crest. You will
be getting this by flying over to the Oldroad, South of the Mi'ihen Highroad.
It's in a treasure chest there. Next, comes the real testing part of this,
it is where you have to acquire the Mars Sigil. How to do it is capture ten
fiends of ten species which are all in ten seperate areas of Spira. Then, go on
back to Monster Arena owner and speak with him. You then get it right there.
Obtain the actual weapon by getting Rusty Sword from the bottom of the Gorge
area in the Calm Lands (top right corner). And then, go on over to the Mushroom
Rock Road area and go up the water lifting platform. Now, go to the statue of
the great Lord Mi'ihen, founder of the Crusaders. Next, activate the plate on
the wall back here. You then will acquire the Masamune weapon for Auron.

5. Kimahri -> Spirit Lance: This is yet not a hard one, and not very time-
consuming, either. First, to get Saturn Crest, head back to Mt. Gagazet (if you
haven't done so already), and go to pillars section after beating Flux's ass.
Then, look for a treasure chest there and open it to receive the Saturn Crest.
Saturn Sigil is annoying, however. You must collect all blue butterflies without
touching any reds. This is in Macalania Woods. Obtain the actual weapon by
now flying back over to the Thunder Plains, and activate three Qactuar Stones
(Square Button). This will initiate sequences in which you see a little ghost
Qactuar running around Southern area of the region. Follow it to an old broken
down tower to obatin the Spirit Lance celestial weapon for the Ronso, Kimahri.

6. Wakka -> World Champion: This one is a real friggin' pain to acquire, and
this is mainly due to hours and hours of... dare I say it?... blitzball... But,
for starters, we do the easy Jupiter Crest first: Go back to the Luca stadium
and then enter the locker room of the Besaid Aurochs. Open one of the farther
back lockers to obtain its crest. The next one is a real hassle, which is the
Jupiter Sigil, and like all sigils, takes quite a bit of time. Once Wakka has
finally accumulated all of his Reels Overdrives (Attack, Aurochs, Status and
orignal Elemental Reels), the Jupiter Crest is available as a prize in either
Tournament Mode or League Mode in blitzball. Obtain the actual weapon by winning
a good five games of blitzball, then, head on over to Luca, Square. Once there,
enter inside of the Cafe and talk to bartender, and if you've met the blitzball
quota, he gives you the weapon as a reward for your skills. Congrats!

7. Rikku -> Godhand: This is not a hard one to acquire at all, all it is is
sorta time eating, but at the same time, it is also quite fun and enjoyable.
First, to get the Mercury Crest, go back to the Bikanel Desert region of Spira.
It will be located in one of the sand dunes there, not hard at all to find that
one at all. Now, to acquire the Mercury Sigil, it requires just a bit more
work and detective skills. You must find Cactuar stone by the sandstorm area
and activate it. It gives clues to where you can find each next Cactuar. Find
them all and then go back there. Sandstorm is then over, so, go into that area
and look for one of the treasure chests there, it contains the sigil (and
please refer to the Cactuar Village section for complete list of where to find
and locate all of the Cactuars). Obtain the actual weapon by entering password
GODHAND in the airship Navigational Map to open new area in Mushroom Rock Road.
Go there, and then in the very back of here, you open the chest which has it.

8. Lulu -> Onion Knight: Finally, we arrive at final celestial weapon to be
obtained before schooling the Species Creations. The first thing to do is, of
course, to acquire the Venus Crest to the weapon. We can locate it at the
Farplane area back at the Guado village of Guadosalam. Then, for the immensely
testing of your mental stability job of getting the Venus Crest. We do this by
going over to the Thunder Plains and then finding the right spot to dodge
lightning bolts. You don't have to dodge 10 bolts, not 50, not 100, but 200
lightning bolts!!! After that, go back to the front of the Travel Agency and
collect your prize in the treasure chest there. Now, few last preperations
and then we can finally fight the monsters, just a little, I promise...:)

----> Here we go, final stretch, and it's abilities. I'll make it short and
sweet: Abilities needed consist of Auto-Life, Ultima, Quick Hit, Flare, Holy,
Full-Life, and for special Nemesis purposes *coughwarpspherescough*: Mug/Steal.
Overdrives should be Tidus - Blitz Ace, Wakka - Attack Reels. Recommended aeons
would be Yojimbo, Anima, Magus Sisters, and perhaps Bahamut for dire situations.

----> Ok, ok, so I lied, but this will be really short. I now suggest some
items: Have a ton of Megalixirs, Elixirs, Mega-Phoenixes, X-Potions, Remedies,
and any of Rikku's items that are used in Mixes (especially ones for Trio of
9999).

Ready!? Let's begin!!!!!!!!

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

#1. Fenrir (Monster Arena)
-> HP: 850000 - 99999
-> MP: 300
-> AP: 10000 - 10000
-> Statistics:
Str: 73, Mag: 12, Def: 40, Mdef: 165, Acc: 200, Agl: 200, Eva: 60, Luck: 30
-> Steal: Common- 2 Chocobo Feathers, Uncommon- Chocobo Wing
-> Bribe: None
-> Win: Common- 1 or 2 Agility Spheres, Uncommon- 1 or 2 Dark Matters
-> Immunities: Threaten, Sleep, Silence, Power Break, Petrify, Demi, Death,
Confuse, Armor Break, Zombie, Slow, Provoke, Poison, Eject, Delay, Darkness,
Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Mental Break- 99, Magic Break- 99
-> Elemental Affinities: [1/2 Damage] Water, Holy, Fire, Ice, Lightning
-> Zanmato Lv: 5
-> Armor Abilities: Zombieproof, Slowproof, Silenceproof, Deathproof,
Confuseproof, Stoneproof, Sleepproof, Poisonproof, Darkproof
-> Weapon Abilities: Zombiestrike, Slowstrike, Silencestrike, Deathstrike,
Stonestrike, Sleepstrike, Poisonstrike, Darkstrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 2 to 4
                         Drop Percentage: 127/128 (99%)
-> Abilities:
- Fangs of Ruin: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Fangs of Chaos: Target (1), Type (grav), Protect (yes), Shell (no), Power(-),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [HP x 15/16], [Confuse (254%)]
- Fangs of Hell: Target (1), Type (str), Protect (yes), Shell (no), Power (-),
Element (-), Range (close), Accuracy (200), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [KO (always)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
All right, this guys can be little pains in the rear, but, you're prepared...
Definitely, for your stats they should be like this: Str at 130, Mag does not
matter, Def at 150, Mdef at 130+, Agl at 150, Eva at 165+, Acc about 180 (first
time I fought it I had 213 and I still missed on a consistent, frequent basis),
Luck at 35+, HP at 9999, MP at 300-999. Now, we take a quick gander at your
weapons that need equipping: Your main party in this fight will be Tidus, Wakka,
and Rikku; weapons are: Tidus- First Strike, Evade & Counter, Break Damage
Limit,
Triple Overdrive; Rikku- Break Damage Limit, Triple AP, Counter-Attack, and
First Strike; Wakka- Break Damage Limit, Triple Overdrive, Triple AP, Evade &
Counter. Now, we look at armors: the armors I suggest for this fight are ones
with abilities Auto-Phoenix, Auto-Protect, Auto-Haste, and most important -
Ribbon. Ok, we now go into battle fully prepared, get ready for semi-hard fight:
First, off, some general tips and advices (you didn't think I'd do this strategy
without some?):
- Fangs of Ruin does about 30000-50000 damage to a character. This is very
annoying, so try and avoid it at all costs. Here's an idea!: It has 850000 HP,
so, you could try and do Tidus' Blitz Ace with large enough Str, this should do
over or near 800000 HP damage. And if that doesn't work, you could back it up
with Attack Reels. High Eva, also.
- Fangs of Hell will instantly KO status someone. There is no way whatsoever to
dodge this without killing it first, or having aeons block out effects.
- Next is Fangs of Chaos. Not only does it piss you off with 93.75% HP loss
(ie. you have 9652 HP, it would leave you with 604 HP! So be sure to heal), but
it also gives Confuse, hopefully you have Ribbon!:)
- This fight requires much Acc stat, this is because even though its Eva is 60,
it can evade moves from attacks with Acc of 213, as I state above.
--> Now let's start with strategic tips for battle:
Thank goodness that you have pre-Hasted/Protected your party. Now, what we'll
want to do is have tons of Mega-Phoenixes for Auto-Phoenix. We'll want to always
use Quick Pockets for healing, and Quick Hits for attacks. Blitz Ace, Attack
Reels or Trio of 9999 followed with Fury.

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#2. Ornitholestes (Monster Arena)
-> HP: 800000 - 99999
-> MP: 300
-> AP: 10000 - 10000
-> Statistics:
Str: 83, Mag: 30, Def: 55, Mdef: 170, Acc: 200, Agl: 130, Eva: 80, Luck: 20
-> Steal: Common- Rename Card, Uncommon- Chocobo Wing
-> Bribe: None
-> Win: Common- 2 to 4 Gambler's Spirits, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Threaten, Sleep, Silence, Power Break, Petrify, Demi, Death,
Confuse, Armor Break, Zombie, Slow, Provoke, Poison, Eject, Delay, Darkness,
Berserk, Bribe, Mental Break, Magic Break
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200
-> Elemental Affinities: [Immune] Water [Absorption] Fire
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Double Overdrive
-> Armor/Weapon Abilities: Slots: 2 to 3
                           Pre-Customized Abilities: 1 to 3
                           Drop Percentage: 127/128 (99%)

-> Abilities:
- Drain Touch: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Poison Touch: Target (1), Type (grav), Protect (yes), Shell (no), Power(-),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [HP x 3/4], [Poison (254%)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This guy isn't that much of a pain like Fenrir can be, but still somewhat
troublesome. I'll blow quickly through the preperations with only statistics
that matter and the like: Str- 120, Def- 130+, Acc- 145-165, Eva- if you really
want to dodge its attacks 200+, Agl- 115-125, HP- 9999, MP- 500. Armors ought to
be with Auto-Protect, Auto-Haste, Ribbon (Poisonproof), other one is up to you.
Weapons should be the celestials (most important is Tidus' [Evade & Counter],
and Aurons [First Strike], everyone else has Break Damage Limit). Now let's
slaughter this pitiful foe:
Hopefully you have Ribbon or Poisonproof on your armors, because so you don't
have to waste a turn fixing up Poison status after losing 75% of HP and getting
Poisoned. Example: you have 10000 HP (hopefully not), and it uses Poison touch.
Your HP is now 2500. Ok, back to strategy... Ornitholestes' Eva stat is pretty
damn high up there, so hopefully for you (if you actually want to land a hit),
you have Eva really high. If you use Tidus'/ Wakka's Overdrives, it doesn't
matter about Eva, so that's a good alternative. If you get KO'd, come back with
Full-Life.

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#3. Pteryx (Monster Arena)
-> HP: 100000 - 99999
-> MP: 0
-> AP: 10000 - 10000
-> Statistics:
Str: 90, Mag: 5, Def: 100, Mdef: 100, Acc: 200, Agl: 60, Eva: 60, Luck: 15
-> Steal: Common- 4 Smoke Bombs, Uncommon- Candle of Life
-> Bribe: None
-> Win: Common- 1 or 2 Evasion Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Threaten, Sleep, Slow, Poison, Silence, Petrify, Provoke, Zombie,
Delay, Berserk, Confuse, Eject, Demi, Death, Bribe
-> Inherent Statuses: A(6), Regen
-> Weaknesses: Doom- 200, Power Break- 90, Mental Break- 90, Armor Break- 90,
Magic Break- 90
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Perecentage: 127/128 (99%)

-> Abilities:
- Beak: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [Delay Buster (100%)]
- Beak of Woe: Target (1), Type (str), Protect (no), Shell (no), Power (8),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Curse (100%)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This fight can be rather easy, but, if unprepared, it can possibly turn into a
nightmare. Preps will be made short in terms of stats because you only need to
hit it once with 99999 damage and another hit for at least 1, managable, no?:
HP- 9999, MP- 500+, Str- 135-140, Mag- [???], Mdef- 100, Def- 120-130, Agl- 127,
Eva- 150+, Luck- 35?, Acc- 135+. Now for how your armors should be equipped:
Curseproof, Auto-Protect, Auto-Haste, Auto-Potion. The weapons you have
should be the same as with the last battle(s) with Fenerir and Ornitholestes.
Now we get to the fighting part of it all: Man, this thing is so annoying with
its I-like-to-ambush-a lot crap, because that's exactly what it does; amubush.
To give an idea, I've found that about 90% of the time Pteryx ambushes. If it
Curses you, and you use Holy Water, it Curses again. A way to avoid this from
happening is to summon an aeon to prevent it. Ok, battle starts! After the
very probable occurrence of BoW, only heal damage done, then, proceed to either
kill it in one hit with (if you're not ambushed. If you've right armors on,
you have no worries there) Blitz Ace or Attack Reels, or, just use 2 or 3
physical attacks. Hope you can hit for at least 40000. If you're hit with Beak,
you needn't wprry about *anything*. This is because Auto-Haste abrogate Delay
status, and Auto-Potion... with Auto-Potion and only Xs, your healing will be
taken care of. Continue to fight by this info and you'll win. Now, onto much
harder Species...! Note: It has auto/irremovable Regen status.

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#4. Hornet (Monster Arena)
-> HP: 620000 - 50000
-> MP: 180
-> AP: 10000 - 10000
-> Statistics:
Str: 63, Mag: 88, Def: 70, Mdef: 95, Acc: 160, Agl: 102, Eva: 17, Luck: 33
-> Steal: Common- 4 Poison Fangs, Uncommon- 2 Purifying Salts
-> Bribe: None
-> Win: Common- 1 or 2 Accuracy Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Eject, Zombie, Demi, Threaten, Delay, Slow, Death, Sleep,
Darkness, Provoke, Confuse, Poison, Berserk, Petrify
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Power Break- 95, Mental Break- 95, Armor Break- 95,
Magic Break- 95
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Perecentage: 127/128 (99%)
-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [Sleep - 3 turns (80%)], [Silence - 3 turns (80%)],
[Darkness - 3 turns (80%)], [Death (100%)]
- Venomous Stab: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Poison (254%)], [Poison Dmg = HP x 67%]
- Bewitching Stab: Target (1), Type (str),Protect (yes), Shell (no), Power(16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Confuse (254%)]
- Curaga: Target (1), Type (heal), Protect (no), Shell (yes), Power (80),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [restores HP]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This fight had me stumped for a little while. And then I developed this
strategy. Just like this boss is a bug, it's also an annoying and pestering
bugger. Semi-agile and a few strong attacks make it a formidable adversary.
So does its 600000+ HP it's carrying. Preperations for this battle are very
imperative (more so than with other Species Creations faced thus far). We'll
actually now start with armors since I found them most peremptory: Ribbon is
the best ability to have on Hornet armor, and this is because of statuses
abnormalities in this fight (Sleep, Confuse, Silence, Darkness). Next one
you need on your armor is Auto-Haste; gotta-have-it ability. Auto-Protect and
Auto-Phoenix are useful also, and if you have Ribbon, that decreases chances
of needing Auto-Phoenix to come into play. Now we spy on stats:
Str- 135+, Mdef- isn't important, Def- 130, Mag- doesn't matter, Acc- 150+,
Luck- 40 or so, Eva- 170+ (if you want to dodge alot), and Agl- 120 about.
Weapons: Same as with the other previous Species Creations battles, he's not
very discrepant with his movements. What it lacks in physical appearence, it
sure has compensation for in its attacks and HP, etc.
Now, let's go punish Hornet for all the... well... just being there!!!:
This fight will involve slight strategy. None of its attacks are of worry now,
except for you still have to restorate any lost HP if it gets too low for
comfort. This enemy has tons of Eva stat, so be weary of that. Hopefully you
are set with Auto-Phoenix so that you do not have to revive anybody who has
been KO'd (why waste a turn or two?). If you keep attacking and trying to nail
a hit, but to no avail, you might want to Aim; Acc will be enormous if you do
it five times (about 175!). Overdrives with Tidus and Wakka are always a good
idea to lower enemies' HP down to a smal amount quickly. If you're getting the
floor totally wiped with your ass, you'll definitely want to bring in your
faithful summoner, Yuna, and then bring out the heavy artillery aka Magus
Sisters or Anima.

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#5. Vidatu (Monster Arena)
-> HP: 95000 - 10000
-> MP: 840
-> AP: 10000 - 10000
-> Statistics:
Str: 12, Mag: 77, Def: 230, Mdef: 230, Acc: 110, Agl: 33, Eva: 80, Luck: 15
-> Steal: Common- 4 Lightning Gems, Uncommon- Mana Tonic
-> Bribe: None
-> Win: Common- 1 or 2 MP Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Petrify, Zombie, Poison, Threaten, Power Break, Slow, Provoke,
Sleep, Silence, Eject, Berserk, Demi, Confuse, Delay, Darkness, Death
-> Inherent Statuses: A(6), NulAll, Regen
-> Weaknesses: Doom- 200, Magic Break- 99, Mental Break- 80, Armor Break- 80
-> Elemental Affinities: [Immune] Ice, Water, Lightning, Fire
-> Zanmato Lv: 5
-> Armor Abilities: MP+20%, MP+30%, MP+10%
-> Weapon Abilities: Double AP
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Perecentage: 127/128 (99%)

-> Abilities:
- Osmose: Target (1), Type (mag), Protect (no), Shell (yes), Power (10),
Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [drain MP]
- Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
VERY, VERY easy and simple battle with Vidatu, in fact, it's the easiest one of
the Species Creations to beat. This is mainly due to such little HP it is
packin' with it. So, preperations will be made short and sweet: Stats are to be
at and average of 105. Now, this is where it can be made important, and that is
with your armors: Auto-Shell, Auto-Haste, Auto-Potion, Auto-Phoenix. Weapons:
Magic Counter, First Strike, Break Damage Limit, and Str+20% is good. Now,
let's go bring his wizard-ass down! A few notes:
He has infinite ability Regen and NulAll, so don't even try to Dispel Vidatu,
because that would be a meaningless effort. So anyway, Ultima usually does a
rather impressive amount of damage, so if you need to, heal after, WAIT!, you
won't need to because of Auto-Potion!:) Osmose, hmm... Osmose, well, if you
ever get hit with that, you are going to want to heal with Megalixir or
perhaps Turbo Ether if MP is 500 or less. In conjunction with that Auto-Potion,
you want to have Mega/X-Potions. Let's now talk about offensive...:
In this fight, the things you'll be wanting to do is not to use magic attacks
of any sort (ehem... look at its Mdef), but instead, we'll opt for a physical
approach. Best methods of killing Vidatu are to use normal physical attacks
from heavy Str'd characters and/or using Overdrives like Slice & Dice, or Attack
Reels. If you're under-developed (about half of average mentioned stats, I
suggest that you summon Yojimbo, Magus Trio, or Anima). They can all finish this
foe with the greatest of ease.

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#6. One-Eye (Monster Arena)
-> HP: 150000 - 15000
-> MP: 270
-> AP: 10000 - 10000
-> Statistics:
Str: 55, Mag: 77, Def: 58, Mdef: 183, Acc: 85, Agl: 38, Eva: 10, Luck: 15
-> Steal: Common- 3 Lunar Curtains, Uncommon- Blessed Gem
-> Bribe: None
-> Win: Common- 1 or 2 Magic Defense Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Sleep, Petrify, Demi, Confuse, Slow, Poison, Eject, Darkness,
Threaten, Provoke, Magic Break, Death, Zombie, Silence, Mental Break, Delay,
Confuse, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Power Break- 0, Armor Break- 0
-> Elemental Affinities: [Immune] Ice, Lightning, Water, Fire
-> Zanmato Lv: 5
-> Armor Abilities: MP+20%, MP+30%, MP+10%
-> Weapon Abilities: Triple AP
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Black Stare: Target (1), Type (str), Protect (yes), Shell (no), Power (60),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Curse (100%)]
- Shockwave: Target (all), Type (mag), Protect (yes), Shell (no), Power (30),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Sleep - 10 turns (254%)], [Darkness - 10 turns (254%)],
[Silence - 10 turns (254%)], [Slow (254%)], [Confuse (254%)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This guy may look like a little push-over Monster Arena boss, but, that in
fact is far from the truth, unless... Ok, its HP is small (enough for two hits
of 99999 damage to take it out), *but*, if you look at its second move that I
mentioned, Shockwave, see all that it can inflict? Black Stare is not anything
to worry about however. Anyway, we will now move on to which preperations that
you are needing to make for this battle:
Stats: Str- 120+, Mag: Doesn't matter (but 130 anyway), Def: 125, Mdef: 130,
Eva- 145+, Acc- 100-120, Agl- 110, Luck- 40 or so, HP- 9999, MP- 450-999.
Now for what abilities you should have customized onto your One-Eye-Beating
armors: Auto-Protect, Auto-Shell, Auto-Haste, Ribbon (don't even worry about
bothering with Curseproof, because that's not a half of a worry like Confuse
is). Weapons aren't as picky of a choice, but they should be either Caladbolg +
what I'm about to mention, or just the abilities that follow: Counter-Attack,
Firststrike, Break Damage Limit and Str+?%. For the actual battle, here are
a few tips: If you have Ribbon armor on, Shockwave is turned into nothing,
just a quick Megalixir or Pray under Trio of 9999 will heal you fully. Black
Stare is nothing from the beginning, I don't even suggest that you heal up
the damage done, just that you use Holy Water to lift the Curse status that is
inflicted on the one character. One-Eye's Eva is quite good, so use your
biggest Acc characters to hit it (namely Tidus, Wakka, and Rikku). If you
get it twice with two hits doing at least 75000 each, it'll kill One-Eye.
Never use magic spells because they won't do much due to One-Eye's insane Mdef.
The best ways to put down One-Eye are:
- To use Tidus' Overdrives: Slice & Dice for shorter recovery time, or Blitz
Ace for overall more damage.
- You can also use Wakka's Attack Reels Overdrive, or if powerful enough, a few
of normal hits will do it.
- Yuna can summon Anima or Magus Sisters to do your dirty work.

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#7. Jumbo Flan (Monster Arena)
-> HP: 1300000 - 99999
-> MP: 999
-> AP: 10000 - 10000
-> Statistics:
Str: 3, Mag: 98, Def: 255, Mdef: 80, Acc: 0, Agl: 60, Eva: 0, Luck: 15
-> Steal: Common- 4 Lunar Curtains, Uncommon- Mana Tablet
-> Bribe: None
-> Win: Common- 1 or 2 Magic Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Zombie, Provoke, Mental Break, Delay, Armor Break, Silence,
Petrify, Demi, Berserk, Sleep, Poison, Eject, Confuse, Threaten, Power Break,
Magic Break, Death, Bribe, physical attacks
-> Inherent Statuses: A(6), Phys.Imm., Reflect
-> Weaknesses: Doom- 200, Slow- 0, Darkness- 20
-> Elemental Affinities: [Absorption] Ice, Lightning, Water, Fire
-> Zanmato Lv: 5
-> Armor Abilities: Ice Eater, Water Eater, Ice Eater
-> Weapon Abilities: Magic Booster
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Curaga: Target (1), Type (heal), Protect (no), Shell (yes), Power (80),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (yes), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [restores HP]
- Reflect: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Reflect (100%)]
- Regen: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Regen - 10 turns (100%)]
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
This is another pain in the neck fight that you have to do in order to get
maxed stats, "why Square?, why?" Anyway your party that you start out with
should be Yuna, Tidus, Auron. First have whomever is first (hopefully Yuna) to
Use a Stamina Tonic to double HP count (since I doubt you have it as high as I
mention above yet), now have Tidus use Blitz Ace, as it is immune to physical
attacks. Now make sure to use Auron to throw 100000 gil at it with a very
useful Spare Change. Now have Yuna Doublecast Flares at it. Tidus to cast a
Reflect on anyone for later, and then Auron for another Spare Change of the
same amount as last time. Now Jumbo Flan wil attack with probably an Ultima.
Aid this immediately.
Once it is Yuna's turn once more, summon Ifrit for now since Jumbo absorbs all
elements and adds it to it's own, and don't even try Holy, it doesn't work
either (I know, annoying), when Ifrit has come to save the day, use it only for
Meteor Strikes until he is dead, this was also to give your party a break and
shield them from an undreamable onslaught. Your next move is to switch Auron
for any character with their overdrove guage full, and then Entrust the
overdrive to Tidus. Tidus should now nail a Blitz Ace again. Yuna's turn, have
her summon Anima. When the aeon is here, first have her use Oblivion for about
99999 damage. It will be attacked a few times post Oblivion. But after just
continue to pound away with Pains until either Jumbo Flan dies, or the other
way around.
Now you are simply going to need to rely on Auron Spare Change-ing, Yuna
Doublecasting Flare, and Tidus to heal until he is at filled Overdrive. If
Yuna gets full overdrive use it to either bring in Yojimbo for Zanmato, or the
Magus Sisters for Delta Attack (guess which one is recommended). After it'll
just be another name on the list.

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#8. Nega Elemental (Monster Arena)
-> HP: 1300000 - 15000
-> MP: 20
-> AP: 10000 - 10000
-> Statistics:
Str: 1, Mag: 80, Def: 140, Mdef: 62, Acc: 150, Agl: 44, Eva: 0, Luck: 15
-> Steal: Common- 4 Star Curtains, Uncommon- 1 Twin Stars
-> Bribe: None
-> Win: Common- 2 or 4 Twin Stars, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Threaten, Provoke, Mental Break, Delay, Berserk, Slow, Power
Break, Magic Break, Death, Armor Break, Sleep, Poison, Eject, Darkness, Zombie,
Silence, Petrify, Demi, Confuse, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200
-> Elemental Affinities: [Absorption] Ice, Holy, Lightning, Fire, Water
-> Zanmato Lv: 5
-> Armor Abilities: Lightning Eater, Fire Eater, Water Eater, Ice Eater
-> Weapon Abilities: Lightningstrike, Firestrike, Waterstrike, Icestrike
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 2 to 4
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Reflect: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Reflect (100%)]
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Bio: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Poison (254%)]
- Drain: Target (1), Type (mag), Protect (no), Shell (yes), Power (20),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[drain HP]
- Osmose: Target (1), Type (mag), Protect (no), Shell (yes), Power (10),
Element (-), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes), [drain MP]
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
For Nega Elemental, stats near 125. Cast Hastega, but don't physically attack
it, because it will always counter attack with a punishing Ultima. And don't
waste your time casting any of the elemental spells because it will absorb
them and regain HP. As an alternative use a Blitz Ace follow up with a Passado
or Auroch Reels and it will die. I never tried it, but you can also try Ultima,
and see what happens.

---> Following strategy was sent by Jetc2k:
This fight was extremely easy one for me. We  need some preps before  anything,
though, right? So, armours: Auto-Reflect Auto-Haste, Auto-Potion, Auto-Phoenix.
Weapons: Caladbolg,  World Champ,  and Godhand/Masamune.  Now, for  overdrives:
you'll  need Slice & Dice, Attack Reels, Trio of 9999/Tornado.  Items in stock:
Mega-Potion x50+, Mega-Phoenix x20, Megalixir x???. That's it for preperations.
We now go into battle with all of  those things, and the first thing you should
be aware of is its ability to counter  physical strikes. What it counters  with
is, as we're all so boringly  use to, Ultima, so we'll have to heal afterwards.
So, as the first moves we make  towards the progression of winning this  battle
are to cast some Flares or Ultimas spells on all of your 3 Auto-Reflected chrs.
This is what you then Copycat with other  characters. More  alternatives are to
use Wakka's Attack Reels and Blitz Ace  and even Tornado  or Trio of 9999. With
Trio of 9999 in place,it's much better to heal with Auto-Potion on. Fight done.

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#9. Tanket (Monster Arena)
-> HP: 900000 - 10000
-> MP: 0
-> AP: 10000 - 10000
-> Statistics:
Str: 103, Mag: 3, Def: 100, Mdef: 250, Acc: 100, Agl: 41, Eva: 0, Luck: 15
-> Steal: Common- 4 Light Curtains, Uncommon- 4 Lunar Curtains
-> Bribe: None
-> Win: Common- 1 or 2 Defense Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Zombie, Silence, Poison, Eject, Darkness, Threaten, Provoke,
Magic Break, Death, Slow, Power Break, Demi, Confuse, Sleep, Petrify, Delay,
Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Mental Break- 99, Armor Break- 90
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [Berserk (254%)], [Delay Attack (100%)]
- Rush Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Berserk (254%)], [Delay Buster (100%)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Have an opening party that is made up of Tidus, Auron, and Yuna (Yuna can be
substituted for Rikku actually). First have Auron use a Banishing Blade against
Tanket for some amazing damage to Tanket. Now have Tidus follow up with a Blitz
Ace on it for even more super-mega damage. Now if you decided to use Yuna
instead of Rikku, summon the Magus Sisters and finish it off. But if you did
think twice and used Rikku for the fight then continue to read this strat. Have
Rikku Mix 2 Wings to Discovery. Now follow that up with Auron to use a couple
of physical attacks and Tidus only to Quick Hit for the remainder of the entire
match as his turns. If it takes it turn again now you might have to heal even
though Auto-Protect has halved the damage. After it is done with it's turn, use
Rikku to use Spare Change with 100000 gil for 9999 damage, or a Dark Matter for
near 20000 damage, but if she is more powerful enough like 200 STR at least
then just have her attack physically or something. Now follow this the rest of
the time. Now after the many, many, many fights (when DEF is uber) switch to
an armor with the abilities Break HP Limit, HP+30%, Auto-Protect, and Auto-
Haste (note: that last sentence is for stat maxing process. So unless you're
doing that, disregard that last part, ok?).

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#10. Fafnir (Monster Arena)
-> HP: 1100000 - 13000
-> MP: 30
-> AP: 10000 - 10000
-> Statistics:
Str: 76, Mag: 109, Def: 30, Mdef: 130, Acc: 160, Agl: 38, Eva: 0, Luck: 15
-> Steal: Common- 2 Gold Hourglasses, Uncommon- 2 Stamina Springs
-> Bribe: None
-> Win: Common- 20 or 40 Light Curtains, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Petrify, Eject, Poison, Demi, Provoke, Delay, Silence, Death,
Sleep, Darkness, Slow, Confuse, Threaten, Berserk, Zombie, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Power Break- 95, Mental Break- 95, Armor Break- 90,
Magic Break- 95
-> Elemental Affinities: [Absorption] Lightning, Ice, Fire
-> Zanmato Lv: 5
-> Armor Abilities: Water Eater, Fire Eater, Ice Eater
-> Weapon Abilities: Waterstrike, Firestrike, Icestrike, Lightningstrike
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 4
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Triple Attack (first hit): Target (1), Type (str), Protect (no), Shell (no),
Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical
(yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Triple Attack (second hit): Target (1), Type (str), Protect (no), Shell (no),
Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical
(yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Triple Attack (third hit): Target (1), Type (str), Protect (yes), Shell (no),
Power (16), Element (-), Range (close), Accuracy (-), Shatter (100), Critical
(yes), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Fire Breath: Target (all), Type (mag), Protect (no), Shell (no), Power (22),
Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Lightning Breath: Target (all), Type (str), Protect (no), Shell (no), Power
(22), Element (lightning), Range (far), Accuracy (-), Shatter (0), Critical
(no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Ice Breath: Target (all), Type (str), Protect (no), Shell (no), Power (22),
Element (ice), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Another Monster Arena boss with pretty high HP count, but this does not mean
that it's a difficult battle at all. Only stats that matter are your HP which
should be at 9999; Strength statistics should be neighboring the area of 145 or
so; Defense is ideal at a level of 135; Magic Defense is good at about 160 or
around there; Evasion is really best at 155+. Now, your armors have to be made
with the abilities Auto-Shell, Auto-Haste, Auto-Protect, Auto-Phoenix. You must
now have the same as with most others in the Species Creations class, because
he's not much different, but also add the ability Str+20% for extra power in
your hits, and that makes Str stat now 174. It doesn't take much to figure out
how this boss attacks you: Attack, Ice Breath Attacks, Fire Breath Attacks,
Lightning Breath Attacks, repeat. Ok, the party we'll be using for this fight
is Wakka, Rikku, and Tidus. For the first move (since we've already by Hasted,
Shelled, Protected) we'll be using Rikku for her to use Ultra NulAll, this
gives us NulBlaze, NulShock, NulTide, NulFrost, 5 Cheers, 5 Focuses, 5 Aims,
5 Reflexes. This is great because we won't have to waste one of our turns each
time cast a Nulspell before each of its turns, plus as an added bonus, we have
stats raised much higher now. He will take probably 4 turns of 3 people
attacking for 99999 to bring down, so that's just enough Nul to not have to
cast them again. Even if you don't get it done, all the spells will only do
half damage because of in place Shell, and physical attack is Protected. BTW,
if you need to know easiest Mix combo for Ultra NulAll, it's: Healing Water +
Chocobo Feather. For attacking Fafnir, you can do it with Blitz Ace, or, if you
want less of a recovery time, you can perform a Slice & Dice instead. As for
Wakka's turns, you can use Attack Reels for some high and quick damage, if you
get 12 hits with it, Fafnir's done. Rikku's turns (besides her first turn which
was Ultra NulAll), you can use to just physically attack. Now, those are just
kill-Fafnir-quick methods, to make the strategy flow perfectly, you just have
everybody physically attack. Remember, heal when absolutely needed.

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#11. Sleep Sprout (Monster Arena)
-> HP: 98000 - 10000
-> MP: 820
-> AP: 10000 - 10000
-> Statistics:
Str: 3, Mag: 112, Def: 167, Mdef: 203, Acc: 0, Agl: 26, Eva: 0, Luck: 15
-> Steal: Common- 4 Poison Fangs, Uncommon- Farplane Wind
-> Bribe: None
-> Win: Common- 1 or 2 Teleport Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Eject, Petrify, Threaten, Slow, Delay, Silence, Provoke, Armor
Break, Zombie, Confuse, Death, Sleep, Poison, Berserk, Demi, Magic Break, Dark,
Mental Break, Magic Break, Bribe
-> Inherent Statuses: A(6), Regen
-> Weaknesses: Doom- 200, Power Break- ?
-> Elemental Affinities: [Weakness] Fire
-> Zanmato Lv: 5
-> Armor Abilities: Stoneproof, Sleepproof, Poisonproof, Zombieproof, Slowproof,
Silenceproof, Darkproof
-> Weapon Abilities: Stonestrike, Sleepstrike, Poisonstrike, Zombiestrike,
Slowstrike, Silencestrike, Darkstrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 4
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Goodnight: Target (all), Type (mag), Protect (no), Shell (yes), Power (20),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Sleep - 99 turns (254%)], [Poison (254%)], [Berserk
(254%)], [Armor Break (254%)], [Power Break (254%)]
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Sleep Sprout: Here is truly an embarassing and disgraceful fight. Oh boy, stats
can all be at 10 (not really, but...) and have just your Strength stat that is
nearer to 150 or so, HP should at least be 8000 for it, though (9999 is best
truly). Now as you engage combat with Sleep Sprout, your first action should be
to immediatly cast Hastega to speed the process of the murdilization of the
stupid, insignificant Mushroom's lifespan. Now you can perform and overdrive or
two and it's gone. But you can also put in a good few Quick Hits or Firaga Fury
to end it quick also. The *only* way you could lose is its inherent ability of
Regen (don't try and Dispel).

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#12. Bomb King (Monster Arena)
-> HP: 480000 - 10000
-> MP: 780
-> AP: 10000 - 10000
-> Statistics:
Str: 73, Mag: 71, Def: 200, Mdef: 200, Acc: 150, Agl: 46, Eva: 0, Luck: 15
-> Steal: Common- 4 Fire Gems, Uncommon- Shining Gem
-> Bribe: None
-> Win: Common- 1 or 2 Door to Tomorrows, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Threaten, Provoke, Mental Break, Demi, Confuse, Slow, Power
Break, Magic Break, Death, Berserk, Sleep, Poison, Eject, Darkness, Zombie,
Silence, Petrify, Delay, Armor Break, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200
-> Elemental Affinities: [Absorption] Fire
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Fire: Target (1), Type (mag), Protect (no), Shell (yes), Power (12), Element
(fire), Range (infinite), Accuracy (-), Shatter(10),Critical (no),Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Ultima: Target (all), Type (mag), Protect (no), Shell (yes), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Inflate: Every one of 3rd damaging turns that Bomb King receives, he inflates
like other Bombs; but at the end, it doesn't blow.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Bomb King: Have stats that have the look of 150 or about that. Now have your
most brutalic physical attackers and have your most extreme Black mage execute
following combatic moves. Have the Tidus cast Hastega on your entire party,
then use him an Auron to attack at it physically (they're probably your best
bet for hardest hitters, right?). Then have whomever your best Black Mage is
to keep using Blizzaga, but if for some VERY strange reason you don't have that
just yet, use Waterga or resort to a less effective Ice spell (you should be
ashamed). Keep doing this alot.
It takes three hits each doing at least 1 damage for it to inflate one time,
so that means it takes nine for it to become big Bomb. This, however, doesn't
insinuate it blowing to smitherines. So keep folowing this strategy and you'll
be it easy.

---> cripler305 sent me these great infos:
- Bomb King doesn't blow up when you have made it swell three times like other,
less significant Bombs.
- Both types of attacks that make it swell up are physical attacks and magic.
- It has phases, in each one it gains new attack...
Phase 1. (before anything) - Physical Attack
Phase 2. (first 3 turns) - Fira
Phase 3. (second 3 turns) - Firaga
Phase 4. (fourth 3 turns) - Ultima
- Evade & Counter lets you not take damage, and it never swells up, so...

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#13. Juggernaut (Monster Arena)
-> HP: 1200000 - 15000
-> MP: 20
-> AP: 8000 - 8000
-> Statistics:
Str: 98, Mag: 70, Def: 140, Mdef: 62, Acc: 150, Agl: 42, Eva: 0, Luck: 15
-> Steal: Common- 4 Lunar Curtains, Uncommon- Shining Gem
-> Bribe: None
-> Win: Common- 1 or 2 Strength Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Slow, Provoke, Eject, Death, Berserk, Sleep, Poison, Demi, Dark,
Zombie, Silence, Petrify, Delay, Confuse, Threaten, Bribe
-> Inherent Statuses: A(6), Mag.Imm.
-> Weaknesses: Doom- 200, Magic Break- 95, Power Break- 95, Mental Break- 95,
Armor Break- 95
-> Elemental Affinities: [Immune] Ice, Lightning, Holy, Water, Fire
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Crush Spike: Target (1), Type (str), Protect (yes), Shell (no), Power (32),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Death (254%)]
- Charging: Starts the count to Salvo attack.
- Salvo: After Juggernaut has gone through one turn of Charging, it will do
this which does Fire damage to all.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Juggernaut: This will be an easy fight if stats are 150-165. Start off with
the usual method, cast hastega. Then quick hit him to death. He will die the
quickest that way, or you can summon any aeon you'd like to take him out.
But that would eliminate the little element of challenge this fight would have
offered if you chose not to summon your aeons. And on 4/27/03, I can conclude
that he does have a movement of attacks; Charging, Salvo, Crush Spike/Attack.
+-ALTERNATE STRATEGY-+
Juggernaut: This strategy and even monster are/is much much easier than the
last two fights that you mentioned. First you are going to first have a party
of Yuna, Auron, and Tidus. Have Yuna use NulBlaze right there in the beginning
of the bout. Now have Tidus Quick Hit until it is Auron's turn, during this
NulBlaze might be off because of it's Salvo attack which is a Fire based
attack to all. Now have Auron use a Banishing Blade, then have Yuna again use
another NulBlaze.
Now make Tidus attack with the overdrive Blitz Ace. Have Auron attack with a
physical attack now, and then have Yuna heal any hurt character with an X-
Potion or Megalixir. And if anybody dies use Full-Life to bring 'em back.

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#14. Ironclad (Monster Arena)
-> HP: 2000000 - 99999
-> MP: 0
-> AP: 10000 - 10000
-> Statistics:
Str: 100, Mag: 0, Def: 220, Mdef: 180, Acc: 180, Agl: 65, Eva: 0, Luck: 15
-> Steal: Common- 4 Light Curtains, Uncommon- Stamina Tablet
-> Bribe: None
-> Win: Common- 1 or 2 HP Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Slow, Provoke, Eject, Death, Berserk, Sleep, Poison, Demi, Dark,
Zombie, Silence, Petrify, Delay, Confuse, Threaten, Bribe, Power Break
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Magic Break- 95, Mental Break- 95, Armor Break- 95
-> Elemental Affinities: [Immune] Ice, Water, Fire, Lightning
-> Zanmato Lv: 5
-> Armor Abilities: HP+20%, HP+30%, HP+5%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Reppageki: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (-), Accuracy (200), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Bushinzan: Target (all), Type (str), Protect (yes), Shell (no), Power (14),
Element (-), Range (-), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [damage HP and HP]
- Shinryudan: Target (1), Type (str), Protect (yes), Shell (no), Power (25),
Element (-), Range (-), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
For Ironclad, this fight will require alot of persistance, skill, and patience.
Have a party of Rikku, Tidus, and Auron for starters. First have Rikku Mix
a Wings to Discovery + Wings to Discovery. Now use Auron to use a Banishing
Blade on the little sucker. This should be followed very closly by Tidus
using a Blitz Ace. Next, Rikku should just stand there and heal with a Mega-
Potion. Now on the next turn Auron gets switch him out and bring in Yuna,
then have her Entrust her overdrive guage to Rikku, then use Rikku for a
Trio of 9999 on the party, just in case of dire circumstances later in the
battle and just so they don't make you fret.
Now have Tidus simply attack it with Quick Hits for a couple of turns he'll be
countering alot with Reppageki. So now have Rikku switch out for Auron then
have him use a Mega-Potion to recover 9999 HP to everyone. Now have Yuna
summon in Anima. Once Anima is brought forth onto the field, have her start
off by using a Pain to take away a LARGE chunk of HP from Ironclad. Then use
them over and over again until it is time for Ironclad to incur it's wrath
upon Anima with 1 or 2 Reppageki's. Keep doing this until Anima gets KO'd.
Now comes the second stretch and the hardest part of the battle because you no
longer have a reliable aeon to fully depend on. BTW, it attacks like so:
Reppageki, Bushinzan, Shinryudan, repeat. It can use Reppagekis for more than
once in a row as counter attacks.
Just have Tidus use Quick Hits as you are hit with tons and tons of
Reppageki's. Have Auron just attack with physical attacks, and have Yuna stand
back and heal with Mega-Potions or heal the dead with Full-Life. On it's turns
you will either see a Bushinzan that reduces MP to zero and does physical
damage, or a Shinryudan for major physical damage to one character. Now simply
continue using the three characters to play the parts I just told to, or when
Tidus hits overdrive use Blitz Ace, or if Auron hits overdrive use a Banishing
Blade, but if Yuna gets it first, Grand Summon Magus Sisters then cause
destruction with Delta Attack. Always know that if you have too much trouble
with this guy and you're totally stuck, you can always resort to turning to
Yojimbo's Zanmato for salvation.:P

===============================================================================
                            Area Creation Strategies
===============================================================================

1. Advices Before Engaging In Area Battles:
-------------------------------------------
----> First off, I suggest that you level characters to decent levels by using
the statistic maximization processes that I cover in-depth in the Stat Maxing
sections. These would be something like having averages of stats at about a
solid 140 (note that this will change depending on the harder or easier bosses.
I will list exactly where they should be in actually strategies). Your HPs
should be looking at about 9999 for average, but, this will raise or fall
depending on which boss you're fighting. And MPs ought to be about 600-999 for
these bosses (this might change, but this is all right for just about all).

----> Next, we will now cover how your armors should be fitted to take on these
extremely powerful bosses. But note, I will list all armor abilities you should
acquire, then, during the actual strategies I will list exactly how you should
combine them to topple the foes. The most imperious ability to have on your
armors for these fights, I would say, is Auto-Haste; customizable with with
80x Chocobo Wings. Next really useful ability is Auto-Protect, which you can
customize with 70x Lightning Curtain. The next one is the ability called Auto-
Potion, and, you get this one by using 4x Stamina Tablets. Last is Auto-Phoenix
which you get customizing with 20x Mega-Phoenix. If you have Pal/International
versions, I suggest that you take out Auto-Potion and improvise with Ribbon.
Other semi-useful abilities consist of Break HP Limit (30x Wings to Discovery),
Auto-Shell (80x Lunar Curtains), Auto-Reflect (40x Star Curtains). And if
you're one who obsesses about max HP/MP, you can also put on your armor Break
MP Limit (30x Three Stars)--not really recommended for use here, though.

----> Weapons, hmm... weapons...? Well, now I'll list the best weapons to have
when facing off against these majorly powerful bastards, and then, just how to
obtain them. Note: As you may of guessed, they will be the celestial weapons...
1. Cloudy/Celestial Mirror: This is your first step you must make towards your
progression in obtaining the ultimate, celestial weapons. First, what you must
do is finish training chocobos in Calm Lands, then, ride a chocobo to the far
Southeast area of Calm Lands (where you entered for the first time). Now, once
you find the yellow choco feather on the ground, press 'X' button by it, doing
so will have the chocobo you are riding fly on down to the area below. Then,
leave the chocobo there, then go through the path and you're in the vicinity
of the Remiem Temple. Cross over the bridge (intimidating view down, isn't it)?
Now, go over to the right side of the temple and "speak" with the chocobo that
is standing there. After you're acclimated with the rules, start the race! Your
main desideratum here is to make it to the center of this gigantic area before
champ chocobo is there. You don't have to worry about poles or getting any
treasure chests for now, all you must concern yourself with is getting there
ahead. You get Cloudy Mirror for it. Now, you go over to Macalania Woods from
the entrance in the Calm Lands. Then, go over to the place where you find a man
who has been seperated from the rest of his family. Now, you go back to the
place where there is a women and a younger child, talk to them and they mention
something about losing their father/husband. Proceeding that, go on over to
where you had just finished talking to man and inform him that his wife and son
are waiting for him. They're then reunited, *but*, they have now lost their
son, argh!, what's next, the wife? Anyhow, travel up the glistening pathway
here and when you find a little boy off to the side of this path, talk with
him. He goes back to the family and you now have access to the glowing orb
there which transubstantiates Cloudy Mirror into Celestial Mirror which allows
you to get ultimate weapons. This is how to enhance the weapons as well.

2. Tidus -> Caladbolg: First, you must attain the Sun Crest as the first step
to getting Tidus' celestial weapon, the Caladbolg. This is easily obtainable by
going back to where you have fought Yunalesca (if you hadn't gotten it then),
and opening a treasure chest there to get it, easy enough, right? Now, for
tough, pull-your-hair-out quest to get Sun Sigil. So, go back to Calm Lands
and speak with the Chocobo Trainer. You now have to race her and get *better*
score than 00:00! After, you get the Sun Sigil which you take to shining orb in
Macalania Woods to enhance it fully. Good luck completing it before you're 100!
Obtain the actual weapon by beating Chocobo Trainer with time under 48 sec.
Then, go to back left of the Calm Lands, then activate plate on the wall. This
is going to acquire you your probably first celestial weapon, the Caladbolg.

3. Yuna -> Nirvana: This is definitely the easiest, IMO, of the celestials to
obtain, so relax.:) First, go back to Besaid Island (if you have not already
done this), and swim off of the beach. Now, go onto small patch of land with a
treasure chest on it in the back. After this, head back to save sphere and then
teleport back to airship and then go back to the Calm Lands. Now, follow the
same route to Remiem Temple, but this time, you are to go inside of it. Go and
fight all of the aeons Belgemine has (you've to get all of them as well). She
will then give up the Moon Sigil. Obtain the actual weapon by capturing one of
every Calm Lands fiend then returning them to the Monster Arena owner. He will
then give a treasure chest to open. Open it, the you get it!

4. Auron -> Masamune: This one is not hard at all, all it is is time consuming.
The first thing to get is this weapon's crest which is the Mars Crest. You will
be getting this by flying over to the Oldroad, South of the Mi'ihen Highroad.
It's in a treasure chest there. Next, comes the real testing part of this,
it is where you have to acquire the Mars Sigil. How to do it is capture ten
fiends of ten species which are all in ten seperate areas of Spira. Then, go on
back to Monster Arena owner and speak with him. You then get it right there.
Obtain the actual weapon by getting Rusty Sword from the bottom of the Gorge
area in the Calm Lands (top right corner). And then, go on over to the Mushroom
Rock Road area and go up the water lifting platform. Now, go to the statue of
the great Lord Mi'ihen, founder of the Crusaders. Next, activate the plate on
the wall back here. You then will acquire the Masamune weapon for Auron.

5. Kimahri -> Spirit Lance: This is yet not a hard one, and not very time-
consuming, either. First, to get Saturn Crest, head back to Mt. Gagazet (if you
haven't done so already), and go to pillars section after beating Flux's ass.
Then, look for a treasure chest there and open it to receive the Saturn Crest.
Saturn Sigil is annoying, however. You must collect all blue butterflies without
touching any reds. This is in Macalania Woods. Obtain the actual weapon by
now flying back over to the Thunder Plains, and activate three Qactuar Stones
(Square Button). This will initiate sequences in which you see a little ghost
Qactuar running around Southern area of the region. Follow it to an old broken
down tower to obatin the Spirit Lance celestial weapon for the Ronso, Kimahri.

6. Wakka -> World Champion: This one is a real friggin' pain to acquire, and
this is mainly due to hours and hours of... dare I say it?... blitzball... But,
for starters, we do the easy Jupiter Crest first: Go back to the Luca stadium
and then enter the locker room of the Besaid Aurochs. Open one of the farther
back lockers to obtain its crest. The next one is a real hassle, which is the
Jupiter Sigil, and like all sigils, takes quite a bit of time. Once Wakka has
finally accumulated all of his Reels Overdrives (Attack, Aurochs, Status and
orignal Elemental Reels), the Jupiter Crest is available as a prize in either
Tournament Mode or League Mode in blitzball. Obtain the actual weapon by winning
a good five games of blitzball, then, head on over to Luca, Square. Once there,
enter inside of the Cafe and talk to bartender, and if you've met the blitzball
quota, he gives you the weapon as a reward for your skills. Congrats!

7. Rikku -> Godhand: This is not a hard one to acquire at all, all it is is
sorta time eating, but at the same time, it is also quite fun and enjoyable.
First, to get the Mercury Crest, go back to the Bikanel Desert region of Spira.
It will be located in one of the sand dunes there, not hard at all to find that
one at all. Now, to acquire the Mercury Sigil, it requires just a bit more
work and detective skills. You must find Cactuar stone by the sandstorm area
and activate it. It gives clues to where you can find each next Cactuar. Find
them all and then go back there. Sandstorm is then over, so, go into that area
and look for one of the treasure chests there, it contains the sigil (and
please refer to the Cactuar Village section for complete list of where to find
and locate all of the Cactuars). Obtain the actual weapon by entering password
GODHAND in the airship Navigational Map to open new area in Mushroom Rock Road.
Go there, and then in the very back of here, you open the chest which has it.

8. Lulu -> Onion Knight: Finally, we arrive at final celestial weapon to be
obtained before schooling the Area Creations. The first thing to do is, of
course, to acquire the Venus Crest to the weapon. We can locate it at the
Farplane area back at the Guado village of Guadosalam. Then, for the immensely
testing of your mental stability job of getting the Venus Crest. We do this by
going over to the Thunder Plains and then finding the right spot to dodge
lightning bolts. You don't have to dodge 10 bolts, not 50, not 100, but 200
lightning bolts!!! After that, go back to the front of the Travel Agency and
collect your prize in the treasure chest there. Now, few last preperations
and then we can finally fight the monsters, just a little, I promise...:)

----> Here we go, final stretch, and it's abilities. I'll make it short and
sweet: Abilities needed consist of Auto-Life, Ultima, Quick Hit, Flare, Holy,
Full- Life, and for special Nemesis purposes *coughwarpspherescough*: Mug/Steal.
Overdrives should be Tidus - Blitz Ace, Wakka - Attack Reels. Recommended aeons
would be Yojimbo, Anima, Magus Sisters, and perhaps Bahamut for dire situations.

----> Ok, ok, so I lied, but this will be really short. I now suggest some
items: Have a ton of Megalixirs, Elixirs, Mega-Phoenixes, X-Potions, Remedies,
and any of Rikku's items that are used in Mixes (especially ones for Trio of
9999).

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

#1. Stratoavis (Monster Arena)
-> HP: 320000 - 10000
-> MP: 115
-> AP: 8000 - 80000
-> Statistics:
Str: 73, Mag: 32, Def: 41, Mdef: 82, Acc: 100, Agl: 32, Eva: 5, Luck: 15
-> Steal: Common- 3 Smoke Bombs, Uncommon- 2 Stamina Springs
-> Bribe: None
-> Win: Common- 2 or 4 Amulets, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Eject, Zombie, Demi, Threaten, Delay, Slow, Death, Sleep, Dark,
Silence, Confuse, Provoke, Berserk, Poison, Petrify, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Mental Break- 90, Armor Break- 90, Power Break- 90,
Magic Break- 90
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: HP+20%, HP+30%, HP+10%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Air Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (120), Shatter (100), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Land Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (10),
Element (-), Range (far), Accuracy (70), Shatter (0), Critical (no),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Paean of the Heavens: Target (all), Type (grav), Protect (yes), Shell (no),
Power (-), Element (-), Range (far), Accuracy (-), Shatter (100), Critical
(no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes),
Provoke (no), Appear (yes), [HP x 15/16], [Delay Buster (100%)], [Darkness -
30 turns (254%)]
- "Land on ground": In this, it falls down out of being airborne once HP becomes
at least 108800.
- Charging: Starts count to Paean of the Heavens attack.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Stats should be anywhere in the range of 80-90. Now when you start the fight
against Stratoavis, cast Hastega and prepare yourself in anyway you may need
to to start with the rush of Quick Hits that you are going to hit it with.
After Quick Hitting you might need to heal from an attack it may have
used on you. Do so, and then it'll probably be dead. It would have fallen out
of the air if you have done enough damage.
- Sin Harvester has provided me with following pattern data:
Attack, Attack, Charging, Paean of Heavens (do over)...
Now once you hit out 66% of its HP (108800 or less left) it'll land on its feet.
Now the attacking pattern it has is super simple to come up with:
Attack, Attack, Attack (do over)...
So once on its feet, even if you have not-so-high strength attribute, one good
Blitz Ace or Attack Reels will do the job mighty fine. Another good way is to
use Mindy's Passado (heck, that'll do it from beginning).

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

#2. Malboro Menace (Monster Arena)
-> HP: 640000 - 12000
-> MP: 200
-> AP: 8000 - 8000
-> Statistics:
Str: 60, Mag: 53, Def: 24, Mdef: 63, Acc: 120, Agl: 34, Eva: 0, Luck: 15
-> Steal: Common- 4 Remedies, Uncommon- 2 Mana Springs
-> Bribe: None
-> Win: Common- 2 or 4 Mana Tonics, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow,
Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi,
Threaten, Eject, Zombie, Confuse, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200
-> Elemental Affinities: [Absorption] Water [1.5 damage] Fire
-> Zanmato Lv: 5
-> Armor Abilities: Slowproof, Poisonproof, Stoneproof, Silenceproof, Zombie-
proof, Sleepproof, Darkproof
-> Weapon Abilities: Slowstrike, Poisonstrike, Stonestrike, Silencestrike,
Zombiestrike, Sleepstrike, Darkstrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 4
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Chow Time: Target (1), Type (str), Protect (yes), Shell (no), Power (50),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Mega Gastric Juice: Target (1), Type (str), Protect (no), Shell (no),
Power (22), Element (-), Range (far), Accuracy (240), Shatter (100),
Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit
(yes), Provoke (no), Appear (yes), [ignore Def], [FullBreak (254%)]
- Gastric Juice Blast: Target (all), Type (str), Protect (yes), Shell (no),
Power (22), Element (-), Range (far), Accuracy (-), Shatter (100),
Critical (no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit
(yes), Provoke (no), Appear (yes), [ignore Def], [Petrification (50%)]
- Putrid Breath: Target (all), Type (mag), Protect (yes), Shell (no), Power
(16), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Silence - 8 turns (254%)], [Darkness - 8 turns (254%)],
[Slow (254%)], [Confusion (254%)], [Poison (254%)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Malboro Menace: Here you should have your stats around 90-110. Have at least 2
of which ever weapon you may select bear the 'First Strike' ability. Cast
Hastega. Also make sure some of your armors of choice be immune to the main
'negative' status effects, you'll see what I mean once you expierience his
Putrid Breath abilty (it ain't pretty I can assure you). So if you followed
the first 2 steps I pointed out, you will probablly get a good 5-10 hits in.
Before his turn summon any aeon to take whatever punishment he intends you
dish out. Then simply dismiss them if you wish nail a good Blitz Ace and it
will lose to you. Its a great feeling isn't it?

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

#3. Kottos (Monster Arena)
-> HP: 440000 - 15000
-> MP: 20
-> AP: 8000 - 8000
-> Statistics:
Str: 88, Mag: 12, Def: 60, Mdef: 1, Acc: 150, Agl: 36, Eva: 0, Luck: 15
-> Steal: Common- 4 Stamina Springs, Uncommon- 2 Soul Springs
-> Bribe: None
-> Win: Common- 20 or 40 Healing Springs, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow,
Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi,
Threaten, Eject, Zombie, Confuse, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: HP+20%, HP+30%, HP+10%
-> Weapon Abilities: Magic Counter, Evade & Counter, Counter-Attack
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (24),
Element (-), Range (close), Accuracy (-), Shatter (50), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Counterattack: Target (1), Type (str), Protect (yes), Shell (no), Power (20),
Element (-), Range (far), Accuracy (-), Shatter (10), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
- Kottos is no push-over, and he'll wipe the floor with your entire
party if strength isn't at about 170 and defense near 185. Weapons should have
First Strike, Strength+20%, Strength+10% and Strength+3%. Armor should be
be fitted with Defense+20%, Defense+10%, Defense+3%, Auto-Protect. Now that
we're all ready for it lets go get 'em. First here's some general Kottos info:
- On its own regular turns it will attack using both fists which is pretty
damn powerful.
-If you do any slightest thing to Kottos it will counter with a single fist,
this is unless the hit you do kills it, in which case it *cannot* counter act.
Now that you know that what you do for the first thing in the battle is just
cast Hastega. Then use the next character up use just one Cheer to raise your
DEF even higher up.
So the things you will be doing the rest of the fight are Quick Hitting and
overdriving. If anyone dies, than Mega-Phoenix 'em back to life and re-cast
Cheer and Haste. Anima, Magus Sisters, Bahamut, or even Yojimbo can also make
very quick work of Kottos.

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

#4. Coeurlregina (Monster Arena)
-> HP: 380000 - 10000
-> MP: 80
-> AP: 8000 - 8000
-> Statistics:
Str: 1, Mag: 70, Def: 40, Mdef: 40, Acc: 100, Agl: 75, Eva: 0, Luck: 15
-> Steal: Common- 2 Farplane Winds, Uncommon- Blessed Gem
-> Bribe: None
-> Win: Common- 3 or 6 Shining Gems, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow,
Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi,
Threaten, Eject, Zombie, Confuse, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Stoneproof, Sleepproof, Poisonproof, Darkproof, Zombieproof,
Slowproof, Silenceproof, Deathproof
-> Weapon Abilities: Double AP, Deathstrike
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Chaos: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Curse (100%)], [Confusion (254%)], [Doom (100%)]
- Hyper Blaster: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Death (always)]
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Drain: Target (1), Type (mag), Protect (no), Shell (yes), Power (20),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[drain HP]
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Coeurlregina: This is a fairly linnear fight if you have the skills and stats
between 85-110. Start off with a Hastega, then pummel him until he attacks
you. Make sure you have an armor with the Stoneproof or Stone Ward abilities
customized unto them. And you should have Magic Defense slightly higher than
all of your other stats. And make it Stoneproof for much better and more
satisfying results.
With all of this in place you should have no trouble whatsoever. But she sure
will be having one whole lot of trouble with you and your superiority.

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

#5. Jormungand (Monster Arena)
-> HP: 520000 - 10000
-> MP: 63
-> AP: 8000 - 8000
-> Statistics:
Str: 77, Mag: 80, Def: 33, Mdef: 186, Acc: 130, Agl: 53, Eva: 6, Luck: 15
-> Steal: Common- 4 Petrify Grenades, Uncommon- Three Stars
-> Bribe: None
-> Win: Common- 2 or 4 Supreme Gems, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Eject, Zombie, Demi, Threaten, Delay, Death, Sleep, Darkness,
Silence, Confuse, Provoke, Berserk, Poison, Petrify, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Magic Break- 90, Power Break- 90, Slow- ?, Armor
Break- 90, Mental Break- 90
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Slowproof, Poisonproof, Stoneproof, Silenceproof, Zombie-
proof, Sleepproof, Darkproof
-> Weapon Abilities: Slowstrike, Poisonstrike, Stonestrike, Silencestrike,
Zombiestrike, Sleepstrike, Darkstrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 4
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (150), Shatter (100), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Cold Stare: Target (1), Type (mag), Protect (no), Shell (no), Power (20),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Petrification (254%)]
- Space-Time Vorpal: Target (all), Type (mag), Protect (no), Shell (yes), Power
(40), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Jormungand: You really do not need to be that strong status wise. 70-90 will
do. You shouldn't bother with Hastega unless you feel comfortable using it.
Just a quick and semi-perfect Blitz Ace will do the job, or if you need to
back it up, the best way to do it is an Auroch Reels. If you want this fight
finished in 3 minutes or so, just summon the Magus Sisters (or any aeon, for
that matter). Healing wise, tend to Cold Stare with Soft item; Space-Time
Vorpal with Megalixir; Attack with Curaga.

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

#6. Cactuar King (Monster Arena)
-> HP: 100000 - 10000
-> MP: 0
-> AP: 8000 - 8000
-> Statistics:
Str: 255, Mag: 255, Def: 100, Mdef: 255, Acc: 180, Agl: 80, Eva: 240, Luck: 15
-> Steal: Common- 2 Chocobo Wings, Uncommon- Designer Wallet
-> Bribe: None
-> Win: Common- 3 or 6 Blessed Gems, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow,
Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi,
Threaten, Eject, Zombie, Confuse, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200
-> Elemental Affinities: [Immune] Water, Ice, Holy, Lightning, Fire
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- 10,000 Needles: Target (1), Type (fixed), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no),
Appear (yes), [10000 fix dmg]
- 99,999 Needles: Target (1), Type (fixed), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [99999 fix dmg]
- Run Away: This move is when Cactuar King runs away from the scene of the
battle.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
It took so long for me to beat this guy the first time (well, it was more like
my 11th try to beat it). This is mainly because of its insane Eva, which it
also backs up with the maxed-out Str, which makes for deadly combination. So,
the ultimate strategy is upon you. No more dying against Cactuar King like I
did... you have it easy, luck dogs...:) The only stats that come into play in
this battle for you are Str and Acc. They should be like: Str- 170; Acc- 180+
(but even with that, you miss on a very frequent and consistent basis). Now,
your armors, hehe: The most important abilities are Auto-Phoenix, Auto-Haste,
Break HP Limit (with at least 10001 HP, it won't matter for 99999 Needles).
Now, your weapons should have the abilities Break Damage Limit, Str+20%, Str+5%,
Str+10% for 237 Str which kicks 100 Def. Ok, try to attack least as possible as
to not see too many 10000 Needles. And, with Auto-Haste in place beforehand,
you'll see even less of 99999/10000 Needles. If he does Runs Away, you're both
lucky and unlucky. Lucky in the sense that you don't get destroyed by CK, but
unlucky that you don't get anything from it. But, that doesn't happen too much
(at least not with me). There are many things that can work against Cacty, like
using Aurochs Reels, Blitz Ace or Passado. And, if you DO decide to use Passado
choice, do it on first turn, and not waste time with Shield, that's a good way
to die. Anyway, if you have Auto-Phoenix in place, you have *nothing* to worry
about besides how many cups of coffee you'll need to stay awake. You might also
want to try and Steal some Designer Wallets from it.

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#7. Espada (Monster Arena)
-> HP: 280000 - 15000
-> MP: 120
-> AP: 8000 - 8000
-> Statistics:
Str: 44, Mag: 31, Def: 100, Mdef: 160, Acc: 100, Agl: 51, Eva: 12, Luck: 15
-> Steal: Common- 4 Farplane Shadows, Uncommon- Farplane Wind
-> Bribe: None
-> Win: Common- 1 or 2 Rename Cards, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Eject, Zombie, Demi, Threaten, Delay, Death, Sleep, Darkness,
Silence, Confuse, Provoke, Berserk, Poison, Petrify, Bribe, Doom
-> Inherent Statuses: A(6), Regen
-> Weaknesses: Slow- 50, Mental Break- 90, Armor Break- 90, Power Break- 90,
Magic Break- 90
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Hades Claw: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (180), Shatter (100), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Poison (254%)], [Death (254%)]
- Blade Shower: Target (1), Type (str), Protect (yes), Shell (no), Power (60),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Espada: Here your stats do not need to be too high either, well... With the
exception of Evasion. Have that near 135-145. Have the other ones near 90-125.
Definately cast Hastega in the beginning to ensure you at least 5 hits. Or
nail a mediocre Blitz Ace at least (that might even be to sadistic for the
poor lil' guy).
But don't get to cocky, if you slip up here he could use one of his stat
inducing claw attacks like Hades Claw, which inflicts you with some bad status
effects.

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#8. Abyss Worm (Monster Arena)
-> HP: 480000 - 12000
-> MP: 200
-> AP: 8000 - 8000
-> Statistics:
Str: 60, Mag: 93, Def: 24, Mdef: 63, Acc: 120, Agl: 22, Eva: 0, Luck: 15
-> Steal: Common- 4 Shadow Gems, Uncommon- Stamina Tablet
-> Bribe: None
-> Win: Common- 1 or 2 Stamina Tonics, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow,
Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi,
Threaten, Eject, Zombie, Confuse, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (90), Shatter (10), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Earthquake: Target (all), Type (mag), Protect (no), Shell (yes), Power (28),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Delay Attack (100%)]
- Swallow: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[character unusable]
- Regurgitate: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Delay Buster (100%)]
- Readying Quake: Starts count to Earthquake attack.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Abyss Worm: To engage combat with this repulsive beast your stats should be in
the vicinity of 110-140. Not a huge difference from the last fight I
mentioned. So cast hastega, you know the drill. Use blitz ace. He's dead, or
for the more challenging and less cheap way.
Use hastega, and then use all of your hits just to attack. You don't want it
to digest any of your party members. To prevent this from occuring, just
simply summon to block stop it (not that it can swallow an aeon). And from
there use the aeon to kill the vile creature.

---> Here's some info sent by Raphsterrapper: <---
     I've spent much time on Abyss Worm as well, but, after much times of
fighting and either winning, or getting pounded ridiculously, I have come up
with this info that I am sending you now. Basically, it's all technical info and
pattern.
     Okay, here's a bit of how it goes in very beginning of fight:
~ If you continue to attack it five times, all the while it can either use RQ,
EQ, or Attack. After 5th turn goes, that character is lost (as well as Abyss'
turns until two turns land).
~ Now, these attacks of course must do damage, and can be physical, skill,
magic, overdrive, etcetera.
~  Doing so makes it to use Regurtitate which spits swallowed up character back
out, but not without probable killing (have Auto-Protect [reduces damage to
3333] and/or Auto-Phoenix).
     Now, for some strategics:
It has 480000 HP, and 200 MP, reasonable, right? And really, that 200 MP does
not come into play really. Okay, I've discovered attack pattern that you might
want to know:
~ the pattern is Attack, Attack, Readying Quake, Earthquake. Prognosticatable,
no?
     So, it's best if you never attack Reflect your characters, Auto-Reflect,
SOS Reflect, it don't matter, AS LONG AS YOU'RE REFLECTED!!! Now, send Utimas
its way, or alternately, Flares. Now, in front of you, you have one dead Abyss
Worm.

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#9. Chimergeist (Monster Arena)
-> HP: 120000 - 10000
-> MP: 30
-> AP: 8000 - 8000
-> Statistics:
Str: 66, Mag: 68, Def: 10, Mdef: 10, Acc: 180, Agl: 29, Eva: 0, Luck: 15
-> Steal: Common- 2 Mana Springs, Uncommon- 2 Stamina Springs
-> Bribe: None
-> Win: Common- 1 or 2 Return Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Eject, Zombie, Demi, Threaten, Delay, Slow, Death, Sleep, Dark,
Silence, Confuse, Provoke, Berserk, Poison, Petrify, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Magic Break- 50, Armor Break- 50, Power Break- 50,
Mental Break- 50
-> Elemental Affinities: [Immune] Water, Ice, Lightning, Fire
-> Zanmato Lv: 5
-> Armor Abilities: Ice Eater, Water Eater, Fire Eater
-> Weapon Abilities: Icetstrike, Waterstrike, Firestrke
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Megiddo Flame: Target (1), Type (mag), Protect (no), Shell (yes), Power (35),
Element(fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Aqua Breath: Target (all), Type (mag), Protect (no), Shell (yes), Power (17),
Element (water), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Ignores Def]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Chimerageist: Stats should be in the 250's, just kidding about 110-115. Start
off with a hastega. Then just whail away at it hitting for 9999 (minimum) each
turn. Have good defense to survive his attacks. And just keep attacking until
it dies.
Or you have many other alternatives, 1. Blitz Ace 2. Auroch Reels 3. Doom 4.
Passado 5. Zanmato (just a waste of gil, at least against this enemy).
Or even just 2 hits at 99999 will turn it into pyreflies. It has a somewhat of
a susceptibility to Doom (200).

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#10. Don Tonberry (Monster Arena)
-> HP: 480000 - 10000
-> MP: 120
-> AP: 8000 - 8000
-> Statistics:
Str: 95, Mag: 75, Def: 100, Mdef: 100, Acc: 80, Agl: 37, Eva: 0, Luck: 15
-> Steal: Common- 3 Candles of Life, Uncommon- Designer Wallet
-> Bribe: None
-> Win: Common- 3 or 6 Farplane Winds, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow,
Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi,
Threaten, Eject, Zombie, Confuse, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200
-> Elemental Affinities: None
-> Armor Abilities: Silenceproof, Zombieproof, Darkproof, Sleepproof,
Poisonproof, Stoneproof, Deathproof, Slowproof
-> Weapon Abilities: Silencestrike, Zombiestrike, Darkstrike, Sleepstrike,
Poisonstrike, Stonestrike, Deathstrike, Slowstrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- "Moving Along": It will move forward towards your party on all of *its* turns
until it gets to one party member (that happens in four turns). He then does
the "Doink" move).
- Chef's Knife: Target (1), Type (str), Protect (yes), Shell (no), Power (20),
Element (-), Range (far), Accuracy (-), Shatter (10), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Voodoo: Target (1), Type (mag), Protect (no), Shell (no), Power (255),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [always 99999 damage]
- Karma: Target (1), Type (fixed), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Dmg = enemies killed x 100]
1 - 100                       3267 - 326700                 6534 - 653400
99 - 9900                     3366 - 336600                 6633 - 663300
198 - 19800                   3465 - 346500                 6732 - 673200
297 - 29700                   3564 - 356400                 6831 - 683100
396 - 39600                   3663 - 366300                 6930 - 693000
495 - 49500                   3762 - 376200                 7029 - 702900
594 - 59400                   3861 - 386100                 7128 - 712800
693 - 69300                   3960 - 396000                 7227 - 722700
792 - 79200                   4059 - 405900                 7326 - 732600
891 - 89100                   4158 - 415800                 7425 - 742500
990 - 99000                   4257 - 425700                 7524 - 752400
1089 - 108900                 4356 - 435600                 7623 - 762300
1188 - 118800                 4455 - 445500                 7722 - 772200
1287 - 128700                 4554 - 455400                 7821 - 782100
1386 - 138600                 4653 - 465300                 7920 - 792000
1485 - 148500                 4752 - 475200                 8019 - 801900
1584 - 158400                 4851 - 485100                 8118 - 811800
1683 - 168300                 4950 - 495000                 8217 - 821700
1782 - 178200                 5049 - 504900                 8316 - 831600
1881 - 188100                 5148 - 514800                 8415 - 841500
1980 - 198000                 5247 - 524700                 8514 - 851400
2079 - 207900                 5346 - 534600                 8613 - 861300
2178 - 217800                 5445 - 544500                 8712 - 871200
2277 - 227700                 5544 - 554400                 8811 - 881100
2376 - 227600                 5643 - 564300                 8910 - 891000
2475 - 247500                 5742 - 574200                 9009 - 900900
2574 - 257400                 5841 - 584100                 9108 - 910800
2673 - 267300                 5940 - 594000                 9207 - 920700
2772 - 277200                 6039 - 603900                 9306 - 930600
2871 - 287100                 6138 - 613800                 9405 - 940500
2970 - 297000                 6237 - 623700                 9504 - 950400
3069 - 306900                 6336 - 633600                 9603 - 960300
3168 - 316800                 6435 - 643500                 9702 - 970400
(note: some of these figures are very unrealistic, and      9801 - 980100
impossible to achieve, such as 1...it's impossible to       9900 - 990000
only have one kill in total by this point in the game.)     9999 - 999990
# also note that once you get to 1000 kills, damage stops going up, I'm just
giving a visual!!!

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Don Tonberry: Easy as long as you haven't killed to many fiends... lol. In the
likes of stats you should be befriending the category of 120-160. Use Hastega,
and then attack it once or twice ONLY. That is just to get some damage in. The
reason is because his Karma attack can kill if you've killed to many fiends.
So then either have Mindy use Passado or use Tidus' Blitz Ace (These moves
have become very relevant haven't they?). Then he will be dead, but if your
aeon of choice does not kill it, it will use a move called 'Voodoo' where it
makes a model of your aeon with wax then stabs it with his knife and do 99999
damage. And do not let Tonberry get to close to you because he WILL let you
have it with his imfamous "Doink".
+-ALTERNATE STRATEGY-+
You must have an armor with Auto-Haste, and Auto-Phoenix, don't bother with
anything else, because it won't come into matters. Weapons should simply be the
Celestials, and then we look at stats: Str- 155, Mag- doesn't matter, Def- 140,
Mdef- 150, Acc- doesn't matter much, Agl- 125 or so, Eva- 153, Luck- 27 about,
HP- 9999, MP- 999. I guess the fight deals with theory of Karma: "what goes
around comes around", and that's true because the more enemies you kill, it
comes back to you in this attack. Here's an example: if you've killed 600
enemies, move will do 60000 damage, and chances are, unless you've gone crazy
before stat maxing section, you might survive. But no matter, you'll be brought
back by Auto-Phoenix. So, here's how it goes in battle: "Moving Along", "Moving
Along", "Moving Along", "Moving Along"; if it's still alive by now - "Doink".
Bwtween anytime in this, it may use Voodoo on normal aeon goes, and Karma as
a dangerous counter to anything. So decide how to fight accordingly with this
said.
+-SPECIAL ALTERNATE STRATEGIES-+
Start with the character you wish to level up (one at a time for best results)
and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and
"Overdrive < AP" customize abilities, and their armor have the "Auto Phoenix".
Now, the other 2 characters you use in this should already be strong. Have
their weapons have the "Break HP Limit", and have their armors have bear the
"Break Hp Limit". Have your more weak character have the "Comrade" overdrive
mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set.
Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to
find out the capture requirements to fight it). Don't follow the strategy
which I present in that section though. Instead, just use the 2 stronger party
members to attack it. Have the weak character just stand back and heal them
after it uses Karma, and if they dies from Karma, she already has the "Auto
Phoenix" ability... right?
When the fight comes to a conclusion, you should receive 1000000 to 10000000
AP (in other words, 99 sphere lvl's).
... or...
Start with the character you wish to level up (one at a time for best results)
and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and
"Overdrive < AP" customize abilities, and their armor have the "Auto Phoenix".
Now, the other 2 characters you use in this should already be strong. Have
their weapons have the "Break HP Limit", and have their armors have bear the
"Break Hp Limit". Have your more weak character have the "Comrade" overdrive
mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set.
Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to
find out the capture requirements to fight it). Don't follow the strategy
which I present in that section though. Now have the character whom you wish
to level up high, attack the Don Tonberry. Appearently that character will
perish from Karma. Now run from battle, you will now receive just as much AP
as before.

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#11. Catoblepas (Monster Arena)
-> HP: 550000 - 10000
-> MP: 160
-> AP: 8000 - 8000
-> Statistics:
Str: 76, Mag: 58, Def: 33, Mdef: 180, Acc: 180, Agl: 47, Eva: 0, Luck: 15
-> Steal: Common- 3 Healing Springs, Uncommon- Stamina Tonic
-> Bribe: None
-> Win: Common- 1 or 2 Three Stars, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Sleep, Petrify, Death, Zombie, Silence, Eject, Darkness,
Threaten, Provoke, Demi, Confuse, Slow, Poison, Delay, Berserk, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 200, Magic Break- 50, Armor Break- 50, Power Break- 50,
Mental Break- 50
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Stoneproof, Sleepproof, Poisonproof, Darkproof, Slowproof,
Silenceproof, Deathproof, Zombieproof
-> Weapon Abilities: Stonestrike, Sleepstrike, Poisonstrike, Darkstrike, Slow-
strike, Silencestrike, Deathstrike, Zombiestrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 2 to 4
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Pop Fly: Target (1), Type (str), Protect (yes), Shell (no), Power (36),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Delay Buster (100%)]
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Ultima: Target (all), Type (mag), Protect (no), Shell (no), Power (70),
Element (-), Range (infinite), Accuracy (-), Shatter (100), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
For this fight, your main stats should be at a level 140 or so, because this
fight is not by any stretch of the imagination a hard one. You should have an
armor with four full slots of Auto-Shell, Auto-Phoenix, Auto-Haste, and Auto-
Protect. With these in place, Flare and Ultima's damage is cut to pathetic
level, Pop Fly does weak damage and Delay is lifted, and with Auto-Phoenix,
none of his attacks are of worry. Now, the way to damage it effectively, is
like with many other boring Area Cretins, to use Passado, Blitz Ace, Attack
Reels, Oblivion, etc. Auron can also use Banishing Blade for some good and
quick 99999 damage with Masamune celestial weapon, as well as maybe dealing out
all Breaks. It won't take long to beat Catoblepas.

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#12. Abaddon (Monster Arena)
-> HP: 380000 - 10000
-> MP: 780
-> AP: 8000 - 8000
-> Statistics:
Str: 40, Mag: 95, Def: 180, Mdef: 160, Acc: 130, Agl: 120, Eva: 0, Luck: 15
-> Steal: Common- 3 Purifying Salts, Uncommon- Shining Gem
-> Bribe: None
-> Win: Common- 1 or 2 Mana Tablets, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow,
Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi,
Threaten, Eject, Zombie, Confuse, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: None
-> Elemental Affinities: [Immune] Water, Fire, Ice, Lightning
-> Zanmato Lv: 5
-> Armor Abilities: Magic Defense+10%, Magic Defense+20%, Magic Defense+3%
-> Weapon Abilities: Magic+10%, Magic+20%, Magic+5%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Pharaoh's Curse: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Darkness - 254 turns (100%)], [Silence - 254 turns (100%)],
[Curse (100%)], [Poison (130%)]
- Emblem of the Cosmos: Target (all), Type (mag), Protect (no), Shell (yes),
Power (34), Element (-), Range (far), Accuracy (-), Shatter (100), Critical
(no), Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes),
Provoke (no), Appear (yes)
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Demi: Target (all), Type (Grav), Protect (no), Shell (yes), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[HP x 1/4]
- Flare: Target (1), Type (mag), Protect (no), Shell (yes), Power (60),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Mana Focus: Starts count to Emblem of the Cosmos attack.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Abaddon: Ok this is the hardest area creation boss thus far. Your stats should
be near 130-140. I personally just recommend summoning. That is what I did,
but if not... Cast Hastega. Use a bunch of Quick Hits. Don't bother with
trying to inflict him with any status effects, he is immune to all of the
status effects I've tested on him.
Watch out for his Pharohs Curse, which you might have had Demonoliths
uncaringly put on you. That is why I think you should summon. I summoned an
Aeon I hadn't summoned in a while since my acquisition of the secret Aeons,
and that is Bahamut (I'm not saying you should, unless you want, that is). If
you just want to destroy it, you know who to call to do your bidding.

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

#13. Vorban (Monster Arena)
-> HP: 630000 - 10000
-> MP: 120
-> AP: 8000 - 8000
-> Statistics:
Str: 95, Mag: 75, Def: 100, Mdef: 100, Acc: 80, Agl: 33, Eva: 0, Luck: 15
-> Steal: Common- 2 Healing Springs, Uncommon- Stamina Tablet
-> Bribe: None
-> Win: Common- 1 or 2 Friend Spheres, Uncommon- 1 or 2 Dark Matters
-> Gil Received: None
-> Immunities: Magic Break, Death, Sleep, Petrify, Berserk, Provoke, Slow,
Delay, Armor Break, Poison, Silence, Mental Break, Power Break, Darkness, Demi,
Threaten, Eject, Zombie, Confuse, Bribe
-> Inherent Statuses: A(6)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Defense+10%, Defense+20%, Defense+3%
-> Weapon Abilities: Strength+10%, Strength+20%, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Body Splash: Target (all), Type (str), Protect (yes), Shell (no), Power (10),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)
- Mortar: Target (all), Type (mag), Protect (no), Shell (yes), Power (24),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Vorban: Start out by having a party of Rikku, Tidus, and Auron. First off have
Rikku Mix Wings to Discovery + Wings to Discovery, and this will make your
party attack for 9999 damage each time if you don't have Break Damage Limit,
then it'll hit for 99999 each time and that is even better. Don't bother with
Armor Break here because it doesn't work against Vorban like it does with
their Barbatos counter parts. Now if Tidus' overdrive is full use it and I
highly suggest that you use it as a Blitz Ace for superb results. Follow it
up by using Auron to just attack, have Rikku switch it up in exchange for Yuna
to come out and do any necessary healing.
Have Tidus continue to attack, and Auron to do the same. Watch out for Mortar
as well. Do not be afraid tp have Yuna summon any aeons if you absolutely
truly need to during any point in that battle.
Do this a couple of times to get about 32 of these, but you may also find it
more comfortable and more convinient to simply Bribe Coeurls for 120000 gil
and receive 2x Friend Spheres, but you'll spend 3240000 gil doing this and for
that, use the Mimics in the Omega Dungeon. After, do the following steps...
Vorban is dead.

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

                           20. PENANCE & DARK AEONS                     [Spda0]

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

Ok, these are the hardest bosses in the entire game. On that note I shall
start the strategies to best these crazy bosses....

*******************************************************************************
Preperations: Armor- Break HP Limit, Ribbon, Auto-Haste, Auto-Protect
              Armor- Break HP Limit, One MP Cost, Auto-Haste, Ribbon
              Weapon- Celestial Weapons (generally)
              Abilities- Dispel, Quick Hit, Use, Full-Life and anything else
                         you can conjer up.
              Items: You'll of course need plural numbers of these.....
                     Three Stars, X-Potion, Purifying Salt, Megalixir

Any more are good too...
*******************************************************************************

Once you have all of those things and you are confident enough, go ahead and
challenge them.

===============================================================================
                                   Dark Aeons
===============================================================================

#1. Dark Valefor (Besaid)
-> HP: 800000 - 99999
-> MP: 999
-> AP: 10000 - 15000
-> Statistics:
Str: 148, Mag: 186, Def: 120, Mdef: 220, Acc: 250, Agl: 105, Eva: 10, Luck: 48
-> Steal: Common- 2 X-Potions, Uncommon- Elixir
-> Bribe: None
-> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: A(6), B(7), 1(4)
-> Weaknesses: None
-> Elemental Affinities: Fire, Ice, Water, Holy, Lightning
-> Zanmato Lv: 5
-> Armor Abilities: Break HP Limit, Ribbon, Auto-Regen
-> Weapon Abilities: Lightningstrike, Waterstrike, Firestrike, Icestrike, Break
Damage Limit, First Strike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (20),Element
(-), Range (far), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Sonic Wings: Target (1), Type (str), Protect (yes), Shell (no), Power (8),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [Delay Attack (100%)]
- Energy Ray: Target (all), Type (mag), Protect (no), Shell (yes), Power (26),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes)
- Energy Blast: Target (all), Type (spmag), Protect (no), Shell (no), Power (4),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Location of Dark Valefor: Besaid. When you try to head into the village on
Besaid island a man will appear. He will then summon Dark Valefor, then you
are enabled to engage combat with it.
Dark Valefor: Before you head into battle thinking you're all that and ready
hand these Dark Aeons their arses, make sure you have your attributes 170-177
before the thought even crosses your mind to fight Dark Valefor. Your HP does
not need to be higher than 9999, mine wasn't and I did just fine. Since it's
overdrive guage fills after you have struck it 8 times you have alot of time
to do some serious damage before you get hurt really bad. Just attack it 7
times with no worry. In that time you might get Energy Ray, or Sonic Wings,
none of which you have to worry about at all.
You might need to heal once in this period of time. Once at 7, summon the
Magus Sisters who may have their (at least one) HP over 50000 to survive it,
and finish off Valefor.
+-ALTERNATE STRATEGY-+
Have Tidus use a Blitz Ace, and at this point even with 99991 HP damage of
imperfection it will still kill it.
+-ALTERNATE STRATEGY-+
Have Wakka use a painful Attacks Reels, and even yet with some mediocracy
it will be able take Valefor down out of the air with no problem whatsoever.

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#2. Dark Ifrit (Bikanel Desert)
-> HP: 1400000 - 99999
-> MP: 999
-> AP: 20000 - 30000
-> Statistics:
Str: 220, Mag: 177, Def: 173, Mdef: 163, Acc: 230, Agl: 124, Eva: 8, Luck: 27
-> Steal: Common- 2 Mega-Phoenixes, Uncommon- Elixir
-> Bribe: None
-> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: A(6), B(7), 1(4)
-> Weaknesses: None
-> Elemental Affinities: [Immune] Water, Lightning [Half Damage] Ice
[Absorption] Fire
-> Zanmato LV: 5
-> Armor Abilities: Ribbon, Fire Eater, Break HP Limit
-> Weapon Abilities: Firestrike, Break Damage Limit
-> Armor/Weapon Abilities: Slots: 3 to 4
                           Pre-Customized Abilities: 1 to 2
                           Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Meteor Strike: Target (1), Type (spmag), Protect (no), Shell (yes), Power
(2), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Delay Buster (100%)]
- Hellfire: Target (all), Type (spmag), Protect (no), Shell (no), Power (3),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
- Location of Dark Ifrit: Sanubia Desert. Head into the Western section of this
region and then talk to a women you find there. She will then tell you that
she has lost her child, choose the option "yes". She will then take you to
that area, beat Ifrit and save her child.
Dark Ifrit: You should fair well with stats near 195. Make sure you took a
look at the preperations box at the top of this section, and double check that
you at least have the Auto-Haste ability on everyone's armor. This is to make
sure that when it uses Meteor Strike and slows you, that you will not have to
waste an extra turn to where you can be taking health from it to cast Hastega
on your party. You can also do some extra improvising with your selected armor
for this fight. And is recommended, change it to Break HP Limit, Auto-Haste,
Auto-Shell, Auto-Protect.
This will protect you from alot of the damage that you will have to sustain at
the hands of the Dark Ifrit. So when you commence in the hard battle, start
off by Quick Hitting it until you see it's ultimate move, Hellfire is coming
up you should do 1 of 3 things. One is summon to avoid any damage from it, 2
just let him attack and heal with the Trio of 9999 effect or with Full-Life
only if you have health higher than 33000 HP, or cast Auto-Life before and it
will automatically recover you if you die. Once you use about 4-5 Quick Hits
on it, use either Tidus' Blitz Ace or Wakka's Attack Reels. Either one of
them will be at a high enough level of power to kill it at this point in the
battle.

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

#3. Dark Ixion (Thunder Plains)
-> HP: 1200000 - 99999
-> MP: 999
-> AP: 20000 - 30000
-> Statistics:
Str: 176, Mag: 133, Def: 220, Mdef: 188, Acc: 250, Agl: 180, Eva: 0, Luck: 36
-> Steal: Common- 2 Stamina Tablets, Uncommon- Elixir
-> Bribe: None
-> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: A(6), B(7), 1(4)
-> Weaknesses: None
-> Elemental Affinities: [Immune] Ice, Fire [Half Damage] Water [Absorption]
Lightning
-> Zanmato Lv: 5
-> Armor Abilities: Lightning Eater, Ribbon, Break HP Limit
-> Weapon Abilities: Lightningstrike, Break Damage Limit
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack 1: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (254), Shatter (100), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [Sleep - 99 turns (254%)], [Armor Break (254%)], [Mental
Break (254%)]
- Attack 2: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (254), Shatter (100), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [Confusion - 99 turns (254%)], [Armor Break (254%)], [Mental
Break (254%)]
- Thundaja: Target (1), Type (mag), Protect (no), Shell (yes), Power (200),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Delay Buster (100%)]
- Aerospark: Target (1), Type (str), Protect (yes), Shell (no), Power (40),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [remove NulAll], [remove Shell], [remove Protect], [remove
Haste], [remove Regen], [remove Reflect], [remove Auto-Life]
- Thor's Hammer: Target (all), Type (spmag), Protect (no), Shell (no), Power
(3), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [FullBreak (254%)]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
- Location of Dark Ixion: Thunder Plains. Go to the Northern section of this
area and then talk to a man that can be located near of the thunder towers. He
will then summon it for fighting.
Dark Ixion: Stats should be averaged at about 180-190. Discombobulate the
armor that I said to use in the preperations (drop Auto-Protect) for the
ability Confuseproof. Oh, and HP should only really have to be 9999, I found
no reason for it to exceed that limit really. When you start cast Shell to
block out alot of the damage effects of Thundaja. And since you dropped the
Auto-Protect for the much more needed Confuseproof earlier cast Protect, but
this isn't really required for this fight in my opinion.
One final note before we really get rollin' is that there is technically two
fights against Dark Ixion to be able to really end it's sad life. Now when
aside from casting those two or maybe one spell(s), Now use as many Quick Hits
as you can nail in one go aroung of attacks from each character who's turn
comes up on the CTB Window. Use the next couple of turns in any way you see
fit. Then bring Wakka only (Tidus is not needed) and attack Ixion with a
Attack Reels. It will counter your attacks with Thundaja most of the time,
it will do damage for 5000 and afflict you with Slow, but with Auto-Haste it
will be negated.
But you might not even need Wakka's overdrive, just continue with Quick hits
and healing. If during this first match Ixion's overdrive fills on it's next
turn it will use Aerospark. After some time the second battle will commence.
When it starts use the same strategy as before but watch out for when Ixion's
overdrive fills, because this time it'll use Thor's Hammer which does 12000 HP
of non-negatable damage and inflicts Full Break. Here in this second half you
should use the oevrdrives though, for a quicker finish.

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

#4. Dark Shiva (Macalania Temple)
-> HP: 1100000 - 99999
-> MP: 999
-> AP: 20000 - 30000
-> Statistics:
Str: 173, Mag: 244, Def: 136, Mdef: 255, Acc: 250, Agl: 255, Eva: 0, Luck: 73
-> Steal: Common- 2 Mana Tablets, Uncommon- Elixir
-> Bribe: None
-> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: A(6), B(7), 1(4), Quick Hit
-> Weaknesses: None
-> Elemental Affinities: [Immune] Water, Lightning [Half Damage] Fire
[Absorption] Ice
-> Zanmato Lv: 5
-> Armor Abilities: Break HP Limit, Ribbon, Ice Eater
-> Weapon Abilities: Icestrike, Break Damage Limit
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (0), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [remove NulAll], [remove Shell], [remove Protect], [remove
Haste], [remove Regen], [remove Reflect], [remove Auto-Life]
- Heavenly Strike: Target (1), Type (str), Protect (yes), Shell (no), Power
(32), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Confusion (254%)], [Death (254%)], [Power Break (254%)]
- Diamond Dust: Target (all), Type (spmag), Protect (no), Shell (no), Power (3),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
- Location of Dark Shiva: Macalania Temple. Enter the temple of Macalania again
and you will be able to fight the immensely agile ice goddess.
Dark Shiva: Do what you did to the armor when you last fought against Dark
Ixion. If you have AGL and ACC each at 255, you will not really have to worry
about somebody being Berserk-ed, because it might still hit her most of the
time. Have the rest of your stats from 185-195, also make sure that your HP
is AT LEAST 9999, if not then you should have it nearer to 15000. But if you
want you don't have to have Ribbon, and replace it with Berserkproof if that
pleases you more. Anyway, once you are ready to strike combat with Dark Shiva
and already in it use Quick Hits until her next turn comes up in which you
might get all protective statuses dispelled and done good damage to from a
Kick, or have Confuse and Berserk (negated, right?) used on you and about
10000 damage and that is why I told you to have past 9999 HP, but if you don't
than simply use Full-Life on whichever character got killed.
When her overdrive guage has been filled, she will use Diamond Dust on her
next turn, summon an aeon to take it. The damage done by it will be so
earth-shattering (about 80000) that you might not be able to survive it. When
the aeon dies start off again by hitting her as many times as you can with
Quick Hits until her next turn to punish you comes about. Once she takes it do
what ever you need to do whether it be healing, or reviving, just do it!
Repeat with this same methodical process the whole time through.
+-ALTERNATE STRATEGY-+
Start off with a party consisting of the characters Tidus, Wakka, and Rikku.
Have Rikku use Trio of 9999 for healing purposes later. Since Shiva's turn
comes up rather quick Tidus might be the only one to get a turn, if all of
them don't have max AGL. Use his turn to use a Blitz Ace and take away a bit
of 899991. She will still be standing and will use either her Kick or another
Heavenly Strike. Have the next Character use a Mega-Potion and it will recover
9999 HP to all characters. Now have Wakka use an Attack Reels to end the
battle.
+-ALTERNATE STRATEGY-+
Have a opening party consisting of the characters Yuna, [???], and [???].
What you really need to do is just to have Yuna summon either the Magus Sisters
or maybe even Anima (Maguses recommended). If you bring forth Anima, have her
use Oblivion and that will kill Shiva. But, if you did the better thing and
summoned the Magus girls, then have Mindy use Passado, but if her turn doesn't
come up first have the other sisters use Razzia, and Camisade first.

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#5. Dark Bahamut (Zanarkand Ruins Dome - Chamber of Fayth)
-> HP: 4000000 - 99999
-> MP: 999
-> AP: 30000 - 40000
-> Statistics:
Str: 245, Mag: 222, Def: 234, Mdef: 233, Acc: 250, Agl: 255, Eva: 0, Luck: 102
-> Steal: Common- 2 Twin Stars, Uncommon- Elixir
-> Bribe: None
-> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: A(6), B(7), 1(4)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Ribbon, Auto-Protect, Break HP Limit
-> Weapon Abilities: Double Overdrive, Double AP, One MP Cost, Break Damage
Limit
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no)
- Impulse: Target (all), Type (str), Protect (no), Shell (no), Power (8),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Slow (always)], [Petrification (254%)], [Delay Buster
(100%)], [FullBreak (254%)]
- Mega Flare: Target (all), Type (spmag), Protect (no), Shell (no), Power (2),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Delay Buster (100%)], [remove NulAll], [remove Shell],
[remove Protect], [remove Haste], [remove Regen], [remove Reflect]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
- Location of Dark Bahamut: Go back to the area of the Zanarkand Ruins where
you encountered, fought, and beat Yunalesca. Dark Bahamut will be located there.
Dark Bahamut: This unholy entity of power, Dark Bahamut, can wreak some obscene
havoc, but by following this flawless strategy you will be able to counter all
of the crucifying attacks that this suped-up apotheosis of Bahamut can ever send
your way. Have most of your stats around the 200 mark, and have your HP follow
at about 12000. Since you should already have Ribbon and Auto-Haste on your
armor you can get right to the main strategy, which should start out by making
sure you have a good overdrive mode set, many people have suggested to me that
you set Comrade and you seriously should. Start attacking him non-stop after
you cast Aim a couple of times, but when you attack him make syre that you are
doing it with Quick Hits so you can have more attacks to take out his whopping
4000000 HP. Continue to do this until you have hit it about 4 times, then make
double sure that you have Dispel, Auto-Haste, and Stoneproof, if not turn off
the game right now and don't come back until you have them.
Now hit it for the fifth time and brace your self for it to come back at you
with a counter of Impulse, which with those auto-customized armor abilities
you should only have to worry about dispelling the Full Break that it puts on
you. Now repeat the process until you have hit it enough times that it's
regular turn is coming up on the CTB Window, where with this attack it will
damage one of your characters for 8000 HP loss but have Auto-Protect. Now what
you don't want is for it to have it's overdrive bar all the way full when it's
turn is right around the corner, because that will bring about a hellish Mega
Flare which will no matter under any circumstances will take away 42000 HP
from all of the characters that you have currently active on the field. So
what I think you should do here is not really to cast Auto-Life on a character
and have that person revive everyone else, but simply to bring in the Magus
Sisters, to block it, and to get in one Passado if at all possible. Once they
have been obliterated into nothing but pyreflies have Tidus and Wakka unleash
a combination back-to-back of, in no specific order, a Blitz Ace and Auroch's
Reels with no benevolence (and they MUST be perfect).
That is two hits already from the 5 hit count down to Impulse, and you have
probably taken away nearly 3800000 HP from it, so now it's just a matter of
hitting those final three hits to Impulse, and it will kill him on the turn
before he is supposed to use Impulse. A sublimely perfect fatality. Only four
more to go for you to kill them all!

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#6. Dark Anima (Mt. Gagazet - Cave)
-> HP: 8000000 - 99999
-> MP: 999
-> AP: 30000 - 40000
-> Statistics:
Str: 155, Mag: 255, Def: 230, Mdef: 255, Acc: 255, Agl: 183, Eva: 0, Luck: 85
-> Steal: Common- 2 Three Stars, Uncommon- Elixir
-> Bribe: None
-> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: A(6), B(7), 1(4)
-> Weaknesses: None
-> Elemental Affinities: [Immune] Lightning, Holy, Water, Ice, Fire
-> Zanmato Lv: 5
-> Armor Abilities: Ribbon, Deathproof, Break HP Limit
-> Weapon Abilities: One MP Cost, Break Damage Limit, Triple AP, Deathstrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [Poison (254%)], [Zombie (254%)], [Petrification (254%)],
[Curse (100%)]
- Pain: Target (1), Type (mag), Protect (no), Shell (yes), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Death (always)]
- Mega-Graviton: Target (all), Type (grav), Protect (no), Shell (yes), Power
(-), Element (-), Range (close), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [MaxHP x 7/16], [Silence - 99 turns (254%)], [Sleep - 99
turns (254%)], [Darkness - 99 turns (254%)], [Slow (254%)], [Doom (100%)]
- Oblivion: Target (all), Type (mag), Protect (no), Shell (no), Power (16x2),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [ignore Def], [damages HP and MP], [Delay Buster (100%)],
[remove NulAll], [remove Shell], [remove Protect], [remove Haste], [remove
Regen], [remove Reflect]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
- Location of Dark Anima: Mt. Gagazet. The cave part of the mountain of Gagazet
to be truly correct. Go back into the area where you had to get past the trial
where Wakka had to throw his ball at the orb while it was rotating, after that
the tormented aeon will appear, this time only 'darker.'
Dark Anima: This is a fight where I think you should have your stats in
the 215-225 range before you even think about attempting this fight. For the
armor of choice it should be the first model in the preperations box up at
the top of this section. You don't really need to do anything that drastic in
the beginning of the bout besides use about 2-3 Aims and then use any, if any
remaining turns to take them up with Quick Hits. On her turn it might use one
of these two moves... 1. Pain which you don't want to happen because it will
no matter what KO one character, so then bring them back to life with nothing
but a Full-Life magic spell, no exceptions. Or 2 is Bash, and that will do near
8000 damage plus petrification which may shatter so have Stoneproof but no need
for that since you already have Ribbon on, and it is also a genius idea to
have Auto-Protect on an armor because with that you are enabled to half that
excess 8000 damage down to 4000 damage so it will have less chance to shatter
you.
You might (not absolutely recommended) want to summon to block out Pain, but
it might not be Pain so don't just stick it out and revive. Bash can also do
others but don't worry about them too much, they aren't as combatically
significant in preventing your success in this fight. Now after that you are
left with a fair deal of turns that you can use to Quick Hit it some more for
some seriously wicked damage to Dark Anima. The next turn that comes up for
Anima to strike on will more than likely have her overdrive full so then summon
any aeon to block it out, no need for Magus Sisters because they won't really
be able to anything, because they would need one helluva lot HP to survive the
Oblivion. Once use Tidus' and Wakka's overdrives (Blitz Ace, and Auroch's
Reels) in a very expeditious fashion.
Then continue on Quick Hitting away on her until she again uses Pain or the
other attack that I mentioned to you. Revive from the Pain using Full-Life and
if you get hurt from Bash without dying but on the verge then in that case you
should use a Megalixir. Continue on doing this throughout the rest of the
battle. And rememeber, do not use any magic on Dark Anima, not even Ultima,
nor Flare, because she is immune to everything that is magically inclined.

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#7. Dark Yojimbo (Cavern of the Stolen Fayth)
-> HP: 1600000 - 99999
-> MP: 999
-> AP: 8000 - 10000
-> Statistics:
Str: 244, Mag: 131, Def: 210, Mdef: 144, Acc: 255, Agl: 243, Eva: 0, Luck: 114
-> Steal: Common- 2 Stamina Tonics, Uncommon- Elixir
-> Bribe: None
-> Win: Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master Spheres
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: A(6), B(7), 1(4)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: 5
-> Armor Abilities: Ribbon, Curseproof, Break HP Limit
-> Weapon Abilities: Overdrive > AP, Counter-Attack, Magic Counter, Break Damage
Limit
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (no), Shell (no), Power (8),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Petrification (254%)], [Poison (254%)]
- Kozuka: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Slow (254%)], [FullBreak (254%)]
- Wakizashi: Target (all), Type (str), Protect (yes), Shell (no), Power (28),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Zanmato: Target (all), Type (str), Protect (no), Shell (no), Power (250),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [remove Auto-Life]

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
- Location of Dark Yojimbo: Cavern of the Stolen Fayth. You must have already
obtained Yojimbo from this very place. Then head back to the Cavern and enter
that same room. He will appear for you to battle.
Dark Yojimbo: Like I said before, you are absolutely required to have the
celestial weapons, for some of them bear the First Strike ability, and you
are strongly urged to have this to attack first in this battle because Yojimbo
will on an all-the-time basis ambush you, meaning unless First Strike takes
place, he will attack first, and that sucks for you. Your armor should be
switched around to Stoneproof, Auto-Protect, Break HP Limit, and last but not
least Auto-Haste. With all of this in place Wakizashi will be weakened, and
Daigoro's possible petrification shattering will be stopped. He may start off
with any of his three basic attacks, some more often than others. Anther thing
is to have more than 20000 HP, and most stats close to about 207 or so.
With all of these precautions you should be rather safe from his normal
attacks, and he never counters which is awesome. So since you have first
strike you should only really attack once I recommend using this to double
your current maximum HP, with a Stamina Tonic. Then once he gets in his attack
have Wakka and Tidus use their overdrives of supremecy this will take it down
and this is why it is awesome that he doesn't counter attack. If you can't use
them due to not having their guages full, and he has his overdrive full,
meaning Zanmato is imminent (death for everyone). For this summon the Magus
Sisters and have Mindy use 2 Passados.
Now follow him into the entrance of the Cavern of the Stolen Fayth. Checking
some of the crevasses along the way. Repeat the above strategy for the
preceeding four battles and he won't have a chance against you and the
almighty power you possess. A little tip is before you go and fight him yet
again, is to do a little leveling up in the cavern. After, you will start to
here a fat lady sing.

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#8. Dark Magus Sisters (Mushroom Rock Road)
-> HP: (Dark Sandy): 2500000 - 999999; (Dark Cindy): 3000000 - 99999; (Dark
Mindy): 2000000 - 99999
-> MP: (Dark Sandy): 999; (Dark Cindy): 999; (Dark Mindy): 999
-> AP: (Dark Sandy): 10000 - 12000; (Dark Cindy): 10000 - 12000; (Dark Mindy):
10000 - 12000
-> Statistics: (Dark Sandy): Str- 186, Mag- 207, Def- 201, Mdef- 168, Acc- 255,
Agl- 201, Eva- 100, Luck- 80; (Dark Cindy): Str- 175, Mag- 171, Def- 223, Mdef-
105, Acc- 255, Agl- 185, Eva- 0, Luck- 40; (Dark Mindy): Str- 148, Mag- 248,
Def- 148, Mdef- 132, Acc- 255, Agl- 233, Eva- 240, Luck- 130
-> Steal: (Dark Sandy): Common- Friend Sphere, Uncommon- Elixir; (Dark Cindy):
Common- Return Sphere, Uncommon- Elixir; (Dark Mindy): Common- Teleport Sphere,
Uncommon- Elixir
-> Bribe: None for all three.
-> Win: (Dark Sandy): Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master
Spheres; (Dark Cindy): Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master
Spheres; (Dark Mindy): Common- 1 or 2 Dark Matters, Uncommon- 1 or 2 Master
Spheres
-> Gil Received: None for all three.
-> Immunities: (Dark Sandy): Sleep, Darkness, Petrification, Zombie, Magic
Break, Mental Break, Death, Silence, Poison, Slow, Power Break, Armor Break,
Threaten, Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom,
Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe;
(Dark Cindy): Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe;
(Dark Mindy): Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: Dark Sandy: A(6), B(7), 1(4); Dark Cindy: A(6), B(7),
1(4); Dark Mindy: A(6), B(7), 1(4)
-> Weaknesses: None for all three.
-> Elemental Affinities: None for all three.
-> Zanmato Lv: (Dark Sandy): 5; (Dark Cindy): 5; (Dark Mindy): 5
-> Armor Abilities: (Dark Sandy): Auto-Shell, Break HP Limit, Ribbon; (Dark
Cindy): Auto-Shell, Break HP Limit, Ribbon; (Dark Mindy): Auto-Shell, Break HP
Limit, Ribbon
-> Weapon Abilities: (Dark Sandy): Magic Counter, Break Damage Limit, Triple
Overdrive, Evade & Counter; (Dark Cindy): Magic Counter, Break Damage Limit,
Triple Overdrive, Evade & Counter; (Dark Mindy): Magic Counter, Break Damage
Limit, Triple Overdrive, Evade & Counter
-> Armor/Weapon Dropped: Dark Sandy- Slots- 3 to 4
                                     Pre-customized Abilities- 1 to 2
                                     Drop Percentage- 127/128 (99%)
                         Dark Mindy- Slots- 3 to 4
                                     Pre-customized Abilities- 1 to 2
                                     Drop Percentage- 127/128 (99%)
                         Dark Cindy- Slots- 3 to 4
                                     Pre-customized Abilities- 1 to 2
                                     Drop Percentage- 127/128 (99%)

-> Abilities:
--- Dark Cindy ---
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (36),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [remove NulAll], [remove Shell], [remove Protect], [remove
Haste], [remove Regen], [remove Reflect], [remove Auto-Life]
- Camisade: Target (1), Type (mag), Protect (yes), Shell (no), Power (100),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [ignore Def], [damages HP and MP]
- Mega-Graviton: Target (all), Type (grav), Protect (no), Shell (yes), Power
(-), Element (-), Range (close), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [MaxHP x 7/16], [Silence - 99 turns (254%)], [Sleep - 99
turns (254%)], [Darkness - 99 turns (254%)], [Slow (254%)], [Doom (100%)]
- Delta Attack: Target (all), Type (spmag), Protect (no), Shell (no), Power
(6x8), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [remove Auto-Life]

--- Dark Sandy ---
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (36),
Element (-), Range (close), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [Petrification (254%)]
- Razzia: Target (1), Type (mag), Protect (yes), Shell (no), Power (100),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [ignore Def], [remove Auto-Life]
- Mega-Graviton: Target (all), Type (grav), Protect (no), Shell (yes), Power
(-), Element (-), Range (close), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [MaxHP x 7/16], [Silence - 99 turns (254%)], [Sleep - 99
turns (254%)], [Darkness - 99 turns (254%)], [Slow (254%)], [Doom (100%)]

--- Dark Mindy ---
- Passado: Target (1), Type (str), Protect (no), Shell (no), Power (15x4),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Death (254%)]
- Calamity: Target (1), Type (mag), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Silence - 254 turns (254%)], [Darkness - 254 turns (254%)],
[Poison (254%)], [Curse (100%)], [FullBreak (254%)]
- Mega-Graviton: Target (all), Type (grav), Protect (no), Shell (yes), Power
(-), Element (-), Range (close), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [MaxHP x 7/16], [Silence - 99 turns (254%)], [Sleep - 99
turns (254%)], [Darkness - 99 turns (254%)], [Slow (254%)], [Doom (100%)]

-> Sensor: None/
           None/
           None
-> Scan: None/
         None/
         None

---> STRATEGIC TACTICS: <---
- Location of Dark Magus Sisters: Mushroom Rock Road. Head in the first section
of this area. There will be a women there speaking to a child there, run from
them and into the Mushroom Rock area.
Dark Magus Sisters: First I will mention how to fight them one at a time, for
that is the only way I did it and is recommended that you at least try. It is
to make it to the other side of this area (second rising platform). You will
now (if you made it) fight them in the order that proceeds.
Dark Sandy: Keep the armor plan that I pointed out in the very beginning of
this section for this fight (the first one) for best outcome in this fight.
When you commence in this battle of wits and bravery. Have stats nearing 200,
especially AGL, LUCK, ACC. And you HP at about 30000. Start off by having
Rikku come in (if she isn't already) and use Trio of 9999 for later purposes.
If she isn't one of your main characters that you are using then relieve her
of her duties in this battle. Use tons of Aims and Quick Hits in the beginning
and then, if she use Razzia on you, and unless you have nearly maximized HP
(being 99999) it will undoubtedly kill you. Now revive them will Full-Life
just so that character he or she can come back full force with no worries
about reviving just yet or really any time in the near future. If your AGL
and ACC are not significantly helping you to make contact with Dark Sandy on
an at least semi consistant basis, then you should keep on attacking by
Doublecasting Ultima, I don't really recommend Flare though, and do this with
magic at 200 or higher. Thank god she cannot use Delta Attack when her OD bar
is full, but she more than makes up with it with an attack that does damage
using your current HP as the basis for the calculation of the amount of damage
it will inflict, Mega Graviton.
If you have more than half HP it won't be able to kill you. So after heal your
characters with Mega-Potions or Megalixirs "under the influence" of Trio of
9999, and it will recover alot. After you administer the healing item, start
attacking with Quick hits, but I say you should use Wakka's and/or Tidus'
overdrives on her, that should be able to annihilate, but if not take her next
attack and revive that character and then proceed to hammer away at the Dark
Aeon with even more Quick Hits about 3-5 til death.
---
Dark Mindy: Your armor should be altered a bit to, Break HP Limit, Deathproof,
Ribbon, Auto-Haste, ok. Have stats of course at 200 and HP over 30000. When
the fight begins start Quick Hitting Mindy as many times as you possibly can
before her attack. Even if your HP is higher than the damage limit of Mindy's
Passado, that character can still be killed unless you have Deathproof that
has been pre-customized to an armor, because it can attack with a not so
pleasureable side-effect of Death or KO. When her overdrive is fully full she
will do the same thing as Sandy's so prepare yourself in the right way.
But there is one differential in their overdrive actions, because she may opt
to use a Calamity which will occur in a final result of Full Break and many
of other negative status ailments but those I needn't mention since you have
Ribbon, use Dispel to negate Full Break. Then use the rest of the fight taking
the same actions as with the Dark Sandy battle.
---
Dark Cindy: Have stats again in the same range as the last two fights, 200 or
so. And HP that exceeds 30000. Have an armor that is equipped with the same
abilities as in the very first battle against the first of the Dark Maguses.
Now enter the battle against the most difficult of the three Magus Sisters by
using bombardments of Quick Hits until her turn is appearing over the CTB
horizon, she will then probably use one of two attacks at this point in the
battle. The first one may be Camisade which will do random physical damage
and also uses Osmose, but thankfully only on one of your currently active
party members. Or the attack could be chosen to be a Bash attack which will
negate any of the positive status effects that you have on the any given
character that she perversely chooses to attack with the move.
When overdrive guage is completely maxated she obviously will not execute
Delta Attack, since the three sisters are not present in the battle, but
instead she will use the same attack, Mega Graviton. Follow all of the same
steps to save your hide from it. Proceed with caution. After that takes place
use the same strategic methods for the rest of the fight, with the minimal
exception of you might be having to do it twice. If you have to fight more
than one at a time just combine all of these strategies and make some few
alterations to fit more of your likings.

===============================================================================
                              Showdown with Penance
===============================================================================

#9. Penance aka Der Richter (Airship Location: "Penance")
Note: everything after "/" show second form Penance
-> HP: 3000000/9000000 - 99999/99999
-> MP: 999/999
-> AP: 60000/60000 - 60000/60000
-> Statistics:
Str: 255, Mag: 255, Def: 240, Mdef: 200, Acc: 255, Agl: 255, Eva: 0, Luck: 10/
Str: 255, Mag: 255, Def: 240, Mdef: 200, Acc: 255, Agl: 255, Eva: 0, Luck: 10
-> Steal: Common- Elixir, Uncommon- 1 or 2 Megalixirs
-> Bribe: None
-> Win: Common- 3 or 6 Master Spheres, Uncommon- 3 or 6 Master Spheres
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe/ Sleep, Darkness, Petrification,
Zombie, Magic Break, Mental Break, Death, Silence, Poison, Slow, Power
Break, Armor Break, Threaten, Provoke, Nullification, Protect, Haste,
Distillers,
Scan, Delay, Doom, Shell, Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: A(6), B(7), 1(4)/A(6), B(7), 1(4)
-> Weaknesses: None/None
-> Elemental Affinities: [Absorption] Water, Lightning, Holy, Fire, Ice/
[Absorption] Water, Lightning, Holy, Fire, Ice
-> Zanmato Lv: 5/5
-> Armor Abilities: Ribbon
-> Weapon Abilities: Break Damage Limit
-> Armor/Weapon Dropped: Slots: 1 to 4
                         Pre-Customized Abilities: 1
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Obliteration: Target (all), Type (str), Protect (yes), Shell (no), Power (24),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Slow (254%)]
- Immolation: Target (1), Type (str), Protect (yes), Shell (no), Power (32),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes)
- Judgement Day: Target (all), Type (fixed), Protect (yes), Shell (no), Power
(32), Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [99999 fix damage to HP and MP]

-> Sensor: None/None
-> Scan: None/None

#9.1. Arms (Airship Location: "Penance" - Penance)
-> HP: (Right Arm): 500000 - 99999; (Left Arm): 500000 - 99999
-> MP: (Right Arm): 0; (Left Arm): 0
-> AP: (Right Arm): 10000 - 10000; (Left Arm): 10000 - 10000
-> Statistics:
(Right Arm): Str- 200, Mag- 150, Def- 200, Mdef- 200, Acc- 255, Agl- 150, Eva-
120, Luck- 10; (Left Arm): Str- 200, Mag- 150, Def- 200, Mdef- 200, Acc- 255,
Agl- 150, Eva- 120, Luck- 10
-> Steal: Common- Elixir, Uncommon- Elixir (Both of them)
-> Bribe: None (Both of them)
-> Win: Common- Dark Matter, Uncommon- Master Sphere (Both of them)
-> Immunities:
(Right Arm): Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe;
(Left Arm): Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: (both arms) = A(6), B(7), Quick Hit
-> Weaknesses: None (Both of them)
-> Elemental Affinities: (Right Arm)/[Absorption] Fire, Holy, Water, Ice,
Lightning; (Left Arm)/[Absorption] Fire, Holy, Water, Ice, Lightning
-> Zanmato Lv: (Right Arm): 5; (Left Arm): 5
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

-> Abilities:
--- Right Arm ---
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (36),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [uses Penance's Str], [Petrification (254%)]
- Calamity: Target (1), Type (mag), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Silence - 254 turns (254%)], [Darkness - 254 turns (254%)],
[Poison (254%)], [Curse (100%)], [FullBreak (254%)]
- Mighty Guard: Target (all), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Shell (255%)], [Protect (255%)], [Regen (255%)]

--- Left Arm ---
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (36),
Element (-), Range (far), Accuracy (-), Shatter (100), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (no), [uses Penance's Str], [remove NulAll], [remove Shell],
[remove Protect], [remove Haste], [remove Regen], [remove Reflect], [remove
Auto-Life]
- Mega-Graviton: Target (all), Type (grav), Protect (no), Shell (yes), Power
(-), Element (-), Range (close), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [MaxHP x 3/4], [Silence - 99 turns (254%)], [Sleep - 99
turns (254%)], [Darkness - 99 turns (254%)], [Slow (254%)], [Doom (100%)]
- Slowga: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (yes), Provoke
(no), Appear (yes), [Slow (100%)]

-> Sensor: None/None
-> Scan: None/None

---> STRATEGIC TACTICS: <---
- Location of Penance: After you have defeated all of the powerful Dark Aeons,
head back inside the airship. Then, talk to Cid, you will have unlocked a new
area on the Navigation Map called "Penance". Fly there and you will be able to
fight in the ultimate fight that any version of the game Final Fantasy X has
to offer.
Now this is the undisputed *ultimate* Penance strategy that I have developed
thus far and I think it is the best one you can ever find anywhere. First lets
just take a quick look at how your stats should be doing: Strength definitely
at 255; Magic stat near [???], it doesn't matter but should be at least 180;
Magic Defense attribute close to an ideal level of 250 or so; Defense at 255,
Agility should be lookin' like 255; Evasion without question should be near
245; Accuracy also oughta be closer to 250; MP at 999, HP about 35000 (Rikku)
 and lastly Luck at 160+. The weapons you have equipped should bethis: Tidus-
Caladbolg; Yuna- Nirvana, Rikku- Godhand; Wakka- World Champion and if you
plan on having abybody else in this fight have their celestials also fully
powered up. In the armor department you should have an armor with the follow-
ing customizable abilities: Ribbon, Break HP Limit, Auto-Haste, and also Auto-
Protect. For items have many Door to Tommorows and Wings to Discoveries along
with Megalixirs like mad; some Power Distillers; Light Curtains and Healing
Springs and you're virtually set there.
Now the few final preps that need to be made are that you have Rikku's over-
drive as Comrade, Tidus and Wakka and Yuna as Stoic; and that you go into the
battle you have their overdrive guages completely full (duh). For your very
first action have Rikku mix together a Trio of 9999, then have Tidus and Wakka
just simply Quick Hit the left arm. Now as it's next turn it will use a move
called Obliteration which will do about 11000 damage normally but with Auto-
Protect in place it will do nearer to 5500 damage. So now as Rikku's overdrive
bar is filling again your strategies should be to attack all arms to make sure
that you don't have all of that extra power of Penance and other dustructive
attacks such as Calamity and Mega-Graviton to name a few. Now, once you have
Rikku's overdrive guage full yet again, use Ultra NulAll which will double
everybody's maximum HP; uses Nul-spells; and the these abilities x5: Cheer,
Focus, Aim, and Reflect (Cheer is the real reason we wanted it).
Now that that is in place and HP is near about 70000 (thumbs up), you can begin
to Blitz Ace and Attack Reels Penance's main body (aka "Penance"). Now keep
on attacking the arms and whenever they are both gone Quick Hit the body for
that duration of time, and when they regenerate of course kill them off once
again. So anyway if you get another overdrive save it until you have knocked
off it's bottom half and the real trouble starts. So anyway to get his second
half underway you must have taken out 3000000 HP from Penance's astonishing
12000000 (not to mention the 500000 each arm possesses). Once you have begun
your first action should be to always keep the left arm OUT, for if both arms
are present in the battle from this point on Judgement Day can occur (and you
*don't* want that to happen, *COUGH99999DAMAGETOALLCOUGH*) so if you fall prey
to a Calamity use a Dispel and Holy Water on the poor victim and also a Mega-
lixir to recooperate.
And also if you do get nailed with a Mega-Graviton from the left arm (this is
WAY worse) you have to just (since you have Ribbon...right?), just heal with
a few Megalixirs as it is Gravity based and will wipe out a whopping 75% of
your *maximum* HP and not your current HP (Penance is such a big meanie):(
so the best way to survive this is to always at all times have your HP full
or at least very close to full. Now with all of that in mind you should bring
in Yuna and summon an aeon (just to be on the safe side) with a Grand Summon
(preferrably Anima) and when she is brought forth use her first Oblivion and
then after Penance get's in it's hit(s) use Anima's next and last Oblivion
and then simply dismiss her if she doesn't get KO'd after. Now *if anybody
has their overdrive full (mainly Tidus and/or Wakka) use them. But if Rikku
has it filled have her Mix either Trio of 9999 together or a Hyper Mighty G
if you don't have the items for Trio of 9999. Now if you get hit heal as
mentioned above in this strategy.
If you feal that your chances are running low and don't think you win on your
own than just bring in the Magus Sisters and have them Passado, Camisade, and
Razzia, and Delta Attack the living hell out of Penance. But if you do not wish
to do that than stay in, heal when necessary, overdrive, and Quick Hit your way
to a grand victory of the preeminent Penance!
Pro Tip: You can use Zanmato to end it in one hit (refer to Yojimbo's section)

---> Another strategy, if it suits you better.
Penance: You are probably thinking after all of this talk about Penance being
able to tear you a new one that you need the highest possible stats in the
game to even stand a snowballs chance in hell of defeating him. Well, not
necessarily, these are what all of your stats should really have to be to beat
Penance to a pulp. First off your Strength should be about 250-255, Magic at
least at 190, Magic Defense anywhere from 170-180, Defense definitely the most
important and that should be at 255, Accuracy should be harboring the rank of,
or at least near 250, Evasion about 230, Agility right up there with 255,
Luck oughta be close to 150-169, MP at 999, and finally HP doesn't need to go
any higher than 9999! But that is with 2 characters the other should have over
11000. No exceptions for this next one, and that is to have all the
character's celestial weapons. The only reason to have 11000 or more HP is to
be able to survive Penance's regular attack.
And for armor, that is supposed to be equipped with Defense+20%, Auto-Potion,
Auto-Protect, and Auto-Haste with 2, the other should have Break HP Limit
instead of Defense+20%. When you go into the fight be prepared to witness the
decimation of Penance. When the fight engages make super sure that the
charcaters that you are starting off with are Rikku, Tidus, and Yuna. Have
Rikku then use a Trio of 9999. Now take out Penance's left arm using a swift
and presise Blitz Ace. After that is accomplished, instantly focus your
attention on doing the same to the right arm, but with Quick Hits (6) but
even before you can offer the right arm the same momentary fate, You will have
Obliteration done on to you, after its cataclysm, you will have survived the
painful punishment of the attack, YES everyone!
Now thanks to Trio of 9999 and Auto-Potion customization you will have fully
recovered health to the people with 9999 HP and 20999 to the people who
followed the other rule and had 11000 HP and used a Stamina Tonic. Now, that
that is done, finish the process of massacrating the right arm. Once you have
done this, have the two next charcaters "up to bat" cast the unexpected ability
for this fight...Cheer, this will even raise your DEF past it's 255 limit,
even past the 255 & Auto-Protect limit. Have the next two people to use Cheers
again, then the next characters whose turn it becomes until Penance's attack
is to really do nothing but brace yourself for the upcoming onslaught (or use
the final Cheer here [5 cheers maximum]). It is once again time for you to get
hit with a powerful Obliteration, you're ready though, now use cheer for the
very lastly final time, it doesn't raise any more (darn). But at least your
defense is past 375! Quick Hit Penance and any arms that regenerate until you
have dropped off 3000000 HP from the thing.
The second part of this intensively challenging and difficult battle, it'll
take 33 Quick Hits against "Penance" and not the arms to signify this change
in battle halves. For the next half of the battle you'll need to deviate from
this main strategic course that I have presented to you thus far, in favor of
the following actions, and plus, the changes are not that drastic and you
should still continue to use some of the elements from the first half's
strategy and apply it to this next part of the fight. When you begin
this part of it you must have one of the characters to cast a Dispel on
Penance as to negate the Haste status it has bestowed upon itself. Quick Hit
it until it's turn comes up and you will probably get a menacing move used on
you called Immolation, don't fray, nor despair it won't kill you if you have
the proper defense mechanisms on (Defense+20%, Cheerx5, Auto-Protect, and
Defense at 250-255), along with HP 9999 and even with Auto-Potion + Trio of
9999. You will be auto cured, and all you will be necessarily required to do
is use Dispel on all of your people, than repeat, ad infinitum.
You can even throw in a couple overdrives (Blitz Ace, Attack Reels) here and
there. Good riddance be to ye, Penance.
One final word of note, with this strategy you will never, ever, ever see the
move "Judgement Day."

---> I now give more options in my first developed strategy:
Penance: By far the hardest boss in the game. Stats should all be at 255. HP
should be near 45000, MP near 999. Since you have started out the fight with
the auto-customized ability 'Auto-Haste', start attacking at either his right
or left arm (preferably left) with vollies of Quick Hits, you will be able to
get in enough to take out which every arm you have chosen, with a couple left
to be able to at least half the other arm. Once you have been hit with it's
attack use Rikku to use a Trio of 9999 by mixing a Dark Matter and a Trio of
9999.
Now, have Yuna summon the Magus Sisters, then try and make Mindy use a
Passado on it's sorry behind, keep doing this. Once Penance has been able to
take them out, use your summoner to bring in Anima and have her overdrive
already full, then USE IT! Penance will then kill it eventually, that is
your cue to bring Yojimbo if you want, follow the steps in the Yojimbo's
Zanmato section and hope for the very best, if it works, fight over, but if
not continue. You can use the rest of your aeons to pound it, but it is not
by any means whatsoever recommended by me or anyone else I know. When they all
die use a Blitz Ace and then an Auroch Reels.
Be careful his normal attack can shatter you, or do alot of damage.
Obliteration is another very powerful attack, I think how much damage it does
depends on your HP. Then use anyone to entrust their OD to Tidus and/or Wakka.
If any of your party members die revive them immediately with Full-Life and
nothing else. After an hour or so it's body and it's equally dangerous arms
should die.
Calamity is also a devastating move to watch out for which inflicts many
negative status ailments to your party, so have Ribbon on. It has two halves
actually, but follow the same basic concept of the above mentioned strategy
with some minor variations that you care to throw in there every once in
awhile, and you will do absolutely fine in this seemingly uneven face-off. But
totally aside from those few and ultimately insignificant changes you wish to
make to these general tactics, you should also keep in mind and add the
following strategic moves to your overall tactical moves in the second part of
the ultimate battle. Keep in mind that the amount of HP you need to reap from
it before you may begin the second and with out a shadow of a doubt, the
hardest form is 3000000. Here is what you need to do differently this time....
Now that you have the arms killed off, attack Penance until wither arm appears
once again, then attack that, by the way you should be doing this with Quick
Hits, because against Penance, nothing else will suffice. The arm will most
definitely use a catastophic move on you that is called 'Immolation.' This only
attacks after one character and adds 2 status effects which you need to negate
as soon as possible. After you need to make sure that you kill any arms that
may still exist on it at the current time. Then if your HP is too low to be
comfortable with use a Mega-Potion, many people suggests this with Quick
Pockets, but I never found it necessary, but it is a great idea to do so.
Now If by this point you have Tidus, Wakka, and Rikku's overdrive guages
completely full, have Tidus nail a perfect Blitz Ace, Wakka a perfect Auroch's
Reels, and Rikku combine a Bomb Core and a Dark Matter to come up with a final
mix outcome of Trio of 9999. Don't despair if you are having somewhat of an
element of trouble by this point, you almost have it beat. If you need to heal
a couple of more times, feel free to do so. Also revive any fallen party
party members you may have lost during this bout up to this crucial point in
time, you'll definately need them for the rest of this confromtation. Now,
this is really why I said do not summon all of your aeons in the early going,
just bring one out with a good deal of HP, just so you can shield your whole
party from a cynically intended 'Judgement day', which will do 99999 damage to
all of your currently active characters.
That would be a totally painful "nail in the coffin", especially this late in
the fight and after you have accomplished so much in the duel. So once it will
just about undoubtedly taken out your aeon use your characters with the most
prolific strength statistical attribute to attack with no pity for the at this
point pathetic looking monster. If you want to, summon again (if you have
another aeon) to attack, Valefor is most useful, to use a Energy Blast and
take out alot of damage, and in the process hopefully defending you from a
powerful Judgement Day. Now bring out a not used character and 'Entrust' their
overdrive to Wakka. Now have him use another Attack Reels, do so with
another character that has their bar pre-filled and Entrust it to Tidus, now
have him use another hurtful Blitz Ace, that could be the end of it.
If not, it'll be leaning tediously on the brink of death, so keep attacking
with devastating rounds of Quick Hits, after about 10 to 15 more rounds, it
should be done with.

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

                              21. SPECIAL CHALLENGES                    [Ssch1]

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

COMING SOON!!!

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

                               22. STAT MAXING                          [Sstm2]

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

There are a lot of similarities in all the stat maxing processes, but a lot of
distinctions, as well. Here I detail them, and you get my opinions.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 22a. Original Sphere Grid                                          [sogsg2] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

In this extremely long and extensive section, I will provide you, the reader,
with 2 different methods of maximizing all your characters' statistics. Each
one, suited for different tastes and perspectives. This is for the Original
Sphere Grid found in both the NTSC and Pal/Int. versions of the game.

===============================================================================
                                    Method 1
===============================================================================

This method is for those who wish to have unchanged magic and more than half-
maxed Luck. The rest will be high... very high...

+----------------------+
-    1. Grid Set-up    -
+----------------------+

=-=-=-=-=-=-=-=-=-=-
Starting Grid Set-Up
=-=-=-=-=-=-=-=-=-=-
HP+200- 97
HP+300- 0
MP+40- 7
MP+20- 48
MP+10- 1
Strength+4- 23
Strength+3- 5
Strength+2- 27
Strength+1- 11
Defense+4- 12
Defense+3- 19
Defense+2- 22
Defense+1- 1
Magic Defense+4- 16
Magic Defense+3- 6
Magic Defense+2- 18
Magic Defense+1- 6
Magic+4- 18
Magic+3- 14
Magic+2- 13
Magic+1- 2
Evasion+4- 19
Evasion+3- 4
Evasion+2- 17
Evasion+1- 2
Agility+4- 21
Agility+3- 15
Agility+2- 20
Agility+1- 5
Luck+4- 2
Luck+3- 0
Luck+2- 3
Luck+1- 4
Accuracy+4- 4
Accuracy+3- 8
Accuracy+2- 13
Accuracy+1- 4
Abilities- 85
Empty Nodes- 192
Lv.4 Lock- 33
Lv.3 Lock- 20
Lv.2 Lock- 12
Lv.1 Lock- 12

Total number of nodes on the grid- 861

+-------------------------------+
-   2. Mandatory Preperations   -
+-------------------------------+

Items: Cloudy Mirror
       Celestial Mirror
Weapons: Tidus- Caladbolg
         Yuna- Nirvana
         Auron- Masamune
         Wakka- World Champion
         Lulu- Onion Knight
         Kimahri- Spirit Lance
         Rikku- Godhand
Armor: Break HP Limit
       Defense+20%
       Auto-Haste
       Auto-Protect

Obtain Cloudy Mirror/Celestial Mirror by: First, train the chocobo by finishing
all of the games, then take the chocobo to the Southwest corner of the Calm
Lands and press X above the feather here to jump across the gap, you are now
going to the Remiem Temple and just come in first in the chocobo race (no
chests are needed). Now go back to the Macalania Forest with your new Cloudy
Mirror, and talk to the mom and boy here, they say they lost their father/
husband. Go back to the area where you first came here after the fight with
Natus, and talk to man here, he'll now go back to them, but the son is now
lost. Go up the shiny path and talk to the boy you find a little farther up,
he then goes back, and you can use this shiny orb thingy to power up weapons
with their crest/sigils. Don't you feel good?


Obtain Caladbolg by: Get the treasure chest where you fought and defeated
Yunalesca. If you have Int. version of FFX you will have to fight the Dark
Bahamut if you miss it after you first beat her, if not you have no worries.
Now go to the Calm Lands and beat the chocobo trainer in the Catcher Chocobo
race that is only accessible after completing the first three chocobo training
games. You must beat the trainer with a time better than 0:0:0, then head back
to the Northwest area of the Calm Lands, and go down into the little alcove,
and now the guard won't be there, so activate the symbol and you'll get it.
Now power it up fully in the Macalania Woods.


Obtain Nirvana by: Fly back to Besaid in the airship, and if you didn't do so
before, swim off the shores of the beach, and go into the little patch of land
and open the chest for the Moon Crest. Now obtain every aeon, then go back to
the Remiem Temple and defeat all of Belgemine's aeon's for the sigil to the
Nirvana. Now, capture one of every fiend in the Calm Lands and take them back
to the owner of the Monster Arena, then open the chest he brings out. Now power
it up fully in the Macalania Woods.


Obtain Masamune by: Go back to the Oldroad, South of the Mi'ihen Highroad, and
head down all the way, open the chest here for the Mars crest. Now you must go
around and capture 10 fiends of 10 species from 10 areas. Then head back to
Monster Arena owner and he'll give you the Mars Sigil. Getting the Rusty sword
in the gorge bottom of the Calm Lands and take it back to Mushroom Rock Road
(the area right before the "After math" area). Now go up the floating platform
and up here examine the statue of Mi'ihen, this will give you the Masamune. Now
power it up fully in the Macalania Woods.


Obtain World Champion by: First going back to the Auroch's locker room in the
Luca stadium. In here one of the lockers contains the Jupiter Crest. Now go
and play tons of blitzball until you have all of Wakka's overdrives. Now,
continue to play until you see the Jupiter Sigil appear as a prize, play and
win it (pro tip: keep reseting the game until you see what you want). Now
head back to the cafe in the Luca Square and talk to the bar tender, he will
give you the weapon. Now power it up fully in the Macalania Woods.


Obtain Onion Knight by: First fly back to Guadosalam and enter the Farplane,
get the treasure chest here for the Venus Crest. Go back to the Thunder Plains
now and dodge 200 consecutive bolts here, then go back to the travel agency
and open the chest fr it's sigil. Once you have done this, go back to Baaj
Temple and beat Geosgaeno. Then search the left wall for the Onion Knight.
Now power it up fully in the Macalania Woods.


Obtain Spirit Lance by: First going back to Mt. Gagazet and look by the pillars
in the area after you fought Flux for a chest containing the Saturn Crest. Fly
back to the Mcalania Forest now and get all the blue butterflies in both areas
for the Jupiter Sigil. Go back to the Thunder Plains now and activate 3 "lit"
Qactuar Stones, then head for the South area of Thunder Plains and search for
a Qactuar ghost running around, follow it to a broken down lightnibg tower for
the Spirit Lance. Now power it up fully in the Macalania Woods.


Obtain Godhand by: Going back to Bikanel Desert and looking inside a sand-
whirlpool for the Mercury Crest. Now finish the Cactuar Village minigame/
sidequest that you can take part in here in the desert. After you have done
accomplishing all of this, enter the password "GODHAND" in the airship password
input to open a new area underneath Mushroom Rock, go to the very back of this
area and open the chest here. It will contain the Godhand weapon. Now power it
up fully in the Macalania Woods.


Obtain the right armor by: First obtaining empty 4-slotted armors for everyone,
you can buy them from Wantx later in the Macalania Woods. Now use 30 Wings to
Discovery in one slot to put in Break HP Limit. Now use 4 Blessed Gems to get
Defense+20% into the next slot. Follow this by using 80 Chocobo Wings as to
insert the next slot with Auto-Haste. The final step in the progression to
making the right armor for this is to add Auto-Protect with 70 Light Curtains.

+------------------+
-      Step 3.     -
+------------------+

Go buy some capturing weapons from the Monster Arena manager. Now you should
either equip their next slot with one of two, Break Damage Limit or you could
also do it with First Strike. Now you must go out and capture 10 of every fiend
in the Clam Lands region, only one of each will activate Chimerageist, but we
don't wanna have to come back later do we? Now we head out for all regions of
Spira to capture 10 of every "capturable" fiend (not capturable are bosses,
and Land Worm, and Mechs, Magic Urn). The fiends locations are as follows...

1. Besaid:
Condor, Water Flan, Dingo
2. Kilika:
Ragora, Dinonix, Killer Bee, Yellow Element
3. Mi'ihen Highroad:
Ipiria, Raldo, Dual Horn, Bomb, Floating Eye, Mi'ihen Fang, Raldo, White
Element
4. Mushroom Rock:
Red Element, Garuda, Funguar, Gandarewa, Lamashtu, Raptor, Thunder Flan
5. Djose:
Simurgh, Bunyip, Bite Bug, Ochu, Garm, Snow Flan, Basilisk
6. Thunder Plains:
Larva, Buer, Melusine, Kusariqqu, Aerouge, Qactuar, Iron Giant, Gold Element
7. Macalania:
Snow Wolf, Wasp, Blue, Mafdet, Iguion, Xiphos, Ice Flan, Evil Eye, Chimera,
Murussu
8. Sanubia Desert:
Sand Worm, Zu, Alcyone, Cactuar, Sand Wolf, Mushussu
9. Calm Lands:
Ogre, Shred, Malboro, Nebiros, Chimera Brain, Skoll, Flame Flan, Coueurl,
Anacondaur
10. Sunken Cave:
Nidhogg, Thorn, Imp, Epaaj, Yowie, Ghost, Tonberry, Dark Element, Valaha
11. Mt. Gagazet:
Behemoth, Mandragora, Achelous, Grat, Grenade, Bandersnatch, Maelspike, Dark
Flan, Splasher, Bashura, Grendel, Ahriman
12. Sin:
Demonolith, Behemoth King, Great Malboro, Gemini, Gemini, Barbatos, Wraith,
Exoray
13. Omega Dungeon:
Halma, Machea, Spirit, Puroboros, Zaurus, Black Element, Floating Death, Master
Tonberry, Varuna, Master Coeurl

So once you have captured 10 of each of these from all of these different
regions, it is finally time for all of your hours of hard work to pay off. Go
back to the Calm Lands and then pay a little visit to the owner of the Monster
Arena. You will now have every fight except the battle with Nemesis, you'll
unlock that later, for now you will be given the following items and extremely
difficult bosses to fight...

-Items and Area Creations:
1) Stratovis- Stamina Tonic x 99
   Kottos- Soul Spring x 99
   Malboro Menace- Poison Fang x 99
   Jormungand- Petrify Grenade x 99
   Espada- Shining Gem x 60
   Chimerageist- Farplane Wind x 60
   Catoblepas- Blossom Crown
   Abaddon- Lunar Curtain x 99
   Cactuar King- Chocobo Wing x 99
   Don Tonberry- Silver Hourglass x 40
   Abyss Worm- Shadow Gem x 99
   Vorban- Designer Wallet x 60

-Items and Species Creations:
2) Fenrir- Chocobo Feather x 99
   Orintholestes- Stamina Spring x 99
   Pteryx- Mega Phoenix x 99
   Hornet- Mana Tonic x 60
   Vidatu- Mana Spring x 99
   Jumbo Flan- Twin Stars x 60
   Nega Elemental- Star Curtain x 99
   Tanket- Gold Hourglass x 99
   Fafnir- Purifying Salt x 99
   Sleep Sprout- Healing Spring x 99
   Bomb King- Turbo Ether x 60
   Juggernaut- Light Curtain x 99
   Iron Clad- Mana Tablet x 60

-Items and Original Creations
3) Greater Sphere- Supreme Gem x 60
   Catastrophe- Door to Tommorrow x 99
   Neslug- Winning Formula x 60
   Th'uban- Gamblers Spirit x 99
   Shinryu- Megalixir x 30
   Ultima Buster- Dark Matter x 99
   You don't have Nemesis yet...

+-----------------+
-     Step 4.     -
+-----------------+

Now with all of these creations activated it is time to train and gain AP like
mad. The prefered method of leveling up with ease are the methods I am about to
present to you...

Start with the character you wish to level up (one at a time for best results)
and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and
"Overdrive < AP" customize abilities, and their armor have the "Auto Phoenix".
Now, the other 2 characters you use in this should already be strong. Have
their weapons have the "Break HP Limit", and have their armors have bear the
"Break Hp Limit". Have your more weak character have the "Comrade" overdrive
mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set.

Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to
find out the capture requirements to fight it). Don't follow the strategy
which I present in that section though. Instead, just use the 2 stronger party
members to attack it. Have the weak character just stand back and heal them
after it uses Karma, and if they dies from Karma, she already has the "Auto
Phoenix" ability... right?

Whent eh fight comes to a conclusion, you should receive 1000000 to 10000000
AP (in other words, 99 sphere lvl's).

+-ALTERNATE METHOD-+

Start with the character you wish to level up (one at a time for best results)
and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and
"Overdrive-> AP" customize abilities, and their armor have the "Auto Phoenix".
Now, the other 2 characters you use in this should already be strong. Have
their weapons have the "Break HP Limit", and have their armors have bear the
"Break Hp Limit". Have your more weak character have the "Comrade" overdrive
mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set.

Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to
find out the capture requirements to fight it). Don't follow the strategy
which I present in that section though. Now have the character whom you wish
to level up high, attack the Don Tonberry. Apparently that character will
perish from Karma. Now run from battle, you will now receive just as much AP
as before.

... or you could also choose to just fight all creations and level up over
over while fighting them. I recommend after you train enough, that you set off
on a "quest" to defeat all of the creations you have unlocked one-by-one, and
then you will have unlocked Nemesis, don't take him on yet, but for unlocking
Nemesis the arena owner will also reward you with 10 Master Spheres. By using
the AP gaining methods over and over again you will be making your way around
the grid like it's nobody's buisness. Once you have gone all around your first
three selected character's part of the grid you are ready to move one to the
next step.

+-----------------+
-     Step 5.     -
+-----------------+

Create the "ultimate" party. I seriously deem Yuna, Tidus, and Auron the best
party you can have, I'll talk about maxing everybody else a little bit later
on in this stat maxing guide. So now you must completely finish their very own
designated grid sections in search of unfathomable stats and useful abilities
for the hardships of beating Nemesis and to prevent the rest of the Monster
Arena creations from wiping the floor with your party. First you should worry
about good abilities, namely, Hastega, Full-Life, Quick Hit, Dispel, Protect,
Shell, Auto-Life, Use, Steal, Bribe, Holy, Ultima, Mug, Doublexast and
Entrust, and I guess for the Int. version of FFX, Quick Pockets. There are 3
ways to get Warp Spheres for the upcoming step, these are to, beat Nemesis
(don't do this yet, it is impossible right now), finish the Omega Ruins chests
sidequest for 99 of them, or you can also Bribe Master Coeurls for them (Bribe
amount: 260000).

The best and most reliable method of gaining gil for this quickly are the
below methods...

The best way I found to be possible is to first equip everone with a weapon
bearing the 'Gillionaire' ability, and then go fight Mimics in Omega (open the
treasure chests that occasionally appear in battles). If you do that you will
receive 100000-110000 gil in just ONE fight.

+-ALTERNATE METHOD-+

This one isn't as effective as the last one, but still a good method if you
are unable to get Gillionaire. Go to the Calm Lands Monster Arena. Now ask
if you can fight Kottos. When in battle simply cast Hastega and then pummel
it with Quick Hits and overdrives til it is dead. Kottos will drop tons and
tons of Healing Springs.

Use them to customize to your armor, and sell them to the Monster Arena owner,
it will cash in over 40000-50000 with just one armor.

Now after you have killed about 10 of the Mimics in the Omega Ruins, head back
to the Calm Lands and the Monster Arena. Now start fighting about ten to
fifteen Master Coeurls since by this point you probably have 1000000-1500000
gil to add to your just recently acquired 1000000 gil from all of those blasted
Mimics. Now you'll have about 15 Warp Spheres if you don't have the humongous
99 of them. Now Warp to all of the abilities I have pointed out with just one
of those people, and then I think you should go and slaughter Vorbans for
some friend Friend Sphere 2x, kill him like this...

Vorban: Start out by having a party of Rikku, Tidus, and Auron. First off have
Rikku Mix Wings to Discovery + Wings to Discovery, and this will make your
party attack for 9999 damage each time if you don't have Break Damage Limit,
then it'll hit for 99999 each time and that is even better. Don't bother with
Armor Break here because it doesn't work against Vorban like it does with
their Barbatos counter parts. Now if Tidus' overdrive is full use it and I
highly suggest that you use it as a Blitz Ace for superb results. Follow it
up by using Auron to just attack, have Rikku switch it up in exchange for Yuna
to come out and do any necessary healing.

Have Tidus continue to attack, and Auron to do the same. Watch out for Mortar
as well. Do not be afraid tp have Yuna summon any aeons if you absolutely
truly need to during any point in that battle.

Do this a couple of times to get about 32 of these, but you may also find it
more comfortable and more convinient to simply Bribe Coeurls for 120000 gil
and receive 2x Friend Spheres, but you'll spend 3240000 gil doing this and for
that, use the Mimics in the Omega Dungeon. After, do the following steps...

1. Have one person move to one of the abilities with a Warp Sphere.
2. Then have the other two characters to use a Friend Sphere to the node.
3. Now have the first character move to another ability with a Warp Sphere.
4. Follow that person with the other two characters and Friend Spheres.
5. Do this until you have the 16 abilities I pointed out above.

After you have fininshed all of this you are ready to start buying Clear
Spheres.

Next is a representation chart of your party's stats after completing only
their own sections of the Sphere Grid.

         HP      MP     STR    MAG    DEF    MDEF    AGL    ACC    EVA    LUCK
------------------------------------------------------------------------------
Tidus:   3120    112    54     11     31     7       36     29     29     19
Yuna:    2875    344    15     63     14     28      42     7      68     25
Auron:   4430    133    58     11     37     13      17     4      15     18
Wakka:   4218    190    57     33     30     9       36     47     11     20
Lulu:    2380    422    14     56     42     54      21     3      86     21
Rikku:   3360    205    35     28     25     18      59     17     5      19
Kimahri: 1844    178    27     23     24     7       14     12     5      18


You're getting there...^_^

NOTE: Some of these counts might be a little off but I will go through again
and confirm this count (more hrs of fun, argh)!

+-----------------+
-     Step 6.     -
+-----------------+

For this immensely imperative step you are to capture at least five of every
fiend that is actually capturable in the land of Spira. You should already be
enabled to buy them from the Monster Arena owner unless you ignored my explicit
instructions and did not get ten of every fiend in Spira in the 3rd step of
this guide. So anyway once you do capture the five of every and all enemies,
go back to Omega Ruins and massacre more Mimics with Gillionaire (another 10-50
to be precise). After you have about 2000000-5000000 gil, go back to the arena
owner and buy 99 Clear Spheres for 10000 gil a piece, as you will be needing a
little later. It is now time to start your next step in the process of stat
maxing.

+-----------------+
-     Step 7.     -
+-----------------+

This next step of the informator and strenuous process is arguably the longest
and most time consuming, but it is not necessarilly the most difficult (the
estimated time for accomplishment is about 50-100 hours). In this step you must
take your three characters outside of their grids or where ever on the grid
they may be and activate every node on the sphere grid (but don't erase-and-
fill here), I know you have to erase some Lv.1,2,3,4 locks but don't yet fill
them in, ok. The easiest way to do this is to first fight and beat a few
Chimerageists that you unlocked for capturing one of all the fiends in the
Calm Lands area, to conquer the Chimerageist use this strategy...

Chimerageist: Stats should be in the 250's, just kidding about 110-115. Start
off with a Hastega. Then just whail away at it hitting for 9999 (minimum) each
turn. Have good defense to survive his attacks. And just keep attacking until
it dies. Heal if you need to do so.
Or you have many other alternatives, 1. Blitz Ace 2. Auroch Reels 3. Doom 4.
Passado 5. Zanmato (just a waste of gil, at least against this enemy).
Or even just 2 hits at 99999 will turn it into pyreflies. It has somewhat of a
susceptibility to Doom (200).

For doing this you will receive 2 Return Spheres every time for overkill and
1 for just a normal kill. Fight it about 3-7 times. After, move the three
characters you have chosen to use for now and take them to the last sphere on
their grids and move them into the next section(s). Use the AP trick that I
have listed above. Or you can simply *try* and destroy the arena bosses (highly
unreasonable for this point). I'll see you in a few weeks..... Are you back,?
ok then once you have taken those characters around the grid completely you
can finally take on the next step which is rather redundant to this very step.

+-----------------+
-     Step 8.     -
+-----------------+

In this step you have been prepared by the last step you have followed, and
this is to immolate all Species Creations. For information on how to unlock
all the Species Creations look below...

Fenrir- Capture 3 of every wolf
Orintholestes- Capture 3 of every lizard
Pteryx- Capture 4 of every bird
Hornet- Capture 4 of every insect
Vidatu- Capture 4 of every floating wizard
One Eye- Capture 4 of every eyeball
Jumbo Flan- Capture 3 of every flan
Nega Elemental- Capture 3 of every element
Tanket- Capture 3 of every armored mole
Fafnir- Capture 4 of every dragon
Sleep Sprout- Capture 5 of every fungus
Bomb King- Capture 5 of every bomb
Juggernaut- Capture 5 of every horned beast
Ironclad- Capture 10 of every iron giant

But if you have already paid heed to my word previously and captured the 10 of
everything, you'll already have them activated and ready to die.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Preperations for Species Creations
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The preperations I strongly advise and caution you to take are of course to
have the customized armor model that I mentioned in the very beginning of this
statistic maximization guide: Break HP Limit, Defense+20%, Auto-Haste, Auto-
Protect. Your next and perhaps most important caution you must take before
taking on the Species Creations, and that is to obtain all of Yuna's hidden
aeons, this is how to obtain the three secret wonders...

1. Yojimbo: Go to the the place leading to Mt. Gagazet and go down the little
passage. There will a cave there and if you get a cutscene you know you are in
the right place. So then enter the cave, then keep following all of the
passages til you get a scene with an unsent summoner, who Lulu once guarded.
When it is over you fight her Aeon Yojimbo.

#1. Yojimbo (Cavern of the Stolen Fayth)
-> HP: 33000 - 4060
-> MP: 2000
-> AP: 0
-> Statistics:
Str- 34, Mag- 35, Def- 80, Mdef- 1, Acc- 0, Agl- 32, Eva- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: 0
-> Immunities: Sleep, Poison, Confuse, Petrify, Slow, Zombie, Power Break,
Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan,
Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed
Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence,
Darkness, Bribe
-> Weaknesses: Doom- 5
-> Elemental Affinities: None
-> Zanmato Lv: ??? <--- Can't use it against him. o_0
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
Daigoro- Physical damage to one.
Wakizashi- Physical damage to one.
Kozuka- Physical damage to one
Zanmato- 9999 HP of unblockable/reductable damage to all characters.

---> STRATEGIC TACTICS: <---
This is a very easy fight despite what you all may be thinking. So I am here to
say don't worry, you can kill it within an easy five turns and barely take any
damage whatsoever. First, cast Doom negative status effect against Yojimbo
enemy. Now, for the rest of the five turns he's slowing losing his life away,
you just heal and guard anything that is thrown your way. See, that's pretty
darn easy enough, right?

When you beat her you can continue down the cave until you reach a room with a
teleport pad in the middle of it. You can choose which direction you want to
go in. But since I am talking about the Hidden Aeon go up. When you go in
there you will see the Fayth who will charge you for his services. It is best
to choose, to defeat the most powerful of fiends (IMO).
He will then offer you his lowest price, but you should then offer half of his
bid + 1 and then offer it to him. Next time he offers a rice just raise your
offer by 1. When he offers 205,000 dollars you can offer under the price of
200,000. But not to much lower. He shall eventually join you and thats that.

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

2. Anima: This is pretty hard and time consuming. But well worth the effort.
Ok, so to acquire this powerful aeon you must first have obtained all of the
secret items in the temples of the fayth, if you didn't don't worry you can
go back, except to bevelle so you must already have that one. Once you have
them all go back to Baaj Temple. And fight Geosgaeno, once you have defeated
it, go into the Temple and touch all of the statues with the X button, (be
sure to get some treasure chests that are in here to).
Then go back to the temple in Zanarkand and there will be a new puzzle to
solve there: Step on the white squares in the first chamber and the 4 in the
next chamber. Then it reveals a destruction sphere, take it and put in the
sphere slot to the right of the panel. Then open the treasure chest to receive
a Magistral Rod. Now fly back to the temple in Baaj.
Go back to the room where all of those statues are and light them all up
again, then enter the room and you get a scene with the fayth of Anima, which
is Seymour's mom! You learn a lot about Seymour's past and then you finally get
Anima. Strategy for Geosgaeno is listed below...

#2. Geosgaeno (Baaj Temple Revisited)
-> HP: 32767 - 32767
-> MP: 128
-> AP: 4200 - 6300
-> Statistics:
Str- 36, Mag- 40, Def- 50, Mdef- 50, Acc- 50, Agl- 48, Eva- 0, Luck- 15
-> Steal: Common- Water Gem, Uncommon- 2 Water Gems
-> Bribe: None
-> Win: Common- 2 or 4 Power Spheres, Uncommon- 2 or 4 Power Spheres
-> Gil Received: 1000
-> Immunities: Sleep, Confuse, Petrify, Slow, Zombie, Power Break,
Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan,
Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed
Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence,
Darkness, Bribe, Doom
-> Weaknesses: Poison- 95; 10%
-> Elemental Affinities: [1.5 damage] Fire, Lightning, Water, Holy, Ice
-> Zanmato Lv: 4
-> Armor Abilities: Auto-Reflect
-> Weapon Abilities: ??? [I have heard that there's actually a glitch where
you get Encounters None {No Encounters} on a weapon. I don't know how to,
though]
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1
                         Drop Percentage: 127/128
-> Abilities:
- KO Punch- This attack does, to one character, KO as well as doing physical
damage to them.
- Stone Punch- This attack does, to one character, Petrify as well as doing
physical damage to them.
- Suck Up- Swallows a character and keeps them in its body - details in strat.
- Spit Out- Once swallowed, it can spit the character out with 9999 dmg to all.
 - circumstances shown in actual strategy.
- Spit Out- Once swallowed, it can spit the character, killing them. Although,
not KO type, but if character had 3462 HP, it would do 3462 damage exactly. -
circumstances shown in actual strategy.
- Spit Out- Once swallowed, it can spit the character out with damage formula:
Character's HP - 1 = dmg vs. all. - circumstances shown in actual strategy.

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

---> STRATEGIC TACTICS: <---
- Geosgaeno: You are going to be needing some important preperations to be
made before going off to get yourself into trouble with Geosgaeno. You need
following equipment: have everybody with an armor that has the Stoneproof,
Deathproof, and perhaps so you can have even more of an advantage over
Geosgaeno, First Strike. I suggest starting off the battle with a Hastega
spell, and then you can have a choice of which strategy you want to take to
topple the overgrown fish:
- You may just want to have Rikku Mix together Trio of 9999, and then follow
up by either having Tidus execute a Blitz Ace overdrive, or have Wakka use an
Attack Reels overdrive and that should and could be enough to take it out
hopefully.
- Your other option involves a little bit of strategy and took me a good bit
of fights with Geosgaeno to compile and test this information. What it is is
this: you see, Geosgaeno has this move which 'Sucks Up' one of your party
members and keeps them in its stomach (character is visible). Now, you can
either be at a disadvantage or a real advantage here, here's how: you see, if
you have positive status effects on the character that is 'Sucked Up', most
of the good statuses that you have on will also be inflicted upon Geosgaeno.
List of Carry-Over-able Positive Status Augmentations:
(there may be more, but this is all I have found thus far)
Regen, Reflect, NulShock, Haste, Protect, NulFrost, Shell, NulBlaze, NulTide
- same goes for negative status imprefections...
List of Carry-Over-able Positive Status Augmentations:
(there may be more, but this is all I have found thus far)
Zombie, Poison, Mental Break, Slow, Power Break, Silence, Armor Break, Mental
Break
So you see, putting your ownself in negative status effects may aid you to
reign victorious in this bout with big G. Now I will list great and unbeatable
status combinations to have on your characters when they are 'Sucked Up':
- You can put Regen and then Zombie on the characters (this I think is best)
- Another good alternative status combo would be to have Zombie and the start
to systematically pick it apart with rounds of Curaga or Phoenix Downs.
- You can put Poison on and then wait for every 1st, 2nd, or 3rd turns it gets
when it uses its KO Punch or Stone Punch which will be nullified and it will
take lots of damage while doing so.
- Just put on all of the Breaks and then just whip it with a lot of overdrives,
Mugs, or Quick Hits until death. Now, I have done a lot of uncovering and found
a lot of info on Geosgaeno lately. For the first Spit Out listed under
"abilities", you must KILL Geos with Struggle inside of it. 9999 IS maximum
dmg its attack can do.
For second one mentioned, you must simply Struggle once, not killing it, and
then you'll see this happen. And for last one, you must choose the Defend
action instead of Struggle.

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

3. Magus Sisters: These are IMO the most useful Aeons in the game. But to get
the Magus sisters you must capture 1 of every monster on Mt. Gagazet, and then
go back to the monster arena owner and he shall hand you the Blossom Crown as a
reward for capturing them all. But you must also have every other aeon in the
game (including Yojimbo and Anima). Then go back to Remiem Temple and beat
Belgemine's Bahamut. And then she will give you the Flower Scepter. Then beat
all of her aeons, so you can use the Flower Scepter and the Blossom Crown on
the mysterious door behind Belgemine then you shall receive the games most
destructive aeon(s).

The next and final precaution that you must make is to check all of your stats
as of current and make sure that they are at the levels as follows....

HP- 19400
MP- 999
STR- 172
DEF- 150
MAG DEF- 124
MAG- 152
EVA- 134
AGL- 134
LUCK- 18
ACC- 68

And this is unrealistically assuming that everyone's HP at this point would
start out at a base of 0 which is untrue. Near the end of the stat maxing
guide though I'll let you know what everyone's starting stats are and then
you can add that to the above representation of current stat levels to get
a more accurate and realistic idea of what stats will be by now. Now it is
finally time to destroy the Species Creations and get "stat-filling" spheres.
But before you actually begin, use Return Spheres on your three main characters
to make them appear in their original spots, meaning the first node they were
on the first time you got them, then move on with the clearing process...

NOTE: When you use Clear Spheres the amount of the stat raising node for that
particular stat is erased along with the node (ie if you had 140 STR and you
use a Clear Sphere on a +3 STR node your new STR would be 137. But don't fret,
we will fill them back up as we go along to make them even better than the
previous.

=-=-=-=-=-=-=-=-=-=-=-=-
Optimum HP (aka Ironclad)
=-=-=-=-=-=-=-=-=-=-=-=-
Ironclad: This fight will require a lot of persistance, skill, and patience.
Have a party of Rikku, Tidus, and Auron for starters. First have Rikku Mix
a Wings to Discovery + Wings to Discovery. Now use Auron to use a Banishing
Blade on the little sucker. This should be followed very closly by Tidus
using a Blitz Ace. Next Rikku should just stand there and heal with a Mega-
Potion. Now on the next turn Auron gets switch him out and bring in Yuna,
then have her Entrust her overdrive guage to Rikku, then use Rikku for a
Trio of 9999 on the party, just in case of dire circumstances later in the
battle and just so they don't make you fret.
Now have Tidus simply attack it with Quick Hits for a couple of turns he'll be
countering a lot with Reppageki. So now have Rikku switch out for Auron then
have him use a Mega-Potion to recover 9999 HP to everyone. Now have Yuna
summon in Anima. Once Anima is brought forth onto the field, have her start
off by using a Pain to take away a LARGE chunk of HP from Ironclad. Then use
them over and over again until it is time for Ironclad to incur it's wrath
upon Anima with 1 or 2 Reppageki's. Keep doing this until Anima gets KOed.
Now comes the second stretch and the hardest part of the battle because you no
longer have a reliable aeon to fully depend on.
Just have Tidus use Quick Hits as you are hit with tons and tons of
Reppagekis. Have Auron just attack with physical attacks, and have Yuna stand
back and heal with Mega-Potions or heal the dead with Full-Life. On its turns
you will either see a Bushinzan that reduces MP to zero and does physical
damage, or a Shinryudan for major physical damage to one character. Now simply
continue using the three characters to play the parts I just told to, or when
Tidus hits overdrive use Blitz Ace, or if Auron hits overdrive use a Banishing
Blade, but if Yuna gets it first, Grand Summon Magus Sisters then cause
destruction with Delta Attack.
After this battle you will receive 2 HP Spheres for an overkill and one for
a regular kill. Now you must clear out all +200 HP Spheres and fill them with
I have found to be absolutely best 63 +300 HP Spheres. HP will be...
-New HP Node Count: +300- 63 x 300 = 18900
                    +200- still 97 x 200 = 19400 + 18900 = 38300
Tidus- 38820
Yuna- 38775
Auron- 39330
Wakka- 38918
Lulu- 38680
Rikku- 38660
Kimahri- 38944

But we don't stop there, no sir, now we go kill off about 102-204 Ironclads
and get fill them into the grid. Now HP will finalize and be put to rest at
this amount...
-New +300 HP Node Count: 267 x 300 = 80100
Tidus- 80620
Yuna- 80575
Auron- 81130
Wakka- 80718
Lulu- 80480
Rikku- 80460
Kimahri- 80744

Lookin' good, eh?

NOTE: If you want you could get rid of some Magic or MP nodes on the grid for
a 99999 HP for all. But you don't need it unless you wanna brag.;)

=-=-=-=-=-=-=-=-=-=-=-=-=-=
Optimum MAG (aka Jumbo Flan)
=-=-=-=-=-=-=-=-=-=-=-=-=-=
Jumbo Flan: This is another pain in the neck fight that you have to do in order
to get maxed stats, "why Square?, why?" Anyway your party that you start out
with
should be Yuna, Tidus, Auron. First have whomever is first (hopefully Yuna) to
Use a Stamina Tonic to double HP count (since I doubt you have it as high as I
mention above yet), now have Tidus use Blitz Ace, as it is immune to physical
attacks. Now make sure to use Auron to throw 100000 gil at it with a very
useful Spare Change. Now have Yuna Doublecast Flares at it. Tidus to cast a
Reflect on anyone for later, and then Auron for another Spare Change of the
same amount as last time. Now Jumbo Flan wil attack with probably an Ultima.
Aid this immediately.
Once it is Yuna's turn once more summon Ifrit for now since Jumbo absorbs all
elements and adds it to it's own, and don't even try Holy, it doesn't work
either (I know, annoying), when Ifrit has come to save the day, use it only for
Meteor Strikes until he is dead, this was also to give your party a break and
shield them from an undreamable onslaught. Your next move is to switch Auron
for any character with their overdrove guage full, and then Entrust the
overdrive to Tidus. Tidus should now nail a Blitz Ace again. Yuna's turn, have
her summon Anima. When the aeon is here, first have her use Oblivion for about
99999 damage. It will be attacked a few times post Oblivion. But after just
continue to pound away with Pains until either Jumbo Flan dies, or the other
way around.
Now you are simply going to need to rely on Auron Spare Change-ing, Yuna
Doublecasting Flare, and Tidus to heal until he is at filled overdrive. If
Yuna gets full overdrive use it to either bring in Yojimbo for Zanmato, or the
Magus Sisters for Delta Attack (guess which one is recommended).
But just leave Magic as is after finishing the grid for this method to have
Magic like this...
-New +4 MAG Node Count: Will remain the same
Tidus- 147 (may vary)
Yuna- 162 (may vary)
Auron- 147 (may vary)
Wakka- 152
Lulu- 162
Rikku- 152
Kimahri- 159

=-=-=-=-=-=-=-=-=-=-=-=-=-=
Optimum STR (aka Juggernaut)
=-=-=-=-=-=-=-=-=-=-=-=-=-=
Juggernaut: This strategy and even monster are/is much much easier than the
last two fights that I mentioned. First you are going to first have a party of
Yuna, Auron, and Tidus. Have Yuna use NulBlaze right there in the beginning of
the bout. Now have Tidus Quick Hit until it is Auron's turn, during this Nul-
Blaze might be off because of it's Salvo attack which is a Fire based attack
to all. Now have Auron use a Banishing Blade, then have Yuna again use another
NulBlaze.
Now make Tidus attack with the overdrive Blitz Ace. Have Auron attack with a
physical attack now, and then have Yuna heal any hurt character with an X-
Potion or Megalixir. And if anybody dies use Full-Life to bring 'em back.
After this fight you will receive 2 Strength Spheres for overkill and only one
for a regular kill. Just erase all +3, +2, and +1 Strength nodes from the grid
and replace them for +4's. This is all you will have to do for Strength. Now
your strength will look like this...
-New +4 STR Node Count: 64 x 4 = 256
-64 x 4 = 256
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=
Optimum AGL (aka Fenrir)
=-=-=-=-=-=-=-=-=-=-=-=
Fenrir: Start off with a Hastega. Use Aim a bunch. Quick attacks are the way to
go, but if you do that make sure you have armor that has Confusionproof, and
Deathproof, for Fenrir will counter some attacks with party decapitating blows
like Fangs of Ruin, Fangs of chaos (confuse), and Fangs of Hell (death).
Use a Blitz Ace, most likely if your stats are where I said they should be a
Blitz Ace alone will not get the job done. But if you top that off with an
Attack Reels will finish it off. Summon at will.
After this fight you will get 2 Agility Spheres for overkill and one for a
regular kill. You will need to fill in all +3, +2, +1 Agility nodes and add
3 to left over +3, +2, +1 Strength nodes. Now you Agility will be at...
-New +4 AGL Node Count: 64
-64 x 4 = 256
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=
Optimum DEF (aka Tanket)
=-=-=-=-=-=-=-=-=-=-=-=
Tanket: Have an opening party that is made up of Tidus, Auron, and Yuna (Yuna
can be substituted for Rikku actually). First have Auron use a Banishing Blade
against Tanket for some amazing damage to Tanket. Now have Tidus follow up with
a Blitz Ace on it for even more super-mega damage. Now if you decided to use
Yuna instead of Rikku, summon the Magus Sisters and finish it off. But if you
did think twice and used Rikku for the fight then continue to read this strat.
Have Rikku Mix 2 Wings to Discovery. Now follow that up with Auron to use a
couple of physical attacks and Tidus only to Quick Hit for the remainder of the
entire match as his turns.
If it takes it turn again now you might have to heal even though Auto-Protect
has halved the damage. After it is done with it's turn, use Rikku to use Spare
Change with 100000 gil for 9999 damage, or a Dark Matter for near 20000 damage,
but if she is more powerful enough like 200 STR at least then just have her
attack physically or something. Now follow this the rest of the time. Now after
the many, many, many fights (when DEF is uber) switch to an armor with the
abilities Break HP Limit, HP+30%, Auto-Protect, and Auto-Haste.
After the fight you will receive 2 Defense Spheres for overkill and 1 for a
regular kill. Delete the +3, +2, +1 nodes and fill them with all +4 nodes on
them. You will also need to fill in 8 of other nodes in also with 'em. You get
a result of this...
-New +4 DEF Node Count: 64
-64 x 4 = 256
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=
Optimum ACC (aka Hornet)
=-=-=-=-=-=-=-=-=-=-=-=
Hornet: Start out with Tidus, Auron, Yuna. Now have anybody use 2 Aims in
order to get better results when trying to attack at it. Now use tons of Quick
Hits consecutively. If Bewitching stab Confuses you then negate it by either
Quick Pocket-ing a Remedy or just using Esuna. Now if it's normal attack KO's
you then bring that character back to life with Full-Life. And if with anything
else you are induced with the other statuses it can inflict then ail them with
Esuna as well. Just attack like crazy.
After the fight you will receive 2 Accuracy Spheres for overkill and 1 for a
regular kill. Replace all +3-+1 nodes with all of the +4 nodes for the stat
of Accuracy. You might need to go into 35 nodes of empty nodes but that'll be
at the expense of lesser HP. You will need Accuracy Spheres to place in some
other nodes also (about
-New +4 ACC Node Count: 64
-64 x 4 = 256
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=
Optimum EVA (aka Pteryx)
=-=-=-=-=-=-=-=-=-=-=-=
Pteryx: Now this is one super easy fight for maxing Evasion so there is no need
to panic at all. You will probably be amubushed in the beginning of the fight,
so what, who friggin' cares, if your ACC and AGL and even STR is high enough by
this point you will be able to finish the fight in two hits with no trouble at
all if any. But if you are not yet that statistically inclined than you can
cast Hastega and use overdrives or you can simply summon a not even that-power-
ful of an aeon to carry out your dirty work.
Once the fight is over you will receive 2 Evasion Spheres for overkill and 1
for a normal kill. Fill them by obviously filling them into all +3, +2, +1
Evasion nodes and then 22 into other nodes. Look at your awesome new EVA...
-New +4 EVA Node Count: 64
-64 x 4 = 256
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

Not much longer now...:)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Optimum MAG DEF (aka One-Eye)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
One-Eye: Start of with Tidus, and Yuna, the other character virtually doesn't
matter here in this fight against One-Eye. So first have Yuna use a Stamina
Tonic on the whole active party and double max HP and that'll make HP super
duper high. If at least one character has Ribbon on their armor here it'll be
rather easy. Now have Tidus Quick Hit it, he'll get counter attacked fiercly.
Now use the next character to cast Auto-Life on one character. If you now see
a Shockwave the character with Ribbon should use Esuna on both other people.
Now I guess you should have Tidus attack with a Blitz Ace.
That will be that for that battle.
After the battle you will receive 2 Magic Defense Spheres for overkill and 1
for regular kill. Clear out the +3, +2, +1 and fill them with the Mag Def
Sphere of +4. And then into 17-18 other nodes for the following ending Magical
Defense...
-New +4 MAG DEF Node Count: 64
-64 x 4 = 256
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

NOTE: Optimizing MP will be done already after finishing the grid once with no
Clear Spheres.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Optimum Luck (aka Greater Sphere, Maelspike)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Greater Sphere: Have everybody Quick Hit it with at least 220 STR statistical
attribute. Oh yeah, whoops, have the opening party consist of Yuna, Tidus,
and Auron. Now after every attack you dish out its way it'll reply very un-
satisfyingly in the shape of an Ultima magic attack, and you know that can be
extremely fatal sometimes. But with high enough Mag Def it'll only do from
2000-900. Heal once or twice during this period(s). Now if you have it, use a
Blitz Ace. But if you don't there is no need whatsoever to despair at all,
simply continue to Quick Hit the lights out of Greater Sphere.
Now as it does Ultimas on your party heal in the same manner you have been
doing so the last time. Then keep on to use Quick Hits even more and heal from
the potentially brutal Ultimas it dishes out still. Good job, now move on to
the second part of maxing the Luck stat.
You now must fly back to the Cavern area of Mt. Gagazet via airship means.
Now head into the water part of here, and run into about 50 Maelspikes here
and Bribe them all with 100001 then add 1 each time gil (come in with about
10000000 gil. Gain gil by killing Mimics in Omega.
After all of this you'll need to fill all +2, +1 Luck nodes and also into a
good 33 of the Lock Nodes to have Luck looking like this...
-New Lock Node Count: 44
-New +4 Luck Node Count: 35
Tidus- 166
Yuna- 165
Auron- 165
Wakka- 167
Lulu- 165
Rikku- 166
Kimahri- 166

Wow! You have now max stats. Congratulations!

-----------
Final Stats
-----------

 HP     MP    STR    MAG    DEF    MDEF    AGL    ACC    EVA    LUCK
-----------------------------------------------------------------------------
Tidus:   97420  999   255    147    255    255     255    255    255    166
Yuna:    97375  999   255    162    255    255     255    255    255    165
Auron:   97930  999   255    147    255    255     255    255    255    165
Wakka:   97518  999   255    152    255    255     255    255    255    167
Lulu:    97280  999   255    162    255    255     255    255    255    165
Rikku:   97260  999   255    152    255    255     255    255    255    166
Kimahri: 97544  999   255    159    255    255     255    255    255    166

or

         HP     MP    STR    MAG    DEF    MDEF    AGL    ACC    EVA    LUCK
-----------------------------------------------------------------------------
Tidus:   99999  571   255    147    255    255     255    255    255    166
Yuna:    99999  643   255    162    255    255     255    255    255    165
Auron:   99999  592   255    147    255    255     255    255    255    165
Wakka:   99999  569   255    152    255    255     255    255    255    167
Lulu:    99999  651   255    152    255    255     255    255    255    165
Rikku:   99999  644   255    152    255    255     255    255    255    166
Kimahri: 99999  637   255    255    255    255     255    255    255    166

===============================================================================
                                    Method 2
===============================================================================

This is the method of stat maxing that is recommended to those who wish to
have just the needed HP for big bosses (like Penance and Nemesis), which is,
much to a lot of peoples' surprise, 9999. The rest of the stats will be maxed
as well, with just 999 MP. This is the best stat maxing, and you will own
all enemies in the game if you follow it, that's why I saved the best for
last.

+----------------------+
-    1. Grid Set-up    -
+----------------------+

=-=-=-=-=-=-=-=-=-=-
Starting Grid Set-Up
=-=-=-=-=-=-=-=-=-=-
HP+200- 97
HP+300- 0
MP+40- 7
MP+20- 48
MP+10- 1
Strength+4- 23
Strength+3- 5
Strength+2- 27
Strength+1- 11
Defense+4- 12
Defense+3- 19
Defense+2- 22
Defense+1- 1
Magic Defense+4- 16
Magic Defense+3- 6
Magic Defense+2- 18
Magic Defense+1- 6
Magic+4- 18
Magic+3- 14
Magic+2- 13
Magic+1- 2
Evasion+4- 19
Evasion+3- 4
Evasion+2- 17
Evasion+1- 2
Agility+4- 21
Agility+3- 15
Agility+2- 20
Agility+1- 5
Luck+4- 2
Luck+3- 0
Luck+2- 3
Luck+1- 4
Accuracy+4- 4
Accuracy+3- 8
Accuracy+2- 13
Accuracy+1- 4
Abilities- 85
Empty Nodes- 192
Lv.4 Lock- 33
Lv.3 Lock- 20
Lv.2 Lock- 12
Lv.1 Lock- 12

Total number of nodes on the grid- 861

+-------------------------------+
-   2. Mandatory Preperations   -
+-------------------------------+

Items: Cloudy Mirror
       Celestial Mirror
Weapons: Tidus- Break HP Limit, Evade&Counter, Magic Counter, Triple Overdrive
         Yuna- One MP Cost, Triple Overdrive, Triple AP, Break Damage Limit
         Auron- Break Damage Limit, Evade&Counter, Piercing, First Strike
         Wakka- Initiative, Evade&Counter, Triple Overdrive Break Damage Limit
         Lulu- One MP Cost, Magic Booster, First Strike, Break Damage Limit
         Rikku- Master Thief, Initiative, Break Damage Limit, [???]
         Kimahri- Break Damage Limit, Evade&Counter, Triple Overdrive, TripleAP
Armor: Defense+20%/Auto-Potion
       Auto-Protect
       Auto-Haste
       Auto-Auto-Phoenix

+------------------+
-      Step 3.     -
+------------------+

Go buy some capturing weapons from the Monster Arena manager. Now you should
either equip their next slot with one of two, Break Damage Limit or you could
also do it with First Strike. Now you must go out and capture 10 of every fiend
in the Clam Lands region, only one of each will activate Chimerageist, but we
don't wanna have to come back later do we? Now we head out for all regions of
Spira to capture 10 of every "capturable" fiend (not capturable are bosses,
and Land Worm, and Mechs, Magic Urn). The fiends locations are as follows...

1. Besaid:
Condor, Water Flan, Dingo

2. Kilika:
Ragora, Dinonix, Killer Bee, Yellow Element

3. Mi'ihen Highroad:
Ipiria, Raldo, Dual Horn, Bomb, Floating Eye, Mi'ihen Fang, Raldo, White
Element

4. Mushroom Rock:
Red Element, Garuda, Funguar, Gandarewa, Lamashtu, Raptor, Thunder Flan

5. Djose:
Simurgh, Bunyip, Bite Bug, Ochu, Garm, Snow Flan, Basilisk

6. Thunder Plains:
Larva, Buer, Melusine, Kusariqqu, Aerouge, Qactuar, Iron Giant, Gold Element

7. Macalania:
Snow Wolf, Wasp, Blue, Mafdet, Iguion, Xiphos, Ice Flan, Evil Eye, Chimera,
Murussu

8. Sanubia Desert:
Sand Worm, Zu, Alcyone, Cactuar, Sand Wolf, Mushussu

9. Calm Lands:
Ogre, Shred, Malboro, Nebiros, Chimera Brain, Skoll, Flame Flan, Coueurl,
Anacondaur

10. Sunken Cave:
Nidhogg, Thorn, Imp, Epaaj, Yowie, Ghost, Tonberry, Dark Element, Valaha

11. Mt. Gagazet:
Behemoth, Mandragora, Achelous, Grat, Grenade, Bandersnatch, Maelspike, Dark
Flan, Splasher, Bashura, Grendel, Ahriman

12. Sin:
Demonolith, Behemoth King, Great Malboro, Gemini, Gemini, Barbatos, Wraith,
Exoray

13. Omega Dungeon:
Halma, Machea, Spirit, Puroboros, Zaurus, Black Element, Floating Death, Master
Tonberry, Varuna, Master Coeurl

So once you have captured 10 of each of these from all of these different
regions, it is finally time for all of your hours of hard work to pay off. Go
back to the Calm Lands and then pay a little visit to the owner of the Monster
Arena. You will now have every fight except the battle with Nemesis, you'll
unlock that later, for now you will be given the following items and extremely
difficult bosses to fight...

-Items and Area Creations:
1) Stratovis- Stamina Tonic x 99
   Kottos- Soul Spring x 99
   Malboro Menace- Poison Fang x 99
   Jormungand- Petrify Grenade x 99
   Espada- Shining Gem x 60
   Chimerageist- Farplane Wind x 60
   Catoblepas- Blossom Crown
   Abaddon- Lunar Curtain x 99
   Cactuar King- Chocobo Wing x 99
   Don Tonberry- Silver Hourglass x 40
   Abyss Worm- Shadow Gem x 99
   Vorban- Designer Wallet x 60

-Items and Species Creations:
2) Fenrir- Chocobo Feather x 99
   Orintholestes- Stamina Spring x 99
   Pteryx- Mega Phoenix x 99
   Hornet- Mana Tonic x 60
   Vidatu- Mana Spring x 99
   Jumbo Flan- Twin Stars x 60
   Nega Elemental- Star Curtain x 99
   Tanket- Gold Hourglass x 99
   Fafnir- Purifying Salt x 99
   Sleep Sprout- Healing Spring x 99
   Bomb King- Turbo Ether x 60
   Juggernaut- Light Curtain x 99
   Iron Clad- Mana Tablet x 60

-Items and Original Creations
3) Greater Sphere- Supreme Gem x 60
   Catastrophe- Door to Tommorrow x 99
   Neslug- Winning Formula x 60
   Th'uban- Gamblers Spirit x 99
   Shinryu- Megalixir x 30
   Ultima Buster- Dark Matter x 99
   You don't have Nemesis yet...

+-----------------+
-     Step 4.     -
+-----------------+

Now with all of these creations activated it is time to train and gain AP like
mad. The prefered method of leveling up with ease are the methods I am about to
present to you...

Start with the character you wish to level up (one at a time for best results)
and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and
"Overdrive < AP" customize abilities, and their armor have the "Auto Phoenix".
Now, the other 2 characters you use in this should already be strong. Have
their weapons have the "Break HP Limit", and have their armors have bear the
"Break Hp Limit". Have your more weak character have the "Comrade" overdrive
mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set.
Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to
find out the capture requirements to fight it). Don't follow the strategy
which I present in that section though. Instead, just use the 2 stronger party
members to attack it. Have the weak character just stand back and heal them
after it uses Karma, and if they dies from Karma, she already has the "Auto
Phoenix" ability... right?
When the fight comes to a conclusion, you should receive 1000000 to 10000000 AP
(in other words, 99 sphere lvls).

+-ALTERNATE METHOD-+

Start with the character you wish to level up (one at a time for best results)
and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and
"Overdrive-> AP" customize abilities, and their armor have the "Auto Phoenix".
Now, the other 2 characters you use in this should already be strong. Have
their weapons have the "Break HP Limit", and have their armors have bear the
"Break Hp Limit". Have your more weak character have the "Comrade" overdrive
mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set.
Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to
find out the capture requirements to fight it). Don't follow the strategy
which I present in that section though. Now have the character whom you wish
to level up high, attack the Don Tonberry. Apparently that character will
perish from Karma. Now run from battle, you will now receive just as much AP
as before.

... or you could also choose to just fight all creations and level up over
over while fighting them. I recommend after you train enough, that you set off
on a "quest" to defeat all of the creations you have unlocked one-by-one, and
then you will have unlocked Nemesis, don't take him on yet, but for unlocking
Nemesis the arena owner will also reward you with 10 Master Spheres. By using
the AP gaining methods over and over again you will be making your way around
the grid like it's nobody's buisness. Once you have gone all around your first
three selected character's part of the grid you are ready to move one to the
next step.

+-----------------+
-     Step 5.     -
+-----------------+

Create the "ultimate" party. I seriously deem Yuna, Tidus, and Auron the best
party you can have, I'll talk about maxing everybody else a little bit later
on in this stat maxing guide. So now you must leave these three characters
designated grid sections in search of unfathomable stats and useful abilities
for the hardships of beating Nemesis and to prevent the rest of the Monster
Arena creations from wiping the floor with your party. First you should worry
about good abilities, namely, Hastega, Full-Life, Quick Hit, Dispel, Protect,
Shell, Auto-Life, Use, Steal, Bribe, Holy, Ultima, Mug, Doublexast and
Entrust, and I guess for the Int. version of FFX, Quick Pockets. There are 3
ways to get Warp Spheres for the upcoming step, these are to, beat Nemesis
(don't do this yet, it is impossible right now), finish the Omega Ruins chests
sidequest for 99 of them, or you can also Bribe Master Coeurls for them (Bribe
amount: 260000).
The best and most reliable method of gaining Gil for this quickly are the
below methods...
The best way I found to be possible is to first equip everone with a weapon
bearing the 'Gillionaire' ability, and then go fight Mimics in Omega (open the
treasure chests that occasionally appear in battles). If you do that you will
receive 100000-110000 gil in just ONE fight!

+-ALTERNATE METHOD-+

This one isn't as effective as the last one, but still a good method if you
are unable to get Gillionaire. Go to the Calm Lands Monster Arena. Now ask
if you can fight Kottos. When in battle simply cast Hastega and then pummel
it with Quick Hits and overdrives til it is dead. Kottos will drop tons and
tons of Healing Springs.
Use them to customize to your armor, and sell them to the Monster Arena owner,
it will cash in over 40000-50000 with just one armor.

Now after you have killed about 10 of the Mimics in the Omega Ruins, head back
to the Calm Lands and the Monster Arena. Now start fighting about ten to
fifteen Master Coeurls since by this point you probably have 1000000-1500000
gil to add to your just recently acquired 1000000 gil from all of those blasted
Mimics. Now you'll have about 15 Warp Spheres if you don't have the humongous
99 of them. Now Warp to all of the abilities I have pointed out with just one
of those people, and then I think you should go and slaughter Vorbans for
some friend Friend Sphere 2x, kill him like this...

Vorban: Start out by having a party of Rikku, Tidus, and Auron. First off have
Rikku Mix Wings to Discovery + Wings to Discovery, and this will make your
party attack for 9999 damage each time if you don't have Break Damage Limit,
then it'll hit for 99999 each time and that is even better. Don't bother with
Armor Break here because it doesn't work against Vorban like it does with
their Barbatos counter parts. Now if Tidus' overdrive is full use it and I
highly suggest that you use it as a Blitz Ace for superb results. Follow it
up by using Auron to just attack, have Rikku switch it up in exchange for Yuna
to come out and do any necessary healing.
Have Tidus continue to attack, and Auron to do the same. Watch out for Mortar
as well. Do not be afraid tp have Yuna summon any aeons if you absolutely
truly need to during any point in that battle.
Do this a couple of times to get about 32 of these, but you may also find it
more comfortable and more convinient to simply Bribe Coeurls for 120000 gil
and receive 2x Friend Spheres, but you'll spend 3240000 gil doing this and for
that, use the Mimics in the Omega Dungeon. After, do the following steps...

1. Have one person move to one of the abilities with a Warp Sphere.
2. Then have the other two characters to use a Friend Sphere to the node.
3. Now have the first character move to another ability with a Warp Sphere.
4. Follow that person with the other two characters and Friend Spheres.
5. Do this until you have the 16 abilities I pointed out above.

After you have fininshed all of this you are ready to start buying Clear
Spheres.

Here is a representation chart of your party's stats after finishing their own
sections of the Sphere Grid alone:

         HP      MP     STR    MAG    DEF    MDEF    AGL    ACC    EVA    LUCK
-------------------------------------------------------------------------------
Tidus:   3120    112    54     11     31     7       36     29     29     19
Yuna:    2875    344    15     63     14     28      42     7      68     25
Auron:   4430    133    58     11     37     13      17     4      15     18
Wakka:   4218    190    57     33     30     9       36     47     11     20
Lulu:    2380    422    14     56     42     54      21     3      86     21
Rikku:   3360    205    35     28     25     18      59     17     5      19
Kimahri: 1844    178    27     23     24     7       14     12     5      18

You're getting there... ^_^

+-----------------+
-     Step 6.     -
+-----------------+

For this immensely imperative step you are to capture at least five of every
fiend that is actually capturable in the land of Spira. You should already be
enabled to buy them from the Monster Arena owner unless you ignored my explicit
instructions and did not get ten of every fiend in Spira in the 3rd step of
this guide. So anyway once you do capture the five of every and all enemies,
go back to Omega Ruins and massacre more Mimics with Gillionaire (another 10-50
to be precise). After you have about 2000000-5000000 gil, go back to the arena
owner and buy 99 Clear Spheres for 10000 gil a piece, as you will be needing a
little later. It is now time to start your next step in the process of stat
maxing.

+-----------------+
-     Step 7.     -
+-----------------+

In this step you have been prepared by the last step you have followed, and
this is to immolate all Species Creations. For information on how to unlock
all the Species Creations look below...

Fenrir- Capture 3 of every wolf
Orintholestes- Capture 3 of every lizard
Pteryx- Capture 4 of every bird
Hornet- Capture 4 of every insect
Vidatu- Capture 4 of every floating wizard
One Eye- Capture 4 of every eyeball
Jumbo Flan- Capture 3 of every flan
Nega Elemental- Capture 3 of every element
Tanket- Capture 3 of every armored mole
Fafnir- Capture 4 of every dragon
Sleep Sprout- Capture 5 of every fungus
Bomb King- Capture 5 of every bomb
Juggernaut- Capture 5 of every horned beast
Ironclad- Capture 10 of every iron giant

But if you have already paid heed to my word previously and captured the 10 of
everything, you'll already have them activated and ready to die.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Preperations for Species Creations
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The preperations I strongly advise and caution you to take are of course to
have the customized armor model that I mentioned in the very beginning of this
statistic maximization guide: Defense+20%,Auto-Protect, Auto-Haste,Auto-Potion.
Your next and perhaps most important caution you must take before taking on
the Species Creations, and that is to obtain all of Yuna's hidden aeons. This
is how to obtain the three secret wonders:

1. Yojimbo: Go to the the place leading to Mt. Gagazet and go down the little
passage. There will a cave there and if you get a cutscene you know you are in
the right place. So then enter the cave, then keep following all of the
passages til you get a scene with an unsent summoner, who Lulu once guarded.
When it is over you fight her Aeon Yojimbo.

#1. Yojimbo (Cavern of the Stolen Fayth)
-> HP: 33000 - 4060
-> MP: 2000
-> AP: 0
-> Statistics:
Str- 34, Mag- 35, Def- 80, Mdef- 1, Acc- 0, Agl- 32, Eva- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: 0
-> Immunities: Sleep, Poison, Confuse, Petrify, Slow, Zombie, Power Break,
Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan,
Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed
Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence,
Darkness, Bribe
-> Weaknesses: Doom- 5
-> Elemental Affinities: None
-> Zanmato Lv: ??? <--- Can't use it against him. o_0
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
Daigoro- Physical damage to one.
Wakizashi- Physical damage to one.
Kozuka- Physical damage to one
Zanmato- 9999 HP of unblockable/reductable damage to all characters.

---> STRATEGIC TACTICS: <---
This is a very easy fight despite what you all may be thinking. So I am here to
say don't worry, you can kill it within an easy five turns and barely take any
damage whatsoever. First, cast Doom negative status effect against Yojimbo
enemy. Now, for the rest of the five turns he's slowing losing his life away,
you just heal and guard anything that is thrown your way. See, that's pretty
darn easy enough, right?

When you beat her you can continue down the cave until you reach a room with a
teleport pad in the middle of it. You can choose which direction you want to
go in. But since I am talking about the Hidden Aeon go up. When you go in
there you will see the Fayth who will charge you for his services. It is best
to choose, to defeat the most powerful of fiends (IMO).
He will then offer you his lowest price, but you should then offer half of his
bid + 1 and then offer it to him. Next time he offers a rice just raise your
offer by 1. When he offers 205,000 dollars you can offer under the price of
200,000. But not to much lower. He shall eventually join you and thats that.

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

2. Anima: This is pretty hard and time consuming. But well worth the effort.
Ok, so to acquire this powerful aeon you must first have obtained all of the
secret items in the temples of the fayth, if you didn't don't worry you can
go back, except to bevelle so you must already have that one. Once you have
them all go back to Baaj Temple. And fight Geosgaeno, once you have defeated
it, go into the Temple and touch all of the statues with the X button, (be
sure to get some treasure chests that are in here to).
Then go back to the temple in Zanarkand and there will be a new puzzle to
solve there: Step on the white squares in the first chamber and the 4 in the
next chamber. Then it reveals a destruction sphere, take it and put in the
sphere slot to the right of the panel. Then open the treasure chest to receive
a Magistral Rod. Now fly back to the temple in Baaj.
Go back to the room where all of those statues are and light them all up
again, then enter the room and you get a scene with the fayth of Anima, which
is Seymour's mom! You learn a lot about Seymour's past and then you finally get
Anima. Strategy for Geosgaeno is listed below...

#2. Geosgaeno (Baaj Temple Revisited)
-> HP: 32767 - 32767
-> MP: 128
-> AP: 4200 - 6300
-> Statistics:
Str- 36, Mag- 40, Def- 50, Mdef- 50, Acc- 50, Agl- 48, Eva- 0, Luck- 15
-> Steal: Common- Water Gem, Uncommon- 2 Water Gems
-> Bribe: None
-> Win: Common- 2 or 4 Power Spheres, Uncommon- 2 or 4 Power Spheres
-> Gil Received: 1000
-> Immunities: Sleep, Confuse, Petrify, Slow, Zombie, Power Break,
Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan,
Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed
Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence,
Darkness, Bribe, Doom
-> Weaknesses: Poison- 95; 10%
-> Elemental Affinities: [1.5 damage] Fire, Lightning, Water, Holy, Ice
-> Zanmato Lv: 4
-> Armor Abilities: Auto-Reflect
-> Weapon Abilities: ??? [I have heard that there's actually a glitch where
you get Encounters None {No Encounters} on a weapon. I don't know how to,
though]
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1
                         Drop Percentage: 127/128
-> Abilities:
- KO Punch- This attack does, to one character, KO as well as doing physical
damage to them.
- Stone Punch- This attack does, to one character, Petrify as well as doing
physical damage to them.
- Suck Up- Swallows a character and keeps them in its body - details in strat.
- Spit Out- Once swallowed, it can spit the character out with 9999 dmg to all.
 - circumstances shown in actual strategy.
- Spit Out- Once swallowed, it can spit the character, killing them. Although,
not KO type, but if character had 3462 HP, it would do 3462 damage exactly. -
circumstances shown in actual strategy.
- Spit Out- Once swallowed, it can spit the character out with damage formula:
Character's HP - 1 = dmg vs. all. - circumstances shown in actual strategy.

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

---> STRATEGIC TACTICS: <---
- Geosgaeno: You are going to be needing some important preperations to be
made before going off to get yourself into trouble with Geosgaeno. You need
following equipment: have everybody with an armor that has the Stoneproof,
Deathproof, and perhaps so you can have even more of an advantage over
Geosgaeno, First Strike. I suggest starting off the battle with a Hastega
spell, and then you can have a choice of which strategy you want to take to
topple the overgrown fish:
- You may just want to have Rikku Mix together Trio of 9999, and then follow
up by either having Tidus execute a Blitz Ace overdrive, or have Wakka use an
Attack Reels overdrive and that should and could be enough to take it out
hopefully.
- Your other option involves a little bit of strategy and took me a good bit
of fights with Geosgaeno to compile and test this information. What it is is
this: you see, Geosgaeno has this move which 'Sucks Up' one of your party
members and keeps them in its stomach (character is visible). Now, you can
either be at a disadvantage or a real advantage here, here's how: you see, if
you have positive status effects on the character that is 'Sucked Up', most
of the good statuses that you have on will also be inflicted upon Geosgaeno.
List of Carry-Over-able Positive Status Augmentations:
(there may be more, but this is all I have found thus far)
Regen, Reflect, NulShock, Haste, Protect, NulFrost, Shell, NulBlaze, NulTide
- same goes for negative status imprefections...
List of Carry-Over-able Positive Status Augmentations:
(there may be more, but this is all I have found thus far)
Zombie, Poison, Mental Break, Slow, Power Break, Silence, Armor Break, Mental
Break
So you see, putting your ownself in negative status effects may aid you to
reign victorious in this bout with big G. Now I will list great and unbeatable
status combinations to have on your characters when they are 'Sucked Up':
- You can put Regen and then Zombie on the characters (this I think is best)
- Another good alternative status combo would be to have Zombie and the start
to systematically pick it apart with rounds of Curaga or Phoenix Downs.
- You can put Poison on and then wait for every 1st, 2nd, or 3rd turns it gets
when it uses its KO Punch or Stone Punch which will be nullified and it will
take lots of damage while doing so.
- Just put on all of the Breaks and then just whip it with a lot of overdrives,
Mugs, or Quick Hits until death. Now, I have done a lot of uncovering and found
a lot of info on Geosgaeno lately. For the first Spit Out listed under
"abilities", you must KILL Geos with Struggle inside of it. 9999 IS maximum
dmg its attack can do.
For second one mentioned, you must simply Struggle once, not killing it, and
then you'll see this happen. And for last one, you must choose the Defend
action instead of Struggle.

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

3. Magus Sisters: These are IMO the most useful Aeons in the game. But to get
the Magus sisters you must capture 1 of every monster on Mt. Gagazet, and then
go back to the monster arena owner and he shall hand you the Blossom Crown as a
reward for capturing them all. But you must also have every other aeon in the
game (including Yojimbo and Anima). Then go back to Remiem Temple and beat
Belgemine's Bahamut. And then she will give you the Flower Scepter. Then beat
all of her aeons, so you can use the Flower Scepter and the Blossom Crown on
the mysterious door behind Belgemine then you shall receive the games most
destructive aeon(s).

=-=-=-=-=-=-=-=-=-=-=-=-
Optimum HP (aka Ironclad)
=-=-=-=-=-=-=-=-=-=-=-=-
Ironclad: This fight will require a lot of persistance, skill, and patience.
Have a party of Rikku, Tidus, and Auron for starters. First have Rikku Mix
a Wings to Discovery + Wings to Discovery. Now use Auron to use a Banishing
Blade on the little sucker. This should be followed very closly by Tidus
using a Blitz Ace. Next Rikku should just stand there and heal with a Mega-
Potion. Now on the next turn Auron gets switch him out and bring in Yuna,
then have her Entrust her overdrive guage to Rikku, then use Rikku for a
Trio of 9999 on the party, just in case of dire circumstances later in the
battle and just so they don't make you fret.
Now have Tidus simply attack it with Quick Hits for a couple of turns he'll be
countering a lot with Reppageki. So now have Rikku switch out for Auron then
have him use a Mega-Potion to recover 9999 HP to everyone. Now have Yuna
summon in Anima. Once Anima is brought forth onto the field, have her start
off by using a Pain to take away a LARGE chunk of HP from Ironclad. Then use
them over and over again until it is time for Ironclad to incur it's wrath
upon Anima with 1 or 2 Reppageki's. Keep doing this until Anima gets KOed.
Now comes the second stretch and the hardest part of the battle because you no
longer have a reliable aeon to fully depend on.
Just have Tidus use Quick Hits as you are hit with tons and tons of
Reppageki's. Have Auron just attack with physical attacks, and have Yuna stand
back and heal with Mega-Potions or heal the dead with Full-Life. On it's turns
you will either see a Bushinzan that reduces MP to zero and does physical
damage, or a Shinryudan for major physical damage to one character. Now simply
continue using the three characters to play the parts I just told to, or when
Tidus hits overdrive use Blitz Ace, or if Auron hits overdrive use a Banishing
Blade, but if Yuna gets it first, Grand Summon Magus Sisters then cause
destruction with Delta Attack.
After this battle you will receive 2 HP Spheres for an overkill and one for
a regular kill. Just fill a few more nodes that aren't filled (HP might already
be maxed), and you get final HP of...
Tidus- 9999
Yuna- 9999
Auron- 9999
Wakka- 9999
Lulu- 9999
Rikku- 9999
Kimahri- 9999

=-=-=-=-=-=-=-=-=-=-=-=-=-=
Optimum MAG (aka Jumbo Flan)
=-=-=-=-=-=-=-=-=-=-=-=-=-=
Jumbo Flan: This is another pain in the neck fight that you have to do in order
to get maxed stats, "why Square?, why?" Any your party that you start out with
should be Yuna, Tidus, Auron. First have whomever is first (hopefully Yuna) to
Use a Stamina Tonic to double HP count (since I doubt you have it as high as I
mention above yet), now have Tidus use Blitz Ace, as it is immune to physical
attacks. Now make sure to use Auron to throw 100000 gil at it with a very
useful Spare Change. Now have Yuna Doublecast Flares at it. Tidus to cast a
Reflect on anyone for later, and then Auron for another Spare Change of the
same amount as last time. Now Jumbo Flan wil attack with probably an Ultima.
Aid this immediately.
Once it is Yuna's turn once more summon Ifrit for now since Jumbo absorbs all
elements and adds it to it's own, and don't even try Holy, it doesn't work
either (I know, annoying), when Ifrit has come to save the day, use it only for
Meteor Strikes until he is dead, this was also to give your party a break and
shield them from an undreamable onslaught. Your next move is to switch Auron
for any character with their overdrove guage full, and then Entrust the
overdrive to Tidus. Tidus should now nail a Blitz Ace again. Yuna's turn, have
her summon Anima. When the aeon is here, first have her use Oblivion for about
99999 damage. It will be attacked a few times post Oblivion. But after just
continue to pound away with Pains until either Jumbo Flan dies, or the other
way around.
Now you are simply going to need to rely on Auron Spare Change-ing Yuna
Doublecasting Flare, and Tidus to heal until he is at filled overdrive. If
Yuna gets full overdrive use it to either bring in Yojimbo for Zanmato, or the
Magus Sisters for Delta Attack (guess which one is recommended).
After this battle you will receive two Magic Spheres for overkill, and one for
a regular kill. Fill up about 26 nodes with these and you get final Mag stat
of...
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=-=-=
Optimum STR (aka Juggernaut)
=-=-=-=-=-=-=-=-=-=-=-=-=-=
Juggernaut: This strategy and even monster are/is much much easier than the
last two fights that I mentioned. First you are going to first have a party of
Yuna, Auron, and Tidus. Have Yuna use NulBlaze right there in the beginning of
the bout. Now have Tidus Quick Hit until it is Auron's turn, during this Nul-
Blaze might be off because of it's Salvo attack which is a Fire based attack
to all. Now have Auron use a Banishing Blade, then have Yuna again use another
NulBlaze.
Now make Tidus attack with the overdrive Blitz Ace. Have Auron attack with a
physical attack now, and then have Yuna heal any hurt character with an X-
Potion or Megalixir. And if anybody dies use Full-Life to bring 'em back.
After this fight you will receive 2 Strength Spheres for overkill and only one
for a regular kill. Just erase all +3, +2, and +1 Strength nodes from the grid
and replace them for +4's. This is all you will have to do for Strength. Now
your strength will look like this...
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=
Optimum AGL (aka Fenrir)
=-=-=-=-=-=-=-=-=-=-=-=
Fenrir: Start off with a Hastega. Use Aim a bunch. Quick attacks are the way to
go, but if you do that make sure you have armor that has Confusionproof, and
Deathproof, for Fenrir will counter some attacks with party decapitating blows
like Fangs of Ruin, Fangs of chaos (confuse), and Fangs of Hell (death).
Use a Blitz Ace, most likely if your stats are where I said they should be a
Blitz Ace alone will not get the job done. But if you top that off with an
Attack Reels will finish it off. Summon at will.
After this fight you will get 2 Agility Spheres for overkill and one for a
regular kill. You will need to fill in all +3, +2, +1 Agility nodes and add
3 to left over +3, +2, +1 Strength nodes. Now you Agility will be at...
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=
Optimum DEF (aka Tanket)
=-=-=-=-=-=-=-=-=-=-=-=
Tanket: Have an opening party that is made up of Tidus, Auron, and Yuna (Yuna
can be substituted for Rikku actually). First have Auron use a Banishing Blade
against Tanket for some amazing damage to Tanket. Now have Tidus follow up with
a Blitz Ace on it for even more super-mega damage. Now if you decided to use
Yuna instead of Rikku, summon the Magus Sisters and finish it off. But if you
did think twice and used Rikku for the fight then continue to read this strat.
Have Rikku Mix 2 Wings to Discovery. Now follow that up with Auron to use a
couple of physical attacks and Tidus only to Quick Hit for the remainder of the
entire match as his turns.
If it takes it turn again now you might have to heal even though Auto-Protect
has halved the damage. After it is done with it's turn, use Rikku to use Spare
Change with 100000 gil for 9999 damage, or a Dark Matter for near 20000 damage,
but if she is more powerful enough like 200 STR at least then just have her
attack physically or something. Now follow this the rest of the time. Now after
the many, many, many fights (when DEF is uber) switch to an armor with the
abilities Break HP Limit, HP+30%, Auto-Protect, and Auto-Haste.
After the fight you will receive 2 Defense Spheres for overkill and 1 for a
regular kill. Delete the +3, +2, +1 nodes and fill them with all +4 nodes on
them. You will also need to fill in 8 of the empty nodes with them also. Now
your defense will be about...
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Optimum MAG DEF (aka One-Eye)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
One-Eye- Start of with Tidus, and Yuna, the other character virtually doesn't
matter here in this fight against One-Eye. So first have Yuna use a Stamina
Tonic on the whole active party and double max HP and that'll make HP super
duper high. If at least one character has Ribbon on their armor here it'll be
rather easy. Now have Tidus Quick Hit it, he'll get counter attacked fiercly.
Now use the next character to cast Auto-Life on one character. If you now see
a Shockwave the character with Ribbon should use Esuna on both other people.
Now I guess you should have Tidus attack with a Blitz Ace.
That will that for that battle.
After the battle you will receive 2 Magic Defense Spheres for overkill and 1
for regular kill. Clear out the +3, +2, +1 and fill them with the Mag Def
Sphere of +4. Now feel free to clear out 24 from Evasion as well for this, as
when you max Luck up to 255 also Evasion will max along with Accuracy. Now
your Magic Defense will be...
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Optimum Luck (aka Greater Sphere, Maelspike)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Greater Sphere: Have everybody Quick Hit it with at least 220 STR statistical
attribute. Oh yeah, whoops, have the opening party consist of Yuna, Tidus,
and Auron. Now after every attack you dish out it's way it'll reply very un-
satisfyingly in the shape of an Ultima magic attack, and you know that can be
extremely fatal sometimes. But with high enough Mag Def it'll only do from
2000-900. Heal once or twice during this period(s). Now if you have it, use a
Blitz Ace. But if you don't there is no need whatsoever to despair at all,
simply continue to Quick Hit the lights out of Greater Sphere.
Now as it does Ultimas on your party heal in the same manner you have been
doing so the last time. Then keep on to use Quick Hits even more and heal from
the potentially brutal Ultimas it dishes out still. Good job, now move on to
the second part of maxing the Luck stat.
You now must fly back to the Cavern area of Mt. Gagazet via airship means.
Now head into the water part of here, and run into about 50 Maelspikes here
and Bribe them all with 100001 then add 1 each time gil (come in with about
10000000 gil. Gain gil by killing Mimics in Omega.
Not much needs to be done after final steps that I mentioned. Altogether, you
might have to fill about 25-35 nodes. Final Luck is...
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=
Optimum Eva (aka Pteryx)
=-=-=-=-=-=-=-=-=-=-=-=
This fight can be rather easy, but, if unprepared, it can possibly turn into a
nightmare. Preps will be made short in terms of stats because you only need to
hit it once with 99999 damage and another hit for at least 1, managable, no?:
HP- 9999, MP- 500+, Str- 135-140, Mag- [???], Mdef- 100, Def- 120-130, Agl- 127,
Eva- 150+, Luck- 35?, Acc- 135+. Now for how your armors should be equipped:
Curseproof, Auto-Protect, Auto-Haste, Auto-Potion. The weapons you have
should be the same as with the last battle(s) with Fenerir and Ornitholestes.
Now we get to the fighting part of it all: Man, this thing is so annoying with
its I-like-to-ambush-a lot crap, because that's exactly what it does; amubush.
To give an idea, I've found that about 90% of the time Pteryx ambushes. If it
Curses you, and you use Holy Water, it Curses again. A way to avoid this from
happening is to summon an aeon to prevent it. Ok, battle starts! After the
very probable occurrence of BoW, only heal damage done, then, proceed to either
kill it in one hit with (if you're not ambushed. If you've right armors on,
you have no worries there) Blitz Ace or Attack Reels, or, just use 2 or 3
physical attacks. Hope you can hit for at least 40000. If you're hit with Beak,
you needn't wprry about *anything*. This is because Auto-Haste abrogate Delay
status, and Auto-Potion... with Auto-Potion and only Xs, your healing will be
taken care of. Continue to fight by this info and you'll win. Note: It has
auto/irremovable Regen status.
After the fight you get either 1 or 2 Evasion Sphere. 1 for a normal kill, and
2 for an overkill. Fill in about a good 30 nodes or so and you should have an
Eva stat will everyone that looks like this...
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-
Optimum MP (aka Vidatu)
=-=-=-=-=-=-=-=-=-=-=-
No need to fight, because after you finish a few of the first steps, MP should
be max. If not, fill about 30 nodes to get your 999 MP

-----------
Final Stats
-----------

         HP      MP     STR    MAG    DEF    MDEF    AGL    ACC    EVA    LUCK
-------------------------------------------------------------------------------
Tidus:   9999    999    255    255    255    255     255    255    255    255
Yuna:    9999    999    255    255    255    255     255    255    255    255
Auron:   9999    999    255    255    255    255     255    255    255    255
Wakka:   9999    999    255    255    255    255     255    255    255    255
Lulu:    9999    999    255    255    255    255     255    255    255    255
Rikku:   9999    999    255    255    255    255     255    255    255    255
Kimahri: 9999    999    255    255    255    255     255    255    255    255

And with recommended armors, just about all bosses will crumble under your
might. Some you'll still have to work hard as hell to beat, though. But, the
odds are now tipped in your favor more than ever. Go out and enjoy your awesome
new power!

Here's something I've actually taken time to add as of version 3.3. It includes
the exact amount of Sphere Levels needed to get to certain ability of grid from
each characters' original starting points on grid. Here goes. (note: some extra
abilities that aren't in NTSC version are listed, [they receive *'s], and are
only in other versions - such as the PAL/International versions)

------------------------------------ Tidus ------------------------------------
| Cheer : 2 | Flee : 5 | Extract Speed : 11 | Haste : 14 | Provoke : 22 |
| Delay Attack : 27 | Slow : 40 | Slowga : 53 | Delay Buster : 68 | Hastega :
| 78 | Quick Hit : 105 |
------------------------------------ Wakka ------------------------------------
| Dark Attack : Start | Silence Attack : 7 | Extract Ability : 12 | Aim : 20 |
| Sleep Attack : 27 | Dark Buster : 41 | Drain : 44 | Silence Buster : 56 |
| Sleep Buster : 68 | Osmose : 77 | Triple Foul : 105 |
------------------------------------- Yuna ------------------------------------
| Cure : Start | Esuna : Start | NulBlaze : 2 | NulShock : 3 | NulFrost : 4 |
| NulTide : 5 | Life : 14 | Pray : 19 | Cura : 37 | Shell : 43 | Protect : 48 |
| Reflect : 59 | Dispel : 64 | Curaga : 82 | Regen : 89 | Holy : 106 |
------------------------------------ Auron ------------------------------------
| Power Break : Start | Extract Power : 7 | Guard : 10 | Magic Break : 21 |
| Threaten : 40 | Armor Break : 48 | Mental Break : 53 | Sentinel : 87 |
------------------------------------- Lulu ------------------------------------
| Fire : Start | Thunder : Start | Blizzard : Start | Water : Start | Focus :
| 12 | Fira : 26 | Watera : 27 | Thundara : 27 | Blizzara : 28 | Reflex : 36 |
| Bio : 52 | Demi : 68 | Death : 75 | Waterga : 78 | Thundaga : 79 | Blizzaga :
| 79 | Firaga : 79 | Flare : 104 | Doublecast : 77 [need Lv4 Key Sphere x3, Lv3
| Key Sphere x1 |
------------------------------------ Rikku ------------------------------------
| Use : Start | Steal : Start | Luck : 11 | Spare Change : 17 | Mug : 41 |
| Bribe: 71 |
----------------------------------- Kimahri -----------------------------------
| Lancet : Start | Jinx : 8 | Scan : 10 | Dark Attack : 14 [must get Lv1 Key
| Sph. x1] | Ultima : 28 [must get Lv4 Key Sphere x3] |
(- note: Kimahri calculations were done based on going left from his start)
-------------------------------------------------------------------------------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 22b. Original Sphere Grid                                          [sexsg2] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

First, let me start off by giving an explanation as to why there's no 3 methods
of stat maxing in this section: the reason being is simple, and that's the
severe lack of nodes on the Expert Sphere Grid compared to the Original Sphere
Grid (861 - 805 = 56 node difference). Now, I know that might not seem like
a whole lot, but when you get to one of the statistic maximization processes
(2nd one mentioned in previous section), it matters A LOT. That's why that
method has been omitted in this section, which leaves me to only explain two
methods of stat maxing. That's why they call it the Expert*'s* Sphere Grid:
because you need to be a vet of FFX to really do well on it. Anyway, it matters
not, the omitted stat maxing method was BY FAR the most useless, and only the
ones which you could really obliterate hard bosses with are left, but of course
they're different. Without further ado, let's get this section going.

===============================================================================
                                    Method 1
===============================================================================

This method, in the end, will leave you with very high HP, MP at 1050, and all
other stats maxed with exception of Luck, which we'll leave at just what we
need.

+----------------------+
-    1. Grid Set-Up    -
+----------------------+

=-=-=-=-=-=-=-=-=-=
Starting Node Count
=-=-=-=-=-=-=-=-=-=

HP+300/HP+200 - 0/81 - After HP - 16200
Str+4/Str+3/Str+2/Str+1 - 22/9/15/11 - After Str - 156
Def+4/Def+3/Def+2/Def+1 - 10/17/18/4 - After Def - 131
Mag+4/Mag+3/Mag+2/Mag+1 - 21/12/8/4 - After Mag - 140
Mdef+4/Mdef+3/Mdef+2/Mdef+1 - 17/7/10/8 - After Mdef - 117
Agl+4/Agl+3/Agl+2/Agl+1 - 18/14/14/4 - After Agl - 146
Acc+4/Acc+3/Acc+2/Acc+1 - 4/9/10/4 - After Acc - 67
Eva+4/Eva+3/Eva+2/Eva+1 - 19/4/10/4 - After Eva - 112
Luck+4/Luck+3/Luck+2/Luck+1 - 1/1/2/3 - After Luck - 14
MP+40/MP+20/MP+10 - 6/39/3 - After MP - 1050
Lock Lv4/Lv3/Lv2/Lv1 - 12/18/12/10 - Total Locks - 52
black Mag/white Mag/Skls/Spcls - 19/22/27/22 - Total Abilities - 92
Empty Nodes - 225 - Total - 225

+-------------------------------+
-   2. Mandatory Preperations   -
+-------------------------------+

Items: Cloudy Mirror
       Celestial Mirror
Weapons: Tidus- Caladbolg
         Yuna- Nirvana
         Auron- Masamune
         Wakka- World Champion
         Lulu- Onion Knight
         Kimahri- Spirit Lance
         Rikku- Godhand
Armor: Break HP Limit
       Ribbon
       HP+30%
       Break MP Limit

- Obtain Cloudy Mirror/Celestial Mirror: First, train the chocobo by finishing
all of the games, then take the chocobo to the Southwest corner of the Calm
Lands and press X above the feather here to jump across the gap, you are now
going to the Remiem Temple and just come in first in the chocobo race (no
chests are needed). Now go back to the Macalania Forest with your new Cloudy
Mirror, and talk to the mom and boy here, they say they lost their father/
husband. Go back to the area where you first came here after the fight with
Natus, and talk to man here, he'll now go back to them, but the son is now
lost. Go up the shiny path and talk to the boy you find a little farther up,
he then goes back, and you can use this shiny orb thingy to power up weapons
with their crest/sigils. Don't you feel good?


- Obtain Caladbolg by: Get the treasure chest where you fought and defeated
Yunalesca. If you have Int. version of FFX you will have to fight the Dark
Bahamut if you miss it after you first beat her, if not you have no worries.
Now go to the Calm Lands and beat the chocobo trainer in the Catcher Chocobo
race that is only accessible after completing the first three chocobo training
games. You must beat the trainer with a time better than 0:0:0, then head back
to the Northwest area of the Calm Lands, and go down into the little alcove,
and now the guard won't be there, so activate the symbol and you'll get it.
Now power it up fully in the Macalania Woods.


- Obtain Nirvana by: Fly back to Besaid in the airship, and if you didn't do so
before, swim off the shores of the beach, and go into the little patch of land
and open the chest for the Moon Crest. Now obtain every aeon, then go back to
the Remiem Temple and defeat all of Belgemine's aeon's for the sigil to the
Nirvana. Now, capture one of every fiend in the Calm Lands and take them back
to the owner of the Monster Arena, then open the chest he brings out. Now power
it up fully in the Macalania Woods.


- Obtain Masamune by: Go back to the Oldroad, South of the Mi'ihen Highroad, and
head down all the way, open the chest here for the Mars crest. Now you must go
around and capture 10 fiends of 10 species from 10 areas. Then head back to
Monster Arena owner and he'll give you the Mars Sigil. Getting the Rusty sword
in the gorge bottom of the Calm Lands and take it back to Mushroom Rock Road
(the area right before the "After math" area). Now go up the floating platform
and up here examine the statue of Mi'ihen, this will give you the Masamune. Now
power it up fully in the Macalania Woods.


- Obtain World Champion by: First going back to the Auroch's locker room in the
Luca stadium. In here one of the lockers contains the Jupiter Crest. Now go
and play tons of blitzball until you have all of Wakka's overdrives. Now,
continue to play until you see the Jupiter Sigil appear as a prize, play and
win it (pro tip: keep reseting the game until you see what you want). Now
head back to the cafe in the Luca Square and talk to the bar tender, he will
give you the weapon. Now power it up fully in the Macalania Woods.


- Obtain Onion Knight by: First fly back to Guadosalam and enter the Farplane,
get the treasure chest here for the Venus Crest. Go back to the Thunder Plains
now and dodge 200 consecutive bolts here, then go back to the travel agency
and open the chest fr it's sigil. Once you have done this, go back to Baaj
Temple and beat Geosgaeno. Then search the left wall for the Onion Knight.
Now power it up fully in the Macalania Woods.


- Obtain Spirit Lance by: First going back to Mt. Gagazet and look by the
pillars
in the area after you fought Flux for a chest containing the Saturn Crest. Fly
back to the Mcalania Forest now and get all the blue butterflies in both areas
for the Jupiter Sigil. Go back to the Thunder Plains now and activate 3 "lit"
Qactuar Stones, then head for the South area of Thunder Plains and search for
a Qactuar ghost running around, follow it to a broken down lightnibg tower for
the Spirit Lance. Now power it up fully in the Macalania Woods.


- Obtain Godhand by: Going back to Bikanel Desert and looking inside a sand-
whirlpool for the Mercury Crest. Now finish the Cactuar Village minigame/
sidequest that you can take part in here in the desert. After you have done
accomplishing all of this, enter the password "GODHAND" in the airship password
input to open a new area underneath Mushroom Rock, go to the very back of this
area and open the chest here. It will contain the Godhand weapon. Now power it
up fully in the Macalania Woods.


- Obtain the right armor by: First obtaining empty 4-slotted armors for
everyone,
you can buy them from Wantx later in the Macalania Woods. Now use 30 Wings to
Discovery in one slot to put in Break HP Limit. Now use 4 Blessed Gems to get
Defense+20% into the next slot. Follow this by using 80 Chocobo Wings as to
insert the next slot with Auto-Haste. The final step in the progression to
making the right armor for this is to add Auto-Protect with 70 Light Curtains.

+------------------+
-      Step 3.     -
+------------------+

Go buy some capturing weapons from the Monster Arena manager. Now you should
either equip their next slot with one of two, Break Damage Limit or you could
also do it with First Strike. Now you must go out and capture 10 of every fiend
in the Clam Lands region, only one of each will activate Chimerageist, but we
don't wanna have to come back later do we? Now we head out for all regions of
Spira to capture 10 of every "capturable" fiend (not capturable are bosses,
and Land Worm, and Mechs, Magic Urn). The fiends locations are as follows...

1. Besaid:
Condor, Water Flan, Dingo

2. Kilika:
Ragora, Dinonix, Killer Bee, Yellow Element

3. Mi'ihen Highroad:
Ipiria, Raldo, Dual Horn, Bomb, Floating Eye, Mi'ihen Fang, Raldo, White
Element

4. Mushroom Rock:
Red Element, Garuda, Funguar, Gandarewa, Lamashtu, Raptor, Thunder Flan

5. Djose:
Simurgh, Bunyip, Bite Bug, Ochu, Garm, Snow Flan, Basilisk

6. Thunder Plains:
Larva, Buer, Melusine, Kusariqqu, Aerouge, Qactuar, Iron Giant, Gold Element

7. Macalania:
Snow Wolf, Wasp, Blue, Mafdet, Iguion, Xiphos, Ice Flan, Evil Eye, Chimera,
Murussu

8. Sanubia Desert:
Sand Worm, Zu, Alcyone, Cactuar, Sand Wolf, Mushussu

9. Calm Lands:
Ogre, Shred, Malboro, Nebiros, Chimera Brain, Skoll, Flame Flan, Coueurl,
Anacondaur

10. Sunken Cave:
Nidhogg, Thorn, Imp, Epaaj, Yowie, Ghost, Tonberry, Dark Element, Valaha

11. Mt. Gagazet:
Behemoth, Mandragora, Achelous, Grat, Grenade, Bandersnatch, Maelspike, Dark
Flan, Splasher, Bashura, Grendel, Ahriman

12. Sin:
Demonolith, Behemoth King, Great Malboro, Gemini, Gemini, Barbatos, Wraith,
Exoray

13. Omega Dungeon:
Halma, Machea, Spirit, Puroboros, Zaurus, Black Element, Floating Death, Master
Tonberry, Varuna, Master Coeurl

So once you have captured 10 of each of these from all of these different
regions, it is finally time for all of your hours of hard work to pay off. Go
back to the Calm Lands and then pay a little visit to the owner of the Monster
Arena. You will now have every fight except the battle with Nemesis, you'll
unlock that later, for now you will be given the following items and extremely
difficult bosses to fight...

-Items and Area Creations:
1) Stratovis- Stamina Tonic x 99
   Kottos- Soul Spring x 99
   Malboro Menace- Poison Fang x 99
   Jormungand- Petrify Grenade x 99
   Espada- Shining Gem x 60
   Chimerageist- Farplane Wind x 60
   Catoblepas- Blossom Crown
   Abaddon- Lunar Curtain x 99
   Cactuar King- Chocobo Wing x 99
   Don Tonberry- Silver Hourglass x 40
   Abyss Worm- Shadow Gem x 99
   Vorban- Designer Wallet x 60

-Items and Species Creations:
2) Fenrir- Chocobo Feather x 99
   Orintholestes- Stamina Spring x 99
   Pteryx- Mega Phoenix x 99
   Hornet- Mana Tonic x 60
   Vidatu- Mana Spring x 99
   Jumbo Flan- Twin Stars x 60
   Nega Elemental- Star Curtain x 99
   Tanket- Gold Hourglass x 99
   Fafnir- Purifying Salt x 99
   Sleep Sprout- Healing Spring x 99
   Bomb King- Turbo Ether x 60
   Juggernaut- Light Curtain x 99
   Iron Clad- Mana Tablet x 60

-Items and Original Creations
3) Greater Sphere- Supreme Gem x 60
   Catastrophe- Door to Tommorrow x 99
   Neslug- Winning Formula x 60
   Th'uban- Gamblers Spirit x 99
   Shinryu- Megalixir x 30
   Ultima Buster- Dark Matter x 99
   You don't have Nemesis yet...

+-----------------+
-     Step 4.     -
+-----------------+

Now with all of these creations activated it is time to train and gain AP like
mad. The prefered method of leveling up with ease are the methods I am about to
present to you...

Start with the character you wish to level up (one at a time for best results)
and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and
"Overdrive < AP" customize abilities, and their armor have the "Auto Phoenix".
Now, the other 2 characters you use in this should already be strong. Have
their weapons have the "Break HP Limit", and have their armors have bear the
"Break Hp Limit". Have your more weak character have the "Comrade" overdrive
mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set.
Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to
find out the capture requirements to fight it). Don't follow the strategy
which I present in that section though. Instead, just use the 2 stronger party
members to attack it. Have the weak character just stand back and heal them
after it uses Karma, and if they dies from Karma, she already has the "Auto
Phoenix" ability... right?
When the fight comes to a conclusion, you should receive 1000000 to 10000000 AP
(in other words, 99 sphere lvl's).

+-ALTERNATE METHOD-+

Start with the character you wish to level up (one at a time for best results)
and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and
"Overdrive-> AP" customize abilities, and their armor have the "Auto Phoenix".
Now, the other 2 characters you use in this should already be strong. Have
their weapons have the "Break HP Limit", and have their armors have bear the
"Break Hp Limit". Have your more weak character have the "Comrade" overdrive
mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set.
Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to
find out the capture requirements to fight it). Don't follow the strategy
which I present in that section though. Now have the character whom you wish
to level up high, attack the Don Tonberry. Apparently that character will
perish from Karma. Now run from battle, you will now receive just as much AP
as before.

... or you could also choose to just fight all creations and level up over
over while fighting them. I recommend after you train enough, that you set off
on a "quest" to defeat all of the creations you have unlocked one-by-one, and
then you will have unlocked Nemesis, don't take him on yet, but for unlocking
Nemesis the arena owner will also reward you with 10 Master Spheres. By using
the AP gaining methods over and over again you will be making your way around
the grid like it's nobody's buisness. Once you have gone all around your first
three selected character's part of the grid you are ready to move one to the
next step.

+-----------------+
-     Step 5.     -
+-----------------+

Create the "ultimate" party. I seriously deem Yuna, Tidus, and Auron the best
party you can have, I'll talk about maxing everybody else a little bit later
on in this stat maxing guide. So now you must leave these three characters
designated grid sections in search of unfathomable stats and useful abilities
for the hardships of beating Nemesis and to prevent the rest of the Monster
Arena creations from wiping the floor with your party. First you should worry
about good abilities, namely, Hastega, Full-Life, Quick Hit, Dispel, Protect,
Shell, Auto-Life, Use, Steal, Bribe, Holy, Ultima, Mug, Doublexast and
Entrust, and I guess for the Int. version of FFX, Quick Pockets. There are 3
ways to get Warp Spheres for the upcoming step, these are to, beat Nemesis
(don't do this yet, it is impossible right now), finish the Omega Ruins chests
sidequest for 99 of them, or you can also Bribe Master Coeurls for them (Bribe
amount: 260000).
The best and most reliable method of gaining gil for this quickly are the
below methods...
The best way I found to be possible is to first equip everone with a weapon
bearing the 'Gillionaire' ability, and then go fight Mimics in Omega (open the
treasure chests that occasionally appear in battles). If you do that you will
receive 100000-110000 gil in just ONE fight!

+-ALTERNATE METHOD-+

This one isn't as effective as the last one, but still a good method if you
are unable to get Gillionaire. Go to the Calm Lands Monster Arena. Now ask
if you can fight Kottos. When in battle simply cast Hastega and then pummel
it with Quick Hits and overdrives til it is dead. Kottos will drop tons and
tons of Healing Springs.
Use them to customize to your armor, and sell them to the Monster Arena owner,
it will cash in over 40000-50000 with just one armor.

Now after you have killed about 10 of the Mimics in the Omega Ruins, head back
to the Calm Lands and the Monster Arena. Now start fighting about ten to
fifteen Master Coeurls since by this point you probably have 1000000-1500000
gil to add to your just recently acquired 1000000 gil from all of those blasted
Mimics. Now you'll have about 15 Warp Spheres if you don't have the humongous
99 of them. Now Warp to all of the abilities I have pointed out with just one
of those people, and then I think you should go and slaughter Vorbans for
some friend Friend Sphere 2x, kill him like this...

Vorban: Start out by having a party of Rikku, Tidus, and Auron. First off have
Rikku Mix Wings to Discovery + Wings to Discovery, and this will make your
party attack for 9999 damage each time if you don't have Break Damage Limit,
then it'll hit for 99999 each time and that is even better. Don't bother with
Armor Break here because it doesn't work against Vorban like it does with
their Barbatos counter parts. Now if Tidus' overdrive is full use it and I
highly suggest that you use it as a Blitz Ace for superb results. Follow it
up by using Auron to just attack, have Rikku switch it up in exchange for Yuna
to come out and do any necessary healing.
Have Tidus continue to attack, and Auron to do the same. Watch out for Mortar
as well. Do not be afraid tp have Yuna summon any aeons if you absolutely
truly need to during any point in that battle.
Do this a couple of times to get about 32 of these, but you may also find it
more comfortable and more convinient to simply Bribe Coeurls for 120000 gil
and receive 2x Friend Spheres, but you'll spend 3240000 gil doing this and for
that, use the Mimics in the Omega Dungeon. After, do the following steps...
1. Have one person move to one of the abilities with a Warp Sphere.
2. Then have the other two characters to use a Friend Sphere to the node.
3. Now have the first character move to another ability with a Warp Sphere.
4. Follow that person with the other two characters and Friend Spheres.
5. Do this until you have the 16 abilities I pointed out above.
After you have fininshed all of this you are ready to start buying Clear
Spheres.

+-----------------+
-     Step 6.     -
+-----------------+

For this immensely imperative step you are to capture at least five of every
fiend that is actually capturable in the land of Spira. You should already be
enabled to buy them from the Monster Arena owner unless you ignored my explicit
instructions and did not get ten of every fiend in Spira in the 3rd step of
this guide. So anyway once you do capture the five of every and all enemies,
go back to Omega Ruins and massacre more Mimics with Gillionaire (another 10-50
to be precise). After you have about 2000000-5000000 gil, go back to the arena
owner and buy 99 Clear Spheres for 10000 gil a piece, as you will be needing a
little later. It is now time to start your next step in the process of stat
maxing.

+-----------------+
-     Step 7.     -
+-----------------+

In this step you have been prepared by the last step you have followed, and
this is to immolate all Species Creations. For information on how to unlock
all the Species Creations look below...

Fenrir- Capture 3 of every wolf
Orintholestes- Capture 3 of every lizard
Pteryx- Capture 4 of every bird
Hornet- Capture 4 of every insect
Vidatu- Capture 4 of every floating wizard
One Eye- Capture 4 of every eyeball
Jumbo Flan- Capture 3 of every flan
Nega Elemental- Capture 3 of every element
Tanket- Capture 3 of every armored mole
Fafnir- Capture 4 of every dragon
Sleep Sprout- Capture 5 of every fungus
Bomb King- Capture 5 of every bomb
Juggernaut- Capture 5 of every horned beast
Ironclad- Capture 10 of every iron giant

But if you have already paid heed to my word previously and captured the 10 of
everything, you'll already have them activated and ready to die.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Preperations for Species Creations
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The preperations I strongly advise and caution you to take are of course to
have the customized armor model that I mentioned in the very beginning of this
statistic maximization guide: BHPL, Auto-Haste, Ribbon, BMPL.
Your next and perhaps most important caution you must take before taking on
the Species Creations, and that is to obtain all of Yuna's hidden aeons. This
is how to obtain the three secret wonders:

--------
Prep #1:
--------

1. Yojimbo: Go to the the place leading to Mt. Gagazet and go down the little
passage. There will a cave there and if you get a cutscene you know you are in
the right place. So then enter the cave, then keep following all of the
passages til you get a scene with an unsent summoner, who Lulu once guarded.
When it is over you fight her Aeon Yojimbo.

#1. Yojimbo (Cavern of the Stolen Fayth)
-> HP: 33000 - 4060
-> MP: 2000
-> AP: 0
-> Statistics:
Str- 34, Mag- 35, Def- 80, Mdef- 1, Acc- 0, Agl- 32, Eva- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: 0
-> Immunities: Sleep, Poison, Confuse, Petrify, Slow, Zombie, Power Break,
Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan,
Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed
Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence,
Darkness, Bribe
-> Weaknesses: Doom- 5
-> Elemental Affinities: None
-> Zanmato Lv: ??? <--- Can't use it against him. o_0
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
Daigoro- Physical damage to one.
Wakizashi- Physical damage to one.
Kozuka- Physical damage to one
Zanmato- 9999 HP of unblockable/reductable damage to all characters.

---> STRATEGIC TACTICS: <---
This is a very easy fight despite what you all may be thinking. So I am here to
say don't worry, you can kill it within an easy five turns and barely take any
damage whatsoever. First, cast Doom negative status effect against Yojimbo
enemy. Now, for the rest of the five turns he's slowing losing his life away,
you just heal and guard anything that is thrown your way. See, that's pretty
darn easy enough, right?

When you beat her you can continue down the cave until you reach a room with a
teleport pad in the middle of it. You can choose which direction you want to
go in. But since I am talking about the Hidden Aeon go up. When you go in
there you will see the Fayth who will charge you for his services. It is best
to choose, to defeat the most powerful of fiends (IMO).
He will then offer you his lowest price, but you should then offer half of his
bid + 1 and then offer it to him. Next time he offers a rice just raise your
offer by 1. When he offers 205,000 dollars you can offer under the price of
200,000. But not to much lower. He shall eventually join you and thats that.

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

2. Anima: This is pretty hard and time consuming. But well worth the effort.
Ok, so to acquire this powerful aeon you must first have obtained all of the
secret items in the temples of the fayth, if you didn't don't worry you can
go back, except to bevelle so you must already have that one. Once you have
them all go back to Baaj Temple. And fight Geosgaeno, once you have defeated
it, go into the Temple and touch all of the statues with the X button, (be
sure to get some treasure chests that are in here to).
Then go back to the temple in Zanarkand and there will be a new puzzle to
solve there: Step on the white squares in the first chamber and the 4 in the
next chamber. Then it reveals a destruction sphere, take it and put in the
sphere slot to the right of the panel. Then open the treasure chest to receive
a Magistral Rod. Now fly back to the temple in Baaj.
Go back to the room where all of those statues are and light them all up
again, then enter the room and you get a scene with the fayth of Anima, which
is Seymour's mom! You learn a lot about Seymour's past and then you finally get
Anima. Strategy for Geosgaeno is listed below...

#2. Geosgaeno (Baaj Temple Revisited)
-> HP: 32767 - 32767
-> MP: 128
-> AP: 4200 - 6300
-> Statistics:
Str- 36, Mag- 40, Def- 50, Mdef- 50, Acc- 50, Agl- 48, Eva- 0, Luck- 15
-> Steal: Common- Water Gem, Uncommon- 2 Water Gems
-> Bribe: None
-> Win: Common- 2 or 4 Power Spheres, Uncommon- 2 or 4 Power Spheres
-> Gil Received: 1000
-> Immunities: Sleep, Confuse, Petrify, Slow, Zombie, Power Break,
Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan,
Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed
Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence,
Darkness, Bribe, Doom
-> Weaknesses: Poison- 95; 10%
-> Elemental Affinities: [1.5 damage] Fire, Lightning, Water, Holy, Ice
-> Zanmato Lv: 4
-> Armor Abilities: Auto-Reflect
-> Weapon Abilities: ??? [I have heard that there's actually a glitch where
you get Encounters None {No Encounters} on a weapon. I don't know how to,
though]
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1
                         Drop Percentage: 127/128
-> Abilities:
- KO Punch- This attack does, to one character, KO as well as doing physical
damage to them.
- Stone Punch- This attack does, to one character, Petrify as well as doing
physical damage to them.
- Suck Up- Swallows a character and keeps them in its body - details in strat.
- Spit Out- Once swallowed, it can spit the character out with 9999 dmg to all.
 - circumstances shown in actual strategy.
- Spit Out- Once swallowed, it can spit the character, killing them. Although,
not KO type, but if character had 3462 HP, it would do 3462 damage exactly. -
circumstances shown in actual strategy.
- Spit Out- Once swallowed, it can spit the character out with damage formula:
Character's HP - 1 = dmg vs. all. - circumstances shown in actual strategy.

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

---> STRATEGIC TACTICS: <---
- Geosgaeno: You are going to be needing some important preperations to be
made before going off to get yourself into trouble with Geosgaeno. You need
following equipment: have everybody with an armor that has the Stoneproof,
Deathproof, and perhaps so you can have even more of an advantage over
Geosgaeno, First Strike. I suggest starting off the battle with a Hastega
spell, and then you can have a choice of which strategy you want to take to
topple the overgrown fish:
- You may just want to have Rikku Mix together Trio of 9999, and then follow
up by either having Tidus execute a Blitz Ace overdrive, or have Wakka use an
Attack Reels overdrive and that should and could be enough to take it out
hopefully.
- Your other option involves a little bit of strategy and took me a good bit
of fights with Geosgaeno to compile and test this information. What it is is
this: you see, Geosgaeno has this move which 'Sucks Up' one of your party
members and keeps them in its stomach (character is visible). Now, you can
either be at a disadvantage or a real advantage here, here's how: you see, if
you have positive status effects on the character that is 'Sucked Up', most
of the good statuses that you have on will also be inflicted upon Geosgaeno.
List of Carry-Over-able Positive Status Augmentations:
(there may be more, but this is all I have found thus far)
Regen, Reflect, NulShock, Haste, Protect, NulFrost, Shell, NulBlaze, NulTide
- same goes for negative status imprefections...
List of Carry-Over-able Positive Status Augmentations:
(there may be more, but this is all I have found thus far)
Zombie, Poison, Mental Break, Slow, Power Break, Silence, Armor Break, Mental
Break
So you see, putting your ownself in negative status effects may aid you to
reign victorious in this bout with big G. Now I will list great and unbeatable
status combinations to have on your characters when they are 'Sucked Up':
- You can put Regen and then Zombie on the characters (this I think is best)
- Another good alternative status combo would be to have Zombie and the start
to systematically pick it apart with rounds of Curaga or Phoenix Downs.
- You can put Poison on and then wait for every 1st, 2nd, or 3rd turns it gets
when it uses its KO Punch or Stone Punch which will be nullified and it will
take lots of damage while doing so.
- Just put on all of the Breaks and then just whip it with a lot of overdrives,
Mugs, or Quick Hits until death. Now, I have done a lot of uncovering and found
a lot of info on Geosgaeno lately. For the first Spit Out listed under
"abilities", you must KILL Geos with Struggle inside of it. 9999 IS maximum
dmg its attack can do.
For second one mentioned, you must simply Struggle once, not killing it, and
then you'll see this happen. And for last one, you must choose the Defend
action instead of Struggle.

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

3. Magus Sisters: These are IMO the most useful Aeons in the game. But to get
the Magus sisters you must capture 1 of every monster on Mt. Gagazet, and then
go back to the monster arena owner and he shall hand you the Blossom Crown as a
reward for capturing them all. But you must also have every other aeon in the
game (including Yojimbo and Anima). Then go back to Remiem Temple and beat
Belgemine's Bahamut. And then she will give you the Flower Scepter. Then beat
all of her aeons, so you can use the Flower Scepter and the Blossom Crown on
the mysterious door behind Belgemine then you shall receive the games most
destructive aeon(s).

--------
Prep #2:
--------

Well, this is a harder step to do than it is to get the Secret Aeons, but since
stats are significantly lower with Expert Sphere Grid than in Original Sphere
Grid, you'll need this step a bit more. Now, time to stop with the crap and
tell you what the step exactly is: It's in this step where you'll try to get
all Overdrives. Not all of Rikku's is necessary (not any, really, because you
can just Mix in battle). And Lulu's you technically get on the Sphere Grid.
Yuna's, once you're done past Zanarkand and you do Prep #1, you'll have all
of hers as well. That leaves just four characters' Overdrives to get. So,
refer to Overdrives section of the FAQ [#SY0O] for more info on how to get
them, and what exactly they do.

--------
Prep #3:
--------

Using the AP Trick listed a few steps above this one, you must have activated
all activate -able nodes on the grid.

Ok, now, we go onto see just how to beat the Species Creations, and also, how
to use spheres gained on Expert Sphere Grid properly to attain desired final
stats:

=-=-=-=-=-=-=-=-=-=-=-=-
Optimum HP (aka Ironclad)
=-=-=-=-=-=-=-=-=-=-=-=-
Ironclad: This fight will require a lot of persistance, skill, and patience.
Have a party of Rikku, Tidus, and Auron for starters. First have Rikku Mix
a Wings to Discovery + Wings to Discovery. Now use Auron to use a Banishing
Blade on the little sucker. This should be followed very closly by Tidus
using a Blitz Ace. Next Rikku should just stand there and heal with a Mega-
Potion. Now on the next turn Auron gets switch him out and bring in Yuna,
then have her Entrust her overdrive guage to Rikku, then use Rikku for a
Trio of 9999 on the party, just in case of dire circumstances later in the
battle and just so they don't make you fret.
Now have Tidus simply attack it with Quick Hits for a couple of turns he'll be
countering a lot with Reppageki. So now have Rikku switch out for Auron then
have him use a Mega-Potion to recover 9999 HP to everyone. Now have Yuna
summon in Anima. Once Anima is brought forth onto the field, have her start
off by using a Pain to take away a LARGE chunk of HP from Ironclad. Then use
them over and over again until it is time for Ironclad to incur it's wrath
upon Anima with 1 or 2 Reppageki's. Keep doing this until Anima gets KOed.
Now comes the second stretch and the hardest part of the battle because you no
longer have a reliable aeon to fully depend on.
Just have Tidus use Quick Hits as you are hit with tons and tons of
Reppageki's. Have Auron just attack with physical attacks, and have Yuna stand
back and heal with Mega-Potions or heal the dead with Full-Life. On it's turns
you will either see a Bushinzan that reduces MP to zero and does physical
damage, or a Shinryudan for major physical damage to one character. Now simply
continue using the three characters to play the parts I just told to, or when
Tidus hits overdrive use Blitz Ace, or if Auron hits overdrive use a Banishing
Blade, but if Yuna gets it first, Grand Summon Magus Sisters then cause
destruction with Delta Attack.
After this bout you get HP Spheres. 1 you get for normal kill, and 2 for
Overkilling him. Since there are a lot less nodes on Expert Grid (56 less, to
be exact), it'll be much more troublesome doing this. First we need to Clear
all +200 HP nodes and fill them. We're now at about 24300HP. Alright, so next
we must fill in another good 90 nodes of Expert Grid (40 Lock and 50 Empty)
for 51300HP. Now, we add +30% to that and our final HPs are...
Tidus- 67210
Yuna- 67165
Auron- 67720
Wakka- 67308
Lulu- 67070
Rikku- 67050
Kimahri- 67334
Note: That if you want much higher HPs for your characters (greedy, aren't we?),
not that you need it with almost 70000 HP, you can sacrifice some Mag stat so
that you can get to the mid-high 80000s. This, however tempting it may be, is
*not* recommended, and you might end up hurting yourself more than you'll be
helping yourself.

=-=-=-=-=-=-=-=-=-=-=-=-=-=
Optimum MAG (aka Jumbo Flan)
=-=-=-=-=-=-=-=-=-=-=-=-=-=
Jumbo Flan: This is another pain in the neck fight that you have to do in order
to get maxed stats, "why Square?, why?" Any your party that you start out with
should be Yuna, Tidus, Auron. First have whomever is first (hopefully Yuna) to
Use a Stamina Tonic to double HP count (since I doubt you have it as high as I
mention above yet), now have Tidus use Blitz Ace, as it is immune to physical
attacks. Now make sure to use Auron to throw 100000 gil at it with a very
useful Spare Change. Now have Yuna Doublecast Flares at it. Tidus to cast a
Reflect on anyone for later, and then Auron for another Spare Change of the
same amount as last time. Now Jumbo Flan wil attack with probably an Ultima.
Aid this immediately.
Once it is Yuna's turn once more summon Ifrit for now since Jumbo absorbs all
elements and adds it to it's own, and don't even try Holy, it doesn't work
either (I know, annoying), when Ifrit has come to save the day, use it only for
Meteor Strikes until he is dead, this was also to give your party a break and
shield them from an undreamable onslaught. Your next move is to switch Auron
for any character with their overdrove guage full, and then Entrust the
overdrive to Tidus. Tidus should now nail a Blitz Ace again. Yuna's turn, have
her summon Anima. When the aeon is here, first have her use Oblivion for about
99999 damage. It will be attacked a few times post Oblivion. But after just
continue to pound away with Pains until either Jumbo Flan dies, or the other
way around.
Now you are simply going to need to rely on Auron Spare Change-ing Yuna
Doublecasting Flare, and Tidus to heal until he is at filled overdrive. If
Yuna gets full overdrive use it to either bring in Yojimbo for Zanmato, or the
Magus Sisters for Delta Attack (guess which one is recommended).
After the battle and you get the Magic Spheres, you're going to need to
implement them into SG's nodes like this: First, fill all crappy +3,+2,+1 nodes
with bigger +4 MS., which you gain from this battle. This lifts Mag stat to
a big 180. We do not stop here. Nope. Next we go onto filling 19 Empty nodes
with Magic Spheres and we get following Mag:
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=-=-=
Optimum STR (aka Juggernaut)
=-=-=-=-=-=-=-=-=-=-=-=-=-=
Juggernaut: This strategy and even monster are/is much much easier than the
last two fights that I mentioned. First you are going to first have a party of
Yuna, Auron, and Tidus. Have Yuna use NulBlaze right there in the beginning of
the bout. Now have Tidus Quick Hit until it is Auron's turn, during this Nul-
Blaze might be off because of it's Salvo attack which is a Fire based attack
to all. Now have Auron use a Banishing Blade, then have Yuna again use another
NulBlaze.
Now make Tidus attack with the overdrive Blitz Ace. Have Auron attack with a
physical attack now, and then have Yuna heal any hurt character with an X-
Potion or Megalixir. And if anybody dies use Full-Life to bring 'em back.
After this fight you will receive 2 Strength Spheres for overkill and only one
for a regular kill. First, all you need do first's to reconstruct Expert Sphere
Grid's originally-set Str+3/+2/+1 nodes with +4 Str Spheres dropped from
Juggernaut. Your Str statistic's now close to 224. All that's left to do's to
fill 8 Empty Nodes with Str Spheres and you get...
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=
Optimum AGL (aka Fenrir)
=-=-=-=-=-=-=-=-=-=-=-=
Fenrir: Start off with a Hastega. Use Aim a bunch. Quick attacks are the way to
go, but if you do that make sure you have armor that has Confusionproof, and
Deathproof, for Fenrir will counter some attacks with party decapitating blows
like Fangs of Ruin, Fangs of chaos (confuse), and Fangs of Hell (death).
Use a Blitz Ace, most likely if your stats are where I said they should be a
Blitz Ace alone will not get the job done. But if you top that off with an
Attack Reels will finish it off. Summon at will.
After this fight you will get 2 Agility Spheres for overkill and one for a
regular kill. Now, like with all the ohther stats, you simply fill all +3/+2/+1
Agl stat nodes and your Agl is then 200. Once done with that, you fill 14 ENs
for final... (keep in mind that amount of free Empty Nodes is now at about 127)
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=
Optimum DEF (aka Tanket)
=-=-=-=-=-=-=-=-=-=-=-=
Tanket: Have an opening party that is made up of Tidus, Auron, and Yuna (Yuna
can be substituted for Rikku actually). First have Auron use a Banishing Blade
against Tanket for some amazing damage to Tanket. Now have Tidus follow up with
a Blitz Ace on it for even more super-mega damage. Now if you decided to use
Yuna instead of Rikku, summon the Magus Sisters and finish it off. But if you
did think twice and used Rikku for the fight then continue to read this strat.
Have Rikku Mix 2 Wings to Discovery. Now follow that up with Auron to use a
couple of physical attacks and Tidus only to Quick Hit for the remainder of the
entire match as his turns.
If it takes it turn again now you might have to heal even though Auto-Protect
has halved the damage. After it is done with it's turn, use Rikku to use Spare
Change with 100000 gil for 9999 damage, or a Dark Matter for near 20000 damage,
but if she is more powerful enough like 200 STR at least then just have her
attack physically or something. Now follow this the rest of the time. Now after
the many, many, many fights (when DEF is uber) switch to an armor with the
abilities Break HP Limit, HP+30%, Auto-Protect, and Auto-Haste.
After the fight you will receive 2 Defense Spheres for overkill and 1 for a
regular kill. Delete the +3, +2, +1 nodes and fill them with all +4 nodes on
them. You will also need to fill in 8 of the empty nodes with them also. Now
your Def will be huge.
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Optimum MAG DEF (aka One-Eye)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
One-Eye- Start of with Tidus, and Yuna, the other character virtually doesn't
matter here in this fight against One-Eye. So first have Yuna use a Stamina
Tonic on the whole active party and double max HP and that'll make HP super
duper high. If at least one character has Ribbon on their armor here it'll be
rather easy. Now have Tidus Quick Hit it, he'll get counter attacked fiercly.
Now use the next character to cast Auto-Life on one character. If you now see
a Shockwave the character with Ribbon should use Esuna on both other people.
Now I guess you should have Tidus attack with a Blitz Ace.
That will that for that battle.
After the battle you will receive 2 Magic Defense Spheres for overkill and 1
for regular kill. Clear out the +3, +2, +1 and fill them with the Mag Def
Sphere of +4. This alone makes Mdef 166. From here, you fill 22 Empty Nodes.
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Optimum Luck (aka Greater Sphere, Maelspike)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Greater Sphere: Have everybody Quick Hit it with at least 220 STR statistical
attribute. Oh yeah, whoops, have the opening party consist of Yuna, Tidus,
and Auron. Now after every attack you dish out it's way it'll reply very un-
satisfyingly in the shape of an Ultima magic attack, and you know that can be
extremely fatal sometimes. But with high enough Mag Def it'll only do from
2000-900. Heal once or twice during this period(s). Now if you have it, use a
Blitz Ace. But if you don't there is no need whatsoever to despair at all,
simply continue to Quick Hit the lights out of Greater Sphere.
Now as it does Ultimas on your party heal in the same manner you have been
doing so the last time. Then keep on to use Quick Hits even more and heal from
the potentially brutal Ultimas it dishes out still. Good job, now move on to
the second part of maxing the Luck stat.
You now must fly back to the Cavern area of Mt. Gagazet via airship means.
Now head into the water part of here, and run into about 50 Maelspikes here
and Bribe them all with 100001 then add 1 each time gil (come in with about
10000000 gil. Gain gil by killing Mimics in Omega.
Note before we start filling that Luck will NOT reach 255 in this stat maxing.
Alright, since your Luck's probably 31-34, we've a lot of work to undertake.
Another note's that the only "needed" amount of Luck is about 150, so that's
what we're aiming for. Alrighty then, we start: First, you fill all +1/+2/+3
Luck nodes with the +4s to get Luck of 28 + 18 SLA (starting Luck average) =
46. A little bit better than before, right? From here, much strategy goes into
lvling Luck by ~100 more. There's still 105 Empty Nodes left, and we need to
use 20 for 150 Luck desideratum, but, we only want to fill about 10 Empty Nodes
and 10 Lock Nodes (leaving 4 Locks left), to get our ~150 Luck. This is because
if you want higher HP like previously mentioned, you can have it without ruining
your high Mag stat.
Tidus- 158
Yuna- 157
Auron- 157
Wakka- 159
Lulu- 157
Rikku- 158
Kimahri- 158

Close range within each other, right? That's what we're aiming for with Luck
since we're not fully maxing it out.

=-=-=-=-=-=-=-=-=-=-=-=
Optimum Eva (aka Pteryx)
=-=-=-=-=-=-=-=-=-=-=-=
This fight can be rather easy, but, if unprepared, it can possibly turn into a
nightmare. Preps will be made short in terms of stats because you only need to
hit it once with 99999 damage and another hit for at least 1, managable, no?:
HP- 9999, MP- 500+, Str- 135-140, Mag- [???], Mdef- 100, Def- 120-130, Agl- 127,
Eva- 150+, Luck- 35?, Acc- 135+. Now for how your armors should be equipped:
Curseproof, Auto-Protect, Auto-Haste, Auto-Potion. The weapons you have
should be the same as with the last battle(s) with Fenerir and Ornitholestes.
Now we get to the fighting part of it all: Man, this thing is so annoying with
its I-like-to-ambush-a lot crap, because that's exactly what it does; amubush.
To give an idea, I've found that about 90% of the time Pteryx ambushes. If it
Curses you, and you use Holy Water, it Curses again. A way to avoid this from
happening is to summon an aeon to prevent it. Ok, battle starts! After the
very probable occurrence of BoW, only heal damage done, then, proceed to either
kill it in one hit with (if you're not ambushed. If you've right armors on,
you have no worries there) Blitz Ace or Attack Reels, or, just use 2 or 3
physical attacks. Hope you can hit for at least 40000. If you're hit with Beak,
you needn't wprry about *anything*. This is because Auto-Haste abrogate Delay
status, and Auto-Potion... with Auto-Potion and only Xs, your healing will be
taken care of. Continue to fight by this info and you'll win. Note: It has
auto/irremovable Regen status.
After the fight you get either 1 or 2 Evasion Sphere. 1 for a normal kill, and
2 for an overkill. Fill in about a good 30 nodes or so and you should have an
Eva stat will everyone that looks like this...
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

Note: MP needn't be mentioned here 'cause after finishing the Sphere Grid once
in little sub-sub-section Prep #3, you'll have 1050 MP.

-----------
Final Stats
-----------

         HP      MP     STR    MAG    DEF    MDEF    AGL    ACC    EVA    LUCK
-------------------------------------------------------------------------------
Tidus:   67210   1062   255    255    255    255     255    255    255    158
Yuna:    67165   1134   255    255    255    255     255    255    255    157
Auron:   67720   1083   255    255    255    255     255    255    255    157
Wakka:   67308   1060   255    255    255    255     255    255    255    159
Lulu:    67070   1142   255    255    255    255     255    255    255    157
Rikku:   67050   1135   255    255    255    255     255    255    255    158
Kimahri: 67334   1128   255    255    255    255     255    255    255    158

===============================================================================
                                    Method 2
===============================================================================

+----------------------+
-    1. Grid Set-Up    -
+----------------------+

=-=-=-=-=-=-=-=-=-=
Starting Node Count
=-=-=-=-=-=-=-=-=-=

HP+300/HP+200 - 0/81 - After HP - 16200
Str+4/Str+3/Str+2/Str+1 - 22/9/15/11 - After Str - 156
Def+4/Def+3/Def+2/Def+1 - 10/17/18/4 - After Def - 131
Mag+4/Mag+3/Mag+2/Mag+1 - 21/12/8/4 - After Mag - 140
Mdef+4/Mdef+3/Mdef+2/Mdef+1 - 17/7/10/8 - After Mdef - 117
Agl+4/Agl+3/Agl+2/Agl+1 - 18/14/14/4 - After Agl - 146
Acc+4/Acc+3/Acc+2/Acc+1 - 4/9/10/4 - After Acc - 67
Eva+4/Eva+3/Eva+2/Eva+1 - 19/4/10/4 - After Eva - 112
Luck+4/Luck+3/Luck+2/Luck+1 - 1/1/2/3 - After Luck - 14
MP+40/MP+20/MP+10 - 6/39/3 - After MP - 1050
Lock Lv4/Lv3/Lv2/Lv1 - 12/18/12/10 - Total Locks - 52
black Mag/white Mag/Skls/Spcls - 19/22/27/22 - Total Abilities - 92
Empty Nodes - 225 - Total - 225

+-------------------------------+
-   2. Mandatory Preperations   -
+-------------------------------+

Items: Cloudy Mirror
       Celestial Mirror
Weapons: Tidus- Break HP Limit, Evade&Counter, Magic Counter, Triple Overdrive
         Yuna- One MP Cost, Triple Overdrive, Triple AP, Break Damage Limit
         Auron- Break Damage Limit, Evade&Counter, Piercing, First Strike
         Wakka- Initiative, Evade&Counter, Triple Overdrive Break Damage Limit
         Lulu- One MP Cost, Magic Booster, First Strike, Break Damage Limit
         Rikku- Master Thief, Initiative, Break Damage Limit, [???]
         Kimahri- Break Damage Limit, Evade&Counter, Triple Overdrive, Triple AP
Armor: Ribbon
       Auto-Haste
       Auto-Protect
       Auto-Pheonix

+------------------+
-      Step 3.     -
+------------------+

Go buy some capturing weapons from the Monster Arena manager. Now you should
either equip their next slot with one of two, Break Damage Limit or you could
also do it with First Strike. Now you must go out and capture 10 of every fiend
in the Clam Lands region, only one of each will activate Chimerageist, but we
don't wanna have to come back later do we? Now we head out for all regions of
Spira to capture 10 of every "capturable" fiend (not capturable are bosses,
and Land Worm, and Mechs, Magic Urn). The fiends locations are as follows...

1. Besaid:
Condor, Water Flan, Dingo

2. Kilika:
Ragora, Dinonix, Killer Bee, Yellow Element

3. Mi'ihen Highroad:
Ipiria, Raldo, Dual Horn, Bomb, Floating Eye, Mi'ihen Fang, Raldo, White
Element

4. Mushroom Rock:
Red Element, Garuda, Funguar, Gandarewa, Lamashtu, Raptor, Thunder Flan

5. Djose:
Simurgh, Bunyip, Bite Bug, Ochu, Garm, Snow Flan, Basilisk

6. Thunder Plains:
Larva, Buer, Melusine, Kusariqqu, Aerouge, Qactuar, Iron Giant, Gold Element

7. Macalania:
Snow Wolf, Wasp, Blue, Mafdet, Iguion, Xiphos, Ice Flan, Evil Eye, Chimera,
Murussu

8. Sanubia Desert:
Sand Worm, Zu, Alcyone, Cactuar, Sand Wolf, Mushussu

9. Calm Lands:
Ogre, Shred, Malboro, Nebiros, Chimera Brain, Skoll, Flame Flan, Coueurl,
Anacondaur

10. Sunken Cave:
Nidhogg, Thorn, Imp, Epaaj, Yowie, Ghost, Tonberry, Dark Element, Valaha

11. Mt. Gagazet:
Behemoth, Mandragora, Achelous, Grat, Grenade, Bandersnatch, Maelspike, Dark
Flan, Splasher, Bashura, Grendel, Ahriman

12. Sin:
Demonolith, Behemoth King, Great Malboro, Gemini, Gemini, Barbatos, Wraith,
Exoray

13. Omega Dungeon:
Halma, Machea, Spirit, Puroboros, Zaurus, Black Element, Floating Death, Master
Tonberry, Varuna, Master Coeurl

So once you have captured 10 of each of these from all of these different
regions, it is finally time for all of your hours of hard work to pay off. Go
back to the Calm Lands and then pay a little visit to the owner of the Monster
Arena. You will now have every fight except the battle with Nemesis, you'll
unlock that later, for now you will be given the following items and extremely
difficult bosses to fight...

-Items and Area Creations:
1) Stratovis- Stamina Tonic x 99
   Kottos- Soul Spring x 99
   Malboro Menace- Poison Fang x 99
   Jormungand- Petrify Grenade x 99
   Espada- Shining Gem x 60
   Chimerageist- Farplane Wind x 60
   Catoblepas- Blossom Crown
   Abaddon- Lunar Curtain x 99
   Cactuar King- Chocobo Wing x 99
   Don Tonberry- Silver Hourglass x 40
   Abyss Worm- Shadow Gem x 99
   Vorban- Designer Wallet x 60

-Items and Species Creations:
2) Fenrir- Chocobo Feather x 99
   Orintholestes- Stamina Spring x 99
   Pteryx- Mega Phoenix x 99
   Hornet- Mana Tonic x 60
   Vidatu- Mana Spring x 99
   Jumbo Flan- Twin Stars x 60
   Nega Elemental- Star Curtain x 99
   Tanket- Gold Hourglass x 99
   Fafnir- Purifying Salt x 99
   Sleep Sprout- Healing Spring x 99
   Bomb King- Turbo Ether x 60
   Juggernaut- Light Curtain x 99
   Iron Clad- Mana Tablet x 60

-Items and Original Creations
3) Greater Sphere- Supreme Gem x 60
   Catastrophe- Door to Tommorrow x 99
   Neslug- Winning Formula x 60
   Th'uban- Gamblers Spirit x 99
   Shinryu- Megalixir x 30
   Ultima Buster- Dark Matter x 99
   You don't have Nemesis yet...

+-----------------+
-     Step 4.     -
+-----------------+

Now with all of these creations activated it is time to train and gain AP like
mad. The prefered method of leveling up with ease are the methods I am about to
present to you...

Start with the character you wish to level up (one at a time for best results)
and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and
"Overdrive < AP" customize abilities, and their armor have the "Auto Phoenix".
Now, the other 2 characters you use in this should already be strong. Have
their weapons have the "Break HP Limit", and have their armors have bear the
"Break Hp Limit". Have your more weak character have the "Comrade" overdrive
mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set.
Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to
find out the capture requirements to fight it). Don't follow the strategy
which I present in that section though. Instead, just use the 2 stronger party
members to attack it. Have the weak character just stand back and heal them
after it uses Karma, and if they dies from Karma, she already has the "Auto
Phoenix" ability... right?
When the fight comes to conclusion, you should receive 1000000 to 10000000 of
AP (in other words, 99 sphere lvl's).

+-ALTERNATE METHOD-+

Start with the character you wish to level up (one at a time for best results)
and equip them with a weapon that has the "Triple AP", "Triple Overdrive", and
"Overdrive-> AP" customize abilities, and their armor have the "Auto Phoenix".
Now, the other 2 characters you use in this should already be strong. Have
their weapons have the "Break HP Limit", and have their armors have bear the
"Break Hp Limit". Have your more weak character have the "Comrade" overdrive
mode. Also, have the 2 strong characters have the "Stoic" overdrive mode set.
Now, go to the Monster Arena and fight a Don Tonberry (refer to section 2P to
find out the capture requirements to fight it). Don't follow the strategy
which I present in that section though. Now have the character whom you wish
to level up high, attack the Don Tonberry. Apparently that character will
perish from Karma. Now run from battle, you will now receive just as much AP
as before.

... or you could also choose to just fight all creations and level up over
over while fighting them. I recommend after you train enough, that you set off
on a "quest" to defeat all of the creations you have unlocked one-by-one, and
then you will have unlocked Nemesis, don't take him on yet, but for unlocking
Nemesis the arena owner will also reward you with 10 Master Spheres. By using
the AP gaining methods over and over again you will be making your way around
the grid like it's nobody's buisness. Once you have gone all around your first
three selected character's part of the grid you are ready to move one to the
next step.

+-----------------+
-     Step 5.     -
+-----------------+

Create the "ultimate" party. I seriously deem Yuna, Tidus, and Auron the best
party you can have, I'll talk about maxing everybody else a little bit later
on in this stat maxing guide. So now you must leave these three characters
designated grid sections in search of unfathomable stats and useful abilities
for the hardships of beating Nemesis and to prevent the rest of the Monster
Arena creations from wiping the floor with your party. First you should worry
about good abilities, namely, Hastega, Full-Life, Quick Hit, Dispel, Protect,
Shell, Auto-Life, Use, Steal, Bribe, Holy, Ultima, Mug, Doublexast and
Entrust, and I guess for the Int. version of FFX, Quick Pockets. There are 3
ways to get Warp Spheres for the upcoming step, these are to, beat Nemesis
(don't do this yet, it is impossible right now), finish the Omega Ruins chests
sidequest for 99 of them, or you can also Bribe Master Coeurls for them (Bribe
amount: 260000).
The best and most reliable method of gaining gil for this quickly are the
below methods...
The best way I found to be possible is to first equip everone with a weapon
bearing the 'Gillionaire' ability, and then go fight Mimics in Omega (open the
treasure chests that occasionally appear in battles). If you do that you will
receive 100000-110000 gil in just ONE fight!

+-ALTERNATE METHOD-+

This one isn't as effective as the last one, but still a good method if you
are unable to get Gillionaire. Go to the Calm Lands Monster Arena. Now ask
if you can fight Kottos. When in battle simply cast Hastega and then pummel
it with Quick Hits and overdrives til it is dead. Kottos will drop tons and
tons of Healing Springs.
Use them to customize to your armor, and sell them to the Monster Arena owner,
it will cash in over 40000-50000 with just one armor.

Now after you have killed about 10 of the Mimics in the Omega Ruins, head back
to the Calm Lands and the Monster Arena. Now start fighting about ten to
fifteen Master Coeurls since by this point you probably have 1000000-1500000
gil to add to your just recently acquired 1000000 gil from all of those blasted
Mimics. Now you'll have about 15 Warp Spheres if you don't have the humongous
99 of them. Now Warp to all of the abilities I have pointed out with just one
of those people, and then I think you should go and slaughter Vorbans for
some friend Friend Sphere 2x, kill him like this...

Vorban: Start out by having a party of Rikku, Tidus, and Auron. First off have
Rikku Mix Wings to Discovery + Wings to Discovery, and this will make your
party attack for 9999 damage each time if you don't have Break Damage Limit,
then it'll hit for 99999 each time and that is even better. Don't bother with
Armor Break here because it doesn't work against Vorban like it does with
their Barbatos counter parts. Now if Tidus' overdrive is full use it and I
highly suggest that you use it as a Blitz Ace for superb results. Follow it
up by using Auron to just attack, have Rikku switch it up in exchange for Yuna
to come out and do any necessary healing.
Have Tidus continue to attack, and Auron to do the same. Watch out for Mortar
as well. Do not be afraid tp have Yuna summon any aeons if you absolutely
truly need to during any point in that battle.
Do this a couple of times to get about 32 of these, but you may also find it
more comfortable and more convinient to simply Bribe Coeurls for 120000 gil
and receive 2x Friend Spheres, but you'll spend 3240000 gil doing this and for
that, use the Mimics in the Omega Dungeon. After, do the following steps...
1. Have one person move to one of the abilities with a Warp Sphere.
2. Then have the other two characters to use a Friend Sphere to the node.
3. Now have the first character move to another ability with a Warp Sphere.
4. Follow that person with the other two characters and Friend Spheres.
5. Do this until you have the 16 abilities I pointed out above.
After you have fininshed all of this you are ready to start buying Clear
Spheres.

+-----------------+
-     Step 6.     -
+-----------------+

For this immensely imperative step you are to capture at least five of every
fiend that is actually capturable in the land of Spira. You should already be
enabled to buy them from the Monster Arena owner unless you ignored my explicit
instructions and did not get ten of every fiend in Spira in the 3rd step of
this guide. So anyway once you do capture the five of every and all enemies,
go back to Omega Ruins and massacre more Mimics with Gillionaire (another 10-50
to be precise). After you have about 2000000-5000000 gil, go back to the arena
owner and buy 99 Clear Spheres for 10000 gil a piece, as you will be needing a
little later. It is now time to start your next step in the process of stat
maxing.

+-----------------+
-     Step 7.     -
+-----------------+

In this step you have been prepared by the last step you have followed, and
this is to immolate all Species Creations. For information on how to unlock
all the Species Creation look below...

Fenrir- Capture 3 of every wolf
Orintholestes- Capture 3 of every lizard
Pteryx- Capture 4 of every bird
Hornet- Capture 4 of every insect
Vidatu- Capture 4 of every floating wizard
One Eye- Capture 4 of every eyeball
Jumbo Flan- Capture 3 of every flan
Nega Elemental- Capture 3 of every element
Tanket- Capture 3 of every armored mole
Fafnir- Capture 4 of every dragon
Sleep Sprout- Capture 5 of every fungus
Bomb King- Capture 5 of every bomb
Juggernaut- Capture 5 of every horned beast
Ironclad- Capture 10 of every iron giant

But if you have already paid heed to my word previously and captured the 10 of
everything, you'll already have them activated and ready to die.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Preperations for Species Creations
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The preperations I strongly advise and caution you to take are of course to
have the customized armor model that I mentioned in the very beginning of this
statistic maximization guide: Ribbon, Auto-Haste, Auto-Protect, Auto-Phoenix.
Your next and perhaps most important caution you must take before taking on
the Species Creations, and that is to obtain all of Yuna's hidden aeons. This
is how to obtain the three secret wonders:

--------
Prep #1:
--------

1. Yojimbo: Go to the the place leading to Mt. Gagazet and go down the little
passage. There will a cave there and if you get a cutscene you know you are in
the right place. So then enter the cave, then keep following all of the
passages til you get a scene with an unsent summoner, who Lulu once guarded.
When it is over you fight her Aeon Yojimbo.

#1. Yojimbo (Cavern of the Stolen Fayth)
-> HP: 33000 - 4060
-> MP: 2000
-> AP: 0
-> Statistics:
Str- 34, Mag- 35, Def- 80, Mdef- 1, Acc- 0, Agl- 32, Eva- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: 0
-> Immunities: Sleep, Poison, Confuse, Petrify, Slow, Zombie, Power Break,
Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan,
Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed
Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence,
Darkness, Bribe
-> Weaknesses: Doom- 5
-> Elemental Affinities: None
-> Zanmato Lv: ??? <--- Can't use it against him o_0
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
Daigoro- Physical damage to one.
Wakizashi- Physical damage to one.
Kozuka- Physical damage to one
Zanmato- 9999 HP of unblockable/reductable damage to all characters.

---> STRATEGIC TACTICS: <---
This is a very easy fight despite what you all may be thinking. So I am here to
say don't worry, you can kill it within an easy five turns and barely take any
damage whatsoever. First, cast Doom negative status effect against Yojimbo
enemy. Now, for the rest of the five turns he's slowing losing his life away,
you just heal and guard anything that is thrown your way. See, that's pretty
darn easy enough, right?

When you beat her you can continue down the cave until you reach a room with a
teleport pad in the middle of it. You can choose which direction you want to
go in. But since I am talking about the Hidden Aeon go up. When you go in
there you will see the Fayth who will charge you for his services. It is best
to choose, to defeat the most powerful of fiends (IMO).
He will then offer you his lowest price, but you should then offer half of his
bid + 1 and then offer it to him. Next time he offers a rice just raise your
offer by 1. When he offers 205,000 dollars you can offer under the price of
200,000. But not to much lower. He shall eventually join you and thats that.

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

2. Anima: This is pretty hard and time consuming. But well worth the effort.
Ok, so to acquire this powerful aeon you must first have obtained all of the
secret items in the temples of the fayth, if you didn't don't worry you can
go back, except to bevelle so you must already have that one. Once you have
them all go back to Baaj Temple. And fight Geosgaeno, once you have defeated
it, go into the Temple and touch all of the statues with the X button, (be
sure to get some treasure chests that are in here to).
Then go back to the temple in Zanarkand and there will be a new puzzle to
solve there: Step on the white squares in the first chamber and the 4 in the
next chamber. Then it reveals a destruction sphere, take it and put in the
sphere slot to the right of the panel. Then open the treasure chest to receive
a Magistral Rod. Now fly back to the temple in Baaj.
Go back to the room where all of those statues are and light them all up
again, then enter the room and you get a scene with the fayth of Anima, which
is Seymour's mom! You learn a lot about Seymour's past and then you finally get
Anima. Strategy for Geosgaeno is listed below...

#2. Geosgaeno (Baaj Temple Revisited)
-> HP: 32767 - 32767
-> MP: 128
-> AP: 4200 - 6300
-> Statistics:
Str- 36, Mag- 40, Def- 50, Mdef- 50, Acc- 50, Agl- 48, Eva- 0, Luck- 15
-> Steal: Common- Water Gem, Uncommon- 2 Water Gems
-> Bribe: None
-> Win: Common- 2 or 4 Power Spheres, Uncommon- 2 or 4 Power Spheres
-> Gil Received: 1000
-> Immunities: Sleep, Confuse, Petrify, Slow, Zombie, Power Break,
Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Sensor, Scan,
Demi, Berserk, Eject, Mana Distiller, Power Distiller, Ability Distiller, Speed
Distiller, Extract Mana, Extract Power, Extract Ability, Extract Speed, Silence,
Darkness, Bribe, Doom
-> Weaknesses: Poison- 95; 10%
-> Elemental Affinities: [1.5 damage] Fire, Lightning, Water, Holy, Ice
-> Zanmato Lv: 4
-> Armor Abilities: Auto-Reflect
-> Weapon Abilities: ??? [I have heard that there's actually a glitch where
you get Encounters None {No Encounters} on a weapon. I don't know how to,
though]
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1
                         Drop Percentage: 127/128
-> Abilities:
- KO Punch- This attack does, to one character, KO as well as doing physical
damage to them.
- Stone Punch- This attack does, to one character, Petrify as well as doing
physical damage to them.
- Suck Up- Swallows a character and keeps them in its body - details in strat.
- Spit Out- Once swallowed, it can spit the character out with 9999 dmg to all.
 - circumstances shown in actual strategy.
- Spit Out- Once swallowed, it can spit the character, killing them. Although,
not KO type, but if character had 3462 HP, it would do 3462 damage exactly. -
circumstances shown in actual strategy.
- Spit Out- Once swallowed, it can spit the character out with damage formula:
Character's HP - 1 = dmg vs. all. - circumstances shown in actual strategy.

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

---> STRATEGIC TACTICS: <---
- Geosgaeno: You are going to be needing some important preperations to be
made before going off to get yourself into trouble with Geosgaeno. You need
following equipment: have everybody with an armor that has the Stoneproof,
Deathproof, and perhaps so you can have even more of an advantage over
Geosgaeno, First Strike. I suggest starting off the battle with a Hastega
spell, and then you can have a choice of which strategy you want to take to
topple the overgrown fish:
- You may just want to have Rikku Mix together Trio of 9999, and then follow
up by either having Tidus execute a Blitz Ace overdrive, or have Wakka use an
Attack Reels overdrive and that should and could be enough to take it out
hopefully.
- Your other option involves a little bit of strategy and took me a good bit
of fights with Geosgaeno to compile and test this information. What it is is
this: you see, Geosgaeno has this move which 'Sucks Up' one of your party
members and keeps them in its stomach (character is visible). Now, you can
either be at a disadvantage or a real advantage here, here's how: you see, if
you have positive status effects on the character that is 'Sucked Up', most
of the good statuses that you have on will also be inflicted upon Geosgaeno.
List of Carry-Over-able Positive Status Augmentations:
(there may be more, but this is all I have found thus far)
Regen, Reflect, NulShock, Haste, Protect, NulFrost, Shell, NulBlaze, NulTide
- same goes for negative status imprefections...
List of Carry-Over-able Positive Status Augmentations:
(there may be more, but this is all I have found thus far)
Zombie, Poison, Mental Break, Slow, Power Break, Silence, Armor Break, Mental
Break
So you see, putting your ownself in negative status effects may aid you to
reign victorious in this bout with big G. Now I will list great and unbeatable
status combinations to have on your characters when they are 'Sucked Up':
- You can put Regen and then Zombie on the characters (this I think is best)
- Another good alternative status combo would be to have Zombie and the start
to systematically pick it apart with rounds of Curaga or Phoenix Downs.
- You can put Poison on and then wait for every 1st, 2nd, or 3rd turns it gets
when it uses its KO Punch or Stone Punch which will be nullified and it will
take lots of damage while doing so.
- Just put on all of the Breaks and then just whip it with a lot of overdrives,
Mugs, or Quick Hits until death. Now, I have done a lot of uncovering and found
a lot of info on Geosgaeno lately. For the first Spit Out listed under
"abilities", you must KILL Geos with Struggle inside of it. 9999 IS maximum
dmg its attack can do.
For second one mentioned, you must simply Struggle once, not killing it, and
then you'll see this happen. And for last one, you must choose the Defend
action instead of Struggle.

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

3. Magus Sisters: These are IMO the most useful Aeons in the game. But to get
the Magus sisters you must capture 1 of every monster on Mt. Gagazet, and then
go back to the monster arena owner and he shall hand you the Blossom Crown as a
reward for capturing them all. But you must also have every other aeon in the
game (including Yojimbo and Anima). Then go back to Remiem Temple and beat
Belgemine's Bahamut. And then she will give you the Flower Scepter. Then beat
all of her aeons, so you can use the Flower Scepter and the Blossom Crown on
the mysterious door behind Belgemine then you shall receive the games most
destructive aeon(s).

--------
Prep #2:
--------

Well, this is a harder step to do than it is to get the Secret Aeons, but since
stats are significantly lower with Expert Sphere Grid than in Original Sphere
Grid, you'll need this step a bit more. Now, time to stop with the crap and
tell you what the step exactly is: It's in this step where you'll try to get
all Overdrives. Not all of Rikku's is necessary (not any, really, because you
can just Mix in battle). And Lulu's you technically get on the Sphere Grid.
Yuna's, once you're done past Zanarkand and you do Prep #1, you'll have all
of hers as well. That leaves just four characters' Overdrives to get. So,
refer to Overdrives section of the FAQ [#SY0O] for more info on how to get
them, and what exactly they do.

--------
Prep #3:
--------

Using the AP Trick listed a few steps above this one, you must have activated
all activate -able nodes on the grid.

Ok, now, we go onto see just how to beat the Species Creations, and also, how
to use spheres gained on Expert Sphere Grid properly to attain desired final
stats:

=-=-=-=-=-=-=-=-=-=-=-=-
Optimum HP (aka Ironclad)
=-=-=-=-=-=-=-=-=-=-=-=-
Ironclad: This fight will require a lot of persistance, skill, and patience.
Have a party of Rikku, Tidus, and Auron for starters. First have Rikku Mix
a Wings to Discovery + Wings to Discovery. Now use Auron to use a Banishing
Blade on the little sucker. This should be followed very closly by Tidus
using a Blitz Ace. Next Rikku should just stand there and heal with a Mega-
Potion. Now on the next turn Auron gets switch him out and bring in Yuna,
then have her Entrust her overdrive guage to Rikku, then use Rikku for a
Trio of 9999 on the party, just in case of dire circumstances later in the
battle and just so they don't make you fret.
Now have Tidus simply attack it with Quick Hits for a couple of turns he'll be
countering a lot with Reppageki. So now have Rikku switch out for Auron then
have him use a Mega-Potion to recover 9999 HP to everyone. Now have Yuna
summon in Anima. Once Anima is brought forth onto the field, have her start
off by using a Pain to take away a LARGE chunk of HP from Ironclad. Then use
them over and over again until it is time for Ironclad to incur it's wrath
upon Anima with 1 or 2 Reppageki's. Keep doing this until Anima gets KOed.
Now comes the second stretch and the hardest part of the battle because you no
longer have a reliable aeon to fully depend on.
Just have Tidus use Quick Hits as you are hit with tons and tons of
Reppageki's. Have Auron just attack with physical attacks, and have Yuna stand
back and heal with Mega-Potions or heal the dead with Full-Life. On it's turns
you will either see a Bushinzan that reduces MP to zero and does physical
damage, or a Shinryudan for major physical damage to one character. Now simply
continue using the three characters to play the parts I just told to, or when
Tidus hits overdrive use Blitz Ace, or if Auron hits overdrive use a Banishing
Blade, but if Yuna gets it first, Grand Summon Magus Sisters then cause
destruction with Delta Attack.
Alright, after this tought fight where you *might* have been severely and
viciously destroyed, you'll want to activate about 33 more HP spheres after
step 4. HP levels will be all...
Tidus- 9999
Yuna- 9999
Auron- 9999
Wakka- 9999
Lulu- 9999
Rikku- 9999
Kimahri- 9999

=-=-=-=-=-=-=-=-=-=-=-=-=-=
Optimum MAG (aka Jumbo Flan)
=-=-=-=-=-=-=-=-=-=-=-=-=-=
Jumbo Flan: This is another pain in the neck fight that you have to do in order
to get maxed stats, "why Square?, why?" Any your party that you start out with
should be Yuna, Tidus, Auron. First have whomever is first (hopefully Yuna) to
Use a Stamina Tonic to double HP count (since I doubt you have it as high as I
mention above yet), now have Tidus use Blitz Ace, as it is immune to physical
attacks. Now make sure to use Auron to throw 100000 gil at it with a very
useful Spare Change. Now have Yuna Doublecast Flares at it. Tidus to cast a
Reflect on anyone for later, and then Auron for another Spare Change of the
same amount as last time. Now Jumbo Flan wil attack with probably an Ultima.
Aid this immediately.
Once it is Yuna's turn once more summon Ifrit for now since Jumbo absorbs all
elements and adds it to it's own, and don't even try Holy, it doesn't work
either (I know, annoying), when Ifrit has come to save the day, use it only for
Meteor Strikes until he is dead, this was also to give your party a break and
shield them from an undreamable onslaught. Your next move is to switch Auron
for any character with their overdrove guage full, and then Entrust the
overdrive to Tidus. Tidus should now nail a Blitz Ace again. Yuna's turn, have
her summon Anima. When the aeon is here, first have her use Oblivion for about
99999 damage. It will be attacked a few times post Oblivion. But after just
continue to pound away with Pains until either Jumbo Flan dies, or the other
way around.
Now you are simply going to need to rely on Auron Spare Change-ing Yuna
Doublecasting Flare, and Tidus to heal until he is at filled overdrive. If
Yuna gets full overdrive use it to either bring in Yojimbo for Zanmato, or the
Magus Sisters for Delta Attack (guess which one is recommended).
Once it's all over and all the dust settles, you get the Magic Spheres that
you've been needing. Time to fill! Ok, since after step 5 your Mag is probably
in the 170s or so, you'll need to 23 Empty Nodes on the grid for final Mags...
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=-=-=
Optimum STR (aka Juggernaut)
=-=-=-=-=-=-=-=-=-=-=-=-=-=
Juggernaut: This strategy and even monster are/is much much easier than the
last two fights that I mentioned. First you are going to first have a party of
Yuna, Auron, and Tidus. Have Yuna use NulBlaze right there in the beginning of
the bout. Now have Tidus Quick Hit until it is Auron's turn, during this Nul-
Blaze might be off because of it's Salvo attack which is a Fire based attack
to all. Now have Auron use a Banishing Blade, then have Yuna again use another
NulBlaze.
Now make Tidus attack with the overdrive Blitz Ace. Have Auron attack with a
physical attack now, and then have Yuna heal any hurt character with an X-
Potion or Megalixir. And if anybody dies use Full-Life to bring 'em back.
After this fight you will receive 2 Strength Spheres for overkill and only one
for a regular kill. First, all you need do first's to reconstruct Expert Sphere
Grid's originally-set Str+3/+2/+1 nodes with +4 Str Spheres dropped from
Juggernaut. Your Str statistic's now close to 224. All that's left to do's to
fill 8 Empty Nodes with Str Spheres and you get... Or, you can also just fill
in all Empty Nodes instead of using your Strs, but it's more recommended this
way.
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=
Optimum AGL (aka Fenrir)
=-=-=-=-=-=-=-=-=-=-=-=
Fenrir: Start off with a Hastega. Use Aim a bunch. Quick attacks are the way to
go, but if you do that make sure you have armor that has Confusionproof, and
Deathproof, for Fenrir will counter some attacks with party decapitating blows
like Fangs of Ruin, Fangs of chaos (confuse), and Fangs of Hell (death).
Use a Blitz Ace, most likely if your stats are where I said they should be a
Blitz Ace alone will not get the job done. But if you top that off with an
Attack Reels will finish it off. Summon at will.
After this fight you will get 2 Agility Spheres for overkill and one for a
regular kill. Now, like with all the ohther stats, you simply fill all +3/+2/+1
Agl stat nodes and your Agl is then 200. Once done with that, you fill 14 ENs
for final...
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=
Optimum DEF (aka Tanket)
=-=-=-=-=-=-=-=-=-=-=-=
Tanket: Have an opening party that is made up of Tidus, Auron, and Yuna (Yuna
can be substituted for Rikku actually). First have Auron use a Banishing Blade
against Tanket for some amazing damage to Tanket. Now have Tidus follow up with
a Blitz Ace on it for even more super-mega damage. Now if you decided to use
Yuna instead of Rikku, summon the Magus Sisters and finish it off. But if you
did think twice and used Rikku for the fight then continue to read this strat.
Have Rikku Mix 2 Wings to Discovery. Now follow that up with Auron to use a
couple of physical attacks and Tidus only to Quick Hit for the remainder of the
entire match as his turns.
If it takes it turn again now you might have to heal even though Auto-Protect
has halved the damage. After it is done with it's turn, use Rikku to use Spare
Change with 100000 gil for 9999 damage, or a Dark Matter for near 20000 damage,
but if she is more powerful enough like 200 STR at least then just have her
attack physically or something. Now follow this the rest of the time. Now after
the many, many, many fights (when DEF is uber) switch to an armor with the
abilities Break HP Limit, HP+30%, Auto-Protect, and Auto-Haste.
After the fight you will receive 2 Defense Spheres for overkill and 1 for a
regular kill. Embed These Def Spheres into as many Empty Nodes you need (about
20 at this point) to get the following:
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Optimum MAG DEF (aka One-Eye)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
One-Eye- Start of with Tidus, and Yuna, the other character virtually doesn't
matter here in this fight against One-Eye. So first have Yuna use a Stamina
Tonic on the whole active party and double max HP and that'll make HP super
duper high. If at least one character has Ribbon on their armor here it'll be
rather easy. Now have Tidus Quick Hit it, he'll get counter attacked fiercly.
Now use the next character to cast Auto-Life on one character. If you now see
a Shockwave the character with Ribbon should use Esuna on both other people.
Now I guess you should have Tidus attack with a Blitz Ace.
That will that for that battle.
After the battle you will receive 2 Magic Defense Spheres for overkill and 1
for regular kill. Clear out the +3, +2, +1 and fill them with the Mag Def
Sphere of +4. This alone makes Mdef 166. From here, you fill 22 Empty Nodes.
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255
Note: This is the *only* recommended way to make Mdef uber because of later
reasons.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Optimum Luck (aka Greater Sphere, Maelspike)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Greater Sphere: Have everybody Quick Hit it with at least 220 Str statistical
attribute. Oh yeah, whoops, have the opening party consist of Yuna, Tidus,
and Auron. Now after every attack you dish out it's way it'll reply very un-
satisfyingly in the shape of an Ultima magic attack, and you know that can be
extremely fatal sometimes. But with high enough Mag Def it'll only do from
2000-900. Heal once or twice during this period(s). Now if you have it, use a
Blitz Ace. But if you don't there is no need whatsoever to despair at all,
simply continue to Quick Hit the lights out of Greater Sphere.
Now as it does Ultimas on your party heal in the same manner you have been
doing so the last time. Then keep on to use Quick Hits even more and heal from
the potentially brutal Ultimas it dishes out still. Good job, now move on to
the second part of maxing the Luck stat.
You now must fly back to the Cavern area of Mt. Gagazet via airship means.
Now head into the water part of here, and run into about 50 Maelspikes here
and Bribe them all with 100001 then add 1 each time gil (come in with about
10000000 gil. Gain gil by killing Mimics in Omega.
Fill all +1-+3 nodes with +4 Luck Spheres and your Luck'll be pretty high so
far (50 or so), but we're aiming for 255 here! So, since a lot of Empty Nodes
are still empty and no Lock Nodes have been used, fill them to your heart's
content. After this...
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-=
Optimum Eva (aka Pteryx)
=-=-=-=-=-=-=-=-=-=-=-=
This fight can be rather easy, but, if unprepared, it can possibly turn into a
nightmare. Preps will be made short in terms of stats because you only need to
hit it once with 99999 damage and another hit for at least 1, managable, no?:
HP- 9999, MP- 500+, Str- 135-140, Mag- [???], Mdef- 100, Def- 120-130, Agl- 127,
Eva- 150+, Luck- 35?, Acc- 135+. Now for how your armors should be equipped:
Curseproof, Auto-Protect, Auto-Haste, Auto-Potion. The weapons you have
should be the same as with the last battle(s) with Fenerir and Ornitholestes.
Now we get to the fighting part of it all: Man, this thing is so annoying with
its I-like-to-ambush-a lot crap, because that's exactly what it does; amubush.
To give an idea, I've found that about 90% of the time Pteryx ambushes. If it
Curses you, and you use Holy Water, it Curses again. A way to avoid this from
happening is to summon an aeon to prevent it. Ok, battle starts! After the
very probable occurrence of BoW, only heal damage done, then, proceed to either
kill it in one hit with (if you're not ambushed. If you've right armors on,
you have no worries there) Blitz Ace or Attack Reels, or, just use 2 or 3
physical attacks. Hope you can hit for at least 40000. If you're hit with Beak,
you needn't wprry about *anything*. This is because Auto-Haste abrogate Delay
status, and Auto-Potion... with Auto-Potion and only Xs, your healing will be
taken care of. Continue to fight by this info and you'll win. Note: It has
auto/irremovable Regen status.
After the fight you get either 1 or 2 Evasion Sphere. 1 for a normal kill, and
2 for an overkill. Fill in about a good 30-35 nodes or so and you should have
an Eva stat will everyone that looks like this...
Tidus- 255
Yuna- 255
Auron- 255
Wakka- 255
Lulu- 255
Rikku- 255
Kimahri- 255

=-=-=-=-=-=-=-=-=-=-=-
Optimum MP (aka Vidatu)
=-=-=-=-=-=-=-=-=-=-=-
NOTE: This is only for those who didn't full complete steps 4-5. If you did, MP
will already be at 999.

VERY, VERY easy and simple battle with Vidatu, in fact, it's the easiest one of
the Species Creations to beat. This is mainly due to such little HP it is
packin' with it. So, preperations will be made short and sweet: Stats are to be
at and average of 105. Now, this is where it can be made important, and that is
with your armors: Auto-Shell, Auto-Haste, Auto-Potion, Auto-Phoenix. Weapons:
Magic Counter, First Strike, Break Damage Limit, and Str+20% is good. Now,
let's go bring his wizard-ass down! A few notes:
He has infinite ability Regen and NulAll, so don't even try to Dispel Vidatu,
because that would be a meaningless effort. So anyway, Ultima usually does a
rather impressive amount of damage, so if you need to, heal after, WAIT!, you
won't need to because of Auto-Potion!:) Osmose, hmm... Osmose, well, if you
ever get hit with that, you are going to want to heal with Megalixir or
perhaps Turbo Ether if MP is 500 or less. In conjunction with that Auto-Potion,
you want to have Mega/X-Potions. Let's now talk about offensive...:
In this fight, the things you'll be wanting to do is not to use magic attacks
of any sort (ahem... look at its Mdef), but instead, we'll opt for a physical
approach. Best methods of killing Vidatu are to use normal physical attacks
from heavy Str'd characters and/or using Overdrives like Slice & Dice, or Attack
Reels. If you're under-developed (about half of average mentioned stats, I
suggest that you summon Yojimbo, Magus Trio, or Anima). They can all finish this
foe with the greatest of ease.

-----------
Final Stats
-----------

         HP      MP     STR    MAG    DEF    MDEF    AGL    ACC    EVA    LUCK
-------------------------------------------------------------------------------
Tidus:   9999    999    255    255    255    255     255    255    255    255
Yuna:    9999    999    255    255    255    255     255    255    255    255
Auron:   9999    999    255    255    255    255     255    255    255    255
Wakka:   9999    999    255    255    255    255     255    255    255    255
Lulu:    9999    999    255    255    255    255     255    255    255    255
Rikku:   9999    999    255    255    255    255     255    255    255    255
Kimahri: 9999    999    255    255    255    255     255    255    255    255

Making your characters no different from each other except in their own
individual appearance and attitude.

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

                               23. THE SPHERE GRID                      [Sspg3]

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

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 23a. Original Sphere Grid                                          [sogsg3] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

1. Just What On Earth Is The Sphere Grid?:
------------------------------------------
The Sphere Grid is a new system of leveling up and stat maxing that Square has
used specifically in this game. I suppose they wanted to be more unique than in
some of the previous games. What this leveling up concept is all about is by
gaining AP which convert into Sphere Levels after reaching certain points. You
then use these to move around the Sphere Grid, gaining abilities, levels,
higher stats, etc... There are about 860 nodes on this gigantic Grid (give or
take a few), and you must overcome enemies, look in treasure chests, talk to
people to obtain spheres to activate the many, many nodes and spheres that are
on this grid to become more powerful throughout the game. Note: There are a
few great pictures of the Sphere Grid right here on GameFaqs/FFX FAQ Screen.

2. How To Level Up Characters:
------------------------------
Well, well, you still don't know from what I have mentioned above? Ok, allow
me to take it one step further (and for statistic maximization, go to the Stat
Maxing sections of this guide): When you defeat enemy(ies), you gain AP, which
as I had stated previously, converts into Sphere Levels for you to "spend" on
the Sphere Grid. Note: To gain AP after battles with characters, they *must*
participate in battle, as well as be standing when the battle comes to its
conclusion. After battle(s), you press the Triangle button to take you into
the main Menu Screen (more on this later), and use up the Sphere Levels to
move to different nodes to become more powerful. By the way, you don't have to
use them right away, either, you can save up your Sphere Levels and use them
later all in one sitting or in divisions. Like Square said: "With the Sphere
Grid, it's your choice".

3. All Of Those Different Symbols On Nodes:
-------------------------------------------
You see, there are many, many different nodes on the Sphere Grid, and each of
those symbols that appear on the nodes of the Sphere Grid mean a different
category of attribute leveling or ability learning. There are actually sixteen
different symbols to look out for on the Sphere Grid, and here, I will list
them all for you...:
- The nodes on the grid the Lv. and then a # there means that that node is
locked and can't be activated without a Level Key Sphere with corresponding
number if that particular Lock Sphere.
- The nodes with the black diamond-type symbol on it will enable a character to
use the Black Magic engrained in the node. Activated with an Ability Sphere.
- The nodes with the white diamond-type symbol on it will enable a character to
use the White Magic engrained in the node. Activated with an Ability Sphere.
- The nodes with the two crossed swords on it will enable a character to use
the Skill engrained in the node. Activated with an Ability Sphere.
- The nodes with the plus sign symbol on it will enable a character to use the
Special engrained in the node. Activated with an Ability Sphere.
- The nodes with the target bulls-eyes on it will enable a character to raise
their Accuracy attribute. Activated with a Speed Sphere.
- The nodes with the partial symbol of Ying-Yang on it will enable a character
to raise their Evasion attribute. Activated with a Speed Sphere.
- The node with like a footprint on it will enable a character to raise their
Agility attribute. Activated with a Speed Sphere.
- The nodes with a star in the middle on it will enable a character to raise
their Luck attribute. Activated with a Fortune Sphere.
- The nodes with a shield that has a triangle inside on it will enable a
character to raise their Magic Defense attribute. Activated with a Mana Sphere.
- The nodes with a circle that has a triangle inside on it will enable a
character to raise their Magic attribute. Activated with a Mana Sphere.
- The nodes with a shield symbol on it will enable a character to raise their
Defense attribute. Activated with a Power Sphere.
- The nodes with a symbol of a sword on it will enable a character to raise
their Strength attribute. Activated with a Power Sphere.
- The nodes with the letter "M" on it will enable a character to raise their
maximum Magic Points. Activated with a Mana Sphere.
- The nodes with the letter "H" on it will enable a character to raise their
maximum Hit Points. Activated with a Power Sphere.
- The nodes with no symbol whatsoever on them are empty and will do nothing for
you besides filling them with  Spheres.

4. The Different Sphere Colors Of Characters:
---------------------------------------------
The colors that you might be wondering about when you see that a characeter has
activated a node on the Sphere Grid, are really just colors that the Square
gave each of the characters so that you can differentiate which nodes each of
your characters have activated thus far. There is going to be seven different
colors that will appear on the Sphere Grid at one point or another, and each
of them will represent a character (imagine: going through 800+ nodes and not
knowing who has activated what and when. That would be utterly insane!). Anyway,
the color key goes like this: Tidus: Aqua, Yuna: White, Auron: Red, Kimahri:
Indigo, Rikku: Green, Lulu: Purple, Wakka: Yellow.

5. The Grueling Process Of Activation:
--------------------------------------
To activate you need the corresponding sphere of the node you wish to activate.
The other things is that you need to be next to or on the node that you'd wish
to activate. Those are the only two requirements that you need to meet in order
to be able to activate nodes and become even more uber. For a complete listing
of all of the spheres that you will be needing to take on this job, please
refer to the items section of this guide. And please note that even though this
job sounds easy, it isn't, because the first job is hard to just collect a
sufficient enough sphere supply, and the secod job isn't easy because there
are quite a bit more than 850 nodes on this gargantuan Sphere Grid.

6. What Is On The Sphere Grid?:
-------------------------------
Ok, ok. It's finally time for me to get really technical about this Sphere Grid
business, and list just exactly what is on the Original Sphere Grid, which can
be found in every single version of the game, Final Fantasy X. Finally...
Now, there are 859 nodes on the Sphere Grid, and each character has a certain
part of that number. And altogether that will equal 859. Here's a look at
everybody's sections, and what abilities are in them:
(For everything that's in them, go to the Stat Maxing sections)
*Note*: Some of the counts might be off, so if you know the exact amount,
please let me know and I'll give you credit.

---> Tidus' Section:
- Strength Nodes +4/+3/+2/+1 - 5/1/6/4 - Final Str - 38 + 15 = 53
- Defense Nodes +4/+3/+2/+1 - 1/3/4/1 - Final Def - 22 + 10 = 32
- MagDefense Nodes +4/+3/+2/+1 - 0/0/1/0 - Final Mdef - 2 + 5 = 7
- Magic Nodes +4/+3/+2/+1 - 0/0/3/0 - Final Mag - 6 + 5 = 11
- Agility Nodes +4/+3/+2/+1 - 5/1/3/1 - Final Agl - 30 + 10 = 40
- Accuracy Nodes +4/+3/+2/+1 - 1/1/5/2 - Final Acc - 19 + 10 = 29
- Evasion Nodes +4/+3/+2/+1 - 2/3/0/0 - Final Eva - 17 + 10 = 27
- Luck Nodes +4/+3/+2/+1 - 0/0/0/1 - Final Luck - 1 + 18 = 19
- HP Nodes +300/+200 - 0/13 - Final HP - 2600 + 520 = 3120
- MP Nodes +40/+20/+10 - 0/5/1 - Final MP - 110 + 12 = 122
- Abilities: Quick Hit, Hastega, Delay Buster, Slowga, Slow, Delay Attack, Flee,
Provoke, Haste, Cheer
- Lock Nodes +4/+3/+2/+1 - 1/5/2/1 - Total - 9
- Empty Nodes: 31
- Total Tidus' Section Nodes: 123

---> Yuna's Section:
- Strength Nodes +4/+3/+2/+1 - 1/0/3/0 - Final Str - 10 + 5 = 15
- Defense Nodes +4/+3/+2/+1 - 2/0/1/0 - Final Def - 10 + 5 = 15
- MagDefense Nodes +4/+3/+2/+1 - 4/4/2/0 - Final Mdef - 32 + 20 = 52
- Magic Nodes +4/+3/+2/+1 - 7/5/0/0 - Final Mag - 43 + 20 = 63
- Agility Nodes +4/+3/+2/+1 - 7/2/1/0 - Final Agl - 36 + 10 = 46
- Accuracy Nodes +4/+3/+2/+1 - 1/0/0/0 - Final Acc - 4 + 3 = 7
- Evasion Nodes +4/+3/+2/+1 - 8/0/1/0 - Final Eva - 34 + 30 = 64
- Luck Nodes +4/+3/+2/+1 - 0/0/1/2 - Final Luck - 3 + 17 = 20
- HP Nodes +300/+200 - 0/13 - Final HP - 2600 + 475 = 3075
- MP Nodes +40/+20/+10 - 2/9/0 - Final MP - 260 + 84 = 344
- Abilities: Holy, Regen, Curaga, Dispel, Reflect, Shell, Protect, Auto-Life,
Pray, Life, NulShock, NulTide, NulFrost, NulBlaze
- Lock Nodes +4/+3/+2/+1 - 4/4/2/2 - Total - 12
- Empty Nodes: 36
- Total Yuna's Section Nodes: 138

---> Auron's Section:
- Strength Nodes +4/+3/+2/+1 - 8/0/0/0 - Final Str - 32 + 20 = 52
- Defense Nodes +4/+3/+2/+1 - 1/6/0/0 - Final Def - 22 + 15 = 37
- MagDefense Nodes +4/+3+/+1 - 0/0/1/6 - Final Mdef - 8 + 5 = 13
- Magic Nodes +4/+3/+2/+1 - 1/0/0/1 - Final Mag - 5 + 5 = 10
- Agility Nodes +4/+3/+2/+1 - 0/0/6/0 - Final Agl - 12 + 5 = 17
- Accuracy Nodes +4/+3/+2/+1 - 0/0/0/1 - Final Acc - 1 + 3 = 4
- Evasion Nodes +4/+3/+2/1 - 0/0/5/0 - Final Eva - 10 + 5 = 15
- Luck Nodes +4/+3/+2/+1 - 0/0/0/1 - Final Luck - 1 + 17 = 18
- HP Nodes +300/+200 - 0/18 - Final HP - 3600 + 1030 = 4630
- MP Nodes +40/+20/+10 - 0/5/0 - Final MP - 100 + 33 = 133
- Abilities: Power Break, Guard, Magic Break, Threaten, Armor Break, Mental
Break, Zombie Attack, Entrust, Sentinel
- Lock Nodes +4/+3/+2/+2 - 3/4/1/1 - Total - 9
- Empty Nodes: 33
- Total Auron's Section Nodes: 111

---> Wakka's Section:
- Strength Nodes +4/+3/+2/+1 - 4/1/9/2 - Final Str - 39 + 14 = 53
- Defense Nodes +4/+3/+3/+1 - 2/4/0/0 - Final Def - 20 + 10 = 30
- MagDefense Nodes +4/+3/+2/+1 - 1/0/0/0 - Final Mdef - 4 + 5 = 9
- Magic Nodes +4/+3/+2/+1 - 1/5/3/0 - Final Mag - 25 + 10 = 35
- Agility Nodes +4/+3/+2/+1 - 2/5/2/2 - Final Agl - 29 + 7 = 36
- Accuracy Nodes +4/+3/+2/+1 - 2/5/1/0 - Final Acc - 25 + 25 = 50
- Evasion Nodes +4/+3/+2/+1 - 0/1/4/2 - Final Eva - 13 + 5 = 18
- Luck Nodes +4/+3/+2/+1 - 0/0/0/1 - Final Luck - 1 + 19 = 20
- HP Nodes +300/+200 - 0/18 - Final HP - 3600 + 618 = 4218
- MP Nodes +40/+20/+10 - 0/9/0 - Final MP - 180 + 10 = 190
- Abilities: Aim, Silence Attack, Sleep Attack, Drain, Dark Buster, Silence
Buster, Triple Foul, Osmose, Sleep Buster
- Lock Nodes +4/+3/+2/+1 - 0/0/2/2 - Total - 4
- Empty Nodes: 30
- Total Wakka's Section Nodes: 128

---> Kimahri's Section:
- Strength Nodes +4/+3/+2/+1 - 0/1/4/0 - Final Str - 11 + 16 = 27
- Defense Nodes +4/+3/+2/+1 - 0/1/3/0 - Final Def - 9 + 15 = 24
- MagDefense Nodes +4/+3/+2/+1 - 0/0/1/0 - Final Mdef - 2 + 5 = 7
- Magic Nodes +4/+3/+2/+1 - 0/2/0/0 - Final Mag - 6 + 17 = 23
- Agility Nodes +4/+3/+2/+1 - 0/2/0/1 - Final Agl - 7 + 6 = 13
- Accuracy Nodes +4/+3/+2/+1 - 0/0/3/1 - Final Acc - 7 + 5 = 12
- Evasion Nodes +4/+3/+2/+1 - 0/0/0/0 - Final Eva - 0 + 5 = 5
- Luck Nodes +4/+3/+2/+1 - 0/0/0/0 - Final Luck - 0 + 18 = 18
- HP Nodes +300/+200 - 0/7 - Final HP - 1400 + 644 = 2044
- MP Nodes +40/+20/+10 - 0/5/0 - Final MP - 100 + 78 = 178
- Abilities: Dark Attack, Jinx, Scan, Ultima, Lancet
- Lock Nodes: +4/+3/+2/+1 - 4/0/1/4 - Total - 9
- Empty Nodes: 12
- Total Kimahri's Section Nodes: 57

---> Rikku's Section:
- Strength Nodes +4/+3/+2/+1 - 2/2/4/3 - Final Str - 25 + 10 = 35
- Defense Nodes +4/+3/+2/+1 - 1/1/5/0 - Final Def - 17 + 8 = 25
- MagDefense Nodes +4/+3/+2/+1 - 0/0/5/0 - Final Mdef - 10 + 8 = 18
- Magic Nodes +4/+3/+2/+1 - 2/3/2/0 - Final Mag - 21 + 10 = 31
- Agility Nodes +4/+3/+2/+1 - 6/5/1/0 - Final Agl - 41 + 16 = 57
- Accuracy Nodes +4/+3/+2/+1 - 0/2/3/0 - Final Acc - 12 + 5 = 17
- Evasion Nodes +4/+3/+2/+1 - 0/0/0/0 - Final Eva - 0 + 5 = 5
- Luck Nodes +4/+3/+2/+1 - 0/0/0/1 - Final Luck - 1 + 18 = 19
- HP Nodes +300/+200 - 0/16 - Final HP - 3200 + 360 = 3560
- MP Nodes +40/+20/+10 - 0/6/0 - Final MP - 120 + 85 = 205
- Abilities: Steal, Use, Luck, Spare Change, Mug, Full-Life, Bribe
- Lock Nodes +4/+3/+2/+1 - 7/4/1/1 - Total - 13
- Empty Nodes: 20
- Total Rikku's Section Nodes: 110

---> Lulu's Section:
- Strength Nodes +4/+3/+2/+1 - 2/0/0/1 - Final Str - 9 + 5 = 14
- Defense Nodes +4/+3/+2/+1 - 5/4/5/0 - Final Def - 42 + 8 = 50
- MagDefense Nodes +4/+3/+2/+1 - 12/3/6/0 - Final Mdef - 69 + 30 = 99
- Magic Nodes +4/+3/+2/+1 - 10/0/4/1 - Final Mag - 49 + 20 = 69
- Agility Nodes +4/+3/+2/+1 - 1/0/6/0 - Final Agl - 16 + 5 = 21
- Accuracy Nodes +4/+3/+2/+1 - 0/0/1/0 - Final Acc - 2 + 3 = 5
- Evasion Nodes +4/+3/+2/+1 - 8/0/6/0 - Final Eva - 44 + 40 = 84
- Luck Nodes +4/+3/+2/+1 - 1/0/0/0 - Final Luck - 4 + 17 = 21
- HP Nodes +300/+200 - 0/8 - Final HP - 1600 + 380 - 1980
- MP Nodes +40/+20/+10 - 4/7/0 - Final MP - 300 + 392
- Abilities: Fire, Thunder, Water, Blizzard, Bio, Demi, Doublecast, Fira,
Watera, Blizzara, Thundara, Flare, Death, Firaga, Thundaga, Waterga, Blizzaga
- Lock Nodes +4/+3/+2/+1 - 5/2/4/1 - Total - 12
- Empty Nodes: 19
- Total Lulu's Section Nodes: 143

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 23b. Expert Sphere Grid                                            [sexsg3] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

1. Just What On Earth Is The Expert Sphere Grid?:
-------------------------------------------------
The Sphere Grid is a new system of leveling up and stat maxing that Square has
used specifically in this game. I suppose they wanted to be more unique than in
some of the previous games. What this leveling up concept is all about is by
gaining AP which convert into Sphere Levels after reaching certain points. You
then use these to move around the Sphere Grid, gaining abilities, levels,
higher stats, etc... There are about 805 nodes on this gigantic Grid (give or
take a few), and you must overcome enemies, look in treasure chests, talk to
people to obtain spheres to activate the many, many nodes and spheres that are
on this grid to become more powerful throughout the game.

2. How To Level Up Characters:
------------------------------
Well, well, you still don't know from what I have mentioned above? Ok, allow
me to take it one step further (and for statistic maximization, go to the Stat
Maxing sections of this guide): When you defeat enemy(ies), you gain AP, which
as I had stated previously, converts into Sphere Levels for you to "spend" on
the Sphere Grid. Note: To gain AP after battles with characters, they *must*
participate in battle, as well as be standing when the battle comes to its
conclusion. After battle(s), you press the Triangle button to take you into
the main Menu Screen (more on this later), and use up the Sphere Levels to
move to different nodes to become more powerful. By the way, you don't have to
use them right away, either, you can save up your Sphere Levels and use them
later all in one sitting or in divisions. Like Square said: "With the Sphere
Grid, it's your choice".

3. All Of Those Different Symbols On Nodes:
-------------------------------------------
You see, there are many, many different nodes on the Sphere Grid, and each of
those symbols that appear on the nodes of the Sphere Grid mean a different
category of attribute leveling or ability learning. There are actually sixteen
different symbols to look out for on the Sphere Grid, and here, I will list
them all for you...:
- The nodes on the grid the Lv. and then a # there means that that node is
locked and can't be activated without a Level Key Sphere with corresponding
number if that particular Lock Sphere.
- The nodes with the black diamond-type symbol on it will enable a character to
use the Black Magic engrained in the node. Activated with an Ability Sphere.
- The nodes with the white diamond-type symbol on it will enable a character to
use the White Magic engrained in the node. Activated with an Ability Sphere.
- The nodes with the two crossed swords on it will enable a character to use
the Skill engrained in the node. Activated with an Ability Sphere.
- The nodes with the plus sign symbol on it will enable a character to use the
Special engrained in the node. Activated with an Ability Sphere.
- The nodes with the target bulls-eyes on it will enable a character to raise
their Accuracy attribute. Activated with a Speed Sphere.
- The nodes with the partial symbol of Ying Yang on it will enable a character
to raise their Evasion attribute. Activated with a Speed Sphere.
- The node with like a footprint on it will enable a character to raise their
Agility attribute. Activated with a Speed Sphere.
- The nodes with a star in the middle on it will enable a character to raise
their Luck attribute. Activated with a Fortune Sphere.
- The nodes with a shield that has a triangle inside on it will enable a
character to raise their Magic Defense attribute. Activated with a Mana Sphere.
- The nodes with a circle that has a triangle inside on it will enable a
character to raise their Magic attribute. Activated with a Mana Sphere.
- The nodes with a shield symbol on it will enable a character to raise their
Defense attribute. Activated with a Power Sphere.
- The nodes with a symbol of a sword on it will enable a character to raise
their Strength attribute. Activated with a Power Sphere.
- The nodes with the letter "M" on it will enable a character to raise their
maximum Magic Points. Activated with a Mana Sphere.
- The nodes with the letter "H" on it will enable a character to raise their
maximum Hit Points. Activated with a Power Sphere.
- The nodes with no symbol whatsoever on them are empty and will do nothing for
you besides filling them with  Spheres.

4. The Different Sphere Colors Of Characters:
---------------------------------------------
The colors that you might be wondering about when you see that a characeter has
activated a node on the Sphere Grid, are really just colors that the Square
gave each of the characters so that you can differentiate which nodes each of
your characters have activated thus far. There is going to be seven different
colors that will appear on the Sphere Grid at one point or another, and each
of them will represent a character (imagine: going through 800+ nodes and not
knowing who has activated what and when. That would be utterly insane!). Anyway,
the color key goes like this: Tidus: Aqua, Yuna: White, Auron: Red, Kimahri:
Indigo, Rikku: Green, Lulu: Purple, Wakka: Yellow.

5. The Gruling Process Of Activation:
-------------------------------------
To activate you need the corresponding sphere of the node you wish to activate.
The other things is that you need to be next to or on the node that you'd wish
to activate. Those are the only two requirements that you need to meet in order
to be able to activate nodes and become even more uber. For a complete listing
of all of the spheres that you will be needing to take on this job, please
refer to the items section of this guide. And please note that even though this
job sounds easy, it isn't, because the first job is hard to just collect a
sufficient enough sphere supply, and the secod job isn't easy because there
are quite a bit more than 800 nodes on this gargantuan Sphere Grid.

6. Original Sphere Grid and Expert Sphere Grid Differences:
-----------------------------------------------------------
There are quite a few differences between the Original Grid and the Expert
Grid which is only available in the Pal/Int. versions of Final Fantasy X.
So here I will list all of those differences to inform you not to think
that they are the same. Note: The key word in "Expert Grid" is "Expert", so
that means that only use the grid if you've read this informator, and if
you have already planned out your navigational strategies, because this is
not an easy Sphere Grid, ok?
- Difference#1: There are 859 nodes total on the Original Sphere Grid and
805 nodes on the Expert Sphere Grid. Thus, there is a difference there of
56 nodes, which makes life a lot more difficult.
- Difference#2: There are eight extra abilities found on the Expert Grid
that are not found on Original Grid. These are:
Extract Ability- Makes enemy drop Ability Spheres.
Extract Mana- Makes enemy drop Mana Spheres.
Extract Power- Makes enemy drop Power Spheres.
Extract Speed- Makes enemy drop Speed Spheres.
Nab Gil- Steals Gil from the enemy whilst doing damage.
Pilfer Gil- Steals Gil from the enemy.
Quick Pockets- Decreased recovery proceeding item usage.
Full-Break- Armor Break, Mental Break, Magic Break, Power Break to opposition.
- Difference#3: Everyone will start out on the middle sphere of the Sphere
Grid (where Kimahri normally starts off) except for Rikku which is just a
Level 1 Key Sphere away from the rest of them.
And those are basically all of the changes made between the two.

-------------------------------
7. What Is On The Sphere Grid?:
-------------------------------

Ok, ok. It's finally time for me to get really technical about this Sphere Grid
business, and list just exactly what is on the Original Sphere Grid, which can
be found in every single version of the game, Final Fantasy X. Finally...
Now, there are 805 nodes on the Sphere Grid, and each character has a certain
part of that number. And altogether that will equal 805.

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

                         24. MONSTER ENCYCLOPAEDIA                      [Smne4]

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

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 24a. Normal & Dummied Enemies                                      [snade4] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Note: This section goes in alphabetical order.
Here's an example of the monster entry template:
------------------------------------------------

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


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


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


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

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

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

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

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

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

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

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

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

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

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

     - all stats listed as either 0, or positive integers

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

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

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


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


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


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


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

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

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


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


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


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

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

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

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

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


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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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


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


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

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

Note: This section goes in alphabetical order. Some enemies are contained
      within other entries, however, and may not be ABC order then.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

-> Sensor: None
-> Scan: None

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

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

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

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

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

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

-> Sensor: None
-> Scan: None

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

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

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

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

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

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

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

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

-> Sensor: None
-> Scan: None

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

-> Sensor: None
-> Scan: None

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

-> Sensor: Casts Thundara on itself to replenish HP and grow even more powerful.
-> Scan: When HP is halved, it casts Thundara on itself to recover HP and
increase magic power. Silence it with Silence Attack. It's vulnerable to water,
so Watera is the way to go.

---> STRATEGIC TACTICS: <---
Larva: Not too much of a challenge. Stats should now be at 27-28. Just use
Lulu to attack with Water magic, and/or use Auron to physically attack it.

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

#74. Machea (Omega Ruins)
-> HP: 18000 - 13560
-> MP: 59
-> AP: 8300 - 12450
-> Statistics:
Str- 35, Mag- 1, Def- 55, Mdef- 10, Acc- 0, Agl- 39, Eva- 0, Luck- 15
Str- 40, Mag- 1, Def- 70, Mdef- 30, Acc- 0, Agl- 39, Eva- 0, Luck- 15 (int)
-> Steal: Common- 2 Hi-Potions, Uncommon- Stamina Tonic
-> Bribe: Gil- 360000, Item- 60 Chocobo Wings
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Lv.3 Key Spheres
-> Gil Received: 1450
-> Immunities: Sleep, Poison, Power Break, Scan, Sensor
-> Weaknesses: Doom- 3, Silence- 20, Darkness- 95
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Defense+20%, Defense+10%
-> Weapon Abilities: SOS Overdrive, Strength+5%, Piercing, Magic+5%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

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

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Machea: Stats should surely be at least 110 for this, I think. Now, have a
fast but powerful attacker just physically attack it. Most likely, that will
category will be filled by Tidus (so he is who you use). You will need to heal
on a consistent basis, so have many restorative items ready for your disposal.
Magus Sisters will make quick work of it.

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

#75. Maelspike (Mt. Gagazet)
-> HP: 10000 - 7500
-> MP: 35
-> AP: 600 - 900
-> Statistics:
Str- 40, Mag- 33, Def- 50, Mdef- 1, Acc- 0, Agl- 14, Eva- 0, Luck- 15
-> Steal: Common- 2 Water Gems, Uncommon- 3 Water Gems
-> Bribe: Gil- 200000, Item- Attribute Sphere
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 330
-> Immunities: Threaten, Slow, Confuse, Sleep
-> Weaknesses: Doom- 1, Poison- 0; 25%
-> Elemental Affinities: [Immune] Water [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Zombie Ward, Defense+10%, Defense+5%
-> Weapon Abilities: Strength+5%, Strength+3%, Piercing
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Rush: Target (1), Type (str), Protect (yes), Shell (no), Power (24), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Maelstrom: Target (all), Type (mag), Protect (no), Shell (yes), Power (32),
Element (-), Range (far), Accuracy (85), Shatter (0), Critical (no),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)

-> Sensor: Watch out for Maelstrom.
-> Scan: The more you attack it the sooner it casts Maelstrom. Immune to water
and weak against lightning. Darkness and poison are the way to go.

---> STRATEGIC TACTICS: <---
Maelspike: Have your stats near 63. And just attack with Tidus and Wakka, use
Rikku for healing purposes. Use overdrives as the opportunities arise.

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

#76. Mafdet (Macalania [can be summoned by Guado Guardian])
-> HP: 710 - 1065
-> MP: 25
-> AP: 300 - 600
-> Statistics:
Str- 29, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 9, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Hypello Potion
-> Bribe: Gil- 14200, Item- 28 Hypello Potions
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 172
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Darkness- 20, Poison- 0; 25%
-> Elemental Affinities: [1.5 damage] Ice, Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Defense+5%, Berserk Ward
-> Weapon Abilities: Waterstrike, Lightningstrike, Icestrike, Firestrike,
Distil Power, Piercing, Strength+3%, Magic+3%
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

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

-> Sensor: Covered by a hard shell. Piercing weapons are the way to go. Watch
out for slow.
-> Scan: Covered by a hard shell. Slow-moving, but has high physical and magic
defence. Vulnerable to lightning and ice. Its Bash may inflict slow.

---> STRATEGIC TACTICS: <---
Mafdet: Stats would be best near 36-38. Just attack with Auron for some super
damage. Use Lulu to attack with Ice and/or Thunder magic. You should ne done
in no time at all.

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

#77. Magic Urn (Cavern of the Stolen Fayth)
-> HP: 999999 - 999999
-> MP: 9999
-> AP: 0 - 0
-> Statistics:
Str- 1, Mag- 40, Def- 255, Mdef- 255, Acc- 0, Agl- 0, Eva- 0, Luck- 0
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: (is still a mystery)
-> Gil Received: None
-> Immunities: Sleep, Silence, NulBlaze, NulShock, NulFrost, NulTide, Darkness,
Shell, Poison, Protect, Petrify, Reflect, Slow, Haste, Zombie, Regen, Power
Break, Magic Break, Armor Break, Mental Break, Demi, Threaten, Delay, Death,
Eject, Provoke, Bribe
-> Inherent Statuses: A(1), B(7)
-> Weaknesses: Doom- 200
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:
- Wrong!: Target (all), Type (mag), Protect (no), Shell (yes),Power (30),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[self-destruct]
- Bingo!: If you hit the correct current eye it will give you an item like a
counter.
- Self-Destruct: If you get a "Wrong!" it'll explode for non-elemental magic
damage on you.

-> Sensor: Hit the correct eye for prizes!
-> Scan: Hit the correct target to win items. The wrong target ends the battle
with a bang. Damage is substantial, so be sure to heal. Seven fabulous prizes
in all, while supplies last.

#77.1. "Eye" [x7] (CotSF - Magic Urn fights)
-> HP: 1 - N/A
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Eva- 0, Luck- 15
-> Steal: [technically,--see Magic Urn]
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Silence, NulBlaze, NulShock, NulFrost, NulTide, Darkness,
Shell, Poison, Protect, Petrify, Reflect, Slow, Haste, Zombie, Regen, Power
Break, Magic Break, Armor Break, Mental Break, Demi, Threaten, Delay, Death,
Eject, Provoke, Bribe
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Abilities: N/A
-> Abilities:
None

---> STRATEGIC TACTICS: <---
There are two ways of actually
a) You can use Yojimbo's Zanmato. For great info on Zanmato, refer to Azure
Edge's amazing Yojimbo FAQ.
b) This way is to cast Doom spell and then wait/skip (Triangle) 200 turns
when it will die.

Now I'd like to cover the "Magic Pot Quest", perhaps the most enigmatic of all
sidequests in FFX and one pertaining to this enemy.

For those of you who don't know, or, for those who simply remember these things
from previous Final Fantasy titles where they served a completely different and
so  far have  proved more  of a  purpose. Time to begin  explanation: Your main
desideratum this time around with Magic Pots is to keep hitting one of the five
different  eyes seven times  in a row while  receiving an item for each "Bingo"
that you get. If you happen to hit a wrong eye while doing this, you will get a
very unsatisfying "Wrong" which will trigger Magic Pot to Self-Destruct causing
some major damage to entire  party at some lower levels of power. Let us begin.

Says Hikensasameyuki:

"There is absolutely no evidence to indicate that there is a 1/5 chance of
correctly choosing an eye. The most popular current theory supports a
progressive probability of success based on the number of eyes already
correctly chosen, thus increasing the difficulty of winning the 'seven prizes
in all, while supplies last.' This would be something like 4/5 for the first
two choices, 3/5 for the third and fourth, 2/5 for the fifth and sixth, and
finally 1/5 for the final choice."

So looking at your  all together chances for completion, you have about a 1/678
chances for finishing it with all 7 bingos. And as you can plainly see, that is
not alot, or, at least not enough for someone to complete it thus far.

This theory was put together by me, SinirothX, and is what I have lived by, but
I do not think it is 100% accurate (nor are any others right now 100% accurate).
Here's how this theory/method goes:
This theory or method as I like to call it is based totally off of Luck and 7s/
5s. Now before we start let me again state that I do not know if this theory is
accurate, it is just a theory. Your first preparation that you're going to need
to make is to get all  your characters to have a Luck stat of 255, and no less.
So, I suggest that you make a different file just for  this if you are planning
to also have maxed-out  statistics with your characters and original Luck after
finishing  the Sphere Grid  normally. Note that it has to be maxed to  255 with
*everybody*. Now you go into  the Cavern of the Stolen Fayth via the Calm Lands
Gorge Bottom and locate a  Magic Urn (I usually  have more Luck finding them in
greener-colored areas on the ground). I also suggest having all the celestials.
When in the fight choose your three characters for starting and  then have them
each  attack an eye  and pray to get a Bingo for  each one, if not, then... too
bad. After all  of them get three  successful attacks in a row, you're going to
switch them all out for a new set of three characters.
Now, have them each attack an  eye and then each time you're  hoping to receive
Bingos. This is imperative that you attack each time with a different character
for  a reason that I do  not currently know.  And then, would you look at that,
you're at your final hit, and, you still have one  character left. Balances out
perfectly even. If  you are the luckiest  person on Earth you would've recerved
the final Bingo and the final item. Now for the rest it is just technical info:
Now we will  take a look at how having  255 Luck will increase your chances for
succeeding (note that even 254 won't raise chances from first theory chances).:
Luck (255)/ Number of Eyes (5)/ Number of Desired Hits (7) = about 7.2 which we
put under 10 (10/7.2). This will be your chances for every one hit which is the
same as 5/3.6.  So from this we  have 1/12  chances or  ~1.38% of finishing it.
Again this is not fully tested (boy I wish I could hack into game data...)...:)
All  of the eyes are randomly  chosen each  time you attack, but, depending  on
just which hit you're on, the game can be "nicer" to you and give you "luckier"
chances  of  getting  a Bingo. You can see  this  just from taking a  gander at
first theory that was listed in  this section.

--> I have formulated another theory since then which goes like this:
First of all, for the first four hits, you use what is, I believe, the popularly
accepted fact of progressively increasing difficulty.

First hit = 4/5 or 80% chance (one eye is wrong, four are right)
Second hit = 3/5 or 60% chance (two eyes are wrong, three are right)
Third hit = 2/5 or 40% chance (three eyes are wrong, two are right)
Fourth hit = 1/5 or 20% chance (four eyes are wrong, one is right)

From there, the chances are all dependent on your Luck statistic. If it's maxed
out with a character, you have the highest possible chance of 5/255 (~2%).
However, the lower your Luck is, the lower the numerator gets...say you have
100 Luck, your numerator would be considerably lower than 5 (but not equal or
proportional fractions to the maximum one of 5/255). I'm not sure if this has
been hinted at before, disproved, or what, but I'll be looking into its
possibilities.

Kudos to CajunRipBong for the following pieces of information from the Final
Fantasy X message board: He or at least someone (I don't know his source)
believes that with the number of eyes there are (5) you multiply that times a
power of all of the needed hits for completion (7) and put that over a little
numerator of 1 like this 1/5^7 or... 1/78125 or... 0.0000128 as the
believed chances for desired outcome which I think (I haven't put this theory
to any form of a test *yet*) is hell because that is practically nothing (note
that I'm not saying your information is not valid). Just thought you might want
that too. ^_^ This concludes for the theories.

This  is the part where  I will list items for all hits  that you can get while
attempting to hit all the eyes correctly. And then I will list what prizes that
I got  while I was doing this. All  will be listed here except for the  seventh
hit because quite frankly, I do not think that anyone has ever hit all 7 bingo.

- ALL POSSIBLE ITEMS
Potion
Soul Spring
Silver Hourglass
Frag Grenade
Elixir
Ether
Phoenix Down
Lunar Curtain
Gold Hourglass
Stamina Tablet

Note: There might be more possible items, but those were all I  have ever, ever
received when trying this. (like final seventh prize??)

- ITEMS I'VE RECEIVED ON MY ONLY 6-HIT TRY
Hit 1. Top Left Eye- Frag Grenade
Hit 2. Bottom Right Eye- Phoenix Down
Hit 3. Middle Eye- Elixir
Hit 4. Top Left Eye- Silver Hourglass
Hit 5. Bottom Right Eye- Lunar Curtain
Hit 6. Middle Eye- Gold Hourglass
The seventh hit I didn't get, though...

Note: These were only my results, everybody's are usually different.

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

#78. Malboro (Calm Lands, Cavern of the Stolen Fayth)
-> HP: 27000 - 4060
-> MP: 1
-> AP: 2200 - 3300
-> Statistics:
Str- 32, Mag- 32, Def- 1, Mdef- 1, Acc- 0, Agl- 10, Eva- 0, Luck- 15
-> Steal: Common- Remedy, Uncommon- Remedy
-> Bribe: Gil- 540000, Item- 4 Wings To Discoveries
-> Win: Common- 2 or 4 Mana Sphere, Uncommon- 2 or 4 Mana Sphere
-> Gil Received: 1500
-> Immunities: Sleep, Silence, Darkness, Poison,Berserk, Petrify, Slow, Confuse,
Haste, Zombie, Threaten, Death
-> Weaknesses: Doom- 3
-> Elemental Affinities: [Immune] Ice, Water [1.5 damage] Fire
-> Zanmato Lv: 2
-> Armor Abilities: Dark Ward, Silence Ward, Sleep Ward, Poison Ward,
Confuse Ward, Berserk Ward, Stone Ward
-> Weapon Abilities: Sleeptouch, Silencetouch, Poisontouch, Piercing, Darktouch
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

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

-> Sensor: Watch out for its Bad Breath attack, which causes multiple status
effects.
-> Scan: Its Bad Breath inflicts multiple status effects on all characters.
Guard against the status effects with armor, and attack with fire. Kimahri can
learn Bad Breath.

---> STRATEGIC TACTICS: <---
Malboro: Have stats closer to 50-53 to take this beastly foe. Start off with
Tidus using Haste of Hastega, if it is available. Now just have Lulu attack
with the element of Fire and use Auron and Tidus to attack. After 5-7 hits
it should be lying at your feet.

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

#79. Mandragora (Mt. Gagazet)
-> HP: 31000 - 5384
-> MP: 120
-> AP: 6230 - 9345
-> Statistics:
Str- 34, Mag- 40, Def- 12, Mdef- 15, Acc- 0, Agl- 15, Eva- 0, Luck- 15
-> Steal: Common- 2 Remedies, Uncommon- 3 Remedies
-> Bribe: Gil- 620000, Item- 24 Return Spheres
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 1200
-> Immunities: Darkness, Provoke, Confuse, Zombie, Slow, Berserk, Provoke,
Threaten
-> Weaknesses: Doom- 3, Sleep- 80, Poison- 25; 5%, Petrify- 25, Death- 50
-> Elemental Affinities: [Absorption] Water [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Dark Ward, Silence Ward, Sleep Ward, Poison Ward,
Confuse Ward, Berserk Ward, Stone Ward
-> Weapon Abilities: Magic+5%, Piercing, Poisontouch, Strength+5%
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Poison (80%)]
- Earthquake: Target (all), Type (mag), Protect (no), Shell (yes), Power (22),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Delay Attack (100%)]
- Ochu Dance: Target (all), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(yes), [Darkness - 3 turns (80%)], [Slow - 5 turns (20%)], [Silence - 3 turns
(80%)], [Confusion (20%)]

-> Sensor: Vulnerable to fire.
-> Scan: The more damage it takes, the sooner it uses Earthquake. Its Ochu Dance
inflicts darkness, silence, confusion, and slow. Also beware of poison.
Vulnerable to fire.

---> STRATEGIC TACTICS: <---
Mandragora: Have stats up in the way of 65. Just have Yuna summon Bahamut,
and have Lulu attack with Firaga. Maybe even have Auron just attack it
physically.

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

#80. Master Coeurl (Omega Ruins)
-> HP: 13000 - 13560
-> MP: 540
-> AP: 6500 - 9750
-> Statistics:
Str- 42, Mag- 38, Def- 1, Mdef- 40, Acc- 0, Agl- 23, Eva- 0, Luck- 15
Str- 42, Mag- 38, Def- 50, Mdef- 50, Acc- 0, Agl- 28, Eva- 0, Luck- 25 (Int)
-> Steal: Common- 2 Farplane Shadows, Uncommon- 4 Farplane Shadows
-> Bribe: Gil- 260000, Item- Warp Sphere
-> Win: Common- 1 or 2 Lv.1 Key Spheres, Uncommon- 1 or 2 Friend Spheres
-> Gil Received: 2030
-> Immunities: Threaten
-> Weaknesses: Doom- 2, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [Immune] Ice, Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Magic Defense+10%, Death Ward, Deathproof, Defense+10%
-> Weapon Abilities: Deathtouch, Magic+5%, Piercing, Deathstrike, Strength+5%,
Magic+10%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),
Element (ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- Drain: Target (1), Type (mag), Protect (no), Shell (yes), Power (20),Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[drain HP]
- Silence: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Silence - 3 turns (150%)]
- Confuse: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no),
Appear (yes), [Confusion (100%)]
- Blaster: Target (1), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (0), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes),
Appear (yes), [Death (always)]

-> Sensor: Casts Drain, Confusion, and Blaster when low on HP.
-> Scan: High magic attack and defence. Casts Thundaga and Blizzaga. Also casts
Drain and Confuse when HP is low. Beware of Blaster, since it's unblockable and
causes instant death.

---> STRATEGIC TACTICS: <---
Master Coeurl: Have stats closer to 85-97. Don't attack it with Ice nor
Thunder. Just have Tidus, Auron...well basically all of your characters who
are strongest in the Strength department to go at it. Use Yuna to summon, and
use anyone else just to heal your party.

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

#81. Master Tonberry (Omega Ruins)
-> HP: 48000 - 13560
-> MP: 1
-> AP: 20000 - 30000
-> Statistics:
Str- 47, Mag- 52, Def- 10, Mdef- 1, Acc- 0, Agl- 18, Eva- 0, Luck- 15
Str- 47, Mag- 52, Def- 40, Mdef- 40, Acc- 0, Agl- 21, Eva- 0, Luck- 15 (Int)
-> Steal: Common- Mana Spring, Uncommon- Tetra Elemental
-> Bribe: Gil- 960000, Item- 3 Pendulums
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Teleport Spheres
-> Gil Received: 2400
-> Immunities: Silence, Darkness, Berserk, Poison, Zombie, Petrify, Power Break,
Magic Break, Slow, Mental Break, Armor Break, Delay, Threaten, Eject, Death,
Provoke
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 25, Sleep- 99
-> Elemental Affinities: [1/2 Damage] Lightning, Ice, Fire, Holy, Water
-> Zanmato Lv: 1
-> Armor Abilities: Death Ward, Deathproof
-> Weapon Abilities: Piercing, Slowstrike, Deathstrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Chef's Knife: Target (1), Type (str), Protect (yes), Shell (no), Power (20),
Element (-), Range (far), Accuracy (-), Shatter (10), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Karma: Target (1), Type (fixed), Protect (no), Shell (no), Power (10),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes),
[Dmg = enemies killed x 10]
- Voodoo: Target (1), Type (fixed), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes),
[10000 fix dmg]
- Move Closer: It will move closer to your party for 4 turns, then you'll see a
Chef's Knife.

-> Sensor: Advances closer four times. Defeat it before then, or else...
-> Scan: After four waddles, he stabs with his Chef's Knife. His counter-attack
Karma deals damage based on the number of enemies that character has defeated.

---> STRATEGIC TACTICS: <---
Master Tonberry: Have stats a little over the 120 mark. Now, don't use any of
your characters to attack it in any way, shape, or form. Instead, have Yuna
summon an aeon that guarentees AT LEAST over 40000 damage every time. Now use
that same aeon to execute whatever attack will do over that amount of damage.
Master Tonberry is now dead.

Here's a Karma damage chart I decided to put together for enemies killed-to-
damage done ratio:
1 - 10                       3267 - 32670                 6534 - 65340
99 - 990                     3366 - 33660                 6633 - 66330
198 - 1980                   3465 - 34650                 6732 - 67320
297 - 2970                   3564 - 35640                 6831 - 68310
396 - 3960                   3663 - 36630                 6930 - 69300
495 - 4950                   3762 - 37620                 7029 - 70290
594 - 5940                   3861 - 38610                 7128 - 71280
693 - 6930                   3960 - 39600                 7227 - 72270
792 - 7920                   4059 - 40590                 7326 - 73260
891 - 8910                   4158 - 41580                 7425 - 74250
990 - 9900                   4257 - 42570                 7524 - 75240
1089 - 10890                 4356 - 43560                 7623 - 76230
1188 - 11880                 4455 - 44550                 7722 - 77220
1287 - 12870                 4554 - 45540                 7821 - 78210
1386 - 13860                 4653 - 46530                 7920 - 79200
1485 - 14850                 4752 - 47520                 8019 - 80190
1584 - 15840                 4851 - 48510                 8118 - 81180
1683 - 16830                 4950 - 49500                 8217 - 82170
1782 - 17820                 5049 - 50490                 8316 - 83160
1881 - 18810                 5148 - 51480                 8415 - 84150
1980 - 19800                 5247 - 52470                 8514 - 85140
2079 - 20790                 5346 - 53460                 8613 - 86130
2178 - 21780                 5445 - 54450                 8712 - 87120
2277 - 22770                 5544 - 55440                 8811 - 88110
2376 - 22760                 5643 - 56430                 8910 - 89100
2475 - 24750                 5742 - 57420                 9009 - 90090
2574 - 25740                 5841 - 58410                 9108 - 91080
2673 - 26730                 5940 - 59400                 9207 - 92070
2772 - 27720                 6039 - 60390                 9306 - 93060
2871 - 28710                 6138 - 61380                 9405 - 94050
2970 - 29700                 6237 - 62370                 9504 - 95040
3069 - 30690                 6336 - 63360                 9603 - 96030
3168 - 31680                 6435 - 64350                 9702 - 97040
(note: some of these figures are very unrealistic, and    9801 - 98010
impossible to achieve, such as 1... it's impossible to    9900 - 99000
only have one kill in total by this point in the game.)   9999 - 99990

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

#82. Maze Larva (Via Purifico)
-> HP: 2222 - 2108
-> MP: 1111
-> AP: 1850 - 2775
-> Statistics:
Str- 11, Mag- 24, Def- 40, Mdef- 45, Acc- 0, Agl- 14, Eva- 0, Luck- 15
-> Steal: Common- 2 Fish Scales, Uncommon- 2 Dragon Scales
-> Bribe: Gil- 44400, Item- 14 Water Gems
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 620
-> Immunities: Sleep, Poison, Confuse, Berserk, Zombie, Petrify
-> Weaknesses: Doom- 2, Silence- 20, Darkness- 20
-> Elemental Affinities: [Absorption] Water [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Sleep Ward, Magic Defense+5%
-> Weapon Abilities: Sleeptouch, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 30/128 (23%)

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

-> Sensor: Casts Watera on itself to replenish HP and grow even more powerful.
-> Scan: When HP is halved, it casts Watera on itself to recover HP and raise
magic power. Use Silence Attack to silence it. Vulnerable to lightning, so
Thundaga is the way to go.

---> STRATEGIC TACTICS: <---
Maze Larva: Have your stats closer to 40 for this battle. Just use Lulu to
strike it with a Lightning affinity. But you should have found Auron so use
him frequently in this battle as well.

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

#83. Mech Defender (Mt. Gagazet)
-> HP: 8700 - 5384
-> MP: 1
-> AP: 950 - 1425
-> Statistics:
Str- 40, Mag- 1, Def- 15, Mdef- 10, Acc- 0, Agl- 7, Eva- 0, Luck- 15
-> Steal: Common- 2 Al Bhed Potions, Uncommon- 3 Al Bhed Potions
-> Bribe: Gil- 174000, Item- 99 Al Bhed Potions
-> Win: Common- 1 or 2 Phoenix Downs, Uncommon- 1 or 2 Mega Phoenixes
-> Gil Received: 880
-> Immunities: Sleep, Zombie, Threaten, Poison, Death
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: SOS Reflect, SOS Protect, SOS Shell, SOS NulFrost, SOS
NulTide, SOS NulShock, SOS NulBlaze
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 30/128 (23%)

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

-> Sensor: Steal to inflict terminal malfunction.
-> Scan: Abandoned machina from ages past. Higher HP and defence than the Mech
Leader. Steal to cause a terminal malfunction.

---> STRATEGIC TACTICS: <---
Mech Defender: Your statistics should be in the high 50's to mid 60's. Just
have Yuna summon Valefor and it won't be able to hit you, but you'll be able
to attack it.

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

#84. Mech Guard (Bikanel Desert)
-> HP: 1280 - 1432
-> MP: 1
-> AP: 310 - 465
-> Statistics:
Str- 25, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 10, Eva- 0, Luck- 15
-> Steal: Common- 2 Grenades, Uncommon- 3 Grenades
-> Bribe: Gil- 25600, Item- 50 Grenades
-> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Hi-Potions
-> Gil Received: 600
-> Immunities: Sleep, Zombie, Threaten, Poison, Death
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: SOS NulFrost, SOS NulTide, SOS NulShock, SOS NulBlaze
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

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

-> Sensor: Steal to inflict terminal malfunction.
-> Scan: Same type of machina as the Workers at Luca. Stealing will cause a
terminal malfunction, so leave it to Rikku. Vulnerable to lightning.


---> STRATEGIC TACTICS: <---
Mech Guard: Have your stats at 30 or so. Have Lulu use Thunder on it, and have
Tidus attack it. A better alternative yet is to have Rikku Steal from it so
that it falls apart instantly.

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

#85. Mech Gunner (Bikanel Desert)
-> HP: 2800 - 1432
-> MP: 1
-> AP: 540 - 810
-> Statistics:
Str- 31, Mag- 1, Def- 10, Mdef- 10, Acc- 0, Agl- 6, Eva- 0, Luck- 15
-> Steal: Common- Al Bhed Potion, Uncommon- 2 Al Bhed Potions
-> Bribe: Gil- 56000, Item- 40 Al Bhed Potions
-> Win: Common- 2 or 4 Hi-Potions, Uncommon- 2 or 4 Hi-Potions
-> Gil Received: 800
-> Immunities: Sleep, Zombie, Threaten, Poison, Death
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: SOS Reflect, SOS Protect, SOS Shell, SOS NulFrost, SOS
NulTide, SOS NulShock, SOS NulBlaze
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 30/128 (23%)

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

-> Sensor: Steal to inflict terminal malfunction.
-> Scan: Ancient machina. Has higher HP than the Mech Guard, but Stealing parts
will destroy it in one shot, so leave it to Rikku. Weak against lightning.

---> STRATEGIC TACTICS: <---
Mech Gunner: Have your stats at 35. Just use Rikku to steal from it. You should
also have Tidus attack it quickly and physically, whilst having Lulu destroy it
with Lightning magics.

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

#86. Mech Hunter (Cavern of the Stolen Fayth)
-> HP: 5500 - 4060
-> MP: 1
-> AP: 820 - 1230
-> Statistics:
Str- 36, Mag- 1, Def- 10, Mdef- 10, Acc- 0, Agl- 8, Eva- 0, Luck- 15
-> Steal: Common- Al Bhed Potion, Uncommon- 2 Al Bhed Potions
-> Bribe: Gil- 110000, Item- 60 Al Bhed Potions
-> Win: Common- 1 or 2 Phoenix Downs, Uncommon- 1 or 2 Mega Phoenixes
-> Gil Received: 673
-> Immunities: Sleep, Zombie, Threaten, Poison, Death
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: SOS Reflect, SOS Protect, SOS Shell, SOS NulFrost, SOS
NulTide, SOS NulShock, SOS NulBlaze
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 30/128 (23%)

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

-> Sensor: Steal to inflict terminal malfunction.
-> Scan: Higher HP and strength than the ones in the Sanubia Desert. Steal to
cause a terminal malfunction.

---> STRATEGIC TACTICS: <---
Mech Hunter: Have your stats near 37. But, just use Rikku to either Steal or
Mug it. That will derail it completely.

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

#87. Mech Leader (Mt. Gagazet)
-> HP: 3700 - 5550
-> MP: 1
-> AP: 830 - 1245
-> Statistics:
Str- 31, Mag- 28, Def- 5, Mdef- 5, Acc- 0, Agl- 15, Eva- 0, Luck- 15
-> Steal: Common- 2 Grenades, Uncommon- 2 Frag Grenades
-> Bribe: Gil- 74000, Item- 2 Door to Tomorrows
-> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Mega-Potions
-> Gil Received: 530
-> Immunities: Sleep, Zombie, Threaten, Poison, Death
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: SOS NulFrost, SOS NulTide, SOS NulShock, SOS NulBlaze
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Electrocute: Target (1), Type (mag), Protect (no), Shell (yes), Power (32),
Element (lightning), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)

-> Sensor: Steal to inflict terminal malfunction.
-> Scan: Abandoned machina from ages past. Its Electrocute attack inflicts
severe
lightning damage. Steal to terminate immediately.

---> STRATEGIC TACTICS: <---
Mech Leader. Have stats close to 36 or somewhere near there. Just follow the
same basic concept I pointed out in the last couple of strategies I have
mentioned above.

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

#88a. Mech Scouter (The Calm Lands)
-> HP: 2750 - 4125
-> MP: 1
-> AP: 480 - 720
-> Statistics:
Str- 30, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 14, Eva- 0, Luck- 15
-> Steal: Common- 3 Grenades, Uncommon- 4 Grenades
-> Bribe: Gil- 55000, Item- Door to Tomorrow
-> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Mega-Potions
-> Gil Received: 384
-> Immunities: Sleep, Zombie, Threaten, Poison, Death
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: SOS NulFrost, SOS NulTide, SOS NulShock, SOS NulBlaze
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

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

-> Sensor: Steal to inflict terminal malfunction.
-> Scan: Higher HP and strength than the ones in the Sanubia Desert. Steal to
cause a terminal malfunction.

---> STRATEGIC TACTICS: <---
Mech Scouter: Have stats where 30 is. Then do the same exact things as the last
methods clearly point out.

#88b. Mech Scouter --> On Fire (Calm Lands)
-> HP: 2750 - 4125
-> MP: 1
-> AP: 530 - 795
-> Statistics:
Str- 30, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 14, Eva- 0, Luck- 15
-> Steal: Common- 3 Grenades, Uncommon- 3 Grenades
-> Bribe: Gil- 55000, Item- Door to Tomorrow
-> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Mega-Potions
-> Gil Received: 215
-> Immunities: Sleep, Zombie, Threaten, Poison, Death
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: SOS NulFrost, SOS NulTide, SOS NulShock, SOS NulBlaze
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

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

-> Sensor: Steal to inflict terminal malfunction.
-> Scan: Higher HP and strength than the ones in the Sanubia Desert. Steal to
cause a terminal malfunction.

---> STRATEGIC TACTICS: <---
Mech Scouter: Have stats where 30 is. Then do the same exact things as the last
methods clearly point out.

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

#89. Melusine (Thunder Plains)
-> HP: 265 - 405
-> MP: 65
-> AP: 92 - 184
-> Statistics:
Str- 20, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 17, Eva- 8, Luck- 15
-> Steal: Common- Soft, Uncommon- Petrify Grenade
-> Bribe: Gil- 5300, Item- 4 Petrify Grenades
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 108
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Darkness- 20, Poison- 0; 25%
-> Elemental Affinities: [1/2 Damage] Lightning, Fire [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Slow Ward, Defense+3%
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%, Distil Speed
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

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

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

---> STRATEGIC TACTICS: <---
Melusine: Have stats anywhere from 23-28. Then, just use Lulu to cast Ice
spells on it. Or you can use Tidus and his swiftness to just physically attack
it.

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

#90. Mi'ihen Fang (Mi'ihen Highroad)
-> HP: 160 - 240
-> MP: 20
-> AP: 20 - 40
-> Statistics:
Str- 16, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 13, Eva- 5, Luck- 15
-> Steal: Common- Potion, Uncommon- Sleeping Powder
-> Bribe: Gil- 3200, Item- 5 Sleeping Powders
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 33
-> Immunities: None
-> Weaknesses: Doom- 1, Poison- 0; 25%, Sleep- 20, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Sleep Ward, Silence Ward, Magic Defense+3%
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%, Distil Power
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Perecentage: 4/128 (3%)

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

-> Sensor: Very nimble. Resistant to magic.
-> Scan: Very nimble and hard to hit. Magic defence is also high. It's
vulnerable to fire and water-based attacks, so use weapons with these elements
to inflict greater damage.

---> STRATEGIC TACTICS: <---
Mi'ihen Fang: Have stats closer to 18-21. Now just attack it once with Tidus,
there isn't much chance of Auron making contact with it, on account of speed
issues.

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

#91. Mimic (Omega Ruins)
-> HP: Horned Beast: 60000 - 13560
       Petrifying Snake: 40000 - 13560
       Mech: 40000 - 13560
       Winged Beast: 40000 - 13560
-> MP: Horned Beast: 10
       Petrifying Snake: 10
       Mech: 10
       Winged Beast: 10
-> AP: Horned Beast: 0 - 0
       Petrifying Snake: 0 - 0
       Mech: 0 - 0
       Winged Beast: 0 - 0
-> Statistics: Horned Beast: Str- 54, Mag- 26, Def- 1, Mdef- 1, Acc- 0, Agl- 25,
                             Eva- 0, Luck- 0
               Petrifying Snake: Str- 42, Mag- 58, Def- 1, Mdef- 255, Acc- 0,
                                 Agl- 22, Eva- 0, Luck- 15
               Mech: Str- 33, Mag- 38, Def- 150, Mdef- 150, Acc- 0,
                     Agl- 29, Eva- 0, Luck- 15
               Winged Beast: Str- 42, Mag- 12, Def- 255, Mdef- 1, Acc- 0,
                             Agl- 22, Eva- 0, Luck- 15
-> Steal: Horned Beast: None
          Petrifying Snake: None
          Mech: None
          Winged Beast: None
-> Bribe: Horned Beast: None
          Petrifying Snake: None
          Mech: None
          Winged Beast: None
-> Win: Horned Beast: None
        Petrifying Snake: None
        Mech: None
        Winged Beast: None
-> Gil Received: Horned Beast: 50000
                 Petrifying Snake: 50000
                 Mech: 50000
                 Winged Beast: 50000
-> Immunities: Horned Beast: Sleep, Silence, Darkness, Poison, Petrify, Slow,
                             Zombie, Power Break, Magic Break, Armor Break,
                             Mental Break, Threaten, Death, Provoke, NulShock,
                             NulTide, NulBlaze, NulFrost, Haste, Sensor, Scan,
                             Delay, Bribe
               Petrifying Snake: Sleep, Silence, Darkness, Poison, Petrify,
                                 Slow, Zombie, Power Break, Magic Break, Armor
                                 Break, Mental Break, Threaten, Death, Provoke,
                                 NulShock, NulTide, NulBlaze, NulFrost, Haste,
                                 Sensor, Scan, Delay, Bribe
               Mech: Sleep, Silence, Darkness, Poison, Petrify, Slow,
                     Zombie, Power Break, Magic Break, Armor Break,
                     Mental Break, Threaten, Death, Provoke, NulShock,
                     NulTide, NulBlaze, NulFrost, Haste, Sensor, Scan,
                     Delay, Bribe
               Winged Beast: Sleep, Silence, Darkness, Poison, Petrify, Slow,
                             Zombie, Power Break, Magic Break, Armor Break,
                             Mental Break, Threaten, Death, Provoke, NulShock,
                             NulTide, NulBlaze, NulFrost, Haste, Sensor, Scan,
                             Delay, Bribe
-> Weaknesses: Horned Beast: Doom- 5
               Petrifying Snake: Doom- 5
               Mech: Doom- 5
               Winged Beast: Doom- 5
-> Elemental Affinities: Horned Beast: [1/2 Damage] Holy, Ice, Lightning, Fire,
                                       Water
                         Petrify Grenade: [1/2 Damage] Holy, Ice, Lightning,
                                          Fire, Water
                         Mech: [1/2 Damage] Holy, Ice, Lightning, Fire,
                               Water
                         Winged Beast: [1/2 Damage] Holy, Ice, Lightning, Fire,
                                       Water
-> Zanmato Lv: Horned Beast: 4
               Petrifying Snake: 4
               Mech: 4
               Winged Beast: 4
-> Armor Abilities: Horned Beast: None
                    Petrifying Snake: None
                    Mech: None
                    Winged Beast: None
-> Weapon Abilities: Horned Beast: None
                     Petrifying Snake: None
                     Mech: None
                     Winged Beast: None
-> Armor/Weapon Dropped: All N/A

-> Abilities:

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

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

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

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

-> Sensor: Horned Beast: Immune
           Petrifying Snake: Immune
           Mech: Immune
           Winged Beast: Immune
-< Scan: Horned Beast: Immune
         Petrifying Snake: Immune
         Mech: Immune
         Winged Beast: Immune

---> STRATEGIC TACTICS: <---
Mimic (Horned Beast): Have your stats at about 130. Now use Auron or your
strongest attackers to strike it down with piercing attacks. Or you can have
Yuna summon Anima to drop it. Personally I still recommend the Anima method of
beating it, but...it is your choice.
Mimic (Petrifying Snake): Have stats at 125. Now just use physical attacks on
it. I also recommend either summoning the Magus Sisters or Anima, if for some
bizzare reason they die bring in Bahamut to finish it off.
Mimic (Mech): Have your stats up to 128. Now use Auron to attack it.
with physical attack. Follow up with Yuna summoning either Yojimbo or Bahamut.
Use Tidus to cast Hastega in the beginning, and then just to attack and heal.
Like this, it won't take too much time.
Mimic (Winged Beast): Have stats closer to 145 here. Now your best bet is to
bring in the Magus trio and have Mindy use an onslaught of Passados, and you
can use the others to heal or to attack it along with Mindy.

Here's stats for treasure chest it comes out of:

#91.1. ??? [treasure chest] (Omega Ruins...Bikanel Desert, Moonflow)
-> HP: 1 - 99999
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 15
-> Steal: Moonflow- Mega-Potion, Dragon Scale, Stamina Tablet
          Moonflow (Tutorial)- Bomb Core
          Bikanel Desert- Ether, X-Potion
          Omega Ruins- Mega-Potion, X-Potion
-> Bribe: None
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 0
-> Immunities: Death, Zombie, Poison, Power Break, Magic Break, Armor Break,
Mental Break, Confusr, Berserk, Provoke, Sleep, Silence, Darkness, Shell,
Protect, Reflect, Bar, Regen, Haste, Slow, Power Distiller, Scan, Eject,
Threaten, Doom, Mana Distiller, Speed Distiller, Ability Distiller
-> Inherent Statuses: 0(1), 0(2), 0(4), 1(3), 1(4), 1(5), 1(6)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: Steal to get the stuff inside.
-> Scan: None

#91.1??. ??? [treasure chest] (Moonflow - tutorial)
-> HP: 1 - 99999
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str: 1, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 0, Eva: 0, Luck: 15
-> Steal: Moonflow (Tutorial)- Bomb Core
-> Bribe: None
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 0
-> Immunities: Death, Zombie, Poison, Power Break, Magic Break, Armor Break,
Mental Break, Confusr, Berserk, Provoke, Sleep, Silence, Darkness, Shell,
Protect, Reflect, Bar, Regen, Haste, Slow, Power Distiller, Scan, Eject,
Threaten, Doom, Mana Distiller, Speed Distiller, Ability Distiller
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: Steal to get the stuff inside.
-> Scan: None

#91???. Mimic's Scraps (Omega Ruins - Mimic)
-> HP: 1 - 0
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Eva- 0, Luck- 0
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sensor, Scan, Threaten
-> Weaknesses: Silence; 20, Darkness; 20, Sleep; 20; Doom- 3
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

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

#92. Murussu (Macalania Woods)
-> HP: 580 - 870
-> MP: 20
-> AP: 240 - 480
-> Statistics:
Str- 25, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 7, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Hypello Potion
-> Bribe: Gil- 11600, Item- 24 Hypello Potions
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 165
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning, Fire
-> Zanmato Lv: 1
-> Armor Abilities: Defense+5%, Berserk Ward
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%, Distil Power
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Perecentage: 4/128 (3%)

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

-> Sensor: Covered by a hard shell. Piercing weapons are the way to go. Watch
out for slow.
-> Scan: Covered by a hard shell. Slow-moving, but has high physical and magic
defence. Vulnerable to fire and lightning. Its Bash may inflict slow.

---> STRATEGIC TACTICS: <---
Murussu: Have stats that are at about 30-31. Just use Auron to attack and
Tidus to heal here. Lulu's role in this fight is to cast Fire and Thunder
magic for some true damage.

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

#93. Mushussu (Bikanel Desert)
-> HP: 680 - 1020
-> MP: 38
-> AP: 310 - 620
-> Statistics:
Str- 36, Mag- 42, Def- 1, Mdef- 120, Acc- 0, Agl- 9, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Silver Hourglass
-> Bribe: Gil- 13600, Item- 4 Gold Hourglasses
-> Win: Common- 1 or 2 Power Spheres/1 or 2 Al Bhed Potions, Uncommon- 1 or 2
Power Spheres/1 or 2 Al Bhed Potions
-> Gil Received: 270
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Ice [1/2 Damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: HP+10%, Slow Ward
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%, Distil Power
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Perecentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Slow - 3 turns (10%)]
- Flame Breath: Target (1), Type (mag), Protect (no), Shell (yes), Power (19),
Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no)

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

---> STRATEGIC TACTICS: <---
Mushussu: Have stats that are near 33-35 for this one. Use Tidus to heal,
also use Auron to attack it physically. But utilize Lulu's magic and have her
use Ice magic spells to kill it.

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

#94. Nebiros (The Calm Lands)
-> HP: 700 - 1050
-> MP: 65
-> AP: 480 - 960
-> Statistics:
Str- 22, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 22, Eva- 16, Luck- 15
-> Steal: Common- Poison Fang, Uncommon- 2 Poison Fangs
-> Bribe: Gil- 14000, Item- 6 Poison Fangs
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 320
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Poison Ward
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%, Distil Speed
-> Armor/Weapon Dropped: Slots: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Perecentage: 4/128 (3%)

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

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

---> STRATEGIC TACTICS: <---
Nebiros: Have stats that are up to about 44. Just use Lulu to cast Fire on it
since right now your other characters are too slow to hit it physically.

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

#95. Nidhogg (Cavern of the Stolen Fayth, Mt. Gagazet)
-> HP: 2000 - 3000
-> MP: 46
-> AP: 810 - 1620
-> Statistics:
Str- 43, Mag- 50, Def- 1, Mdef- 180, Acc- 0, Agl- 10, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Gold Hourglass
-> Bribe: Gil- 40000, Item- 12 Gold Hourglasses
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 602
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Ice [1/2 Damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Slow Ward
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%, Distil Power
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Perecentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (120), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Slow - 3 turns (30%)]
- Flame Breath: Target (all), Type (mag), Protect (no), Shell (yes), Power (19),
Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (no)

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

---> STRATEGIC TACTICS: <---
Nidhogg: Have stats that have gotten to 53. Your battle politics here are to
have Lulu use Ice magic. If that doesn't work effectively, use Auron to cut it
asunder.

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

#96. Ochu (Moonflow Area)
-> HP: 7200 - 924
-> MP: 35
-> AP: 180 - 270
-> Statistics:
Str- 22, Mag- 14, Def- 1, Mdef- 1, Acc- 0, Agl- 6, Eva- 0, Luck- 15
-> Steal: Common- Remedy, Uncommon- 2 Remedies
-> Bribe: Gil- 144000, Item- 70 Remedies
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 2 or 4 Mana Spheres
-> Gil Received: 520
-> Immunities: Darkness, Zombie, Confuse, Provoke, Berserk
-> Weaknesses: Doom- 2, Sleep- 20, Silence- 20, Poison- 99; 5%
-> Elemental Affinities: [Absorption] Water [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Dark Ward, Silence Ward, Sleep Ward, Poison Ward,
Confuse Ward, Berserk Ward, Stone Ward
-> Weapon Abilities: Strength+5%, Piercing, Poisontouch, Magic+5%
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no),
[Poison (80%)]
- Ochu Dance: Target (all), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(yes), [Darkness - 3 turns (80%)], [Slow - 5 turns (20%)], [Silence - 3 turns
(80%)], [Confusion (20%)]

-> Sensor: Vulnerable to fire.
-> Scan: When HP is low, it performs Ochu Dance, which inflicts darkness,
silence, confusion, and slow. Beware of its poison claws. Vulnerable to fire.

---> STRATEGIC TACTICS: <---
Ochu: Have your stats nearer to 40-55. Use Auron to attack it, and Tidus to
use Haste and then to attack. Have Lulu cast Fira or Firaga on it. But also
have Yuna summon whatever aeon you want and beat it down like that, Ifrit.

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

#97. Octopus (Via Purifico)
-> HP: 4500 - 2108
-> MP: 1
-> AP: 750 - 1050
-> Statistics:
Str- 27, Mag- 5, Def- 1, Mdef- 1, Acc- 0, Agl- 10, Eva- 0, Luck- 15
-> Steal: Common- Dragon Scale, Uncommon- Water Gem
-> Bribe: Gil- 90000, Item- 20 Healing Springs
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 220
-> Immunities: Threaten, Sleep
-> Weaknesses: Doom- 5, Poison- 0; 25%
-> Elemental Affinities: [Absorption] Water [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Water Ward, HP+5%
-> Weapon Abilities: Waterstrike, Strength+5%, Piercing, Magic+5%
-> Armor/Weapon Dropped: Slots: 1
                         Pre-Customized Abilities: 0 to 1
                         Drop Perecntage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Tentacles Attack: Target (1), Type (str), Protect (yes), Shell (no), Power
(16),Element (-), Range (far), Accuracy (90), Shatter (10), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (no), [Slow - 3 turns (100%)]

-> Sensor: Head is covered by a hard shell.
-> Scan: Since it's covered by a hard shell, piercing weapons are the way to
go. Magic defence is low, and it's also weak against lightning. Its attacks
may inflict slow.

---> STRATEGIC TACTICS: <---
Octopus: Here have your stats around 35. Just use Rikku to throw grenades and
to Mix, and even to Steal. Just use Wakka to attack it and use him to heal
when you get low on HP. Then have Tidus just come up and hack away. Lulu is
best here for using Lightning spells to do twice the normal damage. But when
using Lulu, always avoid using Water spells, because, if you use those, you'll
be healing Octopus' HP.

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

#98. Ogre (The Calm Lands)
-> HP: 9400 - 4060
-> MP: 3
-> AP: 1080 - 1620
-> Statistics:
Str- 28, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 17, Eva- 0, Luck- 15
-> Steal: Common- Stamina Spring, Uncommon- 2 Stamina Springs
-> Bribe: Gil- 188000, Item- 50 Stamina Springs
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 980
-> Immunities: Slow, Power Break
-> Weaknesses: Doom- 2, Sleep- 95, Poison- 25; 25%, Darkness- 95, Zombie- 25,
Petrify- 25, Death- 25
-> Elemental Affinities: [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: SOS Haste, HP+10%
-> Weapon Abilities: Magic+5%, Strength+5%, Counter-Attack, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Perecentage: 64/128 (50%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Attack (two hands): Target (1), Type (str), Protect (yes), Shell (no), Power
(24), Element (-), Range (close), Accuracy (-), Shatter (50), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(yes), Appear (no)
- Counterattack: Target (1), Type (str), Protect (yes), Shell (no), Power (20),
Element (-), Range (far), Accuracy (-), Shatter (10), Critical (yes), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no)
- Dukes Up: It is used sorta as a counter after it has sustained about 4801 of
damage or more.

-> Sensor: Be careful if it puts up its dukes.
-> Scan: When it puts up its dukes, it will respond to physical attacks with a
mighty counter-attack. Fire-based attacks are the way to go.

---> STRATEGIC TACTICS: <---
Ogre: Have stats that are near 40 here. Auron is good for attacking here, also
have him use his overdrive if you want. Have Tidus attack him too. Lulu is
good here only to cast Fire on it.

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

#99. Phlegyas (Via Purifico)
-> HP: 1680 - 2108
-> MP: 50
-> AP: 650 - 975
-> Statistics:
Str- 26, Mag- 33, Def- 1, Mdef- 20, Acc- 0, Agl- 12, Eva- 0, Luck- 15
-> Steal: Common- 2 Dragon Scales, Uncommon- Water Gem
-> Bribe: Gil- 33600, Item- 6 Healing Springs
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 410
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 95, Poison- 0; 25%
-> Elemental Affinities: [1/2 Damage] Water, Fire [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Auto-Med, MP+10%
-> Weapon Abilities: Strength+5%, Magic+5%, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 30/128 (23%)

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

-> Sensor: Watch out when it starts glowing. It releases Sonic Wave after the
third pulse.
-> Scan: It starts glowing when hit. After the 3rd pulse, it attacks with a
Sonic Wave that hits all. Put it to sleep to prevent it from glowing. It takes
only half damage from water. Weak against lightning.

---> STRATEGIC TACTICS: <---
Phlegyas: Have stats at around 25-30. Just whail away at it with Tidus. 2-3
hits should do it, back him up with Wakka's blitzball, and Rikku can steal
useful Water Gems and Dragon Scales from it.

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

#100.1a. Piranha[x1] (Al Bhed Ship - Submerged Ruins)
-> HP: 50 - 225
-> MP: 1
-> AP: 1 - 2
-> Statistics:
Str- 6, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 12, Eva- 0, Luck- 15
-> Steal: Common- Grenade, Uncommon- 2 Grenades
-> Bribe: Gil- 1000, Item- Water Gem
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 2
-> Immunities: Sleep, Poison
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Fire [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

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

-> Sensor: Low attack and HP.
-> Scan: Attacks by biting. Low HP and strength. It should be an easy enemy to
handle.

---> STRATEGIC TACTICS: <---
Piranha: Just attack once with either Tidus or Wakka, if they come in pairs
of 3 or 2 you'll need to use both Wakka and Tidus.

100.2b. Piranha[x2] (Al Bhed Ship - Submerged Ruins)
-> HP: 100 - 225
-> MP: 2
-> AP: 1 - 2
-> Statistics:
Str- 8, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 9, Eva- 0, Luck- 15
-> Steal: Common- Grenade, Uncommon- 2 Grenades
-> Bribe: Gil- 2000, Item- Water Gem
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 3
-> Immunities: Sleep, Poison
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Fire [1.5 damage] Lightning [Immune] Water
-> Zanmato Lv: 1
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

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

---> STRATEGIC TACTICS: <---
Piranha: Just attack once with either Tidus or Wakka, if they come in pairs
of 3 or 2 you'll need to use both Wakka and Tidus.

-> Sensor: Attacks in packs of two.
-> Scan: Attacks by biting. Both HP and attack power are higher when they appear
in pairs.

100.3c. Piranha[x3] (Al Bhed Ship - Submerged Ruins)
-> HP: 150 - 225
-> MP: 3
-> AP: 1 - 2
-> Statistics:
Str- 10, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 6, Eva- 0, Luck- 15
-> Steal: Common- Grenade, Uncommon- 2 Grenades
-> Bribe: Gil- 3000, Item- Water Gem
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 5
-> Immunities: Sleep, Poison
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Fire [1.5 damage] Lightning [Immune] Water
-> Zanmato Lv: 1
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

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

-> Sensor: Attacks in packs of three.
-> Scan: Attacks by biting. Both HP and attack power are higher when they
appear in groups of three.

---> STRATEGIC TACTICS: <---
Piranha: Just attack once with either Tidus or Wakka, if they come in pairs
of 3 or 2 you'll need to use both Wakka and Tidus.

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

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

-> Sensor: None
-> Scan: None

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

#101. Puroboros (Omega Ruins)
-> HP: 20000 - 13560
-> MP: 180
-> AP: 3200 - 6400
-> Statistics:
Str- 36, Mag- 25, Def- 40, Mdef- 1, Acc- 0, Agl- 28, Eva- 0, Luck- 15
Str- 40, Mag- 32, Def- 60, Mdef- 120, Acc- 0, Agl- 28, Eva- 0, Luck- 12 (Int.)
-> Steal: Common- 3 Fire Gems, Uncommon- 4 Fire Gems
-> Bribe: Gil- 400000, Item- 36 Shining Gems
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Lv.1 Key Spheres
-> Gil Received: 970
-> Immunities: Threaten, Sleep, Eject
-> Weaknesses: Doom- 3, Silence- 20, Darkness- 20, Petrify- 120 (Int.), Death-
120 (Int.), Poison- 0; 25%
-> Elemental Affinities: [Absorption] Fire (Int only)
-> Zanmato Lv: 1
-> Armor Abilities: Fireproof, Fire Eater
-> Weapon Abilities: Piercing, Distil Power, Firestrike
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (fire), Range (far), Accuracy (120), Shatter (0), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Self-Destruct: Target (1), Type (fixed), Protect (yes), Shell (no), Power
(-), Element (fire), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [2500 fix dmg]
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke
(yes), Appear (yes)
- Swell Up: Grows larger after every damage or rejuvenation it takes.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Puroboros: Have your stats about the area of 110. Have Auron and whoever your
other strongest attack(s) is to strike at it. The reason you just use these
characters is that you need to kill it before it brutally self-destructs on
you. You have another alternative of summoning one of the hidden aeons to beat
it.

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

#102. Qactuar (Thunder Plains)
-> HP: 500 - 750
-> MP: 1
-> AP: 350 - 525
-> Statistics:
Str- 19, Mag- 1, Def- 1, Mdef- 255, Acc- 0, Agl- 15, Eva- 17, Luck- 15
-> Steal: Common- Chocobo Feather, Uncommon- Chocobo Feather
-> Bribe: None
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 2 or 4 Speed Spheres
-> Gil Received: 1500
-> Immunities: Zombie, Power Break, Mental Break, Magic Break, Armor Break,
Silence, Darkness, Demi, Bribe, Delay
-> Inherent Statuses: A(6)
-> Weaknesses: Death- 25, Poison- 25; 1%, Sleep- 80, Petrify- 25, Doom- 2
-> Elemental Affinities: None
-> Zanmato Lv: 2
-> Armor Abilities: MP Stroll, HP Stroll, HP+5%
-> Weapon Abilities: Initiative, Piercing, Strength+5%, Magic+5%
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- 1000 Needles: Target (1), Type (fixed), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(yes), [1000 fix dmg]
Run away- Flees from battle.

-> Sensor: You'll get a treat if you can defeat it before it gets away.
-> Scan: Beware of 1000 Needles, as it inflicts 1000 points of damage. Resistant
to both physical and magical attacks. Runs away when HP is low. Threaten is
recommended.

---> STRATEGIC TACTICS: <---
Qactuar: Have stats close to 20-25. Have Tidus attack it, and pray for it to
hit it. Or have Yuna summon your most agile aeon which is, at this point...
Shiav. Have Shiva use its overdrive on it. You can Provoke it so cannot run
from you.

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

#103. Ragora (Kilika Woods)
-> HP: 780 - 1170
-> MP: 15
-> AP: 20 - 40
-> Statistics:
Str- 18, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 8, Eva- 0, Luck- 15
-> Steal: Common- Antidote, Uncommon- Remedy
-> Bribe: Gil- 15600, Item- 8 Remedies
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 48
-> Immunities: Zombie, Darkness
-> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20
-> Elemental Affinities: [Absorption] Water [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Poison Ward, HP+5%
-> Weapon Abilities: Magic+3%, Piercing, Strength+3%, Poisontouch
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 8/128 (6%)

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

-> Sensor: Vulnerable to fire.
-> Scan: Watch out for its powerful Seed Cannon. One bad hit will knock
characters out. Plants tend to be weak against fire, so have Lulu cast Fira.
Kimahri can learn Seed Cannon.

---> STRATEGIC TACTICS: <---
Ragora: Stats around 14 will do fine. Just have Lulu use Fire and have Tidus
attack it physically. Remember, you gain Seed Cannon from it during the small
tutorial with Kimahri's Lancet ability. That's all you need to know to beat
this rather simple enemy.

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

#103??. Ragora (Kilika Woods - tutorial)
-> HP: 780 - 1170
-> MP: 15
-> AP: 20 - 40
-> Statistics:
Str- 18, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 8, Eva- 0, Luck- 15
-> Steal: Common- Antidote, Uncommon- Remedy
-> Bribe: Gil- 15600, Item- 8 Remedies
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 48
-> Immunities: Zombie, Darkness
-> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20
-> Elemental Affinities: [Absorption] Water [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Poison Ward, HP+5%
-> Weapon Abilities: Magic+3%, Piercing, Strength+3%, Poisontouch
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 8/128 (6%)

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

-> Sensor: Vulnerable to fire.
-> Scan: Watch out for its powerful Seed Cannon. One bad hit will knock
characters out. Plants tend to be weak against fire, so have Lulu cast Fira.
Kimahri can learn Seed Cannon.

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

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

#104. Raldo (Mi'ihen Highroad)
-> HP: 240 - 360
-> MP: 10
-> AP: 20 - 40
-> Statistics:
Str- 19, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 5, Eva- 0, Luck- 15
-> Steal: Common- Potion, Uncommon- Hypello Potion
-> Bribe: Gil- 4800, Item- 10 Hypello Potions
-> Gil Received: 42
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Defense+3%, Berserk Ward
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

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

-> Sensor: Covered by a hard shell. Piercing weapons are the way to go.
-> Scan: Covered by a hard shell. Slow-moving, but has high physical and magic
defense. Vulnerable to ice. Falls easily to piercing weapons. Have Auron slice
it down the middle.

---> STRATEGIC TACTICS: <---
Raldo: Have stats that are at about the area of 26-28. Just use Auron to
pierce its armor with his weapon. Lulu can Ice it to death as well.

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

#104??. Raldo (Mi'ihen Highroad - tutorial)
-> HP: 240 - 360
-> MP: 10
-> AP: 20 - 40
-> Statistics:
Str- 19, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 5, Eva- 0, Luck- 15
-> Steal: Common- Potion, Uncommon- Hypello Potion
-> Bribe: Gil- 4800, Item- 10 Hypello Potions
-> Gil Received: 42
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Defense+3%, Berserk Ward
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

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

-> Sensor: Covered by a hard shell. Piercing weapons are the way to go.
-> Scan: Covered by a hard shell. Slow-moving, but has high physical and magic
defense. Vulnerable to ice. Falls easily to piercing weapons. Have Auron slice
it down the middle.

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

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

#105. Raptor (Mushroom Rock Road)
-> HP: 200 - 300
-> MP: 45
-> AP: 32 - 64
-> Statistics:
Str- 18, Def- 1, Mag- 1, Mdef- 120, Acc- 0, Agl- 14, Eva- 7, Luck- 15
-> Steal: Common- Soft, Uncommon- Petrify Grenade
-> Bribe: Gil- 4000, Item- 3 Petrify Grenades
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 48
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Lightning, Fire [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Slow Ward, Defense+3%
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

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

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

---> STRATEGIC TACTICS: <---
Raptor: Have stats near 30. Just have Tidus attack it physically and
eventually it will be nothing but pyreflies, or you can use Lulu to kill it
with Ice magic, but, whatever you decide to do, don't even think about using
Lightning and/or Fire magic to it.

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

#106. Red Element (Mushroom Rock Road)
-> HP: 450 - 675
-> MP: 130
-> AP: 32 - 64
-> Statistics:
Str- 1, Mag- 23, Def- 120, Mdef- 1, Acc- 0, Agl- 6, Eva- 0, Luck- 15
-> Steal: Common- Bomb Fragment, Uncommon- 2 Bomb Fragments
-> Bribe: Gil- 9000, Item- 8 Bomb Cores
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 55
-> Immunities: Sleep, Petrify, Zombie, Poison, Darkness
-> Weaknesses: Doom- 1, Silence- 20
-> Elemental Affinities: [1.5 damage] Ice [1/2 Damage] Water, Lightning
[Absorption] Fire
-> Zannato Lv: 1
-> Armor Abilities: Fire Ward, Fireproof
-> Weapon Abilities: Piercing, Firestrike, Distil Mana
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

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

-> Sensor: Fire elemental. Vulnerable to opposing element.
-> Scan: Casts Fire. Physical attacks hardly hurt it. Absorbs fire, so Blizzard
is the way to go.

---> STRATEGIC TACTICS: <---
Red Element: Have stats close to about 32. Have Lulu attack it with Ice
magic attacks. Have Auron follow those up with his powerful physical attacks +
Piercing ability to pierce through that damn heavy armor Red Element has. Cast
NulBlaze in the beginning of the fight and everytime after it uses its Fire
ability. If you forget to put it on and get nailed, use Cure to heal damage up.
All in all, Red Element's a pushover of an enemy.

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

#107. Remora (Via Purifico)
-> HP: 3000 - 2108
-> MP: 22
-> AP: 830 - 1245
-> Statistics:
Str- 30, Mag- 25, Def- 30, Mdef- 1, Acc- 0, Agl- 11, Eva- 0, Luck- 15
-> Steal: Common- Dragon Scale, Uncommon- 2 Dragon Scales
-> Bribe: Gil- 60000, Item- 20 Water Gems
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 535
-> Immunities: Sleep, Confuse
-> Weaknesses: Doom- 1, Poison- 0; 25%, Darkness- 95
-> Elemental Affinities: [1/2 Damage] Water [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Defense+3%, Zombie Ward
-> Weapon Abilities: Strength+5%, Piercing, Strength+3%
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 30/128 (23%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Rush: Target (1), Type (str), Protect (yes), Shell (no), Power (24), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Maelstrom: Target (all), Type (mag), Protect (no), Shell (yes), Power (32),
Element (-), Range (far), Accuracy (85), Shatter (0), Critical (no),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes)

-> Sensor: Watch out for Maelstrom.
-> Scan: The more you attack it the sooner it casts Maelstrom. Takes half damage
from water. Weak against lightning. Darkness and poison are the way to go.

---> STRATEGIC TACTICS: <---
Remora: Have stats close to 35. Just use Tidus to attack and Wakka also to
attack. Rikku can Steal and use grenades on it, also use her to heal Tidus and
Wakka.

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

#108. Sahagin (Baaj Temple - Beginning of Game)
-> HP: 100 - 200
-> MP: 5
-> AP: 0 - 0
-> Statistics:
Str- 3, Mag- 1, Def- 1, Mdef- 1, Acc- 25, Agl- 5, Eva- 0, Luck- 0
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Poison, Doom, Scan, Sensor, Bribe
-> Weaknesses: None
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

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

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Sahagin: Just use Tidus to attack it once, because at this point you have no
ultimate choice over his stats, or how he leveled. If by use of cheat device
you can use Lightning. But no need, it dies in one normal hit, unless that hit
by some strange phenomenom doesn't do at least 100.

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

#109a. Sahagin (Via Purifico)(pink)
-> HP: 1380 - 2070
-> MP: 20
-> AP: 200 - 400
-> Statistics:
Str- 28, Mag- 24, Def- 15, Mdef- 1, Acc- 0, Agl- 15, Eva- 0, Luck- 15
-> Steal: Common- 2 Fish Scales, Uncommon- 2 Dragon Scales
-> Bribe: Gil- 27600, Item- Water Gems
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 180
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Water Ward, HP+5%
-> Weapon Abilities: Waterstrike, Strength+3%, Piercing, Magic+3%
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

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

-> Sensor: Vulnerable to lightning. Slow on land.
-> Scan: Very nimble, but attacks are weak. HP is also low, so it's no threat
when it appears alone. Vulnerable to lightning. Cripple it early by inflicting
darkness or sleep on it.

---> STRATEGIC TACTICS: <---
Sahagin: Have stats around 24. Now attack it 2-4 times to bring it down. Have
anyone use Thunder magic if available with one of those characters.

#109b. Sahagin (Via Purifico)(land)
-> HP: 1380 - 2070
-> MP: 20
-> AP: 200 - 400
-> Statistics:
Str- 28, Mag- 24, Def- 15, Mdef- 1, Acc- 0, Agl- 15, Eva- 0, Luck- 15
-> Steal: Common- 2 Fish Scales, Uncommon- 2 Dragon Scales
-> Bribe: Gil- 27600, Item- Water Gems
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 180
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Water Ward, HP+5%
-> Weapon Abilities: Waterstrike, Strength+3%, Piercing, Magic+3%
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Squirt: Target (1), Type (mag), Protect (no), Shell (yes), Power (22),Element
(water), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)

-> Sensor: Vulnerable to lightning. Slow on land.
-> Scan: Very nimble, but attacks are weak. HP is also low, so it's no threat
when it appears alone. Vulnerable to lightning. Cripple it early by inflicting
darkness or sleep on it.

---> STRATEGIC TACTICS: <---
Sahagin: Have stats around 24. Now attack it 2-4 times to bring it down. Have
anyone use Thunder magic if available with one of those characters.

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

#???. Sahagin (dummied)
-> HP: 200 - 300
-> MP: 10
-> AP: 0 - 0
-> Statistics:
Str- 9, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 7, Eva- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Scan, Sensor
-> Weaknesses: Sleep; 20, Darkness; 20, Silence; 20, Poison- 0; 25%, Doom- 1
-> Elemental Affinities: [1.5 damage] Lightning [Immune] Water [1/2 Damage] Fire
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

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

#110. Sahagin Chief (Invaded Luca Blitzball Stadium)
-> HP: 170 - 340
-> MP: 5
-> AP: 2 - 3
-> Statistics:
Str- 12, Mag- 1, Def- 1, Mdef- 1, Acc- 25, Agl- 8, Eva- 0, Luck- 0
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 20
-> Immunities: Poison, Doom, Petrify, Bribe
-> Weaknesses: None
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A

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

-> Sensor: Vulnerable to lightning.
-> Scan: Nimble, but has low HP and strength. Just one is nothing to write home
about. Vulnerable to lightning, darkness, and sleep.

---> STRATEGIC TACTICS: <---
Sahagin Chief: Have stats near 29-31. Just have Tidus and Wakka attack at
them without stop. Use Wakka to heal, but only when it is absolutely
necessary. Blind them with Dark Attack!

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

#111. Sandragora (Bikanel Desert)
-> HP: 12750 - 1432
-> MP: 3
-> AP: 540 - 1080
-> Statistics:
Str- 25, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 12, Eva- 0, Luck- 15
-> Steal: Common- 2 Remedies, Uncommon- 10 Musks
-> Bribe: Gil- 255000, Item- 99 Remedies
-> Win: Common- 1 or 2 Mana Spheres/2 or 4 Al Bhed Bhed Potions, Uncommon- 1 or
2 Mana Spheres/2 or 4 Al Bhed Potions
-> Gil Received: 336
-> Immunities: Threaten, Zombie, Provoke, Confuse, Power Break, Darkness, Slow,
Silence
-> Weaknesses: Doom- 2, Poison- 25; 25%, Petrify- 25, Sleep- 80, Death- 25
-> Elemental Affinities: [Absorption] Water [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: HP+10%, HP+5%, Poison Ward
-> Weapon Abilities: Strength+3%, Piercing, Strength+3%, Poisontouch
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 8/128 (6%)

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

-> Sensor: Absorbs water.
-> Scan: Its Seed Burst doesn't hurt much, but may cause confusion. As a desert
plant it absorbs water, but burns easily.

---> STRATEGIC TACTICS: <---
- If you're ever hit with its status inflicting hit Seed Burst which does
physical damage and Confuse, what do you think all those Al Bhed Potions we've
been stocking ip on are for. You should have customized weapons with Firetouch
or Firestrike, and you should also use Lulu's Lv.2 Fire attacks. Too bad we
don't have Ifrit.
SUPER-GREAT TIP!: On my most recent playthru, I've discovered a way to
take Sandragora out in *one* hit no matter what. This trick is to have Auron
use his Shooting Star Overdrive to Eject it from battle. Match is over with you
as undisputed winner. (unless SS misses)

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

#112. Sand Wolf (Bikanel Desert)
-> HP: 450 - 675
-> MP: 55
-> AP: 310 - 620
-> Statistics:
Str- 23, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 23, Eva- 9, Luck- 15
-> Steal: Common- 2 Sleeping Powders, Uncommon- 2 Sleeping Powders
-> Bribe: Gil- 9000, Item- 12 Sleeping Powders
-> Win: Common- 1 or 2 Power Spheres/1 or 2 Al Bhed Bhed Potions, Uncommon- 1
or 2 Power Spheres/1 or 2 Al Bhed Potions
-> Gil Received: 225
-> Immunities: None
-> Weaknesses: Doom- 1, Poison- 0; 25%, Sleep- 20, Silence- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Ice, Fire
-> Zanmato Lv: 1
-> Armor Abilities: Sleep Ward, Silence Ward, Magic Defense+5%
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Strength+3%, Magic+3%, Distil Power
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

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

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

---> STRATEGIC TACTICS: <---
Sand Wolf: Have stats at about 34. Just attack it with Tidus. Also have Lulu
nail it with Ice, and Fire spells. If Auron is quick enough use him too.

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

#113. Sand Worm (Bikanel Desert)
-> HP: 45000 - 1432
-> MP: 100
-> AP: 2000 - 3000
-> Statistics:
Str- 30, Mag- 28, Def- 5, Mdef- 5, Acc- 0, Agl- 8, Eva- 0, Luck- 15
-> Steal: Common- 2 Shadow Gems, Uncommon- 2 Stamina Springs
-> Bribe: Gil- 900000, Item- 15 Winning Formulas
-> Win: Common- 2 or 4 Ability Spheres, Uncommon- 1 or 2 Lv.1 Key Spheres
-> Gil Received: 1000
-> Immunities: Petrify, Death, Slow, Confuse, Zombie, Provoke, Berserk,
Threaten
-> Weaknesses: Doom- 5, Sleep- 80, Poison- 0; 10%, Darkness- 50, Power Break- 50
-> Elemental Affinities: [1.5 damage] Ice, Water [1/2 Damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: HP+10%, Auto-Potion
-> Weapon Abilities: Magic+5%, Strength+5%, Slowtouch, Piercing
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Readying Quake: Starts count to Earthquake.
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Earthquake: Target (all), Type (mag), Protect (no), Shell (yes), Power (28),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Delay Attack (100%)]
- Swallow: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[character unusable]
- Regurgitate: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Delay Buster (100%)]

-> Sensor: Watch out for Earthquake, which hits all. Inflict darkness to avoid
its head butt.
-> Scan: Watch out for its Earthquake, which hits all characters. If a character
is Swallowed, he will be unavailable until the worm Regurgitates him back out.
Try inflicting darkness and sleep.

---> STRATEGIC TACTICS: <---
Sand Worm: Have stats about 50-53. Now use Auron for his overdrives and Tidus
for his overdrives as well. Use Lulu to attack with Ice, and Water magic
spells. Use Lulu also to do a Fury with either Water or Ice.

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

#114. Shred (Calm Lands)
-> HP: 1950 - 2925
-> MP: 30
-> AP: 480 - 960
-> Statistics:
Str- 35, Mag- 1, Def- 1, Mdef- 180, Acc- 0, Agl- 10, Eva- 0, Luck- 15
-> Steal: Common- Hypello Potion, Uncommon- 2 Hypello Potions
-> Bribe: Gil- 39000, Item- 50 Hypello Potions
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 368
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Poison- 0; 25%, Silence- 20, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Ice, Lightning, Water [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Berserk Ward
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike, Distil Power
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

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

-> Sensor: Covered by a hard shell. Piercing weapons are the way to go. Watch
out for slow.
-> Scan: Covered by a hard shell. Slow-moving, but has high physical and magic
defence. Vulnerable to fire, but takes only half damage from other elements. Its
Bash may inflict slow.

---> STRATEGIC TACTICS: <---
Shred: Have your stats near 33. Just have Auron pierce it, and have Tidus
attack it with a Spiral Cut. Yuna can summon if you really want her to, but
I think that is just a waste of time for this fight. Lulu can own Shred with
Fire magic. If Auron Armor Breaks it, he and Tidus can do even more extra
damage.

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

#115. Simurgh (Djose Highroad)
-> HP: 200 - 300
-> MP: 27
-> AP: 48 - 96
-> Statistics:
Str- 13, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 17, Eva- 0, Luck- 15
-> Steal: Common- Smoke Bomb, Uncommon- 2 Smoke Bombs
-> Bribe: Gil- 4000, Item- 5 Smoke Bombs
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 73
-> Immunities: None
-> Weaknesses: Doom- 1, Poison- 0; 25%, Silence- 20, Sleep- 20, Darkness- 20
-> Elemental Affinities: [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Magic Defense+3%, Dark Ward
-> Weapon Abilities: Piercing, Sensor, Distil Speed
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

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

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

---> STRATEGIC TACTICS: <---
Simurgh: Have stats about 27. Then if he isn't already out, bring out Wakka,
snd use him to attack physically with his blitzball. Or you can have Lulu
attack it with Fire magic. If he is quick enough only, use Tidus to physically
attack.

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

#116. Sinscale (green) (Zanarkand - Beginning of Game)
-> HP: 100 - 500
-> MP: 0
-> AP: 0 - 0
-> Statistics:
Str- 5, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 8, Eva- 0, Luck- 0
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Threaten, Provoke, Bribe, Scan
-> Weaknesses: Doom- 1, Poison- 0; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 4 (that should put an end to confusion)
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:

- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Spines: Target (1), Type (str), Protect (yes), Shell (no), Power (40), Element
(none), Range (far), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Wings start to flicker: Starts charge for Spines.

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Sinscale: Just use Tidus or Auron to attack it physically. When you encounter
them during the fight Sinspawn Ammes, you'll take them all out in one blow
automatically with Auron's very first beginning Overdrive which is, as you'll
see, is Dragon Fang.

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

#117. Sinscale (blue) (SS Liki Ship - Fight With Sin's Fin)
-> HP: 200 - 400
-> MP: 0
-> AP: 2 - 3
-> Statistics:
Str- 13, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 12, Eva- 0, Luck- 0
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 22
-> Immunities: Threaten, Bribe, Doom
-> Weaknesses: Poison- 0; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:

- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Spines: Target (1), Type (str), Protect (yes), Shell (no), Power (40), Element
(-), Range (far), Accuracy (-), Shatter (10), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes)
- Wings start to flicker: Starts charge for Spines.

-> Sensor: They just keep coming.
-> Scan: Launched from Sin's body. They unleash Spines once their wings flicker,
so dispatch them quickly.

---> STRATEGIC TACTICS: <---
Sinscale: Have Tidus attack it physically. If he misses contact, use Wakka to
hit it with his blitzball.

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

#118. Sinscale (Below SS Liki - Sinspawn Echuilles Fight)
-> HP: 100 - 300
-> MP: 0
-> AP: 2 - 3
-> Statistics:
Str- 11, Mag- 1, Def- 1, Mdef- 1, Acc- 100, Agl- 1, Eva- 0, Luck- 0
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 24
-> Immunities: Petrify, Threaten, Confuse, Sleep, Berserk, Bribe
-> Weaknesses: Doom- 3, Poison- 0; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 4
-> Armor Abilities: None
-> Weapon Abilities: None
-> Armor/Weapon Dropped: N/A
-> Abilities:

- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (far), Accuracy (100), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no),
[no longer in battle]
- Reappear: More Sinscales appear after other ones have attacked.

-> Sensor: They just keep coming.
-> Scan: Disappears after each attack, but more keep coming with no end in
sight.

---> STRATEGIC TACTICS: <---
Sinscale: Use Tidus and Wakka to simply attack them.

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

#???. Sinscale (dummied)
-> HP: 1 - 1
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Eva- 0, Luck- 0
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sensor, Scan, Threaten
-> Weaknesses: Doom- 3, Poison; 25
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

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

#???. Sinscale (dummied)
-> HP: 100 - 1
-> MP: 300
-> AP: 0 - 0
-> Statistics:
Str- 10, Mag- 1, Def- 1, Mdef- 1, Acc- 30, Agl- 0, Eva- 0, Luck- 0
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sensor, Scan, Threaten, Berserk, Confuse
-> Inherent Statuses: B(7)
-> Weaknesses: Doom- 3, Poison; 25
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

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

#???. Sinscale (dummied)
-> HP: 50 - 500
-> MP: 0
-> AP: 0 - 0
-> Statistics:
Str- 10, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 8, Eva- 0, Luck- 0
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Provoke, Scan, Threaten
-> Weaknesses: Doom- 3, Poison; 25
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

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

#119. Skoll (Calm Lands)
-> HP: 1000 - 1500
-> MP: 60
-> AP: 480 - 960
-> Statistics:
Str- 28, Mag- 1, Def- 1, Mdef- 180, Acc- 0, Agl- 28, Eva- 10, Luck- 15
-> Steal: Common- Dream Powder, Uncommon- 2 Dream Powders
-> Bribe: Gil- 20000, Item- 12 Dream Powders
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 420
-> Immunities: None
-> Weaknesses: Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20, Doom- 1
-> Elemental Affinities: [1.5 damage] Lightning, Fire
-> Zanmato Lv: 1
-> Armor Abilities: Sleep Ward, Silence Ward
-> Weapon Abilities: Piercing, Waterstrike, Lightningstrike, Distil Power,
Firestrike, Icestrike
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

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

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

---> STRATEGIC TACTICS: <---
Skoll: Have stats around 28-31. Use Tidus to physically attack. Use him with
Quick Attack if you have it, that is good. Have Wakka use Dark Attack to
prevent it from being able to hitting you.

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

#120. Snow Flan (Djose Road, Macalania [can be summoned by Guado Guardian])
-> HP: 600 - 900
-> MP: 120
-> AP: 48 - 96
-> Statistics:
Str- 1, Mag- 19, Def- 120, Mdef- 1, Acc- 0, Agl- 7, Eva- 0, Luck- 15
-> Steal: Common- 2 Antarctic Winds, Uncommon- 2 Antarctic Winds
-> Bribe: Gil- 12000, Item- 10 Arctic Winds
-> Win: Common- Mana Sphere, Uncommon- 2 Mana Spheres
-> Gil Received: 93
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Water, Lightning [1.5 damage] Fire
[Absorption] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Ice Ward, Iceproof
-> Weapon Abilities: Piercing, Distil Mana, Icestrike
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

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

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

---> STRATEGIC TACTICS: <---
Snow Flan: Have stats close to 30. Just use Lulu to cast Fire spells onto it.
Also, have Auron physically attack it with a weapon the bears Fire Touch/Strike
and also Piercing.

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

#121. Snow Wolf (Lake Macalania [can be summoned by Guado Guardian])
-> HP: 400 - 600
-> MP: 50
-> AP: 300 - 600
-> Statistics:
Str- 20, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 20, Eva- 8, Luck- 15
-> Steal: Common- Sleeping Powder, Uncommon- 2 Sleeping Powders
-> Bribe: Gil- 8000, Item- 11 Sleeping Powders
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 192
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Magic Defense+5%, Sleep Ward, Silence Ward
-> Weapon Abilities: Piercing, Waterstrike, Icestrike, Firestrike,
Lightningstrike, Distil Power
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

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

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

---> STRATEGIC TACTICS: <---
Snow Wolf: Have stats about 30-31. Have Tidus attack it once or twice, but
only physically. That will do the trick. You can have Lulu also obliterate it
with Fire spells.

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

#122. Spirit (Omega Ruins)
-> HP: 10000 - 13560
-> MP: 700
-> AP: 4300 - 8600
-> Statistics:
Str- 1, Mag- 42, Def- 60, Mdef- 1, Acc- 0, Agl- 24, Eva- 0, Luck- 15
Str- 1, Mag- 42, Def- 90, Mdef- 30, Acc- 0, Agl- 24, Eva- 0, Luck- 15 (Int)
-> Steal: Common- Stamina Spring, Uncommon- 2 Stamina Springs
-> Bribe: Gil- 200000, Item- 10 Twin Stars
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Friend Spheres
-> Gil Received: 1300
-> Immunities: Sleep, Silence, Zombie, Darkness, Poison, Petrify, Slow, Sensor,
Scan, Armor Break, Death
-> Weaknesses: Doom- 3
-> Elemental Affinities: [1/2 Damage] Fire, Holy, Ice, Water
[Absorption] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Sleepproof, Magic Defense+20%
-> Weapon Abilities: Sleeptouch, Sleepstrike, Piercing
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Poison Mist: Target (all), Type (mag), Protect (no), Shell (yes), Power (12),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Confusion (50%)], [Poison (130%)]
- White Wind: Target (all), Type (pheal), Protect (no), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(yes), Appear (yes), [restore HP x 1/2] [remove Sleep], [remove Darkness],
[remove Slow], [remove Confusion], [remove Silence], [remove Poison], [remove
Petrification], [remove Zombie], [remove Berserk], [remove Threaten], [remove
Provoke]
- Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundara: Target (1), Type (mag), Protect (no), Shell (yes), Power
(24),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Watera: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzara: Target (1), Type (mag), Protect (no), Shell (yes), Power
(24),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Spirit: Have stats about 118. Use Auron to attack physically or with an over
drive. Back him up with a physical or overdrive attack from either Tidus or
Kimahri. Try to avoid using all elemental magic (Holy included) in this fight.
When you are using magics, the best ones to use for this fight are definitiely
Ultima and/or Flare (Doublecast, too).

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

#123.1a. Splasher[x1] (Mt. Gagazet)
-> HP: 200 - 900
-> MP: 2
-> AP: 140 - 280
-> Statistics:
Str- 14, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 20, Eva- 10, Luck- 15
-> Steal: Common- Grenade, Uncommon- Frag Grenade
-> Bribe: Gil- 4000, Item- Dragon Scales
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 100
-> Immunities: Sleep, Poison
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20,
-> Elemental Affinities: [1.5 damage] Lightning [1/2 Damage] Fire [Immune] Water
-> Zanmato Lv: 1
-> Armor Abilities: HP+5%, Defense+3%
-> Weapon Abilities: Strength+5%, Magic+5%, Waterstrike, Piercing
-> Armor/Weapon Abilities: Slots: 1
                           Pre-Customized Abilities: 0 to 1
                           Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (close), Accuracy (90), Shatter (10), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Self-Destruct: Target (1), Type (str), Protect (yes), Shell (no), Power (30),
Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(yes), [used by only one fish at a time]

---> STRATEGIC TACTICS: <---
Splasher: Have stats about 45. Just attack once with either Tidus, Wakka,
or Rikku.

-> Sensor: Watch out for Self-Destruct.
-> Scan: When defeated, it sometimes inflicts damage on its attacker with Self-
Destruct.

#123.2b. Splasher[x2] (Mt. Gagazet)
-> HP: 400 - 900
-> MP: 4
-> AP: 300 - 600
-> Statistics:
Str- 19, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 17, Eva- 8, Luck- 15
-> Steal: Common- Grenade, Uncommon- Frag Grenade
-> Bribe: Gil- 8000, Item- Dragon Scales
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 140
-> Immunities: Sleep, Poison
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20,
-> Elemental Affinities: [1.5 damage] Lightning [1/2 Damage] Fire [Immune] Water
-> Zanmato Lv: 1
-> Armor Abilities: HP+5%, Defense+3%
-> Weapon Abilities: Strength+5%, Magic+5%, Waterstrike, Piercing
-> Armor/Weapon Abilities: Slots: 1
                           Pre-Customized Abilities: 0 to 1
                           Drop Percentage: 4/128 (3%)
-> Abilities:
- Bite: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no),
[Poison (100%)], [used by two or three fish at a time]

-> Sensor: Watch out for poison.
-> Scan: Acts in pairs. May inflict poison when it bites.

---> STRATEGIC TACTICS: <---
Splasher: Have stats about 45. Just attack with either Tidus, Wakka, or Rikku.
Not a big match.

#123.3c. Splasher[x3] (Mt. Gagazet)
-> HP: 600 - 900
-> MP: 4
-> AP: 440 - 880
-> Statistics:
Str- 24, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 15, Eva- 6, Luck- 15
-> Steal: Common- Grenade, Uncommon- Frag Grenade
-> Bribe: Gil- 12000, Item- Dragon Scales
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 200
-> Immunities: Sleep, Poison
-> Weaknesses: Doom- 1, Silence- 20, Darkness- 20,
-> Elemental Affinities: [1.5 damage] Lightning [1/2 Damage] Fire [Immune] Water
-> Zanmato Lv: 1
-> Armor Abilities: HP+5%, Defense+3%
-> Weapon Abilities: Strength+5%, Magic+5%, Waterstrike, Piercing
-> Armor/Weapon Abilities: Slots: 1
                           Pre-Customized Abilities: 0 to 1
                           Drop Percentage: 4/128 (3%)

-> Abilities:
- Bite: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (far), Accuracy (90), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no),
[Poison (100%)], [used by two or three fish at a time]

-> Sensor: Watch out for poison.
-> Scan: Acts in groups of three. May inflict poison when it bites.

---> STRATEGIC TACTICS: <---
Splasher: Have stats about 45. Just attack with either Tidus, Wakka, or Rikku.
Not a big match.

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

#124. Swamp Mafdet (Via Purifico)
-> HP: 850 - 1275
-> MP: 1
-> AP: None*
* - In International version, 240 - 480
-> Statistics:
Str- 30, Mag- 1, Def- 1, Mdef- 120, Acc- 0, Agl- 6, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Hypello Potion
-> Bribe: Gil- 17000, Item- 28 Hypello Potions
-> Win: Common- 1 or 2 Power Spheres
-> Gil Received: None**
** - In International version, 290
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1.5 damage] Ice, Lightning
-> Zanmato Lv: 1
-> Armor Abilities: None***
*** - In International version, Defense+5%, Berserk Ward
-> Weapon Abilities: None****
**** - In International version, Piercing, Distil Power, Watersrtike, Icestrike,
Firestrike, Lightningstrike
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

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

-> Sensor: Covered by a hard shell. Piercing weapons are the way to go. Watch
out for slow.
-> Scan: Covered by a hard shell. Slow-moving, but has high magic physical and
magic defence. Vulnerable to lightning and ice. Its Bash sometimes inflicts
slow.

---> STRATEGIC TACTICS: <---
Swamp Mafdet: Have stats closer to 30. Have Auron attack with any Piercing
weapon you may possess. Have Lulu come in and attack with Ice and Lightning
magic attacks.

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

#???. Tanker (Zanarkand - Sinscale fight)
-> HP: 1000 - 1000
-> MP: 1
-> AP: 0 - 0
-> Statistics:
Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sleep, Darkness, Petrification, Zombie, Magic Break, Mental
Break, Death, Silence, Poison, Slow, Power Break, Armor Break, Threaten,
Provoke, Nullification, Protect, Haste, Distillers, Scan, Delay, Doom, Shell,
Reflect, Regen, Sensor, Demi, Eject, Bribe
-> Inherent Statuses: B(7), 0(1), 0(2), 1(3), 1(5), 1(4)
-> Weaknesses: None
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor:
-> Scan: None

-> STRATEGIC TACTICS:
Just attack it, ignoring the Sinscales, over and over, until it falls down and
pretty much kills all Sinscales.

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

#???. Tentacle (dummied)
-> HP: 65535 - 65535
-> MP: 1
-> AP: 0 - 0
-> Str- 1, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 0, Luck- 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Sensor, Scan, Threaten
-> Weaknesses: Doom- 3, Poison; 25
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

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

#125. Thorn (Cavern of the Stolen Fayth)
-> HP: 4080 - 4060
-> MP: 120
-> AP: 830 - 1660
-> Statistics:
Str- 1, Mag- 25, Def- 1, Mdef- 1, Acc- 0, Agl- 8, Eva- 0, Luck- 15
-> Steal: Common- 2 Silence Grenades, Uncommon- Ether
-> Bribe: Gil- 81600, Item- 16 Turbo Ethers
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 530
-> Immunities: Magic Break, Silence, Zombie, Confuse, Darkness, Berserk, Poison
-> Weaknesses: Doom- 1, Sleep- 95, Petrify- 25, Death- 25
-> Elemental Affinities: [1/2 Damage] Ice, Lightning, Water [1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Sleep Ward, MP+5%
-> Weapon Abilities: Magic+3%, Magic+5%, Piercing, Sleeptouch, Strength+3%,
Strength+5%
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Pollen: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Sleep - 3 turns (80%)], [Darkness - 3 turns (80%)]
- Fira: Target (1), Type (mag), Protect (no), Shell (yes), Power (24),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),
Provoke (yes), Appear (yes)

-> Sensor: Counters physical attacks with Pollen, which induces sleep and
darkness.
-> Scan: Casts Fira. Putting it to sleep is effective. Releases sleep and
darkness-inducing Pollen when hit by a weapon. Vulnerable to fire.

---> STRATEGIC TACTICS: <---
Thorn: Have your stats near 40. Use Auron for his attacking. Tidus should use
Haste and then attack it with Tidus. Lulu should use Fire magic in order to
punish it.

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

#126. Thunder Flan (Mushroom Rock Road)
-> HP: 450 - 675
-> MP: 50
-> AP: 24 - 48
-> Statistics:
Str- 1, Mag- 17, Def- 120, Mdef- 1, Acc- 0, Agl- 6, Eva- 0, Luck- 15
-> Steal: Common- Electro Marble, Uncommon- 2 Electro Marbles
-> Bribe: Gil- 9000, Item- 8 Lightning Marbles
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 50
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [Absorption] Lightning [1/2 Damage] Fire, Ice
[1.5 damage] Water
-> Zanmato Lv:  1
-> Armor Abilities: Lightning Ward, Lightningproof
-> Weapon Abilities: Piercing, Lightningstrike, Distil Mana
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

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

-> Sensor: Lightning elemental. Vulnerable to opposing element. Resistant to
physical attacks.
-> Scan: Lightning-based. So soft, it's hard to damage physically. Weak against
water, so blast it with Water. Don't use lightning, or it will recover HP.

---> STRATEGIC TACTICS: <---
Thunder Flan: Have Lulu use Water spells here. Have Auron attack if you want.
Tidus can use an Overdrive if wanted.

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

#127. Tonberry (Cavern of the Stolen Fayth)
-> HP: 13500 - 4060
-> MP: 1
-> AP: 6500 - 9750
-> Statistics:
Str- 40, Mag- 43, Def- 10, Mdef- 10, Acc- 0, Agl- 14, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Farplane Shadow
-> Bribe: Gil- 270000, Item- 2 Amulets
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres
-> Gil Received: 2000
-> Immunities: Silence, Darkness, Poison, Petrify, Zombie, Threaten, Berserk,
Slow, Power Break, Mental Break, Confuse, Magic Break, Armor Break, Delay,
Provoke, Eject, Death
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 25, Sleep- 20
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Death Ward
-> Weapon Abilities: Slowtouch, Deathtouch, Piercing
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 64/128 (50%)
-> Abilities:
- Chef's Knife: Target (1), Type (str), Protect (yes), Shell (no), Power (20),
Element (-), Range (far), Accuracy (-), Shatter (10), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)
- Karma: Target (1), Type (fixed), Protect (no), Shell (no), Power (10),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes),
[Dmg = enemies killed x 10]
- Voodoo: Target (1), Type (fixed), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (no),
Darkness (no), Reflect (no), Break Dmg Limit (yes), Provoke (no), Appear (yes),
[10000 fix dmg]
- Move Closer: It will move closer to your party for 4 turns, then you'll see a
Chef's Knife.

-> Sensor: Advances closer four times. Defeat it before then or else...
-> Scan: After four waddles, he stabs with his Chef's Knofe. His counter-attack
Karma deals damage based on the number of enemies that character has defeated.

---> STRATEGIC TACTICS: <---
Tonberry: Have stats in the 50 family. Use Auron to attack it with physical
attacks. Yuna can summon Bahamut if you want, for quicker outcomes. Tidus is
good for casting Haste from the start and then have him start physically
attacking it. Be careful with its Karma attack, which does damage based on
how many enemies you have killed throughout the game. Don't let it get to
close to you either, because it will use its Doink attack, which hurts alot.

Here's a Karma damage chart I decided to put together for enemies killed-to-
damage done ratio:
1 - 10                       3267 - 32670                 6534 - 65340
99 - 990                     3366 - 33660                 6633 - 66330
198 - 1980                   3465 - 34650                 6732 - 67320
297 - 2970                   3564 - 35640                 6831 - 68310
396 - 3960                   3663 - 36630                 6930 - 69300
495 - 4950                   3762 - 37620                 7029 - 70290
594 - 5940                   3861 - 38610                 7128 - 71280
693 - 6930                   3960 - 39600                 7227 - 72270
792 - 7920                   4059 - 40590                 7326 - 73260
891 - 8910                   4158 - 41580                 7425 - 74250
990 - 9900                   4257 - 42570                 7524 - 75240
1089 - 10890                 4356 - 43560                 7623 - 76230
1188 - 11880                 4455 - 44550                 7722 - 77220
1287 - 12870                 4554 - 45540                 7821 - 78210
1386 - 13860                 4653 - 46530                 7920 - 79200
1485 - 14850                 4752 - 47520                 8019 - 80190
1584 - 15840                 4851 - 48510                 8118 - 81180
1683 - 16830                 4950 - 49500                 8217 - 82170
1782 - 17820                 5049 - 50490                 8316 - 83160
1881 - 18810                 5148 - 51480                 8415 - 84150
1980 - 19800                 5247 - 52470                 8514 - 85140
2079 - 20790                 5346 - 53460                 8613 - 86130
2178 - 21780                 5445 - 54450                 8712 - 87120
2277 - 22770                 5544 - 55440                 8811 - 88110
2376 - 22760                 5643 - 56430                 8910 - 89100
2475 - 24750                 5742 - 57420                 9009 - 90090
2574 - 25740                 5841 - 58410                 9108 - 91080
2673 - 26730                 5940 - 59400                 9207 - 92070
2772 - 27720                 6039 - 60390                 9306 - 93060
2871 - 28710                 6138 - 61380                 9405 - 94050
2970 - 29700                 6237 - 62370                 9504 - 95040
3069 - 30690                 6336 - 63360                 9603 - 96030
3168 - 31680                 6435 - 64350                 9702 - 97040
(note: some of these figures are very unrealistic, and    9801 - 98010
impossible to achieve, such as 1...it's impossible to     9900 - 99000
only have one kill in total by this point in the game.)   9999 - 99990

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

#128. Valaha (Cavern of the Stolen Fayth)
-> HP: 8700 - 4060
-> MP: 29
-> AP: 1320 - 1980
-> Statistics:
Str- 36, Mag- 21, Def- 1, Mdef- 1, Acc- 0, Agl- 23, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- 2 Hi-Potions
-> Bribe: Gil- 174000, Item- 60 X-Potions
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 720
-> Immunities: Slow, Death, Magic Break
-> Weaknesses: Doom- 2, Sleep- 80, Petrify- 25, Poison- 25; 25%
-> Elemental Affinities: [1/2 Damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: HP+10%
-> Weapon Abilities: Piercing, Firestrike, Silencetouch, Distil Ability
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

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

-> Sensor: Inflict darkness to evade its attacks.
-> Scan: Inflict darkness to hinder its attacks. Its Flame Ball is a powerful
fire attack that hits all, but it needs to Charge before it's released. Kimahri
can learn Fire Breath.

---> STRATEGIC TACTICS: <---
Valaha: Have your stats in the range of 40-48. Now use Auron just to attack
it. Tidus' Slice n Dice overdrive works nicely in this bout. Using Yuna for
healing purposes is best.

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

#129. Varuna (Omega Ruins)
-> HP: 56000 - 11036
-> MP: 999
-> AP: 19500 - 29250
-> Statistics:
Str- 13, Mag- 38, Def- 50, Mdef- 10, Acc- 0, Agl- 26, Eva- 0, Luck- 15
Str- 13, Mag- 38, Def- 70, Mdef- 40, Acc- 0, Agl- 26, Eva- 0, Luck- 15
-> Steal: Common- Farplane Wind, Uncommon- Shining Gem
-> Bribe: Gil- 1120000, Item- 20 Megalixirs
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Lv.2 Key Spheres
-> Gil Received: 1780
-> Immunities: Sleep, Silence, Darkness, Zombie, Poison, Confuse, Slow, Provoke,
Threaten, Reflect, Magic Break, Armor Break, Death, Delay
-> Weaknesses: Doom- 7, Petrify- 80
-> Elemental Affinities: [1/2 Damage] Ice, Lightning, Water, Fire
[1.5 damage] Holy
-> Zanmato Lv: 1
-> Armor Abilities: SOS Shell, Magic Defense+10%
-> Weapon Abilities: Piercing, Double Overdrive, Magic+10%
-> Armor/Weapon Dropped: Slots: 3 to 4
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 64/128 (50%)

-> Abilities:
- Pharaoh's Curse: Target (1), Type (-), Protect (no), Shell (no), Power
(-), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (yes),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [Darkness - 254 turns (100%)], [Silence - 254 turns (100%)],
[Poison (130%)], [Curse (100%)]
- Emblem of Fate: Target (1), Type (mag), Protect (no), Shell (yes), Power
(34), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no),
Appear (yes)
- Haste: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Haste (100%)] [immediate action]
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Demi: Target (all), Type (Grav), Protect (no), Shell (yes), Power (-), Element
(-), Range (infinite), Accuracy (-), Shatter (10), Critical (no), Silence (yes),
Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (yes),
[HP x 1/4]
- Death: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Death (80%)]
- Silence: Target (1), Type (-), Protect (no), Shell (no), Power (-), Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (no), Appear (yes),
[Silence - 3 turns (100%)]
- Dispel: Target (all), Type (-), Protect (no), Shell (no), Power (-),
Element (-), Range (infinite), Accuracy (-), Shatter (0), Critical (no),
Silence (yes), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (yes), [remove Shell], [remove Protect], [remove Haste], [remove
Regen], [remove Reflect], [remove NulAll]
- Mana Focus: Starts count to Emblem of Fate.

-> Sensor: Resistant to all four elements.
-> Scan: Casts Haste on himself and attacks with magic, so use Dispel on him.
After his Mana Focus, he'll cast Emblem of Fate. You can reduce damage with
Shell, but he can cast Dispel on you, too.

---> STRATEGIC TACTICS: <---
Varuna: Have stats near 160. Now have Tidus cast Hastega in the beginning of
the whole battle. Now use Auron to attack at it physically. Have Yuna heal
and summon. Now use Tidus for physical attacking purposes. Keep repeating
this until you have it killed. Oh, and when you decide to summon, make sure
it is the Magus Sisters or Anima which you summon, and then use their
overdrives, or use Mindy's Passado.

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

#???a. Vepar (1 fish - dummied)
-> HP: 600 - 2700
-> MP: 2
-> AP: 0 - 0
-> Statistics:
Str: 20, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 35, Eva: 12, Luck: 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Poison, Sleep
-> Weaknesses: Darkness; 20, Silence; 20
-> Elemental Affinites: [2x] Lightning [1/2] Fire [Immune] Water
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

#???b. Vepar (2 fish - dummied)
-> HP: 1200 - 2700
-> MP: 4
-> AP: 0 - 0
-> Statistics:
Str: 28, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 32, Eva: 10, Luck: 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Poison, Sleep
-> Weaknesses: Darkness; 20, Silence; 20
-> Elemental Affinites: [2x] Lightning [1/2] Fire [Immune] Water
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

#???c. Vepar (3 fish - dummied)
-> HP: 1800 - 2700
-> MP: 6
-> AP: 0 - 0
-> Statistics:
Str: 34, Mag: 1, Def: 1, Mdef: 1, Acc: 0, Agl: 29, Eva: 8, Luck: 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: None
-> Immunities: Poison, Sleep
-> Weaknesses: Darkness; 20, Silence; 20
-> Elemental Affinites: [2x] Lightning [1/2] Fire [Immune] Water
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Dropped: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

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

#130. Vouivre (A) (Luca Blitzball Stadium - Fiend Attack)
-> HP: 225 - 500
-> MP: 1
-> AP: 14 - 21
-> Statistics:
Str- 20, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 3, Eva- 0, Luck- 15
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: Gil- None
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 50
-> Immunities: None
-> Weaknesses: Doom- 3, Poison- 0; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Slow Ward, HP+5%
-> Weapon Abilities: Icestrike, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

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

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

---> STRATEGIC TACTICS: <---
Vouivre: Have stats around 23. Use Auron alot for attacking. Use Tidus for the
same purposes.

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

#131. Vouivre (B) (Mi'ihen Highroad)
-> HP: 225 - 383
-> MP: 22
-> AP: 24 - 48
-> Statistics:
Str- 20, Mag- 21, Def- 1, Mdef- 120, Acc- 0, Agl- 6, Eva- 0, Luck- 15
-> Steal: Common- Potion, Uncommon- Silver Hourglass
-> Bribe: Gil- 5100, Item- 10 Silver Hourglasses
-> Win: Common- 1 or 2 Power Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 50
-> Immunities: None
-> Weaknesses: Doom- 3, Poison- 0; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Slow Ward, HP+5%
-> Weapon Abilities: Icestrike, Piercing, Distil Power, Piercing, Firestrike,
Waterstrike, Lightningstrike
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

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

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

---> STRATEGIC TACTICS: <---
Vouivre: Have stats around 23. Use Auron alot for attacking. Use Tidus for the
same purposes.

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

#???. Vulture (Dummied)
-> HP: 4000 - 560
-> MP: 50
-> AP: 0 - 0
-> Statistics:
Str: 21, Mag: 40, Def: 1, Mdef: 1, Acc: 0, Agl: 14, Eva: 0, Luck: 15
-> Steal: None
-> Bribe: None
-> Win: None
-> Gil Received: 0
-> Immunities: Sleep, Confuse
-> Weaknesses: Silence; 20
-> Elemental Affinities: None
-> Zanmato Lv: ???
-> Armor Abilities: N/A
-> Weapon Abilities: N/A
-> Armor/Weapon Abilities: N/A
-> Abilities:
None

-> Sensor: None
-> Scan: None

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

#132. Warrior Monk --> Flamethrower* (Bevelle - After Evrae)
-> HP: 1400 - 2100
-> MP: 20
-> AP: 420 - 840
-> Statistics:
Str- 20, Mag- 20, Def- 1, Mdef- 1, Acc- 0, Agl- 17, Eva- 0, Luck- 15
-> Steal: Common- 2 Hi-Potions, Uncommon- Purifying Salt
-> Bribe: None
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 460
-> Immunities: Silence, Magic Break, Power Break, Provoke, Bribe
-> Weaknesses: Doom- 1, Poison- 25; 25%, Sleep- 50, Zombie- 25, Petrify- 25,
Darkness- 25
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Magic Defense+5%, Death Ward
-> Weapon Abilities: Piercing, Strength+5%, Magic Counter
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

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

-> Sensor: Attacks multiple targets with flamethrower.
-> Scan: St. Bevelle sentry and soldier of Yevon. Attacks multiple targets with
his flamethrower for fire-based damage. Sleep attacks are the way to go.

---> STRATEGIC TACTICS: <---
Warrior Monk: Have stats near 40. Have Tidus and Auron attack it physically,
then use Wakka and/or Kimahri to do the same exact thing. Use Yuna to heal the
warriors that are fighting (your party).

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

-> Sensor: None
-> Scan: None

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

#133. Warrior Monk --> Rifle* (Bevelle - After Evrae)
-> HP: 1400 - 2100
-> MP: 20
-> AP: 420 - 840
-> Statistics:
Str- 20, Mag- 20, Def- 1, Mdef- 1, Acc- 0, Agl- 19, Eva- 0, Luck- 15
-> Steal: Common- 2 Hi-Potions, Uncommon- Purifying Salt
-> Bribe: None
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 1 or 2 Ability Spheres
-> Gil Received: 460
-> Immunities: Silence, Magic Break, Power Break, Provoke, Bribe
-> Weaknesses: Doom- 1, Poison- 25; 25%, Sleep- 50, Zombie- 25, Petrify- 25,
Darkness- 25
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Magic Defense+5%, Death Ward
-> Weapon Abilities: Piercing, Strength+5%, Magic Counter
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (120), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)

-> Sensor: Attacks single targets with Rifle.
-> Scan: St. Bevelle sentry and soldier of Yevon. Attacks single targets with
his rifle. Sleep attacks are the way to go.

---> STRATEGIC TACTICS: <---
Warrior Monk: Have stats near 40. Have Tidus and Auron attack it physically,
then use Wakka and/or Kimahri to do the same exact thing. Use Yuna to heal the
warriors that are fighting (your party).

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

-> Sensor: None
-> Scan: None

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

#134. Wasp (Macalania Woods)
-> HP: 360 - 540
-> MP: 30
-> AP: 240 - 480
-> Statistics:
Str- 17, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 18, Eva- 13, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Poison Fang
-> Bribe: Gil- 7200, Item- 3 Poison Fangs
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 142
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: MP+10%, Poison Ward
-> Weapon Abilities: Firestrike, Waterstrike, Icestrike, Lightningstrike,
Piercing, Distil Speed
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

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

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

---> STRATEGIC TACTICS: <---
Wasp: Have stats between 23-28. Just strike it down with Wakka's mighty
blitzball. Or have Lulu attack it with Ice magic.

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

#135. Water Flan (Besaid)
-> HP: 315 - 473
-> MP: 30
-> AP: 2 - 4
-> Statistics:
Str- 3, Mag- 15, Def- 120, Mdef- 1, Acc- 0, Agl- 5, Eva- 0, Luck- 15
-> Steal: Common- Fish Scale, Uncommon- 2 Dragon Scales
-> Bribe: Gil- 6300, Item- 2 Water Gems
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 18
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [Absorption] Water [1/2 Damage] Ice, Fire
[1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Water Ward, Waterproof
-> Weapon Abilities: Waterstrike, Piercing, Distil Mana
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

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

-> Sensor: Water elemental. Vulnerable to opposing element. Resistant to
physical attacks.
-> Scan: Water-based. So soft, it's hard to damage physically. Weak against
lightning, so blast it with Lulu's Thunder spell. Don't use Water or it will
recover HP.

---> STRATEGIC TACTICS: <---
Water Flan: Have youe stats in the 30's. Now have your black mage, use
Lightning magic against it.

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

#135. Water Flan (Besaid - tutorial)
-> HP: 315 - 473
-> MP: 30
-> AP: 2 - 4
-> Statistics:
Str- 3, Mag- 15, Def- 120, Mdef- 1, Acc- 0, Agl- 5, Eva- 0, Luck- 15
-> Steal: Common- Fish Scale, Uncommon- 2 Dragon Scales
-> Bribe: Gil- 6300, Item- 2 Water Gems
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 18
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [Absorption] Water [1/2 Damage] Ice, Fire
[1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: Water Ward, Waterproof
-> Weapon Abilities: Waterstrike, Piercing, Distil Mana
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

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

-> Sensor: Water elemental. Vulnerable to opposing element. Resistant to
physical attacks.
-> Scan: Water-based. So soft, it's hard to damage physically. Weak against
lightning, so blast it with Lulu's Thunder spell. Don't use Water or it will
recover HP.

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

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

#136. White Element (Mi'ihen Highroad)
-> HP: 390 - 585
-> MP: 120
-> AP: 20 - 40
-> Statistics:
Str- 1, Mag- 22, Def- 120, Mdef- 1, Acc- 0, Agl- 5, Eva- 0, Luck- 15
-> Steal: Common- Antarctic Wind, Uncommon- 2 Antarctic Winds
-> Bribe: Gil- 7800, Item- 7 Arctic Winds
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 48
-> Immunities: Darkness, Petrify, Poison, Sleep, Zombie
-> Weaknesses: Doom- 1, Silence- 20
-> Elemental Affinities: [1/2 Damage] Water, Lightning [Absorption] Ice
[1.5 damage] Fire
-> Zanmato Lv: 1
-> Armor Abilities: Ice Ward, Iceproof
-> Weapon Abilities: Icestrike, Distil Mana, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 4/128 (3%)

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

-> Sensor: Ice elemental. Vulnerable to opposing element.
-> Scan: Casts Blizzard. Physical attacks hardly hurt it. Absorbs ice, so Fire
is the way to go.

---> STRATEGIC TACTICS: <---
White Element: Have stats next to 26. Have Lulu cast Fire on it. Use Auron to
attack it, that'll work really well.

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

#137. Worker (Luca - Search for Yuna)
-> HP: 300 - 600
-> MP: 1
-> AP: 7 - 10
-> Statistics:
Str- 12, Mag- 1, Def- 100, Mdef- 1, Acc- 15, Agl- 10, Eva- 0, Luck- 15
-> Steal: Common- Potion, Uncommon- Potion
-> Bribe: None
-> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Hi-Potions
-> Gil Received: 85
-> Immunities: Doom, Sleep, Silence, Zombie, Darkness, Berserk, Poison, Petrify,
Confuse, Bribe, Power Break, Magic Break, Armor Break, Mental Break, Demi,
Threaten, Death, Provoke, Eject
-> Inherent Statuses: A(6)
-> Weaknesses: None
-> Elemental Affinities: [1.5 damage] Lightning
-> Zanmato Lv: 1
-> Armor Abilities: SOS NulFire, SOS NulFrost, SOS NulShock, SOS NulTide
-> Weapon Abilities: Piercing, Lightningstrike, Icestrike, Firestrike,
Waterstrike
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 2
                         Drop Percentage: 4/128 (3%)

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

-> Sensor: Vulerable to lightning.
-> Scan: Ancient machina restored by the Al Bhed. Not a war machine, but hits
hard with its tool arm. Vulnerable to lightning, so Thunder is the way to go.

---> STRATEGIC TACTICS: <---
Worker: Have stats near 17-20. Use Lulu to perform a Thunder spell on it. Now,
have Tidus or Kimahri attack it physically. Or you can also use their
Overdrives.

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

#138. Wraith (Inside Sin)
-> HP: 22222 - 13560
-> MP: 3500
-> AP: 3100 - 6200
-> Statistics:
Str- 1, Mag- 24, Def- 150, Mdef- 30*, Acc- 0, Agl- 25, Eva- 0, Luck- 15
*: Mdef is 50 in the Int. version
-> Steal: Common- Farplane Shadow, Uncommon- Farplane Wind
-> Bribe: Gil- 444440, Item- 60 Farplane Winds
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 2 or 4 Mana Spheres
-> Gil Received: 1070
-> Immunities: Sleep, Silence, Darkness, Zombie, Poison, Petrify, Mental Break,
Confuse, Slow, Power Break, Armor Break, Berserk, Magic Break, Death, Threaten,
Provoke
-> Weaknesses: Doom- 3
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: No Encounters, MP+10%
-> Weapon Abilities: Piercing, Distil Mana, Magic+5%, Magic+10%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 20/128 (15%)

-> Abilities:
- Doom: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (far), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Doom (254%)]
- Death: Target (1), Type (-), Protect (no), Shell (no), Power (-),Element
(-), Range (infinite), Accuracy (-), Shatter (0), Critical (no), Silence (yes),
Darkness (no), Reflect (yes), Break Dmg Limit (no), Provoke (yes), Appear (no),
[Death (254%)]
- Firaga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(fire), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Thundaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(lightning), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Waterga: Target (1), Type (mag), Protect (no), Shell (yes), Power (42),Element
(water), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)
- Blizzaga: Target (1), Type (mag), Protect (no), Shell (yes), Power
(42),Element
(ice), Range (infinite), Accuracy (-), Shatter (10), Critical (no),
Silence (yes), Darkness (no), Reflect (yes), Break Dmg Limit (no),Provoke (no),
Appear (yes)

-> Sensor: Casts Doom at the beginning of battle.
-> Scan: Elemental strengths/weaknesses are different each encounter. Casts Doom
in battle. If nobody is Doomed, it may unleash Death, so watch out. Kimahri can
learn Doom.

---> STRATEGIC TACTICS: <---
Wraith: Have stats near 50 for this particular fight. It will cast Doom on you
if you do not manage to kill it before its turn. You can cure that with a
Holy Water or a Remedy. Now use Auron to attack at it as much as he can with
Haste on him. Tidus should help him in attacking, and Yuna to heal is best.

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

#139. Xiphos (Macalania Woods)
-> HP: 2700 - 1432
-> MP: 5
-> AP: 520 - 720
-> Statistics:
Str- 20, Mag- 1, Def- 1, Mdef- 1, Acc- 0, Agl- 17, Eva- 0, Luck- 15
-> Steal: Common- Hi-Potion, Uncommon- Mega-Potion
-> Bribe: Gil- 54000, Item- Megalixir
-> Win: Common- 1 or 2 Ability Spheres, Uncommon- 2 or 4 Ability Spheres
-> Gil Received: 220
-> Immunities: Sleep, Poison
-> Weaknesses: Doom- 2, Silence- 20, Darkness- 50
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Defense+5%
-> Weapon Abilities: SOS Overdrive, Magic+3%, Strength+3%, Piercing
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)

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

-> Sensor: Occasionally succumbs to darkness.
-> Scan: Very nimble. Darkness works, but Threaten is the way to go.

---> STRATEGIC TACTICS: <---
Xiphos: Have your stats near 36. Now have Tidus there to attack it normally or
with Quick Attacks if that is available to you. If he is quick enough use
Auron to attack it as well. Yuna should summon Shiva to stand toe-to-toe with
it in the agility category.

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

#140. YAT-97 (Zanarkand Ruins)
-> HP: 3700 - 5550
-> MP: 1
-> AP: 3200 - 4800
-> Statistics:
Str- 41, Mag- 38, Def- 1, Mdef- 120, Acc- 0, Agl- 12, Eva- 0, Luck- 15
-> Steal: Common- 3 Holy Waters, Uncommon- 2 Ethers
-> Bribe: Gil- 74000, Item- 16 Ethers
-> Win: Common- 2 or 4 Phoenix Downs, Uncommon- 1 or 2 Phoenixes
-> Gil Received: 1080
-> Immunities: Sleep, Silence, Zombie, Poison, Darkness, Petrify, Confuse,
Magic Break, Armor Break, Power Break, Berserk, Delay, Threaten, Provoke, Death
-> Weaknesses: Doom- 15
-> Elemental Affinities: [1.5 damage] Water, Fire
-> Zanmato Lv: 1
-> Armor Abilities: Ice Ward, Lightning Ward, Water Ward, Fire Ward
-> Weapon Abilities: Piercing, Strength+5%, Magic+5%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 15/128 (11%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (120), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Upward Attack: Target (all), Type (mag), Protect (no), Shell (yes), Power
(16), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)

-> Sensor: Close in to melee range by defeating front-line enemies first.
-> Scan: Hits multiple targets when firing from a distance. Immune to delay
skills.

---> STRATEGIC TACTICS: <---
YAT-97: Have stats around 42. Now use Lulu to use Fire/Water spells on it. Auron
attacking it is also the way to go, and the best way to back up Lulu. Tidus
casting any form of Haste in the beginning is also nice.

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

#141. YAT-99 (Bevelle)
-> HP: 2700 - 2108
-> MP: 1
-> AP: 1870 - 2805
-> Statistics:
Str- 40, Mag- 32, Def- 1, Mdef- 120, Acc- 0, Agl- 9, Eva- 0, Luck- 15
-> Steal: Common- Remedy, Uncommon- Ether
-> Bribe: Gil- 54000, Item- 10 Ethers
-> Win: Common- 1 or 2 Phoenix Downs, Uncommon- 1 or 2 Mega Phoenixes
-> Gil Received: 1300
-> Immunities: Sleep, Silence, Zombie, Poison, Darkness, Petrify, Confuse,
Magic Break, Armor Break, Power Break, Berserk, Delay, Threaten, Provoke, Death
-> Weaknesses: Doom- 15
-> Elemental Affinities: [1.5 damage] Water, Fire
-> Zanmato Lv: 1
-> Armor Abilities: Ice Ward, Lightning Ward, Water Ward, Fire Ward
-> Weapon Abilities: Piercing, Strength+5%, Magic+5%, Strength+3%, Magic+3%,
Firestrike, Icestrike, Lightningstrike, Waterstrike
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 15/128 (11%)

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),Element
(-), Range (far), Accuracy (120), Shatter (0), Critical (no), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear (no)
- Upward Attack: Target (all), Type (mag), Protect (no), Shell (yes), Power
(16), Element (-), Range (far), Accuracy (-), Shatter (0), Critical (no),
Silence (no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no)

-> Sensor: Close in to melee range by defeating front-line enemies first.
-> Scan: Forbidden machina secretly used by Yevon. Hits multiple targtes when
firing from a distance.

---> STRATEGIC TACTICS: <---
YAT-97: Have stats around 32. Now use Lulu to use Fire/Water spells on it. Auron
attacking it is also the way to go, and the best way to back up Lulu. Tidus
casting any form of Haste in the beginning is also nice.

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

#142. Yellow Element (Kilika Woods)
-> HP: 300 - 450
-> MP: 100
-> AP: 9 - 18
-> Statistics:
Str- 1, Mag- 18, Def- 120, Mdef- 1, Acc- 0, Agl- 5, Eva- 0, Luck- 15
-> Steal: Common- Electro Marble, Uncommon- Lightning Marble
-> Bribe: Gil- 6000, Item- 6 Lightning Marbles
-> Win: Common- 1 or 2 Mana Spheres, Uncommon- 1 or 2 Mana Spheres
-> Gil Received: 33
-> Immunities: Sleep, Zombie, Poison, Petrify, Darkness
-> Weaknesses: Doom- 1, Silence- 20
-> Elemental Affinities: [1.5 damage] Water [Absorption] Lightning
[1/2 Damage] Ice, Fire
-> Zanmato Lv: 1
-> Armor Abilities: Lightning Ward
-> Weapon Abilities: Lightningstrike, Piercing, Distil Mana
-> Armor/Weapon Dropped: Slots: 1 to 2
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 4/128 (3%)

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

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

---> STRATEGIC TACTICS: <---
Yellow Element: Have stats near 10-12. Just use Lulu to cast Water spells on
it.

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

#143. YKT-11 (Zanarkand Ruins)
-> HP: 6200 - 8848
-> MP: 1
-> AP: 3200 - 4800
-> Statistics:
Str- 34, Mag- 1, Def- 1, Mdef- 60, Acc- 0, Agl- 25, Eva- 0, Luck- 15
-> Steal: Common- 3 Holy Waters, Uncommon- 2 Ethers
-> Bribe: Gil- 124000, Item- 12 Ethers/1 Elixir
-> Win: Common- 2 or 4 Hi-Potions, Uncommon- 1 or 2 Mega-Potions
-> Gil Received: 1080
-> Immunities: Sleep, Silence, Zombie, Poison, Petrify, Confuse,
Magic Break, Armor Break, Power Break, Berserk, Delay, Threaten, Provoke, Death
-> Weaknesses: Doom- 15, Darkness- 95
-> Elemental Affinities: [1.5 damage] Water, Fire
-> Zanmato Lv: 1
-> Armor Abilities: Ice Ward, Lightning Ward, Water Ward, Fire Ward
-> Weapon Abilities: Piercing, Strength+5%, Magic+5%
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 15/128 (11%)

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

-> Sensor: If it's the last enemy standing, it will unleash a vicious Thrust
Kick.
-> Scan: If it's the last enemy standing, it throws a mean Thrust Kick that
ejects the target from battle. Immune to delay techniques. Kimahri can learn
Thrust Kick.

---> STRATEGIC TACTICS: <---
YKT-11: Have stats about 42 or 45. Just use Lulu to cast Fire and/or Water
spells to do damage. Also have Yuna summon Bahamut. Auron to attack will also
work.

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

#144. YKT-63 (Bevelle)
-> HP: 4200 - 2108
-> MP: 1
-> AP: 1870 - 2805
-> Statistics:
Str- 40, Mag- 1, Def- 1, Mdef- 60, Acc- 0, Agl- 22, Eva- 0, Luck- 15
-> Steal: Common- Remedy, Uncommon- Ether
-> Bribe: Gil- 84000, Item- 8 Elixirs
-> Win: Common- 1 or 2 Hi-Potions, Uncommon- 1 or 2 Mega-Potions
-> Gil Received: 1300
-> Immunities: Sleep, Silence, Zombie, Poison, Petrify, Confuse,
Magic Break, Armor Break, Power Break, Berserk, Delay, Threaten, Provoke, Death
-> Weaknesses: Doom- 15, Darkness- 95
-> Elemental Affinities: [1.5 damage] Water, Fire
-> Zanmato Lv: 1
-> Armor Abilities: Ice Ward, Lightning Ward, Water Ward, Fire Ward
-> Weapon Abilities: Piercing, Strength+5%, Magic+5%, Strength+3%, Magic+3%,
Firestrike, Icestrike, Lightningstrike, Waterstrike
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 0 to 2
                         Drop Percentage: 15/128 (11%)

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

-> Sensor: If it's the last enemy standing, it will unleash vicious Thrust Kick.
-> Scan: Forbidden machina secretly used by Yevon. If it's the last enemy
standing, it throws a mean Thrust Kick that ejects the target from battle.
Kimahri can learn Thrust Kick.

---> STRATEGIC TACTICS: <---
YKT-11: Have stats about 37 or 40. Just use Lulu to cast Fire and/or Water
spells to do damage. Also have Yuna summon Bahamut. Auron to attack will also
work.

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

#145. Yowie (Cavern of the Stolen Fayth)
-> HP: 900 - 1350
-> MP: 95
-> AP: 810 - 1620
-> Statistics:
Str- 26, Mag- 1, Def- 1, Mdef- 180, Acc- 0, Agl- 29, Eva- 10, Luck- 15
-> Steal: Common- Soft, Uncommon- Petrify Grenade
-> Bribe: Gil- 18000, Item- 12 Petrify Grenades
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Power Spheres
-> Gil Received: 480
-> Immunities: None
-> Weaknesses: Doom- 1, Sleep- 20, Silence- 20, Poison- 0; 25%, Darkness- 20
-> Elemental Affinities: [1/2 Damage] Water, Fire, Lightning [1.5 damage] Ice
-> Zanmato Lv: 1
-> Armor Abilities: Slow Ward
-> Weapon Abilities: Piercing, Distil Speed, Icestrike, Lightningstrike,
Waterstrike, Firestrike
-> Armor/Weapon Dropped: Slots: 1 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

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

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

---> STRATEGIC TACTICS: <---
Yowie: Have the stats of your characters about 36. Just attack it with Tidus
about once or maybe even twice to be able to kill it. Auron might be fast
enough to hit it at this point in the game.

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

#146. Zaurus (Omega Ruins)
-> HP: 7850 - 11775
-> MP: 1
-> AP: 5000 - 10000
-> Statistics:
Str- 38, Mag- 1, Def- 30, Mdef- 120, Acc- 0, Agl- 46, Eva- 14, Luck- 15
Str- 38, Mag- 1, Def- 50, Mdef- 150, Acc- 0, Agl- 46, Eva- 14, Luck- 15 (Int)
-> Steal: Common- 2 Petrify Grenades, Uncommon- 3 Petrify Grenades
-> Bribe: Gil- 164000, Item- 10 Rename Cards
-> Win: Common- 1 or 2 Speed Spheres, Uncommon- 1 or 2 Speed Spheres
-> Gil Received: 950
-> Immunities: Sensor, Scan
-> Weaknesses: None
-> Zanmato Lv: 1
-> Armor Abilities: Slow Ward, Slowproof
-> Weapon Abilities: Piercing, Distil Speed, Icestrike, Lightningstrike,
Waterstrike, Firestrike
-> Armor/Weapon Dropped: Slots: 2 to 4
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 4/128 (3%)

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

-> Sensor: None
-> Scan: None

---> STRATEGIC TACTICS: <---
Zaurus: Have stats about 99-102. Have Tidus attack it many times, along with
Auron doing the same. Yuna healing the two of them would be best. Also have
her cast protective magic on them. Wearing an armor bearing protection over
Petrification is a wise decision.

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

#147. Zu (A) (Bikanel Desert - Forced Fight)
-> HP: 12000 - 12000
-> MP: 50
-> AP: 1200 - 1800
-> Statistics:
Str- 32, Mag- 30, Def- 20, Mdef- 20, Acc- 0, Agl- 8, Eva- 0, Luck- 15
-> Steal: Common- 3 Smoke Bombs, Uncommon- 4 Smoke Bombs
-> Bribe: None
-> Win: Common- 1 or 2 Power Spheres/1 or 2 Al Bhed Potions, Uncommon- 1 or 2
Power Spheres/1 or 2 Al Bhed Potions
-> Gil Received: 1200
-> Immunities: Sleep, Zombie, Confuse, Reflect, Provoke, Threaten, Petrify,
Death
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 3, Silence- 20, Darkness- 20, Poison- 25; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Dark Ward
-> Weapon Abilities: Magic+3%, Darktouch, Strength+3%, Piercing
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 127/128 (99%)

-> Abilities:
- Air Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (120), Shatter (100), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no), [Darkness - 3 turns (30%)]
- Land Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (10),
Element (-), Range (far), Accuracy (70), Shatter (0), Critical (no), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no)
- Sonic Boom: Target (1), Type (str), Protect (yes), Shell (no), Power (13),
Element (-), Range (far), Accuracy (120), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(no)
- Wings start to glow: Starts count to Sonic Boom.
- Land on ground: Once it's HP is 3999 (66%) or less, it lands and no more Sonic
Boom.

-> Sensor: Beware the Sonic Boom when its wings glow.
-> Scan: High HP. Aerial, but so big that it's easy to hit. Its wings will
start flashing the turn before it unleashes Sonic Boom. Use Dark Buster and
strong attacks, or else...

---> STRATEGIC TACTICS: <---
Zu: Have status around 32. First use Tidus to attack it until your other
characters arrive to assist you.  When Auron comes use him to attack also.
But when Lulu arrives use her strictly to cast Thunder spells. Eventually
you'll be able to take it.

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

#148. Zu (B) (Bikanel Desert)
-> HP: 18000 - 1432
-> MP: 50
-> AP: 1200 - 1800
-> Statistics:
Str- 37, Mag- 35, Def- 20, Mdef- 20, Acc- 0, Agl- 20, Eva- 0, Luck- 15
-> Steal: Common- 3 Smoke Bombs, Uncommon- 4 Smoke Bombs
-> Bribe: Gil- 360000, Item- 2 Skill Spheres
-> Common- 1 or 2 Power Spheres/1 or 2 Al Bhed Potions, Uncommon- 1 or 2
Power Spheres/1 or 2 Al Bhed Potions
-> Gil Received: 1200
-> Immunities: Sleep, Zombie, Confuse, Reflect, Provoke, Threaten, Petrify,
Death
-> Inherent Statuses: A(6)
-> Weaknesses: Doom- 5, Silence- 20, Darkness- 95, Poison- 25; 25%
-> Elemental Affinities: None
-> Zanmato Lv: 1
-> Armor Abilities: Dark Ward
-> Weapon Abilities: Magic+3%, Darktouch, Strength+3%, Piercing
-> Armor/Weapon Dropped: Slots: 2 to 3
                         Pre-Customized Abilities: 1 to 3
                         Drop Percentage: 64/128 (50%)
-> Abilities:
- Air Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16),
Element (-), Range (close), Accuracy (120), Shatter (10), Critical (yes),
Silence (no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke
(no), Appear (no), [Darkness - 3 turns (30%)]
- Land Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (10),
Element (-), Range (far), Accuracy (70), Shatter (0), Critical (no), Silence
(no), Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (no), Appear
(no)
- Sonic Boom: Target (1), Type (str), Protect (yes), Shell (no), Power (13),
Element (-), Range (far), Accuracy (120), Shatter (0), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(no)
- Wings start to glow: Starts count to Sonic Boom.
- Land on ground: Once it's HP is 3999 (66%) or less, it lands and no more Sonic
Boom.

-> Sensor: Beware the Sonic Boom when its wings glow.
-> Scan: High HP. Aerial, but so big that it's easy to hit. Its wings will
start flashing the turn before it unleashes Sonic Boom. Use Dark Buster and
strong attacks, or else...

---> STRATEGIC TACTICS: <---
Zu: Have stats closer to 44. Have Yuna summon any aeon of your choosing,
Bahamut is recommended. If you bring him in, either use his Mega Flare, or if
not, use tons of Impulses.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 24b. Bosses                                                        [sboss4] -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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

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

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

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

-> Sensor: None
-> Scan: None

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

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

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

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

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

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

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

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

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

-> Sensor: None
-> Scan: None

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

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

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

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

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

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

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

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

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

-> Sensor: None
-> Scan: None

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

-> Sensor: None
-> Scan: None

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

-> Sensor:
-> Scan: None

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

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

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

-> Sensor: None
-> Scan: None

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

-> Sensor: None
-> Scan: None

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

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

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

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

-> Abilities:
- Attack: Target (1), Type (str), Protect (yes), Shell (no), Power (16), Element
(-), Range (close), Accuracy (90), Shatter (0), Critical (yes), Silence (no),
Darkness (yes), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear (no)
- Attack 2: Target (all), Type (grav), Protect (yes), Shell (no), Power (-),
Element (-), Range (far), Accuracy (-), Shatter (10), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(no), [HP x 3/16], [pushes characters back]
- Fists of Fury: Target (1), Type (str), Protect (yes), Shell (no), Power (32),
Element (-), Range (far), Accuracy (90), Shatter (10), Critical (no), Silence
(no), Darkness (no), Reflect (no), Break Dmg Limit (no), Provoke (yes), Appear
(yes)
- Blizzard: Target (1), Type (str), Prote