Final Fantasy X (US) Monster Arena FAQ --
-- by CB! (Christine Bomke, circe@san.rr.com) --
-- Version 2.0, 9/23/02 --
LEGAL DISCLAIMER: This guide is for PERSONAL USE ONLY, copyrighted to me,
Christine Bomke. Do not put this FAQ on your site without first emailing me
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violate this disclaimer anyway, blah blah copyright violation blah blah legal
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NOTE TO WEBMASTERS: If permission is granted to post this guide on your site,
it is _your_ responsibility to get the most recent version from my site or
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please don't post it.
Avast ye matey, thar be spoilers ahead.
-- Table 'o Contents --
I. Version History
II. Foreword / Contact Information
III. General Strategies / Leveling Up
a. Monster Arena Overview
b. Suggested Abilities and Equipment
c. Leveling Up
IV. Normal Monster Price List
V. Area Creations
a. Besaid Island: Stratavis
b. Kilika Forest: Malboro Menace
c. Mi'ihen Highroad: Kottos
d. Mushroom Rock Road: Coeurlregina
e. Djose Highroad / Moonflow: Jormungand
f. Thunder Plains: Cactuar King
g. Macalania Forest and Snowfield: Espada
h. Sanubia Desert: Abyss Worm
i. Calm Lands: Chimerageist
j. Cavern of the Stolen Fayth: Don Tonberry
k. Mt. Gagazet / Gagazet Cavern / Zanarkand Ruins: Catoblepas
l. Inside Sin: Abadon
m. Omega Ruins: Vorban
V. Species Creations
a. Wolves: Fenrir
b. Lizards: Ornitholestes
c. Birds: Pteryx
d. Insects: Hornet
e. Floating Wizards: Vidatu
f. Eyeballs: One-Eye
g. Flans: Jumbo Flan
h. Elements: Nega Elemental
i. Armored Moles: Tanket
j. Dragons: Fafnir
k. Fungus: Sleep Sprout
l. Bombs: Bomb King
m. Horned: Juggernaut
n. Iron Giants: Ironclad
VII. Original Creations
a. Earth Eater
b. Greater Sphere
c. Catastrophe
d. Th'uban
e. Neslug
f. Ultima Buster
g. Shinryu
h. Nemesis (or "Omega Gold")
VIII. Zen, and the art of Encountering Rare Monsters
IX. Frequently Asked Questions
1. Where can I find [name of monster]? They're so rare!
2. What about Land Worms?
3. Which monsters appear in more than one area, and which area do they
count towards when I capture them?
4. What is this "Passado" trick you keep mentioning?
5. What is the purpose of the Mark of Conquest?
6. Is there a difference between the Cavern of the Stolen Fayth and the
Sunken Cave?
7. I don't like your strategy, nyah nyah. Why don't you write a different
one?
8. What is the Sphere Distiller trick?
9. What do Reppageki, Bushinzan, and Shinryudan mean?
10. Am I missing out on anything if I don't fight Chimerageist on my first
visit to the Calm Lands?
11. What about other bosses? Is there a benefit to fighting them
immediately after unlocking them?
12. I supposedly completed all of the requirements to unlock Nemesis, and
he's still not on the list! Why?
13. I'm playing an NSG (No Sphere Grid) game, can I still make good use
of the Monster Arena?
14. Are there any significant Monster Arena changes between the original
Japanese release, the US release, and the "International"/PAL release?
15. Were there any original boss designs for the Monster Arena?
16. What's in the treasure chest in front of the Monster Arena, and how do
I open it?
17. Does Zanmato work on Monster Arena bosses?
IX. Thanks, Acknowledgements, Shameless Plugs
-- I. Version History --
v2.0 9/23/02: Added a special explanation of rare monster encounters and
encounter rates in general, and went over the entire document with a fine-
toothed comb to fix typos, errors, and translational bugbears. Don't say I don't
love you.
v1.6 4/12/02: Added six new Frequently Asked Questions, added a section on the
prices of fighting regular monsters, and finally wrote part c of Section III.
v1.5 3/26/02: Added exact stats for every monster, rewrote every single
strategy, added 2 new Frequently Asked Questions, and wrote a new section on
suggested battle and equipment abilities. The leveling up portion will be
completed in the next revision.
v1.4 1/30/02: Added Frequently Asked Questions section, changed "Reraise" to
"Auto-Life", and corrected the Iguion omission in the conditions for unlocking
Ornitholestes. Thanks to the ten zillion people who emailed me about this.
v1.3 1/17/02: Added the number of slots in dropped equipment, and number of
abilities in dropped equipment to each optional boss. And despite my
proclamation that I would no longer accept strategic submissions, Ultima
Gamer emailed me with such a great Neslug strategy, I just couldn't help
posting it. Smileys!
v1.2 1/5/02: Expanded upon the strategy for Nemesis, added a strategy for
Catastrophe which I'd forgotten, and fixed the Chocobo Wings/Feathers
problem, thanks to everyone who emailed/IMed me about this. Tweaked little
things about some strategies, and added the AP gained for each boss. (I still
say the AP doesn't matter, since the monsters in the Omega Ruins give you at
least as much per fight with less effort, but some people like to know
everything about everything anyway.)
v1.1 1/3/02: Updated pretty much every existing boss strategy, thanks to
reader submissions, and fixed a few _really_ stupid mistakes. Also noted the
insanely low encounter rates for some monsters (coughTonberrySimurghcough),
and revised the "General Strategies" section.
v0.9 12/29/01: Finished most of the FAQ, and submitted to GameFAQs.com. The
only things missing are strategies for a few bosses, and/or more reader-
submitted strategies.
v0.1 12/25/01: Began guide. Not released to the public.
-- II. Foreword / Contact Information --
First, this is not a gameplay FAQ. This is an explanation of how the Monster
Arena works, and how to level up like mad by fighting in it. If you need help
figuring out the Sphere Grid system, or want a walkthough, look elsewhere.
Most of this information came from my own experiences in the game, but some
information concerning auto-abilities of dropped equipment, slots of dropped
equipment, and drop rates came from the Final Fantasy X Ultimania "Battle"
guide. Exact monster stats came from the Final Fantasy X Ultimania "Omega"
guide. It also bears mentioning I never would have appreciated the Monster
Arena fully while playing the import if not for Muni Shinobu's "Training
Facility" FAQ on GameFAQs, so much respect to him, too.
If you have a submission or a question regarding the Monster Arena that I
haven't covered in this document, don't bother emailing me. I am completely
satisfied with this FAQ as it stands now, and the very thought of ever
updating it again - or answering email about it - makes the bile rise in my
throat. If you'd still like to attempt to contact me, however, my email address
is at the top of the FAQ, and I'm on the GameFAQs.com boards as "Ceebs".
The latest version of this FAQ, and all the other ones I've written, can always
be found at GameFAQs (http://www.gamefaqs.com/) and my site
(http://home.san.rr.com/circe/). Please take a look at them before finding fault
with what may be an erroneous version.
-- III. General Strategies / Leveling Up --
- a. Monster Arena Overview -
To capture monsters, go to the Monster Arena to the east of the Calm Lands,
and buy monster-capturing weapons from the trainer there. If you deal the
killing blow to a monster with one of these weapons, the monster is sent to
the Monster Arena, and you can then fight it there for a nominal cost. If you
lose any battle at the monster arena, it's not a game over, your characters
simply have 1 HP afterwards, and you lose the money you paid to fight the
monster. Capture enough monsters from an area or a species, and you'll unlock
new bosses. The rest of this FAQ deals with these bosses.
- b. Suggested Abilities and Equipment -
Assume that all of the following bosses are immune to all status ailments
unless specified otherwise (Jumbo Flan is succeptable to Slow, and Neslug to
Silence, for example), and defend against all elemental attacks, if not absorb
them entirely. It's not nescessary for all of your characters to know every
single spell, Skill, and Special on the grid, but having at least one person
with a full complement of Black and White magics, someone else with status
ailment Skills, and teaching as many people as possible Entrust and Copycat,
is a good idea. Having Wakka's Attack Reel, and Tidus' Blitz Ace Overdrives
are dirty shortcuts to causing lots of damage, and are absolutely worth your
time to obtain.
Hitting for 99,999 damage with your characters is not essential for the first
group of bosses, the Area Creations, but it certainly helps. For the Species
and Original Creations, consider it vital. This means that you need several
weapons with [Break Damage Limit]. The easiest way to obtain weapons with this
auto-ability is to power up your characters' Celestial Weapons (for
information on how to do that, see the FAQ I wrote on the subject), although
you may customize the auto-ability into a weapon yourself if you have 60 Dark
Matter. Self-made weapons don't have the special damage properties of
Celestial Weapons, however, and won't do as much damage to armored enemies. A
self-made spear for Kimahri will only do about 40,000 damage to Tanket at 255
strength regardless of HP, for example, while his Spirit Lance will do 99,999
damage at 210 strength and full HP.
Quick Hit is a nescessity. Let me reiterate, QUICK HIT IS A NESCESSITY. Quick
Hit will allow you to get many, many extra attacks on a boss before it's had
a chance to move, often allowing you to dispose of it without a scratch on
you to show for it. Some bosses automatically counterattack everything,
however, which brings us to...
[Auto Protect] and [Auto Shell] armor are at least as important as how many
hits you can get in between bosses' turns. In previous Final Fantasies, the
importance of Protect and Shell fell by the wayside - either they were not as
effective in reducing damage, or the enemies in previous games didn't warrant
religious use of them - but not so in FFX. Protect and Shell effectively
halve all physical and magical damage dealt to your party, which can mean the
difference between victory and the Game Over screen when fighting bosses with
very high physical or magical offense, such as Fafnir, Nega Elemental, Greater
Sphere, or Ultima Buster, especially if these bosses counterattack when you
so much as sneeze in their direction.
Hastega, or an armor with [Auto Haste], used in conjunction with Quick Hit,
is a nescessity. The more frequently you can attack, obviously the sooner the
boss will perish. In this author's opinion, however, [Auto Haste] takes a
backseat to Protect and Shell, because unlike Hastega, there isn't a multiple-
character Protect or Shell spell. Likewise, [Auto Regen], [Auto Phoenix],
and/or [Auto Potion] used in conjunction with [Alchemy] are also helpful, but
IMHO, the former three that I just named should take precedence.
Having over 9,999 HP to defeat any of these bosses isn't nescessary, but you'd
best have at least two characters with [Auto Phoenix] and/or keep everyone in
Auto-Life status if you don't have more than 9,999 HP. Auto-Life is preferable
to [Auto Phoenix], because it doesn't require a living party member to activate,
but it wastes a turn. The tradeoff is yours to decide.
All told, you need at least two different armors for fighting in the Monster
Arena - one to defend against monsters who use a lot of status ailment attacks,
and a second one when fighting monsters who hit for big damage. The status
armor should consist of [Auto Med], [Berserkproof], [Confuseproof], and
[Deathproof]. You could substitute [Curseproof] or [Blindproof] for [Auto Med]
if you like, but consider the other three auto-abilities very important. The
armor to use against monsters with a high offense should consist of [Break HP
Limit], [Auto Protect], [Auto Shell], and either [Auto Haste] or [Auto
Phoenix]. With [Auto Protect] and high defense, [HP +30%] would merely be
decorative - anything that can take off more than 15,000 HP in one hit while
you're in Protect status with 255 defense would probably kill you in one hit
regardless of how many HP you have, but if you'd like to use [HP +30%] anyway,
[Auto Shell] is the most expendable of these abilities. That's not to say it's
unnescessary altogether, it simply means that more monsters use physical
attacks than magical ones.
- c. Leveling Up -
First, a disclaimer - before engaging any of these bosses in battle, read their
writeups below to learn about their statistics and attack patterns. This
section is only a suggestion of who to fight first, it is not nearly as
in-depth a boss guide as the information in sections IV, V, and VI. Disclaimer
over, we now return you to your regularly scheduled FAQ.
At very, very low levels, you'll want to have your Aeons do the fighting for
you. Having Anima - if not the Magus Sisters as well - will help you
tremendously, because not only can these two Aeons break the damage limit
without powering up a Celestial Weapon, but their stats begin porportionately
higher than any other Aeon you have. If even Anima and the Magus Sisters are
being slaughtered in the arena, however, level up Yuna, because the strength
of any Aeon is tied to the strength of the summoner.
You'll probably want to begin fighting either One-Eye or Pteryx before you
take on any other bosses. Both of these Species Creations have very low HP,
and despite a dirty trick or two up their sleeves, they're pushovers if you
use Aeons to do the fighting for you at low levels. If you're concerned about
being ambushed, create a party without Yuna, and equip a member of that party
with a weapon bearing [First Strike]. If you're ambushed, swap the character
with [First Strike] for Yuna, and immediately have her summon. Anyway,
defeating One-Eye yields weapons with [Triple AP], and Pteryx drops Evasion
Spheres. (One-Eye also drops Magic Defense Spheres, but this tends to be
overshadowed by the awesomeness of the weapons he drops. You'll probably have
collected several dozen Magic Defense Spheres by the time you have [Triple AP]
weapons for all seven members of your party - don't hesitate to place these
on the Grid as you go, as well.) [Triple AP] weapons allow you to accrue
ridiculous amounts of AP very rapidly (yours truly likes to exploit this by
fighting Cactuars in Sanubia Desert, but the Omega Ruins is good as well in a
pinch), and when your Evasion stat gets high enough, a good many of the
Creations in the arena won't even be able to make a connecting hit.
Speaking of, once you've gained ungodly amounts of AP with your new weapons,
and raised your Evasion stat to at least 180, ideally 200+, you can take on
Ironclad without fear. Ironclad merely *looks* intimidating - when you have a
very high Evasion stat, his Reppageki counter will never hit you, and you'll
be laughing all the way to the HP Sphere bank. Bushinzan and Shinryudan can't
be evaded, by the way, but hopefully you'll have defeated him before he gets
his second and third turns to use these - refer to the Ironclad information
below for a strategy to take him down fast.
Alternately, if your Wakka has a decent Strength stat, his World Champion
weapon, and Attack Reel, you can make short work of Fenrir before you even
take on One-Eye, Pteryx, or Ironclad. Twelve hits of Attack Reel at 99,999
damage a pop is 1,199,988 damage, considerably more than Fenrir's laughable
850,000 HP. Causing that much damage at one time will always be an Overkill,
therefore, Fenrir will always drop 2 Agility Spheres.
When your Agility and HP are respectable - I'd say at least 110 (plus Haste)
for the former and over 9,999 for the latter - you can move on to Juggernaut.
Now, Juggernaut will automatically forfeit its first turn to charge up for
its second turn, which happens to be a Fire elemental breath attack, which
means that if you wear armor with [Fireproof] or [Fire Eater], your party
actually gets _two_ free turns on Juggernaut! (Nul Blaze works just as well as
the aforementioned two armor abilities.) A moderately leveled party should
have no trouble defeating Juggernaut before its third turn, but if he's giving
you trouble, the tried-and-true method of Passado has never failed.
At some point in the preceeding, you can take on Hornet, who drops Accuracy
Spheres. Hornet doesn't have super high HP, but he hits with absolute accuracy,
his attacks inflict nasty status changes, and his evade rate is pretty high.
You should be used to fighting monsters like him, so I'm sure I don't need to
tell you to use Attack Reel or Passado. Right? Right. Sorted.
Defeating Jumbo Flan, who drops Magic Spheres, is an excercise in patience,
not brute strength. Using the strategy I've outlined in Jumbo Flan's writeup
below, you should be able to defeat him in five to six minutes. The strategy,
in short, is to teach Anima Haste, Lancet, Shell, and Dispel, and have her
repeatedly use Pain on Jumbo Flan, healing with Lancet when nescessary, and
using Shell if Anima's Magic Defense is below 200. If your Anima is of a high
enough level, Pain will do 99,999 damage every time. This is admittedly a
time-consuming and boring strategy, but it's much easier than Doublecasting
Ultima. Moreover, you need a high Magic stat for your party's Ultima to do much
damage, yet you can't _get_ a high Magic stat without defeating Jumbo Flan in
the first place! Catch 22! Anima may be an ugly fish-mummy-thing, but she's a
_useful_ ugly fish-mummy-thing.
Tanket, who drops Defense Spheres, almost qualfies as easy a boss to defeat as
those discussed in the preceeding paragraphs, but the fact that he's armored
makes doing appreciable damage to him very difficult without a high Strength
stat. Consider taking him on towards the end of your stat-raising. Attack Reel
him for a quick kill, or defeat him the regular way with Quick Hit - Tanket is
fairly slow, and he'll have two turns tops if your Agility is high enough.
So you've got great Evasion, Magic Defense, HP, Agility, Accuracy, Strength,
Defense, and Magic, isn't that enough?
Yes and no. Having a high Luck stat will affect how often you recieve a rare
dropped item, how often you can make a rare steal, and the rate at which you
make critical hits, much less hit an enemy with high Evasion at all! If you're
not a completist, but still want the benefit of a high Luck stat, always
making a rare Steal can be accomplished by putting [Master Thief] on an armor,
and maxing out your strength and obtaining the Celestial Weapons eliminates
the need for making critical hits. So yes, Luck is important, but unless you
plan on engaging the Dark Aeons in battle - the only monsters with painfully
high Evasion irrespective of your Accuracy stat - having a low Luck stat can
be compensated for as outlined above. And with the exasperatingly difficult
Greater Sphere and Earth Eater being the only two bosses to drop Luck and
Fortune Spheres, respectively, you've got your work cut out for you.
-- IV. Normal Monster Price List --
When talking to the trainer, after choosing "Fight Monsters", the screen is
arranged like this:
_________________________________________________________
| |
| Besaid Kilika |
| Mi'ihen Highroad Mushroom Rock Road |
| Djose Road Thunder Plains |
| Macalania Bikanel |
| Calm Lands Sunken Cave |
| Mt. Gagazet Inside Sin |
| Omega Dungeon Area Conquest |
| Species Conquest Original |
|_________________________________________________________|
Here are the monsters in the order they appear on the various area and conquest
selections; hopefully if you're missing a monster, this should clue you in to
exactly which one it is:
Besaid
Dingo - 24 gil
Condor - 18 gil
Water Flan - 27 gil
Kilika
Dinonix - 40 gil
Killer Bee - 34 gil
Yellow Element - 49 gil
Ragora - 72 gil
Mi'ihen Highroad
Mi'ihen Fang - 49 gil
Ipiria - 69 gil
Floating Eye - 66 gil
White Element - 72 gil
Raldo - 63 gil
Vouivre - 90 gil
Bomb - 105 gil
Dual Horn (page 2) - 157 gil
Mushroom Rock Road
Raptor - 72 gil
Gandarewa - 93 gil
Thunder Flan - 75 gil
Red Element - 82 gil
Lamashtu - 108 gil
Funguar - 63 gil
Garuda - 210 gil
Djose Road
Garm - 132 gil
Simurgh - 109 gil
Bite Bug - 93 gil
Snow Flan - 139 gil
Bunyip - 145 gil
Basilisk - 187 gil
Ochu - 780 gil
Thunder Plains
Melusine - 162 gil
Aerouge - 216 gil
Buer - 198 gil
Gold Element - 160 gil
Kusariqqu - 168 gil
Larva - 495 gil
Iron Giant - 900 gil
Qactuar (page 2) - 4000 gil
Macalania
Snow Wolf - 288 gil
Iguion - 207 gil
Wasp - 213 gil
Evil Eye - 307 gil
Ice Flan - 282 gil
Blue Element - 270 gil
Murussu - 247 gil
Mafdet (page 2) - 258 gil
Xiphos (page 2) - 330 gil
Chimera (page 2) - 1455 gil
Bikanel
Sand Wolf - 337 gil
Alcyone - 360 gil
Mushussu - 405 gil
Zuu - 1800 gil
Sand Worm - 1500 gil
Cactuar - 400 gil
Calm Lands
Skoll - 630 gil
Nebiros - 480 gil
Flame Flan - 672 gil
Shred - 552 gil
Anacondaur - 1125 gil
Ogre - 1470 gil
Coeurl - 1650 gil
Chimera Brain (page 2) - 1500 gil
Malboro (page 2) - 1650 gil
Sunken Cave
Yowie - 720 gil
Imp - 915 gil
Dark Element - 780 gil
Nidhogg - 903 gil
Thorn - 795 gil
Valaha - 1080 gil
Epaaj - 1425 gil
Ghost (page 2) - 1215 gil
Tonberry (page 2) - 3000 gil
Mt. Gagazet
Bandersnatch - 1320 gil
Ahriman - 975 gil
Dark Flan - 1620 gil
Grenade - 810 gil
Grat - 780 gil
Grendel - 1095 gil
Bashura - 1095 gil
Mandragora (page 2) - 1800 gil
Behemoth (page 2) - 2025 gil
Splasher (page 2) - 300 gil
Achelous (page 2) - 630 gil
Maelspike (page 2) - 495 gil
Inside Sin
Exoray - 1260 gil
Wraith - 1605 gil
Gemini A (armed with sword) - 1666 gil
Gemini B (armed with club) - 1666 gil
Demonolith - 2205 gil
Great Malboro - 2250 gil
Barbatos - 2325 gil
Adamantoise (page 2) - 3300 gil
Behemoth King (page 2) - 2775 gil
Omega Dungeon
Zaurus - 1425 gil
Floating Death - 1897 gil
Black Element - 1560 gil
Halma - 1545 gil
Puroboros - 1455 gil
Spirit - 1950 gil
Machea - 2175 gil
Master Coeurl (page 2) - 3045 gil
Master Tonberry (page 2) - 3600 gil
Varuna (page 2) - 2670 gil
Area Conquest
Stratoavis - 6000 gil
Malboro Menace - 6000 gil
Kottos - 6000 gil
Coeurlregina - 6000 gil
Jormungand - 6000 gil
Cactuar King - 6000 gil
Espada - 6000 gil
Abyss Worm (page 2) - 6000 gil
Chimerageist (page 2) - 6000 gil
Don Tonberry (page 2) - 8000 gil
Catoblepas (page 2) - 6000 gil
Abaddon (page 2) - 6000 gil
Vorban (page 2) - 6000 gil
Species Conquest
Fenrir - 8000 gil
Ornitholestes - 8000 gil
Pteryx - 8000 gil
Hornet - 8000 gil
Vidatu - 8000 gil
One-Eye - 8000 gil
Jumbo Flan - 8000 gil
Nega Elemental (page 2) - 8000 gil
Tanket (page 2) - 8000 gil
Fafnir (page 2) - 8000 gil
Sleep Sprout (page 2) - 8000 gil
Bomb King (page 2) - 8000 gil
Juggernaut (page 2) - 8000 gil
Ironclad (page 2) - 8000 gil
Original
Earth Eater - 15000 gil
Greater Sphere - 15000 gil
Catastrophe - 15000 gil
Th'uban - 15000 gil
Neslug - 15000 gil
Ultima Buster - 15000 gil
Shinryu - 15000 gil
Nemesis (page 2) - 25000 gil
-- V. Area Creations --
- a. Besaid Island: Stratavis -
Name: Stratavis
HP: 320000 (Overkill: 10000)
AP: 8000 (Overkill: 8000)
Steal: Smoke Bomb x3 (common), Stamina Spring x2 (rare)
Cost: 6000 gil
Drop: Amulet x2 (common) x4 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 73 | 41 | 32 | 82 | 32 | 5 |
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| N/A | N/A | N/A | N/A | N/A |
Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
Auto-abilites of dropped armor: HP +10%, HP +20%, HP +30%
Number of slots of droppped equipment: 2-4
Number of abilities in dropped equipment: 1-3
Strategy: Easy, easy, easy. Don't be fooled by his Zuu-like appearance, this
bird is a pushover. When he flops to the ground, which should happen after
only a few hits, you'll know he's low on HP. At low levels, boost Yojimbo's
Evade % with Speed Spheres, and have him kill Stratavis. Youji's evasion is
so good, Stratavis will miss nearly every time! This tactic is courtesy of
dreavien, who swears up and down that it works great on other Area Creation
and Species Creation bosses. Barring using Yojimbo, or being leveled enough
to kill him with physical attacks, Stratavis has a slight weakness to Slow,
and all four 'Break' skills - these will work 10% of the time. Doom works as
well, but you'll be sitting through 200 turns looking at his ugly mug.
Conditions: Capture at least one of each monster from Besaid Island. These
are: Dingo, Condor, and Water Flan.
Prize for unlocking: Stamina Tonic x99
- b. Kilika Forest: Malboro Menace -
Name: Malboro Menace
HP: 640000 (Overkill: 12000)
AP: 8000 (Overkill: 8000)
Steal: Remedy x4 (common), Mana Spring x2 (rare)
Cost: 6000 gil
Drop: Mana Tonic x2 (common) x4 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 60 | 24 | 53 | 63 | 34 | 0 |
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| 1.5x | N/A | Absorb | N/A | N/A |
Auto-abilites of dropped weapons: Sleepstrike, Silencestrike, Darkstrike,
Poisonstrike, Stonestrike, Zombiestrike, Slowstrike
Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof,
Stoneproof, Poisonproof, Zombieproof, Slowproof
Number of slots of droppped equipment: 3-4
Number of abilities in dropped equipment: 1-4
Strategy: This guy is like a souped-up, giant Great Malboro, so equip armor
with the [Berserkproof], [Confuseproof], and [Auto Med] abilities, or [Ribbon]
if you're playing the PAL or "International" releases. Malboro Menace will
_always_ ambush you on the first turn and use Putrid Breath immediately, so if
you have a weapon bearing the [First Strike] auto ability, make sure you have
it equipped to get an extra hit on him at the beginning of the battle, or swap
that character our for Yuna who will summon an Aeon to take Malboro Menace's
Putrid Breath attack. (If anyone is curious, Putrid Breath is simply Bad
Breath plus small damage, but the damage is insignificant compared to having
an entire party afflicted by Confusion...) His other methods of assault
include two different tentacle attacks - one inflicts Petrify on a single
character, and the other inflicts all four 'Breaks' on a single character.
Like Stratavis before him, Malboro Menace is vulnerable to Doom, although the
Doom counter is set at 200.
Conditions: Capture at least one of each monster from Kilika. These are: Killer
Bee, Ragora, Dinonix, and Yellow Element.
Prize for unlocking: Poison Fang x99
- c. Mi'ihen Highroad: Kottos -
Name: Kottos
HP: 440000 (Overkill: 15000)
AP: 8000 (Overkill: 8000)
Steal: Stamina Spring x4 (common), Soul Spring x2 (rare)
Cost: 6000 gil
Drop: Healing Spring x20 (common) x40 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 88 | 60 | 12 | 1 | 36 | 0 |
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| N/A | N/A | N/A | N/A | N/A |
Auto-abilites of dropped weapons: Counter, Evade & Counter, Magic Counter
Auto-abilites of dropped armor: HP +10%, HP +20%, HP +30%
Number of slots of droppped equipment: 2-3
Number of abilities in dropped equipment: 1-3
Strategy: Kottos counterattacks everything - Overdrives, phsyical attacks,
magic attacks, even simply Stealing from him will cause him to attack you.
If you fight Kottos when you're just beginning to capture monsters, you may
get creamed, but he's a piece of cake at higher levels. Have everyone in
Protect status, and lots of HP and Phoenix Downs. At 255 Defense and in
Protect status, his counterattack will only do about 1500 damage.
Conditions: Capture at least one of each monster from Mi'ihen Highroad. These
are: Raldo, Floating Eye, Mi'ihen Fang, White Element, Bomb, Dual Horn,
Vouivre*, and Ipiria*. *These last two only appear in the "Old" part of
Mi'ihen Highroad. The "Old" Highroad is the sunken canyon part that you can
get to by doing a U-turn at the screen right before Mushroom Rock Road, where
the chocobo feathers and Auron's Mars Crest are.
Prize for unlocking: Soul Spring x99
- d. Mushroom Rock Road: Coeurlregina -
Name: Coeurl Regina
HP: 380000 (Overkill: 10000)
AP: 8000 (Overkill: 8000)
Steal: Farplane Wind x2 (common), Blessed Gem x1 (rare)
Cost: 6000 gil
Drop: Shining Gem x3 (common) x6 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 1 | 40 | 70 | 40 | 75 | 0 |
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| N/A | N/A | N/A | N/A | N/A |
Auto-abilites of dropped weapons: Deathstrike, Double AP
Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof,
Stoneproof, Poisonproof, Zombieproof, Slowproof, Deathproof
Number of slots of droppped equipment: 2-3
Number of abilities in dropped equipment: 1-3
Strategy: Another pushover - kind of a spiritual successor to the panther
enemies you fought in the Tower of Bab-il in Final Fantasy IV, except without
the difficulty. She'll sit there while you attack her repeatedly, and most of
the time use a combination Doom/Curse/Confuse attack called "Chaos", but so
long as you have [Confuseproof], [Deathproof], and possibly [Curseproof], it
can't harm you. Very rarely, Coeurlregina will use Hyper Blaster, which is
instant death to one character, and fairly weak Flare, Thundaga, and Drain
spells. If for some reason you can't wear down her 380000 HP in a reasonable
amount of time, she too is vulnerable to Doom, and the counter is set at 200.
Conditions: Capture at least one of each monster from Mushroom Rock Road.
These are: Thunder Flan*, Gandarewa*, Raptor, Lamashtu, Red Element*, Funguar*,
and Garuda. *These asterisked monsters appear in more areas than just Mushroom
Rock Road. Thunder Flan also appears in the "Old" part of Mi'ihen Highroad, and
Red Element, Funguar, and Gandarewa appear in the southern part of Djose
Highroad.
Prize for unlocking: Candle of Life x99
- e. Djose Highroad / Moonflow: Jormungand -
Name: Jormungand
HP: 520000 (Overkill: 10000)
AP: 8000 (Overkill: 8000)
Steal: Petrify Grenade x4 (common), Three Stars x1 (rare)
Cost: 6000 gil
Drop: Supreme Gem x2 (common) x4 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 77 | 33 | 80 | 186 | 53 | 6 |
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| N/A | N/A | N/A | N/A | N/A |
Auto-abilites of dropped weapons: Sleepstrike, Silencestrike, Darkstrike,
Poisonstrike, Stonestrike, Zombiestrike, Slowstrike
Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof,
Stoneproof, Poisonproof, Zombieproof, Slowproof
Number of slots of droppped equipment: 3-4
Number of abilities in dropped equipment: 1-4
Strategy: Yet another easy fight. Jormungand likes to petrify you, but you
expected that from his palette-swapped Basilisk appearance, right? Right.
If he doesn't use a stone gaze-type attack, he'll attack one party member
with his claws for piddly damage, or use a sonic tail attack that hits your
whole party, which may be halved by Shell. Verily, Jormungand is slow as
molasses, so as long as you have [Stoneproof], and abuse Overdrives and Quick
Hit, he'll probably only get one hit on you. Should you choose to cripple him
further, he's also vulnerable to Slow status, and has 90% resistence to all
four 'Breaks'.
Conditions: Capture at least one of each monster from Djose Highroad. These
are: Bite Bug, Garm, Bunyip, Simurgh, Snow Flan, Basilisk, and Ochu*. *The
Ochu only appears along the Moonflow, which is west of Djose Temple.
Prize for unlocking: Petrify Grenade x99
- f. Thunder Plains: Cactuar King -
Name: Cactuar King
HP: 100000 (Overkill: 10000)
AP: 8000 (Overkill: 8000)
Steal: Chocobo Wing x2 (common), Designer Wallet x1 (rare)
Cost: 6000 gil
Drop: Blessed Gem x3 (common) x6 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 255 | 100 | 255 | 255 | 80 | 240 |
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| Null | Null | Null | Null | Null |
Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
Number of slots of droppped equipment: 2-4
Number of abilities in dropped equipment: 1-3
Strategy: Cactuar King is fast with ridiculously high Evade and Magic Defense,
so definately include Wakka in this battle - he may be the only one who can
reliably hit him. And regardless of whether you're able to make a connecting
hit on him or not, the Cactuar King will counterattack with 10,000 Needles.
When his turn comes to, Cactuar King will use 10,000 Needles about 40% of the
time, 99,999 Needles 50% of the time, and run away (!) 10% of the time.
Wakka's Attack Reel Overdrive, or Blitz Ace will finish him off quickly.
Between this fight, and the Cactuar minigame in Sanubia Desert, you may wind
up hating Cactuars for life.
Conditions: Capture at least one of each monster from Thunder Plains. These
are: Aerouge, Buer, Melusine, Kusariqqu, Qactuar*, Gold Element, Larva, and
Iron Giant**. *You will not encounter Qactuars until you've prayed to at
least one of the glowing Qactuar stones. **The Iron Giant only appears north
of Rin's travel agency.
Prize for unlocking: Chocobo Wing x99
- g. Macalania Forest and Snowfield: Espada -
Name: Espada
HP: 280000 (Overkill: 15000)
AP: 8000 (Overkill: 8000)
Steal: Farplane Shadow x4 (common), Farplane Wind x1 (rare)
Cost: 6000 gil
Drop: Rename Card x1 (common) x2 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 44 | 100 | 31 | 160 | 51 | 12 |
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| N/A | N/A | N/A | N/A | N/A |
Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
Number of slots of droppped equipment: 2-4
Number of abilities in dropped equipment: 1-3
Strategy: Espada has a rather annoying instant-death counterattack, but very
low HP. You can circumvent this by zombifying your party members, which makes
them immune to instant death, or having the [Deathproof] and/or [Auto Phoenix]
abilities in your armor. If your evade is high enough, you don't even need to
worry about it, because you'll always dodge the counterattack. Espada also has
no resistance whatsoever to all four 'Breaks', and 50% resistance to Slow.
Enjoy this easy fight.
Conditions: Capture at least one of each monster from Macalania. These are:
Wasp, Murussu, Blue Element, Xiphos, Chimera, Evil Eye*, Snow Wolf*, Mafdet*,
and Ice Flan*. The monsters without asterisks appear in Macalania Forest, and
the ones with asterisks appear around Lake Macalania and Macalania Snowfield.
Also, do not confuse Murussu with Mafdet - they're both armored moles, but
one is pink, red, and blue, and has a crystal growing out of its head
(Murussu), and the other is grayish-lavender with smoke coming out of pores
in its back (Mafdet).
Prize for unlocking: Shining Gem x60
- h. Sanubia Desert: Abyss Worm -
Name: Abyss Worm
HP: 480000 (Overkill: 12000)
AP: 8000 (Overkill: 8000)
Steal: Shadow Gem x4 (common), Stamina Tablet x1 (rare)
Cost: 6000 gil
Drop: Stamina Tonic x1 (common) x2 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 60 | 24 | 93 | 63 | 22 | 0 |
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| N/A | N/A | N/A | N/A | N/A |
Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
Number of slots of droppped equipment: 2-4
Number of abilities in dropped equipment: 1-3
Strategy: The Abyss Worm only LOOKS intimidating - but then you hit him, and
you realize he's just an overgrown earthworm with serious post-nasal drip
problems. Although the Abyss Worm doesn't have any status ailment weaknesses,
outside of Doom (count: 200), he's extremely slow, and he doesn't have much
physical defense power, so if at least one of your party members can deal
99,999 damage every time, this battle is over before it's even begun. Even if
you can't deal 9,999 damage, Hastega, Doublecasting Flare or Ultima, or Lulu's
Fury Overdrives will expedite things muchly. (Unfortunately, the Abyss Worm is
immune to Demi, which means you can't expedite things even further.)
Conditions: Capture at least one of each monster from Sanubia Desert. These
are: Alcyone, Sand Wolf, Sand Worm*, Mushussu, Zuu, and Cactuar*. *All of the
monsters appear in all areas, EXCEPT for the Sand Worm and Cactuar. The Sand
Worm only appears in the Ruins and Sandstorm areas, and the Cactuar only
appears on the screen closest to home - most frequently in the Sandstorm area.
You can find all of these monsters except for the Mulfushu and Alcyone at the
Sanubia Sand Dune location, accessable by searching the coordinates X-15 Y-41
while on the airship. I think.
Prize for unlocking: Shadow Gem x99
- i. Calm Lands: Chimerageist -
Name: Chimerageist
HP: 120000 (Overkill: 10000)
AP: 8000 (Overkill: 8000)
Steal: Mana Spring x2 (common), Stamina Spring x1 (rare)
Cost: 6000 gil
Drop: Return Sphere x1 (common) x2 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 66 | 10 | 68 | 10 | 29 | 0 |
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| Null | Null | Null | Null | N/A |
Auto-abilites of dropped weapons: Firestrike, Waterstrike, Icestrike
Auto-abilites of dropped armor: Fire Eater, Water Eater, Ice Eater
Number of slots of droppped equipment: 2-3
Number of abilities in dropped equipment: 1-3
Strategy: Chimerageist will most likely be the easiest of any of these bosses,
because he'll also be the first one you fight - the Monster Trainer won't let
you fight any of the other bosses until you've captured all the monsters from
the Calm Lands, remember? Aqua Breath, which Kimahri may learn from him, is
the most damaging of his attacks, and it hits your entire party, but so long
as you have [Waterproof] or [Water Eater] armor, or NulTide status, it's
nothing to worry about. His other attacks include a fireball called Megid Flame,
and the usual complement of Chimera spells. Chimerageist has 50% resistance to
all four 'Breaks', and no resistance to Doom.
Conditions: Capture at least one of each monster from the Calm Lands. These
are: Nebiros, Skoll, Flame Flan, Anacondaur, Shred, Coeurl*, Ogre, Malboro*,
and Chimera Brain. *The Coeurl and Malboro also appear in the Cavern of the
Stolen Fayth, but if you capture them there, they count towards your Calm
Lands total. If you're having trouble running into a particular monster, the
trainer even tells you that the rarest monsters tend to spawn in the northwest
corner of the Calm Lands.
Prize for unlocking: Farplane Wind x60
- j. Cavern of the Stolen Fayth: Don Tonberry -
Name: Don Tonberry
HP: 480000 (Overkill: 10000)
AP: 8000 (Overkill: 8000)
Steal: Candle of Life x2 (common), Designer Wallet x1 (rare)
Cost: 8000 gil
Drop: Farplane Wind x3 (common) x6 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 95 | 100 | 75 | 100 | 37 | 0 |
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| N/A | N/A | N/A | N/A | N/A |
Auto-abilites of dropped weapons: Sleepstrike, Silencestrike, Darkstrike,
Poisonstrike, Stonestrike, Zombiestrike, Slowstrike, Deathstrike
Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof,
Stoneproof, Poisonproof, Zombieproof, Slowproof, Deathproof
Number of slots of droppped equipment: 3-4
Number of abilities in dropped equipment: 2-4
Strategy: If you attack Don Tonberry when he's at the far side of the screen,
he'll automatically counterattack with an insanely powerful version of Karma,
(ten times the power of a standard Karma, to be exact) which will usually kill
you, even at high levels. Whereas if you defend for four turns while he walks
towards you, and only attack him when you're staring him in the face, he won't
counterattack. [Auto Phoenix] or Auto-Life are nescessary if you don't heed
the Karma warning, and attack him before you can see the whites of his eyes.
For a laugh, try summoning an Aeon to see his Voodoo attack...
Conditions: Capture at least one of each monster from the Cavern of the
Stolen Fayth. These are: Epaaj, Imp*, Yowie, Thorn, Dark Element, Nidhogg*,
Valaha, Ghost, and Tonberry. *The Imp and Nidhogg also appear in Mt. Gagazet,
but if you capture them there, they count towards your Cavern of the Stolen
Fayth total. The encounter rate for certain monsters in the cave is
ridiculously low, so if you can't find a certain monster right away, like a
Tonberry, don't despair, you're not the only one. I personally spent four
hours searching for Tonberries in the cave, and only found five in that time.
Arcaneja and others on the GameFAQs FFX board have reported that the Tonberry
rate was highest in the "green" room to the right of the first 4-way
intersection, so maybe I was just looking in the wrong place. Regardless,
whomever programmed the encounter rates in this area should be strung up by
their toenails and Everyone's Grudged repeatedly. Grrr!
Prize for unlocking: Silver Hourglass x40.
- k. Mt. Gagazet / Gagazet Cavern / Zanarkand Ruins: Catoblepas -
Name: Catoblepas
HP: 550000 (Overkill: 10000)
AP: 8000 (Overkill: 8000)
Steal: Healing Spring x3 (common), Stamina Tonic x1 (rare)
Cost: 6000 gil
Drop: Three Stars x1 (common) x2 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 76 | 33 | 58 | 27 | 47 | 0 |
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| N/A | N/A | N/A | N/A | N/A |
Auto-abilites of dropped weapons: Sleepstrike, Silencestrike, Darkstrike,
Poisonstrike, Stonestrike, Zombiestrike, Slowstrike, Deathstrike
Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof,
Stoneproof, Poisonproof, Zombieproof, Slowproof, Deathproof
Number of slots of droppped equipment: 3-4
Number of abilities in dropped equipment: 2-4
Strategy: Treat Catoblepas as you would a mega Behemoth, because that's what
he is, and bear in mind that when you defeat him, he'll cast Ultima as a last
gasp. Cast Shell on your party before you slay him, if you don't have very
high magic defense, or cripple him by using any and all four 'Breaks', of
which he has 50% resistance to.
Conditions: Capture at least one of each monster from Mt. Gagazet. These are:
Bandersnatch, Grat, Grenade, Bashura, Ahriman, Grendel, Dark Flan, Mandragora,
Behemoth, Splasher, Achelous, and Maelspike. Bear in mind that this area
encompasses the snowy exterior of Mt. Gagazet, the Cavern interior, the
flooded part of the cavern, and the ruins of the Zanarkand Freeway. Also,
capturing at least two of the Splasher, Achelous, and Maelspike will unlock
Shinryu in addition to Catoblepas - see Shinryu's entry in the Original
Creations section for more detail.
Prize for unlocking: Blossom Crown for unlocking Catoblepas, and 30 Mega
Elixirs for unlocking Shinryu.
- l. Inside Sin: Abadon -
Name: Abadon
HP: 380000 (Overkill: 10000)
AP: 10000 (Overkill: 10000)
Steal: Purifying Salt x3 (common), Shining Gem x1 (rare)
Cost: 6000 gil
Drop: Mana Tablet x1 (common) x2 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 40 | 180 | 95 | 160 | 120 | 0 |
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| N/A | N/A | N/A | N/A | N/A |
Auto-abilites of dropped weapons: Magic +5%, Magic +10%, Magic +20%
Auto-abilites of dropped armor: Magic Defense +5%, Magic Defense +10%, Magic
Defense +20%
Number of slots of droppped equipment: 2-4
Number of abilities in dropped equipment: 1-3
Strategy: Cast Hastega. Attack with Quick Hit. Rinse, lather, repeat. Don't
bother with magic, because he has constant Nul-All, Reflect, and other
protective statuses in place. His attacks include Pharoah's Curse, which you
may have been afflicted by when fighting Demonoliths, all of the -aga spells,
Flare, and Demi rarely. Abadon tends to use Pharoah's Curse more than anything,
though, so either have [Blindproof], [Poisonproof], [Curseproof], and/or [Auto
Med] in your armor.
Conditions: Capture at least one of each monster from Inside Sin. These are:
Exoray, Gemini (both kinds, each count as a seperate monster)*, Adamantoise*,
Behemoth King, Wraith*, Great Malboro*, Barbatos**, and Demonolith*. *These
monsters also appear in the Omega Ruins, but if you capture them there, they
count towards your Inside Sin total. **Barbatos only appears in the "deserted
city"-type area - the City of Dying Dreams.
Prize for unlocking: Lunar Curtain x99
- m. Omega Ruins: Vorban -
Name: Vorban
HP: 630000 (Overkill: 10000)
AP: 8000 (Overkill: 8000)
Steal: Healing Spring x2 (common), Stamina Tablet x1 (rare)
Cost: 6000 gil
Drop: Friend Sphere x1 (common) x2 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 95 | 100 | 75 | 100 | 33 | 0 |
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| N/A | N/A | N/A | N/A | N/A |
Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
Number of slots of droppped equipment: 2-4
Number of abilities in dropped equipment: 1-3
Strategy: Don't bother with Armor Break, because Vorban is immume to it,
and all of the other "Breaks". Unless your characters can hit for 99,999
damage, this will be a very very long fight, and not one that I recommend at
low to moderate levels. Otherwise, Vorban has all of the same attacks that a
Barbatos does, and whether he'll counterattack when you hit him seems to be
totally random. His only status ailment weakness is Doom (count: 200).
Conditions: Capture at least one of each monster from the Omega Ruins. These
are: Varuna*, Floating Death, Black Element, Zaurus, Spirit*, Halma, Machea,
Master Coeurl, Master Tonberry*, and Puroburos*. *These monsters appear most
frequently (which is to say, still not very frequently at all) in the basement
level of the Omega Ruins, en route to Omega himself.
Prize for unlocking: Designer Wallet x60
-- VI. Species Creations --
- a. Wolves: Fenrir -
Name: Fenrir
HP: 850000 (Overkill: 99999)
AP: 10000 (Overkill: 10000)
Steal: Chocobo Feather x2 (common), Chocobo Wing x1 (rare)
Cost: 8000 gil
Drop: Agility Sphere x1 (common) x2 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 73 | 40 | 12 | 165 | 200 | 60 |
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| Halve | Halve | Halve | Halve | Halve |
Auto-abilites of dropped weapons: Sleepstrike, Silencestrike, Darkstrike,
Poisonstrike, Stonestrike, Zombiestrike, Slowstrike, Deathstrike
Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof,
Stoneproof, Poisonproof, Zombieproof, Slowproof, Deathproof, Confuseproof
Number of slots of droppped equipment: 3-4
Number of abilities in dropped equipment: 2-4
Strategy: Fenrir is fast, agile, and has two very powerful attacks, one of
which is instant death even to Aeons, and the other does 15,000+ damage on
top of confusion to a single character. And did I mention, he's FAST? Even if
you cast Hastega, you may not be able to keep up with Fenrir. If there was
ever a battle to abuse Mindy's Passado, this is it. He has 99% resistance to
Armor Break and Mental Break, but in my opinion, the 1% chance of making a
connecting hit outweighs the benefit of inflicting either of these on him.
Alternately, if you're playing the "International" or PAL releases, one
multi-hit Overdrive from Anima will send him back to the kennel quickly.
Conditions: Capture at least 3 of each monster from the wolf species. These
are: Dingo (Besaid Island), Mi'ihen Fang (Mi'ihen Highroad), Garm (Moonflow),
Snow Wolf (Macalania Snowfield), Sand Wolf (Sanubia Desert), Skoll (Calm
Lands), and Bandersnatch (Mt. Gagazet).
Prize for unlocking: Chocobo Feather x99
- b. Lizards: Ornitholestes -
Name: Ornitholestes
HP: 800000 (Overkill: 99999)
AP: 10000 (Overkill: 10000)
Steal: Rename Card x1 (common), Chocobo Wing x1 (rare)
Cost: 8000 gil
Drop: Gambler's Spirit x2 (common) x4 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 83 | 55 | 30 | 170 | 130 | 80 |
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| Absorb | N/A | Null | N/A | N/A |
Auto-abilites of dropped weapons: Double Overdrive
Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
Number of slots of droppped equipment: 2-3
Number of abilities in dropped equipment: 1-3
Strategy: Ornitholestes has a high evade rate, but low speed and physical
attack power compared to most of the other Species Creations. So consider this
an easy fight. However, if you fight him on lower levels, you may run into
one of two attacks: a) a damage plus poison attack that never misses unless
you have [Poisonproof] armor, or b) an HP-draining attack. Don't worry too
much about the latter attack, instead worry about curing the poison before it
has a chance to really damage you. As a last resort, use Doom (count: 200).
Conditions: Capture at least 3 of each monster from the lizard species. These
are: Dinonix (Kilika Forest), Ipiria (Mi'ihen Highroad), Raptor (Mushroom Rock
Road), Melusine (Thunder Plains), Iguion (Macalania) Yowie (Cavern of the
Stolen Fayth), and Zaurus (Omega Ruins).
Prize for unlocking: Stamina Spring x99
- c. Birds: Pteryx -
Name: Pteryx
HP: 100000 (Overkill: 99999)
AP: 10000 (Overkill: 10000)
Steal: Smoke Bomb x4 (common), Candle of Life x1 (rare)
Cost: 8000 gil
Drop: Evasion Sphere x1 (common) x2 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 90 | 100 | 5 | 100 | 60 | 60 |
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| N/A | N/A | N/A | N/A | N/A |
Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
Number of slots of droppped equipment: 2-4
Number of abilities in dropped equipment: 1-3
Strategy: High evade rate, medium speed, extremely low HP, constantly in
Regen status, vulnerable to Doom (count: 200) and all four 'Breaks'. The one
attack that's even worth mentioning is Pteryx's beak attack, which curses you.
Yawn. Next?
Conditions: Capture at least 4 of each monster from the bird species. These
are: Condor (Besaid Island), Simurgh (Djose Highroad), and Alcyone (Sanubia
Desert).
Prize for unlocking: Mega Phoenix x99
- d. Insects: Hornet -
Name: Hornet
HP: 620000 (Overkill: 50000)
AP: 10000 (Overkill: 10000)
Steal: Poison Fang x4 (common), Cleaning Salts x2 (rare)
Cost: 8000 gil
Drop: Accuracy Sphere x1 (common) x2 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 63 | 70 | 88 | 95 | 102 | 17 |
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| N/A | N/A | N/A | N/A | N/A |
Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
Number of slots of droppped equipment: 2-4
Number of abilities in dropped equipment: 1-3
Strategy: Wouldn't you know it, another monster with a high evade rate!
Heavens to Betsy! He hits pretty hard for an overgrown insect, including a
poison stinger, and instant death stinger attacks, and never misses (there's
a reason the Hornet drops Accuracy Spheres) but all of his attacks target a
single character. His standard non-stinger physical attack inflicts Sleep,
Silence, Blind, and Death on a single character.
Conditions: Capture at least 4 of each monster from the insect species. These
are: Killer Bee (Kilika Forest), Bite Bug (Moonflow), Wasp (Macalania Forest),
and Nebiros (Calm Lands).
Prize for unlocking: Mana Tonic x60
- e. Floating Wizards: Vidatu -
Name: Vidatu
HP: 95000 (Overkill: 10000)
AP: 10000 (Overkill: 10000)
Steal: Lightning Gem x4 (common), Mana Tonic x1 (rare)
Cost: 8000 gil
Drop: MP Sphere x1 (common) x2 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 12 | 230 | 77 | 230 | 33 | 80 |
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| N/A | N/A | N/A | N/A | N/A |
Auto-abilites of dropped weapons: Double AP
Auto-abilites of dropped armor: MP 10%, MP +20%, MP +30%
Number of slots of droppped equipment: 2-3
Number of abilities in dropped equipment: 1-3
Strategy: Don't bother using elemental spells on Vidatu, because his constant
Nul-All and Regen status will nullify all of them. I believe he's also in
Shell status, so non-elemental spells aren't very powerful either. Take him
down in a single hit if you can hit for 99,999 damage.
Conditions: Capture at least 4 of each monster from the floating wizard
species. These are: Gandarewa (Mushroom Rock Road), Aerouge (Thunder Plains),
and Imp (Mt. Gagazet or Cavern of the Stolen Fayth).
Prize for unlocking: Mana Spring x99
- f. Eyeballs: One-Eye -
Name: One-Eye
HP: 150000 (Overkill: 15000)
AP: 10000 (Overkill: 1000)
Steal: Lunar Curtain x3 (common), Blessed Gem x1 (rare)
Cost: 8000 gil
Drop: Magic Defense Sphere x1 (common) x2 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 55 | 58 | 77 | 183 | 38 | 10 |
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| Null | Null | Null | Null | Null |
Auto-abilites of dropped weapons: Triple AP
Auto-abilites of dropped armor: MP +10%, MP +20%, MP +30%
Number of slots of droppped equipment: 2-3
Number of abilities in dropped equipment: 1-3
Stategy: If One-Eye has the first move, he'll use an attack called Shock Wave,
which is every status abnormality in the book, on top of 9,999+ damage to
every character. When fighting One-Eye, make sure at least one person in your
active part is equipped with a weapon bearing [First Strike], and if he gets the
jump on you, simply swap that character out for Yuna, who will summon. The only
other attack of One Eye's worth mentioning is a staring contest he has with one
character - standard to all of the One-Eyed fiends, that inflicts Curse status.
Conditions: Capture at least 4 of each monster from the eyeball species. These
are: Floating Eye (Mi'ihen Highroad), Buer (Thunder Plains), Evil Eye
(Macalania Snowfield), Ahriman (Mt. Gagazet or Inside Sin), and Floating Death
(Omega Ruins).
Prize for unlocking: Stamina Tablet x60
- g. Flans: Jumbo Flan -
Name: Jumbo Flan
HP: 1300000 (Overkill: 99999)
AP: 10000 (Overkill: 10000)
Steal: Lunar Curtain x4 (common), Mana Tablet x1 (rare)
Cost: 8000 gil
Drop: Magic Sphere x1 (common) x2 (Overkill)
Dark Matter x1 (rare) x2 (Overkill)
|----------|----------|----------|----------|----------|----------|
| Power | Defense | M. Power | M. Def. | Speed | Evade % |
|----------|----------|----------|----------|----------|----------|
| 3 | 255* | 98 | 80 | 60 | 0 |
*Despite Jumbo Flan having a finite Defense statistic, physical attacks will
do no damage.
|-----------|-----------|-----------|------------|------------|
| Fire | Thunder | Water | Ice | Holy |
|-----------|-----------|-----------|------------|------------|
| Absorb | Absorb | Absorb | Absorb | Absorb |
Auto-abilites of dropped weapons: Magic Booster
Auto-abilites of dropped armor: Fire Eater, Water Eater, Ice Eater
Number of slots of droppped equipment: 2-4
Number of abilities in dropped equipment: 1-3
Strategy: Jumbo Flan is HARD... well technically he's jellylike, and probably
soft and squishy to the touch, but he's hard to defeat. Would you want to
touch him, anyway? I wouldn't. Ju
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