FFX Sphere Guide
FFX Sphere Guide
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Created By: KADFC (aka Fabian Chang)
Created On: 9:00 PM on Friday February 2 2007 Pacific Time
Current Version: 1.00
First Version Submitted On : 6:00 PM on Wednesday February 7 2007
Current Version Submitted On: 6:00 PM on Wednesday February 7 2007
Copyright KADFC 2007
This guide can only be posted on Gamefaqs.com.
And KaddyGuides.com
(Quick Find: Ctrl + F, then put the name of the section from the Table of )
Contents.
Most importantly, I would like to thank Jobber (jobber2022497) for solving
and helping me the most for this guide.
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Table Of Content
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i. Introduction
ii. Pre-Knowledge
A. The Three Types of Sphere Grids
B. The Nine Setups
C. The Math
D. Post Airship
E. AP Weapon and AP Trick
F. Kottos Trick and Level # Keys
G. Finishing Capturing
H. Pre-Maxing Stats
I. Maxing Stats
J. Credits
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Introduction
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To start this thing off, I'm making this due to a promise, somewhat. Even so,
I'll try to do my best to create regardless of pressure or expectation.
Regardless how knowledgable I am, nor how well I can explain the process. If
this doesn't fit my expectation, I won't leave this gamefaqs, even if it
was already posted.
I was informed that the first FAQ regarding Max Stats for FFX was written by
JungleJim. I have seen him posted on the boards before as well as discussed
with him in certain topics, so he will be acknowledge. However, since I don't
have a copy of FAQ, I'll start this from scratch and basically set my layout.
Even so, I will use Split's FAQ or any other FAQ that I find already posted
at my advantage. Adding to that sum, the wonderful board of FFX of gamefaqs.
Needless to say, all of which will be credited where credit will be given.
I have max my characters stats before, and I have done it three times before,
so my methods may not be something that most people recommend, but it works.
To end the intro, I'll make it clear. This FAQ doesn't tell you how to defeat
all the Monster Arena Creations. This won't tell you how to obtain all the
Celestial Weapon or any. This FAQ doesn't serve in anyways like a walkthrough.
It won't say anything regarding any sidequests, period.
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Pre-Knowledge
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The whole process of maxing your stats revolves around your storyline of
getting the Airship. This section is for all the things I want you to know
before getting the Airship. I'm talking about getting the Airship after you
have passed by Calm Lands.
1. Overdrives - The only overdrives needed to complete the task
Tidus = Slice and Dice
Wakka = Attack Reels
Rikku = Frag Grenade
Note: You only need these for maxing your stats. Blitz Ace is optional
since it's rather slow and have a delay effect compared to Slice and Dice.
2. Overdrive Mode - Try to obtain Comrade and Victor in ahead of time.
Stotic = You start out with this, so don't worry about it.
Comrade = Ally other than self hit by an enemy.
Tidus - 300; Wakka - 100; Auron - 220; Yuna - 240; Lulu/Kimarhi - 100
Victor = Win a battle while having them be in the front (active) lines.
Tidus - 120; Rikku - 140; Wakka - 160
Loner = Tidus Only. By himself, stay in battle for 60 turns.
For Loner, wait until you've obtained Yellow Shield (Thunder Plains)
Note: You can't learn these while you're in the Monster Arena.
3. Abilities - Try limiting the number of abilites for each character. There
are far too many abilities that are waste of time, especially in the post
game. That's why you should have a mindset to not learn every single
ability the sphere grid offers as a way of convenience. Not everyone needs
to be able to cast Fire. The following are the abilities best to learn:
- Quick Attack = From Kimarhi's initial position, shift all the way west
- Steal
= Rikku starts out with this
- Use
= Rikku starts out with this
- Bribe
= From Lulu's initial positition, proceed southeast
- Flee
= Tidus starts out with this
4. Get the Cloudy Mirror from Remiem Temple's Chocobo Race. You don't have to
do it right now, but it shouldn't be that troublesome. Talk to the Chocobo
Catcher, train a Chocobo, ride one to Southeast part of Calm Lands. Head
for the temple, go to the left side, talk to sphere, go to right, talk to
chocobo, and race. Win the race and you'll get the Mirror.
5. Equipment Preparation. Two things. Get the Yellow Shield for Tidus off the
ground during your first time outside Thunder Plain's Travel Agency. Also,
make sure that you talk to Wantz during your trip up Mt. Gagazet before the
fight with Flux. This is for being able to buy equipments from Wantz from
Macalania Forest after getting the Airship.
6. Must Obtain Anima. In order to obtain Anima, you must acquire/get the
Destruction Sphere treasure from all Cloister of Trials.
NOTE: You can't miss the one from Bevelle Temple, ever.
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The Three Types of Sphere Grids
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If you didn't already know, there are three (3) types of sphere grids for
Final Fantasy X. However, that's based on 3 version of the game itself.
NA Version (North American), which is sold at at the US and Canada (which is
why it's called the NA Version), is what most Americans have. They are only
offered only one type of sphere grid.
International, as well as the PAL version, is sold in places outside of the
US. They offer more extras than the NA Version have.
You should also know that the 1st option of the INT/PAL version isn't the
same as the NA's grid. The Standar Sphere Grid contains the same abilities
that is offered in the Expert Sphere Grid, plus more nodes. Expert Grid
offers the play more flexibility overall, being that abilities are very
close to each other, more less number of nodes compared to Standard.
Note: If you're in the US and want to play these versions, you'll have to
order them online. In order to play them, you'll have to put a Modchip into
your PS2; or use a Swap Magic and the Slide Card. If you are doing this for
the sole purpose to play a few games, I suggest the Swap Magic. It's cheap
and that is what I'm currently using.
In summary:
Regular Sphere Grid = Only offered
Standard Sphere Grid = Only offered
Expert Sphere Grid = Only offered
(NOTE: NA = NA; International/PAL =
in the NA Version.
in the International/PAL Version.
in the International/PAL Version.
INT/PAL)
There are two way to look at this, both being perfectly possible.
#1 - The NA Way
9999 HP
255 Strength
255 Defense
255 Magic
255 Magic Defense
#2 - The Dark Aeon Way
999
170
255
255
xxx
MP
Agility
Evasion
Accuracy
Luck
99999 HP
255 Strength
255 Defense
255 Magic
255 Magic Defense
(NOTE: Functional with
999 MP
170 Agility
+30 Evasion
xxx Accuracy
255 Luck
9999 HP)
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The Nine Setups
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The following Nine Setup is given for the three types of sphere grids. Each
type will have 3 setups, that being Sane, Insane, and No Clear Sphere. This
may be a little too much to absorb, so just skip to the parts that you want.
When you got the part that you want, copy and paste that section into a
separate text/document file for easier access.
Note: The number of required Clear Spheres may not be totally accurate due to
the fact that you might not use them to fully clear all the non-(+4) nodes.
------------------------------------------------------------------------------Regular Sphere Grid (Sane)
------------------------------------------------------------------------------For the Regular Sphere Grid, I'll make 3 different setups. The first setup is
what is really needed for the NA Version itself. This isn't what a
perfectionist will do, but no one will tell the difference unless they
directly analyze your sphere grid. Also, this setup corresponds to #1, the NA
way.
What is needed:
40 Strength Spheres
21 Agility Spheres
51 Defense Spheres
59 Accuracy Spheres
46 Magic Spheres
44 Evasion Spheres
47 Magic Defense Spheres
308 - 188 (Initial Empty) = 120 Clear Spheres
About HP, if you didn't remove any HP nodes, that is perfectly fine when you
aren't using Break HP Limit. You will get 9999 HP (19400 with BHPL).
Therefore, you "can" delete 47 +200 HP Nodes on the grid. The grid only has
+200 HP Nodes. If this was the case, you'll need to add 47 to the original
count of Clear Spheres if you were to delete the unnessary HP nodes.
About MP, if you didn't remove any MP nodes, that is perfectly fine if you
aren't using Break MP Limit. You will get 999 MP (1250 with BMPL). Therefore,
you "can" delete 1 (there's only one) +10 MP, and 6 (out of 7) +40 MP nodes
on the grid.
Nodes Total - (Unremovable + Stats + HP + MP)
828 - (77 + 420 + 97 + 56) = 178 nodes left.
Meaning, if you follow these specifics, you'll obtain the NA Way, while
still having 178 Empty nodes to fill. Also meaning that you'll have 232 Empty
nodes if you removed my recommended HP and MP nodes, instead of 178
Nodes Total - (Unremovable + Stats + HP + MP)
828 - (77 + 420 + 50 + 49) = 232 Empty Nodes left.
------------------------------------------------------------------------------Regular Sphere Grid (Insane)
------------------------------------------------------------------------------The second setup is to show what you can get when you limit a lot of stuff on
the NA Version. That being how you deal with Luck VS. Accuracy/Evasion.
This corresponds to #2, the Dark Aeon Way.
This basically has the same potential as the Sane Version. 255 Luck can
replace 255 Accuracy with 255 Evasion. Getting this amount for a character is
quite tedious though, but not impossible. I've done it twice already, and for
all my characters both times (not the same version though).
Nodes Total - (Unremovable + Stats (Luck Added, No ACC & EVA) + MP)
828 - (77 + 354 + 25) = 372 nodes left for HP
With 333 nodes for HP, you can obtain 99999 HP
372 - 333 = 39 Empty Nodes left.
What is needed:
40 Strength Spheres
51 Defense Spheres
46 Magic Spheres
47 Magic Defense Spheres
21
58
333
18
Agility Spheres
Luck Spheres with ~420 Fortune Sphere
HP Spheres
MP Spheres
I guess this would have to be the simpliest one to use. You don't have to
remove any of the nodes on the grid. After using up everything you should
still have 64 Empty Nodes left. You can use that up for Agility and/or HP/MP.
If you give it all to HP, that will give an extra 19200 HP.
19200 + 19400 (Already on Grid) = 38600
------------------------------------------------------------------------------Standard Sphere Grid - International/PAL (Sane)
------------------------------------------------------------------------------This sphere grid has a total of 860 nodes, 85 of it being unremovable nodes,
so are left with 775 nodes to manipulate with. For this, I will make 3 setups.
Like before, there will be Sane, Insane, and No Clear Spheres.
What is needed:
40 Strength Spheres
21 Agility Spheres
51 Defense Spheres
58 Luck Sphere with ~240 Fortune Spheres
45 Magic Spheres
47 Magic Defense Spheres
262 - 191 (Initial Empty) = 71 + 29 + 35 (ACC + EVA) = 135 Clear Spheres
For the sole purposes of version itself, don't manipulate any of the HP/MP
nodes since it won't help any for the Dark Aeons/Penance. You don't need BHPL
for Dark Aeons/Penance's battle anyways.
From here down, all the formats are Dark Aeon (#2) or relevant to it. However,
Sane is not including 99999 HP, just 9999 HP.
Manipulable Nodes - (Stats + HP + MP)
775 - (354 + 97 + 56) = 268 Nodes left
268 nodes for HP gives 80400
80400 + 19400 (Already on Grid) = 99800
(Which means that you didn't remove any of the HP nodes and kept on adding HP
Spheres to the grid, you would hit 99999 for everyone)
------------------------------------------------------------------------------Standard Sphere Grid - International/PAL (Insane)
------------------------------------------------------------------------------The insane version for the Standard Sphere grid is almost the same as the
Sane version, but the minor difference is what we do with HP.
What is needed:
40 Strength Spheres
51 Defense Spheres
45 Magic Spheres
47 Magic Defense Spheres
21
58
333
18
Agility Spheres
Luck Spheres with ~420 Fortune Spheres
HP Spheres
MP Spheres
This setup is basically the best format to use when you're trying to
complete the Dark Aeons/Penance will using the Standard Sphere Grid.
Remember, this is without using any Clear Sphere. So this means use up
all the spheres listed and activate all of them.
After all of that, you should still have 80 nodes left.
If you apply all this to HP only, that would give 24000
24000 + 19700 (already on grid) = 43700 HP
------------------------------------------------------------------------------Expert Sphere Grid - International/PAL (Sane)
------------------------------------------------------------------------------The Expert Sphere Grid has 792 Nodes total.
85 of which is not removable, so there's 707 nodes to manipulate with. This
setup is the same one used for Standard - Sane, by means of results.
What is needed:
40 Strength Spheres
24 Agility Spheres
53 Defense Spheres
59 Luck Spheres
41 Magic Spheres
46 Magic Defense Spheres
263 - 224 (Initial Empty) = 39 Clear Sphere
Manipulable Nodes - (Stats + HP + MP)
707 - (354 + 81 + 47) = 225 nodes left.
225 nodes for HP gives 67500 HP
67500 + 16200 (Already on grid) = 83700 HP
------------------------------------------------------------------------------Expert Sphere Grid - International/PAL (Insane)
------------------------------------------------------------------------------707 nodes can be played with. Even limiting to the very least, you can hardly
pull out 99999 HP. You could, of course, sacrafice a few Magic nodes, or even
some Luck nodes, to reach 99999 HP. If that was the case, you need to
sacrafice 5 nodes for everyone to get 99999.
What is needed:
40 Strength Spheres
24 Agility Spheres
53 Defense Spheres
59 Luck Spheres
41 Magic Spheres
~328 HP Sphere
46 Magic Defense Spheres
591 - 224 (Initial Empty) = 367 Clear Sphere
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The Math
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All stats sphere offers +4 (Strength, Magic, Defense, Magic Defense, Agility,
Evasion, Accuracy, and Luck)
HP Spheres offers +300
MP Spheres offers +40
To start off, this is the initial stats of all characters. (NSGIE)
|
HP MP | STR DEF MAG MDE | AGL LUCK EVA ACC
--------.-----------.--------------------.-----------------Tidus | 520 12 | 15
5
5
5 | 10 18 10 10
Wakka | 618 10 | 14 10 10
5 | 7 19
5 25
Yuna | 475 84 | 5
5 20 20 | 10 17 30 3
-----------------------------------------------------------Lulu | 380 92 | 5
8 20 30 | 5 17 40 3
Kimahri| 644 78 | 16 15 17
5 | 6 18
5 5
Auron | 1030 33 | 20 15
5
5 | 5 17
5 3
-----------------------------------------------------------Rikku | 360 85 | 10
8 10
8 | 16 18
5 5
Strength - Is maxed out at 255
Lowest Strength is 5, from Yuna and Lulu.
255 - 5 = 250; 250/4 = 63
Defense - Is maxed out at 255
Lowest Defense is 5, from Tidus and Yuna.
255 - 5 = 250; 250/4 = 63
Magic - Is maxed out at 255
Lowest Magic is 5, from Tidus and Auron.
Evasion: The sum of all Evasion on the grid is 124, taking up 42 nodes
(+4 * 19 = 76; +3 * 4 = 12; +2 * 17 = 34; +1 * 2 = 2
76 + 12 + 34 + 2 = 124)
250 - 124 = 126; 126/4 = 32
Evasion itself will take up 75 nodes
Accuracy: The sum of all Accuracy on the grid is 70, taking up 29 nodes
(+4 * 4 = 16; +3 * 8 = 24; +2 * 13 = 26; +1 * 4 = 4
16 + 24 + 26 + 4 = 70)
252 - 70 = 182; 182/4 = 46
Accuracy itself will take up 75 nodes
HP and MP is more than enough, but it takes up 153 nodes
Nodes Total - (STR+ DEF + MAG + MDE + AGL + EVA + ACC + HP/MP)
751 - (85 + 79 + 74 + 77 + 60 + 75 + 75 + 153) =
751 - 683 = 73; 73 - 9 = 64 Empty Nodes left
------------------------------------------------------------------------------Standard Sphere Grid - International/PAL (Sane/Insane)
------------------------------------------------------------------------------This sphere grid has a total of 860 nodes
85 Nodes Unremovable
775 Nodes to Manipulate
Strength Sphere
63 Needed - 23 (+4) STR already present on Grid = 40 Strength Spheres
Defense Sphere
63 Needed - 12 (+4) DEF already present on Grid = 51 Defense Spheres
Magic Sphere
63 Needed - 18 (+4) MAG already present on Grid = 45 Magic Spheres
Magic Defense Sphere
63 Needed - 16 (+4) MDE already present on Grid = 47 Magic Defense Spheres
Agility Sphere
42 Needed - 21 (+4) AGL already present on Grid = 21 Agility Spheres
Evasion
7 Needed - 19 (+4) EVA already present on Grid = Remove all but 7 (+4) EVA
nodes from the grid. So remove 12 (+4) EVA nodes.
Luck
60 Needed - 2 (+4) Luck already present on Grid = 58 Luck Sphere
*For Insane*
HP
333 Needed - 0 (+300) HP already present on Grid = 333 HP Spheres
MP
25 Needed - 7 (+40) MP already present on Grid = 18 MP Spheres
------------------------------------------------------------------------------Standard Sphere Grid - International/PAL (No Clear Sphere)
------------------------------------------------------------------------------No repeat data. 775 nodes for stats.
Strength: The sum of all strength on grid is 172, taking up 66 nodes
Total
(86 +
600 =
(42 +
Agility Sphere
42 Needed - 18 (+4) AGL already present on Grid = 24 Agility Spheres
Luck
60 Needed - 1 (+4) Luck already present on Grid = 59 Luck Sphere
*For Insane*
HP
333 Needed - 0 (+300) HP already present on Grid = 333 HP Spheres
MP
25 Needed - 6 (+40) MP already present on Grid = 19 MP Spheres
------------------------------------------------------------------------------Expert Sphere Grid - International/PAL (No Clear Spheres)
------------------------------------------------------------------------------707 nodes to play with, no repeats.
Strength: The sum of all strength on grid is 160, taking up 58 nodes
(+4 * 23 = 92; +3 * 9 = 27; +2 * 15 = 30; +1 * 11 = 11
92 + 27 + 30 + 11 = 160)
250 - 160 = 90; 90/4 = 23 Strength Sphere
Strength itself will take up 81 nodes on the grid.
Defense: The sum of all Defense on grid is 131, taking up 49 nodes
(+4 * 10 = 40; +3 * 17 = 51; +2 * 18 = 36; +1 * 4 = 4)
40 + 51 + 36 + 4 = 131)
250 - 131 = 119; 119/4 = 30 Defense Sphere
Defense itself will take up 79 nodes on the grid
Magic: The sum of all Magic on the grid is , taking up 46 nodes
(+4 * 22 = 88; +3 * 12 = 36; +2 * 8 = 16; +1 * 4 = 4
88 + 36 + 16 + 4 = 144)
250 - 144 = 106; 106/4 = 27 Magic Sphere
Magic itself will take up 73 nodes on the grid
Magic Defense: The sum of
(+4 * 17 = 68; +3 * 7 =
68 + 21 + 18 + 7 = 114
250 - 114 = 136; 136/4 =
Magic Defense itself will
Agility: The sum of all Agility on the grid is 113, taking up 39 nodes
(+4 * 18 = 72; +3 * 3 = 9; +2 * 14 = 28; +1 * 4 = 4
72 + 9 + 28 + 4 = 113
165 - 113 = 52; 52/4 = 13 Agility Sphere
Agility itself will take up 52 nodes
Luck: The sum of all Luck on the grid is 14, taking up 7 nodes
(+4 * 1 = 4; +3 * 1 = 3; +2 * 2 = 4; +1 * 3 = 3
4 + 3 + 4 + 3 = 14)
238 - 14 = 224; 224/4 = 56 Luck Sphere
Luck itself will take up to 63 nodes
Nodes Total - (STR + DEF + MAG + MDE + AGL + LUCK + HP/MP)
707 - (81 + 79 + 73 + 74 + 52 + 63 + 81 + 47) = 157
157 - (27 + 37) from EVA and ACC = 93 nodes left
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Post Airship
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After you've obtained the Airship, the following is a list below is what you
should do. This isn't the full thing, just the early process. I don't
recommend just getting everyone's Celestial weapon early on. Just the ones
that is needed.
If you are wondering what characters you should using, I don't have an exact
party for you. The character that you must use is Rikku.
*Rikku* - Easy Celestial to Power Up, Core of Operation
Easy Celestials - The two characters where their Celestials is way easy to get
Auron = Part of the monster capturing process
Yuna = Also apart of the monster capturin process, as well as getting Anima
Most Useful - Hard/Tedious Celestial, but useful, especially for Dark Aeon Way
Tidus - Chocobo Catcher is torture for some; Main Earth Eater Slayer
Wakka - Tedious Celestial/Blitzball; Secondary Earth Eater Slayer
If you just want a few men to finish the whole process without too much hassle
and is willing to pay the price of being inefficent, then the party of:
Rikku, Auron, and Yuna - should be the ones that you should pick.
However, if you want to be as efficient as possilbe, don't mind getting their
Celestial, and want to reap the rewards of a pro, then the party of:
Rikku, Tidus, and Wakka - should be the ones that you should pick.
Yet, you can always use the Easy Celestial first, then switch to Most Useful
later on in the process. If you just want to get it all over with, being that
the Usefulness is what I'll use mainly in this guide, then do so.
1.
2.
3.
4.
5.
Cloudy Mirror.
Macalania -> Celestial Mirror
Rikku's Celestial at Bikanel, Macanalia and Power Up Fully
Hunt for Mimics at Omega Ruins
Monster Arena -> Calm Lands
Up Fully
isn't about the BDL, but
one of the most
Crest and Sigil is apart
of Bikanel. One of them being in a chest near the sandstorm, and the other
one is got after you complete the Cactuar Sidequest.
Then enter "GODHAND" into the airship passwords to get Rikku's Celestial.
After that go back to Macalania's Stone and power it up fully. Now make
sure that you have a healthy supply of Phoenix Downs. Around 30 + should
be enough.
While you are at it, get Anima from Baaj Temple. X - 15, Y - 60
(4) Hunt for Mimics at Omega Ruins
Now this is the part where you actually get a lot of gil as one of the
best ways as of right now. In Airships, use Search, and try around:
X - 70; Y - 35. Save your game. Get a party with everyone having First
Strike on their weapon. Sonic Steel was one of them, if you remembered
to get it. Otherwise, you can customize it by using 1 Return Sphere. I
recommend that Rikku has a First Strike weapon.
Get into a battle that has a treasure chest with a Zaurus. Escape/Flee
all other battles. The first thing to do in battle is to steal from the
chest. If it turns into a Mimic, stay in battle, in not, flee. The first
thing you should do after the Mimic appears is use a Candle of Life on it,
which will cast Doom on it. Now get rid of the Zaurus with physical
attacks or other methods. If you can't use a Candle of Life on it as well.
After the Zaurus is gone, make sure that Rikku has her Celestial on, and
then wait for the Mimic's time to expire. Defend in the meantime and use
Phoenix Downs if someone were to get KO'd. After the battle, you would
get 100,000 Gil. Do this 10 times at least, or until you run out of CoL.
(5) Monster Arena - > Calm Lands
Go to Calm Land's Monster Arena, get a few a capturing weapons. More
than likely it should be for Tidus, Wakka, Kimarhi, and/or Auron.
Now capture 1 of each monster that's in the Calm Lands. Go back to talk
to the Monster Arena Owner (I'll just call him Owner from now on),
now you'll be able to capture fiends from other areas. He'll also
give you 60 Farplane Winds, which is perfectly the items needed to
customize Deathstrike. Customize it to one of your capture weapons.
Hopefully you bought at least 2 capture weapons. (9 Total)
(6) Capture Process - > Djose
Travel to Djose and Capture 1 of every fiend there. Always try to get
encounter with fiends that is around the entrance to Djose Temple and
Moonflow. That's because Simurgh only appears around there. Also know
that Ochu appears on the southern parts of Moonflow, as well as the Bite
Bugs. After you've capture 1 of each (7 total Total), head back to the
owner and he'll give you 99 Petrify Grenade, which is more than enough to
customize Stonestrike. It takes 60 Petrify Grenade to customize
Stonestrike, put it into one of your capture weapons.
(7) Capture Process - > Massacre 1
Using the Stonestrike and Deathstrike Capture weapons, catch 10 of each
fiend from the following places:
Besaid
Kilika
Mi'hien
Djose
Thunder Plains Macalania
Calm Lands
NOTE:
Mi'hien: Some of their fiends are apart of Mushroom Rock
Djose: Simurgh appears on the second half of the Djose Road, more directly,
they appear on the half closes to Djose Temple. Ochu is apart of the
Moonflow South/North roads, as well as a few other fiends.
Thunder Plains: Iron Giant only appears on the northern half. Larvae shows
up more frequently on the north parts as well. It would be best if you
activate at least 2 Cactuar stones to make the Quacters come out and play.
Macalania: Divided into two parts. The forest is the part with all the
crystal and Celestial Stone is at. The other part is the snowfields, the
part outside outside of the Travel Agency.
Sanubia Desert: To get more frequents of Zu / Zuu and Sand Worm, try the
west part from the 3rd Save Sphere to the North. There is crest that saids
that harder enemies are over to that side. From the 3rd Save Sphere, going
a screen north has the same effect for Zu/Sand Worm encounter rate as
as well. To make life easier when trying to get Cactuars, try getting them
as part of the Cactuar Sidequest because they won't flee. Just make sure
that you save inbetween matches. If you've already passed this part, just
search in the area where the sand storm was protecting, they'll have
a fairly good amount of Cactuar encounter rates.
Calm Lands: For the rarer/harder fiends, search around the Northwestern
parts of the Calm Lands. If you are have a hard time finding Malboros
and Coeurl, and they are the only ones left, head for Sunken Cave instead.
They have them as well, strange as it maybe.
In the process, you'll get a few (many goodies) from the Owner. Get
these items before going to step 8:
-Mushroom Rock - 99 Candle of Life
(More Mimic killers.)
-Thunder Plains - 99 Chocobo Wing - 80 for Auto-Haste
(Customize Auto-Haste to one armor, better than nothing)
-Kilika & Bikanel - 99 Poison Fang & Shadow Gem - Good Capturing Support
-Birdies - 99 Mega Phoenix - 20 for Auto-Phoenix
(Customize Auto-Phoenix onto 5 armors)
-Unlock 6 Area Creations - 99 Door to Tomorrow - 10 for Overdrive -> AP
(Meaning you can customize this close to 10 times. There are 7
characters total, so you could put O -> AP 3 times, onto your main
three characters. Then leave the other 7 customization for a better
AP Weapon)
Note: Your Stonestrike/Deathstrike works for most of the fiends, except
for a few fiends. Sand Worm, Zuu, Malboro, Ghost, and Tonberry are those
types of fiends. All other capturable fiends should be killed physical
forces (physical number damages).
For Sandworm, there are many ways. Poison Fang to inflict Poison on it.
You can inflict Sleep on it by using a stolen item from one of the wolves
in the area. You can also steal a Shadow Gem from him and use it back on
him. As a last option, if you have it, use Anima to lower his HP with
Attack/Pain, but make sure the finishing blow is from a capture weapon.
For Zuu, Poison and Blind works. So you can steal a Smoke Bomb from it and
use it on him. Shadow Gems if you got any and there's always the option
of Anima.
(8) Direct Captures - Main Purposes, Unlocking Certain Monster Creations
I'll list the general stuff, but if you think you can capture 10 of each
or whatever monster you run into, that would be great.
A) For Sunken Cave (Cavern of the Stolen Fayth - CotSF)
Capture 1 of each fiend there.
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AP Weapon and AP Trick
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Since you've now unlocked Don Tonberry, that's where the AP Trick will will
come in. However, before we start the process, you'll need the AP Weapon, as
well as the armor suited for this cause.
Before I continue the whole process, there's one little goal that you have to
complete before you head to the next section, "Finishing the Capturing." And
that is to have 1 or 2 characters complete the sphere grid, especially all
the STR and AGL nodes. You can leave everything else unactivated, but do
activate the following abilities: Steal, Use, Bribe, and Quick Attack. O, btw,
those 2 characters are the ones with the Capture Weapons.
One last comment. The minimum strength needed for you to be able to deal 9999
against most capturable fiends is 70. So once you've obtained 70 Strength, you
can now continue with the next section, if you want to. For agility, the more
the better. Agility does max out at 170.
*Overdrive Mode*
Comrade and Stoic is the only ones that you need for this process. Stotic is
what everyone starts out with, so Comrade can be a problem.
To get this, someone else from the frontline must be hit by an enemy.
Tidus = 300 times
Yuna = 240 times
Auron = 220 times; Everyone else = 100 times
-= Math on Don Tonberry AP Trick =Since we are using OD -> AP, when the OD bar charged from 0 to 100%, 1 SLvl is
gained. Stotic (the person taking the damage from Karma) will slightly get
more AP than the people using Comrade.
Stotic Example Tidus has 560 AP, Karma deals 70000, Overdrive -> AP on weapon
= 70000 * 30 = 2100000; 2100000 / 560 = 3750; 3750/100 = 37.5
= Around 37 SLevel will be gain
= (Damage Recieved * 30 = A); (A / Max HP = B); (B / 100 = C)
= Round (C) down = SLevel gained
Comrade Example -
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Kottos Trick and Level # Keys
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If you have the AP to use, but not the Power-Mana-Speed-Ability Sphere to use
it, then read this small section. Before that, you can deal 99999 with your
celestial correct? If yes, good.
First, get Distillers of the kind of Spheres that you want. You can buy them
from the Monster Arena's Owner.
Go into the Monster Arena -> Area Creations -> Kottos
Use the Distiller on them (the type that you want). After that, Overkill
Kottos. If you have Auto-Phoenix on, that would save some time. After the
battle ends, commonly it would give 40 (P/M/S/A) Spheres. Rarely it would
give 2 instead of 40, if that was the case, those were meant to be Dark
Matters. If you didn't overkill Kottos, you'll only get 20 or 1.
Yet, if you don't have enough STR nodes filled on the sphere grid to deal
99999 and that's the reason why you need Power Spheres, then you'll have to
use other ways:
1) Keep on slaughering the Dingo (Besaid - 1st), more than likely, you'll
overkill them constantly. They'll drop 2 Power Spheres each time.
2) I don't prefer this method, but I'll mention it. Remiem Temple. Belgemine's
Ixion. Keep on killing him for 8 Power Spheres each time, after the first
time.
*Level # Keys*
The other thing that you might run short are Level Keys, especially Level
3 and 4 Keys. I'll now give the best ways to acquire each of these keys
during late in the game.
If you already didn't know, you can call up these fiends from the Monster
Arena to fight them. The people doing the killing blow or stealing should
have First Strike on, especially if they are weak and they can be KO'd from
1 of the enemy's attacks. Also for the Rare Steals, you'll need Master Thief
to make things go faster.
First Strike: 1 Return Sphere
- Overkill Chimerageist (MA - Calm Lands) for 2 Return Spheres (Best Way)
- Dark Element - CotSF - Bribe with 36,000 for 4 Return Spheres
Master Thief: 30 Pendulum
- Overkill Neslug (MA - Unlock All Area Creations) for 2 Pendulums
- Remiem Temple's Chocobo Race - Win with 4 Chests, No Poles (Best Way)
- The Prize is 30 Pendulums
-= Level 1 Keys =Imp - CotSF/Sunken Cave - Bribe with 17,600 Gil for 4 Keys
Master Coeurl - Omega Ruins - Overkill for 2 Keys
-= Level 2 Keys =Behemoth - Gagazet - Bribe with 460,000 Gil for 30 Keys
Catastrophe - Monster Arena (Unlock 6 Area Creations - Rare Steal for 1 Key
-= Level 3 Keys =Demonolith - Inside Sin/Omega Ruins - Bribe with 900,000 Gil for 40 Keys
Ultima Buster - Monster Arena (Capture 5 of each Fiend) - Rare Steal for 1 Key
Machea - Omega Ruins - Constantly Overkill them for their Rare Drops of 2 Keys
-= Level 4 Keys =Chimera Brain - Calm Lands - Bribe with 196,000 for 2 Keys
Nemesis - MA (Capture 10 of each fiend, defeat all MA creations)
- Common Steal for 1 Key
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Finishing the Capturing
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Now finish getting 10 of each fiend all the areas:
Sunken Cave
Mt. Gagazet
Inside Sin
Omega Ruins
With your Strength and Agility filed from the Sphere Grid's initial nodes, you
should have more than enough power to deal 9999 constantly. The only enemies
that seem that you can't get 9999 easily are probably the Black Element of
and one of the Mimics, both from the Omega Ruins. To be on the safe side, it
is advisable to have Auto-Phoenix armor.
Another thing that you might some preparation for is for Great Malboro of
Inside Sin/Omega Ruins. Go to Luca, go the counter, talk to the buy that
sells the equipment. Buy 1/2 Lucid Armors for your capture party members.
They cost 6,150, but you do need them. Equip them when you know that they can
appear (Inside Sin, second half). Even with First Strike on, Great Malboro
still proves as a threat, so that's where the Lucid armor comes in.
NOTE:
Sunken Cave = Even though people claim that you can only find Tonberries in
on the second half of the cave, that's not fully true. You can find them any
where in the Sunken Cave. Most of mine was from the 1st teleport room.
Nidhogg and Imp is also apart of Mt. Gagazet Trails. Epaaj is outside the
Sunkens Caves (near Save Sphere)
Mt. Gagazet = Divided into 2 parts, the land and the water. Some of of the
enemies on the second half (caves) can be found in Zanarkand Ruins and
Inside Sin as well.
Inside Sin - The area is divided into 2 areas. The area before the fight
with Omnis and the area after. Floating Death and Exoray for the 1st area,
Barbatos, Wraith, everyone else for the 2nd area. There are types of
Iron Giants in here, you'll need to capture 10 of each of them because they
aren't the same entity.
Omega Ruins = Get all your capturing done while being close to the Save
Sphere. Encounter rates are equal from just about everywhere in that place.
I think Great Malboro appears more frequently in this place, so it's better
to equip the Lucid armors here.
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Pre-Maxing Stats
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Like I already told you, have 2 people go around the entire sphere grid to
activate all nodes associated with STR and AGL. The next step is trying to
organize it so that everyone else that's trying to gain better stats follow
a similiar trend. So have the following characters, doesn't matter if they
are the 2 people that you've already increased their STR and AGL or not, move
to a corner of the sphere grid:
Rikku
Auron
Wakka
Yuna
Tidus
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Maxing Stats
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Now with most of every essential Monster Arena Creation unlocked, we can now
begin the Stat Maxing phase. For speed/convience purposes, there is a certain
way to finish this process. However, since there is the NA Way and the Dark
Aeon Way, I'll seperate them.
The
1)
2)
3)
4)
5)
6)
7)
NA Way:
Strength (Juggernaut)
Defense (Tanket)
Magic Defense (One-Eye)
Agility (Fenrir)
Magic (Jumbo Flan)
Accuracy (Hornet)
Evasion (Pteryx)
The
1)
2)
3)
4)
5)
6)
7)
Auto-Haste
Auto-Protect
(Empty Slot)
Auto-Haste: 480,000 Gil is how much is needed (estimated) to get it onto one
armor. Bribe Machea of Omega Ruins for 360,000 Gil for 60. 80 is needed for
the customization.
Auto-Protect: You'll need to Overkill Fafnir of the Monster Arena under
Species Creations twice. Each Overkill will give you 40 Light Curtains, and
70 is needed for the Customization. 12 hits of 99999 is needed, so you'll
need to have a minimum strength of 146. Having a high agility is
recommended. Generally:
= Have Auto-Phoenix and Auto-Haste, and keep on using Quick Attack
NOTE: At one point in the game, Slaying Fafnir is easy since he won't be
able to get a second turn.
NOTE: For both Ways, it's normal to use the Stats Sphere once you've obtained
it, but if you're trying to do the bare minimum, you'll have to count the
number you have used and how many more you need.
------------------------------------------------------------------------------The NA Way
------------------------------------------------------------------------------1) Strength - Juggernaut
With all the STR nodes filled on the sphere grid and by the fact that you
are using celestials for every single Monster Arena Creation battles,
you'll be dealing 99999 each time. 13 attacks of 99999 is what is needed
to Overkill Juggernaut. However, you can the same effect with 146 Strength.
2) Defense - Tanket
With the same strength as before, it will take 10 hits to finish this guy
off. It's advisable that you give the whole party the armors with all
3-Autos from this point on.
After that, keep on having Anima use Pain on Jumbo Flan. Keep on using
Pain. If by any chance Jumbo Flan gets Regen on himself, cast Dispel to
destroy it. Hopefully you can kill Jumbo Flan before Anima runs out of
HP. If that happens, you might need to teach Anima Cura/Curaga/Regen.
In the long run, after each succesful battle, use the Magic Spheres and
activate them on the sphere grid, with Yuna at least.
NOTE: This has been proven as the fastest way to constantly defeat J. Flan.
The other method is done by having 3 characters learn Copycat, and 1 of
them learn Flare/Ultima with Doublecast. Use a Doublecasted Flare/Ultima,
and then have everyone constantly use Copycat. The reason I didn't pick
this is because of the amount of time needed to get this for everyone and
that it's slower when trying to kill Jumbo Flan. If you don't like my
method, feel free to use this one.
6) Accuracy - Hornet
You could use the method used on defeating Fenrir, but that may be a waste
of time. So it's best that you just keep on using regular attacks to finish
it off quickly. You do have a high enough Agility now.
7) Evasion - Pteryx
The same thing can said while against Pteryx as well. If you have used all
the Accuracy Spheres that you've obtained from Hornet, this guy will be
fairly easy as well.
NOTE: Another way to do this, is by a different order:
Strength, Defense, Magic Defense, Accuracy, Agility, Magic, Evasion.
The only thing different as of terms of strategy is that you won't need
Wakka's Attack Reels against Fenrir, just regular attack will do.
Auto-Protect
Auto-Shell
Magic Defense +%
1. Except for Tidus, have everyone else Escape the battle. In the meantime
have Tidus constantly use defend until he's the only one left.
2. After each turn, if Tidus is by himself, his OD bar will charge. Once
you get a full OD bar, use a *Successful* Slice and Dice. Earth Eater
will now full on his back.
3. Defend two times and you'll get another OD bar filled, use Slice and
Dice again. Earth Eater will counter with Flare.
4. Repeat Step 3 until Earth Eater is defeated.
5. Talk to the Save Sphere to get healed.
6. Repeat Steps 1 through Step 6.
------------------------------------------------------------------------------Extras for Both Ways
------------------------------------------------------------------------------8) MP - Vidatu
Nothing special. With the same strength for Juggernaut, it takes 1 hit to
kill this guy.
9) HP - Ironclad
Rikku with two others that have Celestials and the needed strength to deal
99999. All party members must have the Monster Arena armor. Set Rikku's
Overdrive Mode to Victor. Move Power Spheres to the top of your Item List.
1.
2.
3.
4.
5.
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Credits
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Names of the people that helped me create this FAQ, in one way or another:
(In no specific order)
Split Infinity
Jobber
GangstaL
Terence
Pbirdman
SoulSpark
Sensorie
Ragnarokesper
Zzanmato
BlitzAce
PFriedman
Can Eater
Thundaka
Mace
TheaN