_______ __ ______ __ / ____(_)___ ____ _/ / / ____/___ _____ / /_____ ________ __ / /_ / / __ \/ __ `/ / / /_ / __ `/ __ \/ __/ __ `/ ___/ / / / / __/ / / / / / /_/ / / / __/ / /_/ / / / / /_/ /_/ (__ ) /_/ / /_/ /_/_/ /_/\__,_/_/ /_/ \__,_/_/ /_/\__/\__,_/____/\__, / /____/ _| _| _|_|_| _|_|_| _| _| _| _| _| _| _| _| _| _| _| _| _| _|_|_| _|_|_| ____ _________ ____ / __ )____ __________ / ____/ | / __ \ / __ / __ \/ ___/ ___/ / /_ / /| |/ / / / / /_/ / /_/ (__ |__ ) / __/ / ___ / /_/ / /_____/\____/____/____/ /_/ /_/ |_\___\_\ Top ASCII Art made by "http://www.network-science.de/ascii/" Final Fantasy Boss FAQ, by Brandon Harilall Version 9.60 Copyright 2006-2007 by Brandon Harilall Email: King_Pin_Brandon AT hotmail DOT com This may be not be reproduced under any circumstances except for personal or private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright, unless you've e-mailed me about it. The only sites allowed to use this guide is GameFAQs.com and MyCheats.com currently. No site other than GameFAQs or MyCheats.com may use this FAQ right now. Please contact my e-mail first to ask if you may use this FAQ on any site other these sites, and I'll update the copyright. Sites must ask me to use this FAQ first, then if I accept you may use this FAQ as long as you give me, Brandon Harilall, full credit for creating and making this FAQ. For finding something quick press "CTRL" and "F" at the same time and type in the code. Please don't send spam to me. All messages to me must be typed in proper English. You must make the subject say "Final Fantasy XII Boss Fight" and no, I have over 100 people on my MSN list, I don't want to add you. Thank you. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------ Table of Contents ------------------ - Introduction (INTR00) - Version History (VRSHT) - The Basics (TBACI) -Controls (CONTL) -The License Board (TLCBD) -Weapons Section (WPSCT) -Technicks Section (TNKST) -Magicks Section (MKSCT) -White Magicks (WTSCT) -Black Magicks (BKSCT) -Green Magicks (GNSCT) -Time Magicks (TESCT) -Arcane Magicks (AESCT) -Gambit Section (GTSCT) -Quickening Section (QQYK7) -Esper Section (EE7MY) -Positive Status Effects (PSTFF) -Negative Status Effects (NSEFF) -Accessories That Always Equip (ASTAE) -Accessories That Make You Immune (ATMYI) - Storyline Bosses (STRYL) -Air Cutter Remora (ACRRA) -4 Imperial Swordsmen (Mini-boss) (4IMPS) -4 Flans (Mini-boss) (4FLAN) -Firemane (FRS3H) -The Mimic Queen (MQQ6H) -Ba'Gamnan, Bwagi, Gijuk, and Rinok (First encounter) (BBGAR) -2 Judges, 3 Imperial Swordsmen, and a Imperial Magus (231FH) -Judge Ghis (JUGHI) -Garuda (GH7UF) -Demon Wall (DMNAL) -Belias (BUI8H) -Vossler (VSSLR) -Tiamat (TMTMT) -Elder Wyrm (EDRWM) -Vinuskar (VNSKR) -Mateus (MAT5M) -Judge Bergan (JGDBG) -The 5 Mandragoras (T5MDG) -Ahriman (AHRIM) -Doctor Cid (First encounter) (PHDFE) -Rafflesia (ROFLL) -Daedalus (DDLUS) -Tyrant (TVRAA) -Shemhazai (SHMHA) -Hydro (HYDRO) -Pandaemonium (PDEMM) -Slyt (SLYTZ) -Fenrir (FERIN) -Hashmal (HSGHM) -Judge Gabranth (First encounter) (JDGGB) -Doctor Cid and Famfrit (Doctor Cid's second encounter) (DRCAF) -Judge Gabranth (Second encounter) (JG2G2) -Vayne (VAYNE) -Vayne Novus (VYNVS) -The Undying (TUDIG) - Optional Bosses (OPTYL) -Urutan Eater (EATIT) -Demon Wall (DAMND) -Earth Tyrant (ETTYT) -Bomb King (BMKNG) -Fury (MGH4G) -Humbaba (MDHT5) -Phoenix (PNKXX) -Hell Wyrm (HELLS) -Omega Mark XII (OME66) - Optional Espers (OPTER) -Adrammelech (AMMEH) -Zalera (6JF3I) -Cuchulainn (CHUCH) -Exodus (GJU6N) -Zeromus (ZERO0) -Chaos (CHA0S) -Ultima (ULUY6) -Zodiark (ZOD63) - Mark Hunts (HUNTT) -Rogue Tomato (ROGGED) -Thextera (THEXA) -Flowering Cactoid (HODKM) -Wraith (IGGIY) -Nidhogg (HOGGY) -White Mousse (GOEJR) -Wyvern Lord (DIGNG) -Enkelados (FDIJ4) -Croakadile (GUY3N) -Ixtab (LOLY7) -Feral Retriever (GFPH6) -Vorpal Bunny (VPBNY) -Ring Wyrm (E3K8N) -Atomos (AMMOU) -Mindflayer (MNDYF) -Braegh (BA4K8) -Bloodwing (BLDWG) -Marilith (M5GD8) -Darksteel (DRKSL) -Lindwyrm (LDWRM) -Vyraal (VRM8N) -Overlord (6OVL9) -Roblon (ROBBY) -Deathscythe (FGH6M) -Goliath (GOGO5) -Diabolos (SSD3B) -Piscodaemon (PHYSC) -Deathgaze (DTGZ3) -Catoblepas (CATB5) -Wild Malboro (WLMBO) -Pylraster (PER6M) -Fafnir (FURG5) - Elite Mark Hunts (1337O) -Cluckatrice (DFG6M) -Rocktoise (RKRKE) -Orthros (FDG56) -Gil Snapper (GLSPP) -Antlion (YTU5N) -Trickster (TT4M7) -Carrot (CUTN8) -Gilgamesh (First encounter) (GLFMG) -Ba'Gamnan, Bwagi, Rinok, Gijuk (Second encounter) (P0Mv4) -Ixion (IXX6W) -Shadowseer (SHESE) -Behemoth King (G8MDN) -Gilgamesh (Second encounter) (GGIY4) -Yiazmat (YZMAT) - Tips and Tricks (TATM7) -The Nihopalaoa Trick (DPL9N) -Making Gil Quickly (57N3E) - Fequently Asked Questions (FAQ24) - Credits (CRUDK) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Introduction (INTR00) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Welcome to my Final Fantasy XII boss FAQ/guide. This is my second guide I've ever made, so it should be quite good. This guide contains a lot about boss tactics, and how to defeat certain bosses. Sometimes I'll give you a recommended level for certain bosses. Remember to press CTRL+F to find certain sections in this FAQ quickly. If you don't know how. press your 'control' button on your keyboard and the 'F' button on your keyboard at the same time, then you must copy and paste the codes (Not the section name and the code, if you do that, it won't work), into the finder that comes up when you pressed 'control' and 'F'. It's gonna be a loooonng FAQ. >.< Also, Bios are taken from the beastiary from the game. This FAQ will contain a lot of spoilers, I'm warning you. Note: This is for the North American version of the game. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Version History (VRSHT) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>>> Version 1.00: Hopefully it'll be accepted. I hope nobody makes a FAQ on boss fights before I submit this in. I'm just doing a few boss fights, then I'll submit this boss FAQ on GameFAQs, then update it as time progresses. Added storyline bosses from Air Cutter Remora to Mateus. Planning on adding more as time progresses. - Wednesday, December 27, 2006 (Unrecorded KB size) <<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>>> Version 1.25: Added Judge Bergan to Rafflesia. Planning on more sections for this FAQ, and considering doing enemies which give you the "Congratulations" sign when you defeat them. I suppose it that can be classified by a boss, however I'm not planning to do any of the mark hunts except Yiazmat in the future of this FAQ. I won't add updates to the FAQ until it's accepting, which considering it's the holidays around a week or so. - Wednesday, December 28, 2006 (Around 30KB in FAQ size) <<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>>> Version 7.00: Rejected for "imcomplete". I really sent in just a few bosses, then I was going to wait until it got accepted to add more updates. Who knew in that time that the FAQ would go over triple in size. Completed the storyline bosses, only optional bosses to go. (The storyline bosses include Daedalus, Tyrant, Shemhazai, Hydro, Pandaemonium, Slyt, Fenrir, Hashmal, Judge Gabranth, Doctor Cid and Famfrit, Judge Gabranth (second encounter), Vayne, Vayne Novus, and The Undying. I've added some "mini-bosses", which are stronger than usual monsters where you get the "congratulations", message. Which includes 4 Imperial Swordsmen, 4 Flans, Ba'Gamnan, Bwagi, Gijuk, and Rinok, 2 Judges, 3 Imperial Swordsmen, and a Imperial Magus, Alraune King, Mandragora Prince, Onion Queen, Pumpkin Star, and Topstalk, Demon Wall (First one, whom is optional), Earth Tyrant, Bomb King, Fury, Humbaba, Gilgamesh (first encounter), The Phoenix, Gilgamesh (second encounter), Shadoweseer. I've also updated the "Storyline-bosses" section. Added "Postive status effects", and "Negative status effects", menus, so I wouldn't have to explain them for each boss that inflicts a certain bad status effect to your characters. Also added some questions to the "Frequently Asked Questions" section. That was a lot of bosses. Only ten more optional bosses (including espers), until I resubmit this FAQ. I'm going to do them quickly, then I'll add more information slowly as time progresses, but I'm not marking Final on this FAQ, unless it's really final. EDIT: Also did Hell Wyrm and Yiazmat. - Thursday, Janurary 4, 2007 (Around 110KB in FAQ size) <<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>>> Version 7.25: Accepted, and I'm going to add all of the optional bosses (Espers really), as soon as possible. Then I plan to slowly research bosses, and add more. I'll also add the descriptions for bosses from the beastiary. There's much more to come, and when Version 8.00 is done, it'll mean all of the bosses are done. When Version 9.00 is done, it'll mean most of my plans and studies should be done. When 10.00 is marked, it'll be final, if I mark it Final (I'm not planning on doing so, however I may), it'll be Final. Well, I've finished a sloppy section on Omega Mark XII, use it with the map found on this site. Don't use the "How to find" section for Omega on its own, you'll get lost. I plan to update it, later. I've updated the "Optional Espers Section", and have three easy Espers written...typed on this FAQ. (Adrammelech, Zalera, and Cuchulainn.) I've also added another question in the "Frequently Asked Question" section. *Cracks neck* It's been a day. - Friday, Janurary 5, 2007 (Around 131 KB in FAQ size) <<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>>> Version 7.65: Didn't have much time today. Basically finished the Espers Exodus and Zeromus. - Sunday, January 7, 2007 (Around 136 KB in FAQ size) <<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>>> Version 7.90: Updated the FAQ a bit. Added the optional Espers known as Chaos and Ultima. Only one optional Esper left to type about (Zodiark). - Tusday, January 9, 2007 (Around 147 KB in FAQ size) <<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>>> Version 8.65: "Big" update, sort of. I've finished the section of the Esper, Zodiark, and have now completed all boss in Final Fantasy XII. (However, I may add more into the future, as I sometimes to "mini-bosses", who don't have the boss health bar), but I think it's wrapped up. I've edited the search bars on each boss' menu so it looks better. I've organized the battle sections for each boss with a "Battle strategy", so it looks a bit more tidy. I've fixed some spelling errors here and there. I've put "Weakness", "Absorb", and "Immune" in battle sections for each boss. I've done research on how much License Points each boss gives out when they die (Except for Gilgamesh and Enkidou, for now). I've also updated some "Locations" that I didn't have for certain bosses before. I'm still updating the FAQ, there are still many things I still need to do. - Wednesday, January 10, 2007 (Around 159 KB in FAQ size) <<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>>> Version 8.95: Added what items you can steal from bosses. Added accessories that make you immune to status effects under the bad status effects section. Added accessories that automatically equip you with good status efects under the good status effects section. Fixed some spelling errors found within the FAQ. Also added "Recommended Levels" for each boss, however the recommended levels are the levels I feel that it's easy to defeat a certain boss, train your characters higher or lower if you wish to. Also added some recommended Gambits (Note: Choose only some of the Gambits, don't put the exact Gambits I've listed in the same order, sort yourself). - Friday, January 12, 2007 (Around 173 KB in FAQ size) <<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>>> Version 9.15: I've decided to put mark hunts in this FAQ, although not considered actual bosses by the game, they're more like "mini-bosses". Big update this update. Added "Mark Hunts" section. Added "Elite Mark Hunts" section. Added the optional boss "Urutan Eater". Fixed Yiazmat absorbtion and weakness errors. Updated the "Frequently Asked Question" section with some more questions. Added the mark hunts "Rogue Tomato", "Thextera", "Flowering Cactoid", "Wraith", "Nidhogg", "White Mousse", "Wyvern Lord", "Enkelados", Croakadile", "Ixtab", and "Feral Retriever". - Tuesday, January 16, 2007 (Around 213 KB in FAQ size) <<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>>> Version 9.20: Added the mark hunts "Vorpal Bunny", "Ring Wyrm, and "Atomos". Added an elite mark known as "Cluckatrice". Also added another "Gambit warning", just in case. Didn't have much time to update the FAQ, I also have another cousin now *smiles*. But a thirteen year age gap is a bit much, don't you think? - Thursday, January 18, 2007 (Around 228 KB in FAQ size) <<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>>> Version 9.35: Big update, the FAQ almost increased by 30% of its size. Note: I updated the FAQ often, but I only send updates to GameFAQs when there have been a lot of updates. I update this section daily or so, so this is why I don't list all the mark hunts I've updated at once. Updated the FAQ to show the mark hunts "Mindflayer", "Braegh", "Rocktoise", "Orthros", "Bloodwing", and "Gil Snapper". Added a "License Board Section", a "Weapons Section", a "Technicks Section", a "Magicks Section", a "Gambit Section", a "Quickening Section", and an "Esper Section". After doing that, I've now updated the FAQ to show the mark hunt "Marilith". I've fixed a small error in "Omega Mark XII", and have updated the credits to show the name of a person who corrected me on this error. Added the mark hunts "Darksteel" and "Lindwyrm". Added a small trick you can do with the boss "Firemane", and added the person who informed me of this trick in the Credits Section. Added "Tips and Tricks" section, and added the subsections "Nihopalaoa Trick", and "Gil Making Tricks". Fixed some "design" errors. Added more mark hunts. Which includes the mark hunts "Vyraal", "Overlord", "Roblon", "Deathscythe", "Goliath", and "Diabolos". Updated the ASCII Art on the top of the page. I've changed the annoying borders for this section of the FAQ. Also added the name of another site that can use this FAQ, and have updated the copyright of this FAQ. - Tuesday, January 23, 2007 (Around 321 KB in FAQ size) <<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>>> Version 9.45: Small update. You've probably been expecting a lot more for a week's time, but I've been busy with life. I've added the hunts "Antlion", "Trickster", "Carrot", and "Piscodaemon". I've moved Gilgamesh's first battle to its correct location. Also fixed some minor spelling errors, thanks to the help of the GameFAQs user "Die2Shoot", for pointing them out to me. - Wednesday, January 31, 2007 (Around 338 KB in FAQ size) <<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>>> Version 9.50: Small update, again. Added the mark hunts "Deathgaze" and "Catoblepas", into this FAQ. Fixed certain small spelling errors found within the FAQ. Thanks go to "Mike Morgan", for pointing out some small spelling errors. - Sunday, February 4, 2007 (Around 347 KB in FAQ size) <<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>>> Version 9.60: Mainly a mark hunt and elite mark update. Added the mark hunts "Wild Malboro", "Pylraster", "Fafnir", "Ba'Gamnan", "Bwagi", "Rinok", "Gijuk" (Second encounter with those previous four mark hunts), "Ixion", and "Behemoth King". Also fixed the locations (Not where you find them in the game, where you find them in this FAQ), for the elite mark hunts "Shadowseer", "Gilgamesh", and "Yiazmat". Now I've officially added all bosses and mark hunts in the game, but am still planning to update this FAQ. When this FAQ reaches version 10.00, I won't update the FAQ anymore. - Sunday, February 11, 2007 (Around 380 KB in FAQ size) <<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>><<>>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Basics (TBACI) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This section will be about the basics of the game. It'll explain the basics of boss fights in Final Fantasy XII. ----------------------------------------------------------------------------- Controls (CONTL) ----------------------------------------------------------------------------- (On foot) X Button: Press this to bring up the combat menu. O Button: Press this back out of the combat menu, does nothing when you press it by itself while walking around. Triangle Button: Press this to bring up the combat menu. [] Button: Press this to back out of the combat menu, same as O. Left Analog Stick: Push or move around to move your character around. Right Analog Stick: Push or move around to move the camera around your character around. L1 Button: Press in the combat menu to change your target from enemies to your back-up party to yourself. R1 Button: Press in the combat menu to change your target from enemies to your back-up party to yourself. L2 Button: No function that I know of. R2 Button: Press this to flee from a battle. Up on D-Pad: No function that I know of. Down on D-Pad: No function that I know of. Left on D-Pad: Press to see targets around you. Right on D-Pad: Press to see targets around you. Select Button: No function that I know of. Start Button: Press the start button to pause your game. ----------------------------------------------------------------------------- The License Board (TLCBD) ----------------------------------------------------------------------------- The license board is a board filled with slots for weapons, armours, spells, abilities, and Espers found throughout the game. You need to spend "license points", which are points you get from defeating enemies and bosses found in the game to unlock the slots. By unlocking a slot, or a piece on the board, you'll also unlock more pieces/slots surrounding the piece/slot you just obtained. Each character has his/her own license board. Espers can only be unlocked from the license board by defeating them. Licenses only permit you to use said weapon/armour/magick/technick, you'll still need to go through the game and buy the weapon/armour/magick/technick from a shop. It costs a lot of license points to fill the ENTIRE board, so don't rush. I find it best to spread out your licenses you purchase from the license board, and I recommend that you don't "waste" your license points, unless you're trying to get a full license board for the figurine in the Sky Pirate's Den anyways. Augments (kind of like abilities), found through the board can be very useful. Some augment licenses decrease a character's time preforming an action, some increase your health points, some reduce the amount of magick points you need to use to cast magicks, some are "lores", which basically do special effects (gaining magick points from defeating enemies, rather than just walking around to gain magick points, Phoenix Downs restoring more health when being revived, Ethers/Hi-Ethers restoring more magick points when taken, etc.). Quickenings (see Quickening section for more details), are found near the corners of the license board (not just the top-left/bottom-right corners, some are in the middle-right/top-center). Remember, you only gain 1 or 2 license points for defeating a regular enemy. But, your license points quickly add up as you progress through the game. Remember to check to see if your characters have gained license points, and update your license board frequently. ----------------------------------------------------------------------------- Weapons Section (WPSCT) ----------------------------------------------------------------------------- Ah, the weapons section, this section will explain about weapons. Now, as you progress through the storyline portion of the game you'll get more and more powerful weapons. You need weapons in order to damage your enemies, well not really, but most weapons are very useful for dealing a lot of damage and for killing enemies. I'll now list each type of weapon you can use in the game, and list pros and cons for each. Now, swords. Some swords are one handed weapons, and you can use a shield in combination with one. They're charge times are okay. They do constant damage, which means they'll usually do around a certain amount of damage (Example: Let's say you're level 20 and you deal 400 damage to an enemy, with a sword, your attacks will do around 400 damage, but will never do 100 damage). However, other weapon class' weapons are stronger than swords near the end of the game, but one handed swords are good weapons. Greatswords are two handed versions of normal swords. Some of which very powerful, and very useful throughout the game. Spears are two handed weapons, so you'll need to use both of your hands to wield one. The strongest weapon in terms of the game is a spear. However, I didn't find spears to be good weapons near the beginning of the game. They all give "+ 8" to your "Evasion" status. They're like poles, but are usually a bit stronger than them. Daggers are one handed weapons. They're much faster than swords, but daggers can lose their power as you advance through the game, sadly. Most daggers can inflict harmful status effects onto enemies. Daggers all give "+ 5" to your "Evasion" status. Guns are ranged weapons, and you need to use both of your hands to use. Though their attack ratings from the game are weak, they're actually very strong and accurate. The attack ignores the enemy's defence, and it does constant damage like swords do. Guns have slow charge times, however. You also need to equip your gun with ammo, but that's not a bad thing. Your ammo can constantly inflict bad status effects on hits towards its targets. Guns also give "+10" to your "Evasion" status. Bows are like guns, and can be used from a range. Like guns, you'll need to use two hands to wield and operate one. They have a faster charge time than guns do. They don't ignore an enemy's defence, but they do constant damage. You need to equip ammo for your bows as well. Crossbows are like bows, but not as good as bows in my opinion. They all have faster charge times, but the damage dealt is much lower. You need to equip ammo for crossbows, but there's not much ammo to choose from. Ninja Swords are powered up versions of swords. Though all ninja swords are two handed weapons, they have a high chaining rate and have good charge times. All of them give evasion status points. All ninja swords however, hits a target with dark elemental damage. This is very bad when the opponent you're facing absorbs dark elemental damage. Hammers and axes are one handed weapons, but these weapons are unique in a certain way. Though the game states that hammers and axes are powerful, they have a bad damage rate. They can sometimes do 0 damage, and sometimes do high damage. Hammers and axes give you a couple of points in your "Evasion" status. Staves are awful weapons. They are very weak, and barely give you any extra points for your "Magick" status. They're also two handed weapons. They lose their usefulness quickly into the game. Maces are basically like hammers and axes, but are much weaker. They all give you "+ 4" for your "Evasion" status. They have inconstant damage rates, though some maces actually inflict bad status effects on enemies targetted, you shouldn't really be using them throughout the game. Poles are like spears, and are also two handed weapons. They're usually weaker in comparision to spears, however they have a higher chance to chain together attacks. They all also give "+ 25" to your "Evasion" status. Measures are crappy, idiotic, and plain stupid weapons. Although they are one handed weapons, they actually inflict good status effects on enemies targetted. They also ignore an enemy's defence. I hit allies with measures to gain status effects for free. Katanas are like ninja swords, but with less evasion points and aren't dark elemental based. Rods aren't really weapons, they're really jokes. They're two handed weapons, and are very weak. They all give you a few points to your "Evasion" status. ----------------------------------------------------------------------------- Technicks Section (TNKST) ----------------------------------------------------------------------------- This section will basically explain about technicks in the game. Technicks are like techniques your characters can use, I wonder why it's spelled "technicks" in the game. Most are useful, but magicks can be more useful. Technicks don't require any special points to use, they're free! I'll list all of the technicks found in the game below. Note: Technicks aren't very good against most bosses found throughout the game, most bosses are immune to the powerful technicks, and they can miss frequently. 1,000 Needles: This techinck allows you to use a ranged attack against a target. Either does 1,000 damage, or no damage at all from a miss. Archiles: Make an enemy have a random elemental weakness. Addle: Decreases the target's magick defence. Bonecrusher: Remove some health points from the caster in order to kill a target that is targeted. Charge: This technick allows you to restore some magick points to the caster. If this magick misses against the caster, you'll lose all of your magick points. The higher your current magick points is the higher of your chance of missing the target and vise-versa. Charm: Inflicts the target with the "Confuse" status effect. Expose: Decrease's the target's physical defence. First Aid: This technick allows you to restore some health to an ally. Like Charge, the higher the target's current health points is the higher chance of this technick to miss the target. Gil Toss: Lose some of your current gil (Every 1 point of damage is 1 gil taken away from you), to throw a ranged attack at a target. You can't reclaim your gil after using this technick. Horology: Deal damage to a target depending on your total playing time of this game. Infuse: Remove all of your magick points to heal an ally's magick points. The formula is "Your magick points taken away from this technick multiplied by ten". Libra: See detailed information on enemies. Also able to see traps laid across the floor. Numerology: Deal damage to targeted target. Poach: Kill and recieve an item from a target with low health points. Revive: Remove all of the caster's health in order to full revive an ally. Shades of Black: This technick casts a random Black Magick on a target. Shear: This technick decreases target's magick attacks. Sight Unseeing: In order to use this technick, the caster must have the status effect "Blind". When Sight Unseeing is used, it reduces the target's health to nothing or a number very low. Souleater: Remove some of your own health to damage a target. Stamp: When this technick is used, it inflicts all of the status effects that you have on you to a target, unless the target is immune to the status effect. Steal: Steal an item from a target. Telekenesis: This technick allows your character to hit Flying type enemies with physical weapons. Wither: This technick decreases the target's physical attack power. ----------------------------------------------------------------------------- Magicks Section (MKSCT) ----------------------------------------------------------------------------- This section will explain about the magicks you can use in the game. Sorted into "White Magicks", "Black Magicks", "Green Magicks", "Time Magicks", and finally "Arcane Magicks". White Magicks are magicks used usually to heal your characters. Black Magicks are usually some magicks used to be used against enemies you find. Green Magick is a type of magick that can be used to put negative status effects on enemies, or positive staus effects on your allies. Time Magicks are magicks that alter time, you can speed your own characters, or slow down your enemies. Arcane magick is like Black Magick, but is much more powerful. Magicks are listed in the order of the license board. _-_-_-_-_-_-_-_-_-_-_ White Magicks (WTSCT) -_-_-_-_-_-_-_-_-_-_- Blindna: This magick, if targeted on a character who is inflicted with the status effect "Blind", it cures the character from the status effect. Cure: This magick heals a small amount of health to a target. Poisona: This magick, if targeted on a character who is inflicted with the status effect "Poison", it cures the character from the status effect. Vox: This magick, if targeted on a character who is inflicted with the status effect "Silence", it cures the character from the status effect. Cura: This magick heals a small/medium amount of health to multiple targets. Raise: This magick, if targeted on a character who is knocked out, will revive him/her, and give the character a small/medium amount of health. Stona: This magick, if targeted on a character who is inflicted with the status effect "Stone", it cures the character from the status effect. Esuna: This magick, if targeted on a character who is inflicted with one or a combination of the status effects "Blind", "Confuse", "Disable", "Immobilize", "Petrify", "Poison", "Sap", "Silence", or "Sleep", cures the character from the status effect(s). Regen: Casts the status effect "Regen" on the targeted ally. Cleanse: This magick, if targeted on a character who is inflicted with the status effect "Disease", it cures the character from the status effect. Curaga: This magick heals a medium/large amount of health to a target. Dispel: This magick will remove any posititve status effects on a target. Arise: This magick, if targeted on a character who is knocked out, will revive him/her, and give the character a full amount of health. Curaja: This magick heals a large amount of health to all targets in range. Dispelga: This magick will remove any posititve status effects on all targets in range. Esunaga: This magick, if targeted on a character who is inflicted with one or a combination of the status effects "Blind", "Confuse", "Disable", "Immobilize", "Petrify", "Poison", "Sap", "Silence", or "Sleep", cures all targets in range with the harmful status effects. Holy: Casts a Holy elemental magick towards a target (deals damage). Renew: This magick fully heals all targets in range. *-*-*-*-*-*-*-*-*-*-* Black Magicks (BKSCT) -*-*-*-*-*-*-*-*-*-*- Blizzard: Deals a small amount of Ice elemental damage to a single target. Fire: Deals a small amount of Fire elemental damage to a single target. Thunder: Deals a small amount of Thunder elemental damage to a single target. Aero: Deals a small/medium amount of Wind elemental damage to a single target. Water: Deals a small/medium amount of Water elemental damage to a single target. Fira: Deals a medium amount of Fire elemental damage to all targets within range. Blizzara: Deals a medium amount of Ice elemental damage to all targets within range. Thundara: Deals a medium amount of Thunder elemental damage to all targets within range. Bio: Deals a small/medium amount of non-elemental damage and also has a chance to inflict the harmful status effect "Sap" at all targets within range. Aeroga: Deals a medium amount of Wind elemental damage to all targets within range. Blizzaga: Deals a large amount of Ice elemental damage to all targets within range. Firaga: Deals a large amount of Fire elemental damage to all targets within range. Thundaga: Deals a large amount of Thunder elemental damage to all targets within range. Scourage: Deals a large amount of non-elemental damage and also has a chance to inflict the harmful status effect "Sap" to all targets within range. Shock: Deals a large amount of non-elemental damage to all targets within range. Flare: Deals a very large amount of non-elemental damage to a target. Ardor: Deals a very large amount of Fire elemental damage to all targets within range. Scathe: Deals a very large amount of non-elemental damage to all targets within range. ^=^=^=^=^=^=^=^=^=^=^ Green Magicks (GNSCT) =^=^=^=^=^=^=^=^=^=^= Blind: Has a chance to inflict the "Blind" status effect to a target. Protect: Gives the status effect "Protect" to a target. Poison: Has a chance to inflict the "Poison" status effect to a target. Shell: Gives the status effect "Shell" to a target. Silence: Has a chance to inflict the "Silence" status effect to a target. Sleep: Has a chance to inflict the "Sleep" status effect to a target. Oil: Has a chance to inflict the "Oil" status effect to a target. Toxic: Has a chance to inflict the "Poison" status effect to all targets within range. Silencega: Has a chance to inflict the "Silence" status effect to all targets within range. Blindga: Has a chance to inflict the "Blind" status effect to all targets within range. Bravery: Gives the status effect "Bravery" to a target. Faith: Gives the status effect "Faith" to a target. Shellga: Gives the status effect "Shell" to all targets within range. Protectga: Gives the status effect "Protect" to all targets within range. Sleepga: Has a chance to inflict the "Sleep" status effect to all targets within range. ____________________ !_!_!_!_!_!_!_!_!_!_ Time Magicks (TESCT) _!_!_!_!_!_!_!_!_!_! Immobilize: Has a chance to inflict the "Immobilize" status effect to a target. Slow: Has a chance to inflict the "Slow" status effect to a target. Disable: Has a chance to inflict the "Disable" status effect to a target. Reflect: Gives the status effect "Reflect" to a target, but it has a chance to inflict it if you use it on an enemy (if you use it on an ally it's always a 100%, but using it on an enemy is a chance). Break: Has a chance to inflict the "Petrify" status effect to a target. Warp: Using this magick "removes" all targets within range. Balance: Using this magick on a target will do a certain amount of damage. The formula from the damage of this magick is as follows: "Your maximum health points subtracted by your current health points". Bleed: Has a chance to inflict the "Sap" status effect to a target. Float: Gives the "Float" status effect to all targets within range. Haste: Gives the "Haste" status effect to a target. Countdown: Has a chance to inflict the "Doom" status effect to a target. Stop: Has a chance to inflict the "Stop" status effect to a target. Hastega: Gives the "Haste" status effect to all targets within range. Slowga: Has a chance to inflict the "Slow" status effect to all targets within range. Reflectga: Gives the status effect "Reflect" to all targets within range. (&)-(&)-(&)-(&)-(&)-(&) Arcane Magicks (AESCT) (&)-(&)-(&)-(&)-(&)-(&) Berserk: Gives the status effect "Berserk" to a target, or if you use it on an enemy it has a chance to inflict "Berserk". Dark: Deals a small amount of Dark elemental damage to all targets within range. Confuse: Has a chance to inflict the status effect "Confuse" to a target. Gravity: Has a chance to inflict a certain amount of damage to a target. The formula is as follows: "Target's maximum health divided by four". Decoy: Gives the status effect "Decoy/Lure" to a target. Drain: Deals a small amount of non-elemental damage to a target, and you absorb the damage you've done to said target. Darkra: Deals a medium amount of Dark elemental damage to all targets within range. Syphon: Steal a certain about of magick points from a target. Vanish: Gives the status effect "Invisibility" to a target. Bubble: Gives the status effect "Bubble" to a target. Death: Has a chance to kill a target. Vanishga: Gives the status effect "Invisibility" to all targets in range. Reserve: Gives the status effect "Reverse" to a target. Darkga: Deals a large amount od Dark elemental damage to all targets within range. Graviga: Has a chance to inflict a certain amount of damage to all targets within range. The formula for damage is as follows for each target: "Target's maximum health divided by two". ----------------------------------------------------------------------------- Gambit Section (GTSCT) ----------------------------------------------------------------------------- Alright, this section will explain about "Gambits" in the game. Note that you don't unlock the ability to even use Gambits until you've passed a certain area in the game. Now, Gambits are automatic commands you tell your character to preform when a requirement is done. You can buy different set-ups in Gambit shops across Ivalice, and it's very cheap as well. However, some Gambits won't appear in the shop until you've passed more of the game. But Gambits are very useful, you won't have to do highly repetitive tasks anymore! Now, you aren't forced to use Gambits, but it's recommended that you use them to make it easier on yourself. Now, you can choose from the menu what you want a character to do, when to do it, and which Gambit has a higher priority over other Gambits. Now, let's say we wish to have two Gambits for Vaan. We'll make one "Ally: Health points under 50% - Cure", and another "Foe: Lowest health points - Attack". We'll make the Cure Gambit have a higher priority over the Attacking Gambit, so we'll put the Cure Gambit as the first/top Gambit. Now, whenever a character is under 50% of their health, you'll automatically cast Cure on that character. Whenever a enemy is seen, you'll automatically attack them, or if there's multiple enemies, the one with the lowest health will be attacking by you. Now, if you see an enemy, but a character's health is under 50%, you'll cast Cure on the character with under 50% of their health, and then you'll attack the lowest health enemy, because of the priority you gave the Gambits. Of course, there are many more combinations you have the ability to make in this game using Gambits. There are Gambits that can make you target allies, yourself, a certain party member, or enemies. You can have ten Gambits equipped to a character at one time, but that's only if you have all of the licenses on your license board for Gambits. If not, you'll start off with three Gambits slots that you can use for your character. Gambits are a miracle. All that needs to be said. If you don't understand, wait until you're at the point in the game that allows you to use Gambits, you should understand it a bit better when you test them out and such. Now, in this guide I've listed "Recommended Gambits", for most bosses found throughout the game. When using them, just choose 2 or 3 Gambits, and list them in the appropriate order (reviving first, then healing, then curing status effects, then casting positive status effects, then attacking). ----------------------------------------------------------------------------- Quickening Section (QQYK7) ----------------------------------------------------------------------------- Quickenings are "special attacks" your characters can use in this game, in very basic terms. In order for a character to preform a Quickening, he/she must've gotten at least one license for a Quickening from their license board. When you obtain the license for a Quickening on your license board, the amount of magick points a character has increases, depending on how many Quickenings he/she has. There are different levels for Quickenings, three to be more precise. To use one in battle, choose one from the "Mist Charge" option in the battle menu. It'll drain 1-3 of your magick point bars, depending on the level of Quickening your character uses. Now, I'll explain more in-depth about how Quickenings work. Okay, after selecting a Quickening from your battle menu, you'll need to press some buttons on your controller. When you see a button on the screen under your character, press it a few times. This will chain a Quickening, and you'll be brought to another screen where you repeat and press some more buttons. You have a time limit, if it runs out and you haven't pressed a button in time the Quickening will end, and the special attack will occur, and the damage will be done to the enemy(s). Let's say a character has three Quickenings, and three magick points bars. If he uses a level two Quickening to start the chain, he'll have some options available to him. You can either use the same character to preform a level 1 Quickening, as you drained your first two bars starting the Quickening with a level 2 Quickening attack, or you can get a "Mist Charge" option, which refills your bar, and will randomly select a level or Quickening that character will use to attack and chain with. See the "Quickening FAQ" on this site for a more detailed explanation on this. A cocurrence is the way your Quickening ends. It determines whether or not your Quickening will hit multiple enemies, and how much extra damage is done with your Quickening chain. There are eight different cocurrences you can use within the game. To get some you require to do a certain amount of certain leveled Quickenings in your chain of Quickenings. If the requirements for two or more Quickenings are done, the highest will be preformed. All cocurrences are listed below in order from weakest to strongest. Chaining together three level 1 Quickenings will trigger the cocurrence "Inferno". Chaining together eight level 1 Quickenings will trigger the cocurrence "Cataclysm". Chaining together three level 2 Quickenings with trigger the cocurrence "Torrent". Chaining together six level 2 Quickenings with trigger the cocurrence "Wind Burst". Chaining together five level 3 Quickenings with trigger the cocurrence "Whiteout". Chaining together two level 1 Quickenings, two level 2 Quickenings, and two level 3 Quickenings, will trigger the cocurrence "Ark Blast". Chaining together three level 1 Quickenings, three level 2 Quickenings, and three level 3 Quickenings, will trigger the cocurrence "Luminescence". Chaining together four level 1 Quickenings, four level 2 Quickenings, and four level 3 Quickenings, will trigger the cocurrence "Black Hole". Note that Quickenings do physical damage, regardless of what the actions look like. If any enemy is immune to physical damage, you're damage will do no damage, and will appear as "IMMUNE". ----------------------------------------------------------------------------- Esper Section (EE7MY) ----------------------------------------------------------------------------- Espers are basically strong monsters you can summon to protect yourself at the cost of a bar (or more, depending on which Esper you summon) of magick points. You can summon an Esper from the Mist menu in the battle menu when fighting enemies. In order to summon Espers, you needed to have defeated the Esper. Espers can only fight for around a minute at most, until it dismisses itself and is gone. But, that's even if your Esper has good health, some Espers can die within seconds. There are thirteen Espers found within the game, look in the "Optional Esper" section of this FAQ. However, I found storyline Espers to be weak against bosses, and sometimes even against regular enemies. ----------------------------------------------------------------------------- Positive Status Effects (PSTFF) ----------------------------------------------------------------------------- This section will explain positive status effects in the game, and how to remove them. Note that this explains "what the game" considers to be a postitive status effect, the game considers "Berserk", to be a postitive status effect for a party character, but some don't like it on their character(s). If you're wondering why I'm listing how positive status effects can be removed, it's so you know how bosses can remove it by which spell. - Berserk: It raises a character's attack power and attack speed. However, the character that is inflicted with Berserk will be incontrollable, and the character's Gambits won't be in effect. The character will automatically attack the nearest foe with the current weapon he or she is holding. The game considers this to be a good thing, but I don't think of it as such, unless used on a Guest party member, or maybe on occasion. Removed by the spell "Dispel". - Bravery: This status effect simply increases the character's physical attack power. It's actually very useful, and should be often casted on all of your phyiscal attackers in your party on boss battles. Removed by either casting "Dispel", or the technick "Wither". - Bubble: This doubles your health points and also makes you immune to the bad status effect "Disease". Although you don't see your denominator double, you actually have double of your max health. Removed by "Dispel". - Faith: This is like the status effect "Bravery", but it increase your magick potential instead of physical attack power. Not often used, unless your character needs to use magicks often in a boss fight. Removed by the spell "Dispel", or the technick "Addle". - Float: You characters only float a foot or so, prevents your characters from setting off traps. Useful if there are many traps in a boss fight. This does not make your characters "Flying targets", they can still be hit by physical attacks. Removed by "Dispel". - Haste: Increases the time that the action bar finishes. by around roughly 20%, or so. Useful in all boss battles, cast it whenever you can. - Invisibility: The game states it reduces chance of noticability, but it actually doesn't, even the slightest bit. Don't use this spell anytime, it just wastes your magic points. Also, any damage taken removes this status effect, sadly. - Libra: VERY useful in combination to "Float". You can see traps, and your enemies' weaknesses and the amount of health points they have. Doesn't work on "Rare monsters", or "Bosses", I had to manually count the amount of health points bosses had myself. If you don't use this technick, you can easily get Knocked Out from just one trap at ANY level, use it always. This can be removed with "Dispel". - Lure/Decoy: It focuses the attacks of enemies or a boss onto one particular character. It's useul if you have one character more overleveled than the rest of your party members, or if you use this in combination with "Reverse". - Protect: Reduces the amount of damage recieved from physical attacks. Very useful when used with a boss that usually does physical damage very often and hits very high numbers. Removed with "Dispel", or the technick "Expose". - Reflect: Most spells will be bounced off the character who has this effect on to the sender of the spell. This is good and bad, it's good if a boss uses many non-piercing offensive magicks against you. However, if a party member tries to heal someone with this status effect on, it'll be returned to sender, unless they have an "Opal Ring". Removed with "Dispel". - Regen: This allows your character to keep regenerating a small amount of health. It's good in the beginning, but as your health grows upwards, its usefulness lessens. It's a good cure for Sap though. But, Regen can be removed by the spells "Dispel", and "Sap". - Shell: Like Protect, but it reduces the damage taken from magicks, it also decreases the chances of your characters getting hit with status effects caused from magicks. ----------------------------------------------------------------------------- Negative Status Effects (NSEFF) ----------------------------------------------------------------------------- This section will explain negative status effects that your characters can be inflicted with. I'll also explain how you can remove them. If I say "Cured by a Remedy", with no indication on the level, it's level one. - Blind: The character inflicted with Blind will have miss around 50% of the time, quickly heal it with either Eye drops, a Remedy, the magick "Blindna", or the magick "Esuna" - Confuse: The character inflicted with Confuse will be confused and will attack another party member in your party. Will also be uncontrollable. Quickly heal this, because the more your levels and weapons grow, the quicker you can actually die. Use Smelling salts, a Remedy (with a level two license), Esuna, or by getting damaged by a physical hit. I recommend not hitting your own Confused party member, or waiting until the boss does, use an item or Esuna for a quick heal. - Disable: Your character won't be able to do anything. Have another party member cure it with a Remedy or with Esuna. - Disease: You know when your character is damage, he or she will lose some health points, correct? Normally, your numerator decrease, but your denominator will always stay the same. With Disease, both the numerator and denominator will decrease, and you can't be healed with Disease on, either. If you die with Disease on, you'll still have it when you're revived, and you're health will become "1/1", meaning you'll quickly get hit and die yet again. Quickly heal with either a Vaccine, a Remedy (with a level three license), or the magick spell "Cleanse". - Doom: A character inflicted this will have a "timer" over his or her head. It starts off at "10", but slowly decreases to "0". When the timer reaches "0", the character will instantly die. Feel free to wait until the timer is about to reach its lowest before curing it, but I recommend you cure it anyways. You can only cure it with a Remedy (with a level three license). - Immobilize: A character with "Immobilize", will be...immobilized. The character will not be able to move. You can still attack and cast magicks, if in range. But, bosses do move around to target other party members, so quickly cure with a Remedy, or using the magick speed "Esuna". - Oil: A character who is oiled will recieve three times the damage from a Fire elemental based attack. Usually you only get oiled by enemies or bosses who cast Fire based attacks, so cure it quickly with a Handkerchief or a Remedy. - Petrify: This is like "Doom", but when the countdown counts down to 0 the character who is inflicted with Petrify will become stone. They won't be able to move or do anything while in the stone state, so cure it with a Gold Needle, a Remedy (with a level two license), Stona, or Esuna. - Poison: Get hit by damage every few seconds. Cure with Antidotes, a Remedy, Poisona, or Esuna. - Reverse: This reserves numbers done to whoever has Reverse. Damage will heal you, and healing damage then damages you. Can be cured by Esuna, but it's really a good in my opinion, unless a boss is going to cast healing spells onto your characters. - Sap: The opposite of Regen; decreases your health points faster than Regen increases your health points, though. It's annoying, cure with a Remedy, Regen, or Esuna. - Silence: The character with this can't cast any magicks. Magicks are very useful throughout the game, so quickly cure this status effect with Echo herbs, a Remedy, Vox, or Esuna. - Sleep: Like disable, can be cured by a Remedy, Esuna, or getting hit by a physical attack, and can also be cured by an Alarm clock. - Slow: The opposite of Haste; decreases your battle speed time. Only can be cured with "Haste", or a Remedy. - Stop: Like Disable and Sleep, but only curable by Chronos Tear or a Remedy with a level three license. - X-Zone: The character is teleported to another dimension. The only cure I know of, is patience. Only Demon Wall bosses inflict this status effect on your characters with the spell "Telega". ----------------------------------------------------------------------------- Accessories That Always Equip (ASTAE) ----------------------------------------------------------------------------- There are certain accessories found throughout the game that automatically puts a good status effect(s) onto your characters. Some are quite useful because you won't need to keep recasting the spell onto your character(s). There aren't as many as equipment that makes you immune to status effects, however. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bangle: Automatically equips Libra. - Buy with 500 gil from either Giza Plains, The Barheim Passage, The Dalmasca Estersands and The Dalmasca Westersands. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ruby Ring: Automatically equips Reflect. - Buy with 8,500 gil from either Mt. Bur Omisace, The Mosphoran Highwaste, or The Phon Coat. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Winged Boots: Automatically equips Float. - Buy with 500 gil from Old Archades. - Buy from The Phon Coast for 450 gil (Note: You must give 10 trophies to Stok). - Steal from a Shield Wyrm in Cerobi Steppe. - Buy from the Bazaar by selling a Broken Sword and Arctic Wind to a shop. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bubble Belt: Automatically equips Bubble. - Buy from the Clan Centurio Shop for 19,800 gil (Note: Your clan rank must be either "Riskbreaker", "High Gaurdian", or anything above High Gaurdian. - Reward from the hunt where you hunt "Antlion". - Bought from the Bazaar by selling two Battlewyrm Carapace and an Adamantite. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ring of Renewal: Automatically equips Regen. - Buy from the "secret shop" in the Necrohol of Nabudis for 18,000 gil. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hemes Sandals: Automatically equips Haste. - Bought from The Barheim Passage for 20,000 gil (after the events at Giruvegan). - Bought from The Phon Coast after giving 15 tropies to Stok, and 5 trophies to Atak and Blok. - Bought from the Bazaar after selling 15 Arcana and 33 Gysahl Greens. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ----------------------------------------------------------------------------- Accessories That Make You Immune (ATMYI) ----------------------------------------------------------------------------- There are actually many accessories found in the game that make you immune to getting certain bad status effects. They can be quite useful early on, like when a certain boss "spams" your party characters with a certain bad status effect that's difficult and time consuming to remove. You can also use a small "trick". When you see a boss "Readying" an attack that will cause a bad status effect, quickly equip an accessory that makes you immune to the status effect, then switch back to the accessory you were using before. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tourmaline Ring: Makes you immune to Poison. - Basch starts off with it. - Bought for 300 gil in The Dalmasca Estersand or Dalmasca Westersand (after the events at the Dreadnought Leviathan). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rose Corsage: Makes you immune to Silence. - Bought for 800 gil in the Dalmasca Westersand, Ogir-Yensa Sandsea, and The Tomb of Raithwall. - Stealable from the Mimic Queen. - Reward from the hunt where you kill the mark "Nidhogg". ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sash: Makes you immune to Slow. - Bought for 500 gil in the Ogir-Yensa Sandsea, the Tomb of Raithwall, and Eruyt Village. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Argyle Armlet: Makes you immune to Blind. - Bought for 600 gil in the Ogir-Yensa Sandsea, the Tomb of Raithwall, and Eruyt Village. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Jackboots: Makes you immune to Immobilize. - Bought for 600 gil in Eruyt Village and Mt. Bur Omisace. - Reward from the hunt where you hunt the "Clukatrice". ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Black Belt: Makes you immune to Disable. - Bought for 600 gil in Eruyt Village and Mt. Bur Omisace. - Steal from Vossler. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Nishijin Belt: Makes you immune to Sleep. - Bought for 800 gil from either Mt. Bur Omisace and the Mosphoran Highwaste. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gillie Boots: Makes you immune to Oil. - Bought for 700 gil from either Mt. Bur Omisace, The Mosphoran Highwaste, or The Phon Coast. - Bought from the Bazaar by selling two Slaven Harnesses to a shop. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Quasimodo Boots: Makes you immune to Sap. - Bought for 800 gil from either Mt. Bur Omisace, the Mosphoran Highwaste, or The Phone Coast. - Reward from helping the Moogles build the bridge in the Salikawood. - Bought from the Bazaar by selling two Zombie Powders to a shop. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fuzzy Miter: Makes you immune to Petrify. - Bought from Old Archades for 1,200 gil. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bowline Sash: Makes you immune to Confuse. - Bought from Old Archades for 1,000 gil. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Power Armlet: Makes you immune to Stop. - Bought from either Old Archades or Balfonheim for 5,200 gil. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ribbon: Makes you immune to most bad status effects. - Treasure from Cerobi Steppe (Crossfield), (Equip Diamond Armlet). - Treasure in The Pharos at Ridorana (Subterra - Abyssal), (Don't equip Diamond Armlet). - Treasure from Henne Mines (Don't equip Diamont Armlet). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Storyline Bosses (STRYL) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This section will contain information on how to beat storyline bosses in the game. See the "Non-storyline bosses" section for help on how to defeat bosses that aren't found in the storyline section of the game. Note that I will only count "bosses" as monsters with the 'boss HP' bar on your screen, I won't list any mark hunts. I'm listing "mini-bosses", which have no HP bar but have the "Congratulations" sign. Also, I won't list the locations for the storyline bosses (I mean how to find them), the storyline mode is very linear, and the only storyline boss you could skip is The Elder Wyrm is the only storyline boss you could acciently skip, but the chances are you'll defeat him to pass the storyline. I will explain the locations of non-storyline bosses in depth, though as they are much tougher to locate. Often I won't tell you to when to use certain espers or quickenings in the game. It's a matter of opinion on how you use these. However, I feel that the storyline espers aren't very good. They're very good at the beginning, but I feel that your own characters can easily dish out more damage than an esper, and they waste a lot of magic points. Quickenings make you run out of magick points, although a quick power, it's your choice to use it if you wish. But, I often won't list these things. Note you may only steal one item from a boss at a time. When I say "Recommended level", I'll only give you one level, and that should be the levels of your three main party characters, (however, feel free to level all six of your characters). Note that Recommended Gambits, name some Gambits you should use, feel free not to use them, and use your own, and don't use the EXACT Gambits (as sometimes I've listed multiple attack/healing Gambits, these are some you should use). SO PICK AROUND 5 OR MORE GAMBITS FROM THE LIST I GIVE YOU FROM EACH BOSS. EDIT: I'm now going to include Mark Hunts in this FAQ. Although not really bosses, they're like mini-bosses. I'll reorganize the sections shortly afterwards. Also, please e-mail me if you have an easier way to defeat a certain boss, or if I've make a mistake in this FAQ, thanks. NOTE: DON'T USE ALL GAMBITS I'VE LISTED IN "RECOMMENDED GAMBITS" SECTION, JUST PICK FROM SOME OF THEM AND USE ONLY SOME OF THOSE GAMBITS, IF YOU USE ALL OF THEM, YOUR CHARACTERS WILL BE SCREWED IN THE HEAD. I've recieved many e-mails and complaints about this, I've just listed some recommended Gambits, and by Gambits, I mean singular Gambit commands. They're listed in no particular order, so don't follow the order of the Gambits either. Just pick two to five depending on which boss you're about to fight. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Air Cutter Remora (ACRRA) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 600 License Points Given: Doesn't matter Steals: None Location: Nalbina Fortress (Inner Warden) Difficulty: 0.5/10 Recommended Level: Whatever level you are now... Recommended Gambits: None. Battle Strategy: *You play as Reks for this "boss fight". The very first boss in the game. It has around 600 health points. Don't worry, I don't think it's very possible to die, but it's possible that you can die. Try your best to damage the Air Cutter. Save your potions for the gaurds later, Basch (The soldier helping you), will help you in the fight, he'll heal you. Sometimes the Air Cutter will use a "special attack", but don't worry about it. It'll damage you, but Basch will heal you. The boss fight will be over quickly. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4 Imperial Swordsmen (Mini-boss) (4IMPS) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points of Imperial Swordsman A: 180 Health points of Imperial Swordsman B: 210 Health points of Imperial Swordsman C: 170 Health points of Imperial Swordsman D: 190 Total number of health points of the four Imperial Swordsmen: 750 Level of each swordsman: 5 License Points Given: 2 each (8 from all, unless Amalia kills one.) Steals: Potion, Phoenix Down (from each) Location: Garamsythe Waterway (East Sluice Control) Difficulty: 1/10 Recommended Level: Level 5 or higher recommended. Recommended Gambits: None. Battle Strategy: Not really a boss, because there's no boss life bar at the top of the screen, but I'll list this "mini-boss", anyways. Just focus your party members on attacking one Imperial Swordsman at a time, and things should be easy. A woman named Amalia will help you out in this fight, so it's really four vs. four. The Imperial Swordsman who has 170 health points will have the Protect status effect on him. You can't remove good status effects at this point of the game, so ignore it and save him for last. When you defeat them all you'll win the battle. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4 Flans (Mini-boss) (4FLAN) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points of Flan A: 420 Health points of Flan B: 360 Health points of Flan C: 390 Health points of Flan D: 420 Total number of health points of the four Flans: 1,590 Level for each Flan: 5 Weakness: Fire License Points Given: 2 each, 8 from all Steals: Potion, Caramel (from each) Location: Garamsythe Waterway (Southern Sluiceway) Difficulty: 3/10 Recommended Level: Level 5 or higher recommended. Recommended Gambits: None. Battle Strategy: If you compare the health from the Imperials and these Flans, you might be scared, but don't be. Focus on one Flan at a time, and slowly kill of each Flan. Each Flan can attack very fast, so becareful. They can inflict Blind on your characters, so use some Eye drops. Just keep using Cure and eventually all four Flans will be defeated. You'll get a sweet "Congratualations" sign as victory that you've won the fight. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Firemane (FRS3H) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 3,500 Level: 7 Weakness: Water Absorb: Fire License Points Given: 3 Steals: Phoenix Down, Potion, Grimoire Togail Location: Garamsythe Waterway (Overflow Cloaca) Difficulty: 4/10 Recommended Level: Level 6 or higher recommended. Recommended Gambits: None. Battle Strategy: Firemane is a large "horse", that seems to be entirely made out of fire. Now, this is the "real" first boss of Final Fantasy XII. You have three party members in your party, so don't bash yourself. You might think that 3,500 health points can be insane, but it's not as hard as it looks. Hopyfully you have the spell "cure", so you can heal some of your characters. Or, have a few potions in stock for this. However, it's actually weak to water spells. I'm not sure if you could buy the water spell from the magick shop, if you have, use it. If not, keep hitting him normally. Balthier's gun has the ability to ignore defence. Fran can stay out of Firemane's melee range and can hit him from afar. Vaan can heal your other party members and cure poisoned party members with antidotes. Amalia just attacks Firemane. Firemane has two special attacks. He has rush, which is a strong physical attack. Brushfire is when he jumps and meteors/flames fall everywhere. As soon as you regain control of your characters you must heal yourself. Brushfire can do damage to all of your party members, and can it can inflict poison apon your characters. Have everyone heal the poison with antidotes, hopefully you have some. Also, if any of your party members "die", use a phoenix down to revive them. But, when you revive your character, they will start off with around half or less of your full health points. Heal them quickly if Firemane is about to ready one of his special attacks. Eventually, you'll bring him down. You might get a few game overs from all of your party members dying, though. If you die to him many times, retreat from the save crystal before him and train on some more sewer monsters. Level your characters up and try to fight him again. On my very first playthrough through the game, I actually had a lot of trouble in this first boss fight. You'll beat him eventually. Also, on another note, if you lead Firemane in the water area of the arena, he'll try teleporting out. He actually takes damage from the water in the area, so if you have all of your characters using ranged weapons he'll have trouble reaching your characters. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Mimic Queen (MQQ6H) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 4,000 Level: 10 Weakness: Ice Absorb: Thunder License Points Given: 5 Steals: Rose Corsage, Knot of Rust, Storm Magicite Location: The Barheim Passage (Terminus No. 4) Difficulty: 2/10 Recommended Level: Level 10 or higher recommended. Recommended Gambits - Ally: HP under 60% - Use potion - Foe: Party Leader's Target - Blizzard - Foe: Party Leader's Target - Attack Battle Strategy: The Mimic Queen basically looks like a giant version of the tiny battery mimics you've been fighting. It's weak to ice magicks like all of the other battery mimics. Also note that several tiny battery mimics appear in this boss fight as well. There are two main ways to defeat this boss. You can either kill the tiny battery mimics around it first, then focus on the boss, then when more tiny battery mimics, kill them quickly, then eventually focus on the Mimic Queen, then repeating the cycle until she's dead. Or, you can just focus on killing The Mimic Queen, and ignore the tiny battery mimics around her. Now, you might think that since you're a much higher level, and The Mimic Queen only has a couple hundred more health points than Firemane, that she's going to be an easy boss, and you're partly correct on that. But also note that 4 tiny battery mimics surround her, and she has the ability to spawn more of them. You can cast the spells "slow", and "blind", on her. However, you may have not gotten these spells yet. It also takes many tries to get these spells inflicted on The Mimic Queen, as well. You can easily take a lot of damage from The Mimic Queen and the tiny battery mimics while trying to cast these spells, but if you manage to cast them onto her, the battle will be much easier. I recommend you try to cast at least one of said spells onto her, but if you can't, or if you didn't buy these spells in the magick shop yet, try the below way. Try to cast blizzard onto The Mimic Queen, it does more damage than your melee does. If you have blizzard, just focus on The Mimic Queen, and ignore her tiny battery mimics. Heal your party members if you need to. If they really are causing you a lot of trouble, kill all but one of them. Just after you kill them all, she'll get more. Now I'll list what the Mimic Queen can do to you and your party members. The Mimic Queen has the ability to use "Breath of Life", which will spawn four tiny battery mimics. However, she only uses it once you kill off all of the tiny battery mimics around her, so try to kill all but one of them. She also can use "Shockstorm", which does around 200+ damage to all of your party members. She also has another special attack known as "Ground Shaker". It does around half of the damage shockstorm does to you, and has a much shorter range than shockstorm, and probably won't hit all of your characters if you spread yourself out. After she does shockstorm, try to heal your party members. Her physical attacks aren't as strong as her special attacks. The tiny batter mimics are annoying, try to avoid them because of her above special attack. However, she takes some time to respawn the tiny battery mimics, and in it you can do a lot of damage. However, I recommend that you kill all but one of the tiny battery mimics. After the battle, she'll fall over. The place will fall down, and you manage to escape. You won't be able to re-enter the Barheim passage unless you get a key to the other passage to it, but you don't need to know this yet. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ba'Gamnan, Bwagi, Gijuk, and Rinok (First encounter) (BBGAR) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points of Ba'Gamnan: 3,983 Health points of Bwagi: 1,593 Health points of Gijuk: 1,650 Health points of Rinok: 1,745 Total number of health points of Ba'Gamnan's "group": 8,971 Ba'Gamnan's Level: 12 Bwagi's Level: 11 Gijuk's Level: 11 Rinok's Level: 11 Weakness: Water License Points Given: 5 each, 20 from all Steals: Potion from Ba'Gamnan, 30 gil from Bwagi and Rinok, none from Gijuk. Location: Lhusu Mines (Site 2) Difficulty: 10/10 Recommended Level: Level 14 or higher recommended. Recommended Gambits - Ally: HP under 60% - Use Potion - Foe: Nearest Visible - Use Water Battle Strategy: If you haven't faced this "mini-boss", and you're wondering about the 10/10 difficulty, it's because you're meant to run from this group of four. Lamont won't be a Guest anymore, and will run away when they're about to fight you. Just press R2, which will deactivate all of your set-up Gambits, and head for the exit of The Lhusu Mines. Beating them all if you're a normal level is very difficult, but possible. But, you won't get any reward, not even the regular license points you get from bosses. If you beat Ba'Gamnan, you'll get a cutscene of him smashing his weapons and fleeing from the fight. It's seriously recommended for you to run away from this "mini-boss" battle. If not... All of the "group", has Haste. Ba'Gamnan has both Protect and Shell casted on himself, and you can't remove them. You can cast Water based attacks on all of the group members except Ba'Gamnan, then afterwards use your normal attacks on Ba'Gamnan. You actually only have to defeat Ba'Gamnan to win, but it's much easier to take down his three friends before focusing on the leader of the group. If you do manage to win, have my congratulations. I've beaten them too, and it's not easy. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2 Judges, 3 Imperial Swordsmen, and a Imperial Magus (231FH) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points of Judge A: 2,245 Health points of Judge B: 2,245 Health points of Imperial Swordsman A: 430 Health points of Imperial Swordsman B: 430 Health points of Imperial Swordsman C: 430 Health points of Imperial Mangus: 384 Level for each judge: 11 Level for each swordsman: 10 Level of the Imperial Mangus: 9 Total number of health points this Imperial "group": 6,164 License Points Given: 1 from each except judges, 7 from judges, 18 total Steals: 300 gil, Hi-Potion (from judges) Location: Dreadnought Leviathan (Central Block) Difficulty: 7/10 Recommended Level: Level 13 or higher recommended. Recommended Gambits - Ally: Any - Use Eye Drops - Ally: HP under 50% - Use potion - Foe: Party leader's target - Attack Battle Strategy: You only need to take out the two Judges in this battle to win, but it's much easier to take out the Mangus, then the Swordsmen, then the Judges. It can still be a hard "mini-boss" battle, if you're not properly prepared. Both of the Judges use "Tri-Attack", which does around 150-200 damage on one character. Vossler can be a big help in this battle, though you can't control him he's quite strong. Heal him with Cure if his health is starting to get low, and be sure to keep him alive in this battle. It'll be a "long" battle, but eventually you'll win. Try not to let all of the Imperials "surround", your party characters, because they can quickly win if they all attack only one of your party characters. If you have some Green Magicks, try to cast Blind on a Judge or on both of them. Either way, after you defeat both of the Judges, you'll win this "mini-boss" battle. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Judge Ghis (JUGHI) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 5,500 Level: 14 License Points Given: 22 Location: Dreadnought Leviathan (Port Launch) Difficulty: 5/10 Steals: Potion, Jackboots, Dark Mote Recommended Level: Level 14 or higher recommended. Recommended Gambits - Ally: HP under 50% - Use potion - Foe: Party Leader's Target - Attack Battle Strategy: Penelo joins the party now, and has around 500 license points that you can spend for her. However, they can run out pretty quickly. You get some manufactured nethicite from Larsa. The manufactured nethicite can halve all magicks done to the character it's equipped to. You also don't need a license to equip the manufactured nethicite. However, once you equip it you will have permanent silence to the character. I consider this to be a very bad thing, as it's good to have all your characters able to heal everybody. But, this is quite early into the game, so if you have a "tank" (Or a character who only will melee), equip him or her with the nethicite. Like The Mimic Queen, Judge Ghis has several imperials with him who will attack you. The imperials are much tougher than the tiny battery mimics. Judge Ghis is also much harder than The Mimic Queen, in my opinion. You should have the "protect" spell now, and you should cast it onto your party members. Judge Ghis can hit very hard onto a character. However, the imperials surrounding Judge Ghis don't respawn, so I recommend you kill all of them first before you even touch a hair on Judge Ghis. Judge Ghis will constantly hit you, so heal yourself. After you've defeated the imperials that gaurd him, start attacking Judge Ghis. It's much easier at the end since the imperials are gone. Eventually Judge Ghis will cast a special spell called "Greater Barrier", which automatically cats protect and shell onto him. When it wears out he'll eventually re-cast Greater Barrier. Note that you have the ability to slow Judge Ghis, but it's very difficult to do so. But if you manage to slow him, the battle will be much, much easier in the end, even though it's already easy. Just keep attacking him, he's not weak to any particular magicks, so try to use guns, bows, and melee weapons. Eventually, he'll go down. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Garuda (GH7UF) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 6,000 Level: 16 Weakness: Dark Absorb: Light License Points Given: 11 Steals: Gold Needle, Giant Feather, White Fang Location: Tomb of Raithwall (Valley Of The Dead) Difficulty: 5/10 Difficulty: 2/10* *=If you have Eksir Berries. Recommended Level: Level 16 or higher recommended. Recommended Gambits - Ally: HP under 60% - Use potion - Foe: Flying Type - Cast Blind - Foe: Flying Type - Cast Dark - Foe: Flying Type - Cast Blizzard Battle Strategy: There are two ways to fight Garuda. When you entered the Nam-Yensa Sandsea, you could fight an optional mini-boss to obtain "Eksir Berries". These are useable on Garuda and Phoenix (Worry about Phoenix later), and will weaken them. I've tried them on my recent playthrough, and I must note that they really weaken Garuda. If you have some, use them on him. To get them, you needed to talk to a moogle in the beginning of the Nem-Yensa Sandsea to find a Urutan-Eater (Turtle). If you killed it, and returned to the Moogle, and found him again, you'd find a small optional "scene". Afterwards you can pick up the Eksir Berries from a plant that the Urutan dropped. Garuda is a large bird. It's a flying type monster. You can't attack flying type monsters normally, in order to attack them with melee attacks you need a technick called "telekenesis", which you obtain MUCH later in the game. Garuda has no magick weaknesses that I know of, so use the most powerful magick that you can use. I used blizzard. Vossler will be with you, and he has telekenesis, so heal him first, as he can do more damage than you can do to Garuda. If you have Eksir Berries, use them on Garuda, and use spells and defeat him. If you don't however, he is stronger. He tends to hit a character until it dies, he doesn't seem to hit multiple characters at once. Use this to your advantage, heal the character that is being attacked by Garuda. Also cast protect onto your party members to have an easier time fighting. Garuda can also send a character to sleep, however there's no need to use an alarm clock, since your character will automatically be awakened when he/she is melee attacked by Garuda. You can inflict blind on Garuda, but it takes a lot of tries to get it to be inflicted upon him. Slowly, but surely you'll eventually defeat this big bird. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Demon Wall (DMNAL) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NOTE: THIS IS THE STORYLINE WEAK ONE, NOT THE OPTIONAL ONE. Health points: 10,000 Level: 16 Weak: Holy License Points Given: 9 Steals: Gold Needle, Solid Stone, Quality Stone Location: Tomb of Raithwall (Hall Of The Sentinel) Difficulty: 3/10 *This Demon Wall is the weak one that you must beat to continue the sotryline portion of this game. Recommended Level: Level 18 or higher recommended. Recommended Gambits - Ally: Any - Alarm Clock - Ally: Any - Eye Drops - Ally: HP under 50% - Use potion - Foe: Party leader's target - Attack Battle Strategy: Now, you might think that the large health point increase is scary, but he's much easier than Garuda. But before we talk about his attacks and how you defeat him, I must explain how this battle is done. The Demon Wall is a ancient demon with a large "wall" on its back. It blocks the entire thin hallway, and pushes you back. Eventually, you'll get closer to your side of the wall. Once you get near the wall, he'll ram you into the wall, and it'll be an instant gameover for you, even if you have full health points on your characters. Think of this as a "timed battle". Now, you can slow down The Demon Wall and examine the fires to the side of the thin hallway. You can turn them off, but when you do this there's a chance the fire will light up to be blue. If the fire gets turned off, The Demon Wall will slow down slightly. If it turns blue, he'll speed up. Most of the fires can be turned off, but I believe it's random, but there's actually a small chance for the fire to turn blue. If it turns blue, run to another fire and try to turn of it to slow him to normal speed. The Demon Wall isn't all that strong, he just has a lot of health points. He can inflict many bad status effects, some of which you can't cure. He can blind multiple characters, quickly use some eye drops or blindna. He can slow your characters as well. It can inflict doom onto a character, which is only curable with a remedy, which you probably don't have yet. Doom will instantly kill your character when a countdown goes from 10 to 0. Simply revive the doomed character with a phoenix down. The Demon Wall knows an esclusive bad status effect that he can inflict on other characters, you can only obtain this bad status effect from a Demon Wall. It's called "X-zone", and it basically teleports away your character and there's nothing you can do about it but wait for replace the character. X-zone teleports a character to an alternate dimension, and eventually teleports them back to where they were before. Pray that Vossler gets X-zoned, since you can't control him. The Demon Wall only really casts magicks on you, he doesn't really use many physical attacks. He really doesn't damage you much. If he does manage to kill off a character, simply revive and keep hitting him. Use a quickening when you're about to be slammed into the door, quickenings are a good source of power for desperate measures in the beginning of the game. When he dies, continue along. Note: There's a small glitch. If you set your battle speed higher (found in the options menu), you can attack more and can more easily defeat The Demon Wall. This glitch isn't included in the rating. If you have a lot of trouble beating The Demon Wall, use this small glitch. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Belias (BUI8H) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 16,000 Level: 20 Weakness: Water Absorb: Fire License Points Given: 15 Steals: Aries Gem, Ether, High Arcana Location: Tomb of Raithwall (Cloister Of Flames) Difficulty: 5/10 Recommended Level: Level 18 or higher recommended. Recommended Gambits - Ally: Any - Use Handkerchief - Ally: HP under 60% - Use Cure - Foe: Nearest Visible - Water - Foe: Nearest Visible - Attack Battle Strategy: The Demon Wall was a bit easy, don't you think? This is another small step up from The Demon Wall. Also note this is an esper storyline battle, once you defeat him you have the ability to summon him in battle. Even though when you summon him he's much weaker. >_> At least it's a normal boss battle. Belias is a large fire esper. He's not weak to water, though so just rely on your melee attacks. He's quite strong, but he's slow to preform attacks upon your characters. As the battle progresses, he gets stronger. His physical attacks are strong, but are the slowest. He can attack a single target with a special fire attack. He also has Firaga, a multitargetable special attack that he has that does 400+ fire damage to your party characters. He also has Greater Barrier, which casts protect and shell onto him, as well. He can inflict your characters with oil. Now, Belias attacks using fire frequently, and when fire attacks hit an oiled character, it multiplies its damage by three. Use a handkerchief quicky to get the oil of your character. Belias also seems to like to beat up one character using physical attacks until they die, revive your party characters if needed. The manufactured nethicite can reduce his fire damages, so use it if you want. After he's defeated, you get his esper. He'll be on your license board, and you can freely summon him in battle. He's very useful in the beginning, but when you progress through the game he gets weaker and weaker. I'll mark him down in certain battles, but afterwards I'll clean my hands on the whole thing. It's your choice to use him in battles or not later in the game. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Vossler (VSSLR) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 9,300 Level: 20 License Points Given: 30 Steals: Potion, Hi-Potion, Black Belt Location: Airship Shiva Difficulty: 3/10 Recommended Level: Level 19 or higher recommended. Recommended Gambits - Ally: HP under 40% - Use Hi-Potion - Ally: HP under 60% - Use Cure - Foe: Party leader's target - Attack Battle Strategy: Vossler betrayed you! Anyways, I thought of like like a slightly harder version of Judge Ghis. He has 3 imperials that gaurd him as well. If Fran is one of your main characters, she's in berserk and is uncontrollable. She can attack much faster, but you can't select her as your main character. Each imperial swordsman has 854 health points. Once again, deal with the swordsmen before dealing with Vossler. Berserk wears off eventually normally, but I'm not sure if it's possible to wear out in the Airship Shiva... I hope you hated him as a guest, now you can feel free to take some revenge on him. Try to cast protect on your party characters for defence against the imperial swordsmen and Vossler. Vossler has haste and protect casted upon himself. He recasts it when it wears off, so don't wait for it to wear off. Sometimes in the beginning he'll put reflect upon himself, this reflects all magicks done to him back onto all of your characters, so attack him using melee weapons. Hopefully you have some Hi-potions, they're very useful in this boss fight. He sometimes berserks himself near the end of the fight, becareful as this speeds up his attacks and makes him much stronger. However, you can summon Belias near the end of the fight. He can easily defeat Vossler. Heal Belias if you need to, and you can attack Vossler while Belias is attacking Vossler for extra damage. Cast protect on Belias if you want him to have some extra defence. Vossler can't be blinded, sadly. If after Belias goes and Vossler is still living, use a quickening and it'll be an instant win. Though Belias seems useful now, he'll grow old rather quickly, I'm afraid... Have some fun, you won't have boss fights for a little while. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Tiamat (TMTMT) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 50,000 Level: 25 Weakness: Earth Absorb: Wind License Points Given: 15 Steals: Hi-Potion, Leo Gem, Ring Wyrm Scale Location: Henne Mines (Ore Separation) Difficulty: 8/10 Recommended Gambits - Ally: HP under 30% - Use Curaga - Ally: HP under 60% - Use Cure - Ally: HP under 50% - Use Hi-Potion - Ally: Any - Use Esuna - Ally: Any - Use Phoenix Down - Ally: Any - Cast Raise - Foe: Party leader's target - Attack - Foe: Nearest visible - Attack Recommended Level: Level 28 or higher recommended, but done at lower levels. Battle Strategy: Alright, it's been a while since your last boss fight, and you've leveled up quite a bit since that fight with Vossler. Now, he may have five times the health your last boss had, but you're much stronger than you think you are. You can easily dish out a lot of damage, you have better weapons and armour. In fact, you have many more magicks now than last time. You even have Larsa as a guest, and he has infinite Hi-potions and X-potions that he uses on you. Tiamat is a large dragon with a ring on his forehead, that goes around his entire head. He can disable your character, only curable using a remedy. He can also inflict sap on your characters, healable using regen or remedies. Don't always depend on Larsa in this fight, you may have to spend some potions, too. Tiamat usually attacks your characters physically, but he can use Aero, a wind attack that hurts your entire party, and he has a fire breathe attack which can dish out a lot of fire damage to your characters and inflict sap. Simply keep on pounding him using physical attacks. It'll be a long battle compared to the boss battles with Vossler or Belias, but you'll eventually manage to defeat this dragon. Belias is unuseful in this fight, he gets owned by Tiamat easily. Quickenings are much better to use than summons right now. If you're about to die, but Tiamat is on his last bit of health, use a quickening and hopyfully it'll be enough for Tiamat to die. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Elder Wyrm (EDRWM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 70,000 Level: 27 Weakness: Wind License Points Given: 14 Steals: Succulent Fruit, Emperor Scale, Feystone Location: Golmore Jungle (Dell Of The Dreamer) Difficulty: 6/10 Recommended Level: Level 28 or higher, but can be done lower at a higher difficulty. Recommended Gambits - Ally: HP under 30% - Use Curaga - Ally: HP under 60% - Use Cure - Ally: HP under 50% - Use Hi-Potion - Ally: Any - Use Esuna - Ally: Any - Use Hankerchief - Ally: Any - Cast Raise - Foe: Party leader's target - Attack - Foe: Nearest visible - Attack Battle Strategy: The Elder Wyrm is very similiar to Tiamat. But, The Elder Wyrm tends to inflict many bad status effects onto your characters, and he's less about using physical attacks on your characters. I didn't find him as hard as Tiamat, however many people seem to have trouble with him. Try to cast protect and haste on your party members during the fight. The Elder Wyrm has two Treants that gaurd him. Each Treant has 845 health points. They're weak to wind, so cast Aero on them to quickly deal with the two of them. If you don't have Aero, use your regular melee attacks on them, they'll still fall down pretty quickly. You can equip yuor characters with a accessory that immunes your character from a certain bad status effect if you want to. I found that the accessory "Rose Corages" equipped on my main party leader to be very useful. It prevents a character from being silenced, so that character can cast Esuna. Esuna is a spell that can cure a character from most of the bad status effects that The Elder Wyrm inflicts upon us, if you don't have it, you could have a much harder time with this battle. You might even want to consider retreating to Eruyt Village to go buy it at the shop. Note: The name of the special attack The Elder Wyrm uses to inflict the bad status effects onto you is called "Sporefall", and it actually has a limited range as well. Some bad status effects The Elder Wyrm's Sporefall likes to inflict are Blind, Silence, Sleep, Confuse, Slow, Sap, and Oil. The Elder Wyrm also has Tiamat's breathe attack, which is a fire based attack. It'll hit up to 2,000 damage if your character is oiled, so cure that oil quickly. Haste can cure slow from a character, Esuna can't cute slow, sadly. A trick is to use a gun or bow from afar to avoid The Elder Wyrm's special Sporefall attack. You can let Larsa handle most of the healing, but once again you need to have a Hi-potion ready just in case something bad happens. Belias and quickenings aren't really good for this battle either, in my opinion. But feel free to use a quickening if you want to. MP is the key to winning this battle so I recommend that you don't use a quickening. Note: The Elder Wyrm can be considered an optional boss, as you can take a route through Feywood. But the developers intended for us to fight The Elder Wyrm, I don't think they would have wanted us to go through a place where enemies are 10-20 or so levels above us. So that's why he's in this FAQ. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Vinuskar (VNSKR) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 15,000 Level: 27 License Points Given: 19 Steals: Knot of Rust, Thiefs Cuffs, Damascus Steel Location: Stilshrine of Miriam (Ward Of Steel) Difficulty: 2/10 Recommended Level: No recommendations, the level you're at should be fine. Recommended Gambits - Ally: HP under 40% - Use Curaga - Ally: Any - Use Esuna - Foe: Party leader's target - Attack Battle Strategy: After comparing the health points from your previous boss and this boss, you'd probably think that it's a very short battle and it's really easy. If you think that, you're right. This is a very easy boss, but it's "special". Vinuskar will use a magnetic field and any characters that have heavy metal armours will be slowed down a bit, kind of like slow inflicted apon your party characters. Simply cast haste or ignore the special effects. Vinuskar tends to cast Break which deals 500 health points off all your party members, and can sometimes petrify some of your characters. His Sword Dance special attack also does this as well, without the petrify, though. It's a fun relaxing fight, so enjoy it. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Mateus (MAT5M) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 30,000 Level: 30 Weakness: Thunder Absorb: Ice License Points Given: 27 Steals: Pisces Gem, Ether, High Arcana Location: Stilshrine of Miriam (Hall Of Worth) Difficulty: 5/10 Recommended Level: Level 32 or higher recommended. Recommended Gambits - Ally: HP under 50% - Use Curaga - Ally: Any - Use Esuna - Ally: Any - Cast Raise - Foe: Party leader's target - Attack - Foe: Nearest visible - Attack - Foe: Party leader's target - Thundara Battle Strategy: I hoped you enjoyed the last easier battle, because this one is much harder. This is the second storyline esper found in the game. Mateus is like Belias, but uses water elements instead of fire elements that Belias uses. There are five ice azers that surround and protect Mateus. They have around 3,000 health points each, deal with them quickly before fighting Mateus. Mateus will use a reflect spell apon herself, so use melee weapons to damage her. The ice azers like to cast blizzard on a single party member at a time for some odd reason until they die. Mateus actually uses physical attacks. If you have ice shields, equip them as they are very useful in this boss battle. They halve the ice damage done to the character who has ice shield. It's recommended you don't use a quickening in this fight because although it can easily kill all five of the ice azers that protect Mateus, you run out of magic points, and in this point of the game it's not that easy to regain lost magic points. Thankfully, Mateus and the five ice azers are all weak to thunder, but Mateus has reflect casted on herself, so dispel it or wait for it to wear off before you hit her with thunder magicks. Thundara, a multiple hitting thunder attack is very useful for getting those ice azers out of the way. After the ice azers are out of the way, start to physically attack Mateus. She then starts to use magicks when her health points decrease. She uses two special attacks from there on out. Flash Freeze damages all of your characters with ice damage. Blizzaja also damages all of your characters with ice damage as well. Rarely, her Blizzaja will inflict Sap to a character, quickly use Regen, Esuna, or a Remedy to cure your party member. Be careful, Mateus is stronger than she looks. Eventually she'll die, and you'll have the ability to use her as a summon. But, from now on in the game summons won't work very good against bosses, so you know. But you can use them anyways if you want to. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Judge Bergan (JGDBG) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 16,500 Level: 30 License Points Given: 19 Steals: Hi-Potion, Ruby Ring, Ether Location: Mt. Bur-Omisace (Hall Of The Light) Difficulty: 4/10 Recommended Level: Level 32 or higher recommended. Recommended Gambits - Ally: HP under 50% - Use Curaga - Ally: Any - Cast Raise - Ally: Any - Cast Esuna - Ally: Any - Cast Blindna - Foe: Party leader's target - Attack Battle Strategy: Think of Judge Bergan to be a stronger version of Vossler and Judge Ghis. Really. I mean, they all have gaurds and they're all so similiar. Anyways, three Judges surround and protect Judge Bergan. They each have around 3,000, and should be killed before attacking Judge Bergan. The Judges are behind you, and Judge Bergan is at the other side. Quickly focus on beating down the Judges and hopefully you'll kill one or two before Judge Bergan can reach you. Now, you might think to yourself, that since you've defeated a boss with around 70,000 health points, you can easily defeat anything under it, but you're wrong. Bosses might not have much health, but they can be very hard, just so you know. Judge Bergan can hit you quite hard with large numbers. Try to quickly "buff" your characters with some positive status effects if you're having trouble defeating Judge Bergan. When I first battled with Judge Bergan, I found haste to be very useful in the fight. Protect can also reduce some of the physical damage taken against your characters. You also should have the spell "Curaga", now so you can heal much more damage than before. Mateus or Belias won't be very useful, and in fact can get beat down by the Judges and Judge Bergan, and you'll lose a lot of magic points. You also have the ability to blind Judge Bergan, but I'll forewarn you; it's still takes many tries before you can actually inflict the blind status to him. When his health points drop, he'll use a special attack called "Battle Cry", this reduces damage taken to him, and his physical attacks get much stronger. But in conclusion, this boss battle shouldn't be very tough to you at this point in the game. If you're still having troubles with him, try to train and level up your characters a bit. Get new armours, weapons, and spells if you need to. The game is going to get harder, and the bosses will show no mercy. It's going to be a while until the next boss. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The 5 Mandragoras (T5MDG) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points of Alraune King: 9,069 Health points of Mandragora Prince: 9,069 Health points of Onion Queen: 9,069 Health points of Pumpkin Star: 9,069 Health points of Topstalk: 9,069 Total number of health points of the 5 Mandragoras: 45,345 Level of Alraune King: 37 Level of Mandragora Prince: 37 Level of Onion Queen: 37 Level of Pumpkin Star: 37 Level of Topstalk: 37 Weakness of Alraune King: Wind Weakness of Mandragora Prince: Fire Weakness of Onion Queen: Earth Weakness of Pumpkin Star: Ice Weakness of Topstalk: Water License Points Given: 5 from each, total of 25 from all Steals from Alraune King: Gimble Stalk Steals from Mandragora Prince: Four Leafed Clover Steals from Onion Queen: Onion Steals from Pumpkin Star: Jack-O-Lantern Steals from Topstalk: Tomato Stalk Location: The Sochen Cave Palace (Hall of Lambent Darkness) Difficulty: 4/10 Recommended Level: Level 38 or higher recommended, but done at lower levels. Recommended Gambits - Ally: HP under 60% - Use Curaga - Ally: Any - Use Esuna - Ally: Any - Use Remedy - Ally: Any - Cast Raise - Foe: Party leader's target - Attack - Foe: Nearest visible - Attack Battle Strategy: These are a combination of a "mark", and a "mini-boss". But it's not an official mark, and you need to defeat them in The Sochen Cave Palace in order to proceed into Archades. You might think 9K per enemy isn't much, but when it's all added up it's actually 45K health points. Each Mandragora is weak to a different element, it's hard to keep track of throughout the battle, and they run away often. Just use your normal physical attacks/bows/guns and whatnot to fight them. They can all cast "Blind", "Disable", "Slow", "Poison", "Sleep", "Silence", and "Sap", onto your party characters. Use Esuna to cure all of these in a single spell except for "Slow", which you should use a Remedy or the spell "Haste" to cure. A "Mandragora", is basically what Race these small guys are, if you're wondering about that. Each Mandragora can attack physically, which does a lot more damage than you'd think. Focus all three of your party characters on fighting one Mandragora at a time, and slowly defeat each one of them. Try not to let them all attack you at once, I find it easier to chase on at a time, but feel free to use a quickening when all five of them are grouped together for a lot of damage. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ahriman (AHRIM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 63,000 Level: 38 Weakness: Light Absorb: Dark License Points Given: 28 Steals: Maduin Gear, Death Powder, Sky Jewel Location: The Sochen Cave Palace (Hall Of Shadowlight) Difficulty: 5/10 Recommended Level: Level 40 or higher recommended, but done at lower levels. Recommended Gambits - Ally: HP under 50% - Use Curaga - Ally: Any - Use Esuna - Ally: Any - Use Remedy - Ally: Any - Cast Raise - Foe: Party leader's target - Attack - Foe: Lowest HP - Attack Battle Strategy: The spell "Shell", can work miracles in this particular boss battle. Ahriman, isn't really a "tough boss", try not to let him overwhelm you. Ahriman has the ability to absorb dark based attacks, magicks, and items. "Absorb", means it basically heals him, and it's really bad. But in a turn, he's weak against light/Holy based attacks, but I don't believe you have the "Holy" spell yet, and not for a while. Ahriman uses magicks against you to try and kill your characters. Ahriman likes to inflict "Doom" on your characters. Either quickly heal it with a remedy (with a level 3 Remedy license from the character's board who is curing Doom), or die and revive your dead party member. He's immune to Blind, but you can Slow him, but following the usual status quo of the game, it'll take a long time to cast Slow on him. Ahriman likes to use magicks that target all three of your party characters at once. He also uses a special attack known as "Phantam Gaze", which inflicts Confuse on your chracters. Confuse can kill off your party in seconds, it's odd. The stronger your chracters and their weapons are, the quicker they die with Confuse. But in seriousness, quickly use Smelling Salts or Esuna to cure Confuse from your characters. But there's a unique twist in this boss battle. Ahriman can split himself into multiple beings at once, one is the real him, the rest of phonies. There's no way to know which one is the real and which one is fake. But, the fake ones damage you as well. The fake ones have only around 700 to 1,000 health points, so switch your targets. He doesn't split himself until his health points go critical. He also casts a spell called "Immobilizega", which casts "Immobilize" on your party characters. Quickly cure with Remedies. As the name states, it basically immobilizes your character. Now, Ahriman doesn't move away often, but you'll need to move in order to attack his clones, so be sure to cure it when you need to. He also uses another special attack called "Maser Eye", which simply damages your character for around 1,000 - 1,500 points of damage. Hopefully in this boss battle you'll have a large supply of healing items and magicks to cure some of these bad status effects. You can easily die from a lack of remedies and healing supplies. Also consider investing some of your license points in the Remedy lores so you can properly use your remedies. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Doctor Cid (First encounter) (PHDFE) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 73,000 Level: 40 Weakness: Light Absorb: Dark License Points Given: 29 Steals: Knot of Rust, Potion, Hi-Potion Location: Draklor Laboratory (Energy Transarium) Difficulty: 6/10 Recommended Level: Level 40 or higher recommended. Recommended Gambits - Ally: HP under 50% - Use Curaga - Ally: Any - Cast Raise - Foe: Party leader's target - Attack - Foe: Lowest HP - Attack Battle Strategy: Doctor Cid has the same effects as Ahriman, for some odd reason. He can absorb dark based attacks, but he's weak to light/Holy based attacks. Okay, four Rooks are around Doctor Cid and you should once again focus on them before attacking Doctor Cid. Each Rook has almost 10,000 health points. Now, these Rooks like to "buff" (or cast good status effects), onto Doctor Cid. This is basically another reason why you should quickly kill them. They can Cast Protect, Curaga, Shell, Regen, and Reflect onto Doctor Cid, but they only cast Relfect to themselves, so dispose of the Rooks using non-magick attacks. I focused on one Rook at a time, when I did that I found the battle to be much easier than I thought. After you have killed the four Rooks surrounding Doctor Cid, it's time to focus your attacks on him. Doctor Cid uses a gun to attack your characters with, which is very bad. Guns ignore your defence, and are unblockable, so they are very accurate. Eventually, Doctor Cid will use a special attack called "S-27 Tokamak", which seems to hit for around 1,000 on each character. Doctor Cid can also cast Haste to himself near the middle of the battle. He also uses a "Paling" (Basically a shield), that actually makes him immune to all of your physical attacks. Wait for his Reflect status to wear off and cast magick attacks until his Paling falls down. If the battle ends before his Paling wears down, good for you. If he's still living, hit him with melee attacks and eventually you'll win the boss fight. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Rafflesia (ROFLL) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 73,000 Level: 43 Weakness: Wind Absorb: Earth License Points Given: 31 Steals: Putrid Liquid, X-Potion, Screamroot Location: Feywood (Redolent Glade) Difficulty: 3/10 Recommended Level: Level 44 or higher recommended, but feel free to do it at a lower level. Recommended Gambits - Ally: HP under 50% - Use Curaga - Ally: Any - Use Remedy - Ally: Any - Cast Raise - Foe: Party leader's target - Attack - Foe: Any - Cast Aeroga - Foe: Highest HP - Cast Aero Battle Strategy: Before you enter this boss battle, I highly recommend you cast a bunch of good status effects onto your main three party characters. You're magic points will constantly drain throughout this boss battle. Rafflesia likes to cast magicks to try and kill your characters, but he also uses physical attacks as well. He can inflict Sleep and Confuse to your characters using his magicks. Try to use as much magic points as you can in the beginning of the fight because as I've said earlier, your magic points drain constantly. Feel free to use a quickening, since you've probably already have many positive status effects casted onto your characters. He has some Malboros gaurding him, but each only has roughly 5,000 health points, and are weak to Wind based attacks. Rafflesia can absorb Earth based attacks and is also weak to Wind based attacks like his fellow Malboros are. His "Nector Volley" attack causes Sap to be inflicted onto your characters. Toxifiy will poison a character. His "Pollen Dance" attack will Confuse your characters, becareful. His regular magicks cause Sleep, Disease, Sap, Poison, and Confuse. His Malboros can use "Bad Breath", I'm sure you've been attacked by that attack before. If not, "Bad Breath", causes roughly 5 or so bad status effects to be inflicted on a character. This boss is similiar to The Elder Wyrm, but you're a higher level, and it's easier now. Hopefully you have cures for all of these bad status effects, as you can't use Esuna unless you replenish your magic points with a Ether or if you're magic points haven't ran out because it's the beginning of the fight. In this battle, it's better to focus on one Malboro at a time, even though he can respawn more, as they like to inflict bad status effects on your characters. You can silence this boss, and then it can only use its special attacks and no magicks, it helps a lot. Cast silence on him early in the battle, or don't do it at all. It'll take many tries to do it, though. Once he's silenced, he won't be able respawn the Malboros around him, so you can kill them knowing they'll never return to cause you trouble in this boss battle. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Daedalus (DDLUS) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 66,000 Level: 42 Weakness: Light Absorb: Dark License Points Given: 33 Steals: Dark Crystal, Forbidden Flesh, Damascus Steel Location: The Ancient City of Giruvegan (Gate Of Water) Difficulty: 3/10 Recommended Level: Level 45 or higher recommended. Recommended Gambits - Ally: HP under 50% - Use Curaga - Ally: Any - Cast Raise - Foe: Party leader's target - Attack - Foe: Status = Haste - Cast Dispel - Ally: Status = Slow - Cast Haste Battle Strategy: I found Daedalus to be an easy boss battle. Cast Protect and Haste on your party to make the battle easier. Daedalus likes to cast Haste on himself at the beginning of the battle, and you should have the "Dispel" spell to dispel his positive status effects by now. Daedalus likes to use physical attacks, but he uses special attacks such as "Tri-Attack" and "Ice Break". He also has "Tremor", and "Smite of Rage". Tri-Attack does around 800 damage to all of your characters, and also has a chance of inflicting Slow. Ice Break casts ice magick on your characters. Tremor also does around 800 damage or so to a single target. Smite of Rage damages all of your party members in range, and does much more damage than Tri-Attack. Try to cast Silence on him to make the battle a bit easier. He tends to use a lot more magicks and special attacks once he reaches the critical state. Daedalus is weak to light/Holy based attacks, but he absorbs dark based attacks like your previous bosses. It shouldn't be a problem because there are many alternatives to some dark element based weapons. I don't think you have the spell "Holy", but there is a small trick I forgot to mention earlier, but I don't believe it works on the above bosses that are weak to light/Holy based attacks. You can select an Hi-potion or an X-potion from your battle menu, press your R1 or R2 button, and give him the potion. You might think this is very stupid, but it actually damages him. This works on zombie type enemies in particular. If you have many potions you can try this. You can also cast "Curaga" or "Cura" onto him, if you have magic points to spare. But, your normal weapons should do more damage than this. Eventually you'll defeat this easy boss. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Tyrant (TVRAA) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 180,000 Level: 43 Weakness: Ice Absorb: Thunder License Points Given: 33 Steals: None... Location: The Ancient City of Giruvegan (Gate of Fire) Difficulty: 6/10 Recommended Level: Level 47 or higher recommended, but can be done safely at lower levels. Recommended Gambits - Ally: HP under 50% - Use Curaga - Ally: Any - Cast Raise - Foe: Party leader's target - Attack - Ally: Any - Cast Protect - Foe: Lowest HP - Attack Battle Strategy: In this boss battle, you won't be able to use your technicks. This shouldn't be much of a problem to you, as technicks (at least in my opinion), aren't as good as magicks or items. If you use charge often, you might need to switch to using Ethers for this battle. Note that you can freely buy Ethers in the "secret shop" in The Necrohol of Nabudis. If you enter The Necrohol of Nabudis from Salikawood, head north-west and examine a pillar, but this is beside the point. In the fight, he'll have Protect and Shell casted on himself. Tyrant uses Piercing Graviga, piercing means that it goes through reflect and absorbing armours. Graviga deals half of your character's maximum health points. To increase the chances of Piercing Graviga to miss, cast Shell on all of your characters. He also uses Fireball, which deals around 1,200 fire damage to a character and has a chance to inflict Sap. Bubble actually increases the damage taken on you from Graviga, but it's useful to withstand Fireball. It's your choice whether to use Bubble or not. Bubble is a Arcane Magick spell that doubles your character's maximum health points, but it's limited. You should have it by this point in the game. If you don't have it, do some mark hunts, and go to the Clan Centurio Shop. Bubble Belts automatically cast Bubble on your characters. Tyrant takes a while to defeat, but eventually you'll defeat him without technicks. The 180,000 health points thing is really just for him to show, more health doesn't always equal better, or stronger, or tougher. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Shemhazai (SHMHA) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 93,000 Level: 45 License Points Given: 47 Steals: Sagittarius Gem, Hi-Ether, High Arcana Location: The Ancient City of Giruvegan (Gate of Wind) Difficulty: 4/10 Recommended Level: The level you're at should be fine, but basically level 47 or higher. Recommended Gambits - Ally: HP under 50% - Use Curaga - Ally: Any - Cast Raise - Foe: Party leader's target - Attack - Ally: Any - Cast Cleanse - Ally: Any - Use Vaccine - Ally: Self - Shell Battle Strategy: The third storyline esper in the game. Shemhazai likes to cast Silence often. However, her attacks have a high chance of causing Disease. I don't believe other storyline bosses you've faced before have used Disease on your party members. If you haven't read earlier, Disease is one of the worst status effects you can have and should be cured as soon as possible. You know how when you take normal damage from an enemy or enemies, your numerator drops, but the denominator of your health points will always be the same? With Disease, the damage you take will decrease both the numerator and the denominator of your health points. When you cure it, your denominator returns to normal. If a character dies with Disease, when you revive them they will have 1 health point out of 1 one point. Ouch. Shemhazai also casts Shock and Flare. Flare is a spell that lags on your Playstation two, so if you notice your characters' actions' action times are full, but you aren't preforming the action for that action, it's lag from the spell Flare that Shemhazai casts. Shock is a non-elemental spell that deals high damage to the target it's going to hit. Try to cast Shell for a higher chance of Silence and Disease missing, and to lower the damage taken from her magick spells. She also casts "Syphon", which removes around 20%-30% of your current magick points. She has ramdom elemental absorbtions and weaknesses. It seems to randomly change often. She'll be weak to one element at a time, and the rest she will absorb. She changes it when she uses the special attack "Mana Spring". You might think to take advantage of it, but in my opinion I don't think it's worth the trouble. She changes her elemental weakness very frequently, so you shouldn't even used an element based attack. Eventually she'll start to use more magick attacks after she reaches Critical health points. It's a much quicker and easier battle than Tyrant, as long as you keep your shell status up, though. Without it the battle gets much harder. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Hydro (HYDRO) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 206,000 Level: 47 Weakness: Light Absorb: Dark License Points Given: 35 Steals: Corpse Fly, Maggoty Flesh, Wyrm Bone Location: The Pharos at Ridorana (They Who Thirst Not) Difficulty: 4/10 Recommended Level: Level 48 or higher recommended. Recommended Gambits - Ally: HP under 60% - Use Curaga - Foe: Party leader's target - Attack - Ally: Any - Cast Esuna Battle Strategy: You'd think with a name like Hydro that this boss would absorb water and be water based, but it's quite the opposite in this case. He actually absorbs Dark based attacks and is weak to Light/Holy based attacks. You can cast many positive statuses on you characters as there is a save crystal before your fight with Hydro. Dispel his positive statuses. This boss tends to inflict many negative status effects on your characters. Hydro can cast "Curse" on your characters. Curse can inflict Disease, Sap, Poison and Confuse on a character. He also uses attacks such as "Bile", "Bio", "Immobilizega", and also "Countdown". Bile causes Poison to be cast on a character. Bio casts Sap on a character. Immobilizega causes many of your party members to be inflicted with Immobilize, quickly use a remedy. Countdown inflicts Doom on a character, use a remedy for that as well. You could wait for him to cast Immobilizega and Doom on a character so they get both bad statuses at the same time, then use a remedy to cure both Immobilize and Doom with only one remedy, unless Doom's countdown's number is low, I did this because I was low on remedies. He also has "Fearga", which can drain multiple party characters of all their magic points, this is why I told you to cast positive status effects on all of your characters before the fight. The good news is Hydro's physical attacks are semi-slow, but you can cast Slow on him and he'll attack much slower. It'll be a long battle with him having over 200,00 health points, but eventually you'll win. It's an easier battle than you'd think. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Pandaemonium (PDEMM) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 110,000 Level: 45 Weakness: Wind Absorb: Earth License Points Given: 36 Steals: Aries Gem, Ancient Turtle Shell, Scarletite Location: The Pharos at Ridorana (First Ascent) (Dunes of Profaning Wind) Difficulty: 5/10 Recommended Level: Level 48 or higher recommended. Recommended Gambits - Ally: HP under 50% - Use Curaga - Ally: Any - Arise - Ally: Any - Raise - Foe: Party leader's target - Attack - Ally: Any - Cast Esuna - Foe: Any - Aeroga Battle Strategy: Pandaemonium will start off with having some positive status effects, quickly Dispel them. Pandaemonium is weak to Wind based attacks, but he absorbs Earth based attacks. This boss will very frequently use Flash and Stone Gaze. I assume you know what these spells do, but if you don't I'll explain. Flash hits multiple party members with the Blind status effect, use Esuna or some Eye drops to quickly cure it. Stone Gaze is the same, except your party characters get inflicted with Petrify instead of Blind. Quickly cure with Gold needles or Esuna. Reddas, in my opinion isn't very useful in any of the fights he goes through. But, you might as well cure any bad status effects for him. Now, I assume you can Berserk a character. Berserk Reddas, you can't control what he does anyways, and Berserk increases his battle speed and physical damage he does. You can use Aero or Aeroga on Pandaemonium, or use your normal attacks, or use a weapon that has does Wind based damage. The Gradius dagger does fair damage without the hassle of using magic points, but it's not a need, feel free to fight him however you wish to fight him. Pandaemonium, being a giant turtle, has his normal turtle attacks. He uses Power Spin, which damages all of your party members and has a chance of inflicting Slow. Flatten targets one party member and damages them...nothing special there. Eventually when you lower Pandaemonium's health, he'll use Perfect Defence, which basically immunes ALL damage being done to him. Use that time to cast some buffs on yourself, such as Protect, Bravery, and Shell. Eventually his Perfect Defence will wear out, and you'll be able to damage him again. He's easy to defeat when his Perfect Defence wears out. Pretty much an easy battle, considering the last few boss battles. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Slyt (SLYTZ) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 90,000 Level: 47 Weakness: Fire Absorb: Water License Points Given: 36 Steals: Yensa Fin, Yensa Scale, Pisces Gem Location: The Pharos at Ridorana (First Ascent) (Marsh of Profaning Wind) Difficulty: 2/10, (7/10 without oiling him) Recommended Level: Level 49 or higher recommended, but easily done at lower levels. Recommended Gambits - Ally: HP under 50% - Use Curaga - Ally: Any - Arise - Ally: Any - Raise - Foe: Any - Cast Oil - Foe: Status = Oil - Firaga - Foe: Staut = Oil - Fire Battle Strategy: A much harder boss than the last one. Once you Dispel his positive status effects in the beginning of the battle, he'll automatically cast Regen on himself. Slyt is very fast at doing actions. He's weak to Fire, but he can absorb Water based attacks. He'll use Enrage at the beginning of the battle to increase the damage of his attacks, usually bosses only use Enrage when they're at critical health points. He's like Garuda, he always quickly picks on one character at a time, and usually that character gets knocked out. Quickly revive any dead characters if needed. He also chains many attacks together, which is very bad for you. Cast Protect on all of your characters before attacking him. He also increases his defence near the end of the battle. But, this boss has a small weakness. He can be Oiled, and then you have the ability to use Fire based attacks which then to massive damage to him. It takes a few tries, but eventually he'll be covered in oil. Now, remember in the beginning of this boss' section, I told you Fire was actually his elemental weakness? Well, let's do the math, shall we, class? Err...I mean readers who wish to know how to defeat certain bosses! Now, an Oiled character who gets attacked by any Fire elemental attack recieves three times the regular damage that would've been done. If you're weak to the Fire element, multiply the above formula by around two, but consult the Game Mechanics FAQ, don't quote be on this information. But, you'll be able to hit much more than your regular attacks when you use this technick. Without it, he's much harder to defeat. If I knew about this on my first playthrough, I'd actually retreat to buy the spell in a shop and buy it on my license board. Be sure to Berserk Reddas for extra damage he can do. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Fenrir (FERIN) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Health points: 175,000 Level: 49 Weakness: Earth Absorb: Wind License Points Given: 36 Steals: Beastlord Hide, Beastlord Horn, Behemoth Steak Location: The Pharos at Ridorana (Second Ascent) (The Bound of Truth) Difficulty: 4/10 (Without your mini-map), (6/10 without attacks), (8/10 without magicks), (6/10 without items)