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Tipsy Heckler

<center>THE FINAL FANTASY STRATEGY GUIDES
There's a strat for that</center>

Note: To find what you need easier, hit CTRL+F on your keyboard, type in a name associated with the strategy you're looking for, and enter to find it among the page.

Like, gasp! Chromie actually made a topic for the first time in months! I love me. But that's not the point.

What: Well, this started out as a completely different topic but turned into something better about halfway through. This has become a strategy guide for the various Final Fantasy games. The most difficult/most frequently asked about situations in games will hopefully have their strategies written up here for those who need help.

Why: To help the people who need it in one thread without ragging on their a** about Gamefaqs, to prompt people into thinking for once and to help diminish the ammount of 'I need help with THIS' threads that plague our forum. Gamefaqs is frankly a pain in the a**. You have to search through entire walkthroughs sometimes to find what you're looking for. Asides from that, people can come here and hopefully find the help they need, no crap attatched. It's conveniant, friendly, and right here on Gaia.

How: I can't however, possibly do this on my own. This is where you come in. I want you to type up the best strategies you've found for the different aspects of the games, using my format. I'll then read your strategy, decide wether it works and post it. Bullshit like tips on reviving Aeris will not be tolerated nor posted in this strategy guide so don't waste your time typing them up.

Alright, this is how it's going to work: You post your username, strategy, what game it's for and what part of the game it's for. Then I'll log it for easy access to people who need help in the games. brilliant, eh? So this is what it should look like when you submit it to me:

Game: [insert game here]
Aspect: [insert event that strategy applies to here]
Author: [insert your username here]
Strategy: [insert the strategy here]

All strategies must have proper grammar etc. for those of us who aren't cavemen.

Notes:
~Multiple strategies will be accepted for aspects of games, as long as the strategies aren't identical.
~If I or someone else catches you plagurising, I will remove your strategy, hunt you down, and show you what it feels like to have a katana wedged between your fourth and fifth vertabrae. Get it? Got it? Good.
~If you can't find what you're looking for here, you'd best go to gamefaqs.com and find it there. Also, let me know you couldn't find it so that we can write up a strategy in the future
~If you can't find a strategy, don't forget to ask so that we can add one for the next time. Someone may respond and help you too.

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WORKING ALONGSIDE:

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Tipsy Heckler

TABLE OF CONTENTS:

First Post
Introduction: What, why and how.


Second Post
Table of Contents


Final Fantasy
Bosses
Items
Leveling
Minigames
Miscellaneous
Monsters
Places - Earthgift Shrine, Hellfire Caverns, Underwater Grotto, Whisperwind Caverns


Final Fantasy II:
Bosses - Emperor Final Battle
Items
Leveling - Leveling easily
Minigames
Miscellaneous
Monsters
Places
Summons


Final Fantasy IV:
Bosses - Atma Weapon
Items
Leveling
Minigames
Miscellaneous
Monsters
Places
Summons


Final Fantasy V:
Bosses
Items
Leveling - Early AP
Minigames
Miscellaneous
Monsters
Places
Summons - Bahamut


Final Fantasy VI:
Bosses - Easy Defeat
Items - Marvel Shoes, The Offering
Leveling - Easy AP
Minigames
Miscellaneous - Independant to outside power, Various tricks
Monsters
Places
Summons


Final Fantasy VII:
Bosses - APS, Emerald Weapon, Godo, JENOVA-Birth, JENOVA-Death, JENOVA-Life, Materia Keeper, Missing Number, RAPS, Ruby Weapon, Safer Sephiroth
Items - Vincent's Final Weapon/Limit
Leveling - Easy leveling
Minigames
Miscellaneous - Easy gil, Gold Chocobo, Don Coreno choose Cloud
Monsters
Places
Summons


Final Fantasy VIII:
Bosses: Adel, Fake President Deiling, Omega Weapon, Seifer and Edea, Ultemecia
Items - Required Items for ultimate weapons
Leveling - Easy AP, Junctioning Spells, Quick leveling
Minigames
Miscellaneous
Monsters - Malboros
Places
Summons - Brothers, Diablos, Jumbo Cactuar


Final Fantasy IX:
Bosses - Black Waltz 2, General Beatrix, Meltigemini, Soul Cage, Trance Kuja, Zorn and Thorn
Items - Dragon Crest
Leveling - Easy leveling
Minigames - Festival of the Hunt
Miscellaneous - Win Boss Battles in One Move
Monsters
Places
Summons


Final Fantasy X:
Bosses - Braska's Final Aeon, Crawler, Defender X, Evrae, Evrae Altana, Sanctuary Keeper, Seymour, Seymour Flux, Sin (all forms), Spectral Keeper, Sphereimorph, Yunalesca


Final Fantasy X Continued:
Items - Celestial Mirror
Leveling
Minigames
Miscellaneous - The Cloisters of Trials
Monsters - Malboros, Nemesis, Neslug
Places
Summons


Final Fantasy X-2:
Bosses - Angra Mainyu, Via Infinito
Items
Leveling - Mastering Dresspheres, Kilika
Minigames
Miscellaneous - Easy Gil
Monsters - Queen Coerls
Places


Final Fantasy XI:
Bosses
Items
Leveling
Minigames
Miscellaneous
Monsters
Places
Summons


Final Fantasy Mystic Quest:
Bosses
Items
Leveling
Minigames
Miscellaneous
Monsters
Places
Summons


Final Fantasy Tactics:
Bosses - Altima X2, Weigraf/Velius
Items
Leveling
Minigames
Miscellaneous - Calculator, Recruiting Cloud, Zodiac
Monsters
Places
Summons


Final Fantasy Tactics Advance
Bosses
Items
Leveling
Minigames
Miscellaneous
Monsters
Places
Summons


Final Fantasy Adventure
Bosses
Items
Leveling
Minigames
Miscellaneous
Monsters
Places
Summons


Final Fantasy Crystal Chronicles
Bosses - Clavat/Lilty/Yuke/Selkie
Items
Leveling
Minigames
Miscellaneous
Monsters
Places
Summons

Tipsy Heckler

FINAL FANTASY:
Places
Aspect: Earthgift Shrine
Author: Ves
Strategy: The first of the dungeons to be available to you is the Earthgift Shrine, after you defeat Lich. It's a dungeon with five floors, four out of five are randomly-generated, and at the bottom of the fifth floor you have a choice out of four bosses: Two-Headed Dragon, Cerberus, Echidna, and Ahriman. If this is your first foray into the dungeon, I'd reccomend taking on the Two-Headed Dragon first because all he does is physical attacks. He's in the upper left room of the fifth floor. Just cast Protera on your party, heal when you need to, haste+temper your Knight/Warrior, and let it rip.

Echidna is the second-least difficult of the bosses. Make sure you have NulDeath or Protect Rings equipped, because sometimes she's rather fond of the instant-death spells. Other than that, haste+temper usually does the job. She's in the lower-right room. Cerberus is in the lower-left room, and likes to cast thunder spells. Cast NulShock on your party, then do the haste+temper deal. Ahriman is in the upper-right room. I'd reccomend taking him on last, since he's a little bit more difficult than the other three. I'd reccomend your party being at least level 40 or so, maybe a little less than that. Cast NulAll, haste+temper on your fighter, and if you have it, Flare.

Aspect: Hellfire Caverns
Author: Ves
Strategy: This dungeon is one of the holes among the Dragon Islands where you got your class change and has 10 floors. It is opened after you defeat Marilith. On floor 5, you have a choice between fighting Cagnazzo or Scarmiglione. On floor 10, you can either fight Barbariccia or Rubricante.

Scarm, like he does in FF4, has two forms. This makes him a little more difficult than Cagnazzo, and he has an annoying Poison Gas attack in his undead form that will take about 400 HP off of your entire party. There doesn't appear to be a way to avoid this, just save before you go into battle and hope he doesn't use Poison Gas that often. When he's in his second form, he's weak against Fire and Dia spells. Diaja and Firaga are the way to go, and don't forget to haste+temper your fighter.

Cagnazzo is not as difficult as Scarm, but he's no pushover, either. He's weak against Thunder spells and has a rather nasty Tsunami attack that shaves off about 300 HP from your party as well as physical attacks. Cast Healaga every turn, haste+temper, and Thundaga and that should take care of him.

Barbariccia is NOT as big a pain in the a** as she was in FF4, because let's face it -- you can't Jump in FF1, so she can't do that annoying whirlwind trick. Cast Protera a lot and Healaga whenever she casts Vortex, and haste+temper your fighter. Don't forget to cast Flare if you have it, that always does a nice chunk of damage.

Rubricante can easily be rendered harmless by casting NulBlaze a couple times. Physical attacks and Blizzaga put him under pretty easily.


Aspect: Underwater Grotto
Author: Ves
Strategy: Okay, so I don't remember the exact name of this place...but it had 'Grotto' in there. So. This is the third dungeon you can access, after you defeat Kraken. I personally advise that you be at LEAST level 55 before taking this place on! A lot of the bosses here (and quite a few of the random encounters) are quite hard. This dungeon has 20 floors. On floor 5, you end up in a Mermaid village. Just follow what the Mermaids tell you and you will find Gilgamesh. If you're lucky, he'll just have Excalipur and do one damage to you -- in that case, just wail on him like you would do the other bosses: haste, temper, you know the deal. On floor 10, you fight Atomos. Cast NulDeath, and then beat up on him.

Now, on floor 20...THIS is where it gets tricky. DO NOT FIGHT OMEGA UNTIL YOU ARE LEVEL 75 OR HIGHER AND YOUR WHITE WIZARD HAS FULL-LIFE. Omega is a nasty sumbitch who can do a ton of damage, and is just about as mean as he was in FFV. Instead, fight Shinryuu. I was around level 62 when I beat him. He has a lot of HP and a strong phyiscal attack, but he is nowhere near as painful as Omega. Cast Healaga every round, as well as Protera and Invisira. Haste+Temper, and cast Flare (and if you want to save MP, Atomos drops the Judgement Staff - when used as an item, it casts Flare without costing you the MP). At least one or two party members ARE going to die during this fight, so be sure to have Full-Life to bring them back on board. You win the Ragnarok and the Hero's Shield after slaying Shinryuu.

Omega is very, very hard. Your party needs at least 900 or more HP if you can even dream of winning this battle, because his physical attack can dole out a good 800 damage. He also casts Earthquake (instant death for the entire party). You have to be very careful and watch your party's HP and MP, because just like in FFV, Omega can whip you down before you can get a chance to heal. NulDeath, Full-Life, and Thundaga are your friends. Use your Judgement Staff if you can. He has a LOT of HP and very high defense, so physical attacks don't do much to dent his armor unless you Haste your fighter and cast Temper on him a LOT of times (also have him use the Giant's Gloves as an item, so he can get Saber cast on him and up his attack power even more). This is a difficult, long battle no matter how you look at it and requires a lot of luck and patience to win. Like Shinryuu, your party members are going to die. I've had my party stripped down to one living Light Warrior several times in this battle - if your White Wizard is dead, use Phoenix Downs, X-Potions, and Elixirs and hope Omega doesn't wipe them out before you get the chance to heal your newly-revived. He drops the Murasame, a very wicked katana for your Ninja (if you have one).

Aspect: Whisperwind Caverns
Author: Ves
Strategy: The fourth and final dungeon, opened after you defeat Tiamat. It is a cave only accessable by canoe not too far from the Ice Cave. This dungeon is 40 floors and has a boss every ten floors. There are no choices - on floor 10, you fight Chupon (er, uh, 'Typhoon'); on floor 20, you fight Ultros ('Orthros'); on floor 30, you fight the Phantom Train; and finally on floor 40, you fight Deathgaze.

Most of the bosses have pretty simple strategies that don't bear repeating. Things of note: Chupon has an instant-death attack called Sneeze. NulDeath should even things out. Ultros is, like he was in FF4, weak against Fire. Seafood soup! Phantom Train is undead, and as such he's weak against Dia and Fire.

Now, Deathgaze...I thought Deathgaze was a pussycat, but then again my party was around level 80 when I took him on. He has a lot of HP and is undead. Firaga, Flare, and Diaja work wonders as well as a super-twinked out hasted and tempered x5 (or more) Knight. Be sure to cast NulDeath for obvious reasons, cast Healaga or Healara when you need it, and just whittle down his HP until he finally dies. Cast Invisira like crazy and he won't be able to touch you (or use your White Robe if you want to preserve that MP for healing spells). This battle will take a long time, but hey. At least you aren't fighting Omega. =P But hey, you get Ultima Weapon for defeating this beast. I think that's well worth going through the trouble of fighting him.

Tipsy Heckler

FINAL FANTASY II:

Bosses
Aspect: Emperor Final Battle
Author: Dark Click
Strategy: Some of you will be surprised to know that there is a way to defeat the Emperor in just a few moves. First of all, do not sell or drop any of your Blood Swords! Now, before you battle him, equip your Blood Swords to any character who uses swords. Once you enter battle, let those with the Blood Swords ATTACK while those who don't have any cast cure spells to the Attackers. Emperor's magic is at his highest peak so the attackers need to be still in shape if they ever get hit. And when the Blood Swords hit the Emperor... KAPOW!!! xd Massive damage on the Emperor. Why you ask. It turns out that the Emperor is weak against HP absorption and that's really what the Blood Sword does if you've never used it yet. So here's your ticket to an easy victory. wink


Leveling
Aspect: Leveling up stats easily
Author: floozypoo
Stragedy:
Okay, so you're sick and tried of your characters being with low HP, MP, and so forth, but you just can't get them to raise their stats? Well, here's your answer to level up your characters in a snap!
First, get into a battle with a monster that cannot defeat you easily (like the ones aroung Altair). Then, make sure there's only one enemy left. Now, let it all loose.... on yourself. Yes, you read correctly. Beat the living hell out of yourself. Attack yourself with anything you want to level up. If you want better attack power, attack your allies with weapons. If you want better magic power and higher level magic, then hit your party with magic spells. If you want more MP, then you're gonna have to attack yourself with magic, then heal yourself with magic intil your MP drops below half of the max.
Anyway, once all of your characters' HP drops below half of the max, or perferably into the red, defeat the last enemy. You will then get HP increasments and increasements on anything else you were leveling up at the time. Repeat multiple times to get superstrong characters. (just rest at the inn forst or something: If you go into another battle and your health is till less than half, I don't think it'll increase agian)

Tipsy Heckler

FINAL FANTASY IV:

Tipsy Heckler

FINAL FANTASY V:

Leveling
Aspect: Holy Cow - that's a lotta AP that early on in the game.
Author: Sir Owen Axel
Strategy: Make sure you pick up the blue magic lvl 5 Death in the Ancient Library. Get to Castle Bal in the second world, and go into the basement. Use the save point there just in case. Now change one character into a blue mage and the rest into whichever class you'd like to level up at the moment. Now go downstairs and encounter a battle with stone statues (they're the only enemy there). Cast lvl 5 Death as soon as possible and watch the baddies die. Each battle can give up to 8 AP, which is the most you're going to see until the Phoenix Tower near the end of the game.
(If you missed lvl 5 Death, you can still kill the statues one by one through throwing Soft at them, but it's a lot more time consuming)


Summons
Aspect: Bahamut
Author: floozypoo
Stragedy: Before getting into this battle, equip all of your characters with Wall Rings. If you don't have enough Wall Rings, then make sure you a summoner or someone with the summon skill that can cast Carbunkl. When you begin the battle, make sure that everyone has Reflect. Almost every spell that Bahamut casts will be Reflected and damage himself, making your job much easier. Use your strongest attacks and, if you must cast Carbunkl to keep Reflect active, make sure that it is on when Bahamut's HP is about to run out. When you defeat Bahamut, he will cast Dark Flare, an attack that will do 9999 damage to each character. However, if you have Reflect, the spell will bounce back to him, and you will emerge victorious and relatively unharmed.

Tipsy Heckler

FINAL FANTASY VI:

Bosses
Aspect: Cheap and easy way to beat any boss
Author: Vespawrangler
Strategy: Everyone should know about this by now, but if not: Cast Vanish on your foe, and then cast Doom or X-zone. PING!

Aspect: Defeating Atma Weapon
Author: Sio
Strategy: Alright, first off you need supplies. Make sure you bring lots of Bolt Edges for Shadow to use, and several healing items. Be sure to equip your characters with either Gaia Gear or Cherub Down. When you head for the Floating Island, you must pick your party. It doesn't really matter who it is, just make sure you have someone to heal. Personally, I chose Mog, Sabin, and Cyan. Now, make your way through to Atma Weapon (he has his own sprite!). When you enter the fight, immediately starting pummeling on Atma Weapon with your damage dealers (Shadow, and the other two characters you chose). Shadow should be beating down the bloke with his Bolt Edges. Resort to regular physical attacks if you run out. If you chose Mog, use his Earth Blues Dance (you learn it by fighting in either Mt. Kolts or the mountains outside Thamasa). In this state, he can both heal and do some major damage with his Sun Bath and Landslide attacks respectively. The only downside to this is that you don't control when he heals and when he attacks. Anyway, Atma Weapon uses Quake. Glad you equipped those Cherub Downs and Gaia Gear? I thought so. It can also casts Flare. The best way to combat this is to drain it's MP with Osmose. It's not neccessary, but it will speed things up a little. Keep this up and it'll be dead in no time.


Items
Aspect: Colosseum (specifically, getting the lovely Marvel Shoes)
Author: KarenElhyam
Strategy: In the world of Ruin, you are able to bet items in your inventory in order in the colosseum (which is in the northwest part of the world, on a part of land called the Dragon's Neck, because it looks like a Dragon's neck)to get some really great rare stuff. One of the greatest items you can get there is the rare Marvel Shoes. They cast Haste, Protect and Shell automatically and are well worth your while. At any rate, the first thing you have to aim for is the rename card. The easist way to get this item (which is fun to get anyway, it allows you to change any character's name) is to bet an elixir. You will then have to fight a cactrot. The best way to deal with a cactrot is to use Edgar and with some luck he will use one of his tools on the cactrot, easily killing him. Equiping Edgar with a relic that casts regen helps alot too. If you don't want to risk your elixir, be sure to save just outside the colosseum so you can reset if you lose so you can try again.
Anyway, once you have the rename card, be sure to save again, and make sure Sabin is in your party and equiped with all of your strongest things. A regen relic helps, as well as either Genji Gloves or the Offering. The boss you will then fight is a Doom Dragon, an extremely difficult boss. There fore, Sabin needs to know Bum Rush and be at very high level. Again, make sure you saved outside the colosseum so you can try again as many times as you need. After beating the Doom Dragon, you will have the great Marvel Shoes. They happen to be my favorite items, and I just wanted to share how to get them. Thanks for reading

Aspect: Getting the Offering
Author: KarenElhyam
Strategy: The Offering is an excellent relic which allows you to attack four times per turn (or eight times if you have the Genji Glove).
Getting it is relatively simple and well worth your while. When you visit Figaro Castle in the World of Ruin you can still take advantage of the Castle's ability to travel under the mountains. If you choose to do this, you will be informed the castle has hit something. You can then choose to wander around the castle foyer. If you go to the prison, you can enter a cell and go through a hole in the back and enter a cavern. If you choose to explore, be sure to be at a pretty high level with a pretty strong team. The enemies in the cavern you will enter are tough, and there is one boss in particular there, the Pug Master (an early version of Tonberry). You don't need to know much to get through the cavern except to wander around a little to find all of the chests, and if you run across Pug Master, stirke hard and fast with your best party. Anyway, once you exit the castle (the exit is near a save point, be sure to use it) you can either enter the castle from the front entrance or you can walk to the left and you will find another door. If you use this door you will find a treasure chest with a monster in the box. This boss is pretty easy, just use your best characters and strike fast. You will then get the Offering, a really useful relic.


Leveling
Aspect: Easy AP in the World of Balance
Author: Vespawrangler
Strategy: Go to the Triangle Island in the upper-right corner of the map. NOTE: Be sure you've learned Doom before you visit the island! If I recall correctly, you learn Doom from Shoat. Anyways. Once you have Doom, wander the Triangle Island. Occasionally, you will encounter an invisible enemy known as Intangir. This bastich offers 10 AP if you kill him, but is prone to casting Meteo as it dies. Be sure to stock up on phoenix downs and healing items! Like above, just have someone cast Doom on him at the start of battle. Just repeat the process until you learn all the spells from your Magicite, and then carry on towards the Floating Continent to wreak unholy magical pwnage on your foes.


Miscellaneous
Aspect: How to beat 3/4ths of the game without relying on magic, power levelling or Vanish/Doom.
Author: Artificity
Strategy: First and foremost, throw all your resentment for Gau out the window. Get used to the fact that he is indeed the strongest overall character in the game and gets even better if you know how to use him right.
Upon acquiring Gau, walk around the Veldt and search for two monsters: Templar and Stray Cat. Chances are, you're going to find Templar first but don't leave until you acquire Stray Cat. Why bother with these two? Because at the moment, you've got no magical ability and Templar allows you to cast Fire 2, dealing 1000 damage to all opponents while you're still dishing out 200+ damage at best. And why get Stray Cat? It's just fun throwing out 3000-4500 damage every turn without spending any MP. Gau could carry you through 3/4ths of the game without any problems! So stop the Gau hate and use him!

Aspect: Various Tips & Tricks
Author: Sio
Strategy: There are several little tricks in FFVI. Here's another trick that works in places like Phoenix Cave, where you have multiple parties. If you move one of your parties on to a Save Point, you can use Tents and Sleeping Bags with your other parties too, as long as one party stays on a Save Point. A well-known trick is to throw recovery items and spells at undead enemies. This will deal damage instead of heal them. In the case of Phoenix Downs and Revivifies, it'll instantly kill them. I'd rather not try it with X-Potions and Elixers, as they're much more valuable. Another useful trick is to remove status effects like Poison with Relics. Say if you've been Imped. Equip a White Cape or Ribbon and it'll instantly recover your status. Useful trick for conserving items like Green Cherries. You may also wonder how to get magic spells through to enemies with Reflect cast on them. The solution? Either cast Reflect on yourself or equip a Wall Ring. Cast the desire spell on yourself then that spell will bounce off and hit your enemy. The next trick is helluva deadly. Throw in a Genji Glove and Offering on a character capable of using those instant kill weapons like Scimitar and Striker and you've got yourself a walking death machine.

Tipsy Heckler

FINAL FANTASY VII:

Bosses
Aspect: APS
Author: Timemonkey
Strategy: Preparations: Equip Aeris with the Fire materia, give Tifa a Cure-All combination for her materia, have your limits set to thier maximum and make sure you've updated Tifa's equipment. Use Hypers to inflict the Fury status so that you get your limits more often. Battle: Have Aeris cast Fire on Aps every round unless she needs to use a limit or has to phoenix down someone, don't worry about running out of Ethers, you'll have plenty of opportunities to pick up more very soon. Have Tifa and Cloud attack APS with whatever works best for them (Tifa might be better off using magic if you she's at a significantly lower level than the others) and have Tifa use Cure on the oarty when thier HP gets low. Cloud's Cross-slash limit is very usefull because you can paralyse APS with it. ApS uses a powerful attack called Sewer Tsunami which damages him and your whole party. The strength of this attack varies depending on which way the wave comes from. If it starts behind APS then he will take more damage but if it starts behind your party then you will take more damage.

Aspect: Emerald Weapon
Author: Squall of SeeD
Strategy: With Emerald, be sure that all three party members are at 9,999 HP at the battle's beginning -- high levels and HP Plus Materia if needed will fulfill this -- and that they all three only have 2 Materia equipped. Keep the party healed until Emerald uses its Air-Tam Storm attack. When Emerald uses its Air-Tam Storm -- which damages characters for 1,111 HP for each Materia they have equipped -- this will bring the characters down to 7,777 HP, and they will then go into Lucky Strike mode and demolish a good portion of Emerald's HP, if not all of it.
If this alone doesn't kill it, then having W-Summoned Knights of the Round ready for casting and Mime-ing it if necessary should quickly end the battle. With this method, Emerald should fall in four minutes or less.

Aspect: Godo
Author: Timemonkey
Strategy: Battle preparation: This battle can be very difficult because Yuffie must do it alone and may not be very high level. Equip a White Cape as an accesory to protect against Godo's Mini spell, the Counter Attack Materia, a Restore materia and an E-Skill with usefull abilities learned. You shouldalso defend yourself from lightning damage and equip an Added Effect-Poison to your weapon. Also equip any materia that you think might come in handy such as Time, Barrier, or any summons. Battle strategy: Start off the battle using Mighty Gaurd and then cast Regen to give yourself a decent defense. Cast Slow on Godo if possible or Bio to make Godo easier to defeat. Godo will use many attacks such as Beast Sword, Mini, Trine, Bio, and Cure 2. Keep Yuffie's defense and Hp up and attack whever possible, the counter attack materia should make this battle easier as Yuffie will be ablee to attack without using up a turn and may inflict poison on Godo. Pummle Godo with your strongest spells, summons and limits whenever possible. If you can't defeate Godo then leave and train a little more.

Aspect: JENOVA-Birth
Author: Chromefox
Strategy: This is not a hard fight at all, unless you're underleveled. Basically the only thing to be aware of in this battle is that she'll use laser attacks like Tail Laser and W Laser repeatedly, which do roughtly 100 or so damage. Basically, just rag on her with your elemental spells/summons and physical attacks until she caves in (or falls apart, whichever you prefer).

Aspect: Boss fight: JENOVA-Death
Author: Timemonkey
Strategy: Battle preparation: Equip one party member with the Fire Ring and the others with an Elemental-Fire/Ifrit materia combination in thier armour, a Fire Bangle works alright as well. Make sure that noone's weapons have the Elemental-Fire combination. Equip strongest weapons and best materia. Use a hyper to inflict Fury on Tifa so that she'll be able to unleash her limit combo more often. Battle strategy: This boss uses mostly fire related magic so if you've protected yourself from fire you should be fairly safe. Have a character use Big Gaurd to haste and protect your group. Use your strongest summons and Deathblow to hit Jenova-Death hard and fast. if you're not properly protected against Fire then cast Regen on those who are vulnerable. Make sure that you have multiple characters who can heal because Jenova-Death can sometimes launch several attacks in a row causing serious damage to your party. Limit breaks are very usefull and should be used as often as possible, especially Tifa's limit combo.

Aspect: JENOVA-Life; Avenge Aeris!
Author: Shadow Vandale
Strategy: Not very much HP on this boss (only 10,000), but a real pain in the a**. The Water Ring accessory is an absolute must, as it's more than likely the only way you'll survive Jenova's lovely little Aqualung attack. (This would also be a good time to give the person with the Water Ring an Enemy Skill Materia.) Because Aeris won't be present for this battle, you'll have to do a little pre-battle preparation.
Aside from the Water Ring being equipped, a Time-All and Restore-All Materia combo will prove to be VERY helpful. Don't forget to use some Hypers on the battle party before hand, and if at all possible have their Limits ready to go. Even though at that point of the game it might be a major step down, Cloud's Cross Slash (2nd Limit, first level) can prove to be very effective if Paralyze kicks in. Be sure to have Bahamut handy, he can dish out pretty good damage. Odin and Kjata also work well.
Right off the bat cast Haste on the party, and then unleash those Limits! If the Restore Materia is high enough, use Regen. It saves using items and individual healing, allowing for continual pounding on Jenova. Try to avoid using Berserk at all costs, because if everyone else gets wiped out by Aqualung you're caught at a major disadvantage. A nice, thorough, heavy beating, with the help of those wonderful Summons, will bring her down in no time.

Aspect: Materia Keeper
Author: Timemonkey
Strategy: Battle Preparation: Equip your party so that they are strong against Lightning bt equipting a Bolt Ring or an Elemental-Lightning/Ramuh materia combination. Equip the character who is the best defended with the E-Skill materia. A Restore-All materia combination on someone is also very usefull.
Battle Tactics: Start off by casting Regen on everyone and using Big Gaurd, this should give you a nice defense against the boss and make the battle much easier. Use your best summons, Odin, Titan, Ramuh, ect. and Limit Breaks to get the boss' hp low. When the Materia Keeper starts casting Cure 2 on itself then you are getting close to beating it and you should make sure that your hp are high. When Materia Kepper gets weak it will most likely start casting Trine on you, which is also an Enemy Skill. Once you've learned it continue to attack it with Deathblow, your strongest spells and regular attacks/Limit Breaks until it's dead. As a reward for killing this boss it will drop the Counter Attack materia.

Aspect: Missing Number - Three Birds, One Stone
Author: Shadow Vandale
Strategy: This little "side quest" was probably meant to be done on the 2nd disc, but it's very do-able (and recommended, I'll get to this later) on the 1st disc. Not only on the first disc, but the first time the group enters Nibelhiem, and I'm not talking about the flashback!
I'll take a step back though, and start this strategy right from the town entrance.
It's a given to save before entering. After the party confronts Cloud, wander into every building, talk to everyone to hear their story, and don't forget to talk to all the dudes in the black robes. They'll give you free stuff. 3nodding Head into the infamous Shinra Mansion at the advice of the black robed dude out front. After grabbing all the goodies, and slaughtering a few monsters, head down stairs into the lab to confront Sephiroth. After hearing what he has to say, grab the Materia he "left" for Cloud, and head back out of the mansion.
Heal completely, stock up on helpful items, and take a step outside the town. It is very important that you SAVE! In my game, Cloud was at level 24, and I got through the next bit just fine. If you have to, level up a bit in the mansion, and don't forget to head back outside of town to save, to save yourself the trouble of doing it all over again. It's also recommended that you have Aeris on your party. Have Cloud and Aeris' Limits set on Level 1. Make sure everyone's got some offensive Magic Materia equipped. You'll thank me for these tips soon enough. wink
Once the party's level is around 24, heal up again, save, and head back into the mansion. This is where it gets fun. On the top floor towards the end of the left-hand hall, you'll find a safe. I'll save you the trouble of finding the clues, and tell you that the combination is 36 (to the right), 10 (to the left), 59 (to the right) and 97 (to the right). It may take a few tries, and if you feel a bit too anxious, turn down the music. whee You have to land exactly on the numbers, and don't forget to hit the Confirm button when you do. Once you get the safe open, you'll instantly be attacked!
This boss is tricky, and has two forms. If you attack him solely with physical attacks, he'll transform into his physical attacking form, which has some very painful hits. Not only that, but he'll be very weak to magic and physical attacks. Easy solution to this problem: use the first half of the battle attacking him with Magic and Summons. This will cause him to change to his magic attack form, which you can then easily pummel down to nothing. Why did I suggest Cloud and Aeris' Level 1 Limits? Cross Slash and Seal Evil work WONDERS against this boss. 3nodding
Your reward for killing that pain in the a** will be Cosmo Memory, Red XIII's Final Limit. You will also get the Odin Materia (woot Odin!) aaand... the basement key!!
To save yourself the trouble of taking on the safe and the boss again, the first thing you should do is head out of town, and -- you guessed it! -- save. Now, head back to the mansion! We're not done yet! sweatdrop
Go back downstairs into that creepy-a** basement (but don't forget to enjoy the purty music, mmm...), and now you can freely enter the door in the hallway, the one just outside the lab. Examine the purty coffin in the center of the room to get Vincent's lazy a** outta bed. whee You'll have a nice little conversation, and when the option comes up, tell him about Sephiroth! Life stories will be exchanged, and Vincent will go back into his lovely little coffin. Examine it again, and ask him his name! It's the polite thing to do, really. After another little chat, he'll crawl back into bed once again, and further pestering will only get Cloud the cold shoulder, awww. Guess we have to leave Vincent alone. cry
Head out of the room and back towards the Generic Spirally Staircase of Doomâ„¢, and Vincent will stop you! He'll agree to join Cloud on his quest, in hopes to eventually kick Hojo's a**. blaugh

Aspect: RAPS
Author: Timemonkey
Strategy: Battle Preparation: Since you probably don't have any materia you should equip your best weapons and armour, regardless of the number of materia slots or it's growth. Equip yourself with items that increase strength, defense or protect against poison. You should probably not bring Aeris with you unless you think you will really need her healing limits.
Battle Strategy: Attack RAPS with normal attacks, Limit Breaks, and any items that can cast magic abilities (For example Swift Bolts). Heal using your various potions and remember to keep your hp high. RAPS uses his Scorcian Tail to cause damage and inflict poison on your team and can use a very powerfull attack called Aero 3, which will either critically wound a character or kill the character. If you have Vincent in your group have him transform into one of his beast forms and then make sure to have the other party members heal him when necesary. Barret's Ungarmax works great in this fight, as do most of the Level three Limits. This fight can be tough but it shouldn't be too bad as long as you keep healing.

Aspect: beating Ruby Weapon... better have a good book handy while doing so too
Author: locke103
Strategy: Obviously, kill off your other two party members. i personally kept Cloud alive. his equipment was composed of Ultima Weapon, Mystile (that boost in magic defense and evasion really helps), and Haste Shoes.
The materia set up is as listed: Knights of the Round linked with HP Absorb, Hades linked with MP Absorb, mimic linked with [command] counter, mastered Restore, and the rest balanced out with HP Plus, MP Plus, and Magic Plus materia's, usually level 3 and up.
Once the battle starts, cast Regen for safety reasons. then target Ruby with Hades and the tentacles with Knights of the Round. then just mimic away. in half an hour or so, Ruby should be defeated.

Aspect: Safer Sephiroth
Author: Milo Kisara
Strategy: Note: This does not use any super advanced materia. Knights of the Round, Final Attack, Master Magic, Command, or Summon etc.

M=mastered materia
- = paired Materia

Have Cloud equipped with Ultima Weapon, Mystile, and Sprint Shoes/Ribbon (Ribbon would be the best choice) His Weapon Materia should be

HP PlusX2(M) Counterattack (lvl 3 at least) Restore(M)-All(M) Double Cut, Phoenix, and Long Range (so he can play safer in the back)

Armor Materia: HP Plus(M) MP plus (M) Ultima-HP Absorb, Bahamut Zero-Mp Absorb, Barrier(M)-All

Yuffie: Conformer, Imperial Guard Ribbon/Sprint Shoes

Weapon Materia: HP PlusX2, Time-All, Speed Plus (lvl 2 at least) Comet(at least have Comet 2)-MP Turbo, Counterattack (if you have another)

Armor: MP Plus(M) Revive-All, Neo Bahamut, HP Plus or MP Plus

Cid: Venus Gospel, Escort Guard, Touph Ring/Ribbon

Weapon Materia: MP PlusX3(M) Cover, HP PlusX3(M) W-Item

Armor: Enemy Skill, (the other 7 are whatever you want)

As soon as the battle begins, Have Yuffie or Cloud cast Haste and Wall. Use whoever goes first, When it come's to Cid's turn either use Shadow Flare, or a regular attack. When Yuffie's turn comes around again either cast Comet2 on Sephiroth until she runs out of MP or cast haste if she didn't go first. The same thing with Cloud, caste Wall if you didn't the first time or start smacking Sephiroth with Double Cut, and if that doesn't suit your needs blast that white-haired freak with BZ or Ultima.

(If your wondering why I linked Ultima to HP Absorb, I'll explain here: Unless you took your time and painstakingly mastered BZ then you can't summon him more then a few times. However Ultima can be cast as long as you have Magic. If your in a quick pinch and need some Health, but you want to deal damage too. Hit him with Ultima, and you get health back. But if you linked BZ to HP Absorb and used up your summon limit, then you are stuck.)

When Cid's turn comes around again I'd recomend refilling his magic and normal attacks, since his weapon damage is based on his MP.

As long as you keep your health high, and a constant flow of damage Sephiroth shouldn't be too bad. Cid has the W-Item materia in case you need items in a weird situation. Yuffie has the revive-all incase you lose some people. Hope this helps some people


Items
Aspect: Vincent's Final Limit & Ultimate Weapon
Author: Shadow Vandale
Strategy: I've seen lots of people that seem to have a problem getting Vincent's Final Limit and Ultimate Weapon, and usually blame it on a glitch in their game. I, however, have always followed the same steps, and have never had a problem at all. I'm going to share my steps with everyone, so as to save a helluva lot of trouble, and also in hopes to save future game discs being snapped in half or controllers being hurled through walls/TVs/people's heads in rage.
If you get Vincent on the first disc (see my aptly named strat for details) then you should have no problems getting Vincent's Ultimate Goodies on the 2nd disc. What the usual problem people have, I think, is waiting until too late on the disc to start the event, and not being able to get the second half. It's one of those "let such an amount of time pass before coming back" deals.
The most effective way to do this is to, of course, have Vincent in the group by the start of the second disc, naturally. Continue about the game's plot until you find yourself heading to Junon at the start of the Huge Materia quest. The second you have the Shinra submarine in your control, head straight for the Waterfall Cave. The way to get there? Travel via the submarine to the very north part of the central continent, and it's better to do so while the sub is surfaced. When you come face to face with the mouth of a river, dive, and you should be right next to a cave. Follow the cave to the end, and when you come the nice round clearing, resurface. Park the sub on the dark brown strip of land, make sure Vincent is in the active party, save, and walk into the waterfall.
You'll meet Lucrecia, the woman from Vincent's past, and see a nice little cutscene from said past. When that's done, Lucrecia will enlighten the group (and us) about what's new with her. When the scene ends head back to the submarine, and continue on with the plot. It also wouldn't hurt to finish the Huge Materia quest, take a trip to the sunken Gelnika (sp?) plane, and do any other little side-quests you may have missed. Reguardless, you'll eventually come to the point in the game where the party plans to infiltrate Shinra HQ once again. Before heading back to Midgar, however, take a trip to the Waterfall Cave with Vincent in the party once again. If all went smoothly, you should find Vincent's Ultimate Weapon -- the Death Penalty -- and Final Limit -- Chaos -- where Lucrecia was standing earlier


Leveling
Aspect: Leveling Easy
Author: Milo Kisara
Strategy: Have Cloud (DUH, but some people don't have brains) Yuffie, and whoever else you have/want to level. Equip Yuffie with her Conformer, Mega-All Materia, and Morph Materia and go to the Sunken Gelinka. Use Morph on all the enemies in the second hallway or cargo room...besides getting decent EXP, AP, and Gil the monsters morph into speed, mind, magic, power, luck, and guard sources..so you can use these to raise the stats higher.

(Side Note, Ultimate Weapons DON'T have any growth on them...so don't complain to Chrome about your materia not gaining AP if you using them)




Miscellaneous
Aspect: Getting Don Corneo to pick Cloud
Author: Milo Kisara
Information: 1) After talking to the clerk at the Dress shop go to the bar and tell the man you want: Something soft and something that shimmers

2) Go to the Restuarant and get whatever food then tell the cook: it was allright, take the pharmacy coupon to the pharmacy and get the Digestive. Go back to the Bar and back to the bathroom give the person in there and give him the medicine. You will get the Sexy Colonge

3) Take it back to the dress shop where Cloud will try it on, Aeris will say you'll need a wig, go to the gym and start the squat contest. If you want Don to pick Cloud you MUST win this, otherwise you won't get the blonde wig. So you might want to save if your not sure of your squatting abilites

4) After getting the wig, save it again and go up to the materia shop. Talk to the person in there. He will be a little confusing but thanks to me, it won't be a problem. Go to the Inn and stay there for the night. Buy the one for 200 gil and go back to the Materia shop and get the diamond tiara

5) Talk to a person right outside the Honeybee Inn to get a member's card, go in there and go on to the upper room on the right after a weird thing where Cloud passes out, you will get the Bikini Briefs. Save your game again and go on to The Don. He should pick Cloud, if not and you really want him to, (maybe your a yaio supporter?) whatever the reason just reset the game and try it again...Though it should be a guaranteed to pick Cloud, as long as you have

Silk Dress
Blonde Wig
Sexy Colonge
Diamond Tiara
Lingire or Bikini Briefs

Aspect: Easy Gil VERY early
Author: Milo Kisara
Strategy: After the whole sewer fiasco. You'll be in the train graveyard, give Tifa the Steal Materia and start stealing from the little green dragon (dangit forgot what there names are). You'll eventually get an ether on a sucessful steal. Keep stealing these until your sick of stealing, or once you hit 99 of them. After the whole thing with ehe plate falling go to Wall Market and any shop and sell of as many as you want. Each one giving you 750 Gil, that adds up fast

Aspect: Gold Chocobo
Author: Locke103
Strategy: Mate a male and female Great or Good chocobo for either a green or blue chocobo. Great chocobo's are around Rocket Town (usually grouped with two Valrons or two Kyuvilduns') and Good chocobos are around the Gold Saucer (grouped with two Spencer enemies). to breed these two requires a carob nut, stolen from the Vlakorados enemies around the Bone Village area.
Max out their stats with sylkis greens and race the parents until they hit S class. breed for the two chocobos and again max out their stats. race the offsping to S class and breed for a black chocobo.
Next, catch a Wonderful chocobo around the Icicle Inn area, usually grouped with one or two Jumping enemies. race the black and Wonderful chocobos till they're S class and breed using a zeio nut. these a stolen from goblins on an island northeast of the chocobo ranch.
And there ya go. a couple of hours of work broken down for ya.

Tipsy Heckler

FINAL FANTASY VIII:

Bosses
Aspect: Adel
Author: Dark Raion
Strategy: First off, it helps to get your weapons modified to their fullest potential. Get Squall's Lionheart, if nothing else. Also try and stock up on the best magics before hand, most of which can be found at the Islands Closest to Heaven and Hell. Try to stock up, especially, on aura magic. There are two important things you must remember in this battle. First, try to use only attacks that target Adel alone, and second, keep healing Rinoa. For the most part, you'll want to avoid using GFs, as they will cause damage to Rinoa as well. If you want to risk using some of your weaker GFs during this battle, make sure that Rinoa is healed up first, and be prepared to heal her afterwards. To help with this, and also to aid your party, draw regen from Rinoa and cast on all four characters. Also make sure to heal Rinoa after Adel draws HP from her. Aside from that, use normal physical attacks, and, for an easier battle, cast aura. This will enable you to use limit breaks without lowered HP. The Lionheart limit break is especially useful here, as it does quite a bit of damage to a single enemy. You'll run the risk of getting a limit break that targets Rinoa, also, but more often than not, it's worth the risk. So long as you properly prerpare yourself, Adel really isn't that tough of a boss.

Aspect: Fake President Deling
Author: Milo Kisara
Strategy: This boss isn't that hard, but you will need Life Mag refine. Refine about 3-10 tents. Each one giving you 5 Curaga's, junction them to two people in your party (whoever has the highest base magic). Have those two casting Curaga, and the third person using phoenix downs..he should go down pretty fast..either sucumbing to the phoenix downs or curagas

Aspect: Omega Weapon - Not QUITE As Hard As You Think
Author: DarkSerge27
Strategy: Well now, I'm sure everyone who's fought Omega Weapon has enjoyed their time having their a** handed back to them by him. Well, there's a relatively simple way to defeat him.
After all, that which can be given life can be given death, correct?
Anyway, we'll start with the party formation. Start with Squall (obviously), Rinoa, and anyone else. I used Quistis for her various Blue Magic abilities. Everyone should have all their Limit Breaks learned. For Junctions, make sure everyone has Status Junction, and make sure you are 100% immune to instant death. This will negate Omega's starting attack, Lvl5 Death. Other than that, make sure everyone has 9999 HP, and try to have someone in the party be able to cast Aura and Meltdown/Doomtrain. Squall should probably have Auto-Haste on. Also make sure to have someone able to cast Full-Life/Life. You should have as much Luck as possible, as well. This will be explained later. Also make sure to NOT junction an element to your weapon, because Omega Weapon ABSORBS all elemental attacks.
Now then. Omega Weapon is a little tricky to get to. Remember the room in Ultimecia's tower before the clock room? The one with a dark portal-like thing in it near a piano? That's where you need to be with your MAIN party. Have your secondary party go into one of the first-floor rooms (I forget which one it is) and, in the corner, ring the bell via the rope. Immediately switch to your main party, and head to where the portal was. Standing there should be Omega Weapon. Walk towards him to begin the toughest battle you'll ever have in this game.
Omega Weapon should start with Lvl5 Death, but you have immunity to instant death, so that doesn't matter. Now, have someone cast Aura on Squall, and have another person cast Meltdown/Doomtrain on Omega to lower his Vitality to 0. Squall should stand by until he is Aura-ed, and then use Renzokuken. Try to get all your hits in, and hope that he uses Lion Heart at the end, since that will take away about 1/10 of Omega's HP. Omega's next move will probably be Megiddo Flame, which will deal exactly 9998 damage to your party. Heal immediately, and cast Aura on Rinoa as well. Alternatively, Omega might use Crystal Pillar, which will deal 9999 damage to a single member. If this happens, revive them ASAP. Keep having Squall use Renzokuken on Omega Weapon, and keep hoping for his Lion Heart finisher. Have Rinoa keep using her Limit Breaks with Angelo, and hope for Shooting Star or Invincible Moon, preferably the latter, since it makes you invulnerable for a while.
Soon after this, Omega Weapon should unleash his trump card attack: Terra Break. Depending on who's alive in your party, this attack will deal roughly 12,000 damage to your team. Since it's a multi-hit attack, there's only a few things you can do. You can try to be summoning a high-HP GF when he does it (good examples are Bahamut and Eden). You can also use a Hero or Holy War item to make one or all of your party members invincible. The same is true if you used Invincible Moon with Rinoa.
Now comes to part where the high Luck is explained. Should your whole party die, you have a fair chance of having Angelo come in and revive a party member. Alternatively, you might auto-summon Phoenix, which would revive your entire party. Don't rely on this strategy though.
Essentially, just keep using Renzokuken and whatever Limit Break Rinoa happens to end up using. Your third party member should probably just let loose with their Limit Breaks (Irvine's and Zell's work well here) or heal.
And I think that about covers it. If it doesn't work the first time, try again. Pretty soon, you'll have that Proof of Omega that you always wanted.


Aspect: Seifer and Edea
Author: AmberReflection
Strategy: On disc one after the parade, the party faces Seifer then Sorceress Edea after Irvine bungles the sniping mission. Seifer himself isn't all that hard but Edea could do come damage if you let her.
Be sure to steal a Hero or Holy War from Seifer before pummeling him to death with your G.F.'s and Gunblade. He only has around 870HP and is weak to Poison. No biggie, right?
Then we get to face Edea. She gets a whopping 6,700 HP but has a rather tempting draw list (Cura, Dispell, Life, and Double). Her attacks are pretty much all level 3 elemental magic spells so look out.
This is where it gets interesting if you've got the Carbuncle G.F. and plenty of patience. Have one character summon Carbuncle to cast reflect on your whole party. Edea, picky sorceress that she is, will spend her next 3 turns dispelling you. Use this time to have your other two characters draw like crazy then Summon Carbuncle again. Keep this up and she may virtually never get a hit on you and you could walk away with 100 Cura, Dispell, Life, and Double spells as well as the 20AP Edea is worth once you stop drawing and start sticking it to her. Not too shabby and good for some sadistic humor (if you're anything like me).

Aspect: Ultemecia Final Bossfight
Author: ZanmatoXX
Strategy: Make sure to have all (or most) of the Final Weapons. (Especially with the 3 main characters you wish to fight with.)[I did this battle with Squall, Rinoa, and Zell. It's not too hard, just long.] If you want to use Holy Wars, it's not a bad idea. Also, make sure that you've junctioned enough magic to your HP, strength, defense, and magic. But be forewarned that Ultimecia loves to knock off all your junctioned stats. (The more stuff you junction, the less chance of having something important knocked off.) And last but not least, bring 99 Auras. It makes the battle so much easier.
Form 1: Make sure to have the characters you want to fight with in this battle. Kill off all the useless characters beforehand. When Ultimecia attacks, just heal the people that need to be healed. After you have your party set, cast Aura on everyone (you can also cast protect and shell... but it's not needed.), and let Ultimecia have it. It won't take long to bring her down.
Form 2: Ok, Ultimecia has just summoned Griever. This guy can be pretty rough when you are not prepared. (Note: Do not summon any GF's. He'll kill them in one shot.) Keep pounding on Griever with Limit Breaks (Especially Squalls LionHeart). During this fight Griever may try to knock off some junctioned magic. So make it quick, before he does so. Soon enough, the music will change, and everything will start to shake. This means he is going to use Shockwave Pulsar, his most powerful attack. Put up shell and protect (I'm not sure if a holy war would help...it might), and prepare for the worst. It won't do too much damage if you are prepared. After that, heal, and continue on with the beat down. (Note: If you are using Rinoa in this last battle, make sure NOT to use Angel Wing. It will put her into an uncontrollable state.
Important Note: The author missed a final important detail, and that is that one of Ultemecia's strongest attacks is Hell's Judgement. This will reduce your character's hitpoints to zero, so have someone on hand with a MegaElixer.


Items
Aspect: Required Items for Gaining the Ultimate Weapons.
Author: Squall of SeeD
Information: Here follows the items needed for the ultimate weapons in FFVIII, and how to acquire them:

Squall's Lionheart:

Adamantine(x1):

Dropped By: Level 30-100 Adamantoises.

Stolen From: BGH51F2 (boss).

Refined From: 10 can be refined from the Minotaur Card.

Dragon Fang(x4):

Dropped By: Blue Dragons, and Level 1-29 Hexadragons and Grendels.

Pulse Ammo (x12):

Refined From: Using the Ammo Refine Ability, 5 can be refined from Laser Canons (which can be stolen from Level 30-100 Elastoids in the Laguna flashbacks, as well as from Mobile Type 8 (a boss in Lunatic Pandora); 10 can be refined from Energy Crystals, which are dropped by Level 30-100 Elnoyles and Behemoths, and level 35-100 Ruby Dragons, and 1 can also be refined from 10 Elnoyle Cards using the Card Modification Ability; finally, 20 can be refined from Power Generators, which can be Mugged 12 out of 256 attempts from Level 30-100 Blitz creatures (note that they can be frequently found in a mountain pass near the Kashkabald Desert on the southernmost continent, on its eastern half).


Rinoa's Shooting Star:

Windmill(x2):

Dropped by: Thrustaevises, Abyss Worms, Death Claws, and rarely by GIM52As.

Stolen From: Thrustaevises and Abyss Worms.

Refined From: 1 can be refined from 1 Abyss Worm Card.

Regen Ring(x1):

Dropped By: Level 30-100 Toramas, and rarely by Level 30-100 Chimeras, Turtapods, Mesmerizes, and Lefties.

Stolen From: Toramas, and from Biggs (boss) in the second battle with him.

Refined From: 1 can be refined from 10 Chimera Cards.

Force Armlet(x1):

Dropped By: Rarely by Level 30-100 Ochus and Forbiddens, and by Edea (boss) in the second battle with her.

Energy Crystal(x2):

Dropped By: Level 30-100 Elnoyles and Behemoths, and Level 35-100 Ruby Dragons.

Refined From: 1 can be refined from 10 Elnoyle Cards.


Quistis' Save The Queen:

Malboro Tentacle(x2):

Dropped By: Malboros.

Stolen From: Malboros.

Refined From: 1 can be refined from 4 Malboro Cards.

Sharp Spike:

Dropped By: Grand Mantises and Death Claws.

Stolen From: Grand Mantises.

Refined From: 1 can be refined from 1 Grand Mantis Card.

Energy Crystal(x4):

Dropped By: Level 30-100 Elnoyles and Behemoths, and Level 35-100 Ruby Dragons.

Refined From: 1 can be refined from 10 Elnoyle Cards.


Zell's Ehrgeiz:

Adamantine(x1):

Dropped By: Level 30-100 Adamantoises.

Stolen From: BGH51F2 (boss).

Refined From: 10 can be refined from the Minotaur Card.

Dragon Skin(x4):

Dropped By: Anacondaurs.

Fury Fragment(x1):

Dropped By: Blue Dragons, Ruby Dragons, and Level 20-100 Grendels.

Stolen From: Blue Dragons.

Refined From: 1 can be refined from 4 Blue Dragon Cards.


Selphie's Strange Vision:

Adamantine(x1):

Dropped By: Level 30-100 Adamantoises.

Stolen From: BGH51F2 (boss).

Refined From: 10 can be refined from the Minotaur Card.

Star Fragment(x3):

Dropped By: Iron Giants, Level 30-100 Hexadragons, and rarely by Level 30-100 T-Rexaurs and Tri-Faces, Level 20-100 Chimeras, and Level 1-44 Ruby Dragons.

Stolen From: Iron Giants.

Refined From: 1 can be refined from 3 Iron Giant Cards.

Curse Spike(x2):

Dropped by: Imps, Malboros, Forbiddens, Tri-Faces, Level 20-29 Creeps, and rarely from Level 1-29 Grand Mantises.

Stolen From: Tri-Faces.

Refined From: 1 can be refined from 1 Tri-Face Card.


Irvine's Exeter:

Dino Bone(x1):

Dropped By: T-Rexaurs.

Stolen From: T-Rexaurs.

Refined From: 1 can be refined from 2 T-Rexaur Cards or from 1 Armadodo Card, and 100 can be refined from the Sacred Card.

Moon Stone(x1):

Dropped By: Level 40-100 Imps and Toramas, and rarely by Level 1-39 Elnoyles.

Stolen From: Elnoyles.

Star Fragment(x1):

Dropped By: Iron Giants, Level 30-100 Hexadragons, and rarely by Level 30-100 T-Rexaurs and Tri-Faces, Level 20-100 Chimeras, and Level 1-44 Ruby Dragons.

Stolen From: Iron Giants.

Refined From: 1 can be refined from 3 Iron Giant Cards.

Screw(x1 cool :

Dropped By: Geezards and rarely by GIM47Ns.

Stolen From: Geezards.

Refined From: 5 can be refined from 1 Geezard Card.


Leveling
Aspect: Easy AP
Author: Dark Raion
Strategy: For quick AP (ability points, which are used to teach abilities to your Guardian Forces) head to Cactaur Island, which is east of the Centran ruins. This island is fairly easy to find, as you'll be able to spot a little green dot randomly appear and dissapear amoung the sands. The cactuar here are worth 20 AP each, quite a bit compared to most other monsters. The only draw back is that cactaurs are panicky creatures, and if you don't defeat them quickly enough, they'll escape from battle

Aspect: The Best Spells To Junction To Character Stats
Author: Squall of SeeD
Strategy: (Note: These Stats are reflective of having kept the Cactuar GF's Strength Bonus, Magic Bonus, and Spirit Bonus abilities on Rinoa from Level 21 to Level 100, thus they are reflective of her possibly having 79 extra points to her stats than would have otherwise been the case; thus, the least any of the following Stats -- specifically Strength, Magic, and Spirit -- could otherwise be is 79 less than what is shown here, though the Spells Junctioned to them would likely be powerful enough to raise them to what is shown here regardless.)

HP: Pain (The stat is 9,999)
Strength: Meteor (The stat is 255)
Vitality: Meltdown (The stat is 255)
Magic: Tornado (Also 255)
Spirit: Curaga (255 again)
Speed: Triple (106)
Evasion: Holy (17%)
Hit: Double (147%)

Elemental Defense: Ultima, Shell, Life, and Full-Life (allows for absorbing 90% of all Elemental damage).

Status Defense: Death, Berserk, Esuna, Reflect (allows for 100% defense against Death and another stat, as well as 45% against most everything else).

Note: This is when Junctioning 100 of each Spell to each stat. Note also that equipping such abilities as HP+20/40% and Strength+20/40% was possibly part of the reason for the stats being so high

Aspect: Quick leveling
Author: Dark Raion
Strategy: Toward the end of the game, before entering Lunatic Pandora, you have the opportunity to do some quick and easy leveling up. For this, you'll need to have Quistis in your party, and she'll need to have the limit break Degenerator, which can be learned by using the black hole, an item dropped by wendigos, and gespers. Take her into battle and let her get beat up a bit, until her HP is in the yellow. Then, equip her with the ability 'Initiative' which is available through the GF Pandemona. Travel to the Island Closest to Hell, or Heaven, both of which are over-run with difficult monsters. During each encounter, Quistis should have the first move, and usually, she should have the option of using her blue magic. Quickly select 'Degenerator' which will serve as an instant kill to the monster. You still have to level up through random encounters, but the process will be much quicker and easier when using this trick.



Monsters
Aspect: Malboros = Impossible? Not at all.
Author: Wingless Seraph
Strategy: Requirements:
1) Decent knowledge of Junctioning.
2) The following GFs and their corresponding abilities:
-Siren (Treatment - 100 AP to learn)
-Cerberus/Doomtrain (ST-DEF-Jx4 - 180 AP to learn - I suggest Cerberus as why would you have Doomtrain if you couldn't get the Tentacles in the first place?)
3) 100 of the following spells:
-Confuse
-Berserk
-Sleep
-Pain

Step 1: Junction Siren and Cerberus to one character.
Step 2: Junction those 100 Confuses, Berserks, Sleeps, and Pains to their ST-DEF-Jx4 (press LEFT twice to reach the screen on the Junction menu).
Step 3: Set Treatment as one of the abilities on this character.

When you get into a battle with a Malboro, their first move will most likely be Bad Breath. Your party will be inflicted with multiple status ailments, but that one character will still be alright. They might be Slowed, but just increase their speed by Junctioning Triple to their Speed. Use Treatment on your party members when your turn arrives. Now you can proceed with the a**-kicking. Repeat the process whenever Bad Breath occurs.


Summons
Aspect: Brothers
Author: Timemonkey
Strategy: 1) From the entrance go up, right, continue going straight until you come to the next intersection, right again and continue forward, turn right again. This should bring you to a battle against Sacred, he is weak vs poison and wind and absorbs earth. Cast Float on him to prevent him from regenerating. Sacred also posses the Protect and Life spells which will aid you in the battle.
2)Return to the entrance and follow the same directions as before only go left instead of right. Pull the lever, if there is a wall here then proceed to part three then return when it's completed.
3)From the lever room go forward until the first intersection, left, continue forward, left again, forward, and left again. Pull this level to release the water.
4) Return to entrance. Proceed forward and cross the bridge into the central tomb. Here you will face Sacred again and Minotaur. Minotaur shares the same strengths and weaknesses as Sacred but he is stronger and has more hp. Together the Brothers have an attack called Mad Cow Specialwhich causes great earth damage to your party. This attack can be neutralized by casting Float on your party members and by eliminating one of the Brothers. You should focus on eliminating Minotaur first since he is the tougher of the two and therefore posses the greater threat. On it's own Sacred should be fairly easy to defeat again. Once you've beaten both of them they will join you as a GF.

Aspect: Diablos
Author: Chromefox
Strategy: Diablos is the Hellspawn looking thing that resides within the lamp you recieve from Headmaster Cid. Contrary to popular belief, Diablos grants you no wishes. He'd much rather kick your a**. So, as soon as you get to the world map save like a mofo because you'll regret it if you don't. It's best to fight him at a lower level. It will be easier. So, soon as you get into battle, have your three characters draw and cast Demi on him repeatedly. For reasons unknown (perhaps Diablos is a little loopy, what with all that time in a lamp, ya know) he will cast a cure spell on your team immediatley after you use Demi. So essentially, you can continue on like this for quite a while. Use scan to keep an eye on his hitpoints though, because Demi can't outright kill him. So once he get's low enough you can smack him with a regular attack and he'll become your new Guardian Force. Easy, no?

Aspect: Guardian Forces Locations
Author: floozypoo
Information: Quezacotl - Automatically recieved whren you go to Squall's study panel.
Shiva - Automatically recieved whren you go to Squall's study panel.
Ifrit - Defeat him in the Fire Cavern within the time limit.
Siren - Draw her from Elvoret, who is the boss you fihgt on top of the
Dollet Tower during the SeeD test.
Brothers - Defeat them in the Tomb of the Unknown King.
Diablos - Defeat him after using the item Magical Lamp.
Carbuncle - Draw it from one of the Iguoins, a boss you fight with only Squall and Irvine near the end of the first disk.
Leviathan - Draw it from the boss NORG, which you fight on the bottom floor of Balamb Garden.
Pandemonia - Draw it from Fujin, who you fight when you try to lebarate Balamb.
Cerberus - Defeat him in Galbadia Garden near the end of disk 2.
Alexander - Draw it from Edea when you fight her in Galbadia Garden at the end of disk 2.
Doomtrain - Get 6 Pipes, 6 Remedy+'s, and 6 Malboro Tentacles, and then use the Solomon Ring.
Bahamut - Defeat him after answering his qusetions correctly in the Deep Sea Research Facilty.
Cactuar - Defeat the Giant Cactuar on Cactaur Island.
Tonberry - Defeat a certain number of Tonberrys in the Centra Ruins, then defaet the Tonberry King.
Eden - Draw it from either Ultima Weapon, located on the Deep Sea Research Facilty, or Tiamat, in Ultimacia's Castle, in last area in the game

Aspect: Jumbo Cactaur
Author: Dark Raion
Strategy: If, while fighting cactaurs on Cactuar Island, you run into the afore mentioned green dot, you'll be taken into a battle with Jumbo Cactuar, a Guardian Force. This battle can be a bit tricky, as Jumbo Cactuar, much like the smaller members of his species, can be a bit on the panicky side. J.C. (I'm tired of typing out his full name, bear with me here) will sometimes use a random counter-attack called '10,000' needles. This is pretty much an instant kill no matter what you do, as protect magic will do nothing to lessen the damage. Aside from this, most of J.C.'s attacks aren't really too troublesome. During this battle, you should have one character serve as a medic. This character should have the 'revive' ability (available via the GF Alexander). The character should never attack, as he would would then be exposed to the dreaded counter-attack, but instead should keep busy healing and reviving the other characters. The 'recover' ability (brought to you by Leviathan) is also useful here. Of the other two characters, one should focus on physical attacks or water magic, and the other should repeatedly summon Leviathan, who can cause up to 9,999 points of damage. Water element is your best friend here. After wearing J.C. down quite a bit, you'll see a message that says 'Jumbo Cactuar is hesitating'. This means that J.C. is thinking of wussing out, which means that, should you encounter him again, you'd have to start this long, drawn out process all over again. Use nothing but Leviathan at this point, as he is the strongest attack in your arsenal. Eventaully, J.C. will fall, and will join you as a Guardian Force. Train J.C. to his fullest, and he will become the second most powerful GF at your disposal.

Tipsy Heckler

FINAL FANTASY IX:

Bosses
Aspect: Black Waltz 2
Author: Timemonkey
Strategy: Battle Preperation: Equip your best items and make sure that Vivi has the Leather Wrist.
Battle Strategy: While Black Waltz 2 is weak against Fire you should avoid using Fire or Thunder because he will counter with it's higher level equivilant. Have Dagger heal and use protective magic, have Zidane steal from Black Waltz 2 (Leather Plate, Steepled Hat), and have Vivi and Steiner use Blizard and Blizard Sword. I don't think that Black Waltz 2 will attack Dagger but if she is the only one left you lose.

Aspect: General Beatrix
Author: Timemonkey
Strategy: Preparation: Make sure that Zidane and Quina are using thier most powerful weapons. Equip Freya with the Mythril spear and Vivi with Lightning Staff and Magus Hat and equip Zidane with the Bandit ability.
Battle strategy: Have Zidane steal until you've recieved all of Beatrix's items (Phoenix Down, Mythril Sword and Chaine Plate). Have Vivi cast Slow on Beatrix in order to reduce the damage your party shall recieve and then use Focus afor a round or two and then have him cast his most powerfull spells. Have Freya cast Reis' Wind and then start using Jump. Have Quina use Mighty Guard and then attack and heal along with Zidane. Reatrix will end this fight by using Stock Break and reducing your party's hp to 1.

Aspect: Meltigemini
Author: Timemonkey
Strategy: Battle Preparation: Equip your party with Antibody and the party's best weapons.
Battle Tactics: Have Zidane steal from him (Vaccine, Golden Hairpin, Demon's Vest), have Eiko cast Haste on the group and heal when nesescary, have Freya use Rei's Wind and Lancer, and have Steiner and Amarant attack (Dagger should until she get's her voice back). Use a Vacine to cure the Virus that the boss inflicts.

Aspect: Soul Cage
Author: [Shiva]
Strategy: A very, very easy battle. If you realize Soul Cage is an undead. You could easily enough just toss a Phoenix Down on him or cast Life on him, but if you're like me, you wanna' steal all the goods he's got! My only advice to you if you're deciding to beat him up old-school style is: do -not- use Fire/Fira on him. Although Fire is very effective upon undead monsters, Soul Cage is part of the Iifa Tree, in other words, he's also a plant-type. Casting fire on him will cause his leaves to 'light up', and he'll then toss those leaves at you for some pretty high damage.

Aspect: Trance Kuja
Author: Timemonkey
Strategy: Preparations: Remove any useless abilities such as Ability up, Level up, and others like that. Equip usefull anilities like Auto-Life, Auto-Regen, Auto-Reflect, Counter, High Tide and so on. I recomend using a team consisting of Zidane, Eiko, Vivi, and Quina (Quina can be subbed out for any other character without affecting the strategy much).
Battle Strategy: Have Quina cast Mighty Gaurd, Eiko summon Carbunkle, Freya use Rei's Wind and any other support abilities you like (regen, haste, float, ect.) Use Thievery, Holy, Flare, Flare Sword, Jump, Throw, and Frog Drop( if you've caught a lot of frogs) to attack Kuja with. Carbunkle should reflect most of Kuja's spells back at him but some, like Flare Star, can get by it so have Quina use White Wind or items to heal you. Avoid using cure spells while Reflect is still active because you will only heal Kuja that way.

Aspect: Zorn and Thorn (in Alexandria castle)
Author: Timemonkey
Strategy: Battle Preparation: Make sure that Vivi knows Blizara, equip Zidane with the Bandit ability, and Auto-potion is usefull.
Battle Tactics: Have Zidane steal from Zorn (Partisan, Stardust Rod), have Freya use Rei's Wind and then have Vivi use Focus for a few rounds to strengthen his spells and give Zidane a chance to steal the useful items from Zorn. Once you have the Stardust Rod have Steiner use Blizara sword, Vivi use Blizara, Freya use Jump and have Zidane attack Thorn, he has around 2000 fewer hp than Zorn does. Once you've reduced his hp to 0 the battle will end.


Items
Aspect: Freija's Dragon Crest
Author: [Shiva]
Strategy: Alright, so, Freija's Dragon Crest. The only way to make it stronger is by defeating more and more dragons. Early on in the game, when you haven't even gotten Freija in your party yet, right before going to the Ice Cavern, run around the Mist Continent, more specifically, King Ed Plains (it's the area right around the Ice Cavern and Qu's Marsh). Along with Vices and Hedgehog Pies, you'll run into a certain little monster called the Serpion. Oddly enough, this monster is considered a Dragon-type. Duh duh nuh! Dragons! It's early in the game, a time when you're still leveling up and gaining lots of experience, not to mention, these guys are pretty easy. Just make sure you have the Ability: Antibody equipped, as these guys often use Poison attacks.
No matter what you do, Dragon's Crest, just like Theivery, is a pain to level up. The earlier you start, the better.


Leveling
Aspect: Easy Levels on the First Disc
Author: Nayru
Strategy: This is somewhat difficult to pull off, and requires quite a bit of luck, but it is well worth the effort. Once Quina joins your party, be sure to spend some time in the plains surrounding the marsh. I cannot remember which enemy you must consume, but one of the monsters in this area gives Quina the Limit Glove magic when eaten. Once you learn it, you may continue on your quest through Gizamaluke's Grotto. When you get to the room with Mogmi, save your game and find a way to reduce Quina to one hit point (I accomplished this by allowing Quina to die and using a Phoenix Down, but this does not always work). Climb the vine in the moogle room and wander the plains outside. You will encounter an enemy called Grand Dragon. This is where the luck factor comes in... Have Quina use Limit Glove, which will deal 9999 damage to the Dragon. Your other party members should simply defend. If you are fortunate enough to have Quina alive long enough to use two Limit Gloves, the Dragon will die, giving your remaining party members a huge amount of experience, and very likely raising their levels several times. Repeat as many times as you wish, though I would recommend going back downstairs and saving after each encounter. ^^;


Minigames
Aspect: How to Win the Festival of the Hunt
Author: [Shiva]
Strategy: The Festival of the Hunt has three outcomes. Freija wins, you get the Coral Ring. Zidane wins, you get 5000 gil. If Vivi wins, you get the Theatre Ship card. First, you gotta' decide what prize you want. Coral Ring you can also synth in a few Synth shops after disc 1, the 5000 gil isn't too hard to accumulate, unless you hate leveling up, and the Threatre Ship card you can also get from the 4-armed Man in Daguerro, if you reach the highest level of Treasure Hunter. The choice is yours.
Freija: If you want her to win, simply wander around and kill to your hearts content. If you stay in the Theatre District you were assigned to, she'll win.
Zidane: If you want Zidane to win, the best thing to do is optimize his equipment, Synth the Ogre at the Lindblum Synth shop and mow down the Theatre District. Once you're done there, take the Air Cab to the Buisness District and make your way to the Synth shop to battle the big red piggy. If you go there right away, sometimes Zaghnol will not be there, if not, wander around by the Church before going to the Synth shop. Once you engage in the battle, have Freija kill herself, then whoop that oinker's a**! Tada, Zidane won!
Vivi: Now, if you want that Theatre Card, do the same as what you did with Zidane, however, have Zidane kill himself. With both Freija and Zidane dead, Vivi will win the Hunt. Yay, Vivi~


Miscellaneous
Aspect: Win boss battles using a single move
Author: Aeris Esper
Strategy: Note: This is not a flawless strategy. It's more for novelty than anything else.
Set your party to Zidane, Freya, Steiner, and either Amarant or Quina depending on which has better stats and abilities.
First, take note that the auto-potion ability will automatically attempt to use a potion, but if you have none in your inventory it will try using a hi-potion. I believe it may also do the same with X-potions, but those aren't exactly easy to get 99 of. So, get 99 hi-potions and use or sell all your regular potions. Then equip your entire party with auto-potion. If any of your characters know chemist, equip that too. It doubles the effectiveness of healing items. Every time your characters are attacked they'll automatically use a hi-potion, healing 450 HP(or 900, if you have chemist) That's not all that much later in the game, but it's significant toward the middle.
Enter a battle, and have Freya cast Luna. This casts berserk on all. Then simply set down the controller and watch as your party relentlessly barriages your foes with physical attacks. As much as people don't want to admit it, a good many of the battles in FF9 can be won through straight attacking and healing.
I highly recommend you also have status immunities equipped, as you'll have no way to cure their condition during battle. Other abilities like auto-regen, HP+__%, auto-haste, auto-life, etc make this strategy significantly more effective.

Tipsy Heckler

FINAL FANTASY X:

Bosses
Aspect: Braska's Final Aeon Boss Fight (First Form: 60,000 HP; Second Form: 120,000 HP)
Author: Squall of SeeD
Strategy:
(Note that this strategy is based on the player having completed each character's individual sections of the Sphere Grid.)

I recommend beginning the battle with Tidus, Auron, and either Yuna or Lulu, and having full Overdrive gauges on each character, and possibly Yuna's stronger Aeons, as well. The first move that should be made is to have Tidus cast Hastega on the party. The two Yu Pagodas with the Boss will attempt to heal it occasionally, but by inflicting it with the Zombie status through using Auron's Zombie Attack, the Yu Pagodas will damage the Boss when casting Curative Spells on it. If you choose to use Lulu, have her Doublecast Flare or Ultima, and if using Yuna, have her cast Holy. Have Tidus and Auron, or anyone else you may bring in, use their Magicks or physical attacks to bring down the Boss' HP.

Be sure to keep everyone's HP up, especially when the second part of the battle begins. Also, be sure to save everyone's Overdrives for this second part, which will begin after the party has depleted the first 60,000 HP of the Boss. You'll know when the second part begins, as the Boss will then have a sword and transform slightly. Once the Boss has transformed, you may want to cast such Spells as Protect and Auto-Life on your party.

Note that the Boss has an Overdrive gauge. Tidus has a Trigger Command -- speaking -- that will delay the Boss' ability to fill its Overdrive gauge, by reducing it a great deal. Save this to use only when the Boss is close to filling its Overdrive gauge completely, as it will only work twice.

Unleash the party members' Overdrives on the Boss and continue pounding it with your strongest physical attacks and Magical Spells. Use curative Spells and items as the need for them arises. When the Aeon's Overdrive gauge is three-fourths full, use Tidus' Trigger Command to speak to the Aeon and delay it. Note once again that this can only be done twice.

If necessary due to the Overdrive gauge of the Boss being nearly full without a means to delay it, or if you would prefer to do so in order to finish the Boss off more quickly, have Yuna Summon Aeons when the Boss' HP falls down to around 30,000 and have them use their Overdrives to finish Braska's Final Aeon off. Otherwise, just continue to use you characters' strongest physical attacks and Magicks.

Aspect: Crawler
Author: Milo Kisara
Strategy: Start the battle with Tidus, Auron, and Wakka. Have Tidus haste Auron. Then have Wakka attack the Negator while Tidus and Auron attack the Crawler itself (if Tidus or Auron has a Lightningstrike Weapon this becomes a tad bit easier). Once the Negator falls take out Tidus for Yuna then summon Ixion (If his overdrive or Yuna's overdrive is charged, then you will have won the fight) Use Thor's Hammer on the Crawler and it should max out as an overkill due to the hits from Tidus and Auron.
You will win 2x Elixers for an overkill

Aspect: Defeating Defender X
Author: Milo Kisara
Strategy: Start the battle with Tidus, Auron, and whoever else, Have Tidus do a Hastega, Auron do an Armor Break, and whoever else attack, steal, whatever you want. When it is Tidus's turn again have him use Provoke, this will make all of Defender X's attacks target Tidus, but the attack will be Blast Punch which will do 50% of your current health. So you can attack freely, and after about 4-5 turns re-provoke it and continue the process, if Tidus's overdrive is set to Stoic you should get a few overdrives, and possibly an overkill

Aspect: Evrae
Author: Squall of SeeD
Strategy: It would be best to begin the fight by having Tidus cast Slow on Evrae and Haste on himself and Rikku. Being that communicating with Cid is often integral to this battle, it's important that Tidus and Rikku have as many turns as possible.

Evrae may nullify the Slow status afflicted upon him by using Haste on himself, but this can be as easily countered by casting Haste on as many characters as possible.

When Tidus or Rikku have a turn right before Cid's turn, have them use their Trigger commands to move the ship away from Evrae. If he is kept away from the ship until Cid's next turn, Cid will fire a volley of missles at the Guardian Wyrm.

In order to close the distance between himself and the ship, Evrae will often use the Swooping Scythe attack, cuasing damage to the party in the process. On turns in which he inhales, he is preparing to use Poison Breath for his next turn. Before his next turn comes, quickly have Tidus or Rikku order Cid to move the ship away from Evrae. Doing so will cause the wind to blow the Poison Breath away before it can reach your characters.

If Evrae manages to hit the party with the attack, quickly have Rikku use an Al Bhed Potion to cure the party and remove the Poisoned status from them.

When Evrae is far away from the ship, it's best to use characters with long range attacks, such as Wakka, Lulu (especially if she has her Firaga, Waterga, Thundaga, and Blizzaga Spells), and Kimahri, for his Lancet ability.

At close range, it's best to use Auron, Kimahri, Rikku, and Tidus. Rikku will be mostly needed simply for healing the party with Al Bhed Potions.
Any characters that may fall in the battle should be revived and healed as quickly as possible. With plenty of Al Bhed Potions, the party should be able to survive long enough for Evrae's 32,000 HP to be depleted.

Aspect: Evrae Altana (16,384 HP)
Author: Squall of SeeD
Strategy:
Throw two or three Phoenix Downs on it and it will die.

Aspect: Sanctuary Keeper
Author: Milo Kisara
Strategy: Prep: Have at least 30 Holy Waters, and Auron, Yuna Tidus/Wakka with a full overdrive (I'd only use Wakka if he had Attack Reels)
Strategy: S.K will start the battle with Photon Wings, doing about 1000 damage and putting your party in Curse, thats why we had the Holy Waters. When its your turn have Yuna cast Reflect on him, so that his Curaga will heal you. Auron use Armor Break, then whoever you prefer Wakka/Tidus get rid of the Curses. Whoever goes next. Auron/Yuna use their overdrive. (if its Yuna, I'd hope you use Bahamut's Mega Flare)
Then proceed through the whole routine. Having Yuna keep your party's health above 2300, and Auron, Tidus/Wakka hit him.
Sidenote: If you do have Attack Reels, Wakka is doing about 5000-7000 damage with it..You could kill S.K with one well timed Attack Reels

Aspect: Seymour
Author: Chromefox
Strategy: Okay, this is the fight right after Negator on the lake. This is very important, so listen up. Make sure that You have an aeon at or very close to it's overdrive. Preferably Ixion. Now, you get into the battle and Seymour and his two Guadolings are the first part to get past. Too bad the first thing they do is defend themselves. Now, whenever you physically attack them not only will you do less damage, but they'll heal themselves too. How do you prevent this? Have Rikku in your party. First thing you do, is have her steal from the Guadolings while your other teammates talk to Seymour and boost themselves. She'll steal their potions and they can no longer heal themselves. However, Seymour is still a great danger to you and your team. Have Yuna summon Ixion (or whichever aeon you chose) and have it blast the Hell out of Seymour and company. If you've leveled correctly, this should kill the Guadolings and force Seymour to summon Anima right off. Now beware. Anima has this attack, called Pain and it is no joke. It was also named appropriately because it is an insta-kill attack. Use whichever of Ixion's attacks are most powerful, until it get's killed by Anima's overdrive. Ixion dead already? Then summon Valefore, because you DO NOT want to be in the way of that overdrive. If either/both aeons survive that then rag on Anima some more, until it goes down. Think you're done? Ohnoes. Seymour isn't finished yet, and still has 6000 points for you to knock off of him. Once you get this far, it's probably best to try and beat the crap out of Seymour with your final aeon. Seymour however, will start casting magic which frankly sucks hard. He casts Blizzara, Thundara, Watera and Fira multiple times each turn (in that order). So basically your aeon isn't going to last long. Once your aeon is out, have Yuna, Tidus and Auron in your party. Have Yuna constantly cast Null-spells and heal when needed. Keep in mind the order of Seymour's attacks to best protect your team. After that, have Auron and Tidus hack 'n slash at him until you FINALLY kill him.

Aspect: Seymour Flux, You wanted it you got it!
Author: Meifon Li
Strategy: Ok, the following people should have there overdrive: Tidus, Yuna. Now if any Yuna's aeons are overdrived that's great, they don't need to be.
Now start the battle with Yuna, Tidus and Lulu. By now Lulu as probably learned Bio, so have here cast it on Seymour, until it connects. Seymour will be come poisoned and take damage, every turn. Now Yuna should use cure, if not damaged use shell or protect. Tidus should cast haste or hastega. When Lulu's turn comes after poisioning Seymour, switch for Rikku. All Rikku should do is use Albed Potions and revive fallen characters and use holy water. Now this turn Yuna should cast shell,or protect. Now have Tidus Haste Rikku.
But now Seymours taken a bit of Damage from Bio, so lets start finishing him off:
- Tidus overdrive, then attck Seymour or re-cast Hastega if it is dispeled
- Rikku, same as above, if she happens to overdrive Mix: Lunar Curtain and Light Curtain for Super Mighty Guard.
- Yuna Overdrive, then use all her aeons at least once with or without overdrive. Then Protect and Shell every turn. Also she should Dispel Seymour if he cast protect on him self.
Just keep your self alive and Bio, should finish him off.
If you died, then try again with all Aeons overdrived.

Aspect:Seymour Natus Boss Battle (Seymour Natus: 36,000 HP; Mortibody: 4,000 HP)
Author: Squall of SeeD
Strategy: The first thing to note is that Summoning Aeons during this battle is quite pointless, as Seymour will immediately use Banish to kill them. To begin the battle, have Tidus, Yuna, and Auron use their Trigger Commands to speak to Seymour and boost one of their stats for the duration of the fight.

If Overdrives are already available, use those first to begin breaking away at Seymour's 36,000 HP, focusing your attacks on the Mortibody beside him, that has 4,000 HP. Everytime the Mortibody's HP is depleted, it will use Drain on Seymour to heal itself. Your main target during this fight should be the Mortibody, as attacking Seymour directly will cause him to counterattack with several Spells, attacking each party member, or with Flare, which will likely will either instantly kill a character, or deplete most of their HP.

By attacking the Mortibody and depleting its HP, you cause it to Drain Seymour's HP without the side-effect of being blasted by Seymour's counterattacks.

It should also be noted that the Mortibody will cast Cura on Seymour, but the player can easily get around this by having Yuna cast Reflect on Seymour. Thus, each time the Mortibody attemps to heal Seymour, it will heal one of the player's party members instead.

As Yuna won't be able to Summon Aeons to any effect in this battle, she'll best serve her allies and the player by acting as a healer.

It should also be noted that Seymour can inflict the Petrified status on party members during this battle. If he should do so, immediately restore that character to normal with a Soft.

With Reflect on Seymour, continuously pound away at the Mortibody until it has drained all of Seymour's HP, healing your party members along the way as needed.

Aspect: Seymour Omnis Boss Battle (80,000 HP)
Author: Squall of SeeD
Strategy: Before facing Seymour's final form, you may want to equip Armor with abilities that absorbs or nullifies Elemental Magic attacks, as Seymour will be using those.

The revolving wheels that hold colored orbs behind Seymour determine his current Elemental property. He will be vulnerable against the opposite Element of the Element color of the orbs currently lined up around him. The Element that is his weakness can be seen by using Scan, or can be determined based on familiarity with the Elemental colors.

Use Auron's defense-weakening attacks, Armor Break and Mental Break, so as to allow for maximum damage against Seymour with each attack.

Occasionally, Seymour will attack the wheels behind him (the Mortiphasms) that hold the multi-colored orbs, changing his Elemental property. When he does so, use your party members to attack the other Mortiphasms -- Wakka can be used to hit the highest one -- so as to cause four orbs of the same color to be lined up around Seymour. When this is the case, have Lulu Doublecast the most powerful incarnation of the Elemental Spell that is opposed to the color of the Element the orbs behind Seymour represent, or bring in an Elemental Aeon to do so. Keep in mind that Aeons will be Banished before getting to do much, however.

Keep the party healed with the strongest Curative Magic you have available, and continue pounding on Seymour with the opposed Elemental Spells, and he should fall rather soon, especially if using Doublecast is available.

Aspect: Sin Boss Battles (Left Fin (65,000 HP), Right Fin (65,000 HP), Sin (36,000 HP), Sinspawn Genais (20,000 HP), and Overdrive Sin (140,000 HP))
Author: Squall of SeeD
Strategy:
(Note: This strategy applies in the event that one has not done more with developing their character's stats than fulfill each individual character's branch of the Sphere Grid. Also note that you should not have your characters use their Overdrives until the battle against Overdrive Sin.)

The Right and Left Fins: The Left Fin and Right Fin battles are fought in exactly the same way, though fought one at a time.

Start both battles with Tidus, Yuna, and Lulu. Have Tidus cast Hastega, have Yuna cast Shell on the party members, and then have Lulu begin Doublecasting Flare or Ultima, preferably the latter. This becomes more easily done if Lulu is equipped with a weapon that has the One MP Cost Ability.

You should have these abilities before attempting this battle, but if not, using the Aeons agains the Fins would be the best course of action.

Use the Trigger Command to move the ship closer to Sin, and bring in Auron to use Armor Break on the Fin. Then have Tidus and Kimahri -- or Tidus and Rikku -- attack the Fin at close range. Have Tidus use Quick Hit so as to get in as many attacks as possible, until your party has only time enough to move the ship away from Sin before its next turn, as it will cause much more damage at close range. After they've all managed to get in as many hits as possible -- which likely won't be more than one or two -- have the ship move back away from Sin.

At this point, bringing in Wakka to attack from a distance would be a good method to employ, but especially have Lulu continue to Doublecast Ultima or Flare.

After the Left Fin has fallen, use the same strategy against the Right Fin.


Sin and Sinspawn Genais: Sinspawn Genais will absorb all Magical attacks sent toward Sin, so destroying it first will be necessary. Cast Slowga on it, as well as Silence, as Silenced, it will be unable to use Cura.

Cast Hastega on the group and have your hardest-hitting physical attackers (likely Tidus, Auron, and Wakka (or Kimahri)) move in and hack and slash away at the Sinspawn until it dies.

Once it has fallen and the group has moved in toward the main target, if you wish to use physical attacks, have Auron use Armor Break on Sin and then hack away, or, if you wish to use Magicks, bring in Lulu for Doublecasting of Flare or Ultima, while Yuna uses Holy, and while Rikku or Kimahri uses Copycat to mime Yuna's use of Holy (or you could subsitute this third person with a strong physical atacker, if you wish).

If the party is hit with an attack that inflicts Poison, bring in Rikku to cure this status with Al Bhed Potions. In addition to having Yuna use Holy, one can also have her Summon Aeons.

Through these strategies, the target should fall rather shortly.


Overdrive Sin: Before beginning this battle, it may be a good idea to equip the party with armor that will defend against Petrify, Confusion, and Zombie. The only thing really potentially difficult about this battle is the you're working with a time limit. If Sin's Overdrive meter fills, he will then cast Giga-Graviton and the party will be wiped out.

Begin this battle with Tidus, Yuna, and Lulu, having Tidus cast Hastega at the start. Lulu and Yuna should begin by hitting Sin with Doublecasted Flare or Ultima from Lulu, and Holy from Yuna. If any of them should become Petrified, quickly remove this status.

After getting in hits from Lulu and Yuna, bring in Wakka and have him perform his Overdrive, and -- if you wish -- do likewise with Kimahri and whatever the most powerful Overdrive attack he currently has may be (probably Fire Breath or Aqua Breath). If you're willing to part with 99,999 Gil, you can have Rikku inflict 9,999 HP damage with her Spare Change Ability. If Sin lives long enough to pull the party in close enough for physical attacks, bring in Tidus and Auron and have them perform their Overdrives, and do likewise with Rikku if necessary, and then continue hitting Sin with Tidus and Auron, using their physical attacks. Quick Hit should allow Tidus to get in a lot of attacks, especially if he is in Hasted status at the time.

If, by now, Sin is still alive and is drawing close to its Overdrive meter being full, bring in Yuna and Summon the most powerful Aeons you have, Grand Summoning them if necessary so as to let them perform their Overdrives if their Overdrive meters aren't already full. Bahamut and Anima would be the best Aeons to Summon in the event that the situation grows so dire.

Act quickly, hit as hard as possible, and Overdrive Sin should fall before its able to perform Giga-Graviton.

Aspect: Spectral Keeper Boss Fight (52,000 HP)
Author: Squall of SeeD
Strategy: Before entering this battle, equip as many characters as possible with armor that protects against Berserk (Berserkproof, if you have it, but go with Berserk Ward if that is the best you have).

Begin the battle with Tidus, Yuna, and a third character. I personally recommend Auron for this third character. Cast Hastega with Tidus as soon as the battle begins. Much of the trick to winning this battle lies in being able to avoid the Boss' counterattacks. That will require positioning your party members before attacking in such a way as for most of them to avoid being hit during a counterattack from the Spectral Keeper.

After having casted Hastega, move two of your characters to Glyphs behind the Spectral Keeper using the Trigger Command Move, and leave one in front of him, preferably the one with the highest HP. You'll want this character to keep the Spectral Keeper distracted away from the other two.

Have Yuna cast Protect on the person you leave in front of the Boss, and then have that character attack the Spectral Keeper. The Boss will then counterattack by striking the three Glyphs in front of it. This is why moving two characters behind the Boss is important beforehand, as -- in this manner -- only one character will take damage, and -- having Protect cast on them -- it will be much less damage than it would have been otherwise. The Spectral Keeper may also attack with its Berserk Tail attack, but -- with armor that defends against Berserk on your characters -- they should be immune to the negative status effect.

Occasinoally, Glyph Mines will form on the surfaces of the Glyphs, and should they explode with one of your characters standing there, that character will be killed. Check the Turn Window in the upper right corner of the screen to determine when each Mine will explode, and when a character has only one turn remaining before the Glyph Mine they are standing near will explode, teleport that character to another Glyph with the Trigger Command.

If you choose to Summon Aeons against the Boss, keep in mind that they can't teleport from one Glyph to another, meaning they can't escape from Glyph Mines. In other words, only Summon one in the event that you will be able to use its Overdrive quickly before it is killed.

Otherwise, keep up the physical attacks in the manner suggested above, healing when necessary, and using Overdrives if you so wish until the Spectral Keeper dies.

Note: It would probably be a good idea to return to the Zanarkand Dome and restore your characters' and Aeons' Overdrive meters to full before continuing on to the next Boss battle.


Aspect: Spherimorph Boss Battle (12,000 HP)
Author: Squall of SeeD
Strategy: Before going into this battle, make sure that your party members are not equipped with Elemental weapons. Physical attacks cause little damage to this Fiend, so Magicks -- and particularly, Lulu -- will be what you will need to rely on most. Upon attacking the Spherimorph with a physical attack, it will counterattack with an Elemental-based Magical Spell.

The Spell that it uses conveys the Spherimorph's current Elemental property. That being the case, cast a Spell of the opposite Element on the Spherimorph. Basically, if it counterattacks with a Fire-based Spell, hit it with an Ice-based Spell, and vice versa. Likewise, if it attacks with a Water-based Spell, attack it with a Lightning-based Spell, and vice versa.

Upon casting a correct Spell on the Spherimorph, it will switch its Elemental property. To discover the new Elemental-property for the boss, attack it with physical attacks until it casts a Spell again, revealing its new Elemental property. Then, once again cast a Spell of the opposite Element at the Spherimorph. Continue this process until the boss dies, using Yuna to heal the party members as needed.

Summoning Aeons can be done, of course, but it's not necessary and I wouldn't recommend it, honestly, unless Ixion or Ifrit is in Overdrive mode, or Yuna is, and can perform a Grand Summoning. If you decide to use any of these Overdrives, wait until the Spherimorph's Elemental property is either Ice -- Summoning Ifrit in that situation -- or Water -- Summoning Ixion in that particular scenario.

It's not a very difficult fight so long as one continues using the correct Elemental Spells against the Fiend.

Aspect: Yunalesca Boss Fight (First Form: 24,000HP; Second Form: 48,000 HP; Third Form: 60,000 HP)
Author: Squall of SeeD
Strategy: Before entering this battle, it would be a very good idea to equip your characters with armor that would protect them against some of the following negative status effects: Zombie, Death, Darkness, Silence, and Sleep.

Zombification and Death, in particular, will be what you will need to worry about being hit with, especially when Yunalesca transforms into her second form and begins casting Cure Spells, and when she transforms into her third form and begins using Mega-Death.

It goes without saying that beginning this battle with casting Hastega is the first move that should be made. By this point in the game, that should be your first action in any and all Boss fights. Yunalesca's first form is rather easy to defeat. She will respond to physical attacks with Darkness, and to Magical attacks with Silence. Special attacks will be countered with Sleep.

Simply pound away at her in whatever manner you prefer until she transforms into her second form, saving your Overdrives for later.

When she transforms into her second form, she will have an attack called Hellbiter, which inflicts Zombie status if your characters don't have armor bearing the Zombie Ward or Zombieproof Abilities. In the event that they become afflicted with this status effect, either quickly use a Holy Water or Remedy item on them, or switch them out of the battle and bring in another character in their place, as Yunalesca will cast Curative Magic on her next turn, inflicting damage to those who have become afflicted with Zombie. However, if you are able to remove the Zombie status before her next turn, or replace that character with another before her turn, that character will be healed when Yunalesca casts a Curative Spell.

In the event that you do not have characters bearing armor that protects them against the Death status effect, it will be necessary to keep a balance of having characters on the screen who are currently afflicted with Zombie and those who aren't, as, when the HP of Yunalesca's second form is depleted, she will transform into her third form and immediately cast Mega-Death. Those characters afflicted with Zombie will not be killed, however. Switching party members who are afflicted with Zombie and those who aren't in and out as the need arises is a good manner of dealing with this.

Continue attacking Yunalesca's second form in whatever manner you desire, though, again, saving your Overdrives, until she transforms into her third and final form.

She will now cast Mega-Death in an attempt to wipe out the entire party. At this point be sure that your party members have had Haste cast on them, and are currently protected by Protect.

Again, keep a few characters afflicted with Zombie unless one or all of them has a defense against Death, as Yunalesca will occasionally cast Mega-Death again. If you need to keep a character under the Zombie status, and Yunalesca hits them with Regen -- which acts as Poison to Undead characters -- have Yuna use Dispel on that character to remove Regen without removing Zombie.

Against her final form, unleash the Overdrives of both your normal characters and your Aeons, and take out as much of her HP as possible as quickly as you can before a slip-up occurs in regard to the Mega-Death Spell. At this point, give it all you've got, while also keeping a level head in regard to balancing those who are immune to Mega-Death and those who aren't, and you should prevail.

Tipsy Heckler

FINAL FANTASY X (CONTINUED):

Items
Aspect: Getting the Celestial Mirror
Author: Milo Kisara
Information: Go to the Calm Lands and find the Chocobo Trainer. Borrow a Chocobo then ride up the slope and past the exit to Macalania Woods, there will be a Chocobo feather on the ground, go up to it and press X (yes, while on the Chocobo). This will take you down to a lower level, follow the path leading out toward Remiem Temple, cross the bridge and go to the left. Walk up to the green sphere and press X, when this is done go to the other side and race the chocobo toward the middle. Once you have won you will recieve the Cloudy Mirror. Leave Remiem Temple and get on the Chocobo again and go to the next Chocobo feather. Take the Chocobo back up the ridge and out of the Calm Lands, Once you get inside Macalania keep past the Campsite until you find a boy and his mother. Talk to them then go back to the Campsite, tell the father that they're waiting over there for you, then go back to where they boy and mother was. Talk to them until they mention the boy, once they do this go up the shiny path and follow it until it branches up a short path, go up there and talk to the boy. Then it will say "Use The Cloudy Mirror" say yes and recieve your lovely Celestial Mirror


Miscellaneous
Aspect: The Cloisters of Trials
Author: Squall of SeeD
Strategy: Note: Be certain that you do not leave a Cloister without obtaining the item contained within the treasure chests within them. Failure to do so in the Cloister of Trials in Bevelle will prevent you from being able to acquire Anima as an Aeon later, as you can return to any of the other Cloisters near the end of the game, but you will need the treasure from each in order to acquire the Aeon, so you might as well collect them while you're there and have to be. The only exception is the Cloister of Trials at Zanarkand, in which a return trip to the Cloister will be necessary to acquire its treasure.

The Cloister of Trials of Besaid:

1. Examine the Glyph on the back of the all in the first room. Examine the new Glyph that then appears on the wall to the rigth. Doing so opens a new path.

2. Go down the stars to the small carving sticking out of the wall. Examine it to learn about Spheres, then take the Glyph Sphere that you will receive and move with it to the door at the bottom of the stairs. Place the Glyph inside the recess in the door to open it.

3. Take the Sphere out of the now open door and move down the hall to the next area with a Sphere recess. Place the Glyph Sphere in this recess and a new room will open. Don't go inside just yet, though.

4. Move further along the corridor to a spot that has runes on a wall directly across from a pedastal. Examine the runes on the wall to reveal a Glyph. Examine it and a new chamber will open. Enter the chamber and remove the Besaid Sphere from within.

5. Insert the Besaid Sphere into the pedestal outside the room, revealing another chamber. After Tidus pushes the pedestal into this newest chamber, leave the pedestal and return to the room that was opened earlier, enter, and remove the Destruction Sphere from within.

6. Take the Destruction Sphere to the spot where you found the Besaid Sphere and insert it into the recess in the wall where the Besaid Sphere had been. This oepns a new chamber farther down the corridor.

7. Exit the room and follow the corridor down to the room that was opened when the Desctruction Sphere was placed in the room where the Besaid Sphere had been and open the treasure chest within. There is a Rod of Wisdom within the chest.

8. Return to the pedestal that Tidus partially pushed into the room across from the room that now contains the Destrction Sphere, and push the pedastal into the room until it locks into place and sinks into the floor.


The Cloister of Trials of Kilika:

1. Go inside the Cloister and remove the Kilika Sphere from the pedastal to the left. Place it into the recess next to the door. This will result in the door being incinerated. Remove the Sphere from the recess and the flames will subside. Take the Sphere and into the next room.

2. In the next room, place the Kilika Sphere into the recess on the north wall and a Glyph will appear above the recess carving. Remove the Kilika Sphere and place it onto one of the recesses on either side of the room, and then touch the Glyph that appeared to make the wall open.

3. Take the Glyph Sphere out of the pedestal and place it into one of the recesses on either side of the room, and then continue into the next room.

4. In the next room, a chamber of fire, step onto the glowing floor switch to teleport the pedestal from the previous room into this room. Take the Kilika Sphere out of the recess on the right side of this room and place it into the pedestal. Then return to the previous room and take the Glyph Sphere from where you left it.

5. Take the Glyph Sphere to the next room and place it into the recess on the right side of the room, where the Kilika Sphere had been. This will put out the flames and reveal a new chamber.

6. Push the Pedestal that you placed the Kilika Sphere into onto the floor switch and a section of the floor will break away. Go down the stairs and remove the Kilika Sphere from the recess that is now visible due to the floor breaking away, and then place it into the recess beside of the door in the back of the room, and leave it in that spot. Return to the first part of this room and enter the chamber that was revealed when the Glyph Sphere was placed in the recess on the right side of the room.

7. From within this room, take the Destruction Sphere and go back down the stairs and place it into the recess where the Kilika Sphere that is now in the recess on the back wall had been. This will reveal a new area with a chest that contains a Red Armlet.

8. Now, having acquired the treasure of this Cloister, take the Kilika Sphere from the recess on the back wall beside the door, and proceed through the now open door to exit the Cloister.


The Cloister of Trials of Djose:

1. Take the two Djose Spheres from the recesses on the left and right sides of the room and place them into the two recesses on the door in the back. This will open the door, allowing you to proceed into the next chamber.

2. In the next room, remove one of the Djose Spheres from either side of the central door, and proceed to the right side of the room, to the right of the platform. Place the Djose Sphere into either of the two recesses, then acquire the other and place it into the other recess in this area.

3. Push the pedestal holding a Djose Sphere to the right side of the room, beneath the upside down pedestal. This will result in the Djose Sphere on the pedestal you pushed being super-charged. Remove the super-charged Djose Sphere from the pedestal and place it into the recess to the right of the door. This will cause the door to open, revealing a chamber with a pit full of lightning.

4. Remove both of the Djose Spheres that you had previoiusly placed into the recesses on the eastern wall, and place them on the pedestal. Move to the far left of the room and step on the floor switch there to teleport the pedestal back to the center of the room.

5. Now push the pedestal toward the room that has a pit of lightning. When the pedestal falls into the pit, the two Djose Spheres will allow the lightning to hold the pedestal up as a suspended platform. Have Tidus use this platform to leap over the chasm of lightning. On the other side of the pit, have Tidus push the pedestal there into the wall. This will result in the iris on the Yevon Symbol in the previous room being activated.

6. Leap back across the pit of lightning to the previous room. Once there, step on the floor switch to the left to once again return the pedestal to the middle of this room.

7. Having done this, remove the Djose Spheres from both sides of the pedestal and return with them to the first room of the Cloister of Trials. Place them both in the recesses on the left and right sides of the room. Doing this will result in the wings of the Yevon Symbol being activated.

8. Remove the super-charged Djose Sphere from the recess to the right of the central door and place it into the recess to the left of the door. The Yevon floor symbol will now be complete, and the pedestal will transform into an elevator platform. Ride the platform to the upper level of the Temple.

9. There are five pedestals on the upper level against the back wall. Push the confirm button (x) while standing in front of each of them to push it into the wall and activate the spikes along the cieling. After activating all five of the spikes, a stairy way will open on the left side of the room and a new pedestal will appear in the center. Return to the elevator platform, and ride it back down to the lower level of the Temple.

10. Once there, find the glowing spot on the west wall near the floor switch. Examine the glowing spot, and a Glyph will appear. Touch the Glyph to open the wall and reveal a Destruction Sphere. Take the Destruction Sphere and return to the upper level of the Temple via the elevator platform.

11. Upon returning to the upper level, place the Destruction Sphere into the recess on the pedestal there. This will cause a section of the wall to the right to be destroyed, revealing a treasure chest that contains a Magic Sphere. Claim the Magic Sphere from within the chest, and then climb the stairs on the right side of the room.


The Cloister of Trials of Macalania:

1. Upon entering the area above the Cloister of Trials here, sections of the floor will disappear, and a path to Tidus' right will appear. Go down the ramp to the floor below and remove the Glyph Sphere from the middle column.

2. Place the Glyph Sphere into the pedestal that is nearby, and then push the pedestal toward to an ice stalagmite that is further above. The stalagmite will disappear when the pedestal hits it. Then push the pedestal toward the downward-leading ramp on the side of the area, and follow the pedestal down the ramp.

3. On the floor below, remove the Glyph Sphere from the pedestal and place it into the recess on the far left. This will cause a cubical section of wall to rise into the above area, bearing a Macalania Sphere. Climb the ramp back to the above area and take the Macalania Sphere from the newly-risen section of wall. Go back down the ramp and place the Macalania Sphere into the pedestal.

4. Once having done this, push the pedestal toward the incomplete column on the far right side of this area. This will cause one of the sections of floor that disappeared earlier to reappear.

5. Go back up the ramp and remove the Macalania Sphere that is in a recess beneath the entrance to the Cloister of Trials, and then descend the ramp once again, taking the Sphere with you. At the bottom of the ramp, move to the column to the left and place the Macalania Sphere within it. This will cause a second section of the floor above to reappear.

6. Then proceed to the top of the ramp once again. Take the Macalania Sphere from the recess at the top of the ramp -- causing the ice ramp to disappear -- and place it into the central column. This will cause the final section of the floor above to reappear, as well as a floor switch. However, do not leave the Cloister of Trials yet, as you will have not yet acquired the treasure in this area.

7. Go back up the ramp to the area where the floor has been reassembled and stand on the floor switch. This will bring the pedestal with the Macalania Sphere to where you are standing, and will also cause a section of the reassembled floor to disappear once again. Remove the Macalania Sphere from the pedestal, and then push the pedastal down the ramp toward the Cloister of Trials. The pedestal will be redirected toward the right, and teleported into an ice stalagmite that has a Destrction Sphere within.

8. Go back down the ramp to the Cloister of Trials and step on the floor switch to teleport the pedestal -- that now holds the Destruction Sphere -- out of the stalagmite and to nearby Tidus. Have Tidus place the Macalania Sphere he is holding into the recess beneath the entrance to the Cloister of Trials, and the ice stalagmite from before will reappear.

9. Take the Macalania Sphere from the central column and set it into the recess above where the ramp to the floor below had been. It will now reappear. Take the Destruction Sphere out of the pedestal and descend the newly-reformed ice ramp to the floor below.

10. Place the Destruction Sphere into the recess to the left of the ramp's base, resulting in a section of ice behind Tidus being destroyed, and revealing a chest. Open the chest behind Tidus, and claim the Luck Sphere within.

11. Return to the above level and push the pedestal toward the stalagmites again. Retrieve the Macalania Sphere that caused the ice stalagmites to reappear a few moments before, and place it into the pedestal. Push the pedestal toward the ramp, and allow it to descend to the area below once again.

12. Descend the ramp once more and push the pedestal back toward the left, where it will lock into place with the incomplete column as it did before, reforming a section of the highest level once again.

13. Ascend the ramp once more and remove the Macalania Sphere that generates the ramp once again, and place it into the central column to reform the area above once more. Now, ascend the ramp that was the entrance to the Cloister, and walk across the completely reformed floor to exit the area.


The Cloister of Trials of Bevelle:

Note: The pedestal must have a Bevelle Sphere on it in order for it to transform into a platform for the party to use to navigate the Cloister. Also note that the pedastal can hold two Spheres, and will have to do so at several points throughout the navigation of the Cloister.

1. As the party moves along the corridor, they will stop on a Glyph that has an arrow pointing in different directions, with the direction changing every few seconds. When the arrow is pointing to the right, hit the confirm button (x) to make the party move to the right, taking a path to a lower level.

2. On the lower level, remove the Bevelle Sphere from the recess on the wall and set it into the second recess on the pedestal. Push the pedestal back onto the path and ride it back to the top of the area. Once there, use the floor Glyph to turn to the right. At the next Glyph, turn right once again.

3. Once coming to a stop, remove one of the Bevelle Spheres from the pedestal and place it into the recess on the wall. This will activate a lower portion of the Cloister. Once having done this, push the pedestal back onto the path. Ride the platform to the end of the top path and use the Glyph there to turn 180 degrees and go back the way you came.

4. Use the Glyph in the middle of the path to turn right. Remove the Bevelle Sphere from the recess on the wall here and place it onto the pedestal. Push the pedestal back onto the path, and ride the platform off the end of the path, placing you back at the start.

5. At the first Glyph on the top path, turn right and ride to the lower path. From there, turn left at the intersection ahead and go toward the end of the path. Move past the first two Glyphs and turn right at the last Glyph near the end. Take one of the Bevelle Spheres from the pedestal and place it into the recess to the left. This will open the path to a recess with a purple Glyph.

6. Push the pedstal back onto the path and ride it off the end of the path to return to the start once again. Go back to the lower path and turn right at the second-to-last Glyph. Here, walk/run to the end of the path and take the Glyph Sphere from the recess on the wall. Place it onto the pedestal and return the pedestal to the path.

7. Now, ride the path to the end and turn right once again. Remove the Glyph Sphere from the pedestal and move to the purple Glyph on the wall. Place the Glyph Sphere into the recess below it and the wall will fade away, revealing a Destruction Sphere.

8. Take the Destruction Sphere and place it into the pedestal and ride the platform off the end of the path once more, placing you back at the start. From here, ride the lower path to the second-to-last Glyph once again, and turn right. Run to the recess where the Glyph Sphere had been and place the Destruction Sphere there. This will open a new path in the next corridor over.

9. Ride the platform back to the end of the lower path once again and turn right. Take the Bevelle Sphere that you had left in the recess in the wall to the left and place it back onto the pedestal. Note: Failure to do this will make it impossible to acquire the treasure in this area, and will further make it impossible to acquire the Aeon Anima.

10. Ride the platform off the end of the lower path once more and return to the start. Ride the path to the second Glyph and turn right. Push the pedestal across the platform here and ride it to the new area.

11. Leave the pedestal at the bottom of the stairs in this new area -- not that you really have a choice -- and ascend the stairs. Collect the HP Sphere from the treasure chest to the right and the chest will disappear, revealing a floor switch. Step on the floor switch and the pedestal will be teleported to the top of the stairs. Take one of the Bevelle Spheres from the pedestal (again, make sure you have two of these before leaving the other area) and place it into the recess nearby to activate a path to the left.

12. Push the pedestal onto the path to the left and ride it to its end. Here, collect the Knight Lance from the chest and ride the platform back across the left path to the top of the stairs. Run to the right to exit the area.


The Cloister of Trials of Zanarkand:

1. While not very difficult, this Cloister does take a while. To begin, step onto the green square near the entrance to activate the Trial. The puzzle solution will be displayed on the wall in the back. Refer to it to determine which floor panels to activate. Step on each correct white floor switch to activate the correct puzzle pieces. Stepping on an incorrect floor switch will cause the puzzle to reset.

2. After activating the correct pieces of the puzzle, the door to the next chamber will open. Six pedestals will then slide into the first room, three on each side, four of which will activate new puzzles when pushed into the wall. Push the four pedestals into the wall one at a time and a new puzzle solution will be displayed for each. Each of the new puzzles must be solved in the next room.

3. You can check the screen display to see what the proper floor displays are to solve each puzzle. Refer to this when determining which floor panels must be stepped on to activate the correct puzzle pieces. Again, stepping on an incorrect floor switch will cause the puzzle to reset.

4. After solving the four new puzzles, take the Kilika Sphere from the left side of the screen display in the second room, or the Besaid Sphere from its right side, and return to the first chamber. Place the Kilika Sphere into the pedestal on the left side of the first chamber, or the Besaid Sphere into the one on the right. After placing the first Sphere into its correct spot, return to the second chamber, acquire the other Sphere, and then return to the first room and place that Sphere into its correct pedestal.

5. After having done this, the large hole in the second chamber will begin emanating light. There will now be a boss waiting in the second chamber, but, fortunately, a Save Sphere will have appeared in the first, allowing you to save your progress before attempting to fight it.

6. After defeating the boss, a lift will have appeared in the hole in the second chamber, allowing the party entry into the inner area of the Temple of Zanarkand.

Acquiring the Treasure of the Temple of Zanarkand:

Return to the Zanarkand Cloister of Trials. Within, a new puzzle solution will be displayed on the display screen. Step on the correct three white squares in the first room, and the correct four in the second chamber. This will open a panel in the first chamber that will reveal a Destruction Sphere. Take the Destruction Sphere from its recess in the first chamber and place it into the recess to the right of the display screen in the second chamber. This will cause the display screen to explode, revealing a treasure chest that contains a Magistral Rod.

Good luck.


Monsters
Aspect: Easiest way to beat a Malboro
Author: BeyondAShadow
Strategy: Okay, so you're walking through the Omega Ruins, and it seems like at every turn you run into those @*&% Malboros and their @*&% Bad Breath!!! (well technically their recolors whatever they're called...) Well fear them no more! (Note: This still work's on regular Malboros if you hadn't already assumed that.)
Step 1: Get in a fight with a Malboro
Step 2: Attack it with Delay Attack/Buster.
Step 3: The Malboro will counter and eat you!
Step 4: Attack the Malboro and/or Heal.
Step 5: Go back and attack it with Delay Attack/Buster again before it get its turn.
Step 6: Keep repeating these steps.
Step 7: The Malboro dies!
Step 8: Watch it die! Watch its painful death! Take that ya mo fo!
Step 9: Play victory music.
By doing this, the Malboro will never get a single Bad Breath attack out of its dirty mouth! Huzzah!

Aspect: Nemesis
Author: StarWarrior Chi
Strategy: Keep in mind that I do this with strong characters, all of the aeons, and the celestial weapons. When fighting Nemesis, if you do it right, you can get through the battle without having your characters receive ANY damage.
Just keep an eye on the turn chart on the right side of the screen. Have one of your characters cast Hastega on Yuna and two of your strongest characters. Now, every time you hit, use Quick Hit (meaning that the characters you use should know this skill.) This way, you'll get more hits in before the enemy gets his turn. Keep switching characters (between the three who are already in battle) until the only one who has a move before the boss is Yuna. (In other words, if you have Tidus, Auron, and Yuna fighting, then only Tidus and Auron should be hitting with Quick HIt right now while Yuna does nothing. Skip her turn until she is the only one who can hit before Nemesis does.) Then have Yuna summon something, and Nemesis will use his turn on the aeon rather than your party. Once the aeon is knocked out, repeat the process of using Quick Hit with two characters, and then summoning with Yuna.

Aspect: Neslug
Author: Milo Kisara
Strategy: Note: This will only work if your party is capable of maxing out damage 99,999 Wakka and has Attack Reels, also Tidus will need Blitzace
Start the battle with Wakka, Tidus, and anyone else. Have Tidus use Hastega, then attack Neslug with Quick Hit. Hit Neslug about 18-20 times, then defend until its Wakka's turn. Use Wakka's Attack Reels, and you must get a full 12 hit great. After it finishes Neslug's shell should break, therefore making the battle very easy. If you don't get all 12 hits, and it goes inside it's shell, then use Blitzace, for some reason Blitzace has a bug where it will do damage to Neslug no matter what.

If you overkill him you will win 2x Pendulums

Tipsy Heckler

FINAL FANTASY X-2:

Bosses
Aspect: Angra Mainyu
Author: Vespawrangler
Strategy: First off, make sure you're around level ~45-55 or so. Make Paine and Yuna into Dark Knights, and have Rikku be an Alchemist. Paine and Yuna should use Dark Wave every turn, while Rikku mixes mega-potions (IIRC, hi potion + hi potion) every turn and superwall (light curtain + light curtain, I think - if not, then whatever curtain it was that cast reflect) at the start of battle/whenever the wall wears off. Lather, rinse, repeat.

Aspect: Via Infinito; Quick Guide to Bosses
Author: Vespawrangler
Strategy: Have one of your girls be a Gunner (doesn't matter which) with Trigger Happy lv3 and equipped with the Catnip accessory (stolen from the giant Cactuars). Let her get into critical health, then have her open fire on the boss with Trigger Happy. If she dies, administer a phoenix down ASAP and repeat the process. As a note, this isn't a fool-proof strategy and requires a good deal of luck, but it tends to work if pulled off correctly.


Leveling
Aspect: Dress-spheres; Quickly Mastered
Author: Meifon Li
Strategy: Here are some tricks and tips to help master certian dress-spheres quickly:
White Mage: Have all the girls wearing this sphere in a battle with and average enemy. Constantly use pray. Everytime you use it, you'll receive 1 ability point. Just sit there and continue using it until you complete all abilities. If you wish to progress in the game, use 2 white mages and attacker.
Gunner: Instead of using the attack command always use Trigger Happy, which gives you 1 ability point each time you use it. To speed this trick up, learn Trigger Happy Lv.1 and Lv.2
Warrior: This works well with the white mage trick. Just have your warrior constantly use Sentinel, it gives 1 point per use. But have some one around to heal because your warrior will be taking hits.
Alchemist: This is on of the hard dress-spheres to level I find. I personally just use 1 Alchemist and have her constantly mix healing items. This works well with the warrior sential thrick.
Dark Knight: Just keep using Darkness. Combined with an Alchemist or White Mage, this works very well.

Aspect: Kilika Forest...best place to train?
Author: Wind of Fenrir
Strategy: Kilika is a very good place to train, considering you can kill Queen Coerls in one hit, (using the above stategy) and there are many easy to beat fiends that give a lot of experience. (Like the Dolmens give 1130) Another good thing about kilika is that you can get 3 gun mage abilities. (Storm Cannon, Blaster, and Stone Breath) And if you stay around the first save sphere, it is almost impossible to die. And as a sidenote...the best way to kill an oversouled Ironside (which can use Ultima) is to eject it with a berserker.


Miscellaneous
Aspect: Earn Gil Easily
Author: Chromefox
Strategy: Pay off O'aka's debt in Chapter 2. To do this you need to buy 100 000 gil worth of items and crap. Once you clear his debt, O'aka will fork over his wares for extremely low prices. To take advantage of this poor, annoying man, buy 99 of an item like the Hi-Potion for 50 gil. Then run over to Barkeep and sell it to him for 125 gil. Do this until you've earned back your cash. You can continue to do this and make an eventual great profit off of it. Just have that little virtue called patience and you're set.


Monsters
Aspect: Easiest way to kill Queen Coerls
Author: Wind of Fenrir
Strategy: Go to Kilika Forest in Ch. 5. Put on lure bracer, and stay around the save sphere. What you want to find is an oversouled Queen Coerl. If it isn't oversouled, it won't work, but you can battle it for exp. if you want to. Right when you find an oversouled one, use master thief. You will get the mortal shock, which is a very good accesory for disposing fiends (adds death to skills and attacks). Giving this accesory to a gunner with Trigger Happy level 3 can give you chance to kill two Queens at once, since each hit with Trigger Happy inflicts death. That sounds a lot more complicated than it is.

Tipsy Heckler

FINAL FANTASY XI:

Tipsy Heckler

FINAL FANTASY MYSTIC QUEST:

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