Final Fantasy X-2
Skip intermission sequences:
Pause game play during an intermission sequence, then press Square
to skip the current scene.
Press L1 + L2 + R1 + R2 + Start
+ Select during game play.
During a battle, press L1 during your character's turn
and a plate will appear. Choose the desired dress and press Action
to activate it. For Yuna, once you get the Special Dress, you
can use it during battle. During Yuna's turn, press L1
then R1 to the change to the Special Dress.
During a battle you can change Dresspheres in the current garment
grid by pressing L1. After completing this, press L1,
R1, X. It will now change to the special Dressphere
for each person (Yuna: Floral Fallal, Rikku: Machina Maw, and
Paine: Full Throttle).
Successfully complete the game to unlock the "New Game+"
bonus at the main menu. Select this option to start a new game
with all characters keeping the items that were obtained during
your first game.
Complete the indicated task to unlock the corresponding
Bad Ending Allow time to run out during the final Boss battle.
Happy Ending Whistle in the Farplane in Chapter 3 and get at least
a 75% completion.
Normal Ending Do not whistle in the Farplane in Chapter 3 and
complete the game.
Sad Ending Whistle in the Farplane in Chapter 3 and get less then
a 75% completion.
True Ending Whistle in the Farplane in Chapter 3 and get 100%
Hint: Chapter 1: Easy AP and experience:
Note: This trick requires a controller with an auto-fire
feature. At the start of the game after the fight with "Yuna"
and during the chase, you will fight two goons. In the next area,
you will fight two goons and two fem goons. In that room, run
over to the dock and you will see a Mog bent over and shivering.
When you try to talk to it, it will heal you fully. Set yourself
directly against her, and use the auto-fire feature. A fem goon
will run around the corner and attack you. Remain there for a
few hours to get all of ability for the thief and warrior.
An easy way to get a good amount of experience in Chapter 1 is
when you are chasing Leblanc dressed up as Yuna. All of her goons
will come after you. Keep killing them to learn techs get a lot
of items, Gil, and experience points. Do not worry about healing
-- just touch the giant Moogle (which is actually the real Yuna)
and you will be healed.
Hint: Chapter 1: Speeding up the line in
When you are going to get the letter of introduction
from Gippal, you must wait in line to get applied. Instead of
waiting, talk to the following people to speed up the line:
1: Woman in red near the line of people.
2: Woman near the Save Sphere.
3: Find two people talking to each other across from the Save
Sphere; one will be in yellow the other will be elderly. talk
to the one in yellow.
4: Fat man beside the temple.
Hint: Chapter 2: Easy gil:
Clear off O'aka's debts by buying 100,000 gil worth
of items from him on the Airship. After you have cleared the debt,
O'aka will start selling you items very cheap. Buy 99 of the items
he sells, then fly to another location and sell them at over twice
what you bought them for. For example, buy 99 High Potions from
him for 50 gil each (total cost of 4950 gil). Then, fly to the
Calm Lands and sell the High Potions for 125 gil each, for a total
of 12375 gil. That is a quick profit of 7425 gil.
Instead of traveling to another place after you pay off O'aka's
debt to make a profit of a little over 7,000 gil, just buy 99
Hi-potions from O'aka for 50 gil apiece. Then, go over to the
Barkeep (behind the counter on the Airship in Cabin, which is
next to where O'aka is selling) and sell him the Hi-potions for
125 gil each. This makes it easier to make money much faster rather
than to travel to another shop to keep selling Hi-Potions.
Pay off O'aka's debt so that he comes onboard your ship. Then,
go back and forth between him and barkeep. Buy 99 of everything
from him and sell it all to barkeep. Do this repeatedly to get
as much gil as desired.
Note: Once O'aka's debt is paid and you have enough money, buy
99 of everything from him, then sell all of that to the barkeep.
You will make a profit of 16,830 gil.
To do this, you must be within Chapter 2 and talk to Tobil. He
is at the MoonFlow. During Chapter 1, you must save the delivery
trailer from the bandits, and upon doing so, Tobil will give you
a Dress Sphere. Within Chapter 2, talk to Tobil yet again. He
complains that no one is buying tickets and puts you up to the
job in doing so. You can also make a huge profit. Use this to
make 10,000 gil within five minutes. You only have ten tickets.
The customers are as follows.
Al Bhed Woman wearing pink near entrance (will pay 1,500 gil)
Woman wearing red headband, before reaching Tobli (will pay 1,500
Woman standing beside child, after Tobli (will pay 1,000 gi!)
Woman wearing yellow and orange, standing across from Save Sphere
(will pay 1,500 gil)
Man wearing orange and green, sitting on bench (will pay up to
Person wearing green, sitting on dock stairs (will pay 1,500 gil)
Person wearing green, standing next to dock (will pay the highest
Go on the other side of the Moonflow (ride the Showpuff); the
child wearing white shirt, standing beside Hypello (will pay up
to 2,000 gil)
Person in yellow dress standing at the top of the ramp, same side
of the Moonflow as the kid above (will pay 2,000 gil)
Woman in green standing across from the bench in the direction
of going to Guadosalam (will pay any amount of gil)
Your reward should be 10,000 gil or higher. You also will receive
Seething Cauldron Garment Grid, Muscle Belt.
During Chapter 2, visit Guadosalam. Visit the hotel owner and
choose the "Got any data?" option. Note: Save the game
first. The hotel owner will ask for 10,000 gil for a clue regarding
somebody in Guadosalam who could buy the data from you. Pay the
person. If the clue is "It's the last person you'd expect,
no question", the buyer for some reason is the person who
you bought the data from. If it is a different clue, restart the
game and keep trying until you receive that clue. If you get the
clue, return to the hotel and press Square to ask if the
hotel owner wants to buy the data. He says "Yes", and
in return gives you 100,000 gil, giving your an easy 90,000 gil
and Jonathan Ball.
Hint: Chapter 2: Defeating LeBlanc Goons:
For all of the Boss fights while you are "liberating"
uniforms to sneak into Guadosalam, both Logos and Ormi are effected
by Sleep. If you have been using Yuna's Songstress ability, you
will learn "Sleepy Shuffle". Have Yuna put them to sleep
and defeat them easily.
Hint: Chapter 2: Paying off O'aka's debt:
After O'aka is allowed to come onto the airship, wait
until Chapter 2. Save about 10,000 gil. When Chapter 2 starts
and the mission to find the uniforms begins, go to Guadosalam.
Save at the Sphere and go to the right, into the Inn. Ask the
man at the desk if he has any data. Buy it from him for 10,000
gil. Next, find the person the clue describes. Sell them the Sphere
and you should get a good amount of money. If your pocket book
is at about 0 gil and you did not get about 60,000 gil when you
sold the data, reset your game and go to the man at the Inn again.
It should be different data this time. Do this until you get 60,000
gil or more. Next, board the airship and start buying 99 of every
item. Then, turn to the barkeep and sell all the items. Go back
to O'aka and keep doing this until you get his debt down to 0
gil or at least a very low amount. If you need some more gil.
sell off unneeded items or raise some money by fighting some fiends,
pilfering gil, etc. Then, return and continue buying and selling.
Although it seems like a lot of work, it is a lot less than what
you would have to do to raise 100,000 gil in battle. It also pays
off because he sells you all the same items very cheap afterwards.
By paying his debt off by Chapter 3, you will be able to buy very
nice items from him later in the game.
Gary Tedesco, Jr..
Hint: Chapter 2: Easy AP:
Be on Chapter 2 with a Lure Ring, White Mage Dressphere,
and the dresses you would like to master. Go to Besaid Islands
and to the zone where there are the waterfalls and bridges. When
heading frp, the Save Sphere towards the beach, you will reach
the first of the two bridges. Behind the first one is a little
passage to go down. Down there is a chest containing an item (varies
depending on the chapter). Once there, set up one of your three
characters as a White Mage and the other two as characters where
the first command is to attack. Note: This does not work for Black
Mages. Once you have the proper dress on, equip one with the Lure
Ring. If you have time, leave the menu screen, and hold Left.
A battle should happen quickly, and the enemies (if done before
the end of the chapter) should be easy to defeat. Hold X
and the two fighting classes will instantly attack, and the person
as the White Mage will do Prayer, healing them back to full health.
To do this automatically, tape the Analog-stick to the
left, causing the character to run left. Since nothing needs to
be pressed Left in battle screens, it will not effect the
battle. Also, tape down X. Watch a few battles to make
sure it is working correctly. In a little over an hour, you can
master one Dress Sphere per person. Note: Change the dresses,
keeping at least one a White Mage for an easy AP gain.
Hint: Chapter 2: Easy experience:
When you have completed the first level of Gunner's
Gauntlet on Chapter 2, (defeating the man with 500 points on Besaid
Island), play it until you complete level 6 by obtaining 1300
points. After that, try the next level. However, instead of trying
to obtain the minimum (1,400 points), try for 2800 points. With
some practice, and if you are able to keep your chain bar full,
it is an easy shot. If you do not reach 2800 points, do not finish
the game. Instead, die or let the timer finish. Getting 2,800
points on max level is more difficult; there are too many enemies
and you do not have time to kill them all without being hit. Also,
on level 7 there are a lot of enemies, but just enough to give
you time to kill them. Another trick to avoid being hit is to
go behind the last big waterfall in the area just before the big
machina, and stick to the ledge closest to the screen. This way,
monsters will pass behind you without hitting you; the only thing
you have to worry about is having enough ammunition.
Towards the end of Chaper 2 when you go to Bevelle with LeBlanc,
you will reach a part with a hole, and rotating stairs in that
hole that lead to a hallway. If you are already at level 20 and
have learned Reflect with your White Mage, you can fight the mini-Bosses
without the fear of loss (with the exception of Overdrive, where
they begin to use physical attacks). Cast Reflect on the party
at the beginning and start attacking. The Thief is also useful;
steal items from the Bosses then resell them for quick gil. Do
not forget to Pilfer Gil (nets about 1,000 gil on average). Georapella
gives 800 experience points and 1,000 gil per round and Precepts
Guard gives 700 experience points and 800 gil. When they decide
to Oversoul, cast Protect first, then Reflect. After they Oversoul,
expect an additional 800 experience points for your efforts. If
you cast Reflect first then attempt to cast Protect on yourself,
you will only cast Protect on the Boss, and not yourself. When
you are running low on MP, go back to the Save Sphere. Note: Precepts
Guard has a Demi attack which hurts you, but he cannot kill you.
Hint: Chapter 2: Soul Of Thamasa:
The first time you enter Zanarkand in Chapter 1, as
you are on your way through the Chamber Of The Fayth make sure
when talking to Cid you answer affirmatively when asked if you
have a bone to pick. Return to Zanarkand in Chapter 2 during your
clothes hunting mission. When you talk to Issaru, he will say
the monkeys have become a problem, and that Cid is gone. This
is a monkey matching game. The names are the clues (for example,
Arroh and Quihvrr , Sol and Luna, etc.). The monkeys can be found
from the room where Yunalesca resided in Final Fantasy 10
to the long hallway entering the temple. Once you matched up all
the monkeys, you will receive Soul Of Thamasa, which doubles the
strength of your spells and the mana cost.
Hint: Chapter 3: Defeating Ifrit:
Rescue all fifteen people from the cave in the Calm
Lands to get a Garment Grid called Tetra Master. Set this grid
up with your desired characters Dress Sphere around the green
emblem (Fire Eater ability). Then, switch the Dress Sphere across
the green emblem during the battle with Ifrit. This will cause
half of his attacks to actually cure your party. For example,
if you want two Dark Knights and a White Mage set the Dress Sphere
as follows: White Mage <---> Green Emblem <--> Dark
Knight. If you want Yuna to be your mage, before the battle set
her as a Knight. If Rikku and Paine are to be your knights, set
them to mages. Then, when the battle begins press L1 and
change Yuna to mage, press L1 turn Rikku to knight, and
press L1 turn Paine to knight. All of your characters will
now have Fire Eater ability and will absorb fire attacks.
Hint: Chapter 3: Defeating Garik and Ronso
Quickly kill off the two (or one depending on your
answers to Ronso questions in Chapters 1 and 2). Have Rikku as
a thief with the Pilfer MP ability. Since Garik only has 230+
MP, it will take about four turns until he is out of MP and cannot
cast Might Guard, Protect, or any of his other status effects.
Simply dispel his current status with a White Mage or a Dispel
Tonic, then attack until he falls.
Hint: Chapter 3: Easy experience:
After you save the tourists in Chapter 3, go back into
the Cave of the Stolen Fayth and equip a Lure Bracer on one of
your characters. Battle here for a few hours for easy experience
and AP. This is also a good location in Chapter 5 as well, but
not as good as in the Farplane. After you defeat Shiva, spend
some time running around the Save Sphere that she leaves behind.
This is the best place to train in the entire game.
Hint: Chapter 3: Easy AP:
Go to the Besaid Temple and equip a Lure Bracer. The
three different Fiends here have a small amount of HP and only
use magical attacks. The Paikras use second level Black Magic
spells such as Thundara. Zurvans use similar spells, and the Haunts
use Doom and Thundara. Have one of the girls as a White Mage and
the other two as anything. Note: If you want to do this for the
Black Mage, make sure she knows Focus. Have your cursor set to
Memory Drain on the options menu. Find a place in the temple.
Have the White Mage do Prayer, and other two attack/Focus. It
requires about two hours of battling like this to completely master
the abilities with the Dress Spheres. Tape the Analog-stick
Left + X. Note: Using an Alchemist that knows Mega
Potion works even better.
Hint: Chapter 5: Defeating Behemoth:
Cast Auto-Reflect, so that the Thunder that Behemoth
casts will hurt itself. Note: You may need a White Mage to dispel
his Mighty Guard.
Hint: Chapter 5: Defeating Nooj:
Go to the secret dungeon of Mushroom Rock Road (where
you first get a Crimson Sphere). Put all ten Crimson Spheres you
have collected and enter the dungeon. Once in follow the red arrow
to the end, an intermission sequence will begin. After that, a
couple of Boss fights will begin. The very last battle is against
Nooj. Nooj as about 23,000 HP and has very difficult attacks.
Start by casting Protect on your entire party and have two Dark
Knights , After that, always keep your HP over 2,000. Keep attacking
with all you have got, and at some point be prepared for Nooj's
Lightfall. It is an attack that can hit for 5,000 damage, even
with Protect. This attack does not happen very often.
Hint: Chapter 5: Easy AP:
Be on Chapter 5 with a Lure Ring, White Mage Dressphere,
and the dresses you would like to master. Go to Bevelle and to
the underground passage that the Kinder Guardians found. After
talking to the old man, and getting Crimson Sphere 6, run straight
and drop down the hole. You will be on level one. Make sure the
level is like a circle, with a Ton Berry standing on a small platform
by himself when you first enter. If it is not set up like this,
restart the level repeatedly until it is. Once it is like that,
go to the top left corner. Once there, set up one of your three
characters as a White Mage and the other two as characters where
the first command is to attack. Note: This does not work for Black
Mages. Once you have the proper dress on, equip one with the Lure
Ring. If you have time, leave the menu screen, and hold Left.
A battle should happen quickly, and the enemies should be easy
to defeat. Hold X and the two fighting classes will instantly
attack, and the person as the White Mage will do Prayer, healing
them back to full health. To do this automatically, tape the Analog-stick
to the left, causing the character to run left. Since nothing
needs to be pressed Left in battle screens, it will not
effect the battle. Also, tape down X. Watch a few battles
to make sure it is working correctly. In a little over an hour,
you can master one Dress Sphere per person. Note: Change the dresses,
keeping at least one a White Mage for an easy AP gain.
Hint: Chapter 5: Easy experience:
In the Thunder Plains, in the cave where you save Cid,
there are Machina that do little damage but are worth 1,000 experience
points. Fight at least ten to fifteen battles to gain a new level.
Agree to go into one of the holes, then work your way down to
Shiva and defeat her. Then, equip the Lure Bracelet and walk around
the save point. You will gain 1,700 to 2,400 experience points
per battle. If your health gets too low, just go to the save point.
Hint: Chapter 5: Easy Gil:
Go to the Farplane Abyss. Go to the location where
you meet Gippal (near the Save Sphere). Have a girl with a Lady
Luck Dress Sphere and the abilities Gillionare and Critical learned.
Also, be at least level 65. Equip Lure Bracer and if you have
it, Iron Duke. Fight in the location slightly under Gippal. You
should encounter a worm type fiend. It will be an easy battle
because your Lady Luck should do 9999 damage with the Critical
ability. The other two girls should be Dark Knights. When you
defeat him, he will drop 6,000 gil which will double to 12,000
with the Gillionare ability. You can also try equipping Key To
Success, and having more than one Lady Luck with Gillionare.
Hint: Chapter 5: Bonus treasure chest:
Go to the Farplane by speaking to Brother on the bridge
of the Celsius and choose "Besaid Temple" as the hole
that you want to jump into. Defeat Shiva, The Magus Sisters, and
Anima. After that, use the Save Sphere to return to the Celsius.
Next, return to the Bridge and talk to Brother and choose to go
to "Kilika Temple". You will reach the Farplane Abyss
again. Use the Save Sphere near Leblanc and the others to return
to the Celsius. When you reach the Farplane Abyss again, use the
Save Sphere to return to the Celsius. Then speak to Brother and
enter via Bevelle. Once you are back at the Farplane Abyss again,
return to the Celsius via the Save Sphere and talk to Brother
one last time then enter via the Calm Lands Gorge. You will make
it down to the last large platform. At the bottom, a bonus treasure
chest will appear. You can get the Meggido Garment Grid from it.
Hint: Chapter 5: Machina Maw Break Damage
Go to Mushroom Rock and compete in the tournament by
talking to all the people around the entrance. Someone will take
you to compete in it. Once you have finished the tournament, go
to the elevator that takes you to the headquarters of Youth League,
but do not take it to the right of it around where you see Wakka.
Hit the captain of the crusaders. There will be a treasure box
containing the Break Damage Limit for Rikku's special Dress Sphere.
Note: It is unclear whether you need to win the tournament for
it to appear.
Hint: Chapter 5: Maechen's secret:
During Chapter 3, make sure you complete the Monkey
Matching game in the Zanarkand Ruins. During Chapter 5, return
to Zanarkand and an intermission sequence will play. After the
scene is over, Maechen will appear. Talk to him and he will ask
you if you want to hear more about Vegnagun. Select "Yes"
and he will tell you the story behind Vegnagun. Rikku will ask
Maechen how he knows so much, and Maechen's deepest secret will
The man speaking the in Dress Sphere obtained on Mt. Gagazet in
the second mission is Maechen. In Chapter 5, Maechen tells Yuna
that he is an unsent and he did not remember this until he shook
her hand. Maechen will say that it made him remember the time
when he shook Lenne's hand a 1,000 years before. The man in the
Dress Phere talks about how he could not believe he got a ticket
(Lenne is a songstress) and got to shake "her" hand.
If this is not convincing enough, the voice of the man in the
Black Mage Dressphere is the same voice of Maechen.
Hint: Defeating Aeons:
When fighting the Aeons such as Shiva or Ifrit, use
the Garment Grid Tetra Master. It makes it a lot easier if you
are attacking with the four elements.
Hint: Defeating Angra Mainyu:
Angra Mainyu has 333,444 HP. Before the battle, stock
up Gems, Elixirs, Mega-Potions, Mega-Phoenixes and X-Potions.
The Boss has three parts: Angra Mainyu, Tawrich, and Zarwich.
Angra Mainyu does not have too powerful attacks, but look out
for Flare. It can deal up to 9,999 damage. He also has Perdition's
Flame, which reduces HP to about half. Those are the only attacks
to be concerned about from Angra. Tawrich has an attack that is
done the eighth turn every time that deals about 100 damage and
also puts Silence, Darkness, Poison, and sometimes Confuse statuses
on each character. When this happens, have an Alchemist use Mix
with two Remedies. Zarwich has one attack of concern that takes
four points from your main stats and drains MP. Start the battle
by having an Alchemist always mixing Holy Water and any type of
Gem to do about 10,000 damage. Have a White Mage heal the party
when needed. Also, cast Protect and Shell, just in case. Have
an offensive class (Dark Knight recommended) to attack the entire
time. Fight him when at about level 50 to 60. After defeating
him, you will get a ribbon and only 4,300 experience points.
Cast Reflect on the center person. When it casts cure on itself,
it will instead go on to one of your party members.
Do not attempt this battle unless your team at least level 70.
Use two Dark Knights (preferably Yuna and Paine) and one Alchemist
that has Stash: Mega Potion and the ability that cuts item usage
time by 80%. Have your Dark Knights use Darkness constantly, your
Alchemist use Stash: Mega Potion constantly. Be careful when Angra
Mainyu goes to revive the Tawrich and Zarich. They have 5,650
HP each and Angra Mainyu can use Perdition's Flame if either one
is alive. If you do not have a lot of HP when she casts that attack,
you will not survive. If you have any Ribbons and Speed Bracers,
use them here. Have plenty of Star Curtains to keep Reflect going
as Angra Mainyu can cast Dispel and Flare. Using this strategy
will enable you to take her out in about thirty minutes.
Have all of your characters up to about level 60. Have Paine know
Darkness for the Dark Knight Dress Sphere, Yuna know Magicide
for the Samurai, and Rikku know Mega-Potions or the Alchemist.
It is also a good idea for someone to have either the White Signet
GG or the White Magic Lore and know most of the White Magic skills.
Once you start the fight, have Paine use Darkness to knock out
the arm things. They have about 5530 HP. Have Yuna use Magicide
on the center monster, and have Rikku keep everyone alive. Focus
on destroying the center monster's MP. Once that is taken care
of, destroy the two arms and waste the rest of your MP. The center
monster will waste the rest of its time trying to drain your non-existent
MP, leaving you free to attack it until it dies. Using a Warrior's
Assault can help this go by faster.
Wait until Chapter 5 to fight Angra Mainyu. Although he is most
powerful in Chapter 5, you can defeat him easily if you go to
Bevelle first. The Kindaguardians have found something of interest.
Save, then enter, You need to get to level 40. Every 20 levels,
there is a Boss; exit and save. You can exit by stepping on the
blue thing on the ground ones you enter. When you defeat the Black
Elemental, it turns into a chest and gives you some great items.
It has the Cat Nip item. This allows you to hit for 9,999 points
when your health is in yellow no matter what you do. Give it to
a Gunner. Use Trigger Happy and you will hit him for 9,999 about
ten times. Keep doing this until you win.
Make sure that you have three Gun Mages with Mighty Guard, White
Wind, Absorb, and Annihilator. First, cast Mighty Guard. Keep
firing Annihilators at Angra Mainyu. It will do 9,999 damage each
time. At times, Tawrich will cast Bloody Breath on your party.
If he chooses to do this, then cast White Wind. When you are running
low on MP, absorb from Zarwich or Angra Mainyu. Watch out for
Perdition's Flame, as it will take out half or all of your life
sometimes, and for Flare as it will take it all out. Stock up
on Phoenix Downs, Megalixirs and Mega Potions.
You must be at least level 35 and have guards against Confusion,
Alchemist with Mix learned, Gun Mage with Annihilator Blue Bullet
(learn from level 5 experiment), Dark Knight with high HP and
Darkness, as well as 99 High Potions, 99 Potions, 99 Ethers, 99
Phoenix Downs, and as many Mega Phoenix Downs as possible. Have
the Alchemist mix a High Potion and a Potion to get a Mega Potion
every turn, unless Bloody Breath is used. When this occurs, mix
two Remedys. Have the Dark Knight use Darkness unless someone
is killed. When that happens, use a Phoenix Down or Mega Phoenix
Down. If only one person is alive, have them use a Mega Phoenix
or mix one with a Phoenix Down. Have the Gun Mage use Annihilator
and when she runs out of MP, use an Ether or Turbo Ether on herself.
By doing this, you should rarely see Perdition's Flame. If you
do, have the Alchemist mix a Turbo Ether with a High Potion.
Train all of your characters to level 90. The best place to train
is the Farplane. Then, fight Angra Mainyu. Whenever one of his
counterparts dies, he will always cast Full-Life on them. Attack
Tawrich first. If you are strong enough, he should die in one
hit. When this happens, Angra Mainyu will cast Full-Life immediately.
Just kill Tawrich again and ignore Zawrich for the time being.
His attacks are not that strong. Do not worry when he drains all
your MP; you will not need it. If you are fast enough, Angra Mainyu
will spend all his time reviving Tawrich instead of using his
strong attacks. Also, killing Tawrich will eliminate all his strong
attacks. However, sometimes if you are not fast enough, Angra
Mainyu will use one of its attacks, then cast Full-life. Do not
worry about this and continue until he dies. All your characters
must have a high strength and HP, such as Dark Knight or if your
on a New Game Plus, then use Mascot. Otherwise, use Warrior.
Hint: Defeating Anima:
When facing Anima in Chapter 5, all he does is attack
and Pain. If you cannot defeat him by healing and hacking, level
up and try again.
Hint: Defeating Bahamut:
Use a highly advanced special Dress Sphere and heal
when he counts down for the big attack. Note: This will be a long
Get Paine's Full Throttle Dress Sphere from Trommel in the Macalania
Woods Spring that Auron cut through in Final Fantasy 10.
Use that with the Unerring Path Garment Grid, Get the ability
Fiers, and use it while healing with the Dextral Wing and using
Buckle Feather to lower his defense. Then, use Steel Feather to
raise your strength. Impulse is your worst threat because it can
do 600 to 800 damage to the party. Mega Flare can only do 300
to 400 damage to the party as Full Throttle. This can also work
for any other battle, but you can use Sword Dance even better
when you get it. It can do two to three times more damage to every
mark newman II.
Hint: Defeating Baralai:
Raise your characters to about level 25. Have Yuna
as a White Mage and use her Prayer ability. Have Rikku and Paine
as warriors. Make sure one of the warriors have the Assault ability.
This will cause the warriors to kill Baralai in at least thirty
Have everyone at level 25 and set them all as Thieves. When the
battle starts, simply use a Chocobo Wing to put the entire party
under Haste. After this, hold X. You should be able to
defeat him in about two or three turns. Also, since Thieves are
the fastest class, he should not have much time to attack you.
Have Yuna as a Gunner, Rikku as a Thief, and Paine as a Warrior.
Watch for his major attacks. Have someone be a Curer with Potions
and Phoenix Downs.
Hint: Defeating Black Elemental:
Note: This is the Boss on the 40th floor of the Cloister
Of Trials. Enter the fight with all three of your characters as
Gunners that have mastered the Table Turner ability. Before the
battle, equip all of your characters with an accessory that protects
against Berserk. As soon as the battle starts, have all three
use Table Turner. This should do massive amounts of damage to
the Boss, since his defense is 255 with some luck you can kill
him before he gets a chance to cast Ultima.
The Black Elemental is found on the 40th floor in Via Infinito
at Bevelle. He can cast Flare which can cause 9,999 damage. An
easy way to defeat it is to have a White Mage or someone else
cast Reflect on the entire party. The Black Elemental has almost
no physical attacks. All of its attacks will be reflected back,
even Flare. Keep attacking while it hurts itself to quickly defeat
Ultima cannot be reflected, so Auto-Reflect will only work for
awhile. For a quick and easy win, have a Dark Knight with 5000
Hp use Charon. To get more HP, use Bangles, or better yet, Adamantite.
Hint: Defeating Chac:
Note: This is the Boss on the 80th floor of the Cloister
Of Trials. Chac is a unique Boss, since it has the ability to
Stone your characters even if they are equipped with accessories
that nullify Stone. Also, there is a good chance that he will
Oversoul at the start of the battle. First, make sure that you
have one character as a Gunner with the Trigger Happy level 3
ability learned. Make sure your Gunner is also equipped with the
Cat Nip accessory and is using the Highroad Winds Garment Grid.
This will let your Gunner attack as soon as the battle starts.
After this is done, lower your gunner's HP until it is in the
yellow range. Try using the central lift, kill your Gunner, then
bringing them back to life after you have killed the enemies.
It is important that you do not save your game, as this will completely
heal your gunner. As soon as the fight, starts have your Gunner
use Trigger Happy level 3. This will cause 9,999 damage to the
Boss on each hit made with Trigger Happy. While your Gunner is
using Trigger Happy, have your other two characters use Softs
and Phoenix Downs on anyone that needs it. Remember to give your
Gunner first priority for healing. After hitting Chac with Trigger
Happy three to five times, he should be defeated.
Get a Berserker or Rikku's Mascot: Instinct. Then, use Eject.
You might miss a few times, but it will work.
If you are somewhat weak, try using two Berserkers (they are quick
and strong if you are able to use them as attackers, if only to
delay her slightly), or Alchemists with items level 2 (you will
need to use Phoenix Downs and Softs quickly). Either of those
choices should also include a member with Speed Bracer and a Gunner
with Trigger Happy level 3, Critical HP, Sprint Shoes (or Speed
Bracer), and Cat Nip. Use Trigger Happy immediately; with Sprint
Shoes you will start with full ATB. Try to get at least 11 hits.
Repeatedly do this until she is dead, using items with the other
two. Do not bother healing unless you are strong enough to survive
her attacks. She should be defeated after four Trigger Happy barrages
if the total hits equal 41 or 42. If it is a New Game+, have more
Gunners with Cat Nip and she will be defeated faster.
Have all your characters over level 60. Equip everyone with the
Gunner Dress Sphere. Learn Trigger level 3. Equip The Cat Nip
to everyone, plus one other accessory of your choice. Have all
your characters in the yellow before going into the battle so
that the Cat Nip is effective from the start. Go into battle and
have the first girl use her Gunner Happy. Press R1 very
fast. When there is only a few seconds remaining on her Trigger
Happy, get the next person to start their Trigger Happy, and so
fourth using the same technique. Doing this correctly should have
the Boss delayed to attack, because your are continuously hitting
Chac with the Trigger Happy.
This is a take on the idea of using a Gunner with Critical HP
equipped with Catnip and having First Strike, only its a bit faster
and not as risky. If your Gunner also has the Haste Bangle on,
you can do up to 18 chains on Chac with one Trigger Happy level
3. Aside from that, you will need a Dark Knight with maximum HP
at least. Try to time your attacks so your Gunner will be doing
her second Trigger Happy while your Dark Knight is doing Black
Sky. The combination of the two attacks should kill Chac. You
will probably need to heal or use Soft or Remedy in between the
Gunner's two sets of Trigger Happy. As long as your Gunner and
Dark Knight are fine, you will win. However, all three of the
girls should be at level 99 and have as much HP as possible before
attempting this. Having an Alchemist is also a possibility. This
method actually makes the battle a lot faster and less stressful,
but you need good timing.
Hint: Defeating Coeurls and Queen Coeurls:
Have someone cast Reflect at the beginning of battle.
This eliminates the devastating magic attacks, and it will take
damage instead of your party. Next, have an accessory or ability
equipped that is death proof. When it uses its Blaster attack,
you will have 1 HP remaining instead of an automatic K.O. You
are invincible against Coeurls now, since it never uses physical
Hint: Defeating Concherer:
Note: This is the Boss on the 60th floor of the Cloister
Of Trials. Before entering this fight, there are a number of things
you must do. First, make sure that you have one character as a
Gunner with Trigger Happy level 3 ability learned and equip them
with the Cat Nip accessory. After this is done, you need to lower
your Gunner's HP until it enters the yellow range. Try using the
central lift and killing your Gunner off, then bring them back
to life after killing the enemies. With these steps done, you
are now ready to take on Concherer. It is very important that
you do not save your game. Doing so will completely heal your
Gunner. As soon as the fight starts, have your Gunner use Trigger
Happy level 3. This will cause 9,999 damage to the Boss for every
hit you make with Trigger Happy. While your Gunner is using Trigger
Happy, have your other two characters use Phoenix Downs to bring
back any downed allies. If there are none, then they should be
using a Phoenix Down on your Gunner even if they are still alive.
It should take your gunner two to three turns to take down this
Hint: Defeating Dark Flans:
Use Armor Break on it and you can easily do 9,999 damage
per hit. This much better than using Zombie attack, and is quicker.
Hint: Defeating the Machina Panzer Boss:
Defeating the Machina Panzer Boss at the Thunder Plains
in Chapter 4, depends on what you did in Chapters 3, 4,and perhaps
5. In random battles of those chapters, you may have noticed little
annoying enemies called Watchers. Kill them first in every battle
by only attacking and using no other abilities. Each of the Watchers
came from the Machina Panzer. The Watchers report each and every
skill that was used, and those abilities will be sealed from being
used in battle with the Boss. The Machina Panzer can use those
abilities in the battle. As the battle continues, more Watchers
appear, scanning your abilities. Kill them first, then continue
to attack the Boss and the battle should end quickly.
Hint: Defeating the Magus Sisters:
When facing the Magus Sisters in chapter 5, focus all
your attacks at the little one first, because she has the lowest
HP. If you kill her first, then they will not be able to perform
their Overdrive. Next, go after the tall one since she has a strong
attack. Do not forget to cast Shell and protect on yourself. Just
keep hitting them until they die.
To defeat them easily, level up and have a high HP. Then, focus
your attacks on the fatter sister so they cannot use Delta Attack.
As long as she is alive, they can use that attack. Then, attack
the taller one. Heal if necessary. Finally, attack the smaller
one. It may be difficult, but it is effective.
There are two ways to go about this. First, it is recommended
that you defeat Cindy first. This will take away their chance
of healing and Not-So-Mighty Guard. She has a lot of health, so
this will not be easy. Start the battle with a White Mage and
two strong attackers. Be sure you have about ten X-Potions and
a few Mega Phoenix. Try using a Samurai with Fireworks and Fingersnap.
Fireworks is extremely strong and is capable of over 900 damage
to each character. At first, have both of your attackers take
down Cindy quickly. Have your White Mage cast Protect first, then
Shell, or use accessories that nullify elemental damage; Mindy
can cast those very quickly. Chances are they will execute at
least one Delta Attack. After this, have your attackers use an
X-Potion and have your White Mage cast Curaga. It is likely that
Mindy will use magic before you can heal, but if she uses Passado,
it will do no damage all fourteen times. Use Dispel and Fingersnap
on the other two after Cindy is dead. Then, focus on Sandy, then
Mindy. If you use a Samurai, the Nonpearil skill will guarantee
a hit every time. Keeping your party healed is crucial to this
battle. Have your White Mage cast either Cura or Cure throughout
the entire battle. Prayer will be too weak and if you leave them
un-Shelled, Mindy's magic and Passado will to tremendous damage.
Sandy's Razzia will also leave you in trouble, but Shell will
decrease the damage about half, and Protect will also cut Passado's
damage considerably. Using Haste or Chocobo Feathers will also
be beneficial, as you can score more hits on Cindy or whatever
sister you choose to eliminate first.
Have a party of everyone at least at level 40. If you are not
at this high of a level, train near Shiva's Save Sphere. Have
a Dark Knight use Darkness every turn, a Berserker attack Mindy
quickly, and an Alchemist mixing a Potion and a Hi-Potion every
turn. Once the Berserker and the Dark Knight have killed Mindy,
the fight is easy. Mindy's Passado attack can do up to 1,500 points
of damage; so kill her quickly. If done correctly, you may never
see the deadly Delta Attack. Mindy has 9,788 HP, Sandy has 10,330
HP, and Cindy has 12,240 HP.
Hint: Defeating Mega Tonberry:
On the 41st floor and above in Via Infinito, the Mega
Tonberry will appear. You can also avoid it, but if you accidentally
run into it, you will have a very difficult battle. If you are
level 75 or below, you have no chance of defeating it except by
extreme luck. The best chance of defeating it at a low level is
to use the Cat Nip with the level 3 Trigger Happy strategy. Even
sp, you might not be able to defeat it if you do not hit it enough,
as it has 48,600 HP. It also has no advantages to fighting it,
as it only results in 2,600 experience points, little gil, and
only 2 or 3 AP. The best strategy is to just avoid it.
Hint: Defeating Shinra:
To defeat Shinra in the Sphere Break Tournament during
Chapters 3 and 5, have at least one Coin that has Coin Count Echo
ability. To do a Coin Count Echo, use the same number of Coins
to get a Core Break as many times as possible. For example, if
Core says to make a multiple of 9, use the Coins 5 and 4. If the
Core says to make a multiple of 8, use the Coins 4 and 4. The
Echo Bonus will keep adding up and will eventually add a major
bonus to the quota required (for Shinra it is 50). Shinra's Core
Sphere sometimes messes your Echo Bonus by requiring you to make
a multiple of 1. If this happens in the last few turns of the
match, select as many Border Coins as possible without using them
all. Defeat Shinra and you will receive the Lady Luck Dress Sphere.
Note: If Coins on the grid contain Item or Rare in their abilities,
use them and you may receive the Treasure Hunt Garment Grid.
Hint: Defeating Shiva:
At the beginning of Chapter 5, talk to Rikku's brother.
He will ask you five things. Choose the first option twice and
you will go to a hole inside Shiva's temple. Keep going down and
you will find Shiva. She is quite weak, but there is one thing
she can do. She will use Heavenly Strike on you. When that happens,
your character will be frozen and will not be able to move for
about four turns. Try to level up a lot and use Haste because
she is very fast. Have someone cast Shell and Protect so that
the damage will be reduced. When that is done, keep hacking at
her until she dies.
Hint: Defeating Shuyin:
When you fight Shuyin, attack with all the party members
as a Gunner. Use the level 3 Trigger Happy every round and use
a Hi Potion when needed. If your Trigger Happy does 150 to 200
damage, you should defeat him in less than five rounds.
Hint: Defeating Trema:
After fighting Paragon at the bottom of the Via Infinito,
you have to fight Trema without getting any chance to heal. He
has 999,999 HP and will attack you about three times before you
have a chance to attack. Have two Dark Knights with high defenses
and magic defenses equipped with anything to raise both defenses.
Have the remaining girl a Gunner with the Catnip accessory and
anything to raise Luck. All need the Higher Power Garment Grid.
The Dark Knights are to be both a healer and an attacker (one
or the other). The Gunner needs yellow HP in order to be useful.
Once the battle starts, use a Stamina Tonic followed by a Megalixer.
Once you have taken half his HP, he will use Meteor. If you have
Protect on all your people, then only the Gunner will fall. Just
revive her and unleash the Trigger Happy Level 3. After you have
taken away 75% of his HP, he will use Meteor again. Before you
take any more of his HP away, drain all 999 of his MP so he cannot
cast Ultima after he loses 85% of his HP. He only uses Meteor
twice and Ultima once. Protect can be difference between winning
and losing in this battle even if you are at maximum level. If
desired, you can also steal Dark Matter from him (using the Treasure
Hunter Garment Grid) and use it on him, just as long as you have
the Invincible equipped on that person.
Have all your characters to at least level 90. All three of them
need to have the Valiant Lustre Garment Grid equipped. Two of
them should be Warriors with the Sentinel ability. They should
both be wearing a Crystal Bangle and a Champion Belt for accessories.
The third character should be a Gunner with Trigger Happy level
3 with the Cat Nip accessory and a Sprint Bracer equipped. The
Gunner should also have either Pilfer MP as Thief or Absorb MP
as a Black Mage. Once the battle with Trema begins, have both
your Warriors drop into Sentinel defense. They become almost invincible,
with everything except magic doing only 1 damage, including Meteor
as it is considered physical and not magic. Before actually attacking
Trema, drain all his MP right off; no Demi randomly thrown in,
and no Ultima after you knock off 85% of his health. Do not use
Soul Srings to do this. Soul Springs will eventually wear-off
and he can begin again. Also, he will use a lot of magic the moment
he can if you have really hurt him. Instead, have your Gunner
change to either a Thief with Pilfer MP or a Black Mage with Absorb
MP and take his MP that way. There is no way for him to get it
back now. Once his MP is out of the way, revert her back into
Gunner, and let Trema kill her. Keep one Warrior in Sentinel mode,
and use the other to revive the Gunner with a Phoenix Down. Once
she is up, she will be at Critical HP. Then, just keep the Warriors
in Sentinel, while you hammer on Trema with the Gunner's Trigger
Happy, using the Cat Nip to slaughter him. He can still use Meteor,
and will after 50% of his health, and again after 75%, never again.
Your Gunner will not survive it, but your Sentineled Warriors
will not suffer more than 20 damage. Use one to revive the Gunner,
then continue. Whenever the Gunner dies, use a Warrior to revive,
keep the other in Sentinel, and continue. If your Warrior's health
drops below 4,000 while reviving the Gunner, just put that one
back in Sentinel and have the Gunner heal the Warriors before
continuing her assault on Trema. About the only things you will
use up for items are X-Potions and Phoenix Downs, rather than
Mega-Pheonixs, Soul Springs, Elixirs, Megalixirs, and Mega-Potions,
as well as Pheonix Downs, and X-Potions (as most of the other
strategies for Trema end up with you having to use them).
First, have all of your characters to at least level 90. Make
sure one of them is a Master Gunner with the Cat Nip accessory
attached. The other two should be a Dark Knight and a Warrior
because of their high defenses. Note: Having your characters master
Dark Knights is not a necessity. Equip your Warrior with the Supreme
Light Garment Grid and make sure they transition into a Dark Knight
through the "auto life" node. Also, equip your Gunner
with the Highroad Winds Garment Grid to make sure she gets in
the first hit. Equip your starter Dark Knight with the Valiant
Luster Garment Grid to raise her defense. Your Warrior and Dark
Knight should both be equipped with the Crystal Bangle/Shining
Bracer accessories to ensure the highest defenses possible. Before
fighting Trema, make sure your Gunner has barely survived the
fight with Paragon, and keep her in the SOS range (yellow HP).
As soon as the fight with Trema begins, unleash your Gunner's
Trigger Happy level 3. Since she has Cat Nip and is in the SOS
range, each hit will do 9999 damage. Also, on your Warrior's first
turn, switch her Dressphere from Warrior to Dark Knight through
the "auto life" node. Keep your Warriors healthy to
make sure they survive the first "meteor" attack from
Trema. If your Gunner dies, simply revive her with a Phoenix Down.
It is rare that you will see a second "Meteor", but
rather, Trema will cast "Ultima". With your transitioned
Dark Knight, cast "auto life" on your Gunner. Then,
continue to unleash Trigger Happy Level 3. When Trema casts "Ultima",
your Gunner will be automatically revived and put back into SOS
mode. She should get the first attack because Trema takes a while
to recover from his spell. Also, he should be in range of one
more Trigger Happy. Use your last Trigger Happy level 3, and Trema
Hint: Defeating Vegnagun:
Have all of your characters above level 45. Have two
of your characters equip the Dark Knight Dress Sphere and the
other with the Alchemist. Equip the Dark Knights with any accessories
that boosts their health up to 9000. Equip the Alchemist with
the anything that raises her defense. Defeating Vegnagun is easy.
Use the Dark Knight's Darkness attack every round and have the
Alchemist use her stock of Mega Potions or Mix Potion with a Hi
Potion every round. Repeat this until you defeat Vegnagun.
First, train Yuna, Rikku and Paine to at least level 45. Then,
have all of them equipped with Black Knight Have all of them have
an item that raises their HP to over 4,000 Make sure they all
know the ability Black Sky, which does multiple damage up to 400
on each hit. Make sure at least two of your characters know Charon,
which can do up to 9,999 damage. You can defeat Vegnagun very
quickly if done correctly. The Tail has the most HP. The legs
are a little tricky. There are three nodes. Do not worry about
attacking them because you will not win. They each have 30,0000
HP. The legs are very weak. Only the nodes attack. Attack the
and leg it should be killed in one hit if you use Charon. The
torso is difficult unless you use Black Sky on it until you run
out of MP. Then use Charon two times, but make sure that the character
that does not use it has a lot of health -- the legs that guard
will return to life. They can kill you quickly. They do 2,000
damage, but Black Sky will take care of them in the beginning.
Have one or two characters as Mascot at level 99 with any Garment
Grid with the Break Damage Limit or HP Limit ability on it. Next,
attach an accessory with either Break Damage Limit or HP Limit.
Have the last girl as a Gunner and attach the same items as the
other two, but in addition attach a Cat Nip. When you fight Vegnagun,
kill your Gunner and revive her. Make sure she is weak and use
Trigger Happy. Because of the Cat Nip, Trigger Happy will hit
for 9,999 damage all the time. One of the other girls of them
should heal the Gunner and the other should fight with the Gunner.
Note: Cat Nip works when you are weak, when your HP is yellow.
Also, you can only get Cat Nip in Chapter 5.
Hint: Defeating Yojimbo:
Get the Alchemist Dress Sphere. After learning Mega-Potion,
make a party with two offensive jobs and one Alchemist. Equip
something that prevents Poison and also equip a Regen Bangle.
Yojimbo also has a pet dog that is not difficult, but is annoying
when Yojimbo casts his spell and lowers the party's HP to 1. He
always attacks you. Start the battle by having the Alchemist use
Stash Mega-Potion. Have the other two classes keep attacking Yojimbo.
When Yojimbo uses his attack, the Mega-Potion will heal the party
by 2000. Repeat this until Yojimbo is defeated.
Go to Zanarkand Ruins then go to the next section. The woman on
the left will sell you items. Buy six Titanium Bangels, and level
up to level 35 or higher. Have everybody on Warrior, except for
Yuna. Make sure Rikku has the Unerring Path Garment Grid. Then,
have everybody attack him at least three times. Next, have Rikku
Sphere Change into her Special Dress Sphere. Then, keep using
any attack on Yojimbo. He will use a move that will drop your
HP down to one. After that, keep using HP Repair on everybody
(Rikku first). However, you will eventually die. Yojimbo should
be very tired by then. Have Paine and Yuna finish him off.
When fighting Yojimbo in Chapter 3, he use his attack that leaves
you with 1 HP and 1 MP about the first seven turns into the battle.
You can tell when he is not using it because you have to wait
for his attacks ,like Kozuka or his slash attack. You are in active
mode when he is charging for his Ultimate Slash; get everyone
ready to throw a Hi-Potion, X-Potion, or Mega Potion over people
then attack. Wear something that protects you against Poison (such
as Star Pendant) and something that increases your strength (such
as Wristband). He has around 10,000 HP. It is recommended that
your characters be at levels 30 to 35. His dog is annoying when
he attacks you on low HP, but quickly Phoenix Down the fainted
people then continue healing and bashing Yojimbo at the same time.
Make sure that Rikku has Vajra on her special Dress Sphere. Keep
using Vajra and get the Smasher and the Crusher to use HP Repair
to cure everyone's HP. To make the battle easier, use offense
with either Smasher or Crusher on Rikku to make her Vajra attack
more powerful. You can tell when Yojimbo is going to use Zanmoto
when he puts up his fingers in the air. When he does this, heal
Rikku first then the other two. Do this quickly, because his dog
attacks one of your people. Also make sure Rikku has Revival so
that if the dog kills one of your characters you can just heal
Put Yuna in her Special Dress Sphere. With Yuna, use Shield and
Barrier, then constantly use Great Whirl. With Right Pistil, use
White Honey, then constantly use White Pollen. With Left Pistil,
constantly use Left Stigma.
Hint: Defeating Zalamander:
Put Paine in her Special Dress Sphere. With Paine,
attack constantly. With Dexteral Wing, use Blind Wing to inflict
Darkness, then constantly heal everyone. With Sinistral Wing,
use Steel Feather and Diamond Feather to raise the party's Strength
and Defense, then constantly heal. It may take a while, but it
Hint: Defeating Bosses:
This trick requires one of the three character's special
Dress Spheres. Have one of your characters have the Unerring Path
Garment Grid. Have that character change to the other Dress Sphere.
Then, have that character change into their special one. Have
that character continue to attack and heal when needed. Note:
This works very well for Yuna. Have one of the Petals to do Dream
Pollen and have the other one use the version of Regen on all
parts. Then, continue to do Dream Pollen and heal with the version
of Cure. Have the part of Yuna use any attack. This strategy does
not require for any of the Dress Spheres to have been played with.
After you have acquired the Cat Nip, equip it to Yuna. From now
on, whenever you get into yellow health use Trigger Happy. Each
bullet will do 9,999 damage. Use this strategy on any Boss and
make sure that if she dies you bring hre back with a Phoenix Down
and not Full Life.
Hint: Easy battles:
Equip your weakest character with the Gunner Dress
Sphere and the Cat Nip accessory. When the enemy kills your weakest
character, revive her with a Phoenix Down. Since she is weak,
the Cat Nip accessory will take affect. Use Trigger Happy. With
every shot of Trigger Happy, you will do 9999 points of damage.
After you get the Dark Knight Dress Sphere, it has the attack
Darkness that hits all enemies on the screen. However, it takes
HP to use this attack. If you equip the Ragnarok accessory that
disables MP use when casting spells, then you can use the Darkness
attack and it will not take any HP. This is very helpful against
the huge fiend in the desert.
Use the following trick to kill any Boss with ease. First, you
need the Cat Nip accessory, which is obtained by killing the Boss
at level 40 of the Bevelle Dungeon. Equip it to any girl and have
them use the Lady Luck Dress Sphere. Have Lady Luck learn Four
Dice and you are all set. During the battle, kill off your Lady
Luck character, then revive her with a Phoenix Down. Keep the
Lady Luck girl's HP in the yellow to activate the Cat Nip's special
ability -- when your HP is in the yellow all attacks will deal
9,999 damage or healing items will heal 9,999. Use this is combination
with Four Dice and you can kill any Boss with ease. Note: If your
luck is not that good, then you can substitute Lady Luck with
Gunner and use a level 3 Quick Trigger. This trick is especially
useful when battling Trema.
This strategy works best later in the game. Have Yuna with Alchemist
Dress Sphere and use Stash Mega Potion to heal the group 2m000
health. At times when everyone has full health, mix a Holy Water
and any gem to do about 10,000 damage. Have Rikku or Paine and
equip one with the Dark Knight and the other with the Berserker
Dress Sphere. Have the Dark Knight continuously cast Darkness
and the Berserker cast Howl then Berserk. Most Bosses can be taken
out in no time.
Have Yuna master both Black and White Mage Dress Spheres. Then,
equip her with Black and White Lores.
Note: This trick also works for Black Mages. Set your cursor to
"Memory" in the configuration menu. Set up any combination
of Dress Spheres including a White Mage. Then, enter a battle
in a fairly easy location. Have your White Mage Pray, another
character attack, and the other doing anything that does not use
MP. If you are using a Black Mage, learn Focus and have them use
that. Once you have your pattern set up, tape X down. After
the battle, equip the Lure accessory then tape any D-pad
direction. This will allow the game to keep fighting, and your
characters will continue doing what you set up for them because
of the memory function (X is still held).
Have Yuna as a White Mage, Rikku as a Berserker, and Paine as
Dark Knight. When you use Yuna, you can heal easily. Dark Knight
is useful with Black Sky, and Rikku as a Berserker helps when
hurt depending on HP.
Have Rikku as a Gun Mage, Yuna as a Songstress, and Paine as a
Samurai. Songstress can help by using Jitterbug (hastes and increases
your stats with her). Just have Paine attack.
Have Yuna as a trainer, Paine as a Dark Knight with everything
useful, and Rikku as a Alchemist using Mega Potions.
Equip the Cat Nip accessory to a Gunner. When the Gunner has less
than half of her maximum HP, use Trigger Happy. This will inflict
9999 damage per bullet.
Equip one of the girls with the accessory Cat Nip while in the
Lady Luck Dress Sphere. Make sure that she has low life, then
use the ability Four Dice. This can do up to 239,976 damage in
just one turn. Also, if you have all girls do this, you can time
your actions to make it nearly impossible for an enemy to attack.
Have a Lady Luck with Four Dice learned (roll four dice to damage
all enemies), the High Road Winds Garment Grid (first strike),
and the Cat Nip accessory. When Lady Luck is in critical HP (yellow),
use Four Dice and each hit will do 9999 damage with a range of
4-24 hits. This can be used to defeat Trema in one turn (21 or
Hint: Easy Sphere Break win:
First, acquire a coin with the ability "Coin Count
Echo", preferably one with a low number (i.e. 3 or 4). Save
the game, then start a game of Sphere Break. Use the coin as one
of your entry coins and the other coins should be low numbers
as well. As you play, use only one border coin and one entry coin
to "break the core sphere" (the middle number or one
of its multiples). If you continue to repeat this process, you
will notice that essentially the one coin doubles, that number
doubles, and that number doubles, and so on. This process can
and will help you defeat Shinra when you take him on in the Sphere
Break Tournament (his coin quota is incredibly high). Note: Unfortunately
if you cannot repeat this process due to the unavailability of
border coins that can make a multiple of the core number or due
to the evil number 1; you will have to start from square one in
which case you should reset. Also, if worst comes to worst, you
can use two entry coins to meet the core number, but you will
not receive anything toward your quota.
Make sure to watch the Commspheres in all regions.
This gives you extra game completion percentage and also can give
you hints, or are just funny to watch. Make sure to connect back
to the sphere every time until it gives you nothing but the same
scene over two times. You may need to press X, Circle,
and Triangle to activate scenes. Note: There are a lot
of Commsphere scenes in the Hot Springs of Kilika mountain.
Hint: Besaid: Black Lore:
In Chapter 3 and 4, go into the village of Besaid and
run against the dog that is running around there. This is the
same dog that gave you Valefor's secret bonus Overdrive in Final
Fantasy 10. If you run at him and press X enough, he
will cough up the Black Lore, which is an accessory that allows
you to use your Black Magic.
Hint: Besaid: Getting Break Damage Limit
for Floral Fallal:
There is a treasure chest under the bridges in Besaid
Island. What is inside depends on the Chapter that you are in.
If you got the Floral Fallal in Chapter 2, come here in Chapter
5 and the item will be the key item Twilight Rain, which allows
Yuna's Floral Fallal to learn Break Damage Limit.
Hint: Besaid: Sets of ciphers:
To get into the cave, the cipher combination is "9900".
Just to the right of the entrance is another switch. The combination
for that is "3497". The treasure inside is the Raging
Giant Garment Grid.
Hint: Bevelle: Easy experience:
When you first go to the restricted area in Bevelle,
with Leblanc and her goons, you will eventually reach a room with
giant pillars all around it. When you touch them, a glyph will
light up and you will enter a battle. You will find a pillar that
when touched will result in a Boss battle. It has no feet. After
you defeat it, you can walk back up to the pillar and fight it
again. To win easily, cast Reflect. The Boss only uses magic,
so it will never hit you. It can hit you with Demi, but that spell
cannot kill you. Steal from it to get Mana Springs (double maximum
MP during battle). You will get 700 experience points for winning
and 800 gil. If it goes into Oversoul, make sure to steal from
it to get a Recovery Bracer (always Auto-Regen). It results in
1,500 experience points and 1,600 gil in Oversoul. Watch out for
his swinging claws; they actually can do damage.
Hint: Bikanel Desert: Rikku's Special Dress
Go to Bikanel Desert during chapter 2. Nhadala thinks
something that strange is happening near the Oasis. Talk to the
pilot twice and ask him to go to the Oasis. When you arrive, go
to the waters edge and you will get Rikku's Special Dressphere
Machina Maw. Note: You can only get the sphere in chapter 2
Hint: Calm Lands: Besaid Key:
In Chapter 3 when you have to fight all the Aeons,
go to the Calm Lands cave where you obtained Yojimbo. You will
be assigned to a mission. Complete it, and the man that you rescue
in the mission will give you the Besaid Key.
Hint: Calm Lands: Chocobo shortcut:
Go to the travel agency next to Shinra's Commsphere.
There is a miniature Chocobo just to the left of the Commsphere.
Select it, and you will be given an option to be transported to
the Chocobo Ranch.
Hint: Chamber of Fayth: Aurora's Rain:
In Chapter 3 where you must fight the Aeons, go to
the cave northeast of the Calm Lands where you obtained Yojimbo.
The cave is also called Fayth Scar. You will be assigned a mission
to rescue the people from the cave. Rescue the people and they
will give Spheres from which you can make the cave's teleporter
(the last one) work. After rescuing the people, go to the teleporter
and go to the Chamber of Fayth. Defeat Yojimbo and you will be
transported back to the Airship. Go to the Chamber of Fayth again
to get Aurora's Rain, which lets Floral Fallal exceed 9999 HP.
Hint: Chocobo Ranch: Easy access:
It is still possible to attain the Chocobo Ranch even
if you only talked to Clasko once or even not at all. Simply go
to the ranch (where the Monster Arena was in the Calm Lands in
Final Fantasy 10). Clasko will be waiting there. He starts
to complain that he almost got his dream location. You will then
go inside and fight some normal Fiends. Once completed, you will
have access to the Chocobo Ranch.
Hint: Djose Temple: Yuna's Special Dress
During Chapter 2 when you look for three uniforms,
at the Djose Temple head south to the Djose Highroad until the
party sees some of Leblanc's goons near a hover. In the intermission
sequence, you will hear them saying that they lost a sphere. Continue
south, battling enemies. Down the road, look for the sphere on
the floor containing Yuna's special dress.
Hint: Djose Temple: Password:
In Chapter 5 when you get to Djose Temple and talk
to a man who asks you for a password, say "MARNELA".
He will then give you an extra Repair Manual to fight the experiment
Hint: Fiend Colony:
You can only get access to the Fiend Colony if you
did the Chocobo Ranch mission with Clasko. Send some Chocobos
to the Mi'Ihen Highroad until Clasko says that the Chocobo have
found some kind of secret dungeon. Your best chance is to send
a level 3 or higher Chocobo. Inside are a lot of good items, such
as a White Tomb, Elixirs, Black Tomb, and more. There is also
a maze inside. You have to use bombs to blow open walls to get
into the next room. If you run out of them, fight the bug-like
creatures inside the cave to get more. You have to find the correct
wall to blow though. To learn if you can blow through a wall,
look at Yuna's skirt and see if it is moving as if being blown
by a light breeze. If so, you can blow open that wall. Be careful;
if you hit a wrong wall sometimes you will have to fight an Epitaph.
At the end there is a Boss, King Vermin. He is not difficult to
defeat, he uses and absorbs fire. When you defeat him, you will
get a Garment Grid.
Hint: Kilika: Chaos Maelstrom Garmet Grid:
This grid lets you use learned Dark Knight abilities.
Give about thirteen monkeys to the lady near the boat on the right-hand
side in Kilika.
Hint: Luca: Third Dress Sphere for Paine:
Enter the tournament in Luca after you defeat Valefor
at the Bevelle Temple after the fiend problems. After you enter
the tournament, the meter on the upper right will read "Win
0 Lost 0". You need three wins to enter the finals. If you
get three loses, you are automatically disqualified from the tournament,
causing you not to get the Dress Sphere.
Hint: Mt. Gagazet: Connection between Maechen
When reach the top of Mt. Gagazet to get the Sphere
that Boris is guarding, wait until you get to Mushroom Rock Road
to view it. Complete the mission, then find Maechen next to the
Headquarters of the Youth Leagues tent. Once you have completed
this and have listened to his story, he will ask you to shake
his hand. Once you do this, go back to your ship and talk to Shinra
to watch the sphere, Zanarkands Prime. Notice that the man in
the spheres says something familiar to what Maechen requested
you to do.
Hint: Macalania Woods: Unerring Path Garment
In Macalania Woods in Chapter 1, find Tromell in the
woods. Talk to him four times to initiate four different scenes.
On the fourth scene, he will give you Paine's special Dressphere,
Full Throttle, and the Unerring Path Garment Grid. This grid has
only two slots; changing into special Dresspheres is extremely
Hint: Macalania Woods: Paine's Special
Go to Macalania Woods in Chapter 1 Go to the area where
Auron took you to get your first Jecht Sphere in Final Fantasy
10. It located is near the exit (where you go to Rin's Traveling
Service) to the right. When you get there, talk to Tromell four
times to get the special sphere.
It is also possible to get Paine's Special Dressphere in Chapter
2. Go to Macalania in Chapter 2 and follow the lightning path.
When you reach the end of it, you will see four paths, Choose
the top-right path and there should be a musician standing at
the end. He will tell you to find his friends. Search the Macalania
forest area (which is a small one) and stand between every set
of butterflies you see. Once you find his friends, go back and
talk to him. Then, get out of that area and re-enter. You will
see Tromell there. Talk to him four times to get Paine's Dress
Hint: Moonflow: Helios Garnment Grid:
In the Moonflow area in Chapter 1, when you enter the
location, a Hypello begs for help. Help him and make sure none
of the cargo is stolen by the bandits. When you get to the end
of the area, Tobli will give you the Gun Mage Dressphere, a circlet,
and the Helios Guard Garment Grid. If even one of the cargo is
stolen you will receive only the Gun Mage Dressphere. This garment
grid has four slots. When equipped, you can use Protect on the
whole party and also gives you SOS Protect.
Hint: Secret scene:
Get to the scene after Djose Temple where Yuna falls
into the gaping hole and ends up on the farplane. First, she meets
Shuin. Later, Shuin goes away and then the three main leaders
of New Yevon, Youth Alliance, and Al Bhed appear. After they give
Yuna a couple of Akagi Spheres, the scene will change. Suddenly
Yuna will be in a black room with a spotlight on her. In this
scene, you can walk around the dark room for a few seconds. If
you continuously press Circle during that time, you will
be presented with a secret scene. It is called "The Whistling
Scene", and you will see Yuna scream then hear a faint whistle.
She looks over to see a shadow of Tidus. She will then run after
Tidus and follow him along a path until he disappears and she
returns to the airship. Remember, do not stop pressing Circle
button until you are sure the scene has finished. Note: You need
to do this secret scene to get the "perfect ending".
Hint: Easy AP:
Use this trick to easily master your Spheres. First,
get the Key To Success accessory, which doubles everything (HP,
MP, AP earned, experience earned, etc.), and the AP Egg accessory,
which triples the amount of AP earned. Equipping both of these
to one character turns one AP into six. Go out and buy 99 of any
one item (Potions recommended). Enter battle against a fairly
easy opponent, and each turn have the characters use a Potion
on themselves. Since using items gives you AP, and you have the
two accessories equipped, watch those Spheres get mastered in
Jacob Van Veldhuizen.
This trick requires the Lure Bracer and the Treasure Hunt Garment
Grid (obtained from Shinra in Chapter 3 or 5 by adding a coin
in the Sphere Break game that says Item or Rare). Set your Cursor
to "Memory". Equip everyone with the desired Dress Sphere.
Go to a place where the enemies are strong enough to withstand
several hits from your party, but not strong enough to kill you
easily (such as Zanarkand Ruins, Mt. Gagazet, Calm Lands). Get
into a battle. Have everyone use Mug. Each Mug attack used gains
1 AP to your character. It is best if you have the Key To Success
and AP Egg, but either way works well.
Equip a Lure Bracer and go to Mushroom Rock Road. Go to the top
of Mushroom Rock Road and back for a lot of AP. This is a good
way to master Dresspheres.
This trick requires the Covenant Growth garment grid, one Lure
Brace, three AP Eggs, White Mage Dress Sphere and the Dress Sphere
you want to master. The grid should be set up so the Double AP
Symbol is in the middle of the White Mage Dress Sphere and the
one you want to master. Equip the girls with the Garment Grid,
one AP Egg each, then equip one with a Lure Brace. If you want
to master Dark Knight, then the order should be "Dark Knight
> Symbol > White Mage" or vice versa. If you want Paine
and Rikku to master Dark Knight, then have them as White Mages
and Yuna as a Dark Knight before the battle. When the battle begins,
switch the girls to the correct Dress Sphere; Rikku and Paine
as Dark Knights and Yuna as a white Mage. If you are fighting
normal 1 AP monsters you will now get 6 AP per monster.
Hint: Easy experience:
Go to a place where the enemies do very little damage,
such as Besaid, Kilika, etc. Have someone in the White Mage Dress
Sphere, and the other two characters in any other Dress Sphere.
Set your configuration so that your Cursor is on Memory. Go into
battle. Eliminate all but one enemy. Have the White Mage use Pray,
and have the other two characters do a move that will not harm
the enemy (for example, Sentinal, Steal, Pilfer Gil, etc.) Note:
Do a move that does not require MP. Pause game play once they
all have their orders. While paused, keep the X button
held with a rubber band, tape, etc. End the battle once you are
done. You will be able to master Dress Spheres easily.
Each time you kill one of Angra Mainyu's side people, he brings
him back to life. Since you will be battling there for awhile,
you could master a Dress Sphere (Dark Knight and Alchemist mainly)
This trick works in any Chapter. Go to a place where a Save Sphere
is located. There must be Fiends at that place. Make sure that
your party has lots of HP (more than 2,000). Tape the Left
Analog-stick in any direction and X. Make sure that
the Lure Bracer is equipped to make it easier to find Fiends.
When X is held, you will select "Attack". Your
party's strength must be more than 100. To get the most experience
points, try this at Mi'ihen Highroad. Here are always Fiends that
do little damage here. Beware the huge Black Bird. He is not that
easy to defeat. Watch your party's health and heal them if needed.
Hint: Easy gil:
Once you gain access to digging in Bikanel Desert,
dig there. After about ten digs, the robot that travels with you
will say "Unidentified Object Approaching". Stand still
and on the mini-map you will see a purple arrow approaching you.
Stand there and it will go above you, sending you into a battle.
This monster may seem impossible at this time, but do not worry;
it will only eject you from battle after awhile. Using your Thief,
steal from it to get a Megalixer, which sells for 5,000 gil. Then,
using your Thief again, use Pilfer Gil and you will usually get
anywhere from 1,000 to 2000 gil. Usually the monster will appear
on two to three digs in a row. You can easily get up to 23,000
gil in five to ten minutes.
Equip a character with a Lady Luck who has learned Random Reels.
If you get "Congrats!", you will automatically get tens
of thousands of gil, depending upon the HP of the Fiend. Even
low level Fiends may pay out 20,000 gil. Once you have got a system
going, you can get "Congrats!" about 80% of the time
and make about 300,000 gil in about ten minutes, depending on
Use the following trick for unlimited gil, AP, and experience.
In the first mission, just after you fight "????" and
two Goons on the stage, run through the first screen to reach
a dock where teams of two Goons and two She-Goons constantly appear.
Around the boxes on the outer part of the dock is a crouching
Moogle which will replenish you HP and MP whenever you talk to
it. Hold (or tape) down X (or Circle in the Japanese
version of the game), and allow the game to remain idle there
for a little while. Check back every so often to talk to the Moogle
to heal then repeat as desired. Each Goon and She-Goon is worth
1 AP, 1 experience point, and 30 gil.
Use the following trick for easy gil, items, and experience. Before
doing this, make sure you have a Lady Luck at a very high level
(at least 85) with Random Reels mastered; have defeated Via Infinito;
have the Highroad Winds Garment Grid; and have the accessory Admantite.
Then, equip the Iron Duke (from Via Infinito) and the Admantite
on your chosen Lady Luck and have the other two characters as
Warriors. Have them equipped with anything that greatly raises
magic defense, such as an Oath Veil. Go to the last floor of Via
infinito and fight Paragon. As soon as the battle starts, have
your warriors use Sentinel and have your Lady Luck use Random
Reels as soon as possible. Pause game play to make sure that you
get all three sevens in the middle of the reels. This is important,
as doing so will mean that "Congrats!" gets used first.
After this is done, wait. When "Congrats!" is used,
Paragon will run off and you will get between 60,000 and 12,000
gil and between 1 and 20 Dark Matters (up to 30 if he is Oversouled).
Once you get 99 Dark Matters, sell them to get just under 75,000
gil. Paragon leaves behind 9,000 experience points, and Dark Matters
can be used to deal heavy damage on all enemies. Also, if you
get an Alchemist and mix a Dark Matter with anything, it will
make your party temporarily invincible.
Hint: Easy battles:
To defeat enemies very easily, use the Alchemist Mix
ability and combine a Holy Water with a Fire Gem, Water Gem, Ice
Gem, etc. This will create a magic attack called White Hole which
does about 10,000 damage to one enemy. To find gems easily, you
need to rare steal from Flan Rojo, Flan Blanco, etc.
For easier Boss battles, you can use special Dress Spheres. With
Rikku's Master Triple HP, Shell ,and Protector and Paine's Master
Triple HP, and Scare, these abilities make it very easy to defeat
Vegnagun and Shuyin.
Hint: Easy healing:
Once you get at least one Mage Dress Sphere (White
Mage or Black Mage recommended), healing is much easier out of
battle. Equip each girl with the Mage Sphere. This will drop their
max HP drastically. Then, use Potions or Cure to heal them, then
return their Dress Sphere to what it was before. Since the HP
transitions go by percentage, and not a flat amount, having a
Mage with 500 max HP fully healed transfers to a warrior with
1500 max HP, fully healed.
Hint: Extra job: Red Mage with no MP cost:
To make one of your characters a Red Mage and have
no MP cost, simply make them a Black Mage and equip a White Lore
accessory, or make them a White Mage and equip them with a Black
Lore accessory. Either way, equip Ragnarok as a second accessory
to reduce the MP cost of spells to zero.
Hint: Taking advantage of Garment Grid:
Before the battle, make sure that transformations are
on full mode. At the beginning of any battle, when all your characters
are ready to act, simultaneously move them through the grid together.
This will start a chain of constant wait mode. When the girl is
done changing, she can automatically choose again. String all
the transformations one after the other with all girls until you
pass through all the gates on grid and get back to the job you
want, resulting in having all the boosts from the Garment Grid
before an enemy can even choose to attack (due to the constant
string of wait mode). This is very useful with some Garment Grids,
such as Tetra Guard to absorb Fire, Water, Ice, and Lightning
before an enemy can attack you.
Hint: Longer Trigger Happy:
Have someone equipped with the Gunner Dress Sphere
and cast Haste on that person. Then, do Trigger Happy and it should
take your chain up by at least eight.
Hint: Large damage:
Mix two Three Stars with Rikku's Overdrive to make
a Sunburst, which does about 19,999 damage even to Jecht (Braska's
Hint: Amazing Chocobo:
To get the Amazing Chocobo, you first must have helped
Clasko get the Chocobo Ranch set up. Otherwise, you cannot catch
Chocobos. First, get a Chocobo of each level 1 to 5. The heart
type does not matter. Send out a total of fifteen Chocobos, three
of each level, and all of them must come back. If one runs away
you have to send out another one of the same level to replace
it. Start by sending out level 1 Chocobos then send out level
2 Chocobos and so on until all of your runners are level 5. The
Amazing Chocobo has no level or heart type. It will not run away
once you have it. However, it does have a fatigue rating from
0 to 100. Its fatigue affects how well it functions on its tasks.
It has two abilities that no other Chocobo have. Chocobo Support,
which decreases the amount of heart spent on going to an area;
and Exploring Spira, where the Amazing Chocobo goes out and explores
Spira and finds items.
Hint: Watch Awesome Sphere more than once:
At the beginning of Chapter 2, just before you are
about to choose who you give the sphere to, talk to Shinra. He
will ask if you want to see it. Or, in Chapter 3 to 5, go to Luca
and buy it in the Sphere Theater.
Hint: Using Special Dress Spheres:
To use each character's special Dress Spheres, you
must activate all the Dress Spheres on your Result Plate (all
lines in the plate should be glowing in blue). If activated, the
"R1 Special Dress Change" message will flash. To change,
press R1 and Action. The only difference is that
the Special Dress Sphere will control the other character, and
the character using the special Dress Sphere will be the only
one who will receive the experience.
Hint: Special Dress Spheres:
To access each character's special Dress Sphere, you
must have found their special Dress Spheres. They are:
Yuna: Floral Fallal
Rikku: Machina Maw
Paine: Full Throttle
Once you have the special Dress Spheres, equip each character
with the Unerring Path Garment Grid. Choose two regular Dress
Spheres to place on the grid. Make sure you are comfortable with
the characters using them. Enter a battle and have each character
change Dress Sphere. On each character's next turn, press L1,
then R1. Press X to select the special Dress Sphere
for each character. You can then access and learn new abilities
for each special Dress Sphere.Note: You must use the above directions
for each battle, as once the previous battle ends the characters
will revert back to their originally chosen Dressphere.
Hint: Liberating Syndicate uniforms:
At one point in the game, you will need to "liberate"
uniforms to get into Chateau Leblanc. There are three outfits
that must be found. One if found at Mt. Gagazet, another is found
at the Djose Highroad, and the final one is found at the Bikanel
Desert. There might be other places they can be found at. If in
doubt, go to Guadosalam and talk to the people in the area you
are first dropped into. They will say helpful things.
Hint : Getting the second set of Cyphers
Note : You must help Wakka find his brother's sphere
before you can do this. To get the second set of Cyphers, you
must first have obtained the key item "Besaid Key".
This can be obtained one of two ways. You can either buy it from
the merchant in Chapter 1 for about 100,000 Gil; or you can get
it in Chapter 3 (and possibly Chapters 4 and 5) when doing the
rescue in Yojinbos cave. After you obtain the key, go back to
Besaid. Open the treasure box in the temple's right-hand room.
Once you do this, go outside. Hold Circle button to learn
where the mini-sphere is located. When it is at full red, press
X to dig it up. There are four places that you need to
find. The following is the order you need to get them. The Cyphers
are orbs like spheres with a number in the middle of them. Write
down these numbers in this order.
1. Besaid Village by the burned "hut". Zoom in at the
temple for the first Cypher.
2. The area near the Save point. Look around at the mountain/hill
top for the second Cypher.
3. The area with the waterfalls. Look for the Cypher between a
tree and the cliff.
4. Go to the right-hand side from the place you inserted the first
Cyphers on the way from the beach. Look for the fourth Cypher
on top of a tall tree on the horizon.
Once you get them, go back to where you had to insert the first
set of Cyphers and go in. Go to your right side, where it seems
to dead end by the entrance. Insert your four Cyphers in the order
previously mentioned. When you get access, go in, get that treasure
box, then continue. When you get outside, you will be on top of
the cliff with the waterfalls. Go to your left and you will see
another treasure box. Inside is the Raging Giant Garment Grid.
Hint: Crimson Sphere locations:
Crimson Sphere 1: Chapter 3, Bevelle. Events in Kilika open up
events in Djose and Bevelle (even though Djose is a hot spot and
Bevelle is not). Go to Bevelle first. Go back down to where Vegnagun
was housed in the Bevelle underground, past the place where you
fought Baralai in Chapter 2. This should trigger a scene and a
Malboro will attack. Afterwards, the sphere is left lying on the
ground. To watch it, board the Celsius and talk to Shinra.
Crimson Spheres 2 and 3: Received at the end of Chapter 3 during
the scenes in the Farplane Glen.
Crimson Sphere 4: Chapter 3, Guadosalam. Go to the room with the
round door. Climb up to the top ledge of the room. There is a
crate that Yuna can climb to reach the ledge. Follow the path
all the way to the treasure chest at the end. Open it to receive
Crimson Sphere 5: End of Chapter 4, Celsius. After the concert
in the Thunder Plains, everyone goes back to the Celsius. Some
uninvited guests are waiting. Buddy informs Yuna that LeBlanc
and her boys are waiting in the engine room. See her immediately
after he tells you this; do not speak to Shinra yet. LeBlanc is
impatient and does not like to wait. She will come to see you
if you wait too long and you will not get the sphere. Once the
she hands it over, talk to Shinra.
Crimson Sphere 6: Chapter 5, Bevelle's Via Infinito, Cloister
0. Go inside the Temple at Bevelle and go to the east side chamber.
Pacce and his friends have found a teleport to the Via Infinito.
At Cloister 0, after speaking to the mysterious person, pick up
the sphere that he dropped.
Crimson Sphere 7: Chapter 2, at Mushroom Rock Road. It does not
matter who you gave the "Stolen Sphere: to; you will still
get this Crimson Sphere. Find Nooj hanging around the door to
the Den of Woe. Speak to him. Depending on who you gave the sphere
to, he may be polite or rude. Afterwards, he will give you the
Crimson Sphere 8: Chapter 5, Bevelle's Via Infinito. At Cloister
20, you will fight an Aranea. After the battle, the Aranea drops
the sphere. Make sure to it up.
Crimson Sphere 9: Chapter1, in front of the Den of Woe. Logos
and Ormi are trying to find spheres to open the door. In their
quick retreat, they drop this one behind.
Crimson Sphere 10: Chapter 2, Guadosalam. After sneaking into
LeBlanc's Chateau and finding the secret hallway, go to Logo's
bedroom. It is sitting on his bookshelf beside his bed.
Hint: Special Sphere locations:
You do not need these to enter the Den of Woe, but
they give more details on the lives of Nooj, Paine, Gippal, and
Nooj's Sphere: Chapter 5, Mushroom Rock. Note: This only happens
if you gave the "Stolen Sphere" to the Youth League.
Speak to Yaibal and accept the task to help Youth League members
blow off some steam. Afterwards, go back to Mushroom Rock and
proceed to Youth League headquarters. You can now go inside the
headquarters. Lucil is on a balcony around the back. Speak to
her and she will give you Noojie Woojie's sphere.
Baralai's Sphere: Chapter 5: Guadosalam. After the "Episode
Complete", return to Guadosalam. Find Trommell beside the
door that has been locked throughout the entire game. Look for
the treasure chest to get Baralai's sphere. Go back to the Celsius
and ask Shinra if you can view it.
Gippal's Sphere: This sphere is difficult to obtain. You must
make Rin the culprit in The Mi'ihen Mystery (Chapters 4/5). He
will give you Gippal's sphere in Chapter 5.
Paine's Sphere: Chapter 5: In the Farplane. After you have made
your way through the holes and played the organs and before you
fight Vegnagun, you will reunite with Gippal. He hands Paine the
sphere she left in her recorder. You get the chance to watch it
then, and do not have to go back to the Celsius.
Hint: Special Dressphere Key Item locations:
Yuna: Aurora Rain: Warp to Yojimbo's cave (Calm Lands) and open
Yuna: Twilight Rain: During Chapter 5, go to Besaid and go down
the small path next to the bridge near the waterfalls. Hop down
the rocks and open the chest.
Rikku: Machina Booster: During Chapter 5, go to Mushroom Rock
Road. Go to the elevator. Search the area for the chest.
Rikku: Machina Reactor: Unlock the Chocobo Dungeon. Once you have
it open, you can find the item in a chest behind the door on the
far left in the north part of the dungeon.
Paine: Corpus Invictus: This item is in the dungeon in the Thunder
Plains where you fight Humbaba. Once you defeat him, speak to
the Al-Bhed man and he will transport you into the dungeon. Search
the confusing cave and you will soon find it in a chest. Equipping
the Charm Bangle before you enter is recommended.
Paine: Victor Primos: You first need have the ability to allow
Chocobos back on Mi'hen Highroad. Once they have returned, ride
one to the northernmost curve on the Mi'Hen Highroad (near where
you fought the Chocobo Eater). You should see a small tree and
a slanted marble marker to the right of it. Very slightly on the
ground, you should see a Chocobo Feather. Stand exactly on it
until you are asked to jump. This may take a little while. Choose
"Am I ever!". Once you do the jump and collect the item,
leave the area and return to the exact same location where you
were before. This time when asked, you will jump up to a ledge
with the chest containing the Victor Primos.
Hint: Finding the Experiments' Manuals:
During Chapter 5, the Machine Faction at Djose Temple
reveal the secret project that they have been working on, the
Experiment. It has been constructed from the parts you have been
digging up at the excavation site at Bikanel Island. Defeat the
Experiment once and you will be able to explore the upper floors
of the temple at your leisure. If you defeated the Experiment
before getting all of its levels up to 5, you will be enlisted
to help repair it. There are five repair manuals that you can
obtain to help the Al Bhed with their repairs, located as follows.
First manual: Visit the upper floor of Djose Temple. An Al Bhed
man will ask you for a password. That password is MARNELA, named
after the matriarch of the Cactuars at Bikanel Desert. Once the
password is given, he will give you the manual.
Second manual: Obtained from a man sitting in the room to the
left of the stairs in Djose Temple.
Third manual: Walk to the right of the temple entrance. You will
find three monkeys in a circle. Stand between the monkeys and
wait for all three of them to jump at the same time. Press X
to receive the manual.
Fourth manual: Examine the Machina to the left of the crowd of
people at the northern part of Mi'ihen Highroad.
Fifth manual: Found in a treasure chest at the Ruin Depths beneath
the Chocobo Stables in the Calm Lands.
You can fight and repair the Experiment repeatedly until you get
all of its levels up to 5. Once that happens, the Machine Faction
will lose control of it and it will be up to you to take it out
for good. By defeating it you will receive Magical Dances, Vol.
II, which will enable Songstresses to learn the Magical Masque
Hint: Blue Bullets abilities:
The following Blue Bullet's abilities are required
to master the Gun Mage's DSP.
Fire Breath (Bariivaruha)
In Chapter 3, 4, and 5 at Thunder Plains, Calm Lands, and
Leucophylla: In Chapter 3 and 5 at Besaid, Calm Lands, Mt.Gagazet
and Bevelle Tower Floors 24-26
Cephalotus: In Chapter 3 and 5 at Besaid, Mi'hen and Bevelle Tower
Tomb: In Chapter 3 and 5 at Djose, Calm Lands and Bevelle
Tower Floors 27-29.
Tomb: In Chapter 5 at Farplane and Bevelle Palace Floors 61-64.
Monolith: In Chapter 5 at Besaid, Kilika, Mushroom Rock, Djose
Epitaph: In Chapter 5 at Fiend Colony and Bevelle Palace Flooors
Protochimera: In Chapter 1, 2, 3, and 5 at Kilika, Bikanel
Haizhe: In Chapter 1,2 and 5 at Macalania and Bevelle Tower Floors
Baralai: In Chapter 2.
Flan Azabache: In Chapter 5 at Ruins Depths and Bevelle Tower
Jahi: In Chapter 5 at Farplane and Bevelle Palace Floors 75-79.
Cindy: In Chapter 5 at Farplane (Boss)
Vegnagun: End of Chapter 5.
Big Bully Cap: In Chapter 5 at Bikanel and Bevelle Tower Floors
Coeurl: In Chapter 1, 2, and 5 at Besaid, Calm Lands and Bevelle
Tower Flors 7-9.
Queen Coeurl: In Chapter 2, 3, and 5 at Besaid, Kilika, Mihen,
Guadosalam and Calm Lands.
Mycotoxin: In Chapter 3 and 5 at Mihen, Mt.Gagazet and Zanarkand.
Ms. Goon: In Chapter 1 at Zanarkand.
Malboro: In Chapter 3, 4, and 5 at Besaid, Thunder Plains
and Bevelle Tower Floors 24-26.
Great Malboro: In Chapter 5 at Farplane and Bevelle Tower Floors
Haizhe: Chapter 1, 2, and 5 at Macalania and Bevelle Tower
Garik: Chapter 3 at Mt.Gagazet (Boss)
Ultima Weapon: Chapter 5 at Ruin Depths and Bevelle Palace
Paragon: Chapter 5 at Bevelle Bottom Floor.
Cry In The Night
Mega Tonberry: Chapter 5 at Bevelle Palace Floor 41.
Baralai: Chapter 5 at Mushrom Rock (Den of Woe)
Gippal: Chapter 5 at Den of Woe.
Experiment: Chapter 5 at Djise Temple.
Kukulcan : Chapter 2 and 5 at Bevelle and Bevelle Tower Floors
Gucumatz: Chapter 3 and 5 at Mushroom Rock, Thunder Plains, Bikanel
Chac: Chapter 5 at Bevelle Tower Floors 80-84.
Cactuar: Chapter 5 in Cactuar Cave.
Ironside: Chapter 3, 4, and 5 at Kilika, Thunder Plains and
Coeurl and Queen Coeurl: See White Wind
Hint: Black Mage: Fast skill learning:
The best place to do this is in Kilika Woods, near
the save point. You will run into the Red Element and this is
the monster that will "help" you. Being near a save
point means you will not have to waste any Ethers or else. Usually
you will run into two Red Elements and that flying bug. Kill the
bug and one of the Red Elements. Then, switch the other two characters
to the White Mage garment, and keep one still wearing the Black
Mage garment. Make that person keep casting Fira. It will not
affect the Red Element, so you will not kill it. Having the other
two Praying will make the element unable to kill you. Keep on
casting Fira until you run out of MP, then switch one of the White
Mages into a warrior and kill the monster (Pain recommended. Repeat
this several times until most of your skills have been learned.
Hint: Black Mage: Easy leveling:
To level up your Black Mage with ease, set the cursor
to "Memory". Go into a battle with any type of element,
and cast the spell that the element is on it. Have one Alchemist
that already learned Ether from the stash and keep casting it
on the Black Mage. Also have a White Mage there to use Pray. Use
a controller with an auto-fire feature and keep doing this repeatedly
to level up your Black Mage.
Hint: Black Mage: Stronger Spells with
no extra cost:
Equip a Black mage with a Soul Of Thamasa accessory
and a Gold Hairpin accessory. The Soul Of Thamasa strengthens
your spells and doubles their MP cost, and the Gold Hairpin halves
the MP cost of all spells. Basically you are strengthening your
spells and canceling out the extra MP cost.
Hint: White Mage: Easy leveling:
Note: This trick requires a controller with an auto-fire
feature. Change all characters' Dress Sphere to White Mage. Set
the auto-fire to X and have everyone use the Pray ability...
This works well when battling against the two lizards found on
Mushroom Rock Road. Let everyone keep Praying and eventually they
should master the White Mage Dress Sphere.
Equip someone with the Lure Bracer (Paine recommended) and have
two attackers and one healer. Rikku should be the healer as she
will learn it faster. Have her keep using Pray and have the other
character attack while she Prays. She will get AP for praying
and for an enemy defeat. This will take between two to four hours
depending on how many enemies you encounter and how many times
you use Pray.
Hint: Recommended Blitzball players:
The best two players you can scout are Yuyui and Lucil.
They are both Lv max agents and cost 40 CPs to obtain. Yuyui has
all her max stats as 99 and 255 for RNG and REC. She is perfect
for any position on the field. Lucil is a bit lower with all her
stats maxed at 77 and 177 for RNG and REC, but she is also good
for the team. Lucil, however, has the Corkscrew Shot and the Overhead
If you are playing Blitzball and you have Scout level max, and
you have the Scrimmage training ability, get Yuyui, even though
she has 1s in all stats. If you keep using the Scrimmage ability,
you can get all her stats to the maximum, and she will be unstoppable.
Note: This will take some time.
Hint: Recommended party:
Have Riku with the Alchemist Dress Sphere and have
her master Mega-Potion, Mega-Phoenix Down, and Alchemist 1 and
2 so that she can move as fast as possible. Next, have Yuna and
Paine be Dark Knights with the Darkness ability learned and all
anti-status effect abilities mastered. Equip Yuna with the White
Mage Garment Grid, and some White Mage healing abilities learned
so that she can play support, healing when needed. Have Paine
with the Seeping Cauldron Dress Sphere and some Black Magic abilities
learned so that she can have some alternate attacking options.
Also maximize any speed mods you can for these two characters'
main jobs and sub jobs. When in battle, have Yuna and Paine keep
using the Darkness abiltiy. This will drain their health, but
also highly damage all enemies on screen. Thenm have Riku keep
using the Mega-Potions ability to make up for the HP lost due
to Darkness and enemy attacks. It is also good to give Riku accessories
that will increase her maximum HP so that she can withstand the
more powerful attacks and still live to use Mega-Phoenix Down
if some of your characters die.
If you want a good party and be able to defeat almost everything,
make everyone a Warrior. You may want to make them have a Fiery
Gleam and a Thunder Gleam equipped.
Hint: Winning the Gunner's Gauntlet mini-game:
Hang around the first two screens of the mini-game
shooting the easy monsters here until your chain gauge is at the
maximum (three). This will give you three times the points for
everything you kill, making it easy to get 500 points. Note: If
Yuna gets hit, not only does her HP go down, but the chain gauge
is reset to one.
Hint: Mysterious Tidus shadow:
In the scene where Yuna falls into the Farplane, she
will encounter a young man named Shuyin. He looks a little bit
like Tidus.. Nooj and Gippal interrupt the scene shortly after
it begins and after a minute or two they will hand over Crimson
Sphere 2 and 3. After that, Yuna is left all alone in the Farplane.
After a small dialogue, she will say, "I'm all alone."
Press X and you should here a familiar whistle. Press X
three more times to exit the scene. The shadow of the man should
look a lot like Tidus.
Hint: Good character strategy:
Use Yuna and Paine as Warriors and Rikku as a Thief.
Also get Yuna to use a hidden dress called Healer, which works
better than White Mage. As you get further in the game, there
will be more new dresses. Do not use any of them. Although some
of them may seem strong, they are all all pretty much useless.
Get Paine something with Pierce and keep hacking at your enemies
while Yuna heals when needed. Have Rikku steal from whoever you
see. You will be surprised at what you can get from just stealing
from a Ghost or some sort of a strong monster.
To complete this game, you will need to be at around level 50
to 60. You should have mastered a few jobs along the way. Have
Yuna master White Mage and Item Shooter if possible. Get Paine
to master Black Mage and Dark Knight if possible. You should get
Rikku to Master Berserker. Making Yuna master those two specific
jobs will make her an ultimate healer. She will heal very well.
If you are really into the game, you could have her master the
Trainer job if you would like her as an attacker as well. Having
Paine master Black Mage and Dark Knight will make her a major
attacker. Also, after mastering Dark Knight she gets an ability
that will allow her to use all learned Black Magic. Having Rikku
master Berserker will use her speed to a major advantage. Berserker
gains counter abilities. Once mastered, you will be able to counter
attacks, missed attacks, and magic attacks. Berserker is also
a very powerful attacker and is very fast. The ATB bar for that
particular job is small, which will allow you to attack many times.
All this combines for a very powerful team. The only downfall
to this is Yuna's lack of HP, because of the healing jobs. Use
your more powerful characters to protect her whenever possible
and keep a good amount of Phoenix Downs available.
Use the following information to create a good party at about
level 25. It includes a level 25 Black Mage who can cast a Fira
spell for around 500 to 925 damage. For Yuna , set as White Mage
and learn Cura and White Mage level 2. Give Convertous Dress Sphere
and when the battle starts, move her over the Osmosous Sphere
and back to White Mage so that she can drain MP from enemies.
It is also recommended that she be given the SOS Regan Bangle
for a good plus. For Riku, set as Gunner and learn Trigger Happy
level 3 and On The Level. Give Convertous Dress Sphere and when
battle begins, also move her over the Osmosous Sphere and back
to Gunner so that she can also drain MP from enemies. Give her
the SOS Regan Bangle. For Pain, set as Black Mage and learn Focus,
Fira, and Black Mage level 3. Give her Seeping Cauldron Dress
Sphere. When the battle starts, move her over one of the +15 Magic
Spheres and back to Black Mage so she can get the bonus. Then,
have her use Focus six to seven times. This will really pump up
her magic. Also, give her SOS Regan Bangle for a nice bonus.
To create a very good party, have the Alchemist Dress Sphere,
Berseker Dress Sphere, and the Samurai Dress Sphere. Have Yuna
as an Alchemist with Mega-Potion, Ether, and Phoenix Down learned.
She will be the healer of the party without using any MP. Have
Rikku as a a Samurai with Magicide, Fingersnap, and Fireworks.
She will be the defender of the party. Then, have Paine as a Berseker
with Warrior mastered with Unhinge, Envenom, and Counterattack.
She will be the attacker of the party. On Yuna, her HP has to
be high so that she can keep healing; equip her with Undying Storm
and the two accessories Crystal and Mythril Bangle. Equip Rikku
with Undying Storm and two Mythril Bangles. Equip Paine with Pride
Of The Sword so that she still has her warrior abilities with
Hyper Wrist and Champion Belt; or if available two Champion Belts.
This will create a great party around levels 50 to 60.
Hint: Funny noises from Brother:
After you complete the second mission where you race
LeBlanc to the mountaintop, Brother will be lying on the ground
of the airship. If you step over Brother's groin area, he will
move and groan as if in pain from being stepped upon.
Somewhere in the game after you get the second Treasure Sphere,
''Buddy'' is on the ground. Walk over him, and if you listen closely,
he will yelp.
Hint: Spiral of Death:
Summoners challenge the Bringer Of Death, Sin, and
die doing so. Guardians give their lives to protect their Summoner.
The Fayth are the souls of the dead. Even the masters of Yevon
are unsent. Spira is full of death... only Sin is reborn, and
then only to bring more death. It is a cycle of death, spiraling
Hint: Final Fantasy 2
The Dark Knight Dress Sphere is a reference to
Final Fantasy 2, where the starting character Cecil was
a Dark Knight.
Hint: Final Fantasy 3
The Bum Rush garment grid refers to the Bum Rush
special technique from Final Fantasy 3.
Hint: Final Fantasy 5
The Dress Spheres were originally called jobs in
Final Fantasy 5.
Hint: Final Fantasy 7
The name of the little kid aboard your airship
who sits in the right wall seat of the bridge is named Shinra.
This is the name of the company that Cloud, Barret and Tifa were
trying to take down at the start of Final Fantasy 7.
In Chapter 5, go back to the airship after reaching the Farplane
Abyss. Talk to Shinra. He is researching the farplane and talks
about how there is a limitless amount of energy down there. Yuna
comments on how she would love to see a city of lights. This is
an obvious reference to Mako, and the town you start at in Final
Shinra was the enemy in Final Fantasy 7.
The name of the whiz-kid aboard the Celcius is named Shinra. Shinra
was the company that Cloud, Tifa and Barret were trying to take
down in the beginning of Final Fantasy 7. It is also the
last name of Rufus Shinra and his father.
After you come to the Farplane Abyss in Chapter 5, go back to
the Celsius. Talk to Shinra and he will say that there is a "limitless
amount of energy down there" and that "It could be the
life of the planet". Ge then says that it is possible to
harness that energy and use for power across Spira. This is a
Mako reference to Final Fantasy 7. He also restates the
plan of the Shinra company.
Once you obtain the Mascot Dressphere, have Rikku wear it. The
costume is an oversize plush version of Cait Sith, a former fortune
telling, robotic spy cat in Final Fantasy 7. It also says
his name in the "Wildcat" moves such as "Cait Thunder".
Hint: Final Fantasy 10
Previous weapons from the Final Fantasy 10
can be seen used by the characters in certain Dress Spheres:
and Fakey McFake.
Brotherhood (Tidus): Yuna uses it when set to Warrior Dress Sphere.
Rod (Yuna): Set Yuna to White Mage Dress Sphere.
Long Sword (Auron): Set Yuna to Samurai Dress Sphere.
Caladbolg (Tidus): Set Yuna to Dark Knight Dress Sphere.
Masamune (Auron): Set Rikku to Dark Knight Dress Sphere.
World Champion (Wakka): Used by Shuyin when he uses the Terra
Of Zanarkand ability at the final battle.
Rod of Darkness: Set Paine to the Black Mage Dress Sphere.
Astral Rod: Set Rikku to the White Mage Dress Sphere.
Nirvana (Ynua): Set Yuna to the Black Mage Dress Sphere. This
was also Yuna's Celestial Weapon in Final Fantasy 10.
Hint: Final Fantasy 10
In a stadium locker room in Luca, there are two
kids jumping for joy. They are two of the kids who wanted your
autograph at the beginning of Final Fantasy 10.
Hint: Kingdom Hearts reference:
There is a Dress Sphere called Lady Luck, which
is the name of a Keyblade in Kingdom Hearts.
Hint: Chrono Trigger reference:
On Mushroom Rock Road, the music that plays is
the theme from Chrono Trigger.
Hint: Band reference:
The petitioner's name for the Ring Wyrm mark is Balzac.
This is the name of a Japanese horror-punk band.
Glitch: Battle theme continues:
Equip one of your girls with the Lure Bracer and go
to a world with a high rate of battles (not the Calm Lands). Get
into a battle, then immediately escape from it. Notice through
the victory screen, the battle theme will continue. Then, quickly
get into another battle. The battle theme will continue where
it was left off in the previous battle.
Strategy: Dressphere locations: by NICKL61182
Action Replay, Code Breaker, and GameShark codes
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Al Amaloo. All rights reserved.