-----------------------------------------------------------------------------
Final Fantasy X - The Knowledge Within, Part 2
Written: for PAL version, also recommended for NTSC and Int. versions
Platform: Playstation 2
Version: 7.1, released on 30th May 2003
Written by: Split Infinity 
Copyrighted to: 2002 - 2003 Split Infinity 
Contents: Walkthrough, Lists, Strategies, Sidequests and more
Made in: MS Word, Courier New font, Font Size 10, Characters/Line 79
Best viewed with: MS Word, Courier New font, Font Size 10, Characters/Line 79
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Easy to use PSE (Phrase Search Engine)
Step 1: Scroll down until Page 5.
Step 2: PSE is before you.
Step 3: Find a phrase you're looking for. Listing is in alphabetical order
(left to right, top to bottom).
Step 4: Note the code number next to the phrase you found.
Step 5: Press CTRL + F at same time, then type in code number.
Step 6: Press 'Enter' two times.
Step 7: Voila! What you've looked for is found.
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=============================================================================
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=============================================================================
I) LATEST UPDATES
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=============================================================================

- Version 7.0 (26th May 2003)
# With Part 1 of my guide being fixed up and redone, work is in progress on
this part of the guide.
# Sections in this part still need to be redone, that's why they're still
looking the 'old way'.
# You're mightily encouraged to contribute to this guide in any way possible.
Do you have any suggestions for my guide? Do you have any info I have missed?
Do you have a mistake I made to report? Anything else? Come on and send it over
via e-mail (address is at top and bottom of this guide).

=============================================================================
=============================================================================
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II) LEGAL INFORMATION
=============================================================================
=============================================================================
=============================================================================

A) This FAQ can appear on the following site(s):
- http://www.gamefaqs.com
- http://www.neoseeker.com
- http://www.cheats.de (German site)
- http://www.ign.com
- http://SPOnG.com
- http://www.angelfire.com/anime5/a-dimension
- http://www.pregaming.com
- http://www.ComputerUnderground.com
- http://www.squareenix.com

B) Legal disclaimer
This document is intended for PRIVATE use only. It is copyrighted to me, Split
Infinity.
If you are a webmaster of the site that wishes to post this guide, you may do
so under one condition - you must e-mail me first for permission. If permission
is granted, you cannot change a single character of this guide, and you must
leave it in txt format. Furthermore, it is your responsibility that you keep
this guide up-to-date. If I find out that you do not follow this guideline, I
shall request my guide to be removed from your site.
This guide cannot be used in ANY form of printed or electronic media involved
in a commercial business, in part or in whole, in any way, shape, or form. It
cannot be given away freely, as bonus or prize, it can't be given away with the
game and so on. This guide cannot be used for profitable or promotional
purposes, regardless of the situation. Breaking any of these rules is in direct
violation of copyright law.
This document is protected by copyright law and international treaties.
Unauthorized reproduction and distribution of this document, or any portion of
it, may result in severe civil and criminal penalties, and will be prosecuted
to the maximum extent possible under the law.
Any characters, names, places, or miscellaneous objects are copyright of their
respective companies. I am in no way affiliated with Square or any other
companies that were/are involved with this game.

This document is (c) 2002-2003 Split Infinity
All rights reserved

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III) TABLE OF CONTENTS
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=============================================================================

SECTION NUMBER AND NAME        WHAT IS IT ABOUT?
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I. Latest Updates            | Read what was added in last update.
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II. Legal information        | Copyright protection and legal info.
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III. Table of Contents       | Sections of this part of the guide.
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IV. Phrase Search Engine     | Quick search engine of alphabetical list of
                             | FFX phrases (920 entries so far).
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V. Charts and abbreviations  | Understanding my charts and abbreviations.
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VI. About monsters           | Graaaawl! Be prepared for them.
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VII. About sidequests        | Learn everything about sidequests.
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VIII. About Monster Arena    | T'is time to prove who's the strongest!
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IX. About dark aeons         | Exorcise dark aeons! (PAL and Int only!)
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X. About standard SG         | How to best utilize standard grid in stat
        stat maxing          | maxing process.
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XI. About expert SG          | How to best utilize expert grid in stat maxing
         stat maxing         | progress (PAL and Int only!).
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XII. About battle-quotes     | Have a favorite quote? Find it here.
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XIII. About affection        | Get the lady of your choice to like you!
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XIV. Tips and hints          | Various advice I could fit only here.
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XV. Action Replay 2          | Cheat? Be my guest (for PAL only).
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XVI. Game mechanics          | Learn about game's mechanics!
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XVII. About FFX Bonus DVD    | NTSC players, read this to find out what
     (PAL and Int only!)     | you've been forced to miss.
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XVIII. Frequently Asked      | FAQ, one of most neglected parts readers often
      Questions - FAQ        | don't bother to check out.
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XIX. Past Revisions          | History of this guide resides here...
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XX. Credits                  | All who contributed... Thank you!
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XXI. Contact Info            | Find out how to reach me.
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IV) PHRASE SEARCH ENGINE
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Q1 - What is this? Why would I even need it?
A1 - With the guide at current state it becomes difficult to find what you're
looking for. This inspired me to create this phrase earch engine (PSE).

Q2 - Okay, sounds good. What am I going to find in it?
A2 - What you will find here is an alphabetical list of every item, magic,
enemy etc. etc.

Q3 - Nothing special. I can make one of my own, if I wish...
A3 - What will be so special about this alphabetical list, you ask? Let me tell
you then. Each entry shall be given a specific code number.

Q4 - How is that going to help me jump straight to what I need?
A4 - Let's say you'd need a strategy to help defeat 'Optional boss'. So you
look into this list... you look up 'Optional boss' which would appear like
this:
...
Optional Boss - XBOSS
...
Take note of code number at the end. Now press CTRL + F at same time. In the
pup-up window type in XBOSS and press Enter twice to be taken to what you're
looking for. No hassle whatsoever. Speed satisfaction is guaranteed.

Q5 - There are few phrases which mean different things...?
A5 - No problem there. Such phrases will be marked by special code in
parenthesis. Find what it is here.
-----------------------------------------------------------------------------
BB - Blitz tech          | C - Celestial wpn upgr. | SS - Special Sphere
KI - Key item            | WM - White magic        | I - Item
S - Status               | OS - Overdrive skill    | F - Fiend
S1 - Special command     | S2 - Skill command      |
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Q6 - Why are some phrases shortened to one letter only...?
A6 - By throwing a quick view in the list, you may notice that some names are
abbreviated. That's because these names are spoilers. The only way for these
entries to be included was like this.

Q7 - I can't find the thing I'm looking for in this part of the guide. Where is
it?
A7 - Phrases marked with an asterisk (for example, Chocobo Eater* - A095) are
explained in greater detail in first part of the guide, whereas those without
an asterisk are explained more in this part of the guide.
* - STILL NEED TO ASTERISK RELEVANT PHRASES!

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LETTER A
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A. Aeon - A000          | Abaddon - A001         | Abaddon Flame - A682
Ability Dis. - A002  [I]| Ability Dis. - A732 [S]| Ability Sphere - A003
Abyss Worm - A004       | Accuracy Sphere - A005 | Achelous - A006
AR2 codes - A007        | Adamantoise - A008     | Aeon's Soul - A771
Aerospark - A736        | Aerouge - A009         | Affection guide - A837
Agility Sphere - A010   | Ahriman - A011         | Aim - A012
Airship coor. - A013    | Airship passes - A014  | Al Bhed Potion - A015
Al Bhed P. I - A788     | Al Bhed P. II - A789   | Al Bhed P. III - A790
Al Bhed P. IV - A791    | Al Bhed P. V - A792    | Al Bhed P. VI - A793
Al Bhed P. VII - A794   | Al Bhed P. VIII - A795 | Al Bhed P. IX - A796
Al Bhed P. X - A797     | Al Bhed P. XI - A798   | Al Bhed P. XII - A799
Al Bhed P. XIII - A800  | Al Bhed P. XIV - A801  | Al Bhed P. XV - A802
Al Bhed P. XVI - A803   | Al Bhed P. XVII - A804 | Al Bhed P. XVIII - A805
Al Bhed P. XIX - A806   | Al Bhed P. XX - A807   | Al Bhed P. XXI - A808
Al Bhed P. XXII - A809  | Al Bhed P. XXIII - A810| Al Bhed P. XXIV - A811
Al Bhed P. XXV - A812   | Al Bhed P. XXVI - A813 | Al Bhed P. again - A851
Al Bhed Ranks - A850    | Alchemy - A016         | Alcyone - A017
Ally - A018             | Amulet - A019          | Anacondaur - A020
Anima - A737            | Another Story - A465   | Antarctic Wind - A021
Antidote - A022         | Anti-Drain - A857      | Anti-Drain 2 - A858
Anti-Nap - A859         | Anti-Nap 2 - A860      | Anti-Venom - A861
Anti-Venom 2 - A862     | Anti-Wither - A863     | Anti-Wither 2 - A864
AP gaining fast - A840  | Aqua Breath - A023     | Aqua Flan - A024
Aqua Toxin - A691       | Arctic Wind - A025     | Armor Break - A026  [S2]
Armor Break - A027  [S] | Armors lists - A825    | Attack Reels - A028
Attribute Sphere - A029 | Aurochs Reels - A030   | Aurochs Spirit - A865
Auron's Sphere - A667   | Auron's weapons - A823 | Auron's armors - A831
Auto-Haste - A031       | Auto-Life - A032       | Auto-Life - A033
Auto-Med - A034         | Auto-Phoenix - A035    | Auto-Potion - A036
Auto-Protect - A037     | Auto-Reflect - A038    | Auto-Regen - A039
Auto-Shell - A040       | Avenger - A041         |
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LETTER B
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Baaj Temple - A042      | Bad Breath - A043      | Bahamut - A738
Bandersnatch - A044     | Banishing Blade - A045 | Barbatos - A046
Bashura - A047          | Basilisk - A048        | Bat Eye - A049
Battle Mechanics - A856 | Behemoth - A050        | Behemoth King - A051
Berserk - A052          | Berserkproof - A053    | Berserk Ward - A054
Br. F. Aeon - A055      | Bio - A056             | Bite Bug - A057
Black Ice - A696        | Black Element - A058   | Black Hole - A699
Black Magic Sp. - A059  | Blaster Mine - A674    | Blessed Gem - A060
Blizzaga - A061         | Blizzara - A062        | Blizzard - A063
Blitz Ace - A064        | Blitzball info - A833  | Blossom Crown - A814
Blue Element - A065     | Bomb - A066            | Bomb Core - A067
Bomb Fragment - A068    | Bomb King - A069       | Bonus DVD - A841
Braska's Sphere - A667  | Brawler - A866         | Break Damage Limit - A070
Break HP Limit - A071   | Break MP Limit - A072  | Bribe - A073
Bribe info - A853       | Brimstone - A681       | B. Ronso - A074
Buer - A075             | Bunyip - A076          | Burning Soul - A680
Bushido - A077          | Butterfly Hunter - A078|
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LETTER C
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Cactuar - A079          | Cactuar Hunter - A080  | Cactuar King - A081
Caladbolg - A082        | Calamity Bomb - A676   | Camisade - A739
Candle of Life - A083   | Capture - A084         | Catastrophe - A085
Catoblepas - A086       | Cave Iguion - A087     | Cavern of the S. F. - A088
Celestial Mirror - A767 | Celestial Weap. - A089 | Chaos Grenade - A677
Char.'s quotes - A090   | Cheer - A091           | Chimera - A092
Chimera Brain - A093    | Chimerageist - A094    | Chocobo Eater - A095
Chocobo Feather - A096  | Chocobo Trainer - A097 | Chocobo Wing - A098
Clear Sphere - A099     | Cloudy Mirror - A766   | Cluster Bomb - A672
Coeurl - A100           | Coeurlregina - A101    | Comrade - A102
Condor - A103           | Confuseproof - A104    | Confuse Ward - A105
Confusion - A106        | Copycat - A107         | Counter-Attack - A108
Coward - A109           | Crawler - A110         | Cura - A112
Curaga - A113           | Cure - A114            | Curse - A115
Curseproof - A116       |                        |
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LETTER D
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Daigoro - A740          | Dancer - A117          | Daredevil - A118
Dark A. Aeon - A119     | Dark Attack - A120     | Dark B. Aeon - A121
Dark Buster - A122      | Dark Element - A123    | Dark Flan - A124
Dark If. Aeon - A125    | Dark Ix. Aeon - A126   | Dark M. S. Aeon - A127
Dark Matter - A128      | Dark Rain - A692       | Dark S. Aeon - A129
Darkness - A130         | Darkproof - A131       | Darkstrike - A132
Darktouch - A133        | Dark V. Aeon - A134    | Dark Y. Aeon - A135
Dark Ward - A136        | Death - A137           | Deathproof - A138
Deathstrike - A139      | Deathtouch - A140      | Death Ward - A141
Defence +3% - A142      | Defence +5% - A143     | Defence +10% - A144
Defence +20% - A145     | Defence Sphere - A146  | Defend - A845
Defender - A147         | Defender X - A148      | Defender Z - A149
Delay Attack - A150     | Delay Buster - A151    | Delta Attack - A741
Demi - A152             | Demonolith - A153      | Designer Wallet - A154
Diamond Dust - A742     | Dingo - A155           | Dinonix - A156
Dispel - A157           | Distil Ability - A158  | Distil Mana - A159
Distil Power - A160     | Distil Speed - A161    | Don Tonberry - A162
Doom - A163             | Doom - A164            | Door to Tomorrow - A165
Double AP - A166        | Doublecast - A167      | Double Overdrive - A168
Dragon Fang - A169      | Dragon Scale - A170    | Drain - A171
Drain Tackle - A867     | Drain Tackle 2 - A868  | Drain Tackle 3 - A869
Drop items info - A854  | Dream Powder - A172    | Dual Horn - A173
-----------------------------------------------------------------------------
LETTER E
-----------------------------------------------------------------------------
Earth Eater - A174      | Eccentrick - A731      | Echo Screen - A175
Eject - A765            | Electro Marble - A176  | Electroshock - A686
Element Reels - A177    | Elite Defence - A870   | Elixir - A178          [I]
Elixir - A706       [OS]| Energy Blast - A743    | Energy Rain - A179
Energy Ray - A744       | Entrust - A180         | Epaaj - A181
Espada - A182           | Esuna - A183           | Ether - A184
Evade & Counter - A185  | Evasion Sphere - A186  | Evil Eye - A187
Evrae - A188            | Evrae Altana - A189    | Exoray - A190
Expert SG - A838        | Exp. SG stat-max - A846| Extract Ability - A191
Extract Mana - A192     | Extractor - A193       | Extract Power - A194
Extract Speed - A195    | Eye Drops - A196       |
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LETTER F
-----------------------------------------------------------------------------
Fafnir - A197           | Fake chest - A666      | Fallen Monk - A198
Farplane Shadow - A199  | Farplane Wind - A200   | Fenrir - A201
Final Elixir - A709     | Final Phoenix - A705   | Fira - A202
Firaga - A203           | Fire - A204            | Fire Breath - A205
Fire Eater - A206       | Fire Gem - A207        | Fireproof - A208
Firestorm - A679        | Firestrike - A209      | Fire Ward - A210
First Strike - A211     | Fish Scale - A212      | Flame Flan - A213
Flare - A214            | Flash Flood - A689     | Flee - A215
Flint - A769            | Floating Death - A216  | Floating Eye - A217
Flower Sceptre - A815   | Focus - A218           | Fortune Sphere - A219
Frag Grenade - A220     | Frag Grenade - A669    | Freedom - A724
Freedom X - A725        | Freq. Asked Q. - A842  | Friend Sphere - A221
Full Break - A222       | Full-Life - A223       | Funguar - A224
Fury - A225             |                        |
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LETTER G
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Gamble - A871           | Gambler's Spirit - A226| Gandarewa - A227
Garm - A228             | Garuda - A229          | Gemini - A230
Geosgaeno - A231        | Ghost - A232           | Gillionare - A233
Godhand - A234          | Gold Element - A235    | Golden Arm - A872
Gold Hourglass - A236   | Good Morning! - A873   | Grand Summon - A237
Grat - A238             | Greater Sphere - A239  | Great Malboro - A240
Grenade - A241       [F]| Grenade - A242      [I]| Grenade - A668        [OS]
Grendel - A243          | Grip Gloves - A874     | Grothia - A244
Guado Guardian - A245   | Guard - A246       [S1]| Guard - A843           [S]
-----------------------------------------------------------------------------
LETTER H
-----------------------------------------------------------------------------
Half MP Cost - A247     | Halma - A248           | Haste - A249           [S]
Haste - A250        [WM]| Hastega - A251         | Hazardous Shell - A675
Healer - A252           | Healing Spring - A253  | Healing Water - A254
Heat Blaster - A678     | Heavenly Strike - A745 | Hellfire - A746
Hero - A255             | Hero Drink - A728      | Hints & Tips - A665
Hi-Potion - A256        | Hi-Risk - A875         | Holy - A257
Holy Water - A258       | Hornet - A259          | Hot Spurs - A730
HP +5% - A260           | HP +10% - A261         | HP +20% - A262
HP +30% - A263          | HP Sphere - A264       | HP Stroll - A265
Hypello Potion - A266   | Hyper Mana - A723      | Hyper Mighty G - A717
Hyper NulAll - A712     | Hyper Vitality - A720  |
-----------------------------------------------------------------------------
LETTER I
-----------------------------------------------------------------------------
Ice Eater - A267        | Icefall - A694         | Ice Flan - A268
Ice Gem - A269          | Iceproof - A270        | Icestrike - A271
Ice Ward - A272         | Ifrit - A747           | Iguion - A273
Imp - A274              | Impulse - A748         | Initiative - A275
Invisible Shot - A876   | Ipiria - A276          | Ironclad - A277
Iron Giant - A278       | Ixion - A749           |
-----------------------------------------------------------------------------
LETTER J
-----------------------------------------------------------------------------
Jecht Shot - A877       | Jecht Shot 2 - A878    | Jecht's Sphere - A772 [KI]
Jecht's Sph. - A667 [SS]| Jinx - A279            | Jormungand - A280
Juggernaut - A281       | Jumbo Flan - A282      | Jump - A283
Jupiter Crest - A284 [C]| Jupiter Cr. - A782 [KI]| Jupiter Sigil - A285   [C]
Jupiter Sig. - A783 [KI]|                        |
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LETTER K
-----------------------------------------------------------------------------
Killer Bee - A287       |Kimahri's weapons - A824| Kimahri's armors - A832
Klikk - A288            | KO - A289              | Kottos - A290
Kozuka - A750           | Krysta - A697          | Kusariqqu - A291
-----------------------------------------------------------------------------
LETTER L
-----------------------------------------------------------------------------
Lancet - A292           | Lamashtu - A293        | Land Worm - A294
Larva - A295            | Left Fin - A296        | Lv. 1 Key Sphere - A297
Lv. 2 Key Sphere - A298 | Lv. 3 Key Sphere - A299| Lv. 4 Key Sphere - A300
Life - A301             | Light Curtain - A302   | Lightning Bolt - A685
Lightning Dodger - A303 | Lightning Eater - A304 | Lightning Gem - A305
Lightning Marble - A306 | Lightningproof - A307  | Lightningstrike - A308
Lightning Ward - A309   | Loner - A310           | Lord Ochu - A311
Luck - A312             | Luck Sphere - A313     | Lulu's weapons - A820
Lulu's armors - A828    | Lunar Curtain - A314   |
-----------------------------------------------------------------------------
LETTER M
-----------------------------------------------------------------------------
Machea - A315           | Maelspike - A316       | Mafdet - A317
Magic +3% - A318        | Magic +5% - A319       | Magic +10% - A320
Magic +20% - A321       | Magic Booster - A322   | Magic Break - A323    [S2]
Magic Break - A324   [S]| Magic Counter - A325   | Magic Def. +3% - A326
Magic Def. +5% - A327   | Magic Def. +10% - A328 | Magic Def. +20% - A329
Magic Defence Sp. - A330| Magic Sphere - A332    | Magic Urn - A333
Magus Sisters - A751    | Malboro - A334         | Malboro Menace - A335
Mana - A721             | Mana Dist. - A331   [I]| Mana Dist. - A734      [S]
Mana Sphere - A336      | Mana Spring - A337     | Mana Tablet - A338
Mana Tonic - A339       | Mandragora - A340      | Map - A341
Mark of Conquest - A816 | Mars Crest - A342   [C]| Mars Crest - A778     [KI]
Mars Sigil - A343    [C]| Mars Sigil - A779  [KI]| Masamune - A344
Master Coeurl - A345    | Master Sphere - A346   | Master Thief - A347
Master Tonberry - A348  | Maze Larva - A349      | Mech Defender - A350
Mech Guard - A351       | Mech Gunner - A352     | Mech Hunter - A353
Mech Leader - A354      | Mech Scouter - A355    | Mega Flare - A752
Megalixir - A356     [I]| Megalixir - A707   [OS]| Mega Mana - A722
Mega NulAll - A711      | Mega Phoenix - A357 [I]| Mega Phoenix - A704   [OS]
Mega-Potion - A358      | Mega Vitality - A719   | Melusine - A359
Mental Break - A360 [S2]| Mental Break - A361 [S]| Mercury Crest - A362   [C]
Mercury Cr. - A786  [KI]| Mercury Sig. - A363 [C]| Mercury Sigil - A787  [KI]
Meteor Strike - A753    | Mi'ihen Fang - A364    | Mighty G - A715
Mighty Guard - A365     | Mighty Wall - A714     | Mimic - A366
Miracle Drink - A729    | Mix - A367             | Monster Arena - A368
Monster enc. info - A834| Moon Crest - A369   [C]| Moon Crest - A776     [KI]
Moon Sigil - A370    [C]| Moon Sigil - A777  [KI]| Mortibody - A531
Mortiorchis - A480      | Mortiphasm - A536      | Movie Spheres - A371
MP +5% - A372           | MP +10% - A373         | MP +20% - A374
MP +30% - A375          | MP Sphere - A376       | MP Stroll - A377
Mug - A378              | Murussu - A379         | Music Spheres - A380
Mushussu - A381         | Musk - A382            |
-----------------------------------------------------------------------------
LETTER N
-----------------------------------------------------------------------------
Nab Gil - A383          | Nap Pass - A879        | Nap Pass 2 - A880
Nap Pass 3 - A881       | Nap Shot - A882        | Nap Shot 2 - A883
Nap Shot 3 - A884       | Nap Tackle - A885      | Nap Tackle 2 - A886
Nap Tackle 3 - A887     | Nebiros - A384         | Nega Burst - A698
Nega Elemental - A385   | Negator - A111         | Nemesis - A386
Neslug - A387           | Nidhogg - A388         | Nirvana - A389
No AP - A390            | No Encounters - A391   | Nova - A392
NulAll - A710           | NulBlaze - A393     [S]| NulBlaze - A394       [WM]
NulFrost - A395      [S]| NulFrost - A396    [WM]| NulShock - A397        [S]
NulShock - A398     [WM]| NulTide - A399      [S]| NulTide - A400        [WM]
-----------------------------------------------------------------------------
LETTER O
-----------------------------------------------------------------------------
Oblitzerator - A401     | Oblivion - A754        | Ochu - A402
Octopus - A403          | Ogre - A404            | O. Ruins - A405
O. Ruins Treasure - A847| Omega Weapon - A406    | One-Eye - A407
One MP Cost - A408      | Onion Knight - A409    | Ornitholestes - A410
Osmose - A411           | Overdrive -> AP - A412 |
-----------------------------------------------------------------------------
LETTER P
-----------------------------------------------------------------------------
Pain - A755             | Panacea - A702         | Pass - A888
Passado - A756          | Penance - A413         | Pendulum - A414
Petrification - A415    | Petrify Grenade - A416 | Phlegyas - A417
Phoenix Down - A418     | Pickpocket - A419      | Piercing - A420
Pineapple - A670        | Pile Venom - A889      | Pile Wither - A890
Pilfer Gil - A421       | Piranha - A422         | Poison - A423
Poison Fang - A424      | Poisonproof - A425     | Poisonstrike - A426
Poisontouch - A427      | Poison Ward - A428     | Potato Masher - A671
Potion - A429           | Power Break - A430 [S2]| Power Break - A431     [S]
Power Dist. - A432   [I]| Power Dist. - A735  [S]| Power Sphere - A433
Pray - A434             | Protect - A435      [S]| Protect - A436        [WM]
Provoke - A437      [S1]| Provoke - A438      [S]| Pterya - A439
Pteryx - A440           | Purifying Salt - A441  | Puroboros - A442
-----------------------------------------------------------------------------
LETTER Q
-----------------------------------------------------------------------------
Qactuar - A443          | Quartet of 9 - A726    | Quick Hit - A444
Quick Pockets - A445    |                        |
-----------------------------------------------------------------------------
LETTER R
-----------------------------------------------------------------------------
Ragora - A446           | Raldo - A447           | Raptor - A448
Razzia - A757           | Red Element - A449     | Reflect - A450         [S]
Reflect - A451      [WM]| Reflex - A452          | Regen - A453           [S]
Regen - A454        [WM]| Regen - A895       [BB]| Remedy - A455
Remiem Temple - A456    | Remora - A457          | Rename Card - A458
Return Sphere - A459    | Ribbon - A460          | Right Fin - A461
Rikku's weapons - A821  | Rikku's armors - A829  | Rolling Thunder - A684
Ronso Rage - A462       | Rook - A463            | Rusty Sword - A773
-----------------------------------------------------------------------------
LETTER S
-----------------------------------------------------------------------------
S. - A464               | Sahagin - A466         | Sahagin Chief - A467
Sanctuary Keeper - A468 | Sandragora - A469      | Sand Wolf - A470
Sand Worm - A471        | Saturn Crest - A472 [C]| Saturn Crest - A780   [KI]
Saturn Sigil - A473  [C]| Saturn Sig. - A781 [KI]| Scan - A855            [S]
Scan - A474         [WM]| Seed Cannon - A475     | Self-Destruct - A476
Sensor - A477           | Sentinel - A478    [S1]| Sentinel - A844        [S]
S. Flux - A479          | Shadow Gem - A481      | Shell - A482           [S]
Shell - A483        [WM]| Shining Gem - A484     | Shining Thorn - A485
Shinryu - A486          | Shiva - A758           | Shooting Star - A487
Shops info - A835       | Shot - A891            | Shred - A488
Silence - A489          | Silence Attack - A490  | Silence Buster - A491
Silence Grenade - A492  | Silenceproof - A493    | Silencestrike - A494
Silencetouch - A495     | Silence Ward - A496    | Silver Hourglass - A497
Simurgh - A498          | Sin, first - A499      | Sin, second - A661
Sin, third - A662       | Sinscale - A500        | Sinspawn Ammes - A501
Sinspawn Echuill. - A502| Sinspawn Genais - A663 | Sinspawn Geneaux - A503
Sin. G.'s Tent. - A504  | Sinspawn Gui - A505    | Sin. Gui's Head - A506
Sin. Gui's Arm - A507   | Skill Sphere - A508    | Skoll - A509
Slayer - A510           | Sleep - A511           | Sleep Attack - A512
Sleep Buster - A513     | Sleeping Powder - A514 | Sleepproof - A515
Sleep Sprout - A516     | Sleepstrike - A517     | Sleeptouch - A518
Sleep Ward - A519       | Slice & Dice - A520    | Slots - A521
Slow - A522          [S]| Slow - A523        [WM]| Slowga - A524
Slowproof - A525        | Slowstrike - A526      | Slowtouch - A527
Slow Ward - A528        | Smoke Bomb - A529      | S. Natus - A530
Snow Flan - A532        | Snow Flurry - A693     | Snow Wolf - A533
Soft - A534             | S. Omnis - A535        | Sonic Wings - A759
SOS Haste - A537        | SOS NulBlaze - A538    | SOS NulFrost - A539
SOS NulShock - A540     | SOS NulTide - A541     | SOS Overdrive - A542
SOS Protect - A543      | SOS Reflect - A544     | SOS Regen - A545
SOS Shell - A546        | Soul Spring - A547     | Spare Change - A548
Spathi - A549           | Special Sphere - A550  | Spectral Keeper - A551
Speed Dist. - A552   [I]| Speed Dist. - A733  [S]| Speed Sphere - A553
Sphere Grid - A836      | Sphere Shot - A892     | Spherimorph - A554
Spin Ball - A893        | Spiral Cut - A555      | Spirit - A556
Spirit Lance - A557     | Splasher - A558        | Stamina Spring - A559
Stamina Tablet - A560   | Stamina Tonic - A561   | Standard SG guide - A849
Star Curtain - A562     | Stat-max info - A839   | Status Reels - A563
Steal - A564            | Steal info - A852      | Stoic - A565
Stone Breath - A566     | Stoneproof - A567      | Stonestrike - A568
Stonetouch - A569       | Stone Ward - A570      | Stratoavis - A571
Strength +3% - A572     | Strength +5% - A573    | Strength +10% - A574
Strength +20% - A575    | Strength Sphere - A576 | Sufferer - A577
Summoner's Soul - A770  | Sunburst - A700        | Sun Crest - A578       [C]
Sun Crest - A774    [KI]| Sun Sigil - A579    [C]| Sun Sigil - A775      [KI]
Super Elixir - A708     | Super Goalie - A894    | Super Mighty G - A716
Supreme Gem - A580      | Suteki Da Ne - A286    | Swamp Mafdet - A581
Swordplay - A582        |                        |
-----------------------------------------------------------------------------
LETTER T
-----------------------------------------------------------------------------
Tackle - A896           | Tackle Slip - A897     | Tackle Slip 2 - A898
Tactician - A583        | Tanket - A584          | Tallboy - A673
Tech Find - A899        | Teleport Sphere - A585 | Tetra Elemental - A586
Th'uban - A587          | Thorn - A588           | Thor's Hammer - A760
Threaten - A589     [S1]| Threaten - A590     [S]| Three Stars - A591
Thrust Kick - A592      | Thundaga - A593        | Thundara - A594
Thunder - A595          | Thunderblast - A687    | Thunderbolt - A683
Thunder Flan - A596     | Tidal Wave - A690      | Tidus' weapons - A818
Tidus' armors - A826    | Tips & Hints - A665    | Tonberry - A597
Tornado - A598          | Trio of 9999 - A727    | Triple AP - A599
Triple Foul - A600      | Triple Overdrive - A601| Tros - A602
Turbo Ether - A603      | Twin Stars - A604      |
-----------------------------------------------------------------------------
LETTER U
-----------------------------------------------------------------------------
Ultima - A605           | Ultima Buster - A606   | Ultima Weapon - A607
Ultra Cure - A703       | Ultra NulAll - A713    | Ultra Potion - A701
Underdog's Secret - A608| Use - A609             |
-----------------------------------------------------------------------------
LETTER V
-----------------------------------------------------------------------------
Valaha - A610           | Valefor - A761         | Varuna - A611
Venom Pass - A900       | Venom Pass 2 - A901    | Venom Pass 3 - A902
Venom Shot - A903       | Venom Shot 2 - A904    | Venom Shot 3 - A905
Venom Tackle - A906     | Venom Tackle 2 - A907  | Venom Tackle 3 - A908
Venus Crest - A612   [C]| Venus Crest - A784 [KI]| Venus Sigil - A613     [C]
Venus Sigil - A785  [KI]| Victim - A614          | Victor - A615
Vidatu - A616           | Vitality - A718        | Volley Shot - A909
Volley Shot 2 - A910    | Volley Shot 3 - A911   | Vorban - A617
Vouivre - A618          |                        |
-----------------------------------------------------------------------------
LETTER W
-----------------------------------------------------------------------------
Wakizashi - A762        | Wakka's weapons - A822 | Wakka's armors - A830
Warrior Monk - A619     | Warrior - A620         | Warp Sphere - A621
Wasp - A622             | Water - A623           | Watera - A624
Water Eater - A625      | Waterfall - A688       | Water Flan - A626
Waterga - A627          | Water Gem - A628       | Waterproof - A629
Waterstrike - A630      | Water Ward - A631      | Weapons lists - A817
Wendigo - A632          | White Element - A634   | White Magic Sphere - A635
White Wind - A636       | Wings to Discov. - A637| Winning Formula - A638
Winter Storm - A695     | Wither Pass - A912     | Wither Pass 2 - A913
Wither Pass 3 - A914    | Wither Shot - A915     | Wither Shot 2 - A916
Wither Shot 3 - A917    | Wither Tackle - A918   | Wither Tackle 2 - A919
Wither Tackle 3 - A633  | Withered Bouquet - A768| Worker - A639
World Champion - A640   | Wraith - A641          |
-----------------------------------------------------------------------------
LETTER X
-----------------------------------------------------------------------------
X-Potion - A642         | Xiphos - A643          |
-----------------------------------------------------------------------------
LETTER Y
-----------------------------------------------------------------------------
Y. Aeon - A644          | YAT-97 - A645          | YAT-99 - A646
Yellow Element - A647   | YKT-11 - A648          | YKT-63 - A649
Yojimbo - A763          | Yojim.'s compat. - A848| Yowie - A650
Y. Ronso - A651         | Yuna's weapons - A819  | Yuna's armors - A827
Yu-Pagoda - A664        | Y. Woman - A652        |
-----------------------------------------------------------------------------
LETTER Z
-----------------------------------------------------------------------------
Zanmato - A764          | Zaurus - A653          | Zombie - A654
Zombie Attack - A654    | Zombieproof - A656     | Zombiestrike - A657
Zombietouch - A658      | Zombie Ward - A659     | Zu - A660
-----------------------------------------------------------------------------

=============================================================================
=============================================================================
=============================================================================
V) UNDERSTANDING CHARTS AND ABBREVIATIONS
=============================================================================
=============================================================================
=============================================================================

*****************************************************************************
1 - BOSS / MONSTER CHART - OVERVIEW
*****************************************************************************

Boss parts within the Walkthrough section, monster parts in 'About monsters'
and any enemy I deem worthy enough to be examined will be listed:

-----------------------------------------------------------------------------
1. Name           | 2. Hit Points    | 5. Stats
3. Magic Points   | 4. AP awarded    |
-----------------------------------------------------------------------------
6. Steal items                       | 7. Dropped items
8. Gil reward                        | 9. Bribed items
-----------------------------------------------------------------------------
10. Status immune                    | 11. Status resist
12. Doom counter                     | 13. Poison %
-----------------------------------------------------------------------------
14. Element prop
-----------------------------------------------------------------------------
15. Equipment prop
-----------------------------------------------------------------------------
16. Sensor / Scan
-----------------------------------------------------------------------------
17. Attack prop
-----------------------------------------------------------------------------
18. Strategy
-----------------------------------------------------------------------------

*****************************************************************************
2 - BOSS / MONSTER CHART - IN-DEPTH EXPLANATION
*****************************************************************************

Above chart alone doesn't explain much, does it? As you can see, it's set up in
8 aspect classes when it comes to boss / monster information. Abbr you see
mentioned below terms are then found in place of their respective longer
cousins.

-----------------------------------------------------------------------------
ASPECT CLASS 1 - BOSS' / MONSTER'S VITAL INFORMATION
-----------------------------------------------------------------------------
1. Name:             Name of the boss / monster
2. Hit Points:       Hit Points boss / monster has - once they reach zero,
   HP                boss / monster is defeated; the other value you'll see
                     here after the slash is how much damage you must inflict
                     to achieve Overkill
                     NOTE: NO OV! mark means that Overkill can't be achieved.
3. Magic Points:     Magic Points boss / monster has
   MP
4. AP awarded:       as with HP you will see two figures, like this -> XX-YY;
   AP                XX are AP you earn by defeating boss / monster normally
                     and YY are AP gained for Overkill
5. Stats:            Information on boss' / monster's statistics, which will
                     go like this... Strength (St), Defence (Df), Magic (Mg),
                     Magic Defence (Md), Agility (Ag), Luck (Lu), Evasion
                     (Ev), Accuracy (Ac)
-----------------------------------------------------------------------------
ASPECT CLASS 2 - BOSS' / MONSTER'S ITEM & GIL INFORMATION
-----------------------------------------------------------------------------
6. Steal items:      First number and item listed denote common steal, second
   ST                number and item denote rare steal; if there's only one
                     item listed, then same item counts as both common and
                     rare steal; two examples follow
                     Same item for both steals -> 1x-2x Mana Sphere
                     Different item -> 1x Power Sphere, 3x HP Sphere
7. Dropped items:    First number and item listed denote common drop, second
   DR                number and item denote rare drop; if there's only one
                     item listed, then same item counts as both common and
                     rare drop; if boss / monster is Overkilled, you usually
                     receive double amount of that item; two examples follow
                     Same item for both drops -> 2x-4x; 2x-4x Special Sphere
                     Different item -> 1x-2x HP Sphere; 1x-2x MP Sphere
8. Gil reward:       Amount of gil received at end of battle
   GIL
9. Bribed items:     Item you get by successfully bribing *some* bosses and
   BR                most monsters, followed by amount of gil you need to
                     'donate' to receive that item
-----------------------------------------------------------------------------
ASPECT CLASS 3 - BOSS' / MONSTER'S STATUS INFORMATION*
-----------------------------------------------------------------------------
10. Status immune:   All statuses boss / monster is immune to
    STIMM
11. Status resist:   All statuses which can be inflicted upon a boss /
    STRESIS          monster, but with a certain % probability
12. Doom counter:    Some monsters / bosses have no immunity or resistance to
    DCOUNT           Doom status. That's why this special entry is needed.
                     Number here marks amount of turns fiend has remaining
                     before being KO-ed.
13. Poison %:        Some monsters / bosses have no immunity or resistance to
    POI%             Poison status. That's why this special entry is needed.
                     Number here marks percentage of MAX HP fiend loses for
                     each turn it takes.
* - if there is a status NOT mentioned, this means you can inflict that status
with almost 100% prob.
-----------------------------------------------------------------------------
ASPECT CLASS 4 - BOSS' / MONSTER'S ELEMENT INFORMATION
-----------------------------------------------------------------------------
14. Element prop:    Information on boss' / monster's element affinities,
    ELEMWEAK         which are fire, ice, lightning, water and holy; elements
    ELEMHALF         not mentioned cause normal damage to the fiend, while
    ELEMIMM          abbr to the left of this should be self-explanatory
    ELEMABS
-----------------------------------------------------------------------------
ASPECT CLASS 5 - BOSS' / MONSTER'S EQUIPMENT INFORMATION
-----------------------------------------------------------------------------
15. Equipment prop:  Information on how many slots you can expect to find on
    EQUIPMENT        dropped pieces of equipment, how many abilities you can
    DWA              expect to find forged into the equipment (DWA - weapons,
    DAA              DAA - armors) weapon and finally prob. % of equipment
                     piece being dropped
-----------------------------------------------------------------------------
ASPECT CLASS 6 - BOSS' / MONSTER'S SENSOR & SCAN INFORMATION
-----------------------------------------------------------------------------
16. Sensor / Scan:   What info do Sensor and Scan of target fiend hide?
-----------------------------------------------------------------------------
ASPECT CLASS 7 - BOSS' / MONSTER'S ATTACK PROPERTIES
-----------------------------------------------------------------------------
17. Attack prop:     Information on boss' / monster's attacks, like who they
                     target etc.; if the attack inflicts any statuses, listed
                     in parenthesis will be info for how many chr's turns
                     (those not mentioned are permanently in effect)
-----------------------------------------------------------------------------
ASPECT CLASS 8 - BOSS' / MONSTER'S STRATEGIC INFORMATION
-----------------------------------------------------------------------------
18. Strategy:        Complete and in-depth strategy on how to defeat the
                     boss; for monsters expect to find a quick hint on
                     defeating a certain monster
-----------------------------------------------------------------------------

IMPORTANT NOTE: IF YOU SEE A PART OF THE CHART NOT PRESENT, THAT MEANS THAT
MONSTER / BOSS IN QUESTION DON'T PRESENT OR DON'T HAVE THAT PARTICULAR PART!
Example 1: Most bosses are immune to Doom, so I'll be omitting DCOUNT part for
such bosses.
Example 2: Most bosses are immune to Bribe, so BR part will not be included.
Example 3: Many regular enemies have no statuses they resist with certain %, so
making STRESIS entry is not necessary.

*****************************************************************************
3 - ABBREVIATIONS USED IN THIS GUIDE
*****************************************************************************

There will also be a lot of abbrs in Boss sections. They're as follows...
-----------------------------------------------------------------------------
WATT - water magic attack            | WATTP - water based physical attack
FATT - fire magic attack             | FATTP - fire based physical attack
LATT - lightning magic attack        | LATTP - lightning based phys. attack
IATT - ice magic attack              | IATTP - ice based physical attack
GRATT - gravity magic attack         | GRATTP - gravity based physical attack
HATT - holy magic attack             | NATT - non-elemental magic attack
CATT - counterattack                 | STATT - special type attack
VS - versus                          | chr - single character
chrs - multiple characters           | phd - physical damage
mgd - magic damage                   | std - special type damage
fire phd - fire el. physical damage  | lightning phd - light. el. phy. damage
water phd - water el. physical damage| ice phd - ice el. physical damage
holy phd - holy el. physical damage  | fire mgd - fire el. magical damage
lightning mgd - lig. el. mag. damage | water mgd - water el. magical damage
ice mgd - ice el. magical damage     | holy mgd - holy el. magical damage
NS - nothing special                 | RAA - recommended armor abilities
RWA - recommended weapon abilities   | SG - Standard Sphere Grid
ESG - Expert Sphere Grid             | SIL - silence
SLE - sleep                          | DAR - darkness
POI - poison                         | PET - petrification
SLO - slow                           | ZOM - zombie
POW - power break                    | MAG - magic break
ARM - armor break                    | MEN - mental break
THR - threaten                       | DEA - death
PRV - provoke                        | DOO - doom
NUL - nul effects                    | SHE - shell
PRT - protect                        | REF - reflect
HAS - haste                          | REG - regen
DIS - distil effects                 | SEN - sensor
SCA - scan                           | DEM - demi
DEL - delay effects                  | EJE - eject
ST - steal from enemy                | DR - drop after battle
BR - item that can be bribed         | STIMM - status immunity
STRESIS - status resistance          | DWA - dropped weapon abilities
DAA - dropped armor abilities        | prob. - probability
ELEMWEAK - el. fiend is weak against | ELEMHALF - el. fiend is strong against
ELEMIMM - el. fiend is immune to     | ELEMABS - el. fiend absorbs as HP
FIR - fire                           | LIG - lightning
WAT - water                          | ICE - ice
HOL - holy                           | na - not applicable
DCOUNT - Doom counter                | POI% - poison percentage per turn
-----------------------------------------------------------------------------

*****************************************************************************
4 - EXAMPLE OF BOSS / MONSTER CHART
*****************************************************************************

-----------------------------------------------------------------------------
Chocobo Eater     | HP: 10000-800    | St, Df, Mg, Md, Ag, Lu, Ev, Ac
MP: 5             | AP: 90-135       | 25, 25, 20, 35, 12, 15, 0,  25
-----------------------------------------------------------------------------
ST: 1x-1x Potion                     | DR: 2x Lv.1 Key Sp.
GIL: 970                             |
-----------------------------------------------------------------------------
STIMM: BER, BRI, CON, DEA, DEM, DOO  | STRESIS: 50% Break sk., 40% POI
EJE, PET, SIL, SLE, THR, ZOM         | POI%: 5%
-----------------------------------------------------------------------------
ELEMWEAK: FIR
-----------------------------------------------------------------------------
EQUIPMENT: 1-2, 1-2, 99%
DWA: Mag+5%, Mag+10%, Piercing, Sensor, Str+5%, Str+10%
DAA: Fireward, Iceward, Lightningward, Waterward
-----------------------------------------------------------------------------
SENSOR: Vulnerable to darkness.
SCAN: Stick with piercing weapons until you knock him over...
-----------------------------------------------------------------------------
a) 'Rush attack' - GRATTP VS all chrs - phd - tears off 18,75% of current HP
b) You're next! - charge turn for Fist of Fury attack...
-----------------------------------------------------------------------------
STRATEGY | An interesting battle. It's comprised of five 'slots'...
-----------------------------------------------------------------------------

If you look at the chart with a deep-eye, you'll see few parts missing. As
already said, this doesn't mean I forgot about them - IT MEANS THAT BOSS /
MONSTER IN QUESTION DOESN'T OFFER THIS PARTICULAR PIECE OF INFO.
Let's examine what's not mentioned:
1. Bribe part is missing. Reason? You don't get anything for Bribing Chocobo
Eater, as it is immune to Bribe.
2. DCOUNT part is missing. Reason? If you look at STIMM part, you'll see DOO
among the crowd - boss is immune to Doom, so no need to make DCOUNT part.
3. In element section only ELEMWEAK is present, others are missing. Reason?
Chocobo Eater only elemental affinity is fire - it's vulnerable to fire. Other
four elements needn't be mentioned, as boss takes normal damage from those
elements.


=====================
VI) ABOUT MONSTERS
=====================

This will by far take the largest piece of this guide. I made a similar guide
for FF8 about monsters, so I decided on doing another one for FFX as well.

*************************
Now for actual example...
*************************

1. Name: Tidus

2. Monster's HP: 5000 / 8000
--> Second number means damage you must inflict in finishing blow in order to
gain an Overkill

3. Monster's MP: 200

4. AP gained when monster is defeated: 2000 / 3000
--> So you would get 2000 AP should Tidus be killed without Overkill and 3000
AP should Tidus be killed with Overkill

5. Items stolen: Yuna / Lulu
--> That means Yuna is usual steal, and Lulu is rare steal

6. Items dropped: 1x / 2x Power Sphere; 1x / 2x MP Sphere
--> Usually you'd get 1x Power Sp., 2x if Overkilled. However, if you'd get a
rare drop, then you'd get 1x MP Sp., 2x if Overkilled

7. Gil earned: 1 (Scrooge:))

8. Items bribed: Dark Matter for 50000 gil
--> What item would you receive if you bribed that enemy. Bribe cost for PAL
version is monster's MAX HP x 10.

9. Monster's status info:
- Slow, Reflect, Zombie
- 30% Petrify, 60% Darkness
- 10% Poison
- 6 turns for Doom
--> In this case Tidus would be immune to Slow, Reflect and Zombie; you'd have
30% chance to petrify him and 60% to darkness him; Poison would take 10% of
Tidus' MAX HP away each time he'd take an action; he'd die after 6 turns of
being Doomed; and lastly, you'd have almost 100% probability of inflicting
*any* statuses not mentioned, for example Power Break, Silence etc.

10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
10, 10, 10, 10, 10, 10, 10, 10
--> Pretty self-explanatory, eh?

11. Monster's el. info: Weak to fire, immune to ice, absorbs water
--> Tidus takes extra damage from fire based attacks, is immune to ice based
attacks, and absorbs water based attacks; finally, Tidus takes normal damage
from element based attacks not mentioned, in this case lightning and holy

12. Monster's Sensor info: Main character of the game.

13. Monster's Scan info: Name this character and win the game by defeating last
boss.

14. Monster's equip. dropped info: 2 - 4 slots, 1 - 3 abilities already
present, 50% probability of equipment piece being dropped
--> That means should Tidus be defeated, you'd get a piece of equipment with
number of slots ranging from 2 to 4 slots, this weapon having 1 to 3 abilities
already integrated into the weapon, and this weapon having 50% probability of
being dropped by that enemy

15. Weapon abilities: Str+20%

16. Armor abilities: Ribbon

17. Monster's attacks:
a) Blitz Ace - VS one chr - 9 consecutive hits + Darkness and Slow (former
inflicted for five chr's turns)
--> This means that Tidus' attack hit an enemy 9 times, inflicting Darkness and
Slow at the same time. Darkness will be lifted after five turns, whereas Slow
will remain permanently in effect.

18. Monster strategy: You want to defeat main hero of the game?:)

---------------------------------------------------------------------------

Is that okay? Now that you're set, few more pointers...

- monsters will be done in order of encountering them
- for abbreviations found in section 17. by particular monster refer to part VI
of this guide where you will find what certain abbr means

===========================================================================

001 - SINSCALE (Zanarkand) ---> A500

1. Name: Sinscale
2. Monster's HP: 100/500
3. Monster's MP: 0
4. AP gained when monster is defeated: N/A
5. Items stolen: Nothing to steal.
6. Items dropped: N/A
7. Gil earned: N/A
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Provoke, Threaten
- NS
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
5,  1,  1,  1,  8,  0,  0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: They just keep coming.
13. Monster's Scan info: Immune to Scan
14. Monster's equip. dropped info: N/A
15. Weapon abilities: N/A
16. Armor abilities: N/A
17. Monster's attacks:
a) 'Bash' - VS one chr - phd
b) 'Wings start to flicker.' - signifies charge turn for Spines
c) Spines - VS one chr - extreme phd - requires one turn to charge
18. Monster strategy: As this is very first monster you'll encounter, you can
expect it not to be dangerous. In most cases it isn't, but in case its wings
start to flicker, kill that Sinscale soon. You can't pull anything fancy off
since the game has just begun, so only thing to do is to kill it fast and easy.

---------------------------------------------------------------------------

002 - SAHAGIN (before fighting Geosgaeno) ---> A466

1. Name: Sahagin
2. Monster's HP: 100/200
3. Monster's MP: 5
4. AP gained when monster is defeated: N/A
5. Items stolen: Nothing to steal.
6. Items dropped: N/A
7. Gil earned: N/A
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Doom, Poison
- NS
- Immune to Poison
- Immune to Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
3,  1,  1,  1,  5,  0,  0,  25
11. Monster's el. info: Weak to lightning
12. Monster's Sensor info: Immune to Sensor
13. Monster's Scan info: Immune to Scan
14. Monster's equip. dropped info: N/A
15. Weapon abilities: N/A
16. Armor abilities: N/A
17. Monster's attacks:
a) 'Bite' - VS one chr - phd
18. Monster strategy: Another of weak enemies. Hey, you're not that far in the
game yet. You shouldn't need a strategy for this Sahagin, as it goes down in
one hit.

---------------------------------------------------------------------------

003A - 1x PIRANHA (Submerged Ruins) ---> A422

1. Name: Piranha
2. Monster's HP: 50/225
3. Monster's MP: 1
4. AP gained when monster is defeated: 1/2
5. Items stolen: 1x Grenade/2x Grenade
6. Items dropped: 1x/2x Power Sp.; 1x/2x Ability Sp.
7. Gil earned: 2
8. Items bribed: Water Gem for 500 gil
9. Monster's status info:
- Poison, Sleep
- 20% Darkness, 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
6,  1,  1,  1,  12, 15, 0,  0
11. Monster's el. info: Weak to lightning, strong to fire
12. Monster's Sensor info: Low attack and HP.
13. Monster's Scan info: Attacks by biting. Low HP and strength. It should be
an easy enemy to handle.
14. Monster's equip. dropped info: N/A
15. Weapon abilities: N/A
16. Armor abilities: N/A
17. Monster's attacks:
a) 'Bite' - VS one chr - phd

003B - 2x PIRANHA (Submerged Ruins) ---> A422

1. Name: Piranha
2. Monster's HP: 100/225
3. Monster's MP: 2
4. AP gained when monster is defeated: 1/2
5. Items stolen: 1x Grenade/2x Grenade
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Ability Sp.
7. Gil earned: 3
8. Items bribed: Water Gem for 1000 gil
9. Monster's status info:
- Poison, Sleep
- 20% Darkness, 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
8,  1,  1,  1,  9,  15, 0,  0
11. Monster's el. info: Weak to lightning, strong to fire, immune to water
12. Monster's Sensor info: Attacks in packs of two.
13. Monster's Scan info: Attacks by biting. Both HP and attack power are higher
when they appear in pairs.
14. Monster's equip. dropped info: N/A
15. Weapon abilities: N/A
16. Armor abilities: N/A
17. Monster's attacks:
a) 'Bite' - VS one chr - phd

003C - 3x PIRANHA (Submerged Ruins) ---> A422

1. Name: Piranha
2. Monster's HP: 150/225
3. Monster's MP: 3
4. AP gained when monster is defeated: 1/2
5. Items stolen: 1x Grenade/2x Grenade
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Ability Sp.
7. Gil earned: 5
8. Items bribed: Water Gem for 1500 gil
9. Monster's status info:
- Poison, Sleep
- 20% Darkness, 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
10, 1,  1,  1,  6,  15, 0,  0
11. Monster's el. info: Weak to lightning, strong to fire, immune to water
12. Monster's Sensor info: Attacks in packs of three.
13. Monster's Scan info: Attacks by biting. Both HP and attack power are higher
when they appear in groups of three.
14. Monster's equip. dropped info: N/A
15. Weapon abilities: N/A
16. Armor abilities: N/A
17. Monster's attacks:
a) 'Bite' - VS one chr - phd

18. Monster strategy: A bit of interesting enemy. Depending on amount of
Piranhas found in a pack this enemy varies in Str and HP, with one-pack-Piranha
being the weakest and three-pack being the strongest. So if you run into bunch
of those, get rid of weakest ones first.

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004 - CONDOR (Besaid island) ---> A103

1. Name: Condor
2. Monster's HP: 95/143
3. Monster's MP: 15
4. AP gained when monster is defeated: 2/4
5. Items stolen: 1x Phoenix Down/1x Smoke Bomb
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp.
7. Gil earned: 12
8. Items bribed: Smoke Bomb for 950 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
9,  1,  1,  1,  11, 15, 10, 0
11. Monster's el. info: Weak to fire
12. Monster's Sensor info: Aerial. Magic attacks are the way to go.
13. Monster's Scan info: Aerial and hard to hit. Use Wakka's attack to knock it
down. It's vulnerable to fire, so you can also use Lulu's Fire spell.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Mag+3%, Sensor, Str+3%, Piercing
16. Armor abilities: Darkward, Mdef+3%
17. Monster's attacks:
a) 'Beak strike' - VS one chr - phd + Darkness (inflicted for three chr's
turns)
18. Monster strategy: Things got bit more complicated. This monster can put
Darkness on you should its attack connect. If you have only fighters in your
party, this can be annoying. Also, its Eva is pretty high. It is recommended to
use magic against it or members with high Acc, in this case Wakka.

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005 - DINGO (Besaid island) ---> A155

1. Name: Dingo
2. Monster's HP: 125/188
3. Monster's MP: 10
4. AP gained when monster is defeated: 2/4
5. Items stolen: 1x Potion/1x Sleeping Powder
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 16
8. Items bribed: Sleeping Powder for 1250 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
13, 1,  1,  120,10, 15, 5,  0
11. Monster's el. info: Weak to fire
12. Monster's Sensor info: Very nimble. Resistant to magic.
13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also
high. Try to defeat it quickly to avoid damage. Attack swiftly with Tidus.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Icestr., Lightningst., Piercing,
Waterst.
16. Armor abilities: Mdef+3%, Silenceward, Sleepward
17. Monster's attacks:
a) 'Bite' - VS one chr - phd + Silence and Sleep (inflicted for three chr's
turns)
18. Monster strategy: Fast, agile and high Mdef. Weak point? Low Def. Most
suitable member is Tidus, as his specialty is hitting enemies with high Agi. Be
vary of Dingo's Sleep and Silence it can and will inflict on you.

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006 - GARUDA (Besaid island) ---> A229

1. Name: Garuda
2. Monster's HP: 1400/2100
3. Monster's MP: 50
4. AP gained when monster is defeated: 8/12
5. Items stolen: 1x Smoke Bomb/2x Smoke Bomb
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 30
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Confusion, Provoke, Sleep, Threaten, Zombie
- 20% Silence
- 25% Poison
- 3 turns for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
13, 1,  10, 1,  7,  15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Dodging its attacks is easier after inflicting
darkness.
13. Monster's Scan info: It has high strength and tons of HP. Beware of Sonic
Boom, which hits all characters. Dodge its attacks more easily by inflicting 
darkness.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present,
99% probability of equipment piece being dropped
15. Weapon abilities: Darktouch, Mag+3%, Piercing, Mag+3%
16. Armor abilities: Darkward
17. Monster's attacks:
a) 'Beak strike' - VS one chr - phd + Darkness (inflicted for three chr's
turns)
b) Sonic Boom - VS all chrs - phd
18. Monster strategy: What's this psycho doing here already? You don't have
much choice but to use Valefor in this fight to toast Garuda. For second Garuda
use Dark Attack to blind Garuda, greatly decreasing its Acc. Then proceed as
planned before. Don't forget to heal if your HP gets too low.

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007 - WATER FLAN ---> A626

1. Name: Water Flan
2. Monster's HP: 315/473
3. Monster's MP: 30
4. AP gained when monster is defeated: 2/4
5. Items stolen: 1x Fish Scale/2x Dragon Scale
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 18
8. Items bribed: Water Gem for 3150 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
3,  120, 15, 1, 5,  15, 0,  0
11. Monster's el. info: Weak to lightning, absorbs water, strong to fire and
ice
12. Monster's Sensor info: Water elemental. Vulnerable to opposing element.
Resistant to physical attacks.
13. Monster's Scan info: Water-based. So soft, it's hard to damage physically.
Weak against lightning, so blast it with Lulu's Thunder spell. Don't use Water
or it will recover HP.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Piercing, Waterst.
16. Armor abilities: Waterproof, Waterward
17. Monster's attacks:
a) Water - VS one chr - water mgd - may also cast it on itself to regain HP
18. Monster strategy: High Mag and Def. However, low Mdef. Lulu to the rescue.
Don't bother with physicals against Water Flan, as you'll just scratch it. Best
thing to use is Lulu's Thunder. It can also be easily silenced, thus removing
its only attack and letting it helplessly skip turns. Sometimes if low on HP,
Water Flan will cast Water on itself to replenish HP.
19. Special note: Water Flan is an armored enemy. Piercing and Armor Break are
the way to go.

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008 - SINSCALE (S.S. Liki) ---> A500

1. Name: Sinscale
2. Monster's HP: 200/400
3. Monster's MP: 0
4. AP gained when monster is defeated: 2/3
5. Items stolen: 1x Potion/1x Potion
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 22
8. Items bribed: Potion for 2000 gil
9. Monster's status info:
- Doom, Threaten
- NS
- 25% Poison
- Immune to Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
13, 1,  1,  1,  12, 0,  0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: They just keep coming.
13. Monster's Scan info: Launched from Sin's body. They unleash Spines once
their wings flicker, so dispatch them quickly.
14. Monster's equip. dropped info: N/A
15. Weapon abilities: N/A
16. Armor abilities: N/A
17. Monster's attacks:
a) 'Bash' - VS one chr - phd
b) 'Wings start to flicker.' - signifies charge turn for Spines
c) Spines - VS one chr - heavy phd - requires one turn to charge
18. Monster strategy: Very much the same as first Sinscale, except that stats
are higher.

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009 - SINSCALE (under S.S. Liki) ---> A500

1. Name: Sinscale
2. Monster's HP: 100/300
3. Monster's MP: 0
4. AP gained when monster is defeated: 2/3
5. Items stolen: 1x Potion/1x Potion
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 24
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Berserk, Confusion, Petrify, Sleep, Threaten
- NS
- 25% Poison
- 3 turns for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
11, 1,  1,  1,  1,  0,  0,  100
11. Monster's el. info: NS
12. Monster's Sensor info: They just keep coming.
13. Monster's Scan info: Disappears after each attack, but more keep coming
with no end in sight.
14. Monster's equip. dropped info: N/A
15. Weapon abilities: N/A
16. Armor abilities: N/A
17. Monster's attacks:
a) 'Charge' - Suicide VS one chr - phd
18. Monster strategy: Careful with these around. These are last Sinscales
you'll see and also most annoying. Once a Sinscale charges you, it deals damage
and is then killed. However, it'll soon be replaced with new one. Although it
doesn't have much HP, it's not recommended to kill them. Concentrate on the big
target instead.

---------------------------------------------------------------------------

010 - DINONIX (Kilika forest) ---> A156

1. Name: Dinonix
2. Monster's HP: 140/210
3. Monster's MP: 25
4. AP gained when monster is defeated: 9/18
5. Items stolen: 1x Soft/1x Petrify Grenade
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Power Sp.
7. Gil earned: 27
8. Items bribed: Petrify Grenade for 1400 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
14, 1,  1,  120,13, 15, 5,  0
11. Monster's el. info: Weak to ice, strong to fire
12. Monster's Sensor info: Very nimble. Resistant to magic.
13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also
high. Defeat it quickly to avoid damage. Vulnerable to ice.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Slowward, Def+3%
17. Monster's attacks:
a) 'Bite' - VS one chr - phd + Petrify and Silence (latter inflicted for three
chr's turns)
18. Monster strategy: Dingo-version, pure and simple. Agile, fast and high
Mdef. As with Dingo, it lacks Def. So Tidus is the way to go. However, its
'Bite' has two annoying statuses: it can petrify a character or silence
him/her. Keep Softs at hand.

---------------------------------------------------------------------------

011 - KILLER BEE (Kilika forest) ---> A287

1. Name: Killer Bee
2. Monster's HP: 110/165
3. Monster's MP: 5
4. AP gained when monster is defeated: 9/18
5. Items stolen: 1x Antidote/1x Poison Fang
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp.
7. Gil earned: 23
8. Items bribed: Poison Fang for 1100 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
8,  1,  1,  1,  8,  15, 10, 0
11. Monster's el. info: Weak to ice
12. Monster's Sensor info: Aerial. Vulnerable to ice. Watch out for poison.
13. Monster's Scan info: Aerial and hard to hit. Use Wakka's attack to knock it
down. It's vulnerable to ice, so Blizzard is also effective. Attacks may
inflict poison.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: MP+5%, Poisonward
17. Monster's attacks:
a) 'Sting' - VS one chr - phd + Poison
18. Monster strategy: As a flying creature with high Eva, who is most
appropriate? Wakka. One hit from his ball will send Killer Bee 6 feet under. Or
use Lulu's Blizzard. Pay attention, tho'. Bee's regular attack can poison a
chr. Keep Antidotes around.

---------------------------------------------------------------------------

012 - RAGORA (Kilika forest) ---> A446

1. Name: Ragora
2. Monster's HP: 780/1170
3. Monster's MP: 15
4. AP gained when monster is defeated: 20/40
5. Items stolen: 1x Antidote/1x Remedy
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 48
8. Items bribed: Remedy for 7800 gil
9. Monster's status info:
- Darkness, Zombie
- 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
18, 1,  1,  1,  15, 8,  0,  0
11. Monster's el. info: Weak to fire, immune to water
12. Monster's Sensor info: Vulnerable to fire.
13. Monster's Scan info: Watch out for its powerful Seed Cannon. One bad hit
will knock characters out. Plants tend to be weak against fire, so have Lulu
cast Fira. Kimahri can learn Seed Cannon.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 6%
probability of equipment piece being dropped
15. Weapon abilities: Mag+3%, Piercing, Poisontouch, Str+3%
16. Armor abilities: HP+5%, Poisonward
17. Monster's attacks:
a) Seed Cannon - VS one chr - phd
18. Monster strategy: Let's do some weeding. Plant, eh? I wonder if it's
vulnerable to fire. Use Lulu's fire spells to deal big damage to it. Putting it
to sleep is a good idea.

---------------------------------------------------------------------------

013 - YELLOW ELEMENT (Kilika forest) ---> A647

1. Name: Yellow Element
2. Monster's HP: 300/450
3. Monster's MP: 100
4. AP gained when monster is defeated: 9/18
5. Items stolen: 1x Electro Marble/1x Lightning Marble
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 33
8. Items bribed: Lightning Marble for 3000 gil
9. Monster's status info:
- Darkness, Petrify, Poison, Sleep, Zombie
- 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
1,  120,18, 1,  5,  15, 0,  0
11. Monster's el. info: Weak to water, absorbs lightning, strong to fire and
ice
12. Monster's Sensor info: Lightning elemental. Vulnerable to opposing element.
13. Monster's Scan info: Casts Thunder. Physical attacks hardly hurt it.
Absorbs lightning, so Water is the way to go.
14. Monster's equip. dropped info: 1-2 slots, 0-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Piercing, Lightningst.
16. Armor abilities: Lightningward
17. Monster's attacks:
a) Thunder - LATT VS one chr - lightning mgd
18. Monster strategy: One-element-only type of enemy. Uses certain magic only,
has high Def and Mag, but low Mdef, so Lulu is chr to use. For this element
Water will take care of it in no time. Remember, physicals are useless unless
you have Armor Break ability to crush its armor.
19. Special note: White Element is an armored enemy. Piercing and Armor Break
are the way to go.

---------------------------------------------------------------------------

014 - WORKER (Luca) ---> A639

1. Name: Worker
2. Monster's HP: 300/600
3. Monster's MP: 1
4. AP gained when monster is defeated: 7/10
5. Items stolen: 1x Potion/1x Potion
6. Items dropped: 1x/2x Hi-Potion; 1x/2x X-Potion
7. Gil earned: 85
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Berserk, Break skills, Confusion, Darkness, Death, Demi, Doom, Eject,
Petrify, Poison, Provoke, Silence, Sleep, Silence, Threaten
- NS
- Immune to Poison
- Immune to Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
12, 100,1,  1,  10, 15, 0,  15
11. Monster's el. info: Weak to lightning
12. Monster's Sensor info: Vulnerable to lightning.
13. Monster's Scan info: Ancient machina restored by the Al Bhed. Not a war
machine, but hits hard with its tool arm. Vulnerable to lightning, so Thunder
is the way to go.
14. Monster's equip. dropped info: 1-3 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Firest., Icest., Lightningst., Piercing, Waterst.
16. Armor abilities: SOS NulFire, SOS NulFrost, SOS NulShock, SOS NulTide
17. Monster's attacks:
a) 'Arm stab' - VS one chr - phd
18. Monster strategy: What are robots weak against? Electricity. And this is
exactly what you should have Lulu use against it. Worker itself is not very
dangerous, as only attack it has is 'Arm stab', but it hurts. Unlike later
robotic enemies, stealing from Worker does not automatically kill it.

---------------------------------------------------------------------------

015 - GARUDA (in Luca Stadium) ---> A229

1. Name: Garuda
2. Monster's HP: 1800/500
3. Monster's MP: 10
4. AP gained when monster is defeated: 28/42
5. Items stolen: 1x Potion/1x Potion
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 0
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Berserk, Confusion, Petrify, Sleep
- NS
- 10% Poison
- 3 turns for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
18, 1,  12, 1,  10, 15, 0,  20
11. Monster's el. info: NS
12. Monster's Sensor info: Dodging its attacks is easier after inflicting
darkness.
13. Monster's Scan info: It has high strength and tons of HP. Beware of Sonic
Boom, which hits all characters. Dodge its attacks more easily by inflicting
darkness.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
15. Weapon abilities: Firest., Icest., Lightningst., Piercing, Waterst.
16. Armor abilities: Darkward
17. Monster's attacks:
a) 'Beak strike' - (sometimes CATT) VS one chr - phd + Darkness (inflicted for
three chr's turns)
b) Sonic Boom - VS all chrs - phd
18. Monster strategy: Remember this guy from Besaid? Again use Dark Attack /
Buster on it and you're pretty much safe. However, this Garuda has pretty high
counterattack rate, so beware.

---------------------------------------------------------------------------

016 - SAHAGIN CHIEF (in Luca Stadium) ---> A467

1. Name: Sahagin Chief
2. Monster's HP: 170/340
3. Monster's MP: 5
4. AP gained when monster is defeated: 2/3
5. Items stolen: 1x Potion/1x Potion
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 20
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Doom, Petrify, Poison
- NS
- Immune to Poison
- Immune to Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
12, 1,  1,  1,  8,  0,  0,  25
11. Monster's el. info: Weak to lightning
12. Monster's Sensor info: Vulnerable to lightning.
13. Monster's Scan info: Nimble, but has low HP and strength. Just one is
nothing to write home about. Vulnerable to lightning, darkness and sleep.
14. Monster's equip. dropped info: N/A
15. Weapon abilities: N/A
16. Armor abilities: N/A
17. Monster's attacks:
a) 'Bite' - VS one chr - phd
18. Monster strategy: Chief version of Sahagin. Not very dangerous at all. One
or two physical attacks and Sahagin Chief is gone.

---------------------------------------------------------------------------

017 - VOUIVRE (in Luca Stadium) ---> A618

1. Name: Vouivre
2. Monster's HP: 225/500
3. Monster's MP: 1
4. AP gained when monster is defeated: 14/21
5. Items stolen: 1x Potion/1x Potion
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 50
8. Items bribed: Immune to Bribe
9. Monster's status info:
- NS
- NS
- 25% Poison
- 3 turns for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
20, 1,  1,  1,  3,  0,  0,  25
11. Monster's el. info: NS
12. Monster's Sensor info: Immune to Sensor
13. Monster's Scan info: Immune to Scan
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Icest., Piercing
16. Armor abilities: HP+5%, Slowward
17. Monster's attacks:
a) 'Head bash' - VS one chr - phd + Slow (inflicted for three chr's turns)
b) 'Fire breath' - FATT VS all chrs - fire mgd
18. Monster strategy: Hah. One physical attack and bye Vouivre.
19. Special note: Vouivre is an armored enemy. Piercing and Armor Break are the
way to go.

---------------------------------------------------------------------------

018 - BOMB (Highroad) ---> A066

1. Name: Bomb
2. Monster's HP: 850/560
3. Monster's MP: 30
4. AP gained when monster is defeated: 22/44
5. Items stolen: 2x Bomb Fragment/3x Bomb Fragment
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 70
8. Items bribed: Bomb Core for 8500 gil
9. Monster's status info:
- Eject, Sleep, Threaten
- 20% Darkness, 20% Silence
- 25% Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
19, 1,  20, 1,  11, 15, 0,  0
11. Monster's el. info: Weak to ice, absorbs fire
12. Monster's Sensor info: Retaliates with Self-Destruct when attacked three
times.
13. Monster's Scan info: Retaliates with Self-Destruct against whoever attacks
it a third time. Use NulBlaze if you can't defeat it before then. Vulnerable to
ice, so use Blizzard. Kimahri can learn Self-Destruct.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present,
15% probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Piercing
16. Armor abilities: Fireward
17. Monster's attacks:
a) Fire - FATT VS one chr - fire mgd
b) 'Grow' - CATT - if Bomb suffers damage or gains health, it'll grow two times
c) Self-Destruct - FATT / CATT VS one chr - fire phd - if Bomb suffers damage
or gains health for third time, it'll use Self-Destruct vs chr that dealt third
blow - requires two 'Grow'-s to charge
d) 'Bash' - VS one chr - phd
18. Monster strategy: Another of memorable enemies from previous FF. Attack it
three times and it'll Self-Destruct. Gotta love it. As countermeasure cast
NulBlaze prior to that and you will suffer no damage. Otherwise Blizzard or
preferably Blizzara are the way to go.

---------------------------------------------------------------------------

019 - DUAL HORN (Highroad) ---> A173

1. Name: Dual Horn
2. Monster's HP: 1875/560
3. Monster's MP: 18
4. AP gained when monster is defeated: 42/63
5. Items stolen: 1x Potion/1x Hi-Potion
6. Items dropped: 1x/2x Abiliy Sp.; 1x/2x Ability Sp.
7. Gil earned: 105
8. Items bribed: Hi-Potion for 18750 gil
9. Monster's status info:
- NS
- 20% Silence
- 25% Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
22, 1,  3,  1,  12, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Inflict darkness to evade its attacks.
13. Monster's Scan info: Its Gore is powerful, but inflict darkness or use
Sleep Attack to avoid it easily. Kimahri can learn Fire Breath.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Distil Ability, Firest., Piercing, Silencetouch
16. Armor abilities: HP+5%
17. Monster's attacks:
a) 'Bash' - VS one chr - phd
b) Gore - VS one chr - extreme phd
18. Monster strategy: Absolutely a killer enemy when you start encountering it.
Gore will usually KO a chr. Follow Scan's advice and inflict darkness or sleep.
In later case continue to barrage it with spells. Also put it on slow status.

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020 - FLOATING EYE (Highroad) ---> A217

1. Name: Floating Eye
2. Monster's HP: 140/210
3. Monster's MP: 200
4. AP gained when monster is defeated: 21/42
5. Items stolen: 1x Echo Screen/1x Musk
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp.
7. Gil earned: 44
8. Items bribed: Musk for 1400 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
1,  1,  18, 120,10, 15, 11, 0
11. Monster's el. info: Weak to lightning
12. Monster's Sensor info: Aerial. Resistant to magic.
13. Monster's Scan info: Aerial and hard to hit. Its weakness is lightning, but
it has high magic defence. Use Wakka's attack to defeat it.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Mag+3%,
Piercing, Str+3%, Waterst.
16. Armor abilities: Confuseward, MP+5%
17. Monster's attacks:
a) 'Gaze' - NATT VS one chr - mgd + Confusion
18. Monster strategy: Get Wakka to knock it down fast! Floating Eye's 'Gaze'
inflicts confusion, status you don't want to have. If Wakka is not strong
enough, use Lulu's strongest Thunder spell.

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021 - IPIRIA (Highroad) ---> A276

1. Name: Ipiria
2. Monster's HP: 180/270
3. Monster's MP: 35
4. AP gained when monster is defeated: 24/48
5. Items stolen: 1x Soft/1x Petrify Grenade
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Power Sp.
7. Gil earned: 46
8. Items bribed: Petrify Grenade for 1800 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
15, 1,  1,  120,13, 15, 7,  0
11. Monster's el. info: Weak to ice, strong to fire
12. Monster's Sensor info: Very nimble. Resistant to magic.
13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also
high. Defeat it quickly to avoid damage. Takes only half damage from fire, but
vulnerable to ice.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Def+3%, Slowward
17. Monster's attacks:
a) 'Bite' - VS one chr - phd + Petrify and Silence (latter inflicted for three
chr's turns)
18. Monster strategy: Repetitive version of the enemy. This raptor-wannabe
should be dealt with exactly the same as Raptor from Kilika Forest - use Tidus.
Beware of Petrify status - use Esuna or Soft immediately.

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022 - MI'IHEN FANG (Highroad) ---> A364

1. Name: Mi'ihen Fang
2. Monster's HP: 160/240
3. Monster's MP: 20
4. AP gained when monster is defeated: 20/40
5. Items stolen: 1x Potion/1x Sleeping Powder
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 33
8. Items bribed: Sleeping Powder for 1600 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
16, 1,  1,  120,13, 15, 5,  0
11. Monster's el. info: Weak to fire and water
12. Monster's Sensor info: Very nimble. Resistant to magic.
13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also
high. It's vulnerable to fire- and water-based attacks, so use weapons with
these elements to inflict greater damage.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Mdef+3%, Silenceward, Sleepward
17. Monster's attacks:
a) 'Bite' - VS one chr - phd + Silence and Sleep (inflicted for three chr's
turns)
18. Monster strategy: Use Tidus for quick kill. By now he is strong enough to
kill Mi'ihen Fang regardless of what elements are on the weapon.

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023 - RALDO (Highroad) ---> A447

1. Name: Raldo
2. Monster's HP: 240/360
3. Monster's MP: 10
4. AP gained when monster is defeated: 20/40
5. Items stolen: 1x Potion/1x Hypello Potion
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 42
8. Items bribed: Hypello Potion for 2400 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
19, 1,  1,  120,5,  15, 0,  0
11. Monster's el. info: Weak to ice
12. Monster's Sensor info: Covered by a hard shell. Piercing weapons are the
way to go.
13. Monster's Scan info: Covered by a hard shell. Slow-moving, but has high
physical and magic defence. Vulnerable to ice. Falls easily to piercing
weapons. Have Auron slice it down the middle.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Def+3%, Berserkward
17. Monster's attacks:
a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns)
18. Monster strategy: New type of enemy. Don't worry, you'll see many of its
copies later. This one can put you on slow should its attack connect. Although
it's slow, it has high Def. This time Auron is your friend. One simple attack
against it and it's gone.
19. Special note: Raldo is an armored enemy. Piercing and Armor Break are the
way to go.

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024 - VOUIVRE (Highroad) ---> A618

1. Name: Vouivre
2. Monster's HP: 255/383
3. Monster's MP: 22
4. AP gained when monster is defeated: 24/48
5. Items stolen: 1x Potion/1x Silver Hourglass
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 60
8. Items bribed: Silver Hourglass for 2550 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
20, 1,  21, 120,6,  15, 0,  0
11. Monster's el. info: Weak to ice
12. Monster's Sensor info: Covered with hard scales. Piercing weapons are the
way to go.
13. Monster's Scan info: Covered with hard scales, but piercing weapons can
easily defeat it. Physical and magic defence are high, but it's weak against
ice. Watch out for its Breath, which hits all.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: HP+5%, Slowward
17. Monster's attacks:
a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns)
b) 'Fire breath' - FATT VS all chrs - fire mgd
18. Monster strategy: Pretty much similar to Raldo, except that it has
multiple-hit magic breath. Big deal, really. Cast NulBlaze prior to that.
Vouivre's regular attack may inflict slow status. Auron to rescue again.
19. Special note: Vouivre is an armored enemy. Piercing and Armor Break are the
way to go.

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025 - WHITE ELEMENT (Highroad) ---> A634

1. Name: White Element
2. Monster's HP: 390/585
3. Monster's MP: 120
4. AP gained when monster is defeated: 20/40
5. Items stolen: 1x Antarctic Wind/2x Antarctic Wind
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 48
8. Items bribed: Arctic Wind for 3900 gil
9. Monster's status info:
- Darkness, Petrify, Poison, Sleep, Zombie
- 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
1,  120,22, 1,  5,  15, 0,  0
11. Monster's el. info: Weak to fire, absorbs ice, strong to lightning and
water
12. Monster's Sensor info: Ice elemental. Vulnerable to opposing element.
13. Monster's Scan info: Casts Blizzard. Physical attacks hardly hurt it.
Absorbs ice, so Fire is the way to go.
14. Monster's equip. dropped info: 1-2 slots, 0-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Icest., Piercing
16. Armor abilities: Iceproof, Iceward
17. Monster's attacks:
a) Blizzard - IATT VS one chr - ice mgd
18. Monster strategy: Another element friend. This one is friendly with ice,
but hates heat, so Fire will quickly toast it.
19. Special note: White Element is an armored enemy. Piercing and Armor Break
are the way to go.

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026 - FUNGUAR (Mushroom Rock) ---> A224

1. Name: Funguar
2. Monster's HP: 540/810
3. Monster's MP: 60
4. AP gained when monster is defeated: 44/88
5. Items stolen: 1x Silence Grenade/1x Ether
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 42
8. Items bribed: Turbo Ether for 5400 gil
9. Monster's status info:
- Darkness, Zombie
- 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  1,  26, 1,  4,  15, 0,  0
11. Monster's el. info: Weak to fire, strong to lightning, water and ice
12. Monster's Sensor info: Occassionally counters with Pollen, which induces
sleep.
13. Monster's Scan info: Casts Fire, so it's best to silence it. Occassionally
retaliates with sleep-inducing Pollen. Putting it to sleep is effective.
Vulnerable to fire.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Mag+3%, Piercing, Sleeptouch, Str+3%
16. Armor abilities: MP+5%, Sleepward
17. Monster's attacks:
a) Fire - FATT VS one chr - fire mgd
b) Pollen - CATT VS all chrs - inflicts Sleep (inflicted for three chr's turns)
18. Monster strategy: This guy needs a bit of tactic. Any physical attack done
on it may prompt it to shoot back with Pollen, which may put all chrs to sleep.
And usually Funguar appears with magic users only, and magic doesn't wake up
your chrs once they're asleep. So whatever you do, make sure that the attack
you're about to use will subdue Funguar in that one hit.

---------------------------------------------------------------------------

027 - GANDAREWA (Mushroom Rock) ---> A227

1. Name: Gandarewa
2. Monster's HP: 148/220
3. Monster's MP: 160
4. AP gained when monster is defeated: 32/64
5. Items stolen: 1x Electro Marble/2x Electro Marble
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 62
8. Items bribed: Lightning Marble for 1480 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  1,  23, 120,9,  15, 12, 0
11. Monster's el. info: Weak to water
12. Monster's Sensor info: Aerial. Resistant to magic.
13. Monster's Scan info: Aerial and hard to hit. Casts Thunder. It's vulnerable
to water, but has high magic defence. Use Wakka to knock it out of the sky.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Lightningst., Piercing
16. Armor abilities: Lightningward, Mdef+3%
17. Monster's attacks:
a) Thunder - LATT VS one chr - lightning mgd
18. Monster strategy: Wakka will take care of it fast. Or use water magic.

---------------------------------------------------------------------------

028 - GARUDA (Mushroom Rock) ---> A229

1. Name: Garuda
2. Monster's HP: 4000/560
3. Monster's MP: 50
4. AP gained when monster is defeated: 170/255
5. Items stolen: 1x Smoke Bomb/2x Smoke Bomb
6. Items dropped: 1x/2x Power Sp.; 2x/4x Power Sp.
7. Gil earned: 140
8. Items bribed: Smoke Bomb for 40000 gil
9. Monster's status info:
- Confusion, Petrify, Provoke, Sleep
- 20% Silence
- 25% Poison
- 3 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
21, 1,  40, 1,  14, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Dodging its attacks is easier after inflicting
darkness.
13. Monster's Scan info: It has high strength and tons of HP. Beware of Sonic
Boom, which hits all characters. Dodge its attacks more easily by inflicting
darkness.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Darktouch, Mag+3%, Piercing, Str+3%
16. Armor abilities: Darkward
17. Monster's attacks:
a) 'Beak strike' - VS one chr - phd + Darkness (inflicted for three chr's
turns)
b) Sonic Boom - VS all chrs - phd
18. Monster strategy: Last Garuda version. By now you know how to handle
Garudas. Dark Attack / Buster and it's goodnight, birdie.

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029 - LAMASHTU (Mushroom Rock) ---> A293

1. Name: Lamashtu
2. Monster's HP: 275/413
3. Monster's MP: 21
4. AP gained when monster is defeated: 32/64
5. Items stolen: 1x Potion/1x Silver Hourglass
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 72
8. Items bribed: Silver Hourglass for 2750 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
23, 1,  20, 120,6,  15, 0,  0
11. Monster's el. info: Weak to fire
12. Monster's Sensor info: Covered with hard scales. Piercing weapons are the
way to go.
13. Monster's Scan info: Covered with hard scales. Physical and magic defence
are high, but it's weak against fire. Its attack may cause slow. Watch out for
its ice-based Breath, which hits all.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: HP+5%, Slowward
17. Monster's attacks:
a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns)
b) 'Ice breath' - IATT VS all chrs - ice mgd
18. Monster strategy: Vouivre's cousin. Auron will take care of Lamashtu
quickly. If not, remember to cast NulFrost to nullify damage done by 'Ice
breath'.
19. Special note: Lamashtu is an armored enemy. Piercing and Armor Break are
the way to go.

---------------------------------------------------------------------------

030 - RAPTOR (Mushroom Rock) ---> A448

1. Name: Raptor
2. Monster's HP: 200/300
3. Monster's MP: 45
4. AP gained when monster is defeated: 32/64
5. Items stolen: 1x Soft/1x Petrify Grenade
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Power Sp.
7. Gil earned: 48
8. Items bribed: Petrify Grenade for 2000 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
18, 1,  1,  120,14, 15, 7,  0
11. Monster's el. info: Weak to ice, strong to fire and lightning
12. Monster's Sensor info: Very nimble. Resistant to magic.
13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also
high. Defeat it quickly to avoid damage. Takes only half damage from fire and
lightning, but is vulnerable to ice.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Def+3%, Slowward
17. Monster's attacks:
a) 'Bite' - VS one chr - phd + Petrify and Silence (latter inflicted for three
chr's turns)
18. Monster strategy: Use Tidus for quick disposal. Esuna or Soft immediately
if chr is petrified.

---------------------------------------------------------------------------

031 - RED ELEMENT (Mushroom Rock) ---> A449

1. Name: Red Element
2. Monster's HP: 450/675
3. Monster's MP: 130
4. AP gained when monster is defeated: 32/64
5. Items stolen: 1x Bomb Fragment/2x Bomb Fragment
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 55
8. Items bribed: Bomb Core for 4500 gil
9. Monster's status info:
- Darkness, Petrify, Poison, Sleep, Zombie
- 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  120,23, 1,  6,  15, 0,  0
11. Monster's el. info: Weak to ice, absorbs fire, strong to lightning and
water
12. Monster's Sensor info: Fire elemental. Vulnerable to opposing element.
13. Monster's Scan info: Casts Fire. Physical attacks, hardly hurt it. Absorbs
fire, so Blizzard is the way to go.
14. Monster's equip. dropped info: 1-2 slots, 0-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Firest., Piercing
16. Armor abilities: Fireproof, Fireward
17. Monster's attacks:
a) Fire - FATT VS one chr - fire mgd
18. Monster strategy: Friend of fire, but hates ice. Use ice magic for quick
kill.
19. Special note: Red Element is an armored enemy. Piercing and Armor Break are
the way to go.

---------------------------------------------------------------------------

032 - THUNDER FLAN (Mushroom Rock) ---> A596

1. Name: Thunder Flan
2. Monster's HP: 450/675
3. Monster's MP: 50
4. AP gained when monster is defeated: 24/48
5. Items stolen: 1x Electro Marble/2x Electro Marble
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 50
8. Items bribed: Lightning Marble for 4500 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Md, Ag, Lu, Ev, Ac
1,  120,17, 1,  6,  15, 0,  0
11. Monster's el. info: Weak to water, absorbs lightning, strong to fire and
ice
12. Monster's Sensor info: Lightning elemental. Vulnerable to opposing element.
Resistant to physical attacks.
13. Monster's Scan info: Lightning-based. So soft, it's hard to damage
physically. Weak against water, so blast it with Water. Don't use lightning, or
it will recover HP.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Lightningst., Piercing
16. Armor abilities: Lightningproof, Lightningward
17. Monster's attacks:
a) Thunder - LATT VS one chr - lightning mgd
18. Monster strategy: This guy likes shocking news, but hates sob stories. Use
water magic.
19. Special note: Thunder Flan is an armored enemy. Piercing and Armor Break
are the way to go.

---------------------------------------------------------------------------

033 - BASILISK (Djose Highroad) ---> A048

1. Name: Basilisk
2. Monster's HP: 2025/924
3. Monster's MP: 20
4. AP gained when monster is defeated: 140/210
5. Items stolen: 1x Petrify Grenade/1x Petrify Grenade
6. Items dropped: 1x/2x Ability Sp.; 2x/4x Ability Sp.
7. Gil earned: 125
8. Items bribed: Petrify Grenade for 20250 gil
9. Monster's status info:
- Confusion, Petrify
- 20% Darkness, 20% Silence, 20% Sleep
- 5% Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
14, 1,  35, 1,  9,  15, 0,  0
11. Monster's el. info: Strong to lightning
12. Monster's Sensor info: Watch out for its Stone Gaze.
13. Monster's Scan info: Beware the third eye. Its Stone Gaze may cause
petrification. If petrified, restore with Esuna or Soft. Kimahri can learn
Stone Breath.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Mag+3%, Piercing, Stonetouch, Str+3%
16. Armor abilities: MP+5%, Stoneward
17. Monster's attacks:
a) Stone Gaze - VS one chr  - inflicts Petrify
b) 'Arm strike' - VS one chr - phd
18. Monster strategy: Esuna or Soft immediately if character is petrified.
Trying to Provoke Basilisk will get you Stone Gazes only.

---------------------------------------------------------------------------

034 - BITE BUG (Djose Highroad) ---> A057

1. Name: Bite Bug
2. Monster's HP: 200/300
3. Monster's MP: 10
4. AP gained when monster is defeated: 40/80
5. Items stolen: 1x Antidote/1x Poison Fang
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp.
7. Gil earned: 62
8. Items bribed: Poison Fang for 2000 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
13, 1,  1,  1,  15, 15, 12, 0
11. Monster's el. info: Weak to ice
12. Monster's Sensor info: Aerial. Vulnerable to ice. Watch out for poison.
13. Monster's Scan info: Aerial and hard to hit. Magic attacks are effective.
It's vulnerable to ice, so cast Blizzard to achieve Overkill. Attacks may
inflict poison.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Mag+3%,
Piercing, Str+3%, Waterst.
16. Armor abilities: MP+5%, Poisonward
17. Monster's attacks:
a) 'Sting' - VS one chr - phd + Poison
18. Monster strategy: Use Wakka. If poisoned, use Esuna or Antidote.

---------------------------------------------------------------------------

035 - BUNYIP (Djose Highroad) ---> A076

1. Name: Bunyip
2. Monster's HP: 400/600
3. Monster's MP: 15
4. AP gained when monster is defeated: 48/96
5. Items stolen: 1x Hi-Potion/1x Hypello Potion
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 97
8. Items bribed: Hypello Potion for 4000 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
22, 1,  1,  120,6,  15, 0,  0
11. Monster's el. info: Weak to water and ice
12. Monster's Sensor info: Covered by a hard shell. Piercing weapons are the
way to go.
13. Monster's Scan info: Covered by a hard shell. Slow-moving, but has high
physical and magic defence. Vulnerable to ice and water. Falls easily to
piercing weapons.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Berserkward, Def+3%
17. Monster's attacks:
a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns)
18. Monster strategy: Use Auron. Negate slow status with Esuna or Haste.
19. Special info: Bunyip is an armored enemy. Piercing and Armor Break are the
way to go.

---------------------------------------------------------------------------

036 - GARM (Djose Highroad) ---> A228

1. Name: Garm
2. Monster's HP: 240/360
3. Monster's MP: 35
4. AP gained when monster is defeated: 48/96
5. Items stolen: 1x Hi-Potion/1x Sleeping Powder
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 88
8. Items bribed: Sleeping Powder for 2400 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
17, 1,  1,  120,16, 15, 7,  0
11. Monster's el. info: Weak to fire and lightning
12. Monster's Sensor info: Very nimble. Resistant to magic.
13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also
high. Defeat it quickly to avoid damage. It's vulnerable to lightning and fire.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Mdef+3%, Silenceward, Sleepward
17. Monster's attacks:
a) 'Bite' - VS one chr - phd + Silence and Sleep (inflicted for three chr's
turns)
18. Monster strategy: Use Tidus. Wake sleeping chr up with Esuna.

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037 - SIMURGH (Djose Highroad) ---> A498

1. Name: Simurgh
2. Monster's HP: 200/300
3. Monster's MP: 27
4. AP gained when monster is defeated: 48/96
5. Items stolen: 1x Smoke Bomb/2x Smoke Bomb
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp.
7. Gil earned: 73
8. Items bribed: Smoke Bomb for 2000 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
13, 1,  1,  1,  17, 15, 0,  0
11. Monster's el. info: Weak to fire
12. Monster's Sensor info: Aerial. Magic attacks are the way to go. Watch out
for darkness.
13. Monster's Scan info: Aerial and hard to hit. Magic attacks are effective.
It's vulnerable to fire, so use Fira to achieve Overkill. Attacks may inflict
darkness.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Sensor, Piercing
16. Armor abilities: Darkward, Mdef+3%
17. Monster's attacks:
a) 'Beak strike' - VS one chr - phd + Darkness (inflicted for three chr's
turns)
18. Monster strategy: Use Wakka. If he's darknessed, blast it away with Lulu's
spells.

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038 - SNOW FLAN (Djose Highroad) ---> A532

1. Name: Snow Flan
2. Monster's HP: 600/900
3. Monster's MP: 120
4. AP gained when monster is defeated: 48/96
5. Items stolen: 2x Antarctic Wind/2x Antarctic Wind
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 93
8. Items bribed: Arctic Wind for 6000 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  120,19, 1,  7,  15, 0,  0
11. Monster's el. info: Weak to fire, absorbs ice, strong to lightning and
water
12. Monster's Sensor info: Ice elemental. Vunerable to opposing element.
Resistant to physical attacks.
13. Monster's Scan info: Ice-based. So soft, it's hard to damage physically.
Weak against fire, but will absorb HP from ice. Casts Blizzard.
14. Monster's equip. dropped info: 1-3 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Icest., Piercing
16. Armor abilities: Iceproof, Iceward
17. Monster's attacks:
a) Blizzard - IATT VS one chr - ice mgd
18. Monster strategy: Use Lulu's fire spells.
19. Special info: Snow Flan is an armored enemy. Piercing and Armor Break are
the way to go.

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039 - OCHU (Moonflow) ---> A402

1. Name: Ochu
2. Monster's HP: 7200/924
3. Monster's MP: 35
4. AP gained when monster is defeated: 180/270
5. Items stolen: 1x Remedy/2x Remedy
6. Items dropped: 1x/2x Power Sp.; 2x/4x Mana Sp.
7. Gil earned: 520
8. Items bribed: Remedy for 72000 gil
9. Monster's status info:
- Berserk, Confusion, Darkness, Provoke, Zombie
- 20% Silence, 20% Sleep
- 5% Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
22, 1,  14, 1,  6,  15, 0,  0
11. Monster's el. info: Weak to fire, absorbs water
12. Monster's Sensor info: Vulnerable to fire.
13. Monster's Scan info: When HP is low, it performs Ochu Dance, which inflicts
darkness, silence, confusion and slow. Beware of its poison claws. Vulnerable
to fire.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Mag+5%, Piercing, Poisontouch, Str+5%
16. Armor abilities: Berserkward, Confuseward, Darkward, Poisonward,
Silenceward, Sleepward, Stoneward
17. Monster's attacks:
a) Ochu Dance - VS all chrs - inflicts Darkness, Silence, Confusion and Slow 
(Darkness and Silence are lifted after three, Slow after five chr's turns) -
starts using it once HP falls below 3599 HP
b) 'Claw strike' - VS one chr - phd + Poison
18. Monster strategy: Don't joke around this enemy for too long. Once its HP is
below 3599 HP (aka less than 50%), beware of Ochu Dance. If you get anything
but confused, you'll be okay - Confusion is to be feared of. If you think you
can't take it down, better escape. Or use Wakka's Sleep Attack / Buster, and
then toast it with few fire spells.

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040 - AEROUGE (Thunder Plains) ---> A009

1. Name: Aerouge
2. Monster's HP: 200/300
3. Monster's MP: 220
4. AP gained when monster is defeated: 92/184
5. Items stolen: 1x Electro Marble/1x Lightning Marble
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 144
8. Items bribed: Lightning Marble for 2000 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  1,  16, 120,11, 15, 13, 0
11. Monster's el. info: Weak to water
12. Monster's Sensor info: Aerial. Resistant to magic.
13. Monster's Scan info: Aerial and hard to hit. It's weak against water, but
has high magic defence. The only attack it has is Thundara, so inflict silence
to leave it powerless.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Lightningst., Piercing
16. Armor abilities: Lightningproof, Lightningward, Mdef+5%
17. Monster's attacks:
a) Thundara - LATT VS one chr - lightning mgd
18. Monster strategy: Use Wakka. Use Lulu's water spells.

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041 - BUER (Thunder Plains) ---> A075

1. Name: Buer
2. Monster's HP: 230/345
3. Monster's MP: 250
4. AP gained when monster is defeated: 92/184
5. Items stolen: 1x Hi-Potion/1x Musk
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp.
7. Gil earned: 132
8. Items bribed: Musk for 2300 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  1,  22, 120,12, 15, 12, 0
11. Monster's el. info: Weak to water
12. Monster's Sensor info: Aerial. Resistant to magic. Watch out for confusion.
13. Monster's Scan info: Aerial and hard to hit. Its weakness is water, but it
has high magic defence. Its Gaze may cause confusion.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Mag+3%,
Piercing, Str+3%, Waterst.
16. Armor abilities: MP+5%, Confuseward
17. Monster's attacks:
a) 'Gaze' - NATT VS one chr - mgd + Confusion
18. Monster strategy: Use Wakka. Cure confusion with Esuna.

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042 - GOLD ELEMENT (Thunder Plains) ---> A235

1. Name: Gold Element
2. Monster's HP: 1200/1800
3. Monster's MP: 180
4. AP gained when monster is defeated: 92/184
5. Items stolen: 1x Electro Marble/2x Electro Marble
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 107
8. Items bribed: Lightning Marble for 12000 gil
9. Monster's status info:
- Darkness, Petrify, Poison, Sleep, Zombie
- 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  120,32, 1,  7,  15, 0,  0
11. Monster's el. info: Weak to water, absorbs lightning, strong to fire and
ice
12. Monster's Sensor info: Lightning elemental. Vulnerable to opposing element.
13. Monster's Scan info: Casts Thunder. Physical attacks hardly hurt it.
Absorbs lightning, so use Watera for an Overkill.
14. Monster's equip. dropped info: 1-3 slots, 0-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Lightningst., Piercing
16. Armor abilities: Lightningproof, Lightningward
17. Monster's attacks:
a) Thunder - LATT VS one chr - lightning mgd
18. Monster strategy: Sob stories, anyone? Use Lulu's water spells.
19. Special info: Gold Element is an armored enemy. Piercing and Armor Break
are the way to go.

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043 - IRON GIANT (Thunder Plains) ---> A278

1. Name: Iron Giant
2. Monster's HP: 3600/924
3. Monster's MP: 1
4. AP gained when monster is defeated: 800/1200
5. Items stolen: 1x Light Curtain/1x Light Curtain
6. Items dropped: 2x/4x Power Sp.; 3x/6x Power Sp.
7. Gil earned: 600
8. Items bribed: Stamina Tonic for 36000 gil
9. Monster's status info:
- Berserk, Confusion, Silence, Threaten
- 95% Blind, 50% Sleep
- 25% Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
30, 1,  1,  1,  7,  15, 0,  0
11. Monster's el. info: Strong to lightning
12. Monster's Sensor info: Dark Buster is effective, but beware its Reaper
attack.
13. Monster's Scan info: Targets character with lowest HP. Beware its Reaper
attack, whih hits all characters. No elemental weaknesses. Takes half damage
from lightning. Use piercing weapons and Dark Buster.
14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present,
31% probability of equipment piece being dropped
15. Weapon abilities: Mag+5%, Mag+10%, Piercing, Str+5%, Str+10%
16. Armor abilities: HP+5%, HP+10%, SOS Regen
17. Monster's attacks:
a) 'Sword strike' - VS one chr - phd
b) Reaper - VS all chrs - phd - used every fourth turn
c) Leaping Swing - VS one chr - big phd (used when Provoked)
18. Monster strategy: Cast Protect over chr with least HP. Count rounds to
Reaper (can't be evaded), then defend on that turn. Using Provoke will prompt
Iron Giant to use only Leaping Swing... no more Reaper.
19. Special note: Iron Giant is an armored enemy. Piercing and Armor Break are
the way to go.

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044 - KUSARIQQU (Thunder Plains) ---> A291

1. Name: Kusariqqu
2. Monster's HP: 445/668
3. Monster's MP: 31
4. AP gained when monster is defeated: 92/184
5. Items stolen: 1x Hi-Potion/1x Silver Hourglass
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 112
8. Items bribed: Silver Hourglass for 4450 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
32, 1,  35, 120,7,  15, 0,  0
11. Monster's el. info: Weak to water
12. Monster's Sensor info: Covered with hard scales. Piercing weapons are the
way to go. Watch out for slow.
13. Monster's Scan info: Covered with hard scales. Physical and magic defence
are high, but it's weak against water. Its attack may cause slow. Watch out for
its lightning-based Breath, which hits all.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: HP+5%, Slowward
17. Monster's attacks:
a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns)
b) 'Lightning breath' - LATT VS all chrs - lightning mgd
18. Monster strategy: Use Auron. Cast NulShock to nullify breath damage.
19. Special note: Kusariqqu is an armored enemy. Piercing and Armor Break are
the way to go.

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045 - LARVA (Thunder Plains) ---> A295

1. Name: Larva
2. Monster's HP: 1498/924
3. Monster's MP: 1000
4. AP gained when monster is defeated: 262/393
5. Items stolen: 1x Lunar Curtain/2x Lunar Curtain
6. Items dropped: 1x/2x Ability Sp.; 1x/2x Ability Sp.
7. Gil earned: 330
8. Items bribed: Shining Thorn for 14980 gil
9. Monster's status info:
- Berserk, Confusion, Darkness, Poison, Sleep, Slow
- NS
- Immune to Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
10, 40, 19, 45, 10, 15, 0,  0
11. Monster's el. info: Weak to water, absorbs lightning
12. Monster's Sensor info: Casts Thundara on itself to replenish HP and grow
even more powerful.
13. Monster's Scan info: When HP is halved, it casts Thundara on itself to
recover HP and increase magic power. Silence it with Silence Attack. It's
vulnerable to water, so Watera is the way to go.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Piercing, Lightningst.
16. Armor abilities: Lightningward
17. Monster's attacks:
a) Thundara - LATT VS one chr - lightning mgd - each time it casts Thundara on
itself Magic is raised by 4 points - it can cast it 3 times max before Magic
stat stops increasing
b) Fire - FATT VS one chr - fire mgd
18. Monster strategy: Use Lulu's water spells, preferably Watera. Once Larva's
HP is below half, hurry up and kill it. Else it'll use Thundara on itself to
restore HP and to increase its Mag stat. Or Provoke it and it'll use a weak
Fire spell.:)

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046 - MELUSINE (Thunder Plains) ---> A359

1. Name: Melusine
2. Monster's HP: 265/405
3. Monster's MP: 65
4. AP gained when monster is defeated: 92/184
5. Items stolen: 1x Soft/1x Petrify Grenade
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Power Sp.
7. Gil earned: 108
8. Items bribed: Petrify Grenade for 2650 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
20, 1,  1,  120,17, 15, 8,  0
11. Monster's el. info: Weak to ice, strong to fire and lightning
12. Monster's Sensor info: Very nimble. Resistant to magical attacks. Watch out
for petrification and silence.
13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also
high. Takes only half damage from fire and lightning. Attacks may cause
petrification and silence.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Def+3%, Slowward
17. Monster's attacks:
a) 'Bite' - VS one chr - phd + Petrify and Silence (latter inflicted for three
chr's turns)
18. Monster strategy: Use Tidus. Esuna or Soft if chr gets petrified.

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047 - QACTUAR (Thunder Plains) ---> A443

1. Name: Qactuar
2. Monster's HP: 500/750
3. Monster's MP: 1
4. AP gained when monster is defeated: 350/525
5. Items stolen: 1x Chocobo Feather/1x Chocobo Feather
6. Items dropped: 1x/2x Speed Sp.; 2x/4x Speed Sp.
7. Gil earned: 1500
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Berserk, Confusion, Break skills, Darkness, Delay skills, Silence, Zombie,
Demi
- 25% Death, 25% Petrify, 25% Poison, 80% Sleep
- 1% Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
19, 1,  1,  255,15, 15, 17, 0
11. Monster's el. info: NS
12. Monster's Sensor info: You'll get a treat if you can defeat it before it
gets away.
13. Monster's Scan info: Beware of 1000 Needles, as it inflicts 1000 points of
damage. Resistant to both physical and magical attacks. Runs away when HP is
low. Threaten is recommended.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present,
99% probability of equipment piece being dropped
15. Weapon abilities: Initiative, Mag+5%, Piercing, Str+5%
16. Armor abilities: HP+5%, HP Stroll, MP Stroll
17. Monster's attacks:
a) 'Kick' - VS one chr - phd
b) 1000 Needles - STATT VS one chr - std
c) Run away - just like the name implies
18. Monster strategy: Youngest one of the Force Trio. It may run away at *any*
of its turns, not just when HP is low. If you Provoke it, Qactuar will be using
1000 Needles against Provoker until he/she is dead or Qactuar gets Threatened.
Packs extreme Def, Mdef and Eva. On top of it it's immune to Break skills,
Delay skills and Demi. Recommended is high powered Wakka with good Accuracy.
19. Special note: Qactuar is an armored enemy. There's no way to inflict any
Breaks on Qactuar.

---------------------------------------------------------------------------

048 - BLUE ELEMENT (Macalania Forest) ---> A065

1. Name: Blue Element
2. Monster's HP: 1500/2250
3. Monster's MP: 220
4. AP gained when monster is defeated: 240/480
5. Items stolen: 2x Fish Scale/3x Fish Scale
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 180
8. Items bribed: Water Gem for 15000 gil
9. Monster's status info:
- Darkness, Petrify, Poison, Sleep, Zombie
- 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  120,27, 1,  9,  15, 0,  0
11. Monster's el. info: Weak to lightning, absorbs water, strong to fire and
ice
12. Monster's Sensor info: Water elemental. Vulnerable to opposing element.
13. Monster's Scan info: Casts Watera. Physical attacks hardly hurt it. Absorbs
water, so Thundara is the way to go.
14. Monster's equip. dropped info: 1-3 slots, 0-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Piercing, Waterst.
16. Armor abilities: Waterproof, Waterward
17. Monster's attacks:
a) Watera - WATT VS one chr - water mgd
18. Monster strategy: Use Lulu's thunder spells.
19. Special info: Blue Element is an armored enemy. Piercing and Armor Break
are the way to go.

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049 - CHIMERA (Macalania Forest) ---> A092

1. Name: Chimera
2. Monster's HP: 5250/1432
3. Monster's MP: 130
4. AP gained when monster is defeated: 1220/1830
5. Items stolen: 1x Arctic Wind/1x Lightning Marble
6. Items dropped: 1x/2x Ability Sp.; 2x/4x Ability Sp.
7. Gil earned: 970
8. Items bribed: Mana Tablet for 52500 gil
9. Monster's status info:
- Confusion, Sleep
- 20% Darkness, 20% Silence
- 10% Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
25, 1,  22, 1,  9,  15, 0,  0
11. Monster's el. info: Strong to fire and water
12. Monster's Sensor info: Darkness and silence work well. Vulnerable to
Threaten.
13. Monster's Scan info: The snake casts Thundara, the bull Assaults, the hawk
uses Aqua Breath, and the lion uses Megiddo Flame, in that order. Vulnerable to
Threaten, darkness, and silence. Kimahri can learn Aqua Breath.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Mag+5%, Mag+10%, Piercing
16. Armor abilities: Mdef+10%
17. Monster's attacks:
a) Thundara - LATT VS one chr - lightning mgd
b) 'Assault' - GRATTP VS one chr - phd - tears off 25% current HP
c) Aqua Breath - WATT & STATT VS all chrs - water std - ignores Mdef statistic
d) Megiddo Flame - FATT VS one chr - fire mgd
18. Monster strategy: With right eq. this guy can't kill you. Reflect,
Fireproof or better, Waterproof or better and you're set. If Provoked, Chimera
will only use Thundara.

---------------------------------------------------------------------------

050 - IGUION (Macalania Forest) ---> A273

1. Name: Iguion
2. Monster's HP: 370/555
3. Monster's MP: 70
4. AP gained when monster is defeated: 240/480
5. Items stolen: 1x Soft/1x Petrify Grenade
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Power Sp.
7. Gil earned: 138
8. Items bribed: Petrify Grenade for 3700 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
23, 1,  1,  120,19, 15, 8,  0
11. Monster's el. info: Weak to ice, strong to fire and water
12. Monster's Sensor info: Very nimble. Resistant to magic. Watch out for
petrification and silence.
13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also
high. Takes only half damage from fire and water. Attacks may cause
petrification and silence.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Def+5%, Slowward
17. Monster's attacks:
a) 'Bite' - VS one chr - phd + Petrify and Silence (latter inflicted for three
chr's turns)
18. Monster strategy: Use Tidus. Esuna or Soft if chr is petrified.

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051 - MURUSSU (Macalania Forest) ---> A379

1. Name: Murussu
2. Monster's HP: 580/870
3. Monster's MP: 20
4. AP gained when monster is defeated: 240/480
5. Items stolen: 1x Hi-Potion/1x Hypello Potion
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 165
8. Items bribed: Hypello Potion for 5800 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
25, 1,  1,  120,7,  15, 0,  0
11. Monster's el. info: Weak to fire and lightning
12. Monster's Sensor info: Covered by a hard shell. Piercing weapons are the
way to go. Watch out for slow.
13. Monster's Scan info: Covered by a hard shell. Slow-moving, but has high
physical and magic defence. Vulnerable to fire and lightning. Its Bash may
inflict slow.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Berserkward, Def+5%
17. Monster's attacks:
a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns)
18. Monster strategy: Use Auron. Negate Slow with Esuna or Haste.
19. Special info: Murussu is an armored enemy. Piercing and Armor Break are the
way to go.

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052 - XIPHOS (Macalania Forest) ---> A643

1. Name: Xiphos
2. Monster's HP: 2700/1432
3. Monster's MP: 5
4. AP gained when monster is defeated: 520/780
5. Items stolen: 1x Hi-Potion/1x Mega-Potion
6. Items dropped: 1x/2x Ability Sp.; 2x/4x Ability Sp.
7. Gil earned: 220
8. Items bribed: Megalixir for 27000 gil
9. Monster's status info:
- Poison, Sleep
- 50% Darkness, 20% Silence
- Immune to Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
20, 1,  1,  1,  17, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Occassionally succumbs to darkness.
13. Monster's Scan info: Very nimble. Darkness works, but Threaten is the way
to go.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Mag+3%, Piercing, SOS Overdrive, Str+3%
16. Armor abilities: Def+5
17. Monster's attacks:
a) 'Swipe' - VS one chr - phd + Poison
18. Monster strategy: Beware of poison, otherwise hack away.

---------------------------------------------------------------------------

053 - WASP (Macalania Forest) ---> A622

1. Name: Wasp
2. Monster's HP: 360/540
3. Monster's MP: 30
4. AP gained when monster is defeated: 240/480
5. Items stolen: 1x Hi-Potion/1x Poison Fang
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp.
7. Gil earned: 142
8. Items bribed: Poison Fang for 3600 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
17, 1,  1,  1,  18, 15, 13, 0
11. Monster's el. info: Weak to ice
12. Monster's Sensor info: Aerial. Vulnerable to ice. Watch out for poison.
13. Monster's Scan info: Aerial and hard to hit. Magic attacks are effective.
It's vulnerable to ice, so cast Blizzara to achieve Overkill. Attacks may
inflict poison.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: MP+10%, Poisonward
17. Monster's attacks:
a) 'Sting' - VS one chr - phd + Poison
18. Monster strategy: Use Wakka.

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054 - EVIL EYE (Macalania Lake) ---> A187

1. Name: Evil Eye
2. Monster's HP: 310/465
3. Monster's MP: 300
4. AP gained when monster is defeated: 300/600
5. Items stolen: 1x Hi-Potion/1x Musk
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp.
7. Gil earned: 205
8. Items bribed: Musk for 3100 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  1,  26, 120,15, 15, 13, 0
11. Monster's el. info: Weak to fire
12. Monster's Sensor info: Aerial. Resistant to magic. Watch out for confusion.
13. Monster's Scan info: Aerial and hard to hit. Its weakness is fire, but it
has high magic defence. Its Gaze may cause confusion.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Mag+3%,
Piercing, Str+3%, Waterst.
16. Armor abilities: Confuseward, MP+10%
17. Monster's attacks:
a) 'Gaze' - NATT VS one chr - mgd + Confusion
18. Monster strategy: Use Wakka.

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055 - ICE FLAN (Macalania Lake) ---> A268
1. Name: Ice Flan
2. Monster's HP: 1350/2025
3. Monster's MP: 160
4. AP gained when monster is defeated: 300/600
5. Items stolen: 1x Arctic Wind/2x Arctic Wind
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 188
8. Items bribed: Ice Gem for 13500 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25 % Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  120,21, 1,  9,  15, 0,  0
11. Monster's el. info: Weak to fire, absorbs ice, strong to lightning and
water
12. Monster's Sensor info: Ice elemental. Vulnerable to opposing element.
Resistant to physical attacks.
13. Monster's Scan info: Ice-based. So soft, it's hard to damage physically.
Weak against fire, but will absorb HP from ice.
14. Monster's equip. dropped info: 1-3 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Icest., Piercing
16. Armor abilities: Iceproof, Iceward
17. Monster's attacks: a) Blizzara - IATT VS one chr - ice mgd
18. Monster strategy: Use Lulu's fire spells.
19. Special info: Ice Flan is an armored enemy. Piercing and Armor Break are
the way to go.

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056 - MAFDET (Macalania Lake) ---> A317

1. Name: Mafdet
2. Monster's HP: 710/1065
3. Monster's MP: 25
4. AP gained when monster is defeated: 300/600
5. Items stolen: 1x Hi-Potion/1x Hypello Potion
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 172
8. Items bribed: Hypello Potion for 7100 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
29, 1,  1,  120,9,  15, 0,  0
11. Monster's el. info: Weak to lightning and ice
12. Monster's Sensor info: Covered by a hard shell. Piercing weapons are the
way to go. Watch out for slow.
13. Monster's Scan info: Covered by a hard shell. Slow-moving, but has high
physical and magic defence. Vulnerable to lightning and ice. Its Bash may
inflict slow.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Berserkward, Def+5%
17. Monster's attacks:
a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns)
18. Monster strategy: Use Auron.
19. Special info: Mafdet is an armored enemy. Piercing and Armor Break are the
way to go.

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057 - SNOW WOLF (Macalania Lake) ---> A533

1. Name: Snow Wolf
2. Monster's HP: 400/600
3. Monster's MP: 50
4. AP gained when monster is defeated: 300/600
5. Items stolen: 1x Sleeping Powder/2x Sleeping Powder
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 192
8. Items bribed: Sleeping Powder for 4000 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
20, 1,  1,  120,20, 15, 8,  0
11. Monster's el. info: Weak to fire
12. Monster's Sensor info: Very nimble. Resistant to magic.
13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also
high. Defeat it quickly to avoid damage. Vulnerable to fire.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Mdef+5%, Silenceward, Sleepward
17. Monster's attacks:
a) 'Bite' - VS one chr - phd + Silence and Sleep (inflicted for three chr's
turns)
18. Monster strategy: Use Tidus.

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058 - ALCYONE (Bikanel island) ---> A017

1. Name: Alcyone
2. Monster's HP: 430/645
3. Monster's MP: 42
4. AP gained when monster is defeated: 310/620
5. Items stolen: 1x Smoke Bomb/2x Smoke Bomb
6. Items dropped: 1x/2x Speed Sp. & 1x/2x Al Bhed P.; 1x/2x Speed Sp. & 1x/2x
Al Bhed P.
7. Gil earned: 240
8. Items bribed: Mega Phoenix for 4300 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
16, 1,  1,  1,  26, 15, 15, 0
11. Monster's el. info: Weak to fire
12. Monster's Sensor info: Aerial. Magic attacks are the way to go. Watch out
for darkness.
13. Monster's Scan info: Aerial and hard to hit. Magic attacks are effective.
It's vulenrable to fire, so use Fira to achieve Overkill. Attacks may inflict
darkness.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Piercing, Sensor
16. Armor abilities: Darkward, Mdef+5%
17. Monster's attacks:
a) 'Beak strike' - VS one chr - phd + Darkness (inflicted for three chr's
turns)
18. Monster strategy: Use Wakka.

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059 - CACTUAR (Bikanel island) ---> A079

1. Name: Cactuar
2. Monster's HP: 800/1200
3. Monster's MP: 1
4. AP gained when monster is defeated: 8000/12000
5. Items stolen: 1x Chocobo Feather/1x Chocobo Wing
6. Items dropped: 2x/4x Speed Sp.; 3x/6x Speed Sp.
7. Gil earned: 1500
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Berserk, Break skills, Confusion, Darkness, Death, Delay skills, Demi,
Petrify, Poison, Sleep, Silence, Threaten, Zombie
- NS
- Immune to Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
23, 1,  1,  255,24, 15, 20, 0
11. Monster's el. info: NS
12. Monster's Sensor info: You'll get a treat if you can defeat it before it
gets away.
13. Monster's Scan info: Its 10000 Needles inflict 10000 points of damage.
Resistant to both physical and magical attacks. Runs away when HP is low. Hard
to defeat, but worth a lot of AP.
14. Monster's equip. dropped info: 1-3 slots, 1-2 abilities already present,
99% probability of equipment piece being dropped
15. Weapon abilities: Initiative, Piercing
16. Armor abilities: HP+10%, HP Stroll, MP Stroll
17. Monster's attacks:
a) 10000 Needles - STATT VS one chr - std
b) 'Kick' - VS one chr - phd
c) Run Away - just like the name implies
18. Monster strategy: Middle knight of the Force Trio. Extreme Def, Mdef, Eva,
likes to run away and can't be threatened. But it can be provoked. In this case
Provoker is sure to get KO-ed cos of 10000 Needles. Again Wakka with enough Str
and Acc is recommended to kill it.
19. Special info: Cactuar is an armored enemy. You can't inflict any Break
skills.

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060 - MECH GUARD (Bikanel island) ---> A351

1. Name: Mech Guard
2. Monster's HP: 1280/1432
3. Monster's MP: 1
4. AP gained when monster is defeated: 310/465
5. Items stolen: 2x Grenade/3x Grenade
6. Items dropped: 1x/2x Hi-Potion; 1x/2x Hi-Potion
7. Gil earned: 600
8. Items bribed: Grenade for 12800 gil
9. Monster's status info:
- Death, Poison, Sleep, Threaten, Zombie
- 20% Darkness, 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
25, 1,  1,  1,  10, 15, 0,  0
11. Monster's el. info: Weak to lightning
12. Monster's Sensor info: Steal to inflict terminal malfunction.
13. Monster's Scan info: Same type of machina as the Workers in Luca. Stealing
will cause a terminal malfunction, so leave it to Rikku. Vulnerable to
lightning.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Firest., Icest., Lightningst., Piercing, Waterst.
16. Armor abilities: SOS NulBlaze, SOS NulFrost, SOS NulShock, SOS NulTide
17. Monster's attacks:
a) 'Stab' - VS one chr - phd
18. Monster strategy: Use Steal command.

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061 - MECH GUNNER (Bikanel island) ---> A352

1. Name: Mach Gunner
2. Monster's HP: 2800/1432
3. Monster's MP: 1
4. AP gained when monster is defeated: 540/810
5. Items stolen: 1x Al Bhed Potion/2x Al Bhed Potion
6. Items dropped: 2x/4x Hi-Potion; 2x/4x Hi-Potion
7. Gil earned: 800
8. Items bribed: Al Bhed Potion for 28000 gil
9. Monster's status info:
- Death, Poison, Sleep, Threaten, Zombie
- 20% Darkness, 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
31, 10, 1,  10, 6,  15, 0,  0
11. Monster's el. info: Weak to lightning
12. Monster's Sensor info: Steal to inflict terminal malfunction.
13. Monster's Scan info: Ancient machina. Has higher HP than the Mech Guard,
but Stealing parts will destroy it in one shot, so leave it to Rikku. Weak
against lightning.
14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Firest., Icest., Lightningst., Piercing, Waterst.
16. Armor abilities: SOS NulBlaze, SOS NulFrost, SOS NulShock, SOS NulTide, SOS
Protect, SOS Reflect, SOS Shell
17. Monster's attacks:
a) 'Punch' - VS one chr - phd
18. Monster strategy: Use Steal command.

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062 - MUSHUSSU (Bikanel island) ---> A381

1. Name: Mushussu
2. Monster's HP: 680/1020
3. Monster's MP: 38
4. AP gained when monster is defeated: 310/620
5. Items stolen: 1x Hi-Potion/1x Silver Hourglass
6. Items dropped: 1x/2x Power Sp. & 1x/2x Al Bhed P.; 1x/2x Power Sp. & 1x/2x
Al Bhed P.
7. Gil earned: 270
8. Items bribed: Gold Hourglass for 6800 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
36, 1,  42, 120,9,  15, 0,  0
11. Monster's el. info: Weak to ice, strong to fire
12. Monster's Sensor info: Covered with hard scales. Piercing weapons are the
way to go. Watch out for slow.
13. Monster's Scan info: Covered with hard scales. Physical and magic defence
are high. It only takes half damage from fire, but it's weak against ice. Its
attack may cause slow. Beware of its fire-based Breath, which hits all.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: HP+10%, Slowward
17. Monster's attacks:
a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns)
b) 'Fire breath' - VS all chrs - fire mgd
18. Monster strategy: Use Auron.
19. Special info: Mushussu is an armored enemy. Piercing and Armor Break are
the way to go.

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063 - SANDRAGORA (Bikanel island) ---> A469

1. Name: Sandragora
2. Monster's HP: 12750/1432
3. Monster's MP: 3
4. AP gained when monster is defeated: 540/1080
5. Items stolen: 2x Remedy/10x Musk
6. Items dropped: 1x/2x Mana Sp. & 2x/4x Al Bhed P.; 1x/2x Mana Sp. & 2x/4x Al
Bhed P.
7. Gil earned: 336
8. Items bribed: Remedy for 127500 gil
9. Monster's status info:
- Confusion, Darkness, Power Break, Provoke, Silence, Slow, Threaten, Zombie
- 25% Death, 25% Petrify, 25% Poison, 80% Sleep
- 25% Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
25, 1,  1,  1,  12, 15, 0,  0
 11. Monster's el. info: Weak to fire, absorbs water.
12. Monster's Sensor info: Absorbs water.
13. Monster's Scan info: Its Seed Burts doesn't hurt much, but may cause
confusion. As a desert plant it absorbs water, but burns easily.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 6%
probability of equipment piece being dropped
15. Weapon abilities: Mag+3%, Piercing, Poisontouch, Str+3%
16. Armor abilities: HP+5%, HP+10%, Poisonward
17. Monster's attacks:
a) Seed Burst - VS one chr - phd + Confusion
18. Monster strategy: Out with those Confuseward armors. Barrage the plant with
fire spells. Only bring in chrs with low Str, that means Lulu, Rikku and
whoever has low Str of the guys.

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064 - SAND WOLF (Bikanel island) ---> A470

1. Name: Sand Wolf
2. Monster's HP: 450/675
3. Monster's MP: 55
4. AP gained when monster is defeated: 310/620
5. Items stolen: 2x Sleeping Powder/2x Sleeping Powder
6. Items dropped: 1x/2x Power Sp. & 1x/2x Al Bhed P.; 1x/2x Power Sp. & 1x/2x
Al Bhed P.
7. Gil earned: 225
8. Items bribed: Sleeping Powder for 4500 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
23, 1,  1,  120,23, 15, 9,  0
11. Monster's el. info: Weak to fire and ice
12. Monster's Sensor info: Very nimble. Resistant to magic. Watch out for sleep
and silence.
13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also
high. Defeat it quickly to avoid damage. Vulnerable to fire and ice. Its
attacks may cause sleep and silence.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Mdef+5%, Silenceward, Sleepward
17. Monster's attacks:
a) 'Bite' - VS one chr - phd + Silence and Sleep (inflicted for three chr's
turns)
18. Monster strategy: Use Tidus.

---------------------------------------------------------------------------

065 - SAND WORM (Bikanel island) ---> A471

1. Name: Sand Worm
2. Monster's HP: 45000/1432
3. Monster's MP: 100
4. AP gained when monster is defeated: 2000/3000
5. Items stolen: 2x Shadow Gem/2x Stamina Spring
6. Items dropped: 2x/4x Ability Sp.; 1x/2x Lv1 Key Sp.
7. Gil earned: 1000
8. Items bribed: Winning Formula for 450000 gil
9. Monster's status info:
- Berserk, Confusion, Death, Petrify, Provoke, Slow, Threaten, Zombie
- 50% Darkness, 50% Power Break, 80% Sleep
- 10% Poison
- 5 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
30, 5,  28, 5,  8,  15, 0,  0
11. Monster's el. info: Weak to water and ice, strong to fire
12. Monster's Sensor info: Watch out for Earthquake, which hits all. Inflict
darkness to avoid its head butt.
13. Monster's Scan info: Watch out for its Eartquake, which hits all
characters. If a character is Swallowed, he will be unavailable until the worm
Regurtitates him back out. Try inflicting darkness and sleep.
14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Mag+5%, Piercing, Slowtouch, Str+5%
16. Armor abilities: Auto-Potion, HP+10%
17. Monster's attacks:
a) 'Headbutt' - VS one chr - phd
b) Swallow - CATT VS one chr - removes chr from battle for so long until Sand
Worm is target of further five attacks - Swallow is used as counter after Sand
Worm has been targeted for total of 10 times
c) Regurgitate - removed chr is returned to battle - if removed chr was under
any positive statuses, they are removed, even Auto-Life
d) Readying Quake - signifies charge turn for Earthquake
e) Earthquake - NATT VS all chrs - mgd - used every seventh turn
18. Monster strategy: Phew. Powerful in terms of HP, but slow. Go for darkness
and sleep! Don't forget to poison it as well. 4500 HP lost can make a
difference. Interesting side note: while Sand Worm is prepping for Earthquake,
it's immune to Sleep.

---------------------------------------------------------------------------

066 - ZU (Bikanel island, this is first enemy Tidus encounters) ---> A660

1. Name: Zu
2. Monster's HP: 12000/12000
3. Monster's MP: 50
4. AP gained when monster is defeated: 1200/1800
5. Items stolen: 3x Smoke Bomb/4x Smoke Bomb
6. Items dropped: 1x/2x Power Sp. & 2x/4x Al Bhed P.; 1x/2x Power Sp. & 2x/4x
Al Bhed P.
7. Gil earned: 1200
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Confusion, Death, Petrify, Provoke, Reflect, Sleep, Threaten, Zombie
- 20% Darkness, 20% Silence, 25% Poison
- 25% Poison
- 3 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
32, 20, 30, 20, 8,  15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Beware the Sonic Boom when its wings glow.
13. Monster's Scan info: High HP. Aerial, but so big that it's easy to hit. Its
wings will start flashing the turn before it unleashes Sonic Boom. Use Dark
Buster and strong attacks, or else...
14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
15. Weapon abilities: Darktouch, Mag+3%, Piercing, Str+3%
16. Armor abilities: Darkward
17. Monster's attacks:
a) 'Beak bash' - VS one chr - phd + Darkness (inflicted for three chr's turns)
b) 'Wings start to glow' - signifies charge turn for Sonic Boom
c) Sonic Boom - VS all chrs - phd - used every fifth turn
d) 'Land' - once 66% of it HP is knocked off (Zu has 3999 HP or less), Zu will
land - Sonic Boom can't be used anymore
18. Monster strategy: Use Dark Attack / Buster at all costs. This guy is
powerful enough to knock out a chr with one strike if you haven't powered up
enough. Otherwise think of it as beefed up Garuda.
19. Special info: If Zu, while still in the air, is hit with an attack that
would kill it, it won't die straight away. First it'll fly down, and will have
1 HP of health restored. One more attack and it's gone.

---------------------------------------------------------------------------

067 - ZU (Bikanel island) ---> A660

1. Name: Zu
2. Monster's HP: 18000/1432
3. Monster's MP: 50
4. AP gained when monster is defeated: 1200/1800
5. Items stolen: 3x Smoke Bomb/4x Smoke Bomb
6. Items dropped: 1x/2x Power Sp. & 2x/4x Al Bhed P.; 2x/4x Power Sp. & 3x/6x
Al Bhed P.
7. Gil earned: 1200
8. Items bribed: Skill Sphere for 180000 gil
9. Monster's status info:
- Confusion, Death, Petrify, Provoke, Sleep, Threaten, Zombie
- 95% Darkness, 20% Silence, 25% Poison
- 25% Poison
- 5 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
37, 20, 35, 20, 20, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Watch out for Sonic Boom when wings glow.
13. Monster's Scan info: High HP. Aerial, but so big that it's easy to hit. Its
wings will start flashing the turn before it unleashes Sonic Boom. Use Dark
Buster and strong attacks, or else...
14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Darktouch, Mag+3%, Piercing, Str+3%
16. Armor abilities: Darkward
17. Monster's attacks:
a) 'Beak bash' - VS one chr - phd + Darkness (inflicted for three chr's turns)
b) Charging - signifies charge turn for Sonic Boom
c) Sonic Boom - VS all chrs - phd damage - used every fifth turn
d) 'Land' - once 66% of its HP is knocked off (Zu has 5999 HP or less), Zu will
land - Sonic Boom can't be used anymore
18. Monster strategy: Use Dark Attack / Buster at all costs. This guy is
powerful enough to knock out a chr with one strike if you haven't powered up
enough. Otherwise think of it as beefed up Garuda.
19. Special info: If Zu, while still in the air, is hit with an attack that
would kill it, it won't die straight away. First it'll fly down, and will have
1 HP of health restored. One more attack and it's gone.

---------------------------------------------------------------------------

068 - ???, otherwise known as TREASURE CHEST (Bikanel island) ---> A666

1. Name: ???
2. Monster's HP: 1/99999
3. Monster's MP: 1
4. AP gained when monster is defeated: N/A
5. Items stolen: Varies
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: N/A
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Just about every status
- NS
- Immune Poison
- Immune to Doom
10. Monster's stats info: N/A
11. Monster's el. info: N/A
12. Monster's Sensor info: Steal to get the stuff inside.
13. Monster's Scan info: Immune to Scan
14. Monster's equip. dropped info: N/A
15. Weapon abilities: N/A
16. Armor abilities: N/A
17. Monster's attacks: N/A
18. Monster strategy: Just steal from it.

---------------------------------------------------------------------------

069 - BOMB (Al Bhed Home) ---> A066

1. Name: Bomb
2. Monster's HP: 2200/1432
3. Monster's MP: 45
4. AP gained when monster is defeated: 620/1240
5. Items stolen: 2x Bomb Core/3x Bomb Core
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 470
8. Items bribed: Fire Gem for 22000 gil
9. Monster's status info:
- Eject, Sleep, Threaten
- 20% Darkness, 20% Silence
- 25% Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
20, 1,  17, 1,  11, 15, 0,  0
11. Monster's el. info: Weak to ice, absorbs fire
12. Monster's Sensor info: Retaliates with Self-Destruct when attacked three
times.
13. Monster's Scan info: Retaliates with Self-Destruct against whoever attacks
it a third time. Use NulBlaze if you can't defeat it before then. Vulnerable to
ice, so use Blizzara. Kimahri can learn Self-Destruct.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Piercing
16. Armor abilities: Fireward
17. Monster's attacks:
a) Fire - FATT VS one chr - fire mgd
b) 'Grow' - CATT - if Bomb suffers damage or gains health, it'll grow two times
c) Self-Destruct - FATT / CATT VS one chr - fire phd - if Bomb suffers damage
or gains health for third time, it'll use Self-Destruct vs chr that dealt third
blow - requires two 'Grow'-s to charge
d) 'Bash' VS one chr - phd
18. Monster strategy: Use ice magic. Cast NulBlaze if you can't kill it in
three turns.

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070 - CHIMERA (Al Bhed Home) ---> A092

1. Name: Chimera
2. Monster's HP: 9000/1432
3. Monster's MP: 200
4. AP gained when monster is defeated: 2000/3000
5. Items stolen: 3x Arctic Wind/3x Lightning Marble
6. Items dropped: 1x/2x Ability Sp.; 2x/4x Ability Sp.
7. Gil earned: 980
8. Items bribed: Underdog's Secret for 90000 gil
9. Monster's status info:
- Confusion, Poison, Sleep
- 20% Darkness, 20% Silence
- Immune to Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
30, 1,  25, 1,  10, 15, 0,  0
11. Monster's el. info: Strong to fire and water
12. Monster's Sensor info: Darkness and silence work well. Vulnerable to
Threaten.
13. Monster's Scan info: The snake casts Thundara, the bull Assaults, the hawk
uses Aqua Breath, and the lion uses Megiddo Flame, in that order. Vulnerable to
Threaten, darkness, and silence. Kimahri can learn Aqua Breath.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Mag+5%, Mag+10%, Piercing
16. Armor abilities: Mdef+10%
17. Monster's attacks:
a) Thundara - LATT VS one chr - lightning mgd
b) 'Assault' - GRATTP VS one chr - phd - tears off 25% current HP
c) Aqua Breath - WATT & STATT VS all chrs - water std - ignores Mdef statistic
d) Megiddo Flame - FATT VS one chr - fire mgd
18. Monster strategy: With right eq. this guy can't kill you. Reflect,
Fireproof or better, Waterproof or better and you're set.

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071 - DUAL HORN (Al Bhed Home) ---> A173

1. Name: Dual Horn
2. Monster's HP: 3795/1432
3. Monster's MP: 22
4. AP gained when monster is defeated: 820/1230
5. Items stolen: 1x Hi-Potion/1x Mega-Potion
6. Items dropped: 1x/2x Ability Sp.; 1x/2x Ability Sp.
7. Gil earned: 520
8. Items bribed: Mega-Potion for 37950 gil
9. Monster's status info:
- NS
- 20% Silence
- 25% Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
27, 1,  8,  1,  17, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Inflict darkness to evade its attacks.
13. Monster's Scan info: Its Gore is powerful, but inflict darkness or use
Sleep Attack to avoid it easily. Kimahri can learn Fire Breath.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Distil Ability, Firest., Piercing, Silencetouch
16. Armor abilities: HP+5%, HP+10%
17. Monster's attacks:
a) 'Bash' - VS one chr - phd
b) Gore - VS one chr - extreme phd
18. Monster strategy: Use Sleep or Darkness Attack.

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072 - EVIL EYE (Al Bhed Home) ---> A187

1. Name: Evil Eye
2. Monster's HP: 430/645
3. Monster's MP: 310
4. AP gained when monster is defeated: 480/960
5. Items stolen: 1x Musk/2x Musk
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp.
7. Gil earned: 280
8. Items bribed: Musk for 4300 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  1,  25, 120,17, 15, 13, 0
11. Monster's el. info: Weak to fire
12. Monster's Sensor info: Aerial creature with high magic defence. Beware of
its confusion attack.
13. Monster's Scan info: Aerial and hard to hit. Vulnerable to fire, but has
high magic defence. Its Gaze may cause confusion.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Mag+3%,
Piercing, Str+3%, Waterst.
16. Armor abilities: Confuseward, MP+5%
17. Monster's attacks:
a) 'Gaze' - NATT VS one chr - mgd + Confusion
18. Monster strategy: Use Wakka.

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073 - GUADO GUARDIAN (Al Bhed Home) ---> A245

1. Name: Guado Guardian
2. Monster's HP: 2600/1432
3. Monster's MP: 600
4. AP gained when monster is defeated: 540/1080
5. Items stolen: 1x Hi-Potion/2x X-Potion
6. Items dropped: 1x/2x Ability Sp.; 1x/2x Ability Sp.
7. Gil earned: 380
8. Items bribed: X-Potion for 26000 gil
9. Monster's status info:
- Berserk, Confusion, Magic Break, Sleep, Threaten
- 25% Death, 20% Petrify, 25% Poison, 20% Silence
- 25% Poison
- 5 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  1,  24, 1,  20, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Tries to nullify Lulu's magic.
13. Monster's Scan info: Controls fiends like Bombs and Chimeras. Tries to stop
Lulu's magic with Silence and Confuse. Hit him with Silence Attack first to
leave him helpless.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Mag+3%, Mag+5%, Piercing, Sensor, Str+3%, Str+5%
16. Armor abilities: HP+5%, Mdef+3%, MP+5%
17. Monster's attacks:
a) Silence - VS one chr - inflicts Silence (inflicted for three chr's turns)
b) Fira - FATT VS one chr - fire mgd
c) Confuse - VS one chr - inflicts Confusion
d) Reflect - casts it on one of fiends accompanying him in battle
e) NulFrost - on himself and accompanying monsters - adds NulFrost
f) Fire - FATT VS one chr - fire mgd
18. Monster strategy: Use Wakka to silence him, then dispatch him.

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074 - WARRIOR MONK [with rifle] (Bevelle) ---> A619

1. Name: Warrior Monk
2. Monster's HP: 1400/2100
3. Monster's MP: 20
4. AP gained when monster is defeated: 420/840
5. Items stolen: 2x Hi-Potion/1x Purifying Salt
6. Items dropped: 1x/2x Ability Sp.; 1x/2x Ability Sp.
7. Gil earned: 460
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Magic Break, Power Break, Provoke, Silence
- 95% Darkness, 25% Petrify, 25% Poison, 50% Sleep, 25% Zombie
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
20, 1,  20, 1,  19, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Attacks single targets with Rifle.
13. Monster's Scan info: St. Bevelle sentry and soldier of Yevon. Attacks
single targets with his rifle. Sleep attacks are the way to go.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Magic Counter, Piercing, Str+5%
16. Armor abilities: Deathward, Mdef+5%
17. Monster's attacks:
a) 'Shot' - VS one chr - phd
18. Monster strategy: Use sleep attacks or Lulu's spells.

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075 - WARRIOR MONK [with flamethrower] (Bevelle) ---> A619

1. Name: Warrior Monk
2. Monster's HP: 1400/2100
3. Monster's MP: 20
4. AP gained when monster is defeated: 420/840
5. Items stolen: 2x Hi-Potion/1x Purifying Salt
6. Items dropped: 1x/2x Ability Sp.; 1x/2x Ability Sp.
7. Gil earned: 460
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Magic Break, Power Break, Provoke, Silence
- 95% Darkness, 25% Petrify, 25% Poison, 50% Sleep, 25% Zombie
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
20, 1,  20, 1,  17, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Attacks multiple targets with flamethrower.
13. Monster's Scan info: St. Bevelle sentry and soldier of Yevon. Attacks
multiple targets with his flamethrower for fire-based damage. Sleep attacks are
the way to go.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Magic Counter, Piercing, Str+5%
16. Armor abilities: Deathward, Mdef+5%
17. Monster's attacks:
a) 'Flame Shot' - FATT VS all chrs - fire mgd
18. Monster strategy: Equip fire-resistant equipment.

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076 - YAT-99 (Bevelle) ---> A646

1. Name: YAT-99
2. Monster's HP: 2700/2108
3. Monster's MP: 1
4. AP gained when monster is defeated: 1870/2805
5. Items stolen: 1x Remedy/1x Ether
6. Items dropped: 1x/2x Phoenix Down; 1x/2x Mega Phoenix
7. Gil earned: 1300
8. Items bribed: Ether for 27000 gil
9. Monster's status info:
- Berserk, Confusion, Death, Magic Break, Power Break, Petrify, Poison,
Provoke, Silence, Sleep, Slow, Threaten, Zombie
- NS
- Immune to Poison
- 15 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
40, 1,  32, 120, 9, 15, 0,  0
11. Monster's el. info: Weak to fire and water
12. Monster's Sensor info: Close in to melee range by defeating front-line
enemies first.
13. Monster's Scan info: Forbidden machina secretly used by Yevon. Hits
multiple targtes when firing from a distance.
14. Monster's dropped info: 2-3 slots, 0-2 abilities already present, 11%
probability of equipment piece being dropped
15. Weapon abilities: Firest., Icest., Lightningst., Mag+3%, Mag+5%, Piercing,
Str+3%, Str+5%, Waterst.
16. Armor abilities: Fireward, Iceward, Lightningward, Waterward
17. Monster's attacks:
a) 'Mortar' - VS one chr - phd
b) 'Wild Mortar' - VS all chrs - phd - used only when your chrs are far from it
18. Monster strategy: Defeat enemies in front of it as soon as possible, so
that you may engage in close combat.

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077 - YKT-63 (Bevelle) ---> A649

1. Name: YKT-63
2. Monster's HP: 4200/2108
3. Monster's MP: 1
4. AP gained when monster is defeated: 1870/2805
5. Items stolen: 1x Remedy/1x Ether
6. Items dropped: 1x/2x Hi-Potion.; 1x/2x Mega-Potion
7. Gil earned: 1300
8. Items bribed: Elixir for 42000 gil
9. Monster's status info:
- Berserk, Confusion, Death, Magic Break, Power Break, Petrify, Poison, Sleep,
Slow, Threaten, Zombie
- 95% Darkness
- Immune to Poison
- 15 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
30, 1,  1,  60, 22, 15, 0,  0
11. Monster's el. info: Weak to fire and water
12. Monster's Sensor info: If it's the last enemy standing, it will unleash
vicious Thrust Kick.
13. Monster's Scan info: Forbidden machina secretly used by Yevon. If it's the
last enemy standing, it throws a mean Thrust Kick that ejects the target from
battle. Kimahri can learn Thrust Kick.
14. Monster's equip. dropped info: 2-3 slots, 0-2 abilities already present,
11% probability of equipment piece being dropped
15. Weapon abilities: Mag+3%, Mag+5%, Piercing, Str+3%, Str+5%
16. Armor abilities: Fireward, Iceward, Lightningward, Waterward
17. Monster's attacks:
a) 'Dropkick' - VS one chr - phd
b) Thrust Kick - VS one chr - Eject - chr attacked is gone from battle - used
only if YKT-63 is last enemy standing
18. Monster strategy: Defeat this enemy first to avoid getting chrs to be
knocked out.

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078 - AQUA FLAN (Via Purifico) ---> A024

1. Name: Aqua Flan
2. Monster's HP: 2025/3038
3. Monster's MP: 1
4. AP gained when monster is defeated: 240/480
5. Items stolen: 2x Fish Scale/2x Dragon Scale
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 340
8. Items bribed: Water Gem for 20250 gil
9. Monster's status info:
- Berserk, Confusion
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  100,22, 1,  9,  15, 0,  0
11. Monster's el. info: Weak to lightning, absorbs water
12. Monster's Sensor info: Water elemental. Vulnerable to opposing element.
Resistant to physical attacks.
13. Monster's Scan info: Water-based. So soft, it's hard to damage physically.
Weak against lightning, so blast it with Thunder. Water attacks heal it, so
avoid using them.
14. Monster's equip. dropped info: 1-3 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Piercing, Waterst.
16. Armor abilities: Waterward
17. Monster's attacks:
a) Watera - WATT VS one chr - water mgd
18. Monster strategy: Use Lulu's thunder spells.
19. Special info: Aqua Flan is an armored enemy. Piercing and Armor Break are
the way to go.

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079 - BAT EYE (Via Purifico) ---> A049

1. Name: Bat Eye
2. Monster's HP: 380/570
3. Monster's MP: 280
4. AP gained when monster is defeated: 240/480
5. Items stolen: 1x Hi-Potion/2x Silence Grenade
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp.
7. Gil earned: 320
8. Items bribed: Silence Grenade for 3800 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  1,  29, 120,16, 15, 13, 0
11. Monster's el. info: Weak to fire
12. Monster's Sensor info: Aerial. Resistant to magic.
13. Monster's Scan info: Aerial and hard to hit. Vulnerable to fire, but has
high magic defence. Its Gaze can inflict confusion.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Firest., Icest., Lightningst., Mag+3%, Mag+5%, Piercing,
Str+3%, Str+5%, Waterst.
16. Armor abilities: Confuseward, MP+5%
17. Monster's attacks:
a) 'Gaze' - NATT VS one chr - mgd + Confusion
18. Monster strategy: Use Wakka.

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080 - CAVE IGUION (Via Purifico) ---> A087

1. Name: Cave Iguion
2. Monster's HP: 550/825
3. Monster's MP: 1
4. AP gained when monster is defeated: 240/480
5. Items stolen: 1x Soft/1x Petrify Grenade
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Power Sp.
7. Gil earned: 300
8. Items bribed: Petrify Grenade for 5500 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
24, 1,  1,  120,21, 15, 9,  0
11. Monster's el. info: Weak to ice, strong to fire and water
12. Monster's Sensor info: Very nimble. Resistant to magic.
13. Monster's Scan info: Very nimble and hard to hit. It has high magic defence
and takes half damage from fire and water. Sometimes inflicts petrification and
silence.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Firest., Icest., Lightningst., Mag+3%, Mag+5%, Piercing,
Str+3%, Str+5%, Waterst.
16. Armor abilities: Def+5%, Slowward
17. Monster's attacks:
a) 'Bite' - VS one che - phd + Petrify and Silence (latter inflicted for three
chr's turns)
18. Monster strategy: Use magic, as Tidus is currently unavailable.

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081 - MAZE LARVA (Via Purifico) ---> A349

1. Name: Maze Larva
2. Monster's HP: 2222/2108
3. Monster's MP: 1111
4. AP gained when monster is defeated: 1850/2775
5. Items stolen: 2x Fish Scale/2x Dragon Scale
6. Items dropped: 1x/2x Ability Sp.; 1x/2x Ability Sp.
7. Gil earned: 620
8. Items bribed: Water Gem for 22220 gil
9. Monster's status info:
- Berserk, Confusion, Death, Petrify, Poison, Sleep, Zombie
- 20% Darkness, 20% Silence
- Immune to Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
11, 40, 24, 45, 14, 15, 0,  0
11. Monster's el. info: Weak to lightning, absorbs water
12. Monster's Sensor info: Casts Watera on itself to replenish HP and grow even
more powerful.
13. Monster's Scan info: When HP is halved, it casts Watera on itself to
recover HP and raise magic power. Use Silence Attack to silence it. Vulnerable
to lightning, so Thundaga is the way to go.
14. Monster's equip. dropped info: 1-3 slots, 1-2 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Piercing, Sleeptouch
16. Armor abilities: Mdef+5%, Sleepward
17. Monster's attacks:
a) Watera - WATT VS one chr - water mgd - may also cast it on itself to
increase Magic and restore HP - each time it casts Watera on itself Magic is
raised by 4 points - it can cast it 3 times max before Magic stat stops
increasing
b) Fire - FATT VS one chr - fire mgd
18. Monster strategy: Use Lulu's thunder spells. Provoke it to have it switch
to Fire spells.

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082 - SAHAGIN (Via Purifico) ---> A466

1. Name: Sahagin
2. Monster's HP: 1380/2070
3. Monster's MP: 20
4. AP gained when monster is defeated: 200/400
5. Items stolen: 2x Fish Scale/2x Dragon Scale
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 180
8. Items bribed: Water Gem for 13800 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
28, 15, 24, 1,  15, 15, 0,  0
11. Monster's el. info: Weak to lightning
12. Monster's Sensor info: Vulnerable to lightning. Slow on land.
13. Monster's Scan info: Although it's slow on land, watch out for its Water
Spurt. Vulnerable to lightning. Cripple it early by inflicting darkness or
sleep on it.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Mag+3%, Piercing, Str+3%, Waterst.
16. Armor abilities: HP+5%, Waterward
17. Monster's attacks:
a) 'Water squirt' - WATT VS one chr - water mgd
b) 'Swipe' - VS one chr - phd
18. Monster strategy: Use Lulu's thunder spells.

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083 - SWAMP MAFDET (Via Purifico) ---> A581

1. Name: Swamp Mafdet
2. Monster's HP: 850/1275
3. Monster's MP: 1
4. AP gained when monster is defeated: 240/480
5. Items stolen: 1x Hi-Potion/1x Hypello Potion
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 290
8. Items bribed: Hypello Potion for 8500 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
30, 1,  1,  120,6,  15, 0,  0
11. Monster's el. info: Weak to lightning and ice
12. Monster's Sensor info: Covered by a hard shell. Piercing weapons are the
way to go. Watch out for slow.
13. Monster's Scan info: Covered by a hard shell. Slow-moving, but has high
magic physical and magic defence. Vulnerable to lightning and ice. Its Bash
sometimes inflicts slow.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Berserkward, Def+5%
17. Monster's attacks:
a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns)
18. Monster strategy: Use Auron.
19. Special info: Swamp Mafdet is an armored enemy. Piercing and Armor Break
are the way to go.

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084 - OCTOPUS (Via Purifico) ---> A403

1. Name: Octopus
2. Monster's HP: 4500/2108
3. Monster's MP: 1
4. AP gained when monster is defeated: 750/1050
5. Items stolen: 2x Dragon Scale/2x Water Gem
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 220
8. Items bribed: Healing Spring for 45000 gil
9. Monster's status info:
- Sleep, Threaten
- NS
- 25% Poison
- 5 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
27, 1,  5,  1,  10, 15, 0,  0
11. Monster's el. info: Weak to lightning, absorbs water
12. Monster's Sensor info: Head is covered by a hard shell.
13. Monster's Scan info: Since it's covered by a hard shell, piercing weapons
are the way to go. Magic defence is low, and it's also weak against lightning.
Its attacks may inflict slow.
14. Monster's equip. dropped info: 1 slot, 0-1 ability already present, 50%
probability of equipment piece being dropped
15. Weapon abilities: Mag+5%, Piercing, Str+5%, Waterst.
16. Armor abilities: HP+5%, Waterward
17. Monster's attacks:
a) 'Tentacle bash' - VS one chr - phd + Slow (inflicted for three chr's turns)
18. Monster strategy: Use Rikku's attack items that deal thunder damage.
19. Special info: Octopus is an armored enemy. Piercing and Armor Break are the
way to go.

---------------------------------------------------------------------------

085 - PHLEGYAS (Via Purifico) ---> A417

1. Name: Phlegyas
2. Monster's HP: 1680/2108
3. Monster's MP: 50
4. AP gained when monster is defeated: 650/975
5. Items stolen: 2x Dragon Scale/1x Water Gem
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 410
8. Items bribed: Healing Spring for 16800 gil
9. Monster's status info:
- NS
- 95% Silence, 95% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
26, 1,  33, 20, 12, 15, 0,  0
11. Monster's el. info: Weak to lightning, strong to fire and water
12. Monster's Sensor info: Watch out when it starts glowing. It releases Sonic
Wave after the third pulse.
13. Monster's Scan info: It starts glowing when hit. After the 3rd pulse, it
attacks with a Sonic Wave that hits all. Put it to sleep to prevent it from
glowing. It takes only half damage from water. Weak against lightning.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Mag+5%, Piercing, Str+5%
16. Armor abilities: Auto-Med, MP+10%
17. Monster's attacks:
a) 'Slap' - VS one chr - phd
b) Charging - CATT - signifies charge turns for Sonic Wave - appears when
anything is done to Phlegyas
c) Sonic Wave - NATT VS all chrs - mgd - requires three attacks on Phlegyas to
charge
18. Monster strategy: Defeat it in less than three attacks to never see Sonic
Wave.

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086 - REMORA (Via Purifico) ---> A457

1. Name: Remora
2. Monster's HP: 3000/2108
3. Monster's MP: 22
4. AP gained when monster is defeated: 830/1245
5. Items stolen: 1x Dragon Scale/2x Dragon Scale
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 535
8. Items bribed: Water Gem for 30000 gil
9. Monster's status info:
- Confusion, Sleep
- 95% Darkness
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
30, 30, 25, 1,  11, 15, 0,  0
11. Monster's el. info: Weak to lightning, strong to water
12. Monster's Sensor info: Watch out for Maelstrom.
13. Monster's Scan info: The more you attack it the sooner it casts Maelstrom.
Takes half damage from water. Weak against lightning. Darkness and poison are
the way to go.
14. Monster's equip. dropped info: 2-3 slots, 1-2 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Piercing, Str+3%, Str+5%
16. Armor abilities: Def+5%, Zombieward
17. Monster's attacks:
a) 'Bite' - VS one chr - phd
b) Maelstrom - NATT VS all chrs - mgd - used on first turn Remora gets with 999
HP or lower
c) Rush - VS one chr - extreme phd
18. Monster strategy: Use Wakka.

---------------------------------------------------------------------------

087 - SAHAGIN (Via Purifico) ---> A466

1. Name: Sahagin
2. Monster's HP: 380/570
3. Monster's MP: 20
4. AP gained when monster is defeated: 560/1120
5. Items stolen: 2x Fish Scale/1x Dragon Scale
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 200
8. Items bribed: Water Gem for 3800 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
13, 1,  1,  1,  18, 15, 0,  0
11. Monster's el. info: Weak to lightning, immune to water, strong to fire
12. Monster's Sensor info: Vulnerable to lightning. Slow on land.
13. Monster's Scan info: Very nimble, but attacks are weak. HP is also low, so
it's no threat when it appears alone. Vulnerable to lightning. Cripple it early
by inflicting darkness or sleep on it.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Mag+3%, Piercing, Str+3%, Waterst.
16. Armor abilities: HP+5%, Waterward
17. Monster's attacks: a) 'Bite' - VS one chr - phd
18. Monster strategy: This guy is a joke.

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088 - ANACONDAUR (Calm Lands) ---> A020

1. Name: Anacondaur
2. Monster's HP: 5800/4060
3. Monster's MP: 70
4. AP gained when monster is defeated: 1380/2070
5. Items stolen: 1x Petrify Grenade/2x Petrify Grenade
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 750
8. Items bribed: Healing Water for 58000 gil
9. Monster's status info:
- Confusion, Petrify, Slow
- 25% Poison, 95% Sleep, 25% Zombie
- 25% Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
27, 1,  48, 1,  16, 15, 0,  0
11. Monster's el. info: Absorbs lightning
12. Monster's Sensor info: Watch out for its Stone Gaze.
13. Monster's Scan info: The third eye's Stone Gaze often causes petrification.
After taking multiple hits, it retaliates with Sonic Tail, which strikes all.
Kimahri can learn Stone Breath.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Mag+5%, Piercing, Stonetouch, Str+5%
16. Armor abilities: Stoneward
17. Monster's attacks:
a) 'Arm strike' - VS one chr - phd
b) Stone Gaze - VS one chr - inflicts Petrification
c) Sonic Tail - NATT VS all chrs - mgd
18. Monster strategy: Use Esuna or Soft if chr is petrified. If you Provoke it,
get ready for Stone Gazes.

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089 - CHIMERA BRAIN (Calm Lands) ---> A093

1. Name: Chimera Brain
2. Monster's HP: 9800/4060
3. Monster's MP: 250
4. AP gained when monster is defeated: 1200/1800
5. Items stolen: 1x Ice Gem/2x Lightning Gem
6. Items dropped: 1x/2x Ability Sp.; 2x/4x Ability Sp.
7. Gil earned: 1000
8. Items bribed: Lv.4 Key Sp. for 98000 gil
9. Monster's status info:
- Confusion, Death, Sleep
- 20% Darkness, 25% Magic Break, 25% Poison, 95% Silence, 25% Zombie
- 10% Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
34, 10, 32, 10, 14, 15, 0,  0
11. Monster's el. info: Strong to fire and water
12. Monster's Sensor info: Darkness and silence work well. Vulnerable to
Threaten.
13. Monster's Scan info: The snake casts lightning magic, the bull Assaults,
the hawk uses Aqua Breath, and the lion uses Megiddo Flame, in that order.
Vulnerable to threaten, darkness and silence. Kimahri can learn Aqua Breath.
14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Mag+5%, Mag+10%, Piercing
16. Armor abilities: Mdef+10%
17. Monster's attacks:
a) Thundara - LATT VS one chr - lightning mgd
b) 'Assault' - VS one chr - phd
c) Aqua Breath - WATT & STATT VS all chrs - water std - ignores Mdef statistic
d) Megiddo Flame - FATT VS one chr - fire mgd
e) Thundaga - LATT VS one chr - lightning mgd
18. Monster strategy: Same stuff as regular Chimera with an exception of
'Assault' not being gravity based anymore. To disable multihit attacks, Provoke
it. You'll now see Thundaga, but this be better than getting all three chrs
hit, no?

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090 - COEURL (Calm Lands) ---> A100

1. Name: Coeurl
2. Monster's HP: 6000/4060
3. Monster's MP: 480
4. AP gained when monster is defeated: 1300/1950
5. Items stolen: 1x Mana Spring/1x Mana Spring
6. Items dropped: 1x/2x Mana Sp.; 2x/4x Mana Sp.
7. Gil earned: 1100
8. Items bribed: Friend Sphere for 60000 gil
9. Monster's status info:
- Petrify, Threaten
- 25% Death, 25% Magic Break, 25% Poison, 95% Silence, 25% Sleep, 25% Zombie
- 25% Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
38, 1,  26, 40, 18, 15, 0,  0
11. Monster's el. info: Strong to lightning and ice
12. Monster's Sensor info: Casts Drain and Blaster when low on HP.
13. Monster's Scan info: High magic attack and defence. Casts Thundara and
Blizzara. Also casts Drain when HP is low. Beware of Blaster, since it's
unblockable and causes petrification.
14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Deathtouch, Mag+5%, Mag+10%, Piercing, Str+5%
16. Armor abilities: Deathward, Def+10%, Mdef+10%
17. Monster's attacks:
a) Silence - VS one chr - inflicts Silence (inflicted for three chr's turns)
b) Blizzara - IATT VS one chr - ice mgd
c) Thundara - LATT VS one chr - lightning mgd
d) Drain - VS one chr - mgd - amount of HP deducted is added to Coeurl - can be
used once Coeurl has less than 33% HP
e) Blaster - VS one chr - inflicts Petrify - can be used once Coeurl has less
than 33% HP
18. Monster strategy: Stoneproof armors are must if you fight this guy. Once
its HP is below 33%, it starts using Drain and Blaster. The latter petrifies
your chr. Use Esuna or Soft. Do not use Provoke or you'll be sorry.

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091 - FLAME FLAN (Calm Lands) ---> A213

1. Name: Flame Flan
2. Monster's HP: 1500/2250
3. Monster's MP: 200
4. AP gained when monster is defeated: 480/960
5. Items stolen: 1x Fire Gem/2x Fire Gem
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 448
8. Items bribed: Fire Gem for 15000 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  180,20, 1,  6,  15, 0,  0
11. Monster's el. info: Weak to ice, absorbs fire, strong to lightning and ice
12. Monster's Sensor info: Fire elemental. Vulnerable to opposing element.
Resistant to physical attacks.
13. Monster's Scan info: Fire-based. So soft, it's hard to damage physically.
Weak against ice, but absorbs HP from fire. Casts Firaga.
14. Monster's equip. dropped info: 1-3 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Piercing, Firest.
16. Armor abilities: Fireproof, Fireward
17. Monster's attacks:
a) Firaga - FATT VS one chr - fire mgd
18. Monster strategy: Use Lulu's ice spells.
19. Special note: Flame Flan is an armored enemy. Piercing and Armor Break are
the way to go.

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092 - MALBORO (Calm Lands) ---> A334

1. Name: Malboro
2. Monster's HP: 27000/4060
3. Monster's MP: 1
4. AP gained when monster is defeated: 2200/3300
5. Items stolen: 1x Remedy/1x Remedy
6. Items dropped: 2x/4x Mana Sp.; 2x/4x Mana Sp.
7. Gil earned: 1500
8. Items bribed: Wings to Discovery for 270000 gil
9. Monster's status info:- Confusion, Berserk, Darkness, Death, Haste, Petrify,
Poison, Silence, Sleep, Slow, Threaten, Zombie
- NS
- Immune to Poison
- 3 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
32, 1,  32, 1,  10, 15, 0,  0
11. Monster's el. info: Weak to fire, immune to water and ice
12. Monster's Sensor info: Watch out for its Bad Breath, which causes multiple
status effects.
13. Monster's Scan info: Its Bad Breath inflicts multiple status effects on all
characters. Guard against the status effects with armor and attack with fire.
Kimahri can learn Bad Breath.
14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Darktouch, Piercing, Poisontouch, Silencetouch,
Sleeptouch
16. Armor abilities: Berserkward, Confuseward, Darkward, Poisonward,
Silenceward, Sleepward, Stoneward
17. Monster's attacks:
a) Bad Breath - VS all chrs - inflicts Slow, Poison, Silence, Berserk,
Confusion and Darkness (Silence, Darkness and Slow are lifted after three chr's
turns)
b) 'Squirt' - VS one chr - phd
18. Monster strategy: My most liked enemy.:) Unlike Great Malboro, Malboro
doesn't use Bad Breath on first turn. Bad Breath is used after Malboro has been
a target of seven attacks (healing it also counts as an attack). Therefore,
after you hit it seven times, expect to see Bad Breath on first turn it gets.
You *should* have a protection against Confuse and Berserk. All other statuses
are manageable.

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093 - MECH SCOUTER (Calm Lands) ---> A355

1. Name: Mech Scouter
2. Monster's HP: 2750/4125
3. Monster's MP: 1
4. AP gained when monster is defeated: 480/720
5. Items stolen: 3x Grenade/4x Grenade
6. Items dropped: 1x/2x Hi-Potion; 1x/2x Mega-Potion
7. Gil earned: 384
8. Items bribed: Door to Tomorrow for 27500 gil
9. Monster's status info:
- Death, Poison, Sleep, Threaten, Zombie
- 20% Darkness, 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
30, 1,  1,  1,  14, 15, 0,  0
11. Monster's el. info: Weak to lightning
12. Monster's Sensor info: Steal to inflict terminal malfunction.
13. Monster's Scan info: Higher HP and strength than the ones in the Sanubia
Desert. Steal to inflict terminal malfunction.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Firest., Icest., Lightningst., Piercing, Waterst.
16. Armor abilities: SOS NulBlaze, SOS NulFrost, SOS NulShock, SOS NulTide
17. Monster's attacks:
a) 'Arm slash' - VS one chr - phd
18. Monster strategy: Just steal from it.

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094 - MECH SCOUTER [burning one] (Calm Lands) ---> A355

1. Name: Mech Scouter
2. Monster's HP: 2750/4125
3. Monster's MP: 1
4. AP gained when monster is defeated: 530/795
5. Items stolen: 3x Grenade/3x Grenade
6. Items dropped: 1x/2x Hi-Potion; 1x/2x Mega-Potion
7. Gil earned: 215
8. Items bribed: Door to Tomorrow for 27500 gil
9. Monster's status info:
- Death, Poison, Sleep, Threaten, Zombie
- 20% Darkness, 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
30, 1,  1,  1,  14, 15, 0,  0
11. Monster's el. info: Weak to lightning
12. Monster's Sensor info: Steal to inflict terminal malfunction.
13. Monster's Scan info: Higher HP and strength than the ones in the Sanubia
Desert. Steal to inflict terminal malfunction.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Firest., Icest., Lightningst., Piercing, Waterst.
16. Armor abilities: SOS NulBlaze, SOS NulFrost, SOS NulShock, SOS NulTide
17. Monster's attacks:
a) 'Arm slash' - VS one chr - phd
18. Monster strategy: Just steal from it.

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095 - NEBIROS (Calm Lands) ---> A384

1. Name: Nebiros
2. Monster's HP: 700/1050
3. Monster's MP: 65
4. AP gained when monster is defeated: 480/960
5. Items stolen: 1x Poison Fang/2x Poison Fang
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 320
8. Items bribed: Poison Fang for 7000 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
22, 1,  1,  1,  22, 15, 16, 0
11. Monster's el. info: Weak to ice
12. Monster's Sensor info: Aerial. Vulnerable to ice. Watch out for poison.
13. Monster's Scan info: Aerial and hard to hit. Magic attacks are effective.
It's vulnerable to ice, so cast Blizzaga to achieve Overkill. Attacks may
inflict Poison.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Poisonward
17. Monster's attacks:
a) 'Sting' - VS one chr - phd + Poison
18. Monster strategy: Use Wakka.

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096 - OGRE (Calm Lands) ---> A404

1. Name: Ogre
2. Monster's HP: 9400/4060
3. Monster's MP: 3
4. AP gained when monster is defeated: 1080/1620
5. Items stolen: 1x Stamina Spring/2x Stamina Spring
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 980
8. Items bribed: Stamina Spring for 94000 gil
9. Monster's status info:
- Power Break, Slow
- 95% Darkness, 25% Death, 25% Petrify, 25% Poison, 95% Sleep, 25% Zombie
- 25% Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
28, 1,  1,  1,  17, 15, 0,  0
11. Monster's el. info: Weak to fire
12. Monster's Sensor info: Be careful if it puts up its dukes.
13. Monster's Scan info: When it puts up its dukes, it will respond to physical
attacks with mighty counter-attack. Fire-based attacks are the way to go.
14. Monster's equip. dropped info: 1-2 slots, 1-2 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Counter-attack, Mag+5%, Piercing, Str+5%
16. Armor abilities: HP+10%, SOS Haste
17. Monster's attacks:
a) 'Punch' - VS one chr - phd
b) 'Double Punch' - VS one chr - extreme phd
c) 'Raise hands' - CATT - once Ogre has 4699 HP or lower, it'll raise its hands
- any physical attack will prompt Ogre to counterattack with 'Punch' - will
lower its hands after three turns
18. Monster strategy: Attack normally until it raises hands. Then blast it with
spells.

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097 - SHRED (Calm Lands) ---> A488

1. Name: Shred
2. Monster's HP: 1950/2925
3. Monster's MP: 30
4. AP gained when monster is defeated: 480/960
5. Items stolen: 1x Hypello Potion/2x Hypello Potion
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp.
7. Gil earned: 368
8. Items bribed: Hypello Potion for 19500 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
35, 1,  1,  180,10, 15, 0,  0
11. Monster's el. info: Weak to fire, strong to lightning, water and ice
12. Monster's Sensor info: Covered by a hard shell. Piercing weapons are the
way to go. Watch out for slow.
13. Monster's Scan info: Covered by a hard shell. Slow-moving, but has high
magic physical and magic defence. Vulnerable to fire, but takes only half
damage from other elements. Its Bash may inflict slow.
14. Monster's equip. dropped info: 1-3 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Berserkward
17. Monster's attacks:
a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns)
18. Monster strategy: Use Auron.
19. Special note: Shred is an armored enemy. Piercing and Armor Break are the
way to go.

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098 - SKOLL (Calm Lands) ---> A509

1. Name: Skoll
2. Monster's HP: 1000/1500
3. Monster's MP: 60
4. AP gained when monster is defeated: 480/960
5. Items stolen: 1x Dream Powder/2x Dream Powder
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 420
8. Items bribed: Dream Powder for 10000 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
28, 1,  1,  180,28, 15, 10, 0
11. Monster's el. info: Weak to fire and lightning
12. Monster's Sensor info: Very nimble. Resistant to magic. Watch out for sleep
and silence.
13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also
high. Defeat it quickly to avoid damage. Vulnerable to fire and lightning. Its
attacks may cause sleep and silence.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Silenceward, Sleepward
17. Monster's attacks:
a) 'Bite' - VS one chr - phd + Silence and Sleep (inflicted for three chr's
turns)
18. Monster strategy: Use Tidus.

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099 - DARK ELEMENT (Cave of St.F.) ---> A123

1. Name: Dark Element
2. Monster's HP: 1800/2700
3. Monster's MP: 280
4. AP gained when monster is defeated: 810/1620
5. Items stolen: 1x Shining Thorn/2x Shining Thorn
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 520
8. Items bribed: Return Sphere for 18000 gil
9. Monster's status info:
- Darkness, Petrify, Poison, Sleep, Zombie
- 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  190,30, 1,  11, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: No elemental weaknesses. Casts Reflect on itself.
13. Monster's Scan info: No elemental weaknesses and physical attacks hardly
hurt it. Casts Reflect on itself. If its Reflect is dispeled, it retaliates
with Bio, Osmose, and Drain.
14. Monster's equip. dropped info: 1 slot, 0-1 ability already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Fireward, Iceward, Lightningward, Lightningproof,
Waterward
17. Monster's attacks:
a) Reflect - on itself - adds Reflect
b) Drain - VS one chr - mgd - amount of HP deducted is added to Dark Element
c) Osmose - VS one chr - amount of MP deducted is added to Dark Element
d) Bio - VS one chr - inflicts Poison
e) Fira - FATT VS one chr - fire mgd
f) Blizzara - IATT VS one chr - ice mgd
g) Thundara - LATT VS one chr - lightning mgd
h) Watera - WATT VS one chr - water mgd
18. Monster strategy: Dispelling Reflect is a bit risky cos of nasty spells it
may cast afterwards. It doesn't have much HP anyway. So dispel Reflect, than
attack with magic. Did you know that if you Provoke the guy, it'll no longer be
able to use anything? It'll just float there, doing nothing.
19. Special note: Dark Element is an armored enemy. Piercing and Armor Break
are the way to go.

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100 - DEFENDER (Cavern of St.F.) ---> A147

1. Name: Defender
2. Monster's HP: 12000/4060
3. Monster's MP: 1
4. AP gained when monster is defeated: 2700/4050
5. Items stolen: 1x Lunar Curtain/2x Lunar Curtain
6. Items dropped: 2x/4x Power Sp.; 2x/4x Power Sp.
7. Gil earned: 1300
8. Items bribed: Stamina Tablet for 120000 gil
9. Monster's status info:
- Confusion, Death, Petrify, Poison, Power Break, Sleep, Slow, Threaten, Zombie
- 95% Darkness
- Immune to Poison
- 10 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
40, 1,  5,  1,  11, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Low magic defence.
13. Monster's Scan info: Strength and defence are high. There is a 1/2 chance
of the monster using Haymaker, so be sure to raise your defence. Use magic
often, since its magic defence is low.
14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Piercing, Str+3%, Str+5%
16. Armor abilities: Def+10%, SOS Protect
17. Monster's attacks:
a) 'Punch' - VS one chr - phd
b) Haymaker - VS one chr - extreme phd
18. Monster strategy: Defender X's younger bro. Darkness it, then hack away.
Break its armor, too.
19. Special note: Defender is an armored enemy. Piercing and Armor Break are
the way to go.

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101 - EPAAJ (Cavern of St.F.) ---> A181

1. Name: Epaaj
2. Monster's HP: 8700/4060
3. Monster's MP: 25
4. AP gained when monster is defeated: 970/1455
5. Items stolen: 1x Hi-Potion/2x Hi-Potion
6. Items dropped: 1x/2x Ability Sp.; 2x/4x Ability Sp.
7. Gil earned: 950
8. Items bribed: Farplane Wind for 87000 gil
9. Monster's status info:
- Poison, Power Break, Sleep
- 95% Darkness, 20% Silence
- Immune to Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
28, 20, 1,  20, 28, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Watch out for poison.
13. Monster's Scan info: Very nimble. Its claws can inflict poison. Inflicting
darkness or Threaten on it are the way to go.
14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Mag+5%, Piercing, Str+5%
16. Armor abilities: Def+5%
17. Monster's attacks:
a) 'Swipe' - VS one chr - phd + Poison
b) Blades - VS one chr - extreme phd - used every eighth turn
18. Monster strategy: Put it to sleep.

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102 - GHOST (Cavern of St.F.) ---> A232

1. Name: Ghost
2. Monster's HP: 9999/4060
3. Monster's MP: 350
4. AP gained when monster is defeated: 1450/2175
5. Items stolen: 2x Phoenix Down/1x Farplane Shadow
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 840
8. Items bribed: Mega Phoenix for 99990 gil
9. Monster's status info:
- Armor Break, Berserk, Confusion, Darkness, Death, Mental Break, Petrify,
Poison, Provoke, Sleep, Slow, Threaten, Zombie
- 95% Silence
- Immune to Poison
- 7 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  120,33, 1,  14, 15, 0,  0
11. Monster's el. info: Weak to holy, the other affinities vary
12. Monster's Sensor info: Casts Doom at the beginning of battle.
13. Monster's Scan info: Casts Doom at the beginning of battle. Defeat it
before the countdown runs out to avoid KO. Its elemental weaknesses change
every battle. Kimahri can learn Doom.
14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Piercing, Mag+5%, Mag+10%
16. Armor abilities: Deathward, MP+10%, No Encounters
17. Monster's attacks:
a) Doom - VS one chr - inflicts Doom
b) Fira - FATT VS one chr - fire mgd
c) Blizzara - IATT VS one chr - ice mgd
d) Thundara - LATT VS one chr - lightning mgd
e) Watera - WATT VS one chr - water mgd
18. Monster strategy: Not dangerous. First turn it's Doom (immune to it if chr
is wearing Ribbon). You now have 5 turns to defeat it before affected chr dies.
Use Piercing weapons to damage him normally (Armor Break its armor) and then
kill it. Elemental affinities change from battle to battle.
19. Special note: Ghost is an armored enemy. Piercing and Banishing Blade are
the way to go.

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103 - IMP (Cavern of St.F.) ---> A274

1. Name: Imp
2. Monster's HP: 880/1320
3. Monster's MP: 300
4. AP gained when monster is defeated: 770/1540
5. Items stolen: 1x Lightning Gem/2x Lightning Gem
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 610
8. Items bribed: Lv.1 Key Sp. for 8800 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  1,  25, 180,24, 15, 16, 0
11. Monster's el. info: Weak to water
12. Monster's Sensor info: Aerial. Resistant to magic.
13. Monster's Scan info: Aerial and hard to hit. It's weak against water, but
has high magic defence. The only attack it has is Thundaga, so inflict silence
to leave it powerless.
14. Monster's equip. dropped info: 1 slot, 1 ability already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Lightningst., Piercing
16. Armor abilities: Ligthningproof, Lightningward
17. Monster's attacks:
a) Thundaga - LATT VS one chr - lightning mgd
18. Monster strategy: Use Wakka.

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104 - MAGIC URN (Cavern of St.F.) ---> A333

1. Name: Magic Urn
2. Monster's HP: 999999/N/A
3. Monster's MP: 9999
4. AP gained when monster is defeated: N/A
5. Items stolen: 1x Potion
6. Items dropped: N/A
7. Gil earned: N/A
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Break skills, Darkness, Death, Delay skills, Demi, Doom, Haste, Nul skills,
Petrification, Poison, Protect, Provoke, Reflect, Regen, Shell, Silence, Sleep,
Slow, Threaten, Zombie
- NS
- Immune to Poison
- 200 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  255,40, 255,0,  0,  0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Hit the correct eye for prizes!
13. Monster's Scan info: Hit the correct target to win items. The wrong target
ends a battle with a bang. Damage is substantial, so be sure to heal. Seven
fabulous prizes in all, while supplies last.
14. Monster's equip. dropped info: N/A
15. Weapon abilities: N/A
16. Armor abilities: N/A
17. Monster's attacks:
a) Bingo! - CATT - if you hit the right eye, you'll get an item
b) Wrong! - CATT & NATT VS all chrs - mgd - hitting the wrong eye results in
Magic Urn destroying itself, damaging your chrs as well
c) Self-Destruct - CATT & NATT VS all chrs - mgd - if you steal from it, it'll
Self-Destruct
18. Monster strategy: If you hit the right eye, you'll get a prize. If you hit
the wrong eye, Magic Urn will explode. If you steal from it, it'll
Self-Destruct. The only way to kill Magic Urn is thru 200 turns of Doom or
Zanmato, but you don't receive anything. BTW, items you receive are Elixir,
Phoenix Down, Soul Spring, Stamina Tablet, Silver Hourglass, Frag Grenade or
Light Curtain.

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105 - MECH HUNTER (Cavern of St.F.) ---> A353

1. Name: Mech Hunter
2. Monster's HP: 5500/4060
3. Monster's MP: 1
4. AP gained when monster is defeated: 820/1230
5. Items stolen: 1x Al Bhed Potion/2x Al Bhed Potion
6. Items dropped: 1x/2x Phoenix Down; 1x/2x Mega Phoenix
7. Gil earned: 673
8. Items bribed: Al Bhed Potion for 55000 gil
9. Monster's status info:
- Death, Poison, Sleep, Threaten, Zombie
- 20% Darkness, 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
36, 10, 1,  10, 8,  15, 0,  0
11. Monster's el. info: Weak to lightning
12. Monster's Sensor info: Steal to inflict terminal malfunction.
13. Monster's Scan info: Higher HP and strength than the ones in the Sanubia
Desert. Steal to inflict terminal malfunction.
14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Firest., Icest., Lightningst., Piercing, Waterst.
16. Armor abilities: SOS NulFire, SOS NulFrost, SOS NulShock, SOS NulTide, SOS
Protect, SOS Reflect, SOS Shell
17. Monster's attacks:
a) 'Punch' - VS one chr - phd
18. Monster strategy: Just steal from it.

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106 - NIDHOGG (Cavern of St.F.) ---> A388

1. Name: Nidhogg
2. Monster's HP: 2000/3000
3. Monster's MP: 46
4. AP gained when monster is defeated: 810/1620
5. Items stolen: 1x Hi-Potion/1x Gold Hourglass
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 602
8. Items bribed: Gold Hourglass for 20000 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
43, 1,  50, 180,10, 15, 0,  0
11. Monster's el. info: Weak to ice, strong to fire
12. Monster's Sensor info: Covered with hard scales. Piercing weapons are the
way to go. Watch out for slow.
13. Monster's Scan info: Covered with hard scales. Physical and magic defence
are high. It only takes hald damage from fire, but it's weak against ice. Its
attack may cause slow. Beware of its fire-based Breath, which hits all.
14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Slowward
17. Monster's attacks:
a) 'Bash' - VS one chr - phd + Slow (inflicted for three chr's turns)
b) 'Fire breath' - FATT VS all chrs - fire mgd
18. Monster strategy: Use Auron.

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107 - THORN (Cavern of St.F.) ---> A588

1. Name: Thorn
2. Monster's HP: 4080/4060
3. Monster's MP: 120
4. AP gained when monster is defeated: 830/1660
5. Items stolen: 2x Silence Grenade/1x Ether
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 530
8. Items bribed: Turbo Ether for 40800 gil
9. Monster's status info:
- Berserk, Confusion, Darkness, Magic Break, Poison, Silence, Zombie
- 25% Death, 25% Petrify, 95% Sleep
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  1,  25, 1,  8,  15, 0,  0
11. Monster's el. info: Weak to fire, strong to lightning, water and ice
12. Monster's Sensor info: Counters physical attacks with Pollen, which induces
sleep and darkness.
13. Monster's Scan info: Casts Fira. Putting it to sleep is effective. Releases
sleep- and darkness- inducing Pollen when hit by a weapon. Vulnerable to fire.
14. Monster's equip. dropped info: 1-3 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Mag+3%, Mag+5%, Piercing, Sleeptouch, Str+3%, Str+5%
16. Armor abilities: MP+5%, Sleepward
17. Monster's attacks:
a) Fira - FATT VS one chr - fire mgd
b) Pollen - CATT VS all chrs - inflicts Sleep and Darkness (inflicted for three
chr's turns)
18. Monster strategy: Attack with magic.

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108 - TONBERRY (Cavern of St.F.) ---> A597

1. Name: Tonberry
2. Monster's HP: 13500/4060
3. Monster's MP: 1
4. AP gained when monster is defeated: 6500/9750
5. Items stolen: 1x Hi-Potion/1x Farplane Shadow
6. Items dropped: 1x/2x Power Sp.; 1x/2x Lv.2 Key Sp.
7. Gil earned: 2000
8. Items bribed: Amulet for 135000 gil
9. Monster's status info:
- Berserk, Break skills, Confusion, Darkness, Death, Delay skills, Eject,
Petrify, Poison, Provoke, Silence, Slow, Threaten, Zombie
- 20% Sleep
- Immune to Poison
- 25 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
40, 10, 43, 10, 14, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Advances closer four times. Defeat it before then or
else...
13. Monster's Scan info: After four waddles, he stabs with his Chef's Knofe.
His counter-attack Karma deals damage based on the number of enemies that
character has defeated.
14. Monster's equip. dropped info: 2-3 slots, 0-2 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Deathtouch, Piercing, Slowtouch
16. Armor abilities: Deathward
17. Monster's attacks:
a) Karma - CATT & STATT VS one chr - std - damage dealt is amount of enemies
killed (by that particular character) x 10 - can not be used after Tonberry
takes four 'Walk forward' - if chr killed no enemies, damage dealt is zero
b) 'Walk forward' - will do so for 4 turns
c) 'Chef's knife' - VS one chr - phd
d) Voodoo - VS Aeon - if Aeon is Tonberry's opponent, it will use Voodoo
18. Monster strategy: Either you wait that Tonberry comes close four times and
then you unload on it, or put it to sleep, then blast it with spells. If
Tonberry is awake, anything you do to it may prompt Tonberry to use Karma.

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109 - VALAHA (Cavern of St.F.) ---> A610

1. Name: Valaha
2. Monster's HP: 8700/4060
3. Monster's MP: 29
4. AP gained when monster is defeated: 1320/1980
5. Items stolen: 1x Hi-Potion/2x Hi-Potion
6. Items dropped: 1x/2x Ability Sp.; 1x/2x Ability Sp.
7. Gil earned: 720
8. Items bribed: X-Potion for 87000 gil
9. Monster's status info:
- Death, Magic Break, Slow
- 95% Darkness, 25% Petrify, 25% Poison, 80% Sleep
- 25% Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
36, 1,  21, 1,  23, 15, 0,  0
11. Monster's el. info: Strong to fire
12. Monster's Sensor info: Inflict darkness to evade its attacks.
13. Monster's Scan info: Inflict darkness to hinder its attacks. Its Flame Ball
 is a powerful fire attack that hits all, but it needs to Charge before it's
released. Kimahri can learn Fire Breath.
14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Distil Ability, Firest., Piercing, Silencetouch
16. Armor abilities: HP+10%
17. Monster's attacks:
a) Charging - signifies charge turn for Flame Ball
b) Flame Ball - FATT VS all chrs - fire mgd - requires one turn to charge
c) 'Bash' - VS one chr - phd
d) Gore - VS one chr - extreme phd
18. Monster strategy: Use Wakka. Cast NulBlaze before Flame Ball.

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110 - YOWIE (Cavern of St.F.) ---> A650

1. Name: Yowie
2. Monster's HP: 900/1350
3. Monster's MP: 95
4. AP gained when monster is defeated: 810/1620
5. Items stolen: 1x Soft/1x Petrify Grenade
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Power Sp.
7. Gil earned: 480
8. Items bribed: Petrify Grenade for 9000 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
26, 1,  1,  180,29, 15, 10, 0
11. Monster's el. info: Weak to ice, strong to fire, lightning and water
12. Monster's Sensor info: Very nimble. Resistant to magic. Watch out for
petrification and silence.
13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also
high. Takes only half damage from fire, lightning and water. Attacks may cause
petrification and silence.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Slowward
17. Monster's attacks:
a) 'Bite' - VS one chr - phd + Petrify and Silence (latter inflicted for three
chr's turns)
18. Monster strategy: Use Tidus.

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111 - ACHELOUS (Gagazet) ---> A006

1. Name: Achelous
2. Monster's HP: 5100/7500
3. Monster's MP: 85
4. AP gained when monster is defeated: 730/1095
5. Items stolen: 2x Water Gem/1x Healing Spring
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 420
8. Items bribed: Healing Spring for 51000 gil
9. Monster's status info:
- Slow, Threaten
- 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
33, 10, 52, 20, 20, 15, 0,  0
11. Monster's el. info: Weak to lightning, immune to water, strong to fire
12. Monster's Sensor info: Watch out when it starts glowing. It releases Sonic
Wave after the third pulse.
13. Monster's Scan info: It starts glowing when hit. After the 3rd pulse, it
attacks with a Sonic Wave. Put it to sleep to prevent it from glowing. It takes
no damage from water, but is weak against lightning.
14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Mag+5%, Mag+10%, Piercing, Str+5%
16. Armor abilities: Auto-Med, MP+10%
17. Monster's attacks:
a) 'Slap' - VS one chr - phd
b) Charging - CATT - signifies charge turns for Sonic Wave - appears when
anything is done to Achelous
c) Sonic Wave - NATT VS all chrs - mgd - requires three attacks on Achelous to
charge
18. Monster strategy: Defeat it with three attacks and no Sonic Wave for you.

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112 - AHRIMAN (Gagazet) ---> A011

1. Name: Ahriman
2. Monster's HP: 2800/4200
3. Monster's MP: 400
4. AP gained when monster is defeated: 2200/4400
5. Items stolen: 2x Musk/3x Musk
6. Items dropped: 1x/2x Speed Sp.; 1x/2x Speed Sp.
7. Gil earned: 650
8. Items bribed: Farplane Wind for 28000 gil
9. Monster's status info:
- Darkness
- 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  1,  38, 180,24, 15, 18, 0
11. Monster's el. info: NS
12. Monster's Sensor info: Aerial. Resistant to magic. Watch out for confusion.
13. Monster's Scan info: Aerial and hard to hit. It has high magic defence and
no elemental weaknesses. Its Gaze may cause confusion. It also has Ultrasonics,
which strikes all characters.
14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Mag+3%,
Piercing, Str+3%, Waterst.
16. Armor abilities: Confuseward
17. Monster's attacks:
a) 'Gaze' - NATT VS one chr - mgd + Confusion
b) 'Ultrasonics' - NATT VS all chrs - mgd
18. Monster strategy: Use Wakka.

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113 - BANDERSNATCH (Gagazet) ---> A044

1. Name: Bandersnatch
2. Monster's HP: 1800/2700
3. Monster's MP: 75
4. AP gained when monster is defeated: 820/1640
5. Items stolen: 2x Dream Powder/3x Dream Powder
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 880
8. Items bribed: Dream Powder for 18000 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
32, 1,  1,  180,32, 15, 11, 0
11. Monster's el. info: Weak to fire
12. Monster's Sensor info: Very nimble. Resistant to magic. Watch out for sleep
and silence.
13. Monster's Scan info: Very nimble and hard to hit. Magic defence is also
high. Defeat it quickly to avoid damage. Vulnerable to fire. Its attacks may
cause sleep and silence.
14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Mag+3%,
Piercing, Str+3%, Waterst.
16. Armor abilities: Silenceward, Sleepward
17. Monster's attacks:
a) 'Bite' - VS one chr - phd + Silence and Sleep (inflicted for three chr's
turns)
18. Monster strategy: Use Tidus.

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114 - BASHURA (Gagazet) ---> A047

1. Name: Bashura
2. Monster's HP: 17000/6972
3. Monster's MP: 5
4. AP gained when monster is defeated: 1860/2790
5. Items stolen: 1x Soul Spring/2x Soul Spring
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 730
8. Items bribed: Stamina Spring for 170000 gil
9. Monster's status info:
- Death, Power Break
- 95% Darkness, 50% Petrify, 25% Poison, 80% Sleep, 20% Threaten, 25% Zombie
- 25% Poison
- 3 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
34, 45, 1,  1,  16, 15, 0,  0
11. Monster's el. info: Weak to fire
12. Monster's Sensor info: Be careful if it puts up its dukes.
13. Monster's Scan info: When it puts up its dukes, it will respond to physical
attacks with a mighty counter. Use magic and poison to soften it up.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Counter-attack, Mag+5%, Piercing, Str+5%
16. Armor abilities: HP+10%, SOS Haste
17. Monster's attacks:
a) 'Punch' - VS one chr - phd
b) 'Double Punch' - VS one chr - extreme phd
c) 'Raise hands' - CATT - once Bashura has 8499 HP or lower, it'll raise its
hands - any physical attack will prompt Bashura to counterattack with 'Punch' -
will lower them after three turns
d) Psych Up - on itself - whenever used, raises Bashura's Str by 2 points
18. Monster strategy: Attack normally until it raises its hands. Then toast it
with spells.

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115 - BEHEMOTH (Gagazet) ---> A050

1. Name: Behemoth
2. Monster's HP: 23000/6972
3. Monster's MP: 480
4. AP gained when monster is defeated: 6540/9810
5. Items stolen: 1x Ether/1x Mana Tablet
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 1350
8. Items bribed: Lv.2 Key Sp. for 230000 gil
9. Monster's status info:
- Armor Break, Berserk, Confusion, Darkness, Death, Delay Skills, Mental Break,
Petrify, Silence, Slow, Threaten
- 50% Poison, 80% Power Break, 80% Sleep, 25% Zombie
- 25% Poison
- 5 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
43, 1,  37, 1,  23, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Watch out for Heave.
13. Monster's Scan info: Its Thundara, Heave, and claw attacks are deadly. One
good hit will knock you out. Kimahri can learn Mighty Guard.
14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Mag+5%, Piercing, SOS Overdrive, Str+5%, Zombietouch
16. Armor abilities: SOS Protect, SOS Reflect, SOS Shell
17. Monster's attacks:
a) Thundara - LATT VS one chr - lightning mgd
b) Heave - VS one chr - extreme phd
c) 'Claw swipe' - VS one chr - phd
18. Monster strategy:
Ouch. Use Provoke and while that character is guarding, have other two hack
away at Behemoth until it dies. Good thing it doesn't have a desperation move.

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116 - DARK FLAN (Gagazet) ---> A124

1. Name: Dark Flan
2. Monster's HP: 12800/19200
3. Monster's MP: 250
4. AP gained when monster is defeated: 3750/7500
5. Items stolen: 1x Star Curtain/2x Star Curtain
6. Items dropped: 1x/2x Mana Sp.; 2x/4x Mana Sp.
7. Gil earned: 1080
8. Items bribed: White Magic Sp. for 128000 gil
9. Monster's status info:
- Berserk, Confusion, Death, Delay Skills, Petrify, Poison, Provoke, Sleep
- 20% Darkness, 80% Silence, 95% Slow
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  220,30, 200,11, 15, 0,  0
11. Monster's el. info: Strong to fire, lightning, water and ice
12. Monster's Sensor info: No elemental weaknesses. Resistant to physical
attacks.
13. Monster's Scan info: Resistant to physical attacks and cuts all elemental
damage by half. Casts non-elemental magic like Demi, Bio, Flare, Osmose and
Drain. Kimahri can learn White Wind.
14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Mag+5%, Mag+10%, Piercing
16. Armor abilities: MP+10%, MP+20%
17. Monster's attacks:
a) Demi - GRATT VS all chrs - tears off 25% current HP
b) Bio - VS one chr - inflicts Poison
c) Flare - NATT VS one chr - mgd
d) Drain - VS one chr - mgd - amount of HP deducted is added to Dark Flan
e) Osmose - VS one chr - amount of MP deducted is added to Dark Flan
f) White Wind - CATT - uses on itself as a counter to some of your party's
attacks
18. Monster strategy: This guy is annoying. Likes to heal itself with White
Wind after you attack it. Armor Break it, then proceed with physicals.
19. Special note: Dark Flan is an armored enemy. Piercing and Armor Break are
the way to go.

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117 - GRAT (Gagazet) ---> A238

1. Name: Grat
2. Monster's HP: 4000/6000
3. Monster's MP: 25
4. AP gained when monster is defeated: 980/1960
5. Items stolen: 4x Antidote/3x Remedy
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 520
8. Items bribed: Remedy for 40000 gil
9. Monster's status info:
- Darkness, Delay Skills, Slow, Zombie
- 50% Death, 25% Petrify, 25% Poison, 20% Silence, 80% Sleep
- 25% Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
28, 50, 1,  50, 12, 15, 0,  0
11. Monster's el. info: Weak to fire, immune to water
12. Monster's Sensor info: Vulnerable to fire.
13. Monster's Scan info: Its Seed Cannon packs quite a punch. Seed Burst
doesn't do much damage, but may inflict confusion on characters. Vulnerable to
fire. Kimahri can learn Seed Cannon.
14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 6%
probability of equipment piece being dropped
15. Weapon abilities: Mag+5%, Piercing, Poisontouch, Str+5%
16. Armor abilities: HP+5%, HP+10%, Poisonward
17. Monster's attacks:
a) Seed Cannon - VS one chr - phd
b) Seed Burst - VS one chr - phd + Confusion
18. Monster strategy: Grat alternates between Seed Cannon and Seed Burst. Wear
Confuseproof armors, and use fire spells.

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118 - GRENADE (Gagazet) ---> A241

1. Name: Grenade
2. Monster's HP: 7500/5384
3. Monster's MP: 63
4. AP gained when monster is defeated: 1350/2700
5. Items stolen: 2x Fire Gem/3x Fire Gem
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 540
8. Items bribed: Shining Gem for 75000 gil
9. Monster's status info:
- Eject, Slow, Threaten, Zombie
- 95% Darkness, 50% Death, 50% Petrify, 25% Poison, 95% Silence
- 25% Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
26, 1,  24, 150,17, 15, 0,  0
11. Monster's el. info: Weak to ice, absorbs fire
12. Monster's Sensor info: Retaliates with Self-Destruct when attacked three
times.
13. Monster's Scan info: Retaliates with Self-Destruct against whoever attacks
it a third time. Weak against ice, but has high magic defence, so use Mental
Break and your best ice magic. Kimahri can learn Self-Destruct.
14. Monster's equip. dropped info: 2-3 slots, 1-2 abilities already present,
15% probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Piercing, Firest.
16. Armor abilities: Fireproof, Fireward
17. Monster's attacks:
a) Firaga - FATT VS one chr - fire mgd
b) 'Grow' - CATT - if Grenade suffers damage, it'll grow two times
c) Self-Destruct - FATT / CATT VS one chr - fire phd - if Grenade suffers
damage for third time, it'll use Self-Destruct vs chr that dealt third blow -
requires two 'Grow'-s to charge
d) 'Bash' - VS one chr - phd
18. Monster strategy: Freeze away with Lulu's ice spells.

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119 - GRENDEL (Gagazet) ---> A243

1. Name: Grendel
2. Monster's HP: 9500/6972
3. Monster's MP: 62
4. AP gained when monster is defeated: 2600/3900
5. Items stolen: 1x Hi-Potion/1x Mega-Potion
6. Items dropped: 1x/2x Ability Sp.; 2x/4x Ability Sp.
7. Gil earned: 730
8. Items bribed: Mega-Potion for 95000 gil
9. Monster's status info:
- Magic Break, Slow
- 95% Darkness, 50% Death, 25% Petrify, 25% Poison, 80% Sleep, 25% Zombie
- 25% Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
41, 50, 23, 1,  31, 15, 0,  0
11. Monster's el. info: Strong to fire
12. Monster's Sensor info: Inflict darkness to evade its attacks. Piercing
weapons are the way to go.
13. Monster's Scan info: Inflict darkness to hinder its attacks. Its Flame Ball
is a powerful fire attack that hits all, but it needs to Charge before it's
released. Use poison and piercing weapons. Kimahri can learn Fire Breath.
14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Distil Ability, Firest., Piercing, Silencetouch
16. Armor abilities: HP+10%
17. Monster's attacks:
a) Charging - signifies charge turn for Flame Ball
b) Flame Ball - FATT VS all chrs - fire mgd - requires one turn to charge
c) 'Bash' - VS one chr - phd
d) Gore - VS one chr - extreme phd
18. Monster strategy: Use Auron. Cast NulBlaze before Flame Ball.
19. Special note: Grendel is an armored enemy. Piercing and Armor Break are the
way to go.

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120 - MAELSPIKE (Gagazet) ---> A316

1. Name: Maelspike
2. Monster's HP: 10000/7500
3. Monster's MP: 35
4. AP gained when monster is defeated: 600/900
5. Items stolen: 2x Water Gem/3x Water Gem
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 330
8. Items bribed: Attribute Sphere for 100000 gil
9. Monster's status info:
- Confusion, Sleep, Slow, Threaten
- 20% Darkness
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
40, 50, 33, 1,  14, 15, 0,  0
11. Monster's el. info: Weak to lightning, immune to water
12. Monster's Sensor info: Watch out for Maelstrom.
13. Monster's Scan info: The more you attack it the sooner it casts Maelstrom.
Immune to water and weak against lightning. Darkness and poison are the way to
go.
14. Monster's equip. dropped info: 2-4 slots, 1-2 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Piercing, Str+3%, Str+5%
16. Armor abilities: Def+5%, Def+10%, Zombieward
17. Monster's attacks:
a) 'Bite' - VS one chr - phd
b) Maelstrom - NATT VS all chrs - mgd
c) Rush - VS one chr - extreme phd
18. Monster strategy: Just use whatever.

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121 - MANDRAGORA (Gagazet) ---> A340

1. Name: Mandragora
2. Monster's HP: 31000/5384
3. Monster's MP: 120
4. AP gained when monster is defeated: 6230/9345
5. Items stolen: 2x Remedy/3x Remedy
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 1200
8. Items bribed: Return Sphere for 310000 gil
9. Monster's status info:
- Berserk, Confusion, Darkness, Provoke, Slow, Threaten, Zombie
- 50% Death, 25% Petrify, 25% Poison, 95% Silence, 80% Sleep
- 25% Poison
- 3 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
34, 12, 40, 15, 13, 15, 0,  0
11. Monster's el. info: Weak to fire, absorbs water
12. Monster's Sensor info: Vulnerable to fire.
13. Monster's Scan info: The more damage it takes, the sooner it uses
Earthquake. Its Ochu Dance inflicts darkness, silence, confusion and slow. Also
beware of poison. Vulnerable to fire.
14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Mag+5%, Piercing, Poisontouch, Str+5%
16. Armor abilities: Berserkward, Confuseward, Darkward, Poisonward,
Silenceward, Sleepward, Stoneward
17. Monster's attacks:
a) Ochu Dance - VS all chrs - inflicts Darkness, Silence, Confuse and Slow - is
used once Mandragora has 15499 or less HP remaining (Darkness and Silence are
lifted after three, Slow after five chr's turns)
b) 'Claw swipe' - VS one chr - phd + Poison
c) Earthquake - VS all chrs - phd - used after Mandragora has been a target of
ten attacks
18. Monster strategy:
Wear Confuseproof armors. Use Sleep Buster and then toast it with fire spells.

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122 - MECH DEFENDER (Gagazet) ---> A350

1. Name: Mech Defender
2. Monster's HP: 8700/5384
3. Monster's MP: 1
4. AP gained when monster is defeated: 950/1425
5. Items stolen: 2x Al Bhed Potion/3x Al Bhed Potion
6. Items dropped: 1x/2x Phoenix Down; 1x/2x Mega Phoenix
7. Gil earned: 880
8. Items bribed: Al Bhed Potion for 87000 gil
9. Monster's status info:
- Death, Poison, Sleep, Threaten, Zombie
- 20% Darkness, 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
40, 15, 1,  10, 7,  15, 0,  0
11. Monster's el. info: Weak to lightning
12. Monster's Sensor info: Steal to inflict terminal malfunction.
13. Monster's Scan info: Abandoned machina from ages past. Higher HP and
defence than the Mech Leader. Steal to inflict terminal malfunction.
14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Firest., Icest., Lightningst., Piercing, Waterst.
16. Armor abilities: SOS NulFire, SOS NulFrost, SOS NulShock, SOS NulTide, SOS
Protect, SOS Reflect, SOS Shell
17. Monster's attacks:
a) 'Punch' - VS one chr - phd
18. Monster strategy: Just steal from it.

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123 - MECH LEADER (Gagazet) ---> A354

1. Name: Mech Leader
2. Monster's HP: 3700/5550
3. Monster's MP: 1
4. AP gained when monster is defeated: 830/1245
5. Items stolen: 2x Grenade/2x Frag Grenade
6. Items dropped: 1x/2x Hi-Potion; 1x/2x Mega-Potion
7. Gil earned: 530
8. Items bribed: Door to Tomorrow for 37000 gil
9. Monster's status info:
- Death, Poison, Sleep, Threaten, Zombie
- 20% Darkness, 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
31, 5,  28, 5,  19, 15, 0,  0
11. Monster's el. info: Weak to lightning
12. Monster's Sensor info: Steal to inflict terminal malfunction.
13. Monster's Scan info: Abandoned machina from ages past. Its Electrocute
attack inflicts severe lightning damage. Steal to terminate immediately.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Firest., Icest., Lightningst., Piercing, Waterst.
16. Armor abilities: SOS NulFire, SOS NulFrost, SOS NulShock, SOS NulTide
17. Monster's attacks:
a) Electrocute - LATT VS one chr - lightning mgd
b) 'Punch' - VS one chr - phd
18. Monster strategy: Just steal from it.

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124A - 1x SPLASHER (Gagazet) ---> A558

1. Name: Splasher
2. Monster's HP: 200/900
3. Monster's MP: 2
4. AP gained when monster is defeated: 140/280
5. Items stolen: 1x Grenade/1x Frag Grenade
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 100
8. Items bribed: Dragon Scale for 2000 gil
9. Monster's status info:
- Poison, Sleep
- 20% Darkness, 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
14, 1,  1,  1,  20, 15, 10, 0
11. Monster's el. info: Weak to lightning, immune to water, strong to fire
12. Monster's Sensor info: Watch out for Self-Destruct.
13. Monster's Scan info: When defeated, it sometimes inflicts damage on its
attacker with Self-Destruct.
14. Monster's equip. dropped info: 1 slot, 0-1 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Mag+5%, Piercing, Str+5%, Waterst.
16. Armor abilities: Def+3%, HP+5%
17. Monster's attacks:
a) 'Bite' - VS one chr - phd
b) Self-Destruct - VS one chr - phd - used sometimes as a dying move

124B - 2x SPLASHER (Gagazet) ---> A558

1. Name: Splasher
2. Monster's HP: 400/900
3. Monster's MP: 4
4. AP gained when monster is defeated: 300/600
5. Items stolen: 1x Grenade/1x Frag Grenade
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 140
8. Items bribed: Dragon Scale for 4000 gil
9. Monster's status info:
- Poison, Sleep
- 20% Darkness, 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
19, 1,  1,  1,  17, 15, 8,  0
11. Monster's el. info: Weak to lightning, immune to water, strong to fire
12. Monster's Sensor info: Watch out for poison.
13. Monster's Scan info: Acts in pairs. May inflict poison when it bites.
14. Monster's equip. dropped info: 1 slot, 0-1 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Mag+5%, Piercing, Str+5%, Waterst.
16. Armor abilities: Def+3%, HP+5%
17. Monster's attacks:
a) 'Bite' - VS one chr - phd + Poison

124C - 3x SPLASHER (Gagazet) ---> A558

1. Name: Splasher
2. Monster's HP: 600/900
3. Monster's MP: 6
4. AP gained when monster is defeated: 440/880
5. Items stolen: 1x Grenade/1x Frag Grenade
6. Items dropped: 1x/2x Power Sp.; 1x/2x Power Sp.
7. Gil earned: 200
8. Items bribed: Dragon Scale for 6000 gil
9. Monster's status info:
- Poison, Sleep
- 20% Darkness, 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
24, 1,  1,  1,  15, 15, 6,  0
11. Monster's el. info: Weak to lightning, immune to water, strong to fire
12. Monster's Sensor info: Watch out for poison.
13. Monster's Scan info: Acts in groups of three. May inflict poison when it
bites.
14. Monster's equip. dropped info: 1 slot, 0-1 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Mag+5%, Piercing, Str+5%, Waterst.
16. Armor abilities: Def+3%, HP+5%
17. Monster's attacks:
a) 'Bite' - VS one chr - phd + Poison

18. Monster strategy:
If together with Achelous or Maelspike, defeat Splashers first. On their own
Splashers are big laugh otherwise.

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125 - DEFENDER Z (Z. Ruins) ---> A149

1. Name: Defender Z
2. Monster's HP: 42300/8848
3. Monster's MP: 1
4. AP gained when monster is defeated: 6000/9000
5. Items stolen: 2x Lunar Curtain/2x Lunar Curtain
6. Items dropped: 1x/2x Lv.2 Key Sp.; 1x/2x Lv.3 Key Sp.
7. Gil earned: 2400
8. Items bribed: Designer Wallet for 423000 gil
9. Monster's status info:
- Confusion, Darkness, Death, Delay skills, Petrify, Poison, Power Break,
Silence, Sleep, Slow, Zombie
- 20% Darkness
- Immune to Poison
- 10 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
45, 70, 5,  70, 16, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Mental Break works well.
13. Monster's Scan info: Strength, physical, and magic defence are high. There
is a 1/2 chance of the monster using Haymaker. When HP is low, it also releases
Blast Punch, which delays turns.
14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Piercing, Str+5%, Str+10%
16. Armor abilities: Def+10%, SOS Protect
17. Monster's attacks:
a) Blast Punch - GRATTP VS one chr - tears off 50% current HP and delays next
turn - can be used after Defender's HP is 21149 or less
b) Haymaker - VS one chr - extreme phd
c) 'Punch' - VS one chr - phd
18. Monster strategy: Use Provoke.
19. Special note: Defender Z is an armored enemy. Piercing and Armor Break are
the way to go.

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126 - FALLEN MONK [with rifle] (Z. Ruins) ---> A198

1. Name: Fallen Monk
2. Monster's HP: 3300/4950
3. Monster's MP: 1
4. AP gained when monster is defeated: 1200/2400
5. Items stolen: 2x Candle of Life/1x Purifying Salt
6. Items dropped: 1x/2x Ability Sp.; 1x/2x Ability Sp.
7. Gil earned: 540
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Berserk, Confusion, Death, Delay skills, Magic Break, Power Break, Provoke,
Silence, Slow, Threaten, Zombie
- 95% Darkness, 50% Petrify, 50% Poison, 80% Sleep
- 25% Poison
- 15 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
28, 40, 33, 40, 27, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Zombie. Vulnerable to healing magic and items.
13. Monster's Scan info: A soldier who continues to protect the Yevon Dome even
after death. His rifle hits single targets. He can inflict zombie status, so
watch out.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Magic Counter, Piercing, Str+5%
16. Armor abilities: Mdef+5%, Zombieward
17. Monster's attacks:
a) 'Shot' - VS one chr - phd + Zombie
18. Monster strategy: Use Phoenix Down on it.

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127 - FALLEN MONK [with flamethrower] (Z. Ruins) ---> A198

1. Name: Fallen Monk
2. Monster's HP: 3300/4950
3. Monster's MP: 1
4. AP gained when monster is defeated: 1200/2400
5. Items stolen: 2x Candle of Life/1x Purifying Salt
6. Items dropped: 1x/2x Ability Sp.; 1x/2x Ability Sp.
7. Gil earned: 540
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Berserk, Confusion, Death, Delay skills, Magic Break, Power Break, Provoke,
Silence, Slow, Threaten, Zombie
- 95% Darkness, 50% Petrify, 50% Poison, 80% Sleep
- 25% Poison
- 15 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
28, 40, 33, 40, 22, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Zombie. Vulnerable to healing magic and items.
13. Monster's Scan info: A soldier who continues to protect the Yevon Dome even
after death. Attacks all targets with his flamethrower for fire-based damage.
14. Monster's equip. dropped info: 1-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Magic Counter, Piercing, Str+5%
16. Armor abilities: Mdef+5%, Zombieward
17. Monster's attacks:
a) 'Flame Shot' - FATT VS all chrs - fire mgd
18. Monster strategy: Use Phoenix Down on it.

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128 - YAT-97 (Z. Ruins) ---> A645

1. Name: YAT-97
2. Monster's HP: 3700/5550
3. Monster's MP: 1
4. AP gained when monster is defeated: 3200/4800
5. Items stolen: 3x Holy Water/2x Ether
6. Items dropped: 2x/4x Phoenix Down; 1x/2x Mega Phoenix
7. Gil earned: 1080
8. Items bribed: Ether for 37000 gil
9. Monster's status info:
- Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Magic Break,
Petrify, Poison, Power Break, Provoke, Silence, Sleep, Threaten, Zombie
- NS
- Immune to Poison
- 15 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
41, 1,  38, 120,12, 15, 0,  0
11. Monster's el. info: Weak to fire and water
12. Monster's Sensor info: Close in to melee range by defeating front-line
enemies first.
13. Monster's Scan info: Hits multiple targets when firing from a distance.
Immune to delay skills.
14. Monster's equip. dropped info: 2-4 slots, 0-2 abilities already present,
11% probability of equipment piece being dropped
15. Weapon abilities: Mag+5%, Piercing, Str+5%
16. Armor abilities: Fireward, Iceward, Lightningward, Waterward
17. Monster's attacks:
a) 'Mortar' - VS one chr - phd
b) 'Wild mortar' - VS all chrs - phd - can only be used when fighting from
distance
18. Monster strategy: Blast it with magic. Or defeat enemies before it quickly
to disable it from firing 'Wild mortar'.

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129 - YKT-11 (Z. Ruins) ---> A648

1. Name: YKT-11
2. Monster's HP: 6200/8848
3. Monster's MP: 1
4. AP gained when monster is defeated: 3200/4800
5. Items stolen: 3x Holy Water/2x Ether
6. Items dropped: 2x/4x Hi-Potion; 1x/2x Mega-Potion
7. Gil earned: 1080
8. Items bribed: Elixir for 62000 gil
9. Monster's status info:
- Berserk, Break skills, Confusion, Death, Delay skills, Petrify, Poison,
Silence, Sleep, Threaten, Zombie
- 95% Darkness
- Immune to Poison
- 15 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
34, 1,  1,  60, 25, 15, 0,  0
11. Monster's el. info: Weak to fire and ice
12. Monster's Sensor info: If it's the last enemy standing, it will unleash a
vicious Thrust Kick.
13. Monster's Scan info: If it's the last enemy standing, it throws a mean
Thrust Kick that ejects the target from battle. Immune to delay techniques.
Kimahri can learn Thrust Kick.
14. Monster's equip. dropped info: 2-4 slots, 0-2 abilities already present,
11% probability of equipment piece being dropped
15. Weapon abilities: Mag+5%, Piercing, Str+5%
16. Armor abilities: Fireward, Iceward, Lightningward, Waterward
17. Monster's attacks:
a) 'Dropkick' - VS one chr - phd
b) Thrust Kick - VS one chr - Ejects character attacked from battle
18. Monster strategy: Defeat it before any other enemies.

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130 - ADAMANTOISE (Inside S.) ---> A008

1. Name: Adamantoise
2. Monster's HP: 54400/11036
3. Monster's MP: 40
4. AP gained when monster is defeated: 12500/18750
5. Items stolen: 1x Healing Water/1x Stamina Tablet
6. Items dropped: 2x/4x Power Sp.; 4x/8x Power Sp.
7. Gil earned: 2200
8. Items bribed: Special Sphere for 544000 gil
9. Monster's status info:
- Death, Delay skills, Magic Break, Power Break, Slow, Threaten, Zombie
- 20% Darkness, 80% Petrify, 75% Poison, 20% Silence, 20% Sleep
- 5% Poison
- 5 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
38, 90, 31, 90, 15, 15, 0,  0
11. Monster's el. info: Absorbs fire
12. Monster's Sensor info: Covered by a hard shell.
13. Monster's Scan info: Protected by a hard shell. Attacks multiple targets
with its fire-based Breath. Armor Break and Mental Break are the way to go.
14. Monster's equip. dropped info: 2-4 slots, 0-2 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Half MP Cost, Piercing
16. Armor abilities: HP+20%, SOS Protect, SOS Shell
17. Monster's attacks:
a) 'Bash' - VS one chr - phd
b) Breath - FATT VS all chrs - fire mgd
c) Earthquake - NATT VS all chrs - mgd
18. Monster strategy: Break its armor, then unload on it. Do not try using
Provoke (Breath will be used).
19. Special note: Adamantoise is an armored enemy. Piercing and Armor Break are
the way to go.

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131 - BARBATOS (Inside S.) ---> A046

1. Name: Barbatos
2. Monster's HP: 95000/13560
3. Monster's MP: 480
4. AP gained when monster is defeated: 17500/26250
5. Items stolen: 1x Star Curtain/1x Blessed Gem
6. Items dropped: 1x/2x Power Sp.; 1x/2x Return Sp.
7. Gil earned: 1550
8. Items bribed: Teleport Sphere for 950000 gil
9. Monster's status info:
- Berserk, Confusion, Darkness, Death, Delay skills, Magic Break, Mental Break,
Petrify, Power Break, Poison, Silence, Sleep, Slow, Threaten
- 50% Armor Break, 90% Zombie
- Immune to Poison
- 5 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
42, 90, 38, 15, 28, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Protected by tough armor. Try Armor Break.
13. Monster's Scan info: Covered in thick armor. Armor Break works well, but
watch out for a powerful counter-attack. All of its attacks deal great damage,
so beware.
14. Monster's equip. dropped info: 2-4 slots, 1 ability already present, 50%
probability of equipment piece being dropped
15. Weapon abilities: Piercing
16. Armor abilities: HP+20%
17. Monster's attacks:
a) Mortar - CATT & NATT VS all chrs - mgd - used as counter when Barbatos'
armor is broken - can then be used on regular turns
b) Body Splash - VS all chrs - phd
c) 'Stomp' - VS one chr - phd
18. Monster strategy: Shell yourself first, then Armor Break. Heal, and then
unload on it. Using Provoke on it, then breaking the armor will not trigger any
Mortars, as long as Provoker remains alive and in party.
19. Special note: Barbatos is an armored enemy. Piercing and Armor Break are
the way to go.

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132 - BEHEMOTH KING (Inside S.) ---> A051

1. Name: Behemoth King
2. Monster's HP: 67500/13560
3. Monster's MP: 700
4. AP gained when monster is defeated: 16800/25200
5. Items stolen: 1x Healing Spring/2x Twin Stars
6. Items dropped: 1x/2x Power Sp.; 1x/2x Lv.3 Key Sp.
7. Gil earned: 1850
8. Items bribed: Three Stars for 675000 gil
9. Monster's status info:
- Confusion, Berserk, Armor Break, Darkness, Death, Delay skills, Eject, Mental
Break, Petrify, Poison, Silence, Sleep, Slow, Threaten, Zombie
- 80% Armor Break, 80% Magic Break
- Immune to Poison
- 5 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
46, 25, 44, 25, 27, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Retaliates with Meteor when defeated.
13. Monster's Scan info: Its claws, lightning and Heave attacks are deadly.
Watch out for Meteor it casts before it dies. Cast Protect, or defend with the
triangle button to survive. Kimahri can learn Mighty Guard.
14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Piercing, Zombietouch, SOS Overdrive
16. Armor abilities: SOS Protect, SOS Reflect, SOS Shell
17. Monster's attacks:
a) 'Claw swipe' - VS one chr - phd
b) Heave - VS one chr - extreme phd
c) Meteor - VS all chrs - phd - used as desperation move
d) Thundara - LATT VS one chr - lightning mgd
e) Mighty Guard - on itself - adds Shell, Protect and NulAll
f) Tail - VS all chrs - phd
g) Flare - NATT VS one chr - mgd
h) Thundaga - LATT VS one chr - lightning mgd
18. Monster strategy: After you knock off 2/3 of King's health, it'll cast
Mighty Guard on itself first turn it gets. Cast Dispel on it to remove all
helpful statuses it gained, but also beware: in addition to Heave and the rest
of the gang King now uses Tail and Flare as well. Before B. King is defeated,
cast Protect over your chrs. Meteor is, as weird as it may sound, a physical
attack. If you slay King with a counterattack, Meteor is not triggered.

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133 - DEMONOLITH (Inside S.) ---> A153

1. Name: Demonolith
2. Monster's HP: 45000/13560
3. Monster's MP: 9999
4. AP gained when monster is defeated: 11000/16500
5. Items stolen: 2x Petrify Grenade/2x Petrify Grenade
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Lv.3 Key Sp.
7. Gil earned: 1470
8. Items bribed: Lv.3 Key Sp. for 450000 gil
9. Monster's status info:
- Confusion, Berserk, Death, Petrify, Poison, Provoke, Sleep, Zombie
- 50% Darkness, 50% Silence, 50% Power Break
- Immune to Poison
- 10 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
33, 1,  99, 1,  18, 15, 0,  0
11. Monster's el. info: Weak to holy, strong to fire, lightning, ice and water
12. Monster's Sensor info: Beware of its Breath, which can petrify you.
13. Monster's Scan info: Beware of its Pharaoh's Curse, which inflicts poison,
silence, darkness and curse. If attacked when petrified, the party member will
be unable to return to battle. Also watch out for zombie.
14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Piercing, Stonestrike, Stonetouch
16. Armor abilities: No Encounters, Stoneproof, Stoneward
17. Monster's attacks:
a) Pharaoh's Curse - CATT VS one chr - inflicts Poison, Darkness, Silence and
Curse
b) 'Claw swipe' - VS one chr - phd + Zombie and Curse
c) Breath - VS all chrs - inflicts Petrify - Breath is used after Demonolith
has been a target of three attacks, ie on first turn Demonolith reaches after
those three attacks
18. Monster strategy: Dangerous. Anything you do to Demonolith will prompt it
to counter with Pharaoh's Curse. Remove Poison at least. Its regular attack
puts Zombie and Curse on you. If that weren't enough, it has 'Stone breath',
which can petrify all of your chrs. You must have Stoneproof armors if you are
to stand a chance. Break its armor, then unload on it. Silencing Demonolith
disables its Pharaoh's Curse.
19. Special note: Demonolith is an armored enemy. Piercing and Armor Break are
the way to go.

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134 - EXORAY (Inside S.) ---> A190

1. Name: Exoray
2. Monster's HP: 7400/11100
3. Monster's MP: 300
4. AP gained when monster is defeated: 2400/4800
5. Items stolen: 3x Silence Grenade/1x Ether
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 840
8. Items bribed: Turbo Ether for 74000 gil
9. Monster's status info:
- Berserk, Confusion, Darkness, Zombie
- 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  1,  24, 1,  14, 15, 0,  0
11. Monster's el. info: Weak to fire, absorbs lightning, water and ice
12. Monster's Sensor info: Counters physical attacks with Pollen, which induces
poison, silence and darkness.
13. Monster's Scan info: Casts Firaga. Silence is the way to go. Releases
poison-, silence-, and darkness inducing Pollen when hit by a weapon.
Vulnerable to fire.
14. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Mag+5%, Piercing, Sleeptouch, Str+5%
16. Armor abilities: MP+10%, Sleepward
17. Monster's attacks:
a) Firaga - FATT VS one chr - fire mgd
b) Pollen - CATT VS all chrs - inflicts Silence, Poison and Darkness (Silence
and Darkness are inflicted for three chr's turns)
18. Monster strategy: Toast it with fire spells.

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135A - GEMINI [with club] (Inside S.) ---> A230

1. Name: Gemini
2. Monster's HP: 36000/13560
3. Monster's MP: 1
4. AP gained when monster is defeated: 7800/11700
5. Items stolen: 1x Light Curtain/2x Light Curtain
6. Items dropped: 1x/2x Power Sp.; 2x/4x Power Sp.
7. Gil earned: 1111
8. Items bribed: Stamina Tonic for 360000 gil
9. Monster's status info:
- Berserk, Confusion, Death, Delay skills, Petrify, Power Break, Slow,
Threaten, Zombie
- 20% Darkness, 90% Poison, 20% Silence, 80% Sleep
- 20% Poison
- 3 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
33, 50, 1,  30, 21, 0,  1,  9
11. Monster's el. info: Absorbs fire and lightning
12. Monster's Sensor info: Together they unleash Double Reaper. Focus your
attacks to defeat one quickly.
13. Monster's Scan info: After receiving a certain amount of damage, they
unleash a powerful synchronised attack, the Double Reaper. One absorbs
lightning and fire, while the other absorbs water and ice.
14. Monster's equip. dropped info: 2-4 slots, 1-2 abilities already present,
31% probability of equipment piece being dropped
15. Weapon abilities: Mag+10%, Piercing, Str+10%
16. Armor abilities: HP+10%, SOS Regen
17. Monster's attacks:
a) Reaper - VS all chrs - phd
b) Leaping Swing - VS one chr - extreme phd
c) 'Sword swipe' - VS one chr - phd
18. Monster strategy: Concentrate on one of them to defeat it. Or consider
using Provoke to disable their Reaper attacks.

135B - GEMINI [with sword] (Inside S.) ---> A230
1. Name: Gemini
2. Monster's HP: 36000/13560
3. Monster's MP: 1
4. AP gained when monster is defeated: 7800/11700
5. Items stolen: 1x Light Curtain/2x Light Curtain
6. Items dropped: 1x/2x Power Sp.; 2x/4x Power Sp.
7. Gil earned: 1111
8. Items bribed: Mana Tonic for 360000 gil
9. Monster's status info:
- Berserk, Confusion, Death, Delay skills, Petrify, Power Break, Slow,
Threaten, Zombie
- 20% Darkness, 90% Poison, 20% Silence, 80% Sleep
- 20% Poison
- 3 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
33, 50, 1,  30, 21, 15, 0,  0
11. Monster's el. info: Absorbs water and ice
12. Monster's Sensor info: Together they unleash Double Reaper. Focus your
attacks to defeat one quickly.
13. Monster's Scan info: After receiving a certain amount of damage, they
unleash a powerful synchronised attack, the Double Reaper. One absorbs
lightning and fire, while the other absorbs water and ice.
14. Monster's equip. dropped info: 2-4 slots, 1-2 abilities already present,
31% probability of equipment piece being dropped
15. Weapon abilities: Mag+10%, Piercing, Str+10%
16. Armor abilities: HP+10%, SOS Regen
17. Monster's attacks:
a) Reaper - VS all chrs - phd
b) Leaping Swing - VS one chr - extreme phd
c) 'Sword swipe' - VS one chr - phd

18. Monster strategy: Concentrate on one of them to defeat it. Or consider
using Provoke to disable their Reaper attacks.
19. Special note: Gemini is an armored enemy. Piercing and Armor Break are the
way to go.

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136 - GREAT MALBORO (Inside S.) ---> A240

1. Name: Great Malboro
2. Monster's HP: 64000/13560
3. Monster's MP: 1
4. AP gained when monster is defeated: 21000/31500
5. Items stolen: 1x Remedy/1x Mana Tonic
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Mana Sp.
7. Gil earned: 1900
8. Items bribed: Wings to Discovery for 640000 gil
9. Monster's status info:
- Berserk, Confusion, Darkness, Death, Haste, Petrify, Poison, Silence, Sleep,
Slow, Threaten, Zombie
- 50% Break skills
- Immune to Poison
- 5 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
36, 1,  42, 1,  18, 15, 0,  0
11. Monster's el. info: Weak to fire, immune to water and ice
12. Monster's Sensor info: Breathes Bad Breath 1/3 of the time. Be ready for
anything.
13. Monster's Scan info: Danger! There is a 1/3 chance of it attacking with Bad
Breath. To avoid being wiped out, equip armor that guards against status
effects and attack with fire. Kimahri can learn Bad Breath.
14. Monster's equip. dropped info: 3-4 slots, 1-3 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Darktouch, Piercing, Poisontouch, Silencetouch,
Sleeptouch
16. Armor abilities: Berserkward, Confuseward, Darkward, Poisonward,
Silenceward, Sleepward, Stoneward
17. Monster's attacks:
a) Bad Breath - VS all chrs - inflicts Slow, Poison, Silence, Berserk,
Confusion and Darkness (Silence, Darkness and Slow are lifted after three chr's
turns)
b) 'Squirt' - VS one chr - phd
c) 'Chow' - CATT VS one chr - phd
d) 'Multitarget squirt' - VS all chrs - phd
18. Monster strategy: First Strike weapons, Delay Buster and Provoke are your
friends.

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137 - LAND WORM (Inside S.) ---> A294

1. Name: Land Worm
2. Monster's HP: 80000/13560
3. Monster's MP: 160
4. AP gained when monster is defeated: 22000/33000
5. Items stolen: 1x Stamina Spring/1x Stamina Spring
6. Items dropped: 1x/2x Power Sp.; 1x/2x Lv.4 Key Sp.
7. Gil earned: 2200
8. Items bribed: Dark Matter for 800000 gil
9. Monster's status info:
- Berserk, Confusion, Death, Eject, Petrify, Provoke, Slow, Threaten, Zombie
- 20% Darkness, 50% Power Break, 50% Magic Break, 20% Silence, 80% Sleep
- 2% Poison
- 10 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
55, 10, 50, 10, 21, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Watch out for Earthquake, which hits all. It'll be a
long battle, so keep an eye on your HP.
13. Monster's Scan info: Beware of its Earthquake, which hits all. Inflict
sleep and darkness to hinder its attacks. Both its physical and magic defence
are high, so use Armor Break and Mental Break.
14. Monster's equip. dropped info: 3-4 slots, 1-3 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Mag+5%, Piercing, Slowtouch, Slowstrike, Str+5%
16. Armor abilities: Auto-Potion, HP+10%
17. Monster's attacks:
a) 'Headbutt' - VS one chr - phd
b) Swallow - VS one chr - removes chr from battle after Land Worm has been
target of anything for ten times
c) Regurgitate - removed chr is returned to battle after Land Worm has been
target of anything for five times after doing Swallow - delays eaten chr's next
turn
d) Readying Quake - signifies charge turn for Earthquake
e) Earthquake - NATT VS all chrs - mgd - used every seventh turn
18. Monster strategy: Slooow and easy. Darkness it and then start shooting.
During Readying Quake turn Land Worm is immune to Sleep.

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138 - WRAITH (Inside S.) ---> A641

1. Name: Wraith
2. Monster's HP: 22222/13560
3. Monster's MP: 3500
4. AP gained when monster is defeated: 3100/6200
5. Items stolen: 1x Farplane Shadow/1x Farplane Wind
6. Items dropped: 1x/2x Mana Sp.; 2x/4x Mana Sp.
7. Gil earned: 1070
8. Items bribed: Farplane Wind for 222220 gil
9. Monster's status info:
- Berserk, Break skills, Confusion, Darkness, Death, Petrify, Poison, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- NS
- Immune to Poison
- 3 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  150,24, 30, 25, 15, 0,  0
11. Monster's el. info: Weak to holy, the others vary
12. Monster's Sensor info: Casts Doom at the beginning of battle.
13. Monster's Scan info: Elemental strengths/weaknesses are different each
encounter. Casts Doom in battle. If nobody is Doomed, it may unleash Death, so
watch out. Kimahri can learn Doom.
14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
15% probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Piercing, Mag+5%, Mag+10%
16. Armor abilities: MP+10%, No Encounters
17. Monster's attacks:
a) Doom - VS one chr - inflicts Doom
b) Death - VS one chr - inflicts Death
18. Monster strategy: Hastega, then check what it's weak against and blast it
with that.
19. Special note: Wraith is an armored enemy. You can't inflict any Breaks on
it.

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139 - BLACK ELEMENT (O. Ruins) ---> A058

1. Name: Black Element
2. Monster's HP: 7600/11400
3. Monster's MP: 500
4. AP gained when monster is defeated: 3150/6300
5. Items stolen: 1x Hi-Potion/4x Shining Gem
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Return Sp.
7. Gil earned: 1040
8. Items bribed: Black Magic Sp. for 76000 gil
9. Monster's status info:
- Darkness, Petrify, Poison, Sleep, Zombie
- 20% Silence
- Immune to Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  240,28, 1,  20, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Immune to Sensor
13. Monster's Scan info: Immune to Scan
14. Monster's equip. dropped info: 2-4 slots, 0-2 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Distil Mana, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Fireproof, Fireward, Iceproof, Iceward, Lightningproof,
Lightningward, Waterproof
17. Monster's attacks:
a) Berserk - VS one chr - inflicts Berserk
b) Demi - GRATT VS all chrs - tears off 25% current HP
c) Flare - NATT VS one chr - mgd
18. Monster strategy: Berserkproof armors! Berserk magic penetrates Reflect, so
be careful. Or easily Provoke it and you'll disable all of its attacks.;)
19. Special note: Black Element is an armored enemy. Piercing and Armor Break
are the way to go.

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140 - FLOATING DEATH (O. Ruins) ---> A216

1. Name: Floating Death
2. Monster's HP: 6700/10050
3. Monster's MP: 520
4. AP gained when monster is defeated: 7100/14200
5. Items stolen: 4x Musk/5x Musk
6. Items dropped: 2x/4x Mana Sp.; 3x/6x Mana Sp.
7. Gil earned: 1265
8. Items bribed: Gambler's Spirit for 67000 gil
9. Monster's status info:
- Darkness
- 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  1,  45, 120,33, 15, 18, 0
11. Monster's el. info: NS
12. Monster's Sensor info: Immune to Sensor
13. Monster's Scan info: Immune to Scan
14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Mag+5%,
Piercing, Str+5%, Waterst.
16. Armor abilities: Confuseproof, Confuseward, MP+10%
17. Monster's attacks:
a) 'Gaze' - NATT VS one chr - mgd + Confusion
b) 'Ultrasonics' - NATT VS all chrs - mgd
18. Monster strategy: Use Wakka.

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141 - HALMA (O. Ruins) ---> A248

1. Name: Halma
2. Monster's HP: 13000/13560
3. Monster's MP: 1
4. AP gained when monster is defeated: 5300/10600
5. Items stolen: 3x Hypello Potion/2x Shadow Gem
6. Items dropped: 1x/2x Power Sp.; 2x/4x Power Sp.
7. Gil earned: 1030
8. Items bribed: Supreme Gem for 130000 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
46, 1,  1,  120,23, 15, 0,  0
11. Monster's el. info: Weak to fire, strong to lightning, water and ice
12. Monster's Sensor info: Immune to Sensor
13. Monster's Scan info: Immune to Scan
14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Berserkproof, Berserkward
17. Monster's attacks: a) 'Bash' - VS one chr - phd + Slow (inflicted for three
chr's turns)
18. Monster strategy: Use Auron.
19. Special note: Halma is an armored enemy. Piercing and Armor Break are the
way to go.

---------------------------------------------------------------------------

142 - MACHEA (O. Ruins) ---> A315

1. Name: Machea
2. Monster's HP: 18000/13560
3. Monster's MP: 59
4. AP gained when monster is defeated: 8300/12450
5. Items stolen: 2x Hi-Potion/1x Stamina Tonic
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Lv.3 Key Sp.
7. Gil earned: 1450
8. Items bribed: Chocobo Wing for 180000 gil
9. Monster's status info:
- Poison, Power Break, Sleep
- 95% Darkness, 20% Silence
- Immune to Poison
- 3 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
35, 55, 1,  10, 39, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Immune to Sensor
13. Monster's Scan info: Immune to Scan
14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Mag+5%, Piercing, Str+5%, SOS Overdrive
16. Armor abilities: Def+10%, Def+20%
17. Monster's attacks:
a) 'Swipe' - VS one chr - phd + Poison
b) Blades - VS one chr - extreme phd - used every eighth turn
18. Monster strategy: Beware of poison.

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143 - MASTER COEURL (O. Ruins) ---> A345

1. Name: Master Coeurl
2. Monster's HP: 13000/13560
3. Monster's MP: 540
4. AP gained when monster is defeated: 6500/9750
5. Items stolen: 2x Farplane Shadow/4x Farplane Shadow
6. Items dropped: 1x/2x Lv.1 Key Sp.; 1x/2x Friend Sp.
7. Gil earned: 2030
8. Items bribed: Warp Sphere for 130000 gil
9. Monster's status info:
- Threaten
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 2 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
42, 1,  38, 40, 23, 15, 0,  0
11. Monster's el. info: Immune to lightning and ice
12. Monster's Sensor info: Casts Drain, Blaster and Confusion when low on HP.
13. Monster's Scan info: High magic attack and defence. Casts Thundaga and
Blizzaga. Also casts Drain and Confuse when HP is low. Beware of Blaster, since
it's unblockable and causes instant death.
14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
23% probability of equipment piece being dropped
15. Weapon abilities: Deathtouch, Deathstrike, Mag+5%, Mag+10%, Piercing,
Str+5%
16. Armor abilities:Curseproof, Deathward, Deathproof, Def+10%, Mdef+10%
17. Monster's attacks:
a) Blizzaga - IATT VS one chr - ice mgd
b) Thundaga - LATT VS one chr - lightning mgd
c) Blaster - VS one chr - inflicts Death - can be used once M. Coeurl has less
than 33% HP
d) Drain - VS one chr - mgd - amount of HP deducted is added to Coeurl - can be
used once Coeurl has less than 33% HP
18. Monster strategy: Careful. Once you knock down 67% of its health, hurry and
kill it quick. Blaster's death effect is unblockable. Do not use Provoke, or
you'll be sorry.

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144 - MASTER TONBERRY (O. Ruins) ---> A348

1. Name: Master Tonberry
2. Monster's HP: 48000/13560
3. Monster's MP: 1
4. AP gained when monster is defeated: 20000/30000
5. Items stolen: 1x Mana Spring/1x Tetra Elemental
6. Items dropped: 1x/2x Power Sp.; 1x/2x Teleport Sp.
7. Gil earned: 2400
8. Items bribed: Pendulum for 480000 gil
9. Monster's status info:
- Berserk, Break skills, Confusion, Darkness, Death, Delay skills, Eject,
Petrify, Poison, Provoke, Silence, Slow, Threaten, Zombie
- 99% Sleep
- Immune to Poison
- 25 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
47, 10, 52, 1,  18, 15, 0,  0
11. Monster's el. info: Strong to fire, lightning, water, ice and holy
12. Monster's Sensor info: Advances closer four times. Defeat it before then,
or else...
13. Monster's Scan info: After four waddles, he stabs with his Chef's Knife.
His counter-attack Karma deals damage based on the number of enemies that
character has defeated.
14. Monster's equip. dropped info: 3-4 slots, 0-2 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Deathstrike, Piercing, Slowstrike
16. Armor abilities: Deathward, Deathproof
17. Monster's attacks:
a) Karma - CATT & STATT VS one chr - std - damage dealt is amount of enemies
killed (by that particular character) x 10 - can not be used after Master
Tonberry takes four 'Walk forward' - if chr killed no enemies, damage dealt is
zero
b) 'Walk forward' - will do so for 4 turns
c) 'Chef's knife' - VS one chr - phd
d) Voodoo - VS aeon - if aeon is Master Tonberry's opponent, it will use Voodoo
18. Monster strategy: Wait for it to take four waddles, then put it to sleep.
Then unload on it with magic attacks.

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145A - MIMIC [Basilisk resemblance] (O. Ruins) ---> A366

1. Name: Mimic
All of them resemble an enemy you've met before. Mimic 1 shall be Basilisk,
Mimic 2 Dual Horn, Mimic 3 Garuda, Mimic 4 Mech Sth.

2. Monster's HP: 40000/13560
3. Monster's MP: 10
4. AP gained when monster is defeated: N/A
5. Items stolen: Has nothing
6. Items dropped: N/A
7. Gil earned: 50000
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Break skills, Darkness, Death, Haste, Nul skills, Petrification, Poison,
Provoke, Silence, Sleep, Slow, Threaten, Zombie
- NS
- Immune to Poison
- 5 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
42, 1,  58, 255,22, 15, 0,  0
11. Monster's el. info: Strong to fire, lightning, water, ice and holy
12. Monster's Sensor info: Immune to Sensor
13. Monster's Scan info: Immune to Scan
14. Monster's equip. dropped info: N/A
15. Weapon abilities: N/A
16. Armor abilities: N/A
17. Monster's attacks:
a) 'Physical attack' - VS one chr - phd

145B - MIMIC [Dual Horn resemblance] (O. Ruins) ---> A366

1. Name: Mimic
2. Monster's HP: 60000/13560
3. Monster's MP: 10
4. AP gained when monster is defeated: N/A
5. Items stolen: Has nothing
6. Items dropped: N/A
7. Gil earned: 50000
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Break skills, Darkness, Death, Haste, Nul skills, Petrification, Poison,
Provoke, Silence, Sleep, Slow, Threaten, Zombie
- NS
- Immune to Poison
- 5 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
54, 1,  26, 1,  25, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Immune to Sensor
13. Monster's Scan info: Immune to Scan
14. Monster's equip. dropped info: N/A
15. Weapon abilities: N/A
16. Armor abilities: N/A
17. Monster's attacks:
a) 'Physical attack' - VS one chr - phd

145C - MIMIC [Garuda resemblance] (O. Ruins) ---> A366

1. Name: Mimic
2. Monster's HP: 40000/13560
3. Monster's MP: 10
4. AP gained when monster is defeated: N/A
5. Items stolen: Has nothing
6. Items dropped: N/A
7. Gil earned: 50000
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Break skills, Darkness, Death, Haste, Nul skills, Petrification, Poison,
Provoke, Silence, Sleep, Slow, Threaten, Zombie
- NS
- Immune to Poison
- 5 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
42, 255,12, 1,  22, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Immune to Sensor
13. Monster's Scan info: Immune to Scan
14. Monster's equip. dropped info: N/A
15. Weapon abilities: N/A
16. Armor abilities: N/A
17. Monster's attacks:
a) 'Physical attack' - VS one chr - phd

145D - MIMIC [Mech resemblance] (O. Ruins) ---> A366

1. Name: Mimic
2. Monster's HP: 40000/13560
3. Monster's MP: 10
4. AP gained when monster is defeated: N/A
5. Items stolen: Has nothing
6. Items dropped: N/A
7. Gil earned: 50000
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Break skills, Darkness, Death, Haste, Nul skills, Petrification, Poison,
Provoke, Silence, Sleep, Slow, Threaten, Zombie
- NS
- Immune to Poison
- 5 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
33, 150,38, 150,29, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Immune to Sensor
13. Monster's Scan info: Immune to Scan
14. Monster's equip. dropped info: N/A
15. Weapon abilities: N/A
16. Armor abilities: N/A
17. Monster's attacks:
a) 'Physical attack' - VS one chr - phd

18. Monster strategy: Once you see a treasure chest (along with Zaurus), steal
from it. Sometimes it'll be empty, in which case it'll turn into a Mimic.
Defeat it and you'll get lots of Gil. Do not Mug from it. Even in case it would
be empty, doing this will destroy Mimic and will not net you gil reward.
Interestingly, you cannot use Copycat command during phase of battle where
Mimic is present.
Furthermore, for as long as you don't trigger Mimic to appear, you can flee the
battle. Once Mimic enters, Flee and Escape commands are sealed. Once Mimic is
defeated, Flee command is once again selectable.

---------------------------------------------------------------------------

146 - PUROBOROS (O. Ruins) ---> A442

1. Name: Puroboros
2. Monster's HP: 20000/13560
3. Monster's MP: 180
4. AP gained when monster is defeated: 3200/6400
5. Items stolen: 3x Fire Gem/4x Fire Gem
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Lv.1 Key Sp.
7. Gil earned: 970
8. Items bribed: Shining Gem for 200000 gil
9. Monster's status info:
- Eject, Sleep, Threaten
- 20% Darkness, 20 Silence
- 25% Poison
- 3 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
40, 60, 32, 20, 28, 15, 0,  0
11. Monster's el. info: Absorbs fire
12. Monster's Sensor info: Immune to Sensor
13. Monster's Scan info: Immune to Scan
14. Monster's equip. dropped info: 3-4 slots, 1-2 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Power, Firest., Piercing
16. Armor abilities: Fire Eater, Fireproof
17. Monster's attacks:
a) Firaga - FATT VS one chr - fire mgd
b) 'Grow' - CATT - if Puroboros suffers damage, it'll grow two times
c) Self-Destruct - FATT / CATT VS one chr - fire phd - if Puroboros suffers
damage for third time, it'll use Self-Destruct vs chr that dealt third blow -
requires two 'Grow'-s to charge
d) 'Bash' - VS one chr - phd
18. Monster strategy: This one is not the usual. Ice magic is just as effective
as lightning. Well, just use a couple of physical attacks and then launch them
into oblivion. NulBlaze in case you can't kill them in time!
19. Special note: Kimahri can learn Self-Destruct.

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147 - SPIRIT (O. Ruins) ---> A556

1. Name: Spirit
2. Monster's HP: 10000/13560
3. Monster's MP: 700
4. AP gained when monster is defeated: 4300/8600
5. Items stolen: 1x Stamina Spring/2x Stamina Spring
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Friend Sp.
7. Gil earned: 1300
8. Items bribed: Twin Stars for 100000 gil
9. Monster's status info:
- Armor Break, Darkness, Death, Petrify, Poison, Silence, Sleep, Slow, Zombie
- NS
- Immune to Poison
- 3 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  60, 42, 1,  24, 15, 0,  0
11. Monster's el. info: Absorbs lightning, strong to fire, water, ice and holy
12. Monster's Sensor info: Immune to Sensor
13. Monster's Scan info: Immune to Scan
14. Monster's equip. dropped info: 3-4 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Piercing, Sleepstrike, Sleeptouch
16. Armor abilities: Mdef+20%, Sleepproof
17. Monster's attacks:
a) Poison Mist - CATT & NATT VS all chrs - mgd + Poison and Confusion
b) Blizzara - IATT VS one chr - ice mgd
c) White Wind - VS all chrs - restores HP and removes Poison, Confusion and
Berserk - used if Spirit is Provoked
d) Fira - FATT VS one chr - fire mgd
e) Watera - WATT VS one chr - water mgd
f) Thundaga - VS one chr - lightning mgd - can use on itself to recover HP
18. Monster strategy: Use Provoke on Spirit to have it use White Wind on your
party. Living bastard otherwise. It'll Thundaga itself, regain HP *and* release
Poison Mist in same round.
19. Special note: Kimahri can learn White Wind.

---------------------------------------------------------------------------

148 - VARUNA (O. Ruins) ---> A611

1. Name: Varuna
2. Monster's HP: 56000/11036
3. Monster's MP: 999
4. AP gained when monster is defeated: 19500/29250
5. Items stolen: 1x Farplane Wind/1x Shining Gem
6. Items dropped: 1x/2x Mana Sp.; 1x/2x Lv.2 Key Sp.
7. Gil earned: 1780
8. Items bribed: Megalixir for 560000 gil
9. Monster's status info:
- Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Magic Break,
Poison, Provoke, Reflect, Silence, Sleep, Slow, Threaten, Zombie
- 80% Petrify
- Immune to Poison
- 7 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
13, 50, 38, 10, 26, 15, 0,  0
11. Monster's el. info: Weak to holy, strong to fire, lightning, water and ice
12. Monster's Sensor info: Resistant to all four elements.
13. Monster's Scan info: Casts Haste on himself and attacks with magic, so use
Dispel on him. After his Mana Focus, he'll cast Emblem of Fate. You can reduce
damage with Shell, but he can cast Dispel on you, too.
14. Monster's equip. dropped info: 3-4 slots, 0-2 abilities already present,
50% probability of equipment piece being dropped
15. Weapon abilities: Double Overdrive, Piercing, Mag+10%
16. Armor abilities: Mdef+10%, SOS Shell
17. Monster's attacks:
a) Mana Focus - signifies charge turn for Emblem of Fate
b) Emblem of Fate - NATT VS all chrs - mgd - requires one turn to charge
c) Dispel - VS all chrs - negates positive statuses
d) Haste - on himself - adds Haste
e) Pharaoh's Curse - VS one chr - inflicts Poison, Darkness, Silence and Curse
f) Silence - VS one chr - inflicts Silence (inflicted for three chr's turns)
g) Firaga - FATT VS one chr - fire mgd
h) Thundaga - LATT VS one chr - lightning mgd
i) Waterga - WATT VS one chr - water mgd
j) Blizzaga - IATT VS one chr - ice mgd
k) Death - VS one chr - inflicts KO
18. Monster strategy: Varuna will Haste himself on the first turn. Then he will
begin pummeling you with all sorts of spells. If you see Mana Focus, Emblem of
Fate is next attack it'll use. Shell yourself. His Dispel affects all chrs, not
just one. Physical attacks are the way to go.

---------------------------------------------------------------------------

149 - ZAURUS (O. Ruins) ---> A653

1. Name: Zaurus
2. Monster's HP: 7850/11775
3. Monster's MP: 1
4. AP gained when monster is defeated: 5000/10000
5. Items stolen: 2x Petrify Grenade/3x Petrify Grenade
6. Items dropped: 1x/2x Speed Sp.; 2x/4x Speed Sp.
7. Gil earned: 950
8. Items bribed: Rename Card for 78500 gil
9. Monster's status info:
- NS
- 20% Darkness, 20% Silence, 20% Sleep
- 25% Poison
- 1 turn for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
38, 30, 1,  120,46, 15, 14, 0
11. Monster's el. info: NS
12. Monster's Sensor info: Immune to Sensor
13. Monster's Scan info: Immune to Scan
14. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present, 3%
probability of equipment piece being dropped
15. Weapon abilities: Distil Speed, Firest., Icest., Lightningst., Piercing,
Waterst.
16. Armor abilities: Slowward, Slowproof
17. Monster's attacks:
a) 'Bite' - VS one chr - phd + Petrify and Silence (latter inflicted for three
chr's turns)
18. Monster strategy: Use Tidus.

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MUST BE DELETED IN NEXT UPDATE!!!!!
=============================
XXXIII) ABOUT MONSTER BATTLES ---> A834
=============================

Featuring yet another section on monsters, this one is dedicated to random
battles, or more specifically, where can you find any and all fiends in the
game. Without any further blabber (but that's exactly what I'm still doing,
right?) here comes Monster Encounter informator. Boss fights (example: Crawler
battle) and tutorial battles (example: two Garudas on Besaid island) will be
left out. No longer will you need to search endlessly on where to find a
certain fiend.

Salvage Ship: Surface
- 1-pack-Piranha + 2-pack-Piranha
- 3-pack-Piranha

Salvage Ship: Underwater
- 1-pack-Piranha + 2-pack-Piranha
- 3-pack-Piranha

Besaid: Valley
- 2-pack-Piranha + 3x 1-pack-Piranha
- 2-pack-Piranha + 1-pack-Piranha + 3-pack-Piranha
- 1-pack-Piranha + 2-pack-Piranha

Besaid: Waterfall Way
- 1x Dingo + 1x Water Flan
- 1x Dingo + 1x Condor
- 1x Condor + 1x Water Flan
- 1x Condor + 1x Dingo + 1x Water Flan

Besaid: Village Slope
- 1x Dingo + 1x Water Flan
- 1x Dingo + 1x Condor
- 1x Condor + 1x Water Flan

Kilika Woods
- 1x Ragora
- 2x Ragora
- 1x Dinonix + 1x Yellow Element + 1x Killer Bee
- 1x Dinonix + 1x Killer Bee
- 1x Dinonix + 1x Yellow Element

Highroad: South End
- 2x Mi'ihen Fang
- 1x Dual Horn
- 1x Raldo + 1x White Element + 1x Floating Eye
- 1x Floating Eye + 1x Mi'ihen Fang + 1x Raldo
- 1x Mi'ihen Fang
- 1x Dual Horn + 1x Mi'ihen Fang
- 1x Bomb

Highroad: South
- 2x Mi'ihen Fang
- 1x Dual Horn
- 1x Raldo + 1x White Element + 1x Floating Eye
- 1x Floating Eye + 1x Mi'ihen Fang + 1x Raldo
- 1x Mi'ihen Fang
- 1x Dual Horn + 1x Mi'ihen Fang
- 1x Bomb

Highroad: Central
- 2x Floating Eye + 1x Bomb
- 1x Mi'ihen Fang + 1x Floating Eye + 1x White Element
- 1x Bomb
- 3x Bomb
- 2x Bomb + 1x Dual Horn
- 1x Mi'ihen Fang + 1x White Element + 1x Raldo
- 1x Mi'ihen Fang + 1x Floating Eye + 1x Raldo
- 1x Floating Eye + 1x White Element + 1x Raldo

Highroad: Newroad, South
- 2x Bomb + 1x Dual Horn
- 1x Mi'ihen Fang + 1x Floating Eye + 1x White Element
- 3x Bomb
- 2x Floating Eye + 1x Bomb
- 1x Mi'ihen Fang + 1x White Element + 1x Raldo
- 1x Mi'ihen Fang + 1x Raldo + 1x Floating Eye
- 1x Raldo + 1x Dual Horn

Highroad: Newroad, North
- 2x Bomb + 1x Dual Horn
- 1x Mi'ihen Fang + 1x Floating Eye + 1x White Element
- 3x Bomb
- 2x Floating Eye + 1x Bomb
- 1x Mi'ihen Fang + 1x White Element + 1x Raldo
- 1x Mi'ihen Fang + 1x Raldo + 1x Floating Eye
- 1x Raldo + 1x Dual Horn

Highroad: Oldroad, South
- 2x Bomb + 1x Dual Horn
- 1x Vouivre + 1x Thunder Flan
- 1x Thunder Flan + 1x Vouivre + 1x Floating Eye
- 1x Ipiria + 1x Vouivre + 1x Floating Eye
- 2x Dual Horn + 1x Vouivre
- 1x Vouivre + 1x Ipiria + 1x Thunder Flan
- 2x Bomb + 1x Thunder Flan
- 1x Thunder Flan + 1x Dual Horn

Highroad: Oldroad, North
- 2x Bomb + 1x Dual Horn
- 1x Vouivre + 1x Thunder Flan
- 1x Thunder Flan + 1x Vouivre + 1x Floating Eye
- 1x Ipiria + 1x Vouivre + 1x Floating Eye
- 2x Dual Horn + 1x Vouivre
- 1x Vouivre + 1x Ipiria + 1x Thunder Flan
- 2x Bomb + 1x Thunder Flan
- 1x Thunder Flan + 1x Dual Horn

Mushroom Rock
- 2x Bomb + 1x Dual Horn
- 2x Bomb + 1x Thunder Flan
- 1x Thunder Flan + 1x Floating Eye + 1x Vouivre
- 2x Dual Horn + 1x Vouivre
- 1x Vouivre + 1x Thunder Flan + 1x Ipiria
- 1x Vouivre + 1x Ipiria + 1x Floating Eye

Mushroom Rock: Valley
- 1x Raptor + 1x Red Element + 1x Gandarewa
- 1x Garuda
- 1x Lamashtu + 1x Red Element + 1x Gandarewa
- 1x Raptor + 1x Red Element + 1x Funguar
- 1x Red Element + 1x Lamashtu + 1x Raptor
- 1x Raptor + 1x Funguar + 1x Red Element
- 1x Funguar + 1x Red Element + 1x Gandarewa

Mushroom Rock: Precipice
- 2x Funguar + 1x Raptor
- 1x Funguar + 1x Red Element + 1x Gandarewa
- 1x Garuda
- 1x Raptor + 1x Red Element + 1x Funguar

Mushroom Rock: Aftermath
- 2x Funguar + 1x Raptor
- 1x Funguar + 1x Red Element + 1x Gandarewa
- 1x Raptor + 1x Red Element + 1x Gandarewa
- 1x Raptor + 1x Red Element + 1x Funguar
- 1x Lamashtu + 1x Red Element + 1x Gandarewa
- 1x Lamashtu + 1x Raptor + 1x Red Element

Djose Highroad
- 2x Bite Bug + 1x Basilisk
- 2x Basilisk
- 1x Garm + 1x Bunyip + 1x Simurgh
- 1x Basilisk + 2x Funguar
- 1x Garm + 1x Bunyip + 1x Snow Flan
- 1x Lamashtu + 1x Raptor + 1x Funguar
- 2x Bite Bug + 1x Funguar
- 1x Snow Flan + 2x Gandarewa
- 2x Bite Bug + 1x Simurgh

Moonflow: South Bank Road
- 1x Garm + 1x Bunyip + 1x Snow Flan
- 1x Ochu
- 1x Ochu + 1x Garm
- 1x Ochu + 2x Bite Bug
- 1x Bunyip + 1x Garm + 1x Bite Bug
- 2x Gandarewa + 1x Funguar

Moonflow: North Bank
- 1x Garm + 1x Bunyip + 1x Snow Flan
- 2x Bite Bug + 1x [chest]
- 1x [chest] + 1x Bunyip + 2x Bite Bug
- 1x Ochu + 1x Garm
- 1x [chest] + 1x Garm + 1x Bunyip
Note: From [chest] in this part of game you can steal 1x Mega-Potion or 1x
Dragon Scale.

Thunder Plains: South
- 1x Gold Element + 1x Larva
- 1x Qactuar
- 2x Qactuar
- 3x Qactuar
- 1x Melusine + 1x Kusariqqu + 1x Aerouge
- 1x Gold Element + 1x Melusine + 1x Buer
- 1x Gold Element + 1x Buer + 1x Aerouge
- 1x Larva + 2x Aerouge

Thunder Plains: North
- 1x Qactuar
- 2x Qactuar
- 3x Qactuar
- 1x Iron Giant
- 1x Melusine + 1x Kusariqqu + 1x Aerouge
- 2x Larva
- 1x Iron Giant + 2x Buer
- 1x Gold Element + 1x Buer + 1x Melusine

Macalania Woods: South
- 1x Chimera
- 1x Xiphos
- 1x Xiphos + 2x Wasp
- 1x Iguion + 1x Murussu + 1x Blue Element
- 1x Iguion + 1x Murussu + 1x Wasp
- 1x Wasp + 2x Blue Element

Macalania Woods: Central
- 1x Chimera
- 1x Xiphos
- 1x Xiphos + 2x Wasp
- 1x Iguion + 1x Murussu + 1x Blue Element
- 1x Iguion + 1x Murussu + 1x Wasp
- 1x Wasp + 2x Blue Element

Macalania Woods: North
- 1x Chimera
- 1x Xiphos
- 1x Xiphos + 2x Wasp
- 1x Iguion + 1x Murussu + 1x Blue Element
- 1x Iguion + 1x Murussu + 1x Wasp
- 1x Wasp + 2x Blue Element

Lake Macalania: Agency Front
- 2x Snow Wolf + 1x Ice Flan
- 1x Snow Wolf + 1x Ice Flan + 1x Mafdet
- 1x Evil Eye + 1x Mafdet + 1x Snow Wolf

Lake Macalania: Crevasse
- 1x Mafdet + 1x Snow Wolf + 1x Ice Flan
- 1x Evil Eye + 1x Snow Wolf + 1x Ice Flan
- 1x Mafdet + 2x Evil Eye

Sanubia Desert: East
- 2x Mech Guard
- 2x Mech Guard + 1x Mech Gunner
- 1x Cactuar
- 1x Zu
- 2x Alcyone + 1x Sand Wolf
- 1x Sand Worm
- 1x Sand Wolf + 1x Alcyone + 1x Mushussu

Sanubia Desert: Central
- 2x Mech Guard
- 2x Mech Guard + 1x Mech Gunner
- 1x Cactuar
- 1x Zu
- 2x Alcyone + 1x Sand Wolf
- 1x Sand Worm
- 1x Sand Wolf + 1x Alcyone + 1x Mushussu
- 1x Zu + 2x [chest] (only in part of desert with ruins)
- 1x Zu + 1x [chest] (only in part of desert with ruins)
- 3x Sand Wolf + 1x [chest] (only in part of desert with ruins)
Note: From [chest] in this part of game you can steal 1x X-Potion or 1x Ether.

Sanubia Desert: West
- 2x Mech Guard
- 1x Mech Guard + 2x Mech Gunner
- 1x Cactuar
- 1x Zu
- 2x Alcyone + 1x Sand Wolf
- 1x Sand Worm
- 1x Sand Wolf + 1x Alcyone + 1x Mushussu
- 1x Mushussu + 2x Alcyone
- 2x Cactuar (only in part of desert where sandstorms were)
- 3x Cactuar (only in part of desert where sandstorms were)
- 1x Zu + 2x Cactuar (only in part of desert where sandstorms were)

Home
- 1x Guado Guardian + 3x Bomb
- 1x Guado Guardian + 2x Chimera
- 1x Guado Guardian + 2x Dual Horn
- 1x Guado Guardian + 2x Evil Eye

Airship
- 2x Dual Horn
- 3x Bomb
- 2x Evil Eye

Via Purifico
- 1x Aqua Flan + 2x Cave Iguion
- 1x Aqua Flan + 2x Sahagin
- 3x Sahagin
- 2x Bat Eye
- 1x Maze Larva
- 2x Cave Iguion + 1x Sahagin
- 1x Swamp Mafdet + 1x Bat Eye

Via Purifico (underwater)
- 2x Octopus
- 2x Phlegyas
- 1x Phlegyas + 2x Remora
- 2x Remora + 2x Sahagin
- 2x Sahagin + 1x Octopus

Highbridge
- 2x YAT-99 + 1x YKT-63
- 1x YAT-99 + 2x YKT-63
- 1x YKT-63 + 2x Warrior Monk (flamethrower)

Calm Lands
- 1x Malboro
- 2x Coeurl
- 1x Coeurl + 2x Mech Scouter (on fire)
- 2x Chimera Brain
- 2x Nebiros + 1x Skoll + 1x Mech Scouter
- 1x Skoll + 1x Flame Flan + 1x Mech Scouter
- 2x Anacondaur
- 1x Nebiros + 1x Shred + 1x Flame Flan
- 1x Ogre + 2x Skoll

Gagazet: Mountain Trail
- 1x Mech Leader + 2x Mech Defender
- 2x Grat + 1x Grenade
- 2x Grat + 1x Bashura
- 2x Grenade + 1x Imp
- 1x Bandersnatch + 1x Nidhogg + 1x Mech Leader

Gagazet: Mountain Cave
- 1x Behemoth
- 1x Dark Flan
- 1x Mandragora
- 2x Bashura
- 1x Grendel + 1x Ahriman
- 1x Bandersnatch + 1x Nidhogg + 1x Mech Leader

Gagazet: Submerged Passage
- 2x 3-pack-Splasher + 1x 2-pack-Splasher + 1x 1-pack-Splasher
- 1x Maelspike + 2x Achelous
- 2x Achelous + 1x 2-pack-Splasher + 1x 3-pack-Splasher
- 2x Maelspike + 1x 3-pack-Splasher

Z. Ruins: Overpass
- 1x Dark Flan
- 1x Behemoth
- 1x Mandragora
- 1x Grendel + 1x Ahriman
- 1x Ahriman + 1x Bashura

Dome: Interior
- 1x YAT-97 + 2x Fallen Monk (rifle)
- 1x YKT-11 + 2x Fallen Monk (flamethrower)
- 1x Defender Z
- 2x YKT-97 + 1x YAT-97
- 1x YKT-97 + 2x YAT-97
- 2x Fallen Monk (rifle) + 1x Fallen Monk (flamethrower)

Sin: Sea of Sorrow
- 2x Gemini
- 1x Behemoth King
- 2x Exoray + 1x Ahriman
- 3x Ahriman
- 1x Adamantoise

Sin: City of Dying Dreams
- 1x Great Malboro
- 2x Gemini
- 1x Barbatos
- 1x Behemoth King
- 1x Adamantoise
- 1x Wraith
- 2x Exoray + 1x Ahriman
- 1x Demonolith

Sin: Nucleus
- 1x Land Worm
- 3x Demonolith
- 1x Varuna
- 1x Behemoth King
- 1x Great Malboro
- 1x Barbatos

O. Ruins (lower part)
- 1x Floating Death + 2x Master Coeurl
- 1x Floating Death + 2x Zaurus
- 1x Zaurus + 1x [chest] (latter may turn into a Mimic should chest be empty)
- 1x Great Malboro
- 1x Wraith
- 1x Master Tonberry
- 2x Defender Z
- 1x Varuna
- 1x Adamantoise
- 1x Spirit + 2x Halma
- 1x Spirit + 2x Black Element
- 3x Puroboros
- 2x Machea
- 2x Demonolith

O. Ruins (upper part)
- 2x Demonolith
- 1x Master Tonberry
- 2x Defender Z
- 2x Gemini
- 1x Varuna
- 2x Wraith + 1x [chest]
- 1x Adamantoise
- 1x Great Malboro

Calm Lands: Gorge Bottom
- 2x Epaaj
- 1x Epaaj + 2x Mech Scouter
- 1x Epaaj + 2x Mech Scouter (on fire)

Cavern of S. F.
- 1x Tonberry
- 1x Ghost
- 3x Yowie
- 1x Magic Urn
- 1x Defender
- 3x Thorn
- 1x Valaha + 1x Epaaj
- 2x Coeurl
- 1x Malboro
- 1x Nidhogg + 2x Dark Element
- 1x Imp + 1x Epaaj + 1x Mech Hunter

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=======================
VII) ABOUT SIDEQUESTS
=======================

In this enormous section I will list information on many sidequests you can
undertake on in FFX. Some really big sidequests will gain section of their own.
So far Monster Arena and Dark aeons have been granted their wish.

---------------------
I - CELESTIAL WEAPONS ---> A089
---------------------

There's none among FFX players who didn't get frustrated over certain part of
this humongous quest. Personally I got annoyed as hell over lightning dodging,
chocobo racing and blitzball. But we all know, that anything can be
accomplished if you try hard enough (or are forced to, like I was for
blitzball... more on it later).
I'd like to start sidequests section with never-before-seen feature among FFX
guides (official ones don't count)... a complete and in-depth Celestial weapons
guide.
Yep, others have written it too, but they were only words... the thing that
separates mine from the others is that I will *show* you what to do as well.
Now, point me to a guide that has done that... Let's begin!

STEP 1 - CLOUDY MIRROR

Cloudy Mirror is the very first ingredient you need. Without it you cannot
start Celestial weapon (CW for short from now on) hunt. You can collect crests
and sigils, but you won't be able to open any chests/seals that hide CW. So
where do you get Cloudy Mirror? Train a chocobo in Calm Lands... well, you
don't even need to do that, just talk to chocobo lady and tell her you want to
ride a chocobo. Go to extreme southeast of Calm Lands and find the feather...
http://splitinfinity.50megs.com/images/primer24a.jpg

Once chocobo has jumped over, dismount it and cross the bridge to reach Remiem
temple. There are two chocobos near it, one on left, one on right. There's also
a sphere near left one, which you must examine...
http://splitinfinity.50megs.com/images/cloudym01.jpg

...before you're able to mount chocobo on the right...
http://splitinfinity.50megs.com/images/cloudym02.jpg

The other chocobo needs rougly 30 seconds to make it to the center ring, which
is more than enough time for you to win...
http://splitinfinity.50megs.com/images/cloudym03.jpg

Congratulations! What? It lost its power and there 'seems' to be a way to
restore it? Drat and double drat!

STEP 2 - CELESTIAL MIRROR

Okay, I'll power up the stupid thing... just don't think I'll do it for free.
Grrrr. Head on over to Macalania Woods. Find and talk to this woman...
http://splitinfinity.50megs.com/images/celestialm01.jpg

Waaaah, her husband is missing. Why would we care? Well, we need that mirror,
so you have no choice but to go here...
http://splitinfinity.50megs.com/images/celestialm02.jpg

Yay, family reunited forever... or is it...?
http://splitinfinity.50megs.com/images/celestialm03.jpg

Just a bit to the left of the couple is this shiny path...
http://splitinfinity.50megs.com/images/celestialm04.jpg

On next screen you'll see another part of path branching off and at the end
you'll see the runaway kid.
http://splitinfinity.50megs.com/images/celestialm05.jpg

Talk to him and as sign of appreciation he'll let you obtain...
http://splitinfinity.50megs.com/images/celestialm06.jpg
http://splitinfinity.50megs.com/images/celestialm07.jpg

Alright! This mirror opens ancient seals found throughout Spira... kind of. Now
you have all the means of obtaining all the weapons, all the crests and all the
sigils (well, for sigils I wouldn't be so sure as you'll surely get annoyed
when doing it, but it *is* doable).

STEP 3 - SAMPLE POWER-UP PROCESS

CW are best (this could be debatable) weapons for your seven playable
characters. They come in three parts: weapon itself, crest and sigil. When you
obtain the weapon, it's pretty weak. It has four slots, three of which are
empty and one being occupied with No AP ability (that means you will not get
any AP at end of battle). When you want to customize it, it says you can't.
WTF?
http://splitinfinity.50megs.com/images/powerup001.jpg

You need respective crest and sigil, silly. In the pictures I used Rikku as an
example, so let's temporarily assume we got Godhand, Mercury Crest and Mercury
Sigil. You haven't forgotten where you got Celestial Mirror, right? Return
there and examine the big sphere...
http://splitinfinity.50megs.com/images/powerup002.jpg

You will be asked to present a certain chr's weapon. Choose Rikku...
http://splitinfinity.50megs.com/images/powerup003.jpg

For first upgrade you'll use Mercury Crest...
http://splitinfinity.50megs.com/images/powerup004.jpg

Let's see what happened with the weapon. No AP stayed, but Double Overdrive
ability was added (this applies for all 7 CW). Graaah... Mildly useful.
http://splitinfinity.50megs.com/images/powerup005.jpg

'Talk' to big sphere again, choose Rikku and offer Mercury Sigil...
http://splitinfinity.50megs.com/images/powerup006.jpg

After the second upgrade Godhand reaches its maximum!
http://splitinfinity.50megs.com/images/powerup007.jpg

Here are the results of fiddling around with Godhand...
http://splitinfinity.50megs.com/images/godhandfinale.jpg

And here are ending abilities on CW of other chrs...
http://splitinfinity.50megs.com/images/masamunefinale.jpg
http://splitinfinity.50megs.com/images/worldchampionfinale.jpg
http://splitinfinity.50megs.com/images/nirvanafinale.jpg
http://splitinfinity.50megs.com/images/caladbolgfinale.jpg
http://splitinfinity.50megs.com/images/onionknightfinale.jpg
http://splitinfinity.50megs.com/images/spiritlancefinale.jpg

STEP 4 - IN-DEPTH GUIDE TO OBTAINING CELESTIAL WEAPONS

#1A - TIDUS' CALADBOLG ---> A082
The weapon is found in Calm Lands. You may have seen a small path leading down
on extreme north of Calm Lands, but path is blocked by some guard.
http://splitinfinity.50megs.com/images/caladbolgpath.jpg

So we need to get rid of him. Talk to the chocobo lady and pick 3rd option.
http://splitinfinity.50megs.com/images/caladbolg01.jpg

After you successfully complete the first game, you'll be asked...
http://splitinfinity.50megs.com/images/caladbolg02.jpg

Select this course...
http://splitinfinity.50megs.com/images/caladbolg03.jpg

Successfully complete second game, and then choose this course...
http://splitinfinity.50megs.com/images/caladbolg04.jpg

...and finally this course...
http://splitinfinity.50megs.com/images/caladbolg05.jpg

Now you need to be *faster* than chocobo gal! It doesn't matter if she gets to
goal first, what matters is amount of baloons you collected and amount of birds
you hit. Once you have the faster time, choose to quit. Looksie... the guard
got interested...
http://splitinfinity.50megs.com/images/caladbolg06.jpg

Go to extreme north again and now go down the path, which was shown in the
first pic of this section. At the end you will notice a strange insignia on the
wall. Examine it and select 'Yes'...
http://splitinfinity.50megs.com/images/caladbolg07.jpg

Caladbolg is ours!
http://splitinfinity.50megs.com/images/caladbolg08.jpg

#1B - SUN CREST ---> A578
It's in the room where you fought Y. woman...
http://splitinfinity.50megs.com/images/caladbolg09.jpg

...and chest with Sun Crest will appear!
http://splitinfinity.50megs.com/images/caladbolg10.jpg

Note that you can return here later in the game, but there is just a small
matter of defeating Dark Bahamut first.

#1C - SUN SIGIL ---> A579
Again Calm Lands. Challenge chocobo lady to a race. You have to be *faster*
than 0.0.0. No, I'm not kidding. Yes, it's hard, but not impossible. If your
time is 0.0.0, you will not get Sun Sigil. You *have* to be faster than that.
http://splitinfinity.50megs.com/images/caladbolg11.jpg

A bit of explaining is necessary with two examples.
Example 1: Let's assume your time is 33 seconds, 12 baloons and 1 bird. 12
baloons shaves off 36 seconds, which would end in minus 3 seconds. But since
you were hit by 1 bird, this adds 3 seconds to your timer, thus ending at 0.0.0
exactly. If this would be the case, you WILL NOT get the sigil.
Example 2: Let's assume your time is 33 seconds and 12 baloons. 12 baloons
shaves off 36 seconds, which would end in minus 3 seconds. This means time
faster than 0.0.0, also resulting in you obtaining Sun Sigil.

#1D - FINAL RESULT
- Abilities on Caladbolg:
Triple Overdrive, Break Damage Limit, Magic Counter, Evade&Counter
- More HP Tidus has, more damage Caladbolg does

#2A - WAKKA'S WORLD CHAMPION ---> A640
Win a couple of Blitzball games (8 or so should be enough). When you have the
airship, go to the bar where Kimahri picked a fight with Ronsos before. Talk to
the bartender. If she says something like being even better, win some more
blitz games. But if you're greeted like this...
http://splitinfinity.50megs.com/images/worldchampion01.jpg

World Champion can't elude you much longer...
http://splitinfinity.50megs.com/images/worldchampion02.jpg

#2B - JUPITER CREST ---> A284
In Aurochs' locker room examine the lockers. One of them is hiding the crest.
http://splitinfinity.50megs.com/images/worldchampion03.jpg

#2C - JUPITER SIGIL ---> A285
Sigil will appear as a league prize once you've obtained all overdrives for
Wakka.
http://splitinfinity.50megs.com/images/worldchampion04.jpg
http://splitinfinity.50megs.com/images/worldchampion05.jpg

#2D - FINAL RESULT
- Abilities on World Champion:
Triple Overdrive, Break Damage Limit, Double AP, Evade&Counter
- More HP Wakka has, more damage World Champion does

#3A - AURON'S MASAMUNE ---> A344
First item you'll need is Rusty Sword. Go to entrance of Cavern of the Stolen
Fayth. On this screen go right and up. At the end of the path you'll find Rusty
Sword.
http://splitinfinity.50megs.com/images/rustysword.jpg

Now return to airship and pick Djose Highroad destination. On this screen now
go thru southwest exit and you'll appear in Mushroom Rock. Follow the path
(you'll know you're going right if you'll run into 4x Soft chest on the way)
and take first left you'll come across. Activate the stone lift by pressing X.
Examine the statue and choose Yes when prompted.
http://splitinfinity.50megs.com/images/rustyinsert.jpg

Approach the sign that appeared and examine it...
http://splitinfinity.50megs.com/images/masamune003.jpg

...to obtain Masamune!
http://splitinfinity.50megs.com/images/masamune004.jpg

#3B - MARS CREST ---> A342
Go to the place where S. convinced few guards to let you thru the barricade.
There's a path leading down and right.
http://splitinfinity.50megs.com/images/masamune001.jpg

Enter it and you'll be on Oldroad. Go all the way to the end and you'll find
Mars Crest in the chest.
http://splitinfinity.50megs.com/images/masamune002.jpg

#3C - MARS SIGIL ---> A343
Once you unlock combined total of 10 Species and/or Area Creations...
http://splitinfinity.50megs.com/images/masamune005.jpg

...you'll receive Mars Sigil from Monster Arena manager.
http://splitinfinity.50megs.com/images/masamune006.jpg

#3D - FINAL RESULT
- Abilities on Masamune:
Triple Overdrive, Break Damage Limit, Counter-attack, First Strike
- Less HP Auron has, more damage Masamune does

#4A - KIMAHRI'S SPIRIT LANCE ---> A557
Go to Thunder Plains. See those strange stones that glow sometimes? Approach
one of them (three in total) and press Square in front of it when it's glowing.
Do this three times (locations provided in pics below) and Qactuars will now be
fightable.
http://splitinfinity.50megs.com/images/spiritlance002.jpg
http://splitinfinity.50megs.com/images/spiritlance003.jpg
http://splitinfinity.50megs.com/images/spiritlance004.jpg

Now go to southern Thunder Plains. Hug the right until you see a broken pillar
of sorts.
http://splitinfinity.50megs.com/images/spiritlance005.jpg

Examine this 'pillar' with Square and Spirit Lance is yours.
http://splitinfinity.50megs.com/images/spiritlance006.jpg

#4B - SATURN CREST ---> A472
Go to Mount Gagazet where you fought Flux for third time. Remember a bunch of
pillars in the canyon not far from this battle point? Between one of them is a
chest with crest inside.
http://splitinfinity.50megs.com/images/spiritlance001.jpg

#4C - SATURN SIGIL ---> A473
In Macalania woods you'll need to complete *both* butterly mini-games after you
gain the airship. Do it successfully and sigil is yours. I stress again that
you need to complete both games. Proof below...
http://splitinfinity.50megs.com/images/spiritlance007.jpg
http://splitinfinity.50megs.com/images/spiritlance008.jpg

#4D - FINAL RESULT
- Abilities on Spirit Lance:
Triple Overdrive, Break Damage Limit, Evade&Counter, Double AP
- More HP Kimahri has, more damage Spirit Lance does

#5A - YUNA'S NIRVANA ---> A389
Capture at least one of every fiend in Calm Lands...
http://splitinfinity.50megs.com/images/nirvana002.jpg

He'll arrange a chest to appear. Examine it...
http://splitinfinity.50megs.com/images/nirvana003.jpg

As Tidus opens the chest, he's thinking: Yuna! Let's reach Nirvana together!
http://splitinfinity.50megs.com/images/nirvana004.jpg

#5B - MOON CREST ---> A369
At Besaid Beach there's a small beach with chest, that houses Moon Crest.
http://splitinfinity.50megs.com/images/nirvana001.jpg

#5C - MOON SIGIL ---> A370
After you acquire Magus Sisters, talk to Belgemine inside Remiem temple...
http://splitinfinity.50megs.com/images/nirvana005.jpg

When they're defeated, following choice will be presented to you...
http://splitinfinity.50megs.com/images/nirvana006.jpg

After the ritual...
http://splitinfinity.50megs.com/images/nirvana007.jpg

#5D - FINAL RESULT
- Abilities on Nirvana:
Triple Overdrive, Break Damage Limit, One MP Cost, Double AP
- More MP Yuna has, more damage Nirvana does

#6A - LULU'S ONION KNIGHT ---> A409
Go to Baaj Temple. For coordinates look below.
http://splitinfinity.50megs.com/images/baajtemple.jpg

After Geosgaeno is gone, examine the same room you fought in. Somewhere hardly
accessible (it may be just me) is a chest with Onion Knight inside.
http://splitinfinity.50megs.com/images/onionknight002.jpg
http://splitinfinity.50megs.com/images/onionknight003.jpg

#6B - VENUS CREST ---> A612
Enter the Farplane. Venus Crest can be found here. Note that it *isn't* there
on your first visit to Farplane!
http://splitinfinity.50megs.com/images/onionknight001.jpg

#6C - VENUS SIGIL ---> A613
There's a book inside Thunder plains Agency that tells about lightning
strikes...
http://splitinfinity.50megs.com/images/onionknight004.jpg

After you have the confirmation to have done so many of dodges...
http://splitinfinity.50megs.com/images/onionknight005.jpg

...and...
http://splitinfinity.50megs.com/images/onionknight006.jpg

Remember! You cannot save inbetween, seek shelter beneath rod towers or travel
to another screen. All that, plus getting struck by lightning will reset the
counter to 0.

#6D - FINAL RESULT
- Abilities on Onion Knight:
Triple Overdrive, Break Damage Limit, Magic Booster, One MP Cost
- More MP Lulu has, more damage Onion Knight does

#7A - RIKKU'S GODHAND ---> A234
Input GODHAND as a password when you have control of the airship.
http://splitinfinity.50megs.com/images/godhand003.jpg

Then go to that destination...
http://splitinfinity.50megs.com/images/godhand004.jpg

At the end of the path is chest...
http://splitinfinity.50megs.com/images/godhand005.jpg

#7B - MERCURY CREST ---> A362
Found in western part of Sanubia Desert in the chest in one of sandpits.
http://splitinfinity.50megs.com/images/godhand001.jpg

#7C - MERCURY SIGIL ---> A363
Complete Cactuar sidequest in Sanubia Desert. One of chests now accessible in
the valley of the sandstorms houses the sigil.
http://splitinfinity.50megs.com/images/godhand002.jpg

#7D - FINAL RESULT
- Abilities on Godhand:
Triple Overdrive, Break Damage Limit, Double AP, Gillionare
- More HP Rikku has, more damage Godhand does

--> And lastly, once you collect CW, crest and sigil for one chr, return to the
same big sphere-like thingey you used to get Celestial Mirror. Perform the
ritual and the weapon will be powered up.
Note: You *cannot* power up CW, if you have only the sigil for it. However,
weapon can be powered up, if you have only the crest. You can return later and
complete the upgrade with the sigil.
All of celestial weapons hold the innate ability of Piercing (discovered by
Terence).

----------------------
II - BUTTERFLY CATCHER ---> A078
----------------------

In Macalania Woods there is this minigame involving butterflies. Besides being
fairly useless and annoying there is one goal in this game - getting Saturn
Sigil for Kimahri's Spirit Lance. There are three times you can compete for
prizes: before defeating Spherimorph, after defeating Spherimorph and after you
have the airship permanently.

There's 2 butterfly minigames you can complete.

First I'll list the prizes you get for completing the games before defeating
Spherimorph.
- Butterfly game 1: 'Macalania Woods: North'
Time limit of 40 secs will lead you to 1x Ether.
- Butterfly game 2: 'Macalania Woods: Central'
Time limit of 40 secs will lead you to 1x MP Sphere.

Then for completion of games after Spherimorph's descent to Farplane.
- Butterfly game 1: 'Macalania Woods: North'
Time limit of 30 secs will lead you to 2x Elixir.
- Butterfly game 2: 'Macalania Woods: Central'
Time limit of 40 secs will lead you to 2x Megalixir.

And finally after you have the airship in your possession.
- Butterfly game 1: 'Macalania Woods: North'
Touch the multicolored butterfly and off we go. You have 30 seconds to find and
touch 7 blue ones. Touch any of red ones and you'll have to fight few monsters.
You can't afford to touch any of reds, otherwise you'll run out of time. Right
at start head back a bit and nab first blue butterfly that appears. Prize for
getting all seven blues is Teleport Sphere - in case 'north game' is the first
ne you completed. If you have already done the other one, you'll receive Saturn
Sigil.
- Butterfly game 2: 'Macalania Woods: Central'
Near the bird-dude there's multicolored butterfly. Touch it and let the games
begin. 30 seconds are yours for 7 blues. This is fairly easy except for the
last part where you have to make a turn left - there's four reds cramped
closely together and in 9/10 cases you'll bump into one of them. To top it off,
last blue butterfly is very close to the exit from this part of forest, so be
really careful how far you go. Prize for getting all seven blues is Saturn
Sigil, but only in case you already completed 'north game' as well. If 'central
game' is first one you accomplished, you'll receive Teleport Sphere.

---------------------
III - CHOCOBO TRAINER ---> A097
---------------------

Calm Lands... there's a lot to be done here. For starters let's get our hands
on the chocobo. On far north end of the Calm Lands there's a woman on chocobo.
Talk to her, choose 'I wanna ride one' or something close to that and training
shall begin.

Course 1 is called Wobbly Chocobo. Your goal is to finish the race under the
time limit by crossing the finish line between chocobo trainer and her chocobo.
Time limit is 12.8 seconds. Besting it or getting the same time will net you 1x
Elixir. Each subsequent time you best or tie your record you'll get 1x
X-Potion. Soooo, even the chocobo lady lies thru her teeth. Difficulty here is
that your chocobo will try swerving right and left at all times, so your job
will be to try and keep it steady. Winning this race opens...

Course 2 is called Dodger Chocobo. Your goal is to finish the race under the
time limit by crossing the finish line between chocobo trainer and her chocobo.
This time your chocobo will only be racing forward, but there'll be stuff
flying your way, so you should avoid it by turning left/right when necessary.
Time limit is 16.8 seconds. Besting it or getting the same time will net you 1x
Lv.1 Key Sp. Each subsequent time you best or tie your record you'll get 1x
Mega-Potion. Winning this race opens...

Course 3 is called Hyper Dodger Chocobo. Your goal is to finish the race under
the time limit by crossing the finish line between chocobo trainer and her
chocobo. Again your chocobo will only be racing forward, but there'll be even
more stuff flying your way, so you should avoid it by turning left/right when
necessary. Time limit is 18.5 seconds. Besting it or getting the same time will
net you 1x Lv.2 Key Sp. Each subsequent time you best or tie your record you'll
get 1x Ether. Winning this race opens...

Course 4 is called Catcher Chocobo. This time chocobo trainer herself
challenges you to a race. You start the race by southern entrance in Calm Lands
and finish the race close to northern exit of Calm Lands. There's a few
augmentations on the way as well. Each balloon picked up by you shaves off 3
seconds from your timer. Each bird that hits you adds 3 seconds to your timer.
What's bad and good about this is that same can also happen to your rival. To
even further annoy you, controls are pretty messed up... Time limit is 45.0
seconds. Besting it or getting the same time will net you 1x Lv.3 Key Sp. Each
subsequent time you best or tie your record you'll get 1x Turbo Ether.
Ultimately, you should aim for time *faster* than 0.0.0. If you manage to do
it, you'll receive Sun Sigil for Tidus' Caladbolg. I'd just like to put
something down, so this won't happen to you as it did to me. Anyway, in my
latest playthru I reached Calm Lands and decided to train a chocobo. As I got
to Catcher Chocobo course, I managed to get time faster than 0.0.0 on my first
try. I was thrilled, to say the least, but also worried about what I would
get... Lv.3 Key Sp., or Sun Sigil, or both? Luckily for us you get both
stuffs.:)

From now on, whenever you'll need to ride a chocobo, talk to trainer and she'll
provide a ride for you.

----------------
IV - BAAJ TEMPLE ---> A042
----------------

Once you've discovered Baaj Temple with coordinates found a bit below this
section, you're set. Main objective here is to obtain Anima.
When you 'appear', save at nearby save sphere. Now equip Tidus, Wakka and Rikku
with armors consisting of Deathproof, Stoneproof and Curseproof. Then proceed
to the end of pathway, jump in the water and try swimming toward the green
square. First obstacle will be your fishy friend from beginning of game:
Geosgaeno.

*********
GEOSGAENO ---> A231
*********

1. Name: Geosgaeno
2. Monster's HP: 32767/32767
3. Monster's MP: 128
4. AP gained when monster is defeated: 4200/6300
5. Items stolen: 1x Water Gem/2x Water Gem
6. Items dropped: 2x/4x Power Sphere; 2x/4x Power Sphere
7. Gil earned: 1000
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Immune to every negative status (except Poison), including Eject and Demi;
however, you can turn tide of battle in your favour
- 95% Poison
- 10% Poison
- Immune to Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
36, 50, 40, 50, 48, 15, 0,  50
11. Monster's el. info: Weak to all elements, holy included
12. Monster's Sensor info: Covered with thick scales. Vulnerable to magic.
13. Monster's Scan info: Immune to Scan
14. Monster's equip. dropped info: 2-3 slots, 1 ability already present, 99%
probability of equipment piece being dropped
15. Weapon abilities: No Encounters (this is a glitch)
16. Armor abilities: Auto-Reflect
17. Monster's attacks:
a) Stone Punch - VS one chr - phd + Petrify
b) KO Punch - VS one chr - phd + Instant KO and Curse
c) 'Swallow' - VS one chr - Geosgaeno can and will eat one of your chrs - if
chr eaten is under any beneficial and/or negative status, that status will be
copied onto Geosgaeno
d) 'Regurtitate A' - first turn Geosgaeno gets after 'Swallow', it'll spit chr
it ate back out onto remaining party members - damage dealt is calculated in
strategy below
e) 'Regurtitate B' - if chr eaten gets a turn before Geosgaeno does and you
choose Struggle, that chr will attack G-guy from inside - however, Geosgaeno
will counter by spitting that chr back out - damage dealt is calculated in
strategy below
f) 'Regurtitate C' - if chr eaten gets a turn before Geosgaeno does and you
choose Struggle, that chr will attack G-guy from inside - if this Struggle
kills Geosgaeno, it will counter by spitting that chr back out, dealing 9999
damage to all chrs

18. Monster strategy:
This fat fish is a very interesting enemy. Requires a bit of strategy, too.
Let's talk about it, then! Geosgaeno's KO and Stone Punch deal about 1300
damage, along with inflicting that annoying statuses which I assume you can't
be afflicted with cos of necessary protections.
On its third or fourth turn Geo loves to do 'swallow'. Now here's the big
catch: Whatever status swallowed character in under, that status/es will be
carried over to Geosgaeno! For example: Tidus has Protect, Shell, Haste and
Regen. If he gets swallowed, all of those statuses will be carried over to
Geosgaeno. Bad thing to happen!
Positive statuses you may copy: Protect, Shell, Reflect, NulTide, NulFrost,
NulShock, NulBlaze, Regen, Haste.
Negative statuses you may copy: Poison, Silence, Slow, Zombie, Armor Break,
Power Break, Mental Break, Magic Break.
However, if Tidus has Slow, Poison, Zombie etc., all of those statuses will be
carried over to Geosgaeno as well. Good thing to happen! I haven't managed to
Doom Geos., cos when I thought it'd eat one of my chrs, all it pulled off were
KO Punches. Guess you can't Doom it at all.
Ultimately, you could do this: inflict all characters with Zombie, Poison,
Regen. Then wait until someone gets eaten and voila! Geosgaeno successfully
doomed itself, hehehe. All you have to do is defend and heal yourself (cast
Curagas at zombied Geos. as well!) until Geosgaeno whittles down all of its HP
cos of the actions it's taking. You win and the entrance to Baaj Temple is now
wide open.
In case you'd like to beat this guy fair and square, you'll need to know the
following information: on first, second and possible third turn Geos. will use
Stone or KO punch. You must have Stoneproof and Deathproof armors or you'll
constantly be reviving. During this time attack or heal, doesn't matter. When
Geos. does 'Swallow', stop doing whatever you were doing and take under close
examination HP of the chr that got eaten. For this example I shall use Tidus.

'Regurtitate A' scenario: Tidus is swallowed with say 5000 HP. In case he gets
a turn inside Geosgaeno, he has only two options: Defend, which will forfeit
his turn, or Struggle, which will make Tidus attack Geosgaeno from inside. For
this scenario you should choose Defend. So Tidus will skip his turn. Afterwards
when Geosgaeno gets a turn, it'll spit Tidus back out and deal damage to all
chrs based on following equation:
([Eaten chr's current HP] minus [1] equals [damage dealt to all chrs])
So damage dealt would be 4999 to all three characters. Result would be: Tidus
left at 1 measly HP and other two chrs possibly killed.

'Regurtitate B' scenario: Scenery is exactly the same as in above example, but
this time have Tidus use Struggle. Geosgaeno will take damage, but then answer
with an attack, which spits Tidus back out, dealing damage based on following
equation:
([Eaten chr's current HP] equals [damage dealt to eaten chr])
So whatever HP Tidus would have, he'd be KO-ed.

'Regurtitate C' scenario: Scenery is exactly the same as in above example, but
this time have Tidus use Struggle. Also, this Struggle would have to kill
Geosgaeno. It will take damage, but will then counter with an attack, which
spits Tidus back out, dealing 9999 damage to all chrs. Everybody dies, and it's
Game Over. So, if you have a feeling that Struggle might kill Geosgaeno, don't
do it. Wait for chr to be available again, and *then* kill Geosgaeno for good.
Max dagame dealt this way is 9999 damage.

Now that Geosgaeno has been returned to the planet, proceed inside Baaj Temple.
When you reach Antechamber, you'll see six statues (three on each side of the
room) and a big 'poster'. Examine the poster and it will clue you in on
Destruction Spheres. You must have used Des. Sp. in each temple you visited so
far and opened the chest, which has been jinxed by Des. Sp. in each temple in
order to light up the statues. There's two chests here - one with 4x
Mega-Phoenix and other with 1x Megalixir.
Top left belongs to Besaid, middle left Macalania, bottom left Zanarkand, top
right Bevelle, middle right Djose and bottom right Kilika. By approaching the
statue it will light up, meaning you broke the seal for respective temple. BTW,
Bevelle statue will light up automatically, there's *no way* you could've
missed that one.
Picture support for this is here:
http://splitinfinity.50megs.com/images/templebaaj01.jpg
http://splitinfinity.50megs.com/images/templebaaj02.jpg
http://splitinfinity.50megs.com/images/templebaaj03.jpg
If you followed my guide, you should've broken five seals already. Hmmm,
where's the sixth one? In Zanarkand Temple. Return there and again we deal with
Tetris. Real easy, tho' - you have to step on all of square shapes found in
both rooms. Once stepped on, Destruction Sp. will reveal itself. Nab it, then
go to the monitor in that other room. Insert DS in one of the holes. Collect
Magistral Rod and sixth seal is broken. Return to Baaj Temple and Anima is
yours. Damn, I never knew that about S...

-----------------
V - REMIEM TEMPLE ---> A456
-----------------

Once you can ride chocobos, nail one in Calm Lands. Go to southern entrance and
go right from it. You'll see a yellow feather in the ground. While riding a
chocobo, step over it and press X to jump the gap. Dismount, go right and
you've reached Remiem Temple.
Here there's six things to be done:
- obtain Vol. XXIV *KEY ITEM*
- obtain Magus Sisters
- another chocobo race
- obtain Flower Sceptre
- obtain Moon Sigil
- obtain Cloudy Mirror

# Vol. XXIV *KEY ITEM* stuff-to-do
Real simple. Proceed further down the path past left chocobo and pick up the
Primer edition.

# Chocobo race & Cloudy Mirror stuff-to-do
You may have noticed weird shapes beneath R. Temple. This is a racing track for
chocobos. There's a chocobo on the left and chocobo on the right. First examine
the sphere which is located near chocobo on the left. Once you're told what to
do, you should be interested in right chocobo. Examine it with X, choose to
ride and prepare. Your goal is to reach the center of the circle first with as
many chests you can open on the way and the least poles touched on the way.
Prizes are as follows:
- first win, doesn't matter what happened: Cloudy Mirror
- win with one opened chest, no poles: 1x Elixir
- win with two opened chests, no poles: 1x Megalixir
- win with three opened chests, no poles: 30x Wings to Discovery
- win with four opened chests, no poles: 30x Pendulum
- win with five opened chests, no poles: 60x Three Stars
- winning with whatever happens afterwards: 1x Potion

# Flower Scepter & Moon Sigil stuff-to-do
Inside the temple you'll meet Belgemine. Now she'll tell you who she really is
and offer a challenge - if you manage to waste all of her Aeons, you'll receive
Moon Sigil.
You'll have to defeat Valefor, Ifrit, Ixion, Shiva, Bahamut, Anima, Yojimbo,
Magus Sisters. First five you have to defeat in order listed, while Yojimbo and
Anima appear as you get them. Magus Sisters will appear last, ie after you get
them from Antechamber behind Belgemine.

LEVEL 1 - VALEFOR BATTLE

1. Boss' HP / HP Overkill; MP
20000 / 20000; 500

2. Boss' status info:
- Immune to every negative status, including Eject and Demi
- NS
- Immune to Poison
- Immune to Doom

3. Boss' stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
20, 10, 18, 10, 21, 15, 0,  0

4. Boss' el. info; Sensor info; Scan info
NS; Immune to Sensor; Immune to Scan

5. Boss' attacks:
a) 'Strike' - VS one chr - phd
b) Energy Ray - STATT VS one/all chr/s - std
c) Energy Blast - STATT VS one/all chr/s - std
d) Sonic Wings - VS one chr - phd + Delay effect

6. Boss strategy:
As Valefor is first Belgemine's aeon you'll be fighting, she isn't too tough,
but she ain't too easy either. Main point of being careful are her Sonic Wings,
which beside dealing damage can also delay your aeon's next attack a bit. If
she kept using Sonic Wings, you'd lose. She is also capable of using Energy Ray
at any of her normal turns. When her Overdrive is full, Energy Blast is used.
For fighting I recommend using currently your fastest aeon, which would be
Shiva. In case you can teach your aeons abilities, teach Shiva Haste and
Cura/ga. As she is summoned, use her normal attacks to strike Valefor down. If
Valefor's gauge gets full, use Shield. And that's that.

For advancing past level 1 for the first time you receive 4x Lightning Gem. In
case you missed fighting Belgemine's Ixion on the road to Moonflow, you'll
receive Summoner's Soul *KEY ITEM* first, and then 4x Lightning Gem. Beat
Valefor any time afterwards as many times as you want and you'll receive 4x
Power Sphere.

LEVEL 2 - IFRIT BATTLE

1. Boss' HP / HP Overkill; MP
28000 / 28000; 800

2. Boss' status info:
- Immune to every negative status, including Eject and Demi
- NS
- Immune to Poison
- Immune to Doom

3. Boss' stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
23, 10, 21, 1,  18, 15, 0,  0

4. Boss' el. info; Sensor info; Scan info
Absorbs fire; Immune to Sensor; Immune to Scan

5. Boss' attacks:
a) 'Swipe' - VS one chr - phd
b) Hell Fire - FATT VS one/all chr/s - fire mgd
c) Meteor Strike - STATT VS one chr - std

6. Boss strategy:
Just a bit stronger than Valefor, Ifrit is a manageable guy. Since you now
possess Summoner's Soul regardless of what you did in your current game, teach
Shiva Haste, Protect, Cura/ga, NulBlaze.
Summon her for this battle as well. First cast Haste, followed by Protect, then
proceed with normal attacks against Ifrit. If he wears Shiva's HP down, use
Cura/ga to heal. Ice type spells will also do nice healing if you don't have
Cura/ga. Prior to Ifrit's Hell Fire (ie, if he manages to pull one off) cast
NulBlaze. Heheh.

For advancing past level 2 for the first time you receive 30x X-Potion. In case
you missed fighting Belgemine's Shiva in Calm Lands, you'll receive Aeon's Soul
*KEY ITEM* first, and then 30x X-Potion. Beat Ifrit any time afterwards as many
times as you want and you'll receive 5x Mana Sphere.

LEVEL 3 - IXION BATTLE

1. Boss' HP / HP Overkill; MP
30000 / 30000; 720

2. Boss' status info:
- Immune to every negative status, including Eject and Demi
- NS
- Immune to Poison
- Immune to Doom

3. Boss' stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
22, 1,  23, 1,  17, 15, 0,  0

4. Boss' el. info; Sensor info; Scan info
Absorbs lightning; Immune to Sensor; Immune to Scan

5. Boss' attacks:
a) 'Swipe' - VS one chr - phd
b) Thor's Hammer - LATT VS one/all chr/s - lightning mgd
c) Aerospark - VS one chr - phd + Dispel effect
d) 'Ixion evades!' - this note means that Ixion has now become hard to hit
physically as he poured all his energy into evasive measures
e) 'Ixion defends!' - this note means that Ixion used Shield command

6. Boss strategy:
Use Shiva yet again. Ixion's Str is a cinch lower that Ifrit's, so you're
looking at the roughly same guy with different attacks. At start of battle use
Haste on Shiva. But Haste only, don't bother with Protect. Ixion can use
Aerospark on his normal turn, which will dispel all positive statuses on Shiva
- that's why it's better to bother with only Haste.
On some of Ixion's normal turns you'll see one of two notes pop up on screen.
If it's about evading, use magic attacks on Ixion or Heavenly Strike. If it's
about defending, don't attack, instead check up on Shiva. If she needs to be
healed, use cure spells or ice spells. Otherwise recast Haste if she isn't
hasted already, or Haste was dispeled. If Ixion manages to get Overdrive, cast
NulShock before it.

For advancing past level 3 for the first time you receive 10x Chocobo Feather.
Beat Ixion any time afterwards as many times as you want and you'll receive 8x
Power Sphere.

LEVEL 4 - SHIVA BATTLE

1. Boss' HP / HP Overkill; MP
20000 / 20000; 950

2. Boss' status info:
- Immune to every negative status, including Eject and Demi
- NS
- Immune to Poison
- Immune to Doom

3. Boss' stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
23, 180,20, 180,21, 15, 0,  0

4. Boss' el. info; Sensor info; Scan info
Absorbs ice; Immune to Sensor; Immune to Scan

5. Boss' attacks:
a) 'Kick' - VS one chr - phd
b) Diamond Dust - IATT VS one/all chr/s - ice mgd
c) Heavenly Strike - VS one chr - phd + Delay effect
d) Blizzara - IATT VS one chr - ice mgd
e) Blizzaga - IATT VS one chr - ice mgd

6. Boss strategy:
You know, when you fight Shiva, she's a pretty smart girl (and that means both
meanings:)). Since you can't use Shiva for this battle, I'd recommend using
someone with good Def and HP - Bahamut. Prior battle teach him Haste, Shell,
Cura/ga, NulFrost and Protect.
As battle starts, cast Haste and Protect on Bahamut, Shell on *Shiva*. Then
keep hacking away at Shiva. For most of the fight she'll try to hurt Bahamut
with her 'kick' or casting Blizzara. Rarely she decides for Heavenly Strike. As
her HP gets low, she tends to use Blizzaga on her, but it won't be as
efficient, as you've put Shell on her. If Bahamut's HP gets low, don't forget
to heal him.

For advancing past level 4 for the first time you receive 60x Mega-Potion. Beat
Shiva any time afterwards as many times as you want and you'll receive 6x Star
Curtain.

LEVEL 5 - BAHAMUT BATTLE

1. Boss' HP / HP Overkill; MP
35000 / 35000; 1500

2. Boss' status info:
- Immune to every negative status, including Eject and Demi
- NS
- Immune to Poison
- Immune to Doom

3. Boss' stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
31, 1,  38, 1,  20, 15, 0,  0

4. Boss' el. info; Sensor info; Scan info
NS; Immune to Sensor; Immune to Scan

5. Boss' attacks:
a) 'Swipe' - CATT VS one chr - phd
b) Mega Flare - STATT VS one/all chr/s - std
c) Countdown: 5, 4, 3, 2, 1 - countdown turn to Mega Flare

6. Boss strategy:
Boring! This Bahamut is exactly the same as the one you fought in Purifico with
one exception: every time you attack Bahamut, he'll counter with 'swipe'. On
his normal turns he'll count down turns to Mega Flare.
Summon Shiva for this battle, use Haste and Protect on her, then keep
attacking. If Bahahut gets to the point where he can use Mega Flare, use
Shield. And that's all there is to it.

For advancing past level 5 for the first time you receive Flower Scepter *KEY
ITEM*. Beat Bahamut any time afterwards as many times as you want and you'll
receive 8x Mana Sphere.

LEVEL 6 - YOJIMBO BATTLE

1. Boss' HP / HP Overkill; MP
32000 / 32000; 1200

2. Boss' status info:
- Immune to every negative status, including Eject and Demi
- NS
- Immune to Poison
- Immune to Doom

3. Boss' stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
34, 80, 35, 1,  32, 15, 0,  0

4. Boss' el. info; Sensor info; Scan info
NS; Immune to Sensor; Immune to Scan

5. Boss' attacks:
a) Daigoro - VS one chr - phd
b) Kozuka - VS one chr - phd
c) Wakizashi - VS one chr OR all chrs - phd
d) Zanmato - STATT VS one/all chr/s - std (?)

6. Boss strategy:
This also is boring, it's not even funny. If you have troubles seeing your
Yojimbo do Zanmato, here's the chance for you to see it, but Yojimbo requires
lots of turns before his Overdrive fills all the way up.
Shiva yet again is recommended. Once summoned, Haste and Protect on her, then
hacking away at Yojimbo. He'll fall sooner or later.

For advancing past level 6 for the first time you receive 8x Shadow Gem. Beat
Yojimbo any time afterwards as many times as you want and you'll receive 10x
Power Sphere.

LEVEL 7 - ANIMA BATTLE

1. Boss' HP / HP Overkill; MP
54000 / 54000; 3000

2. Boss' status info:
- Immune to every negative status, including Eject and Demi
- NS
- Immune to Poison
- Immune to Doom

3. Boss' stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
38, 1,  60, 1,  15, 15, 0,  0

4. Boss' el. info; Sensor info; Scan info
NS; Immune to Sensor; Immune to Scan

5. Boss' attacks:
a) 'Stare' - VS one chr - phd
b) Oblivion - STATT VS one/all chr/s - 16 consecutive hits + Delay effect
c) Pain - NATT VS one chr - mgd + KO
d) Dispel - VS one chr - shatters most positive statuses
e) Demi - GRATT VS one/all chr/s - tears off 25% current HP

6. Boss strategy:
Last two fights are at least somewhat interesting. Besides lots of HP Anima
boasts high Str and Mag, but she lacks speed. So once again Shiva to the rescue
(I luv ya, my girl!). Since it is not necessary to beat Anima before you obtain
Magus Sisters, you can also use them for your aid.
Cos Anima knows Dispel, it is recommended you bestow Shiva with Haste only.
Every time Shiva gets dispeled, recast Haste at her. 'Stare' and Pain should be
nothing to worry about, along with Demi. As you attack Anima relentlessly, keep
an eye on both Shiva's HP and Anima's overdrive gauge. At least two turns
before Anima's gauge would get full, cease attacking. Heal Shiva first, then
use Shield. Oblivion will deal crappy damage, but it will take a while before
Shiva has another turn cos of enormous Delay effect.
After Oblivion proceed with using the regular strategy.

For advancing past level 7 for the first time you receive 60x Stamina Spring.
Beat Anima any time afterwards as many times as you want and you'll receive 10x
Mana Sphere.

LEVEL 8 - MAGUS SISTERS BATTLE

1. Cindy's HP / HP Overkill; MP
48000 / 48000; 8000
Mindy's HP / HP Overkill; MP
20000 / 20000; 7000
Sandy's HP / HP Overkill; MP
35000 / 35000; 3000

2. All Sisters' status info:
- Immune to every negative status, including Eject and Demi
- NS
- Immune to Poison
- Immune to Doom

3. Cindy's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
48, 0,  38, 0,  15, 15, 0,  0
Mindy's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
21, 1,  28, 1,  20, 15, 0,  0
Sandy's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
35, 1,  18, 1,  24, 15, 0,  0

4. All Sisters' el. info; Sensor info; Scan info
NS; Immune to Sensor; Immune to Scan

5. Sisters' attacks:
Cindy's repertoire
a) Shell - on one ally - bestows Shell
b) Protect - on one ally - bestows Protect
c) Mighty Guard - on allies - bestows Shell, Protect and NulAll
d) Regen - on one ally - bestows Regen
e) Dispel - VS one chr - shatters most positive statuses
f) Camisade - VS one chr - phd
g) Drain - VS one chr - mgd - amount of HP deducted is added to Cindy's HP
h) Holy - HATT VS one chr - holy mgd
i) Cura - on one ally - restores moderate amount of HP

Sandy's repertoire
a) 'Slash' - VS one chr - phd
b) Razzia - VS one chr - phd

Mindy's repertoire
a) Fira - FATT VS one chr - fire mgd
b) Thundara - LATT VS one chr - lightning mgd
c) Watera - WATT VS one chr - water mgd
d) Blizzara - IATT VS one chr - ice mgd
e) Firaga - FATT VS one chr - fire mgd
f) Thundaga - LATT VS one chr - lightning mgd
g) Waterga - WATT VS one chr - water mgd
h) Blizzaga - IATT VS one chr - ice mgd
i) Flare - NATT VS one chr - mgd
j) Ultima - NATT VS one/all chr/s - mgd
k) Passado - VS one chr - phd - 15 consecutive hits

When their overdrive gauges fill up and they're all still alive
a) Delta Attack - STATT VS one/all chr/s - std - 6 consecutive hits

6. Boss strategy:
Wide repertoire of spells, three enemies to deal with, decent AI... all of this
combined promises a challenging battle. And indeed it is. You might actually
have some problems beating this one. Let's see... for your side I recommend
Bahamut, cos his Impulse hits every target on the field.
As you summon him, cast Haste on him, but only that! Cindy knows Dispel, so
it's pointless to recast multiple beneficial spells, only to have them negated.
Use Impulse twice (meanwhile you'll get attacked of course, but just bear with
it), then normal attack on Mindy. This just eliminated enemy party's magician,
as well as danger of being Delta Attack-ed. After Mindy is eliminated, heal
Bahamut (cure spells!).
Now you should get rid of Sandy. But prior to that, cast Reflect on both Cindy
and Sandy - this will net you all the good spells Cindy will try to cast upon
them (Regen, Protect, Shell, Cura). Mighty Guard still gets thru Reflect, but
bear with it.
Once you get rid of Sandy, it's only Cindy remaining. She's not so hard, cos
for the most of the battle she'll be using support spells. Do take care near
end of battle (when Cindy is low on HP), as she can chuck Holy your way.
Magus Sisters are defeated, and all of Belgemine's aeons as well.

For advancing past level 8 for the first time you receive 40x Shining Gem. Beat
Sisters any time afterwards as many times as you want and you'll receive 12x
Power Sphere. If you choose to s... Belgemine any time after you defeat
Sisters, you'll receive Moon Sigil, final upgrade for Yuna's Nirvana. You won't
be able to fight Belgemine's aeons anymore... but who cares, really? Awards
you're receiving are pathetic.

# Magus Sisters stuff-to-do
This is the big one why we've come here. There's a sealed door behind
Belgemine. To unseal it, you need three things: Flower Scepter, Blossom Crown
and a bit of patience.
- to get Flower Scepter, you need to waste Belgemine's Bahamut
- to get Blossom Crown, you need to capture at least one of every fiend from Mt
Gagazet; then return to Monster Arena and manager will hand over B. Crown
- you must obtain Anima and Yojimbo
- once all of this is done, approach the sealed door, which will now unseal
- Magus Sisters are yours

-----------------------------------------------------------------------------
VI - CAVERN OF THE S. F. ---> A088
Enemies: Tonberry, Ghost, Yowie, Magic Urn, Defender, Thorn, Valaha, Epaaj,
Coeurl, Malboro, Nidhogg, Dark Element, Imp, Mech Hunter, Yojimbo (BOSS)
Items: 1x Megalixir, 1x Lv.2 Key Sp., 1x Fortune Sp., 2x Mega-Potion, 1x MP
Sphere, 2x X-Potion
Weapons: Flexible Arm
Key Items: Primer XXV
-----------------------------------------------------------------------------

Available once you dismantle Defender X, you can complete this dungeon to nail
Yojimbo, another one of three optional Aeons you can find during the game. Oh
yeah, you'll also need about 300 grans.
So, once Defender X is defeated, don't go ahead, but instead take a right by
following the path down. Here there will be a save sphere and a bit more left
entrance to Cavern of S. F.
The dungeon itself is pretty straightforward, with no big turns, but in here
there are a few nice enemies to deal with. If you encounter Tonberries, put
them to sleep and then unload on them. Flee from Magic Pots battles - trying to
guess what eye is right *is* useless. Ghosts drop armor with No Encounters
ability, if you're lucky.
Enter the dungeon. You'll arrive in a big room (teleport pad in here is
inactive yet), with path continuing on the right (according to mini-map).
Follow the path (another path will branch to the right, leading to chest with
1x Megalixir). Return on the path and enter second big room. You'll see a
scene. Further ahead will be next tunnel, with paths branching off forward,
right and left. Forward one is an obvious dead end, right one leads to chest
with Lv.2 Key Sp. Take left path to arrive an four-cross intersection. Forward
path takes you to chest with 1x Fortune Sp., right one is dead end... left path
again the right one? Yep. Yet *another* four-cross intersection. This time left
one is dead end (here nail Al Bhed Primer XXV *KEY ITEM*), forward you'll see
chest with 2x Mega-Potion, and right one leads to save sphere. Save your game,
for there is boss ahead.

*******
YOJIMBO ---> A644
*******

1. Name: Yojimbo
2. Monster's HP: 33000/4060
3. Monster's MP: 2000
4. AP gained when monster is defeated: N/A
5. Items stolen: Nothing to steal
6. Items dropped: N/A
7. Gil earned: N/A
8. Items bribed: N/A
9. Monster's status info:
- Immune to every negative status except Doom
- NS
- Immune to Poison
- 5 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
34, 80, 35, 1,  32, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Immune to Sensor
13. Monster's Scan info: Immune to Scan
14. Monster's equip. dropped info: N/A
15. Weapon abilities: N/A
16. Armor abilities: N/A
17. Monster's attacks:
a) Daigoro - VS one chr - phd
b) Kozuka - VS one chr - phd
c) Zanmato - VS all chrs - deals 9999 damage regardless of protection

18. Monster strategy:
Quite easy. Use Candle of Life on it, defend/heal for five Yojimbo's turns and
then he's gone.

Yawn. So much trouble yet I get nothing. I want a refund. Seriously, though,
you need at least 300000 Gil as well. Once you 'talk' to Yojimbo, he'll offer
three choices. Pick whichever you want, and then pay him 300000 gil you brought
along. Yojimbo is yours. If at any time you pay him triple amount of his asking
price, he'll throw in 2x Teleport Sphere. When teleported back, teleport to
left room and nab chest for Flexible Arm. Right room has 1x MP Sphere and 2x
X-Potion. Teleport back and then return to entrance.

---------------------------------------
VII - AIRSHIP PASSWORDS AND COORDINATES
---------------------------------------

# PASSWORDS ---> A014

There's three passwords you can input under the Password option when on your
airship. These passwords are as follows (case sensitive):

Password 1: GODHAND
Opens up Mushroom Rock destination in NavMap, that will lead you to Rikku's
best weapon Godhand. You'll need Celestial Mirror in order to open the chest.
Picture support:
http://splitinfinity.50megs.com/images/godhanddestiny.jpg
http://splitinfinity.50megs.com/images/godhanddestination.jpg

Password 2: VICTORIOUS
Opens up Besaid Ruins 1 destination in NavMap, that will lead you to armor
Victorious. Pretty useless.
Picture support:
http://splitinfinity.50megs.com/images/victoriousdestiny.jpg
http://splitinfinity.50megs.com/images/victoriousdestination.jpg

Password 3: MURASAME
Opens up Besaid Ruins 2 destination in NavMap, that will lead you to Auron's
weapon Murasame.
Picture support:
http://splitinfinity.50megs.com/images/murasamedestiny.jpg
http://splitinfinity.50megs.com/images/murasamedestination.jpg

# COORDINATES ---> A013

There's six locations in total you can find in 'Free Search' whilst mashing X
button rapidly and moving red marker around the map.

Picture showing what you must do to access this feature at this URL:
http://splitinfinity.50megs.com/images/picksearch.jpg

Baaj Temple
X between 11 and 16, Y between 57 and 63

Here you can find Celestial weapon for Lulu and obtain Anima.
Picture showing this destination coordinates available at following URL:
http://splitinfinity.50megs.com/images/baajtemple.jpg
Black M denotes position of red marker on the NavMap.

Battle Site
X between 39 and 43, Y between 56 and 60

Here you obtain Phantom Bangle (Ice Eater, Fire Eater, Water Eater).
Picture showing this destination coordinates available at following URL:
http://splitinfinity.50megs.com/images/battlesite.jpg
Black M denotes position of red marker on the NavMap.

Besaid Falls
X between 29 and 32, Y between 73 and 76

Here you obtain Dragoon Lance (Magic Counter, Evade & Counter, 2 FS).
Picture showing this destination coordinates available at following URL:
http://splitinfinity.50megs.com/images/besaidfalls.jpg
Red M denotes position of red marker on the NavMap.

Mi'ihen Ruins
X between 33 and 36, Y between 55 and 60

Here you obtain Sonar (Initiative, Poisonstrike, 1 FS).
Picture showing this destination coordinates available at following URL:
http://splitinfinity.50megs.com/images/mi'ihenruins.jpg
Red M denotes position of red marker on the NavMap.

Omega Ruins
X between 69 and 75, Y between 33 and 38

Picture showing this destination coordinates available at following URL:
http://splitinfinity.50megs.com/images/omegaruins.jpg
Red M denotes position of red marker on the NavMap.

Sanubia Sands
X between 12 and 16, Y between 41 and 45

Here you obtain Ascalon (Double AP).
Picture showing this destination coordinates available at following URL:
http://splitinfinity.50megs.com/images/sanubiasands.jpg
Red M denotes position of red marker on the NavMap.

-----------------------------------------------------------------------------
VIII - O. RUINS ---> A405
Enemies: Floating Death, Master Coeurl, Zaurus, treasure chest (latter may turn
into Mimic), Great Malboro, Wraith, Master Tonberry, Defender Z, Varuna,
Adamantoise, Spirit, Halma, Black Element, Puroboros, Machea, Demonolith,
Gemini (there're two kinds)
Items: 1x Teleport Sphere, 1x Magic Sphere, 1x Friend Sphere
Weapons: None
Key Items: Primer XXVI
-----------------------------------------------------------------------------

Supposedly hardest dungeon in the game. Yeah right.:) Before you venture in the
deepest depths of ruins, you *need* one ability. First Strike. Without it
you're doomed before you even begin the descent. Why? Great Malboros found in
O. Ruins will *always* ambush you, and they use Bad Breath on first turn. So
unless you have Ribbon in your armor, your chrs will strike each other down.
Now you can either use Flee with whoever has that command (and of course you
equipped him/her with First Strike as well) or use Delay Buster against it,
delaying its turn and then proceeding hacking away at it.
On FFX message board over at Gamefaqs I've noticed that there's a subquest
involving opening chests found in O. Ruins in certain order. At the end you'll
receive 99x Warp Sphere. Want a friendly piece of advice? Don't bother with it.
There are other ways to receive Warp Spheres or to find easier alternatives for
it.
Your ultimate goal in this dungeon are two wanna-be-hard bosses. I missed them
in FF9, but they make a return in this FF. Yap, it's our Ultima Weapon and
Omega Weapon, both of which have been beefed up a bit. Okay, Omega has been
beefed a lot.
Let us start by saving at the save point. This is the only one in whole
dungeon, so make use of it while you're here. Mini-map will be useless, at
least until you explore the whole dungeon. So let's start searching around. Up
ahead you'll see a big crossroads. Forward path leads to a dead end. Right path
will take you to a small round-shaped room with two chests. Open them...
chances are you'll fight some monsters (Zaurus and possibly Mimic). This is a
part of treasure hunting minigame I mentioned above. If you happen to open a
treasure with monsters, you have to win that battle. You can't flee and for
some strange reason Copycat command cannot be selected. There's a left turn
right before this round room, but it leads to a forward path I mentioned
before. So you need to go left on the big crossroads. You'll end up in another
round room with three chests. Hm, no path forward? Not true!
Just before this room there is path that leads to the right. Take it. At next
intersection you will have a chance of going left or right. Left path takes you
to another room with three chests. Take the right path. You'll see a glyph on
the wall. Tocuh it, but nothing will happen. You have to power it up first.
Across this glyph is a tiny slope, which leads to another chest, but it is
currently off limits. Continue past the glyph. You'll end up in
X-marks-the-spot room with four chests. In the back you'll see two blue lights.
Near the base of left one is Vol. XXVI *KEY ITEM*, which completes your
collection of Primers... finally, I might add.
Going left or right will take you around for a spin. Go left first, and then
take another left to reach a room with a glyph stone at the end. Touch this
glyph and glyph you saw before is now operational. Return to it, touch it, and
the missing part of tiny slope behind you will conveniently rise from the
bowels... okay, from below. Go up the path, and have two more desserts served.
I can already tell that reward for your troubles is a crappy one: 1x Teleport
Sphere. Yay us... Return to X room, and this time, go right. You'll reach a
square shaped stone in the floor. Step on it. Look, a green square will appear
in minimap. Approach it...

*************
ULTIMA WEAPON ---> A607
*************

1. Name: Ultima Weapon
2. Monster's HP: 99999/13560
3. Monster's MP: 99
4. AP gained when monster is defeated: 40000/50000
5. Items stolen: 10x Door to Tomorrow/20x Door to Tomorrow
6. Items dropped: 3x/6x Lv.3 Key Sp.; 3x/6x Lv.3 Key Sp.
7. Gil earned: 20000
8. Items bribed: Pendulum for 999999 gil
9. Monster's status info:
- Immune to every negative status (except Darkness, Doom and Silence),
including Eject and Demi
- 95% Darkness, 95% Silence
- Immune to Poison
- 99 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
55, 65, 50, 65, 29, 15, 0,  0
11. Monster's el. info: NS
12. Monster's Sensor info: Give it all you've got!
13. Monster's Scan info: Immune to Scan
14. Monster's equip. dropped info: 2-3 slots, 1 ability already present, 99%
probability of equipment piece being dropped
15. Weapon abilities: Double Overdrive
16. Armor abilities: Break MP Limit
17. Monster's attacks:
a) 'Swipe' - VS one chr - phd
b) Silence - VS one chr - inflicts Silence (inflicted for three chr's turns)
c) Break - VS one chr - inflicts Petrify
d) Shimmering Rain - STATT VS all chrs - std - cannot be halved in any way
e) Holy - HATT VS one chr - holy mgd
f) Sleep - VS one chr - inflicts Sleep (inflicted for three chr's turns)
g) Core Energy - NATT VS one chr - mgd
h) Confuse - VS one chr - inflicts Confusion

18. Monster strategy:
From the look of Ultima's attacks you'd think that he'll be a strong boss. But
noooo... he has a set pattern of moves. And I'm here to disclose it in
following strategy. Revealed first will be the pattern of how exactly does
Ultima operate from commencing battle.
1st turn - 'Swipe'
2nd turn - Silence OR Break
3rd turn - Core Energy
4th turn - Holy OR Sleep OR Confusion
5th turn - 'Swipe'
6th turn - Shimmering Rain
Then pattern repeats itself. 'Swipe' deals 3200 damage, Core Energy 4000, Holy
8000 - these are attacks that hit one chr. Shimmering Rain deals 2500 damage to
all.
Let's talk about actual strategy for this boss-wannabe. As battle starts, use
Dark Buster (Smoke Bomb) and Silence Buster (Silence Grenade) against Ultima.
Woohoo, suck on this, Ultima. Try to nail me now. You're safe until Ultima's
3rd turn, where he uses Core Energy. By Shelling you'll take measly 2000
damage. One Curaga and we're back in fighting shape. Re-Dark and re-Silence
Ultima. You're again safe until 6th turn, where he will use Shimmering Rain.
Note that damage done by this attack is of special type damage, falling in the
category of attacks which cannot be halved in any way. Remember to heal up
after Shimmering Rain is used.
For players deciding to toy around with Ultima I'm suggesting Reflecting your
chrs. Then Ultima will successfully Silence itself, hehe. And how about seeing
holy stars?
I'll leave it up to you to choose necessary course of action to take down this
wussie. The quickest way to 'defeat' Ultima is by Bribing it for 1 million gil,
in which case you'll get a bunch of Pendulums, enough for few Master Thief
armors.

Once Ultima is defeated, you can now use the teleport to be transported to
other part of O. Ruins. If you go left first, you can get a goodie from chest
found here - Friend Sphere. Note that in each stone circle there'll be a fight.
You can flee from those anyway. Once you swerve right as long as you can... 'It
seems we rate his personal attention now.'

************
OMEGA WEAPON ---> A406
************

1. Name: Omega Weapon
2. Monster's HP: 999999/13560
3. Monster's MP: 999
4. AP gained when monster is defeated: 40000/50000
5. Items stolen: 30x Gambler's Spirit/30x Gambler's Spirit
6. Items dropped: 3x/6x Lv.4 Key Sp.; 3x/6x Lv.4 Key Sp.
7. Gil earned: 30000
8. Items bribed: Immune to Bribe
9. Monster's status info:
- Immune to every negative status except Doom
- NS
- Immune to Poison
- 222 turns for Doom
10. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
64, 90, 57, 80, 38, 16, 0,  0
11. Monster's el. info: Absorbs all elements, including holy
12. Monster's Sensor info: Give it all you've got!
13. Monster's Scan info: Immune to Scan
14. Monster's equip. dropped info: 2-3 slots, 1 ability already present, 99%
probability of equipment piece being dropped
15. Weapon abilities: Triple Overdrive
16. Armor abilities: Break HP Limit
17. Monster's attacks:
a) 'Swipe' - VS one chr - phd
b) Confuse - VS one chr - inflicts Confuse
c) Break - VS one chr - inflicts Petrify
d) Shimmering Rain - STATT VS all chrs - std - cannot be halved in any way
e) Nova - STATT VS all chrs - std
f) Demi - NATT VS all chrs - tears off 25% of current HP
g) Core Energy - NATT VS one chr - mgd
h) Ultima - NATT VS all chrs - mgd

18. Monster strategy:
Now this guy is THE tough optional boss you're looking for. Let's talk first
about damage he can do to you. 'Swipe' strikes for about 4000, Core Energy for
6000 - this is for single target. Shimmering Rain does 3200 to all, and Nova
does whopping 8000 damage to all chrs. Beware of Ultima - strikes for about
5000 to all.
Unfortunately you can't afflict him with any status, so you'll have to duke it
out close and personal. And his attacks do not follow a set attack pattern.
For starters cast Hastega, Protect and lastly Shell. In your armor you should
have melted Stoneproof and Confuseproof. This takes care of Omega's Confuse and
Break. Protect will help against 'Swipe', Shell against Demi and Ultima. Nova
and Shimmering Rain can't be halved damage-wise, so you'll have to bear it.
Nova is Omega's strongest attack - it seems to me that it is used every 10th
turn Omega got since last Nova it threw at you. BTW, remember to call in
Kimahri to use Lancet on Omega to learn Nova (if you miss the chance, you can
still learn Nova from Nemesis).
Rely only on your chrs and their brute strength. If you'll be summoning, use
your Aeons to their fullest. With that said, summon them in Overdrive and let
it rip.

19. Special info: Kimahri can learn Nova.

Once Omega is defeated as well, you'll be transported to the entrance of O.
Ruins. Talk about instant wish... chest? What about it? Oh, the one in Omega
room? Magic Sphere, if you must absolutely get it.

---------------------
IX - LIGHTNING DODGER ---> A303
---------------------

This sidequest is available once you regain control of the airship. Return to
Thunder Plains. You'll need a lot of patience and nerves of steel for this
mini-game.
Main quest of this so-called mini game is to obtain Venus Sigil for Lulu's
Onion Knight. Once you've saved your game, equip somebody with No Encounters
ability. I assure you don't want to be bothered by random battles while
avoiding those sand-blasted grease monkeys... wait, that's wrong phrase...
annoying thunders. The moment you see a flash, press X immediately to have
Tidus jump out of the way. You *mustn't* seek shelter under the rods, save or
leave the screen - doing so will reset the counter! You also mustn't mash X
button rapidly, as you'll get hit. After you've dodged 200 bolts, return to
front of Rin's agency, open the chest and Venus Sigil is yours. There's also a
bit of crappy rewards for you to obtain, if you dodge following amounts of
bolts:
5 bolts - 2x X-Potion
10 bolts - 2x Mega-Potion
20 bolts - 2x MP Sphere (not enough for one Holy s...)
50 bolts - 3x Strength Sphere (mildly useful)
100 bolts - 3x HP Sphere (oooh, 900 HP increase... sarcastic yay)
150 bolts - 4x Megalixir (we should've gotten some Master Spheres instead)
200 bolts - Venus Sigil

Guess what else? You can receive prizes for letting bolts actually strike you.
30 bolt hits - 1x Ether
80 bolt hits - 1x Elixir

---------------------------
X - VILLAGE OF THE CACTUARS ---> A080
---------------------------

Using spheres to control the sands, the Cactuars defend their village. They are
the Gatekeepers. Present all 10 of the spheres they bear to the stone altar,
and the way to the village will open.

This sidequest is available once you regain control of the airship. Return to
Bikanel Island. Remember part of desert with sandstorms and a big cactuar stone
in front of it? Now you can start the sidequest involving those two.

A picture showing the location of the stone available at following URL:
http://splitinfinity.50megs.com/images/quest_start.jpg

Way of the Gatekeepers I
- It may look like fun and games, but the Gatekeepers are a proud race of
warriors.
- While they dislike combat, they will turn and face any enemy that takes their
back.

Way of the Gatekeepers II
- Should you fail to sneak up on them they will realise they have
over-estimated their enemy and depart in disgust.

Way of the Gatekeepers III
- Sneak up on the cactuars when their backs are turned to confront them. It's
better that way, believe me.

Spheres
- Fail to catch the gatekeeper unaware, and you'll obtain the Sphere del
Perdedor!
- Best the gatekeeper and obtain his personalised sphere!
- Collect lots of spheres to receive an award at the village (note: the awards
suck IMO, so don't bother again if you fail).

'Song of the Gatekeeper'
10 little gatekeepers play in the sand.
Tomay's gone. Gone to fetch the water.
Be back soon.

This is your clue to whereabouts of first Cactuar. Only water you've seen
around here is at the Oasis. So that's where we're going. BTW, No Encounters
ability will help immensely to avoid random battles. What's that green thing in
the shadows to the right? Time to catch Tomay: 10 seconds.

A picture showing Tomay's location available at following URL:
http://splitinfinity.50megs.com/images/tomay.jpg

If you manage to sneak up on Tomay, you will have to fight him as well.:)
Defeat him to receive Tomay's sphere. If you fail to sneak up on him, you get
Sphere del Perdedor. You don't have to beat the Cactuar once in battle with
him. You can escape and you will still get personalised sphere. You must not
lose to the Cactuar with all three chrs getting KO-ed, or you'll get Game Over.
Whatever the outcome, return to stone altar and insert the sphere you got.

'Song of the Gatekeeper'
9 little gatekeepers play in the sand.
Rovivea's gone walkabout.
Be back soon.

What a dumb clue. Rovivea can be found running around in east Sanubia desert in
westernmost dead end. Time to catch Rovivea: 13 seconds. Get the sphere and put
it in the altar.

A picture showing Rovivea's location available at following URL:
http://splitinfinity.50megs.com/images/rovivea.jpg

'Song of the Gatekeeper'
8 little gatekeepers play in the sand.
Little Chava likes big numbers.
Be back soon.

This one's close. In this part of desert find the sign with '20% off' stuff on
it and examine it. Time to catch Chava: 13 seconds. Get the sphere and put it
in the altar.

A picture showing Chava's location available at following URL:
http://splitinfinity.50megs.com/images/chava.jpg

'Song of the Gatekeeper'
7 little gatekeepers play in the sand.
Alek and Aloja play tag in the ruins of men.
Be back soon.

Pretty obvious. Return to Central Sanubia desert and go in the part of it where
there are lots of ruins. Time to catch those two: 13 seconds. Get the sphere
and put it in the altar.

A picture showing Alek's and Aloja's location available at following URL:
http://splitinfinity.50megs.com/images/alekaloja.jpg

'Song of the Gatekeeper'
5 little gatekeepers play in the sand.
Vachella seeks the shining blue.
Be back soon.

Shining blue? This is the save sphere. You have to go to east Sanubia desert.
Examine save sphere here and... Time to catch Vachella: 14 seconds. Get the
sphere and put it in the altar.

A picture showing Vachella's location available at following URL:
http://splitinfinity.50megs.com/images/vachella.jpg

'Song of the Gatekeeper'
4 little gatekeepers play in the sand.
O, Robeya's stuck inside.
Be back soon.

Vague clue again, grrr. Go to central desert and locate westernmost treasure
chest. I thought we opened it already? Time to catch Robeya: 14 seconds. Hmm,
more chests? If you manage, you can grab 2x Shadow Gem, 1x Shining Gem, 1x
Blessed Gem. Get the sphere and put it in the altar.

A picture showing Robeya's location available at following URL:
http://splitinfinity.50megs.com/images/robeya.jpg

'Song of the Gatekeeper'
3 little gatekeepers play in the sand.
A fiery inscription--The lord of the hole is gone. Isrra thinks.
Be back soon.

This has to do with sandholes in which you fought Sandragoras before. *Leave*
this screen and come back. Isrra can now be found in one of the holes. Time to
catch Isrra: 15 seconds. Lately I've discovered something neat. As you enter
the screen where you have 15 seconds to capture Isrra, notice the sandhole to
the left of your position. Also notice the minimap in upper left corner?
Minimap ain't available during any other capture-the-Cactuar screens. Anyway,
enter the sandhole and keep pushing down. You will travel all the way to the
bottom of the screen thru an invisible passageway below the sand. You'll pop
out in a sandhole a bit to the left of Isrra. As you'll see, you're very close
to him. So just get near him and he's yours to fight. Get the sphere and put it
in the altar.

A picture showing Isrra's location available at following URL:
http://splitinfinity.50megs.com/images/isrra.jpg

'Song of the Gatekeeper'
2 little gatekeepers play in the sand.
Much-curious Elio has left on a journey.
Be back soon.

Why do they have to go all the way to the Oasis?:) Go there and you will see
USS Enterprise 'event'. Hey! Go to your airship and head for the place where
you fought Evrae for first time. Time to catch Elio: 11 seconds. Get the sphere
and put it in the altar.

Two pictures showing Elio's location available at following URL:
http://splitinfinity.50megs.com/images/elio1.jpg
http://splitinfinity.50megs.com/images/elio2.jpg

'Song of the Gatekeeper'
1 little gatekeeper plays in the sand.
Flaile is always behind.
Be back soon.

Action straight away. Time to catch Flaile: 13 seconds. Get the sphere and put
it in the altar. Sandstorms are gone!

Two pictures showing Flaile's location available at following URL:
http://splitinfinity.50megs.com/images/flaile1.jpg
http://splitinfinity.50megs.com/images/flaile2.jpg

Depending on how many Cactuar spheres you got, right chest will have following
awards: for 1-2 spheres you get 1x Potion, for up to 5 spheres 1x Elixir, for
up to 7 spheres 1x Megalixir, for up to 9 spheres 1x Friend Sphere. Major
letdown, yet again. Pick the grand prize, Mercury Sigil in the other chest
found here.

--------------------------
XI - MUSIC & MOVIE SPHERES ---> A380 & A371
--------------------------

You know the theatre in Luca? Well, in this place you can buy Music and Movie
Spheres. 1 Music Sphere costs 2 grans, while 1 Movie Sphere costs 5 grans. The
longer you progress in the game, more Music and/or Movie Spheres will be
available. There is a grand total of 71 Music and 50 Movie Spheres available at
the end of game. Once you purchase first 68 Music Spheres, talk to the chap
that sells them. He'll offer you to buy last three Music Spheres, thus
completing your collection.
The very last movie/s, ie ones you see after you finish the game by defeating
last boss, cannot be bought no way whatsoever.

------------------------------------------
XII - RETURNING TO TEMPLE'S FAYTH CHAMBERS
------------------------------------------

I bet that some of you tried to return to the temples they've visited so far,
but you couldn't enter cos path would be blocked by some bozos? Here's what you
must do: After certain event Highbridge destination will become available on
NavMap. You'll know when you see it. Go there, proceed to the end of 'driveway'
and see the event that'll follow.
Now you will no longer be stopped from entering the temples. You can revisit
Besaid temple (Dark Valefor needs to be feathered first), Kilika temple, Djose
temple, Macalania temple (Dark Shiva needs to be put on ice first), Cavern of
S. F. (room where you got money eating machine), Baaj temple and Remiem temple.
Most of those revisited will let you hear a part of the story and you'll be
awarded some spheres most of the time.

Besaid temple - Evasion Sp., 2x Potion, Hi-Potion, Elixir, Wht Magic Sp.
Kilika temple - Luck Sp., Accuracy Sp., Defence Sp., Agility Sp.
Djose temple - Luck Sp., Magic Defence Sp., Agility Sp.
Macalania temple - Magic Sp., Magic Defence Sp., Accuracy Sp.
Cavern of S. F. - Strength Sp.
Baaj temple - nothing (damn!)
Remiem temple - Defence Sp.

---------------------------------------------------
XIII - AURON'S, BRASKA'S, JECHT'S SPHERES LOCATIONS ---> A667
---------------------------------------------------

These are special spheres that allow Auron to learn new Overdrives as well as
reveal a bit of backstory about journey of the trio. In here you'll find info
where you can find them.

1 - After defeating Spherimorph at Macalania Lake
http://splitinfinity.50megs.com/images/jsphere01.jpg

2 - Besaid Village, steps near the Temple of Yevon (return here straight after
defeating Spherimorph to collect this sphere, or else you'll need to defeat a
tough boss later)
http://splitinfinity.50megs.com/images/jsphere05.jpg

3 - On the S.S. Liki, bridge
http://splitinfinity.50megs.com/images/jsphere04.jpg

4 - Luca Stadium, Basement A (near locker room)
http://splitinfinity.50megs.com/images/jsphere03.jpg

5 - Mi'hen Highroad, Oldroad (near the chest with Mars Crest)
http://splitinfinity.50megs.com/images/jsphere02.jpg

6 - Mushroom Rock Road, Precipice, south of the rising platform
http://splitinfinity.50megs.com/images/asphere01.jpg

7 - Moonflow, South Wharf, near the Shoopuf dock
http://splitinfinity.50megs.com/images/jsphere06.jpg

8 - Thunder Plains, south part, near a lightning rod on the right (from Rin's
agency go down, until you find yourself in South Thunder plains; keep walking
down until you get to second lightning tower; the sphere is very close to it)
http://splitinfinity.50megs.com/images/jsphere07.jpg

9 - Macalania Forest, South, right at entrance
http://splitinfinity.50megs.com/images/jsphere08.jpg

10 - Mt. Gagazet, Mountain Road, side road that dead-ends (remember three
summoner 'graves' you can examine during your climbing?; sphere is located
somewhere between first and second grave, in case you enter Gagazet from Calm
Lands)
http://splitinfinity.50megs.com/images/bsphere01.jpg

----------------------
XIV - AP GAINING TRICK ---> A840, A840A
----------------------

There are cases when your chrs need to gain a lot of AP to quickly cross lot of
Sphere Grid. This trick is (a common knowledge on FFX gameplay board) just what
you need, and it finally has a place in this guide as well. *crowd cheers*
Let's see just what do you require for this wonderful AP gaining machina. I'll
make it be as easy as possible.

You'll need to capture at least one of every captureable fiend in Cavern of S.
F. so that you unlock Don Tonberry in Monster Arena, make sure your chrs know
Comrade overdrive mode, and a few empty three-slotted weapons.

What I'll list first is with what weapon abilities you can work around with,
slowly advancing to better ones until I'll finish at the best combination
possible. The trick itself will be listed at the end.

At very beginning I'll need you to check something. If you have already
captured Tonberry or Master Tonberry, or have Don Tonberry unlocked, give them
a shot, but do not try to kill them yet! This fight is just a test to see which
three of your chrs have killed the most enemies. Have each chr do something
simple to Tonberry or whatever Tonberry you're fighting, and this Tonberry will
counter with Karma. Take note which three chrs took the highest damage from
Karma, for these three chrs are the ones you should be using (make sure at
least one knows Flee).

A - STRIKE ONE
If you're just starting with this trick, you'll need just one ability, which is
Overdrive->AP. For one you'll need 10x Door to Tomorrow. There are several ways
you can obtain Doors to Tomorrow, or the weapon with ability itself.
- unlock six area creations, which will unlock Catastrophe; for this effort
you'll be awarded 99x Door to Tomorrow from arena manager
- if Ultima Weapon hasn't been defeated yet, steal from it; usual steal is 10x,
and rare 20x Door to Tomorrow
- once Bomb King is unlocked (by capturing 5 Bombs, Grenades and Puroboroses)
you can defeat him for 1x Door to Tomorrow (drops 2x for an Overkill)
- you can Bribe Mech Leader for few Doors to Tomorrow
- only Ultima Buster drops weapons with Overdrive->AP ability already on it,
but chances are you haven't unlocked him yet or he's too powerful for you to
defeat

B - STRIKE TWO
So you've gained access to Overdrive->AP weapon? Cool. But wouldn't it be
cooler if you'd gain double amount of AP? That's just what Double AP ability is
for. For Double AP you need 20x Megalixir.
- Bribe Xiphos for all Megalixirs you'll need

C - STRIKE THREE
What's better than Double AP? Triple AP of course. Uhhh, but you need 50x Wings
to Discovery for it. True, but what if I tell you how you can get a weapon with
Triple AP already on it? Interested? Read on.:)
Enemies that drop Triple AP weapons are One-Eye, Ultima Buster, Th'uban and
Neslug. Latter three can be way out of your league, but One-Eye can be
manageable. To unlock One-Eye you need to capture at least 4 of each Floating
Eye, Buer, Evil Eye, Ahriman, Floating Death.
For One-Eye strategy look below in Monster Arena section, but know that when
you defeat him you'll most often get three-sloted Triple AP weapons with two
slots with nothing in it.

D - STRIKE FOUR
So, Overdrive->AP and Triple AP combo is yours. There is one more stuff that
can be added onto that combo, making it complete. The lowest alternative of
last bunch is SOS Overdrive. For one you need 20x Gambler's Spirit. It can be
obtained in bunch of ways.
- Bribe Floating Death
- unlock Th'uban to receive 99x Gambler's Spirit
- defeat Ornitholestes for 2x Gambler's Spirit (4x for Overkill)
- Steal Gambler's Spirit in amounts of 30 from Omega Weapon
- finally, all Original Creations but Nemesis offer Gambler's Spirit as common
stuff to be stolen
- Xiphos, Machea, Behemoth and Behemoth King may drop weapons with SOS
Overdrive ability already on it

E - STRIKE FIVE
Better choice from SOS Overdrive is Double Overdrive. For one you need 30x
Underdog's Secret. You can't get them so easily.
- receive 99x Underdog's Secret from Rin when you speak to him on airship, but
only if you possess all 26 Al Bhed Primers in your inventory
- kill Th'uban for 1x Underdog's Secret (2x for Overkill)
- Varuna, Ornitholestes and Ultima Weapon may drop Double Overdrive weapons
I don't recommend Double Overdrive. Too much of a hassle trying to collect
Underdog's Secrets.

F - STRIKE SIX
Ultimate combo you can wish for is Overdrive->AP, Triple AP and Triple
Overdrive. You need 30x Winning Formula for one Triple Overdrive.
- get 99x Winning Formula from arena manager once you unlock Neslug (unlock all
area creations)
- defeat Ultima Buster for 1x Winning Formula (2x for Overkill)
- Bribe Sand Worm
- defeat Th'uban, Earth Eater, Ultima Buster or Omega Weapon and you just may
be one of the lucky winners with Triple Overdrive weapon on it

G - STRIKE SEVEN
Personally I'm more than satisfied with AP gaining weapon that has following
abilities - Overdrive->AP, Triple AP, SOS Overdrive.
In order to quickly get it, do the following: fight One-Eye for Triple AP
weapon with two free slots left. Then go and Bribe Mech Leader for Doors to
Tomorrow (to get Overdrive->AP). And finally Bribe Floating Death for Gambler's
Spirits (to get SOS Overdrive).
If you have other preferred weapon, feel free to choose your own favorite. I
have provided you with as much info as I could so that you can find the
ingredients for abilities with ease.

H - STRIKE EIGHT
Whaaat? Armor ability? Yep. To fully utilize this AP gaining, you'll need to
spend as much turns attacking Don Tonberry as you can. Therefore you need
Auto-Phoenix. To get one you need 20x Mega Phoenix. Let's see...
- unlock Pteryx for 99x Mega Phoenix
- Bribe Ghost for Mega Phoenixes
- Greater Sphere may drop an armor with Auto-Phoenix

I - STRIKE NINE
Buy 99x Phoenix Down. Trust me, you'll need them.

H - FINAL STRIKE
Now the magic itself. Did you unlock Don Tonberry yet? If not, go to Cavern of
S. F. and capture one of every fiend in there. This is fixed. Comrade Overdrive
mode you must've obtained already, so no worries here (remember to switch to it
before battle!). And you also have AP gaining weaponry. Now put three chrs you
selected before (I told you what test to undertake... ahh, to heck with it - it
doesn't matter which three you choose), and equip them with their AP gaining
weapons and Auto-Phoenix armors. Pay the cash to fight the Don and let the AP
hunt begin.
Don will stand there, smoking his pipe. 'So, you've finally come for my AP? I
ain't giving them away so easily. Not without a proper fight!!!' Any chr that
gets a turn, attack the Don. Don counters with Karma. Whatever damage you just
received, was converted in AP for other two chrs. Sweet, eh? Now Auto-Phoenix
will kick in, reviving fallen chr, leaving it at critical HP (make place for
SOS Overdrive). Repeat the process until Don gets close enough (requires four
turns), at which point he'll switch to stabbing one chr (make sure you
occassionally check how many Phoenix Downs you have left). He can't... no,
shouldn't be faster than you. His Agi is 37, and I'm sure you have at least
twice of that Agi, if not even thrice. Keep letting him kill you, until you
almost run out of Phoenix Downs. Now it's a good time to escape using Flee
command. If noone knows it or Tidus isn't part of the party, switch him in and
have him execute Flee.
Once the next screen pops up, your jaw will drop at the insane amounts of AP
you have just received. SLVL number will also rise up to 99 for sure.

J - WHAT NOW?
Use SLVL to move quickly across the grid, of course.

Reader Hugh has sent me an interesting e-mail:
... While the credits were rolling, I started reading all the side-quests and
various things-to-do. The AP trick really caught my eye... because I traversed
the sphere and maxed out my characters without having to get very high in SLV.
Right before fighting the final boss I ran around getting my butt kicked, but
winning, against the really hard random fiends collecting 99 teleport spheres
at a time. The stuff you can win from those guys makes the game very simple.
Then I teleported back to the ship to enjoy my god-like status. Being able to
jump around the sphere one at a time means you can level up guys you are not
even fighting with. I got so hooked on this process, by the time I finally
fought the last battles, it was very anti-climatic... everyone deals 9999 in
damage and all agility is over 100...  Just thought you might want to know
about this process, a lot easier than even collecting the things needed for the
AP trick...

Final note: This AP gaining will serve its purpose best when combined with stat
maxing guide, also found in this guide.

------------------------------
XV - OMEGA RUINS TREASURE HUNT ---> A847
------------------------------

Written by: Darryl Knight
Information on Omega Ruins Treasure Hunt was originally written by Darryl. I
e-mailed him and asked if I could use it in my guide and he gave me a green
light. So without further blah blah here we go.

Note: Some parts reprinted with permission!

PART 1 - Theory

THE WHOLE THING IS TIMED.

This was his original quote on the GameFAQs message board on 2-25-02 after
initially testing the 'Time Based' theory. Now with 1176 attempts at the
quest and all the data he's logged, the results confirm the original
hypothesis. Two compatible time base methods have been confirmed as of this
version. The 'original' and a technique he has simply called 'doubling'.

The basic concept uses the actual number of chests in the room at any given
moment as the premise of the counting method. Counting is achieved by the
player mentally (or verbally) counting off the seconds before opening a
particular chest in a room. Another poster recommended using a metronome to
help with keeping track of the timing. It's a great idea. Data suggests
that the actual count used by the game uses 'rounding' to whole seconds
(ie. slightly more than a count, goes to the next whole second).

Counting begins when you arrive at the chest, NOT when you stop moving.
Accuracy is critical, but not impossible. If you hated Chocobo Racing to
get 0:0.0 using a timer, then you'll hate this too. The exception here is,
the prize is much more valuable!

First, the 'Original Method' of counting:

1. Upon entering a room, note how many chests (important)
2. Approach a chest and begin counting off the number of chests in the room,
then OPEN
3. Go to the next chest and count off (but now there is one less chest), then
OPEN
4. Repeat for each of the chests in the room

Second is the 'Doubling Method' of counting:

1. Upon entering a room, note how many chests (important) and double it (double
count)
2. Approach a chest and begin counting off the double count in the room, then
OPEN
3. Go to the next chest and count off the double count (but now there is one
less chest), then OPEN
4. Repeat for each of the chests in the room

This 'Doubling Method' does NOT work (statistically significant) in the 'room
with four chests'! You must use the 'Original Method' in the fourth room for
best results. Each room is also timed with a maximum time to achieve opening
the chests, except the 'room with four chests'. If the maximum time expires,
you lose ALL of the chests in that room as if you had opened a 'trapped' chest.
The 'room with four chests' is an exception to the rule (just to mess with you
a little). It's the ONLY room that you can leave and the chests do not
disappear after opening a chest. Even though you can do this, it is not
recommended because of the timing issues involved.

PART 2 - Statistics

According to the "random" theory as expressed in the Ultimania Guide the game
decides if the chest you choose in a particular room is trapped or not using
the following calculations:

Room with 2 chests, the odds are:
1/3 that the first chest is trapped, 1/3 that the second chest is trapped, and
1/3 chance that none of chests are trapped at all.

Room with 3 chests, the odds are:
1/4 that the first chest is trapped, 1/4 that the second chest is trapped, 1/4
that the third chest is trapped, and 1/4 chance that none of chests are trapped
at all.

Room with 4 chests, the odds are:
1/5 that the first chest is trapped, 1/5 that the second chest is trapped, 1/5
that the third chest is trapped, 1/5 that the fourth chest is trapped, and 1/5
chance that none of chests are trapped at all.

So, we are left to accept that the odds are 1/240 (3x4x4x5) of getting all
12 chests without encountering a single trap. If you ask him, that's hell.

According to the 'timing' theory as expressed by himself, the player decides if
the chest chosen in a particular room is trapped or not. Now, let's look at how
the statistics stack up if you now know you have an element of control in the
outcome of your choice. Meaning that, if you know when an event is going to
occur, then matching that event is now determined by the error invoked in the
choice. Data suggests a 'rounding up' in the final choice. The range of error
allowed is unknown, but its small, and less than one second. If we follow
standard rounding rules, it's greater than 1/2 second, it may be less than that
(and probably is).

For example, if the player's time is 0.7 seconds, it is rounded up to 1 second,
if it's 0.4, it's instantaneous (or zero) using standard rounding.
Using this criterion, and a 'worst' case scenario of a 50% error, then the
calculations are:

Room with 2 chests, the odds are:

1/2 x (1/3) that the 1st chest is trapped, 1/2 x (1/3) that the 2nd chest is
trapped, and 1/2 x (1/3) chance that none of chests are trapped at all.

Room with 3 chests, the odds are:
1/2 x (1/3) that the first chest is trapped, 1/2 x (1/3) that the second chest
is trapped, 1/2 x (1/3) that the third chest is trapped, and 1/2 x (1/3) chance
that none of chests are trapped at all.

Room with 4 chests, the odds are:
1/2 x (1/5) that the first chest is trapped, 1/2 x (1/5) that the second chest
is trapped, 1/2 x (1/5) that the third chest is trapped, 1/2 x (1/5) that the
fourth chest is trapped, and 1/2 x (1/5) chance that none of the chests are
trapped at all.

Now, we see the results of our efforts, (1/2) x (3x4x4x5) or 1/120 of getting
all 12 chests without encountering a single trap. That's HALF the original
odds! The best part is, as you reduce your timing error, the odds GO DOWN!

The key is to reduce your error. The lower the error in your counting, the odds
at getting all the chests decreases.

PART 3 - Chest Contents

When opening the 12 chests, choose any order you like. The contents of the
chests will always be the same. The contents of successfully opening the chests
will be:
1) 1x Lv.4 Sphere
2) Defending Bracer (2 slots) Silenceproof, Darkproof
3) Turnover (Magic Counter, Counter-Attack)
4) 2x Lv.3 Key Sphere
5) Defending Armlet (Stoneproof, Poisonproof, 2 FS)
6) 2x Friend Sphere
7) 1x Lv.4 Key Sphere
8) Phantom Ring (Ice Eater, Fire Eater, Lightning Eater, 1 FS)
9) Cactuar Wizard (Half MP Cost)
10) Warmonger (Double AP, Double Overdrive)
11) 2x Teleport Sphere
12) 99x WARP SPHERE!

PART 4 - Game Timing Facts

Many of the game's programmed timing routines are exposed during routine
gameplay and give the player clues as to how the programmers utilized timing
sub-routines during events encountered throughout the course of the game. These
clues were essential in development of the Timing Method. As you progress
though normal gameplay events become more and more time challenging, or
handicapped against the player as you proceed. Here he has outlined just a few
of the major occurrences, but not all of them. If you have others, e-mail them
to him.

Here are a few to consider:

- Lightning Dodging in the Thunder Plains

Here we first encounter:
Invisible Counting
Active Completion
Event Cueing
Dynamic Environment Timing (DET)

Here's where the programmers throw you the first big clue... Invisible counting
need not be discussed since we all know the player has to keep track of the
total amount of Lightning Dodges and that you cannot leave the Thunder Plains
or the number resets. The only benefit is the result of the flash before the
strike, Event Cueing. At least you know that a strike is imminent. The other is
less obvious. In and around the environment of Thunder Plains you can find
different frequencies of lightning strikes. Depending on where you are in the
environment you can encounter 1, 2, or 3 strikes within a given time period.
This fact is well documented in a number of published FAQs as to where the
different areas are located on the map of Thunder Plains.

- Butterfly Catching in Macalania Woods

Here we first encounter:
Visual Timers
No Encounter
Critical Timing
Dialog Window timer suspend

Here's where the programmers throw you the second big clue... The visual timer
thing is no big deal, but what happens during a butterfly encounter is not so
obvious. Anyone who has done the Butterfly Catching knows you cannot get the
chest if you get into a fight after encountering a butterfly. You must go as
fast as you can without having a single encounter with a butterfly. The last
one is subtle, the timer suspends counting while in the actual dialogs after
the battle, but there is a time when switching between dialogs you see the
timer on the screen briefly. Since the timing is so critical in this little
quest the appearance of this timer shows you the lost seconds needed to
complete successfully. It's here the game makes sure you lose if you fight and
shows you that time suspends while in a dialog.

- Chocobo Racing at the Calm Lands

Here we first encounter:
Active Timers
Visual Timers
Timer Manipulation
And again encounter:
Active Completion

Here's where the programmers throw you the third big clue... Anyone who has
done this knows about the timer in getting 0:0.0 but that's only half of the
story. Those damn balloons and seagulls to modify the timing is absolutely
crucial to achieving the goal. You must go through each of the four races
sequentially and win each one to move the guy blocking the path to Tidus'
Ultimate Weapon (Active Completion). If you leave or stop racing, you cannot
get the guy to move. Winning all four races in a row will get the guy to
finally move out of the way.

- Blitzball
Here we encounter:
Active Timers
Passive Completion
Visual Timers
Event Cueing
Dynamic Environment Timing (DET)

Here's where the programmers throw you the fourth big clue... Anyone who has
played Blitzball knows the game is timed. Getting all of Wakka's Reels and
getting player Tech skills knows the process of Passive Completion. You can
come and go from games and not lose your place. What you got is yours to keep.
One must do things in order to achieve the goal. The clue here is the use again
of Event Cueing to signal a TechCopy situation. The effectiveness of Event
Cueing is hindered by the use of Dynamic Environment Timing (DET) during a
TechCopy of other player's skills. The environment that changes here is the
opponent and what skill is able to be TechCopied. There is no timer that you
can see, but timing is absolutely critical in getting a successful TechCopy of
skills like Jecht Shot 2, Sphere Shot, Invisible Shot, etc. Each skill has a
different timing associated with it during a TechCopy. If you have done this,
you know how hard it can be.

- Omega Ruins

Here we encounter the worst of the timing protocols:
Invisible Timing
Active Completion
No Encounter
Dynamic Environment Timing (DET)
Dialog Window timer suspend
Timer Manipulation

The game knows where you are and what you are doing at all times. There are no
obvious clues that this mini-quest is timed, no active timers and Invisible
Timing on top of that. You must complete without saving (Active Completion),
you cannot fight any Mimics (No Encounter) and the DET adds to the whole mess.
As the environment in each room changes, so does the timing. There is no Event
Cueing to help either. This combination of routines makes this one the worst
timing mini-quest in the whole game. You can suspend the timing in any room
after successfully opening a chest by leaving the chest contents dialog on the
screen, kinda like a pause feature. The player is left with very few options.
The only choices you have are to assume it is random and be satisfied, or you
can try to manipulate the timing. If you follow the Timing Method protocol, you
can beat the rules in this quest by exploiting Timer Manipulation.

PART 5 - Frequently Asked Questions

Q. Can I SAVE my progress after opening chests?
A. No, you cannot SAVE or leave the Ruins during the quest. If you do, the item
list will change and you will start getting duplicates of some items. Any
deviation from the item list in the previous section says you did something
wrong.

Q. I enter the room. There are X chests. I approach chest 1, count X times,
open, success. I move to the next chest. I count X-1 times, open, success, etc.
until I get to the last one. I count once, open, trap. Every time.
A. I got that at first also, I kept trying. It all comes down to timing.
Remember, start counting when you get to the chest, not when you stop moving.
It's probably rounding error. I actually practiced with a second hand on a
clock to get the timing down.

Q. What is the "Brute Force" method?
A. Start from a SAVED game, then pick an order you'd like to open the chests
in, and do it. If it fails, reload and use that same pattern and try it again.
Do it over and over until you get it.

Q. Shouldn't a better Luck score on your characters increase your odds of
getting all 12 chests?
A. I don't know, I haven't tried that one.

Q. Does it matter which chest I open first? Should I open the closest one to me
as I enter?
A. I found no statistical correlation. I don't have the data to say YES and
likewise, I can't say NO.

Q. Do I have to open all the chests in a room?
A. Yes, if you leave, the remaining chests will disappear... forever.

Q. Why is the room with four chests an exception?
A. I don't know. This room has some peculiar traits. You can leave and the
chests do not disappear. The timing method favors the "Original" method. The
LAST chest doesn't always fall into the pattern. Other than that, I would just
be guessing. If you find out, let ME know!

Q. Does the order depend on other events in the game before I get to Omega
Ruins?
A. I don't think so, because the timing method has been tested by others with a
variety of "events" leading up to their appearance in the Ruins and their
results seem consistent.

Q. How many times have you achieved Warp Sphere x99?
A. 14, over the course of this study. Not all have been through counting
though. I tried variations during the sampling, so the actual results are
'tainted' (statistically speaking, of course).

Q. Based on your results alone, what is the chance that your results could
happen all by chance?
A. Good question, I would've had to have been VERY lucky indeed. I recorded a
70% increase in non- trapped chests using this method. I still screw up on the
timing myself, but now I usually know before I press X that I'm just going for
chance.

Q. How do you count?
A. 1,2,3...no seriously, I tried one one thousand, two one thousand, etc. but I
couldn't get consistent enough with it so I personally used one thousand,
one...one thousand, two...one thousand, three, etc. I guess its whatever works
for you. Try using a metronome or something to help.

Q. If I miss the timing on a chest, what should I do?
A. Go for it. You now have a 50/50 chance of getting back on the timing set up
from the first chest. Consider yourself lucky if you hit it. Next time, keep
track of your counting.

Q. I can't get your theory to work. What should I do?
A. Your timing is off. If you can clear the first two rooms (five chests) MOST
of the time, then you are on the right track. If not, keep practicing.

Q. I'm skeptical, does your method really work?
A. I was too at first. All I ask is that you try it. Others have and say it
does. I'm OK with that.

Written by: Darryl Knight

----------------------------
XVI - SEAGULLS COUNTING GAME
----------------------------

There's a person on uppermost deck of S.S.Winno. The soonest you can do this is
after Djose temple trials, I believe. Talk to him and he'll ask you to count
the seagulls around the ship. Since you're reading this, you already know the
answer. It's 11 seagulls. You'll receive Ace Wizard for Wakka (Mag+3%, Mag+5%,
Mag+10%, Mag+20%).

---------------------------
XVII - CLASKO'S WAY OF LIFE
---------------------------

In one of many encounters with Clasko talk to him just before fighting Crawler
at Macalania lake. At his question of what does the future hold, answer that
he's better suited as chocobo breeder. Later in the game when you have access
to the airship, return to S.S. Liki and he'll give you 1x Friend Sphere as sign
of gratitude.

-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------

=========================
VIII) ABOUT MONSTER ARENA ---> A368
=========================

Largest and most rewarding sidequest in the world of FFX. Available once you
gain access to Calm Lands, but advised to continue completing it later in the
game when you have control of the airship.

Q1 - Where is the Monster Arena?
A1 - Monster Arena is located in Calm Lands, more specifically in eastern part.

Q2 - Okay, I've found it, now what?
A2 - Talk to the old geezer. Apparently all of his monsters have escaped. And
it's *your* job to recapture them all.

Q3 - Capture them? How do I do that?
A3 - Talk to old geezer again. He sells just the weapons you need - with
Capture ability.

Q4 - Come again?
A4 - Further explanation necessary, I see. Okay. Let's make an actual example.
Buy Capture weapons for all seven characters. Now fly with airship over to
Besaid island. Equip Auron with Beastmaster (this is how his weapon is called)
and leave the other two front-line members with whatever they have for a
weapon. Fall into a battle with let's say Dingo and Condor.
Have Auron slice down Dingo. See? 'Dingo captured!' This means you successfully
captured a Dingo and he now counts toward Monster arena's total.
You *must kill* an enemy with a weapon with Capture ability on it. You can use
Skills, but you cannot use Overdrives.

Q5 - I've been capturing Dingos for a while and now I get this message 'Dingo
limit reached!'. What's up with that?
A5 - This means that you've reached that monster's limit. More specifically,
you can capture 10 of each captureable monster. Any additional monster will not
be added to the total number.

Q6 - 'Captureable' monster? Aren't they all?
A6 - No. Machine enemies, human enemies and some one-time-meet-me-only enemies
cannot be captured. List of all captureable monsters will appear below. And now
I've also provided pictures help that will show you what to find where.

Q7 - So far I see nothing of interest for doing this quest... what's in it for
me?
A7 - Let me nail you a few reasons why you should bother...
Reason 1: You get a bunch of hard-to-obtain-otherwise items.
Reason 2: Regular monsters are not exactly challenging, are they? Well, by
capturing them you may unlock special monster arena creations, which are yours
to battle for a small fee.
Reason 3: These bosses when fought and defeated yield a bunch of powerful
weapons with great abilities already on them, thus saving you a waste of your
hard earned items.
Reason 4: Hardest boss in the game can be found here (if I don't count Dark
Aeons).
Reason 5: C'mon, I know you want that Mark of Conquest...

Q8 - OK, you've convinced me! Lemme at them.
A8 - Sure, go right ahead. Capturing the regulars ain't hard, what will be hard
will be monsters created once you capture enough stuff.:)

Questions have been answered, we now return to program.

******************************
EVERYTHING ABOUT MONSTER ARENA
******************************

# BASIC BASICS ON MONSTER ARENA

Once you talk to old geezer, he will present you with five choices:

- Chat
This is useless. At most times he'll tell you about what kind of monsters he
still needs to complete a monster cre(a)ti(o)n of his own.

- Fight monsters
This is the option you'll use the most. Screen that will follow is explained
below.

- Buy weapons
You'll only want to use this once... in order to buy Capture weapons for your
characters.

- Buy items
Another most used option. You'll return here often to buy Clear Spheres, which
will be available once you unlock Ultima Buster.

- Exit
What the name says.

-----------------------------------------------------------------------------

# FIGHT-ME-PLEASE-OH-PRETTY-PLEASE SCREEN

Yap, this screen is where you will spend most of the time, pondering on which
enemy to spend your hard earned gil. The screen is divided into 16 entries, 13
of which are representing world areas, and 3 of which are reserved for special
monsters awaiting your ass-kicking.

From top left to bottom right areas go as follows:
A01 - Besaid
A02 - Kilika
A03 - Mi'ihen Highroad
A04 - Mushroom Rock Road
A05 - Djose Road
A06 - Thunder Plains
A07 - Macalania
A08 - Bikanel
A09 - Calm Lands
A10 - Sunken Cave (or Cavern of the S. F.)
A11 - Mt. Gagazet
A12 - I. Sin
A13 - O. Dungeon
A14 - Area Conquest
A15 - Species Conquest
A16 - Original

Note: Picture available at following URL:
http://splitinfinity.50megs.com/images/monster_areas.jpg

Entries from A01 to A13 fill up as you capture fiends in particular area. Entry
A14 will fill up with monsters to fight once you've captured at least one of
each monster in specific area (example: Chimerageist will be unlocked once you
capture at least one of every monster in Calm Lands). Entry A15 will fill up
once you've captured a minimum amount of each fiend type (example: Pteryx will
be unlocked once you've captured few Condors, Simurghs and Alcyones). Entry A16
will fill up once you meet few special requirements. Do not worry, everything
will be explained in detail.

-----------------------------------------------------------------------------

# HOW DO I START?

Press Start button... no wait, that pauses the game. Oh right. Anyway, when you
first visit Monster Arena, manager (that's old geezer, by the way) will want
you to first purify Calm Lands by capturing at least one of each monster found
in Calm Lands... once you do that, Chimerageist will be unlocked in Area
Conquest entry. Now fight it or not, it doesn't matter. What matters is that
the hunting season is now open.

A01 - BESAID ISLAND

Captureable monsters found here are Dingos, Condors and Water Flans. You need
to capture 1 of each order to unlock Stratoavis. All of three fiends are very
easy to encounter. Following is fiend's price to fight them at the arena:

Dingo - 24
Condor - 18
Water Flan - 27

Note: Picture available at following URL:
http://splitinfinity.50megs.com/images/besaid.jpg

A02 - KILIKA ISLAND

Captureable monsters found here are Dinonixes, Killer Bees, Yellow Elements and
Ragoras. Capturing one of each will unlock Malboro Menace. All of four fiends
are very easy to encounter. Following is fiend's price to fight them at the
arena:

Dinonix - 40
Killer Bee - 34
Yellow Element - 49
Ragora - 72

Note: Picture available at following URL:
http://splitinfinity.50megs.com/images/kilika.jpg

A03 - MI'IHEN HIGHROAD

Captureable monsters found here are Mi'ihen Fangs, Ipirias, Floating Eyes,
White Elements, Raldos, Vouivres, Bombs and Dual Horns. One of each plastered
will greet Kottos for you. All of these fiends are fairly easy to encounter.
Following is fiend's price to fight them at the arena:

Mi'ihen Fang - 49
Ipiria - 69
Floating Eye - 66
White Element - 72
Raldo - 63
Vouivre - 90
Bomb - 105
Dual Horn - 157

Note: 2 pictures available at following URL:
http://splitinfinity.50megs.com/images/miihen_sidea.jpg
http://splitinfinity.50megs.com/images/miihen_sideb.jpg

A04 - MUSHROOM ROCK ROAD

Captureable monsters found here are Raptors, Gandarewas, Thunder Flans, Red
Elements, Lamashtus, Funguars and Garudas. One of each brings out Coeurlregina.
Following is fiend's price to fight them at the arena:

Raptor - 72
Gandarewa - 93
Thunder Flan - 75
Red Element - 82
Lamashtu - 108
Funguar - 63
Garuda - 210

Note: Picture available at following URL:
http://splitinfinity.50megs.com/images/mushroom.jpg

A05 - DJOSE HIGHROAD

Captureable monsters found here are Garms, Simurghs, Bite Bugs, Snow Flans,
Bunyips, Basilisks and Ochus. One of each unlocks Jormungand. Simurgh is most
often found in the most northern part of Djose Highroad near the sign that
shows up as worldmap when examined. Following is fiend's price to fight them at
the arena:

Garm - 132
Simurgh - 109
Bite Bug - 93
Snow Flan - 139
Bunyip - 145
Basilisk - 187
Ochu - 780

Note: Picture available at following URL:
http://splitinfinity.50megs.com/images/djose.jpg

A06 - THUNDER PLAINS

Captureable monsters found here are Melusines, Aerouges, Buers, Gold Elements,
Kusariqqus, Larvas, Iron Giants and Qactuars. One of each presents Cactuar
King. Qactuars can only be fought once you've prayed to three glowing Qactuar
statues by pressing Square button in front of them. Iron Giants can be found in
northern part of Thunder Plains.

Melusine - 162
Aerouge - 216
Buer - 198
Gold Element - 160
Kusariqqu - 168
Larva - 495
Iron Giant - 900
Qactuar - 4000

Note: 2 pictures available at following URL:
http://splitinfinity.50megs.com/images/thunder_sidea.jpg
http://splitinfinity.50megs.com/images/thunder_sideb.jpg

A07 - MACALANIA

Captureable monsters found here are Snow Wolves, Iguions, Wasps, Evil Eyes, Ice
Flans, Blue Elements, Murussus, Mafdets, Xiphoses and Chimeras. One of each
gives Espada.

Snow Wolf - 288
Iguion - 207
Wasp - 213
Evil Eye - 307
Ice Flan - 282
Blue Element - 270
Murussu - 247
Mafdet - 258
Xiphos - 330
Chimera - 1455

Note: 2 pictures available at following URL:
http://splitinfinity.50megs.com/images/macalania_sidea.jpg
http://splitinfinity.50megs.com/images/macalania_sideb.jpg

A08 - BIKANEL

Captureable monsters found here are Sand Wolves, Alcyones, Mushussus, Zus, Sand
Worms and Cactuars. One of each gives birth to Abyss Worm.

Sand Wolf - 337
Alcyone - 360
Mushussu - 405
Zu - 1800
Sand Worm - 1500
Cactuar - 4000

Note: Picture available at following URL:
http://splitinfinity.50megs.com/images/bikanel.jpg

A09 - CALM LANDS

Captureable monsters found here are Skolls, Nebiroses, Flame Flans, Shreds,
Anacondaurs, Ogres, Coeurls, Chimera Brains and Malboros. One of each shall
raise Chimerageist.

Skoll - 630
Nebiros - 480
Flame Flan - 672
Shred - 552
Anacondaur - 1125
Ogre - 1470
Coeurl - 1650
Chimera Brain - 1500
Malboro - 1650

Note: 2 pictures available at following URL:
http://splitinfinity.50megs.com/images/calm_sidea.jpg
http://splitinfinity.50megs.com/images/calm_sideb.jpg

A10 - SUNKEN CAVE

Captureable monsters found here are Yowies, Imps, Dark Elements, Nidhoggs,
Thorns, Valahas, Epaajs, Ghosts and Tonberries. One of each summons Don
Tonberry.

Yowie - 720
Imp - 915
Dark Element - 780
Nidhogg - 903
Thorn - 795
Valaha - 1080
Epaaj - 1425
Ghost - 1215
Tonberry - 3000

Note: 2 pictures available at following URL:
http://splitinfinity.50megs.com/images/sunken_sidea.jpg
http://splitinfinity.50megs.com/images/sunken_sideb.jpg

A11 - MT. GAGAZET

Captureable monsters found here are Bandersnatches, Ahrimans, Dark Flans,
Grenades, Grats, Grendels, Bashuras, Mandragoras, Behemoths, Splashers,
Achelouses and Maelspikes. One of each drives by Catoblepas.

Bandersnatch - 1320
Ahriman - 975
Dark Flan - 1620
Grenade - 810
Grat - 780
Grendel - 1095
Bashura - 1095
Mandragora - 1800
Behemoth - 2025
Splasher - 300
Achelous - 630
Maelspike - 495

Note: 2 pictures available at following URL:
http://splitinfinity.50megs.com/images/gagazet_sidea.jpg
http://splitinfinity.50megs.com/images/gagazet_sideb.jpg

A12 - I. SIN

Captureable monsters found here are Exorays, Wraiths, Geminis (there's two
kinds!), Demonoliths, Great Malboros, Barbatoses, Adamantoises and King
Behemoths. One of each drops off Abaddon.

Exoray - 1260
Wraith - 1605
Gemini - 1666
Gemini - 1666
Demonolith - 2205
Great Malboro - 2250
Barbatos - 2325
Adamantoise - 3300
King Behemoth - 2775

Note: 2 pictures available at following URL:
http://splitinfinity.50megs.com/images/lastdungeon_sidea.jpg
http://splitinfinity.50megs.com/images/lastdungeon_sideb.jpg

A13 - O. RUINS

Captureable monsters found here are Zauruses, Floating Deaths, Black Elements,
Halmas, Puroboroses, Spirits, Macheas, Master Coeurls, Master Tonberries and
Varunas. One of each parachutes in Vorban.

Zaurus - 1425
Floating Death - 1897
Black Element - 1560
Halma - 1545
Puroboros - 1455
Spirit - 1950
Machea - 2175
Master Coeurl - 3045
Master Tonberry - 3600
Varuna - 2670

Note: 2 pictures available at following URL:
http://splitinfinity.50megs.com/images/omega_sidea.jpg
http://splitinfinity.50megs.com/images/omega_sideb.jpg

A14 - AREA CONQUEST

Entries here fill up once you meet the criteria, which can be found next to
fiend's name and the price required to fight it.

-> Stratoavis - 6000 - capture at least one of each fiend from Besaid
-> Malboro Menace - 6000 - capture at least one of each fiend from Kilika
-> Kottos - 6000 - capture at least one of each fiend from Mi'ihen road
-> Coeurlregina - 6000 - capture at least one of each fiend from Mushroom road
-> Jormungand - 6000 - capture at least one of each fiend from Djose road and
Moonflow
-> Cactuar King - 6000 - capture at least one of each fiend from Thunder plains
-> Espada - 6000 - capture at least one of each fiend from Macalania woods and
lake's Crevasse
-> Abyss Worm - 6000 - capture at least one of each fiend from Bikanel island
-> Chimerageist - 6000 - capture at least one of each fiend from Calm Lands
-> Don Tonberry - 8000 - capture at least one of each fiend from Sunken Cave
-> Catoblepas - 6000 - capture at least one of each fiend from Mt. Gagazet
-> Abaddon - 6000 - capture at least one of each fiend from I. Sin
-> Vorban - 6000 - capture at least one of each fiend from O. Ruins

Note: 2 pictures available at following URL:
http://splitinfinity.50megs.com/images/areascretin_sidea.jpg
http://splitinfinity.50megs.com/images/areascretin_sideb.jpg

A15 - SPECIES CONQUEST

Entries here fill up once you meet the criteria, which can be found next to
fiend's name and the price required to fight it.

-> Fenrir - 8000 - capture at least 3 of each: Dingo, Mi'ihen Fang, Garm, Snow
Wolf, Sand Wolf, Skoll, Bandersnatch.
-> Ornitholestes - 8000 - capture at least 3 of each: Dinonix, Ipiria, Raptor,
Melusine, Iguion, Yowie, Zaurus.
-> Pteryx - 8000 - capture at least 4 of each: Condor, Simurgh, Alcyone.
-> Hornet - 8000 - capture at least 4 of each: Killer Bee, Bite Bug, Wasp,
Nebiros.
-> Vidatu - 8000 - capture at least 4 of each: Gandarewa, Aerouge, Imp
-> One-Eye - 8000 - capture at least 4 of each: Floating Eye, Buer, Evil Eye,
Ahriman, Floating Death.
-> Jumbo Flan - 8000 - capture at least 3 of each: Water Flan, Thunder Flan,
Snow Flan, Ice Flan, Flame Flan, Dark Flan.
-> Nega Elemental - 8000 - capture at least 3 of each: Yellow Element, White
Element, Red Element, Gold Element, Blue Element, Dark Element, Black Element.
-> Tanket - 8000 - capture at least 3 of each: Ralso, Bunyip, Murussu, Mafdet,
Shred, Halma.
-> Fafnir - 8000 - capture at least 4 of each: Vouivre, Lamashtu, Kusariqqu,
Mushussu, Nidhogg.
-> Sleep Sprout - 8000 - capture at least 5 of each: Funguar, Thorn, Exoray.
-> Bomb King - 8000 - capture at least 5 of each: Bomb, Grenade, Puroboros.
-> Juggernaut - 8000 - capture at least 5 of each: Dual Horn, Valaha, Grendel.
-> Ironclad - 8000 - capture 10 of each: Iron Giant, Gemini A, Gemini B.

Note: 2 pictures available at following URL:
http://splitinfinity.50megs.com/images/species_sidea.jpg
http://splitinfinity.50megs.com/images/species_sideb.jpg

A16 - ORIGINAL

Entries here fill up once you meet the criteria, which can be found next to
fiend's name and the price required to fight it.

-> Earth Eater - 15000 - unlock any two area creations
-> Greater Sphere - 15000 - unlock any two species creations
-> Catastrophe - 15000 - unlock any six area creations
-> Th'uban - 15000 - unlock any six species creations
-> Neslug - 15000 - unlock all area creations
-> Ultima Buster - 15000 - capture at least five of *each* fiend
-> Shinryu - 15000 - capture at least two of each: Splasher, Achelous,
Maelspike
-> Nemesis - 25000 - capture 10 of *each* fiend, defeat all area creations,
defeat all species creations and defeat all original creations

Note: 2 pictures available at following URL:
http://splitinfinity.50megs.com/images/original_sidea.jpg
http://splitinfinity.50megs.com/images/original_sideb.jpg

-----------------------------------------------------------------------------

# GOT THEM ALL! NOW WHAT?

What is left is the big goal. Trash all of the monsters that manager created,
receive Mark of Conquest, up your statistics, receive best armors (that is,
make them) and then just have fun in the process.

-----------------------------------------------------------------------------

# AREN'T YOU FORGETTING SOMETHING?

What? OH YEAH! Of course if feels right to provide you with few general advices
on engaging these guys.

--> Get celestial weapons for the guys you'll be using. Easiest celestial
weapons to be collected and fully powered up are Rikku's, Auron's and Yuna's.
Also Tidus' isn't hard, but you have two problems - if you forgot to pick up
Sun Crest, you have to trample Dark Bahamut, and for Sigil you have to win a
small Chocobo race.

--> Lots of preparations, some of which include:
# An armor consisting of Auto-Potion, Auto-Haste, Auto-Protect, Auto-Phoenix.
Instead of Auto-Potion you can have whatever you wish, but last three are
crucial. Don't leave your home without them.
# Another armor consisting of Deathproof, Confuseproof, Sleepproof and
Auto-Med. This will help you out stand longer against guys who use status
attacks.
# And another armor with Berserkproof, Confuseproof, Sleepproof and Stoneproof.
This is armor created specifically for two guys you'll be fighting.
# A weapon consisting of Break Damage Limit, Triple Overdrive, Counter-attack,
Magic Counter. Even better choice is Celestial weapon.
# Your HP should be at 9999.
# Learn just about every ability there is on Sphere Grid, most needed are Quick
Hit, Auto-Life, Holy, Flare, Ultima.
# Tidus should have Blitz Ace and Wakka his Attack Reels. I didn't bother with
Wakka's Attack Reels, tho'... too much bad blitz memories...

--> Area creations aren't so fun to deal with, cos they don't drop useful
items. Species creations, however are entirely different story.

--> I could suggest a line-up in order to fight these guys, but that's a hard
option. What'll I do instead is provide as much feedback as possible on monster
bosses so that you may choose for yourself which of them sounds easy enough for
you to try your best on.

--> For strategies for these guys I'll make a few changes for their info: Gil
earned, scan and sensor infos got lost cos you can't view them or you can't
earn them. In strategy part you'll find recommended armor to be used and
recommended weapon to be used. Then the strategy for boss itself follows.

-----------------------------------------------------------------------------

# IN-DEPTH INFO AND STRATEGIES FOR MONSTER CRETINS!

***********************
Part A - Area Creations
***********************

---> STRATOAVIS <--- ---> A571

1. Name: Stratoavis
2. Monster's HP: 320000/10000
3. Monster's MP: 115
4. AP gained when monster is defeated: 8000/8000
5. Items stolen: 3x Smoke Bomb/2x Stamina Spring
6. Items dropped: 2x/4x Amulet; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject,
Petrify, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie
- susceptible: 90% Armor Break, 90% Magic Break, 90% Mental Break, 90% Power
Break, 90% Slow
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
73, 41, 32, 82, 32, 15, 5,  100
9. Monster's el. info: NS
10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Str+5%, Str+10%, Str+20%
12. Armor abilities: HP +10%, HP +20%, HP +30%
13. Monster's attacks:
a) 'Beak bash' - VS one chr - phd
b) Charging - signifies charge turn for Paean of the Heavens
c) Paean of the Heavens - GRATTP VS all chrs - tears off 93,5% MAX HP - phd +
Darkness and delays next turn of all chrs - used every fourth turn
d) 'Land' - once you knock off 66% of its HP, Stratoavis will have to land -
Charging and Paean of the Heavens are no longer used

14. Monster strategy:
RAA: Auto-Protect, Darkproof, Auto-Haste
RWA: Slowstrike, Break Damage Limit, Evade & Counter
First a representation of how boss moves:
[While in air]
-> 'Beak bash'
-> 'Beak bash'
-> Charging
-> Paean of the Heavens
-> repeat...
-> 'Land' - after the attack that crossed 66% HP limit
[While on foot]
-> 'Beak bash' ad infinitum
This is first one of few guys in the arena that has set pattern of attacks,
thus making him ultra easy. Let's talk about strategy, then.
On first and second turn Stratoavis will use 'Beak bash'. If Eva is high, he'll
miss. Otherwise Protect will help you. He'll forfeit his third turn to charge
for Paean. *Defend* before his fourth turn! Defending and Protect will lessen
the damage by 3/4. You now need to cure Darkness (or not, if you equipped
Darkproof). Then the guy repeats his daily routine... booooring. Meanwhile
shell him into oblivion. He's vulnerable to all four Breaks and can also be
slowed down.

15. Special note: For unlocking Stratoavis you'll get 99x Stamina Tonic.

-----------------------------------------------------------------------------

---> MALBORO MENACE <--- ---> A335

1. Name: Malboro Menace
2. Monster's HP: 640000/12000
3. Monster's MP: 200
4. AP gained when monster is defeated: 8000/8000
5. Items stolen: 4x Remedy/2x Mana Spring
6. Items dropped: 2x/4x Mana Tonic; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
60, 24, 53, 63, 34, 15, 0,  120
9. Monster's el. info: Weak to fire, absorbs water
10. Monster's equip. dropped info: 3-4 slots, 1-4 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Darkstrike, Poisonstrike, Silencestrike, Sleepstrike,
Slowstrike, Stonestrike, Zombiestrike
12. Armor abilities: Darkproof, Poisonproof, Silenceproof, Sleepproof,
Slowproof, Stoneproof, Zombieproof
13. Monster's attacks:
a) Putrid Breath - NATT VS all chrs - mgd + Poison, Confusion, Darkness,
Silence, Berserk and Slow (Darkness and Silence are lifted after eight chr's
turns)
b) Chow Time - VS one chr - phd
c) Mega Gastric Juice - STATT VS one chr - std + Full Break
d) Gastric Juice Blast - VS all chrs - phd + Petrify

14. Monster strategy:
RAA: Auto-Protect, Ribbon (if unavailable, put on at least Stoneproof and
Confuseproof), Auto-Haste
RWA: First Strike, Break Damage Limit, Evade & Counter, Firestrike
Another Malboro enemy. This guy will always ambush you on first turn and will
use Putrid Breath. If you don't have Confuseproof, bye-bye. See you next time.
Well, you're not out of the weeds yet. On his next turns you may get to see
Mega Gastric Juice (which strangely can be avoided with high Eva, but I can't
seem to block the damage in any way when it connects, so this leads me to
believe this attack's damage can't be blocked), Chow Time (big phd to one chr)
and Gastric Juice Blast, which can petrify all chrs. Get that Stoneproof armor
now!
So survive first turn with Confuseproof. Cast Hastega. Then keep attacking
(Overdrives!) Malboro until he bites the dust. There's not much you can do
about predicting its attacks anyway... or maybe there is, yet I still need to
figure it out. Weeding is complete!
After further testdrives I discovered that Malboro Menace will use Putrid
Breath after he's been target of seven attacks - in other words, once you
attack Malboro for seventh time, you'll receive Putrid Breath on next turn.
Gastric Juice Blast seems to be used often after you knock off half of
Malboro's health.

15. Special note: For unlocking Malboro Menace you'll get 99x Poison Fang.

-----------------------------------------------------------------------------

---> KOTTOS <--- ---> A290

1. Name: Kottos
2. Monster's HP: 440000/15000
3. Monster's MP: 20
4. AP gained when monster is defeated: 8000/8000
5. Items stolen: 4x Stamina Spring/2x Soul Spring
6. Items dropped: 20x/40x Healing Spring; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
88, 60, 12, 1,  36, 15, 0,  150
9. Monster's el. info: NS
10. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Counter, Evade & Counter, Magic Counter
12. Armor abilities: HP +10%, HP +20%, HP +30%
13. Monster's attacks:
a) 'Double punch' - VS one chr - phd
b) 'Punch' - CATT VS one chr - phd

14. Monster strategy:
RAA: Auto-Protect, Auto-Haste, Auto-Phoenix
RWA: Break Damage Limit, Counter-attack, First Strike
First a representation of how boss moves:
-> 'Double punch'
-> 'Double punch' ad infinitum
-> 'Punch' - used as a counter
This guy is hardly a challenge at all. His only real power lies in huge
strength. When it's not his turn, he'll just stand there with his dukes put up
and waving 'Come get some!'. Anything you do to him will prompt Kottos to
counterattack with 'punch'. On his regular turns he'll attack with 'double
punch'. Any of these two attacks may knock a character out if your Def stat is
low. And that's all there is to it.
As battle starts, cast Hastega, then Protect on all. After that, pummel away at
Kottos until he's creamed. If someone gets KO-ed, revive, Haste, Protect. Box
match finished!

15. Special note: For unlocking Kottos you'll get 99x Soul Spring.

-----------------------------------------------------------------------------

---> COEURLREGINA <--- ---> A101

1. Name: Coeurlregina
2. Monster's HP: 380000/10000
3. Monster's MP: 80
4. AP gained when monster is defeated: 8000/8000
5. Items stolen: 2x Farplane Wind/1x Blessed Gem
6. Items dropped: 3x/6x Shining Gem; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  40, 70, 40, 75, 15, 0,  100
9. Monster's el. info: NS
10. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Deathstrike, Double AP
12. Armor abilities: Darkproof, Deathproof, Poisonproof, Silenceproof,
Sleepproof, Slowproof, Stoneproof, Zombieproof
13. Monster's attacks:
a) Chaos - VS one chr - inflicts Confusion, Curse and Doom
b) Hyper Blaster - VS one chr - inflicts KO - Deathproof doesn't help
c) Drain - VS one chr - amount of HP deducted from attacked chr is added to
Coeurlregina's HP
d) Thundaga - LATT VS one chr - lightning mgd

14. Monster strategy:
RAA: Curseproof, Confuseproof and/or Ribbon (Ribbon nullifies Doom),
Auto-Phoenix
RWA: Break Damage Limit, First Strike
Mostly used attack is Chaos. If you don't have any Ribbons, chr afflicted is
gone on fifth turn. And if you also don't have Confuseproof, oops. Character/s
that could do the reviving may get knocked out as well by the confused chr.
Auto-Phoenix is nearly a must in this battle. Regina's Hyper Blaster is
guaranteed KO. Revive immediately. When she decides to use Drain or Thundaga (I
was finally able to see it, yay me [sarcastic smile]), praise be to Yevon. As
for Menace, I haven't yet figured out her move pattern, if there even is one.
After much fighting I stand to believe that there is no set pattern for her
moves. Summoning aeons is *not* recommended, as even they get KO-ed by Hyper
Blaster when Regina decides to use it.
Battle starts, Hastega! Then hack away. On doomed chrs cast Auto-Life, and
revive fallen ones ASAP. You win.

15. Special note: For unlocking Coeurlregina you'll get 99x Candle of Life.

-----------------------------------------------------------------------------

---> JORMUNGAND <--- ---> A280

1. Name: Jormungand
2. Monster's HP: 520000/10000
3. Monster's MP: 63
4. AP gained when monster is defeated: 8000/8000
5. Items stolen: 4x Petrify Grenade/1x Three Stars
6. Items dropped: 2/4x Supreme Gem; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject,
Petrify, Poison, Provoke, Silence, Sleep, Threaten, Zombie
- Susceptible: 90% Armor Break, 90% Magic Break, 90% Mental Break, 90% Power
Break, no % resistance to Slow
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
77, 33, 80, 186,53, 15, 6,  130
9. Monster's el. info: NS
10. Monster's equip. dropped info: 3-4 slots, 1-4 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Darkstrike, Poisonstrike, Silencestrike, Sleepstrike,
Slowstrike, Stonestrike, Zombiestrike
12. Armor abilities: Darkproof, Poisonproof, Silenceproof, Sleepproof,
Slowproof, Stoneproof, Zombieproof
13. Monster's attacks:
a) Cold Stare - STATT VS one chr - std + Petrify - ignores Shell and Protect
b) Space-Time Vorpal - NATT VS all chrs - mgd
c) 'Bash' - VS one chr - phd

14. Monster strategy:
RAA: Auto-Protect, Auto-Haste, Stoneproof, Auto-Shell
RWA: Break Damage Limit, Counter-attack, First Strike, Slowstrike
Cold Stare is most dangerous. Use Esuna or Soft on chr affected immediately.
'Bash' can be avoided with high Eva, and Space-Time Vorpal halved with Shell.
As battle starts, Hastega, then Shell, then Protect. Start hacking or
Overdriving. Take care of Cold Stare. If you let Jormungand attack petrified
chr, he/she'll be gone for rest of battle. Slow Jorm down a bit as well, then
finally kill him.
He doesn't have set movement pattern.

15. Special note: For unlocking Jormungand you'll get 99x Petrify Grenade.

-----------------------------------------------------------------------------

---> CACTUAR KING <--- ---> A081

1. Name: Cactuar King
2. Monster's HP: 100000/10000
3. Monster's MP: 0
4. AP gained when monster is defeated: 8000/8000
5. Items stolen: 2x Chocobo Wing/1x Designer Wallet
6. Items dropped: 3x/6x Blessed Gem; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
255,100,255,255,80, 15, 240,180
9. Monster's el. info: Immune to fire, lightning, water, ice and holy
10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Str+5%, Str+10%, Str+20%
12. Armor abilities: Def+5%, Def+10%, Def+20%
13. Monster's attacks:
a) 10000 Needles - (CATT) & STATT VS one chr - std - damage cannot be halved in
any way
b) 99999 Needles - STATT VS one chr - std - damage cannot be halved in any way
c) Run away - just like the name implies

14. Monster strategy:
RAA: Auto-Haste, Auto-Phoenix
RWA: Break Damage Limit
Senior knight of Force trio. Ugh, this is a definition of Evasion. Unless you
bear monster Acc and a bit of Luck, forget about killing this guy. Return
later... or not? Kingie counters everything with 10000 Needles. On regular
turns he may use 10000 Needles, or 99999 Needles, or Run Away. He's also immune
to all elemental skills you may decide to chuck at it and can't be bad-statused
whatsoever. Summoning an aeon gets a no-no again. Even with Shield command in
effect you cannot reduce damage received from Needle attacks.
As battle starts, rely on Tidus' Blitz Ace to try killing King. Don't forget
that for this battle it is better to have Auto-Haste in your armors, cos when
chr is revived, he'll automatically be in Haste. If one Blitz Ace isn't enough,
Entrust Tidus with Overdrive gauges from other peeps, then attack again and
this time he should go down.
He doesn't have set movement pattern.

15. Special note: For unlocking Cactuar King you'll get 99x Chocobo Wing.

-----------------------------------------------------------------------------

---> ESPADA <--- ---> A182

1. Name: Espada
2. Monster's HP: 280000/15000
3. Monster's MP: 120
4. AP gained when monster is defeated: 8000/8000
5. Items stolen: 4x Farplane Shadow/1x Farplane Wind
6. Items dropped: 1x/2x Rename Card; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Doom, Eject,
Petrify, Poison, Provoke, Silence, Sleep, Threaten, Zombie
- Susceptible: 90% Armor Break, 90% Magic Break, 90% Mental Break, 90% Power
Break, 50% Slow
- Immune to Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
44, 100,31, 160,51, 15, 12, 100
9. Monster's el. info: NS
10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Str+5%, Str+10%, Str+20%
12. Armor abilities: Def+5%, Def+10%, Def+20%
13. Monster's attacks:
a) Hades Claws - (CATT) VS one chr - phd + Poison and KO - restores big chunk
of Espada's HP as well
b) Blade Shower - VS one chr - phd - is used after four Hades Claws (including
ones launched as counterattacks)

14. Monster strategy:
RAA: Auto-Protect, Auto-Haste, Auto-Phoenix
RWA: Break Damage Limit, Counter-attack, First Strike, Slowstrike
First a representation of how Espada moves:
-> Hades Claws - either normal attack or counter
-> Hades Claws - either normal attack or counter
-> Hades Claws - either normal attack or counter
-> Hades Claws - either normal attack or counter
-> Blade Shower - can only be used on regular turn
-> Hades Claws... - pattern repeats
This is second predictive guy you can fight. Count number of times he uses
Hades Claws. After you counted four, on first regular turn Espada gets, he'll
use Blade Shower. Even if there are more Hades Claws used (because of
counterattacks), number resets to 0 after Blade Shower is used.
Example 1: You don't attack Espada at all, instead he gets four turns in which
he uses Hades Claws, then Blade Shower on fifth.
Example 2: Don't attack Espada until he does three Hades Claws to your party.
Then attack him three times. He'll counter with Hades Claws for each attack,
thus adding the total to six Hades Claws. On first turn Espada gets he will use
Blade Shower. The number of Hades Claws now resets to zero - Espada does not
need two more Hades Claws, but four.
I don't recommend fighting this guy unless you have very high Agi and Eva.
Reason is this: connected Hades Claws restore insane amount of HP to Espada,
thus nullifying your efforts to cripple his HP. Plus he has a constant Regen
effect. When Agi and Eva are high, then engage in battle and laugh as he won't
be able to hit you. What, you want to regen? Yeah right, I'll kill you first.

15. Special note: For unlocking Espada you'll get 60x Shining Gem.

-----------------------------------------------------------------------------

---> ABYSS WORM <--- ---> A004

1. Name: Abyss Worm
2. Monster's HP: 480000/12000
3. Monster's MP: 200
4. AP gained when monster is defeated: 8000/8000
5. Items stolen: 4x Shadow Gem/1x Stamina Tablet
6. Items dropped: 1x/2x Stamina Tonic; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
60, 24, 93, 63, 22, 15, 0,  120
9. Monster's el. info: NS
10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Str+5%, Str+10%, Str+20%
12. Armor abilities: Def+5%, Def+10%, Def+20%
13. Monster's attacks:
a) 'Headbutt' - VS one chr - phd
b) Swallow - after Abyss Worm has been target of an attack for fifth time,
it'll Swallow whoever landed the fifth strike - eaten character is gone from
battle until following happens
c) Regurtitate - after Abyss Worm (with chr inside!) has been target of two
further attacks, chr eaten is returned to battle - damage dealt is always 9999
- Protect halves the damage
d) Readying Quake - signifies charge turn for Earthquake
e) Earthquake - NATT VS all chrs - mgd - requires one turn to charge

14. Monster strategy:
RAA: Auto-Protect, Auto-Haste, Auto-Phoenix
RWA: Break Damage Limit, Counter-attack, First Strike
I think this guy has a set pattern of movement too, but I need to figure it out
first. What I was able to confirm is the following:
After you attack Abyss Worm for five times, he'll Swallow that attacker. Now
Abyss will automatically forfeit all turns he gets until you attack it for two
more times. Abyss will now counter with Regurtitate, which will kill the chr
Swallowed by dealing 9999 damage to him/her (halve it with Protect).
On regular turns expect to see 'Headbutt'. After few more turns Worm will be
Readying Quake. Earthquake that follows can be halved with Shell.
As battle starts, Hastega. Then start hacking or Overdriving until you hit it
four times. Wait until Worm starts Readying Quake. Then unload on him as
attacks landed in this part of battle don't count toward Swallow.:) Abyss Worm
is defeated.
Additionally I've found out following: By not attacking Abyss Worm at all,
he'll use two 'headbutts', then Readying Quake on third and Earthquake on
fourth turn, after which he'll repeat the exercise. Furthermore, if you let him
Swallow one chr, there's a way of preventing Worm launching new attacks. With
your other two remaining characters cast Reflect on one of them, then
continously Doublecast Flare with your reflected chr being target of the
attack. Flares will bounce off onto Worm, damage him and most importantly, this
*doesn't* trigger Regurtitate.

15. Special note: For unlocking Abyss Worm you'll get 99x Shadow Gem.

-----------------------------------------------------------------------------

---> CHIMERAGEIST <--- ---> A094

1. Name: Chimerageist
2. Monster's HP: 120000/10000
3. Monster's MP: 30
4. AP gained when monster is defeated: 8000/8000
5. Items stolen: 2x Mana Spring/2x Stamina Spring
6. Items dropped: 1x/2x Return Sphere; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject,
Petrify, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: 50% Armor Break, 50% Magic Break, 50% Mental Break, 50% Power
Break
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
66, 10, 68, 10, 29, 15, 0,  180
9. Monster's el. info: Immune to fire, lightning, water and ice
10. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Firest., Icest., Waterst.
12. Armor abilities: Fire Eater, Ice Eater, Water Eater

13. Monster's attacks:
a) Megiddo Flame - FATT VS one chr - fire mgd
b) Blizzara - IATT VS one chr - ice mgd
c) Thundara - LATT VS one chr - lightning mgd
d) 'Assault' - VS one chr - phd
e) Aqua Breath - WATT VS all chrs - water mgd

14. Monster strategy:
RAA: Water Eater, Fire Eater, Auto-Haste, Auto-Protect
RWA: Break Damage Limit, Counter-attack, First Strike, Magic Counter
First a representation of how Chimerageist moves:
-> Megiddo Flame
-> Blizzara OR Thundara
-> 'Assault'
-> Aqua Breath
First attack Geist will use is completely random and cannot be predicted.
However, once you see what Geist has used, you're set for the remainder of
battle. Megiddo Flame can be nullified by Fireproof or better, Blizzara and
Thundara can be reflected, 'assault' can be halved by Protect, and Aqua Breath
nullified by Waterproof or better. Hah hah.

15. Special note: For unlocking Chimerageist you'll get 60x Farplane Wind.

-----------------------------------------------------------------------------

---> DON TONBERRY <--- ---> A162

1. Name: Don Tonberry
2. Monster's HP: 480000/10000
3. Monster's MP: 120
4. AP gained when monster is defeated: 8000/8000
5. Items stolen: 2x Candle of Life/1x Designer Wallet
6. Items dropped: 3x/6x Farplane Wind; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
95, 100,75, 100,37, 15, 0,  80
9. Monster's el. info: NS
10. Monster's equip. dropped info: 3-4 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Darkstrike, Deathstrike, Poisonstrike, Silencestrike,
Sleepstrike, Slowstrike, Stonestrike, Zombiestrike
12. Armor abilities: Darkproof, Deathproof, Poisonproof, Silenceproof,
Sleepproof, Slowproof, Stoneproof, Zombieproof
13. Monster's attacks:
a) Karma - CATT & STATT VS one chr - std - damage dealt is amount of enemies
killed (by that particular character) x 100 - can not be used after Don takes
four 'Walk forward' - if chr killed no enemies, damage dealt is zero
b) 'Walk forward' - will do so for 4 turns
c) 'Chef's knife' - VS one chr - phd
d) Voodoo - STATT VS aeon - if aeon is Don's opponent, Voodoo is used - std

14. Monster strategy:
RAA: Auto-Haste, Auto-Phoenix
RWA: Break Damage Limit
First a representation of how Don Tonberry moves:
-> 1st 'Walk forward'
-> 2nd 'Walk forward'
-> 3rd 'Walk forward'
-> before 4th 'Walk forward' any attack against Don will prompt him to counter
with Karma
-> 4th 'Walk forward'
-> 'Chef's Knife'... will always use 'Chef's Knife' from now on
-> Voodoo will be used at any time in battle if an aeon is in Don's way
Not hard, but boring. Anything you will do to Don will upset him. So he'll
counter by counting your Karma and naturally killing character targeted. Either
you kill him with aeons (he doesn't counter their attacks) or wait until he
comes closer four times, then unload on him.

15. Special note: For unlocking Don Tonberry you'll get 40x Silver Hourglass.

-----------------------------------------------------------------------------

---> CATOBLEPAS <--- ---> A086

1. Name: Catoblepas
2. Monster's HP: 550000/10000
3. Monster's MP: 160
4. AP gained when monster is defeated: 8000/8000
5. Items stolen: 3x Healing Spring/1x Stamina Tonic
6. Items dropped: 1x/2x Three Stars; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject,
Petrify, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: 50% Armor Break, 50% Magic Break, 50% Mental Break, 50% Power
Break
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
76, 33, 58, 27, 47, 15, 0, 180
9. Monster's el. info: NS
10. Monster's equip. dropped info: 3-4 slots, 2-4 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Darkstrike, Deathstrike, Poisonstrike, Silencestrike,
Sleepstrike, Slowstrike, Stonestrike, Zombiestrike
12. Armor abilities: Darkproof, Deathproof, Poisonproof, Silenceproof,
Sleepproof, Slowproof, Stoneproof, Zombieproof
13. Monster's attacks:
a) Pop Fly - VS one chr - phd + delays next turn
b) Flare - NATT VS one chr - mgd
c) 'Swipe' - VS one chr - phd
d) Ultima - NATT VS all chrs - mgd - used as a dying move

14. Monster strategy:
RAA: Auto-Haste, Auto-Protect, Auto-Shell, Auto-Phoenix
RWA: Break Damage Limit
Pop Fly and 'Swipe' can be halved by Protect, Flare and Ultima by Shell.
As battle starts, Hastega. Then Break whatever you wish on his backbone. Be
careful of Pop Fly - along with phd it delays chr's next turn. Auto-Phoenix
will take care of reviving your party members that will get taken out cos of
Catoblepas' strong attacks. Take heed and be under Shell at all costs once you
defeat Cato or his Ultima may take you out altogether.
He doesn't have set movement pattern.

15. Special note: For unlocking Catoblepas you'll get Blossom Crown *KEY ITEM*.

-----------------------------------------------------------------------------

---> ABADDON <--- ---> A001

1. Name: Abaddon
2. Monster's HP: 380000/10000
3. Monster's MP: 780
4. AP gained when monster is defeated: 8000/8000
5. Items stolen: 3x Purifying Salt/1x Shining Gem
6. Items dropped: 1x/2x Mana Tablet; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
40, 180,95, 160,120,15, 0,  130
9. Monster's el. info: Immune to all elements
10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Mag+5%, Mag+10%, Mag+20%
12. Armor abilities: Mdef+5%, Mdef+10%, Mdef+20%
13. Monster's attacks:
a) Blizzaga - IATT VS one chr - ice d.
b) Thundaga - LATT VS one chr - lightning d.
c) Waterga - WATT VS one chr - water d.
d) Firaga - FATT VS one chr - fire d.
e) Pharaoh's Curse - VS one chr - inflicts Curse, Poison, Silence and Darkness
f) Mana Focus - signifies charge turn for Emblem of the Cosmos
g) Emblem of the Cosmos - VS all chrs - phd - requires one turn to charge
h) Flare - NATT VS one chr - mgd
i) Demi - GRATT VS all chrs - mgd - tears off 25% current HP

14. Monster strategy:
RAA: Auto-Reflect, Auto-Haste, Curseproof, Ribbon (or Poisonproof), Auto-Shell
RWA: Break Damage Limit, Magic Counter
I'll get the move settlement for this guy as well. I know there's one. Anyway,
keep up Shell status at all times. It'll be your lifesaver. For that annoying
Pharaoh's Curse heal as soon as you can. You need your party to be in fighting
shape at all times. Once you see Mana Focus, Protect if not already under it.
Emblem of the Cosmos is Abaddon's strongest attack. If you think your chrs
won't make it, summon an aeon.
Once battle starts, Hastega then Shell. Using any elemental attacks against
Abaddon is useless, as he has infinite NulAll and Reflect. If you're reflected,
Doublecast Flare at his royal ass. Use Quick Hits or Overdrives (Banishing
Blade!). Abaddon is defeated.
Yahoo! Found a hole in his pattern - after you deal damage to Abaddon for sixth
time, he'll use Mana Focus on first turn he gets after that. Which means I can
provide new strategic information - if you can get at least six attacks in once
Abaddon releases Emblem, all attacks you'll be seeing will be Mana Focus and
Emblem of the Cosmos.

15. Special note: For unlocking Abaddon you'll get 99x Lunar Curtain.

-----------------------------------------------------------------------------

---> VORBAN <--- ---> A617

1. Name: Vorban
2. Monster's HP: 630000/10000
3. Monster's MP: 120
4. AP gained when monster is defeated: 8000/8000
5. Items stolen: 2x Healing Spring/1x Stamina Tablet
6. Items dropped: 1x/2x Friend Sphere; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
95, 100,75,100, 33, 15, 0,  80
9. Monster's el. info: NS
10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Str+5%, Str+10%, Str+20%
12. Armor abilities: Def+5%, Def+10%, Def+20%
13. Monster's attacks:
a) Mortar - CATT & NATT VS all chrs - mgd - used when either one, two or three
attacks are launched against Vorban
b) Body Splash - VS all chrs - phd
c) 'Stomp' - VS one chr - phd

14. Monster strategy:
RAA: Auto-Haste, Auto-Shell, Auto-Protect
RWA: Break Damage Limit, Counter-attack
Last bastard in area creations. Body Splash and 'stomp' can be halved with
Protect, Mortar with Shell. Vorban counters with Mortar after he's been target
of one attack, two or three attacks - with more experimentation I found out
that he also counters if you try say Stealing... anyway, he counters anything.
Longest I've been able to try to do something was three times before he
Mortared me.
As battle starts, Hastega, Protect and finally Shell. Attack with Quick Hits
and Overdrives. Take note to heal if you think next Mortar counter may kill a
chr. Banishing Blade (with successful input) will help you a lot in lowering
Vorban's defence. He doesn't have set movement pattern.

15. Special note: For unlocking Vorban you'll get 60x Designer Wallet.

-----------------------------------------------------------------------------

**************************
Part B - Species Creations
**************************

---> FENRIR <--- ---> A201

1. Name: Fenrir
2. Monster's HP: 850000/99999
3. Monster's MP: 300
4. AP gained when monster is defeated: 10000/10000
5. Items stolen: 2x Chocobo Feather/1x Chocobo Wing
6. Items dropped: 1x/2x Agility Sphere; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten,
Zombie
- Susceptible: 99% Magic Break, 99% Mental Break
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
73, 40, 12, 165,200,30, 60, 200
9. Monster's el. info: Strong to fire, lightning, water, ice and holy
10. Monster's equip. dropped info: 3-4 slots, 2-4 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Darkstrike, Deathstrike, Poisonstrike, Silencestrike,
Sleepstrike, Slowstrike, Stonestrike, Zombiestrike
12. Armor abilities: Confuseproof, Darkproof, Deathproof, Poisonproof,
Silenceproof, Sleepproof, Slowproof, Stoneproof, Zombieproof
13. Monster's attacks:
a) Fangs of Chaos - GRATTP VS one chr - phd + Confusion - tears off 93,75%
current HP
b) Fangs of Hell - VS one chr - 100% guaranteed KO
c) Fangs of Ruin - VS one chr - extreme phd

14. Monster strategy:
RAA: Auto-Haste, Auto-Phoenix, Auto-Protect, Ribbon, Confuseproof
RWA: Break Damage Limit, Counter-attack, First Strike
Yippee. Let's start slaughtering Fenrirs. For this guy you'll want to have
Auto-Phoenix in yor armor - one worry is already off your back (Fangs of Hell
inflict KO regardless of protection). The other thing you need to worry about
is Confusion inflicted by Fangs of Chaos - also remember to heal chr that was
attacked quickly. That's not much HP he/she has left.
As battle starts, Hastega, then Protect. Proceed with attacking Fenrir with
Blitz Aces or Attack Reels. Note, that you may need a high Acc in order to be
able to hit Fenrir (not necessary if you'll be using Overdrives). Ruin Fangs
can be avoided with high Eva, but other two can't.
He doesn't have set movement pattern.

15. Special note: For unlocking Fenrir you'll get 99x Chocobo Feather.

-----------------------------------------------------------------------------

---> ORNITHOLESTES <--- ---> A410

1. Name: Ornitholestes
2. Monster's HP: 800000/99999
3. Monster's MP: 300
4. AP gained when monster is defeated: 10000/10000
5. Items stolen: 1x Rename Card/1x Chocobo Wing
6. Items dropped: 2x/4x Gambler's Spirit; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
83, 55, 30, 170,130,20, 80, 200
9. Monster's el. info: Absorbs fire, immune to water
10. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Double Overdrive
12. Armor abilities: Def+5%, Def+10%, Def+20%
13. Monster's attacks:
a) Drain Touch - VS one chr - phd - HP deducted from attacked chr is added to
Ornitholestes' HP
b) Poison Touch - GRATTP VS one chr - phd + Poison - tears off 75% current HP

14. Monster strategy:
RAA: Auto-Haste, Auto-Protect, Auto-Phoenix, Poisonproof
RWA: Break Damage Limit, Counter-attack, First Strike
Luckily for you, this guy can't petrify you like his other species buddies. He
has two attacks, both of which are annoying. Drain Touch will steal your HP and
add them to Orni's, while Poison Touch removes 75% of current HP and adds
Poison. If you forget or don't heal Poisoned chr, he/she may die of an action
he/she took. High Acc is also recommended, as Orni's Eva is quite high.
He doesn't have set movement pattern.

15. Special note: For unlocking Ornitholestes you'll get 99x Stamina Spring.

-----------------------------------------------------------------------------

---> PTERYX <--- ---> A440

1. Name: Pteryx
2. Monster's HP: 100000/99999
3. Monster's MP: 0
4. AP gained when monster is defeated: 10000/10000
5. Items stolen: 4x Smoke Bomb/1x Candle of Life
6. Items dropped: 1x/2x Evasion Sp.; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject,
Petrify, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: 90% Armor Break, 90% Magic Break, 90% Mental Break, 90% Power
Break
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
90, 100,5,  100,60, 15, 60, 200
9. Monster's el. info: NS
10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Str+5%, Str+10%, Str+20%
12. Armor abilities: Def+5%, Def+10%, Def+20%
13. Monster's attacks:
a) Beak of Woe - VS one chr *or* VS all chrs - phd + Curse - ignores Protect
b) Beak - VS one chr - phd + delays next turn

14. Monster strategy:
RAA: Auto-Haste, Auto-Protect, Auto-Phoenix, Curseproof
RWA: Break Damage Limit, Counter-attack, First Strike
A low HP creation... but a nasty one at that. Most often he'll ambush you, in
which case it'll use Beak of Woe on all chrs (phd + Curse). Don't bother
healing Curse, as you'll just be re-Cursed. To compensate for lack of HP, he
has two alternatives - constant Regen and high Eva. If you can't seem to pull
off enough damage, call Anima or Magus Sisters. One or two Pains, Passado,
Razzia...
After more counting of Pteryx's feathers I've found out more: First turn it'll
always be Beak of Woe vs all chrs. If you un-Curse one chr, on next turn Pteryx
gets he will use Beak of Woe against that chr to Curse him/her again. With all
chrs Cursed Pteryx otherwise uses Beak for moderate phd - beware, Beak will
also delay chr's next turn.

15. Special note: For unlocking Pteryx you'll get 99x Mega Phoenix.

-----------------------------------------------------------------------------

---> HORNET <--- ---> A259

1. Name: Hornet
2. Monster's HP: 620000/50000
3. Monster's MP: 180
4. AP gained when monster is defeated: 10000/10000
5. Items stolen: 4x Poison Fang/2x Purifying Salt
6. Items dropped: 1x/2x Accuracy Sp.; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject,
Petrify, Poison, Provoke, Sleep, Slow, Threaten, Zombie
- Susceptible: 95% Armor Break, 95% Magic Break, 95% Mental Break, 95% Power
Break, 95% Silence
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
63, 70, 88, 95, 102,33, 17, 160
9. Monster's el. info: NS
10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Str+5%, Str+10%, Str+20%
12. Armor abilities: Def+5%, Def+10%, Def+20%
13. Monster's attacks:
a) Bewitching Stab - VS one chr - phd + Confusion
b) Venomous Stab - VS one chr - phd + Poison
c) 'Stab' - VS one chr - phd + KO, Sleep, Silence and Darkness (Sleep, Silence
and Darkness last for three chr's turns)
d) Curaga - on itself - restores big amount of HP

14. Monster strategy:
RAA: Auto-Haste, Auto-Protect, Auto-Phoenix, Confuseproof, Deathproof, Ribbon,
Poisonproof
RWA: Break Damage Limit, Counter-attack, First Strike
A flying Fenrir? Seriously, tho', Hornet packs similar attacks. Bewitching Stab
can be made useless with Confuseproof, and Venomous Stab with Poisonproof.
Regular Hornet's attack can be made harmless with Deathproof.
As battle starts, Hastega, then Protect. Heal status disorder soon and revive
fallen allies. High Acc (use Aim few times) may be needed to be able to hit
Hornet. He doesn't have set movement pattern.

15. Special note: For unlocking Hornet you'll get 60x Mana Tonic.

-----------------------------------------------------------------------------

---> VIDATU <--- ---> A616

1. Name: Vidatu
2. Monster's HP: 95000/10000
3. Monster's MP: 840
4. AP gained when monster is defeated: 10000/10000
5. Items stolen: 4x Lightning Gem/1x Mana Tonic
6. Items dropped: 1x/2x MP Sp.; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject,
Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: 80% Armor Break, 99% Magic Break, 80% Mental Break
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
12, 230,77, 230,33, 15, 80, 110
9. Monster's el. info: Immune to fire, lightning, water and ice
10. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Double AP
12. Armor abilities: MP+10%, MP+20%, MP+30%
13. Monster's attacks:
a) Osmose - VS one chr - MP deducted from attacked chr is added to Vidatu's MP
b) Ultima - NATT VS all chrs - mgd

14. Monster strategy:
RAA: Auto-Haste, Auto-Shell, Auto-Phoenix
RWA: Break Damage Limit, Magic Counter, First Strike
Everything he chucked at me were Osmose and Ultima. Nothing else dangerous.
Auto-Shell will make Ultima's damage laughable. So will you once you smite down
his ugly ass. To pose at least an intermediate challenge, he has been granted
infinite NulAll and Regen statuses.
He doesn't have set movement pattern.

15. Special note: For unlocking Vidatu you'll get 99x Mana Spring.

-----------------------------------------------------------------------------

---> ONE-EYE <--- ---> A407

1. Name: One-Eye
2. Monster's HP: 150000/15000
3. Monster's MP: 270
4. AP gained when monster is defeated: 10000/10000
5. Items stolen: 3x Lunar Curtain/1x Blessed Gem
6. Items dropped: 1x/2x Mdef Sp.; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic
Break, Mental Break, Petrify, Poison, Provoke, Silence, Sleep, Slow, Threaten,
Zombie
- Susceptible: 0% Armor Break, 0% Power Break
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
55, 58, 77, 183,38, 15, 10, 85
9. Monster's el. info: Immune to fire, lightning, water and ice
10. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Triple AP
12. Armor abilities: MP+10%, MP+20%, MP+30%
13. Monster's attacks:
a) Shockwave - NATT VS all chrs - mgd + Confuse, Sleep, Silence, Darkness and
Slow (Sleep, Silence and Darkness are lifted after ten chr's turns)
b) Black Stare - VS one chr - phd + Curse

14. Monster strategy:
RAA: Auto-Haste, Auto-Protect, Auto-Phoenix, Curseproof, Confuseproof, Ribbon
RWA: Break Damage Limit, Counter-attack, First Strike
Like Pteryx, he likes to get a jump on you, in which case Shockwave is
unavoidable. You'll get Confused, Sleeped, Silenced, Darknessed and Slowed.
Cure any way you can, then smack down its ugly face. Black Stare is nothing to
be feared of - it's simple damage and Curse to one.
About 30 One-Eyes later I can report on following: He alternates between
Shockwave and Black Stare, no more than two Shockwaves in a row, and no more
than five Black Stares in a row.

15. Special note: For unlocking One-Eye you'll get 60x Stamina Tablet.

-----------------------------------------------------------------------------

---> JUMBO FLAN <--- ---> A282

1. Name: Jumbo Flan
2. Monster's HP: 1300000/99999
3. Monster's MP: 999
4. AP gained when monster is defeated: 10000/10000
5. Items stolen: 4x Lunar Curtain/1x Mana Tablet
6. Items dropped: 1x/2x Magic Sp.; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Death, Delay skills, Demi, Eject,
Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke, Silence,
Sleep, Threaten, Zombie
- Susceptible: 20% Darkness, 0% Slow
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
3,  255,98, 80, 60, 15, 0,  0
9. Monster's el. info: Absorbs fire, lightning, water and ice
10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Magic Booster
12. Armor abilities: Fire Eater, Ice Eater, Water Eater
13. Monster's attacks:
a) Blizzaga - IATT VS one chr - ice d.
b) Thundaga - LATT VS one chr - lightning d.
c) Waterga - WATT VS one chr - water d.
d) Firaga - FATT VS one chr - fire d.
e) Flare - NATT VS one chr - mgd
f) Ultima - NATT VS all chrs - mgd
g) Regen - on one chr (only if that chr is under Reflect) - adds Regen
h) Reflect - on one chr - adds Reflect
i) Curaga - on one chr (only if that chr is under Reflect) - restores big
amount of HP

14. Monster strategy:
RAA: Auto-Haste, Auto-Shell, Auto-Phoenix
RWA: Break Damage Limit, First Strike
Long, boring and tiresome. Jumbo Flan is immune to any weapon-based attack,
absorbs all elements sans holy, is under constant Reflect and packs a big HP.
For starters cast Hastega, then Reflect on one of your chrs. Now Doublecast
Flare, but make sure you target chr you just reflected. That way Flares will
hit Jumbo Flan. Oh yeah, Jumbo can be Slowed as well - maybe this isn't going
to take long, after all.:) Now repeatedly Copycat these two Flares you just
casted and sooner or later Jumbo will subdue to missing HP. Sometimes if low on
HP, Jumbo will attempt the following: he'll cast Reflect on one of your chrs,
then *immediately* Curaga. On next turn/s he'll do Reflect/Curaga combo again
(in case you dispeled Reflect), Regen (in case you don't dispel Reflect) or
Ultima. Speaking of which, I believe that lower Jumbo is to defeat, more of
Ultima you'll be seeing.
Anima's Pain is the answer to your needs. It bypasses Reflect and is a magical
attack. Spare Change deals damage to Jumbo as well. And physical Overdrives
inflict damage as well, but don't bother as Jumbo's Def is high. Do not forget
Ifrit's Meteor Strike!
Otherwise he doesn't have set movement pattern.

15. Special note: For unlocking Jumbo Flan you'll get 60x Twin Stars.

-----------------------------------------------------------------------------

---> NEGA ELEMENTAL <--- ---> A385

1. Name: Nega Elemental
2. Monster's HP: 1300000/15000
3. Monster's MP: 20
4. AP gained when monster is defeated: 10000/10000
5. Items stolen: 4x Star Curtain/1x Twin Stars
6. Items dropped: 2x/4x Twin Stars; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 200 turns for Doom
8. Monster's stats info: St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  140,80, 62, 44, 15, 0,  150
9. Monster's el. info: Absorbs all elements, holy included
10. Monster's equip. dropped info: 2-4 slots, 2-4 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Firest., Icest., Lightningst., Waterst.
12. Armor abilities: Fire Eater, Ice Eater, Lightning Eater, Water Eater
13. Monster's attacks:
a) Reflect - on itself - adds Reflect
b) Drain - VS one chr - HP deducted from attacked chr is added to Nega
Elemental's HP
c) Ultima - (CATT) & NATT VS all chrs - mgd
d) Blizzaga - IATT VS one chr - ice d.
e) Thundaga - LATT VS one chr - lightning d.
f) Waterga - WATT VS one chr - water d.
g) Firaga - FATT VS one chr - fire d.
h) Flare - NATT VS one chr - mgd

14. Monster strategy:
RAA: Auto-Haste, Auto-Shell, Auto-Phoenix
RWA: Break Damage Limit, Magic-Counter, First Strike
Nega counters any physical attack with Ultima. He doesn't counter magic
attacks, which is what you should use against him. Reflect on yourself, then
Doublecast Flare and Copycat it. Otherwise Nega is pretty boring creation with
usual assortment of elemental spells and Flare. Yawn.
He doesn't have set movement pattern.

15. Special note: For unlocking Nega Elemental you'll get 99x Star Curtain.

-----------------------------------------------------------------------------

---> TANKET <--- ---> A584

1. Name: Tanket
2. Monster's HP: 900000/10000
3. Monster's MP: 0
4. AP gained when monster is defeated: 10000/10000
5. Items stolen: 4x Light Curtain/4x Lunar Curtain
6. Items dropped: 1x/2x Defence Sp.; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject, Magic
Break, Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten,
Zombie
- Susceptible: 90% Armor Break, 99% Mental Break
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
103,100,3,  250,41, 15, 0,  100
9. Monster's el. info: NS
10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Str+5%, Str+10%, Str+20%
12. Armor abilities: Def+5%, Def+10%, Def+20%
13. Monster's attacks:
a) Attack - VS one chr - phd + Berserk and delays chr's next turn
b) Rush Attack - VS one chr - phd + Berserk and delays chr's next turn - this
attack also 'speeds up' Tanket's next turn

14. Monster strategy:
RAA: Auto-Haste, Auto-Protect, Auto-Phoenix, Berserkproof
RWA: Break Damage Limit, Counter-attack, First Strike
Danger! Although he appears slow, he has two nasty tricks. Both of his attacks
Berserk the chr attacked and delay that chr's next turn, however, Rush Attack
seems to have an added bonus of 'speeding up' Tanket's next turn. It may even
happen that you won't get anymore attacks in cos Tanket will repeatedly Rush
Attack you to death.
As battle starts, Hastega, then Protect. Unload on the guy, curing Berserk as
you go. Do NOT ignore Berserk or you'll be sorry. Once Tanket's HP is 449999 or
lower, he switches to Rush Attack. If you can't get an attack in even with
Hastega, you're too slow to keep up. You'll need more Agi. Oh, even aeons will
get creamed by Rush Attack. Once he starts Rush Attacking, you're halfway done
- don't give up.

15. Special note: For unlocking Tanket you'll get 99x Gold Hourglass.

-----------------------------------------------------------------------------

---> FAFNIR <--- ---> A197

1. Name: Fafnir
2. Monster's HP: 1100000/13000
3. Monster's MP: 30
4. AP gained when monster is defeated: 10000/10000
5. Items stolen: 2x Gold Hourglass/2x Stamina Spring
6. Items dropped: 20x/40x Light Curtain; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject,
Petrify, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: 95% Armor Break, 95% Magic Break, 95% Mental Break, 95% Power
Break
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
76, 30, 109,130,38, 15, 0,  160
9. Monster's el. info: Absorbs fire, lightning and ice
10. Monster's equip. dropped info: 2-4 slots, 1-4 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Firest., Icest., Lightningst., Waterst.
12. Armor abilities: Fire Eater, Ice Eater, Water Eater
13. Monster's attacks:
a) 'Bash' - VS one chr - phd
b) *Ice* Triple Attack - VS one chr -> VS all chrs -> VS one chr - phd to one,
then ice mgd to all, then phd to one
c) *Fire* Triple Attack - VS one chr -> VS all chrs -> VS one chr - phd to one,
then fire mgd to all, then phd to one
d) *Lightning* Triple Attack - VS one chr -> VS all chrs -> VS one chr - phd to
one, then lightning mgd to all, then phd to one

14. Monster strategy:
RAA: Auto-Haste, Auto-Protect, Auto-Phoenix, Auto-Shell
RWA: Break Damage Limit, Counter-attack, First Strike
First a representation of how Fafnir moves:
-> 'Bash'
-> Triple Attack *ice*
-> Triple Attack *fire*
-> Triple Attack *lightning*
-> 'Bash'... ad infinitum
Another set-move-pattern enemy. As battle starts, Hastega, Shell, Protect. Then
it's only matter of predicting Fafnir's turns. First 'bash' is Protected. Then
before he gets second turn in, cast NulFrost. Fafnir's Triple Attack targets
one chr, then delivers ice damage to all (which will be nullified), and again
targets one chr. Before third turn cast NulBlaze. Fire-based Triple Attack is
bypassed. Before fourth turn cast NulShock. Lightning-based Triple Attack is
after you. Take note that Triple Attack has same 'effect' than Tanket's Rush
Attack - delays all chr's next turn (or speeds up Fafnir's, whichever sounds
better to you). Now Fafnir will copycat his moves from beginning. All you need
to do is to keep up with him, cast respective Nul spells and heal as necessary.

15. Special note: For unlocking Fafnir you'll get 99x Purifying Salt.

-----------------------------------------------------------------------------

---> SLEEP SPROUT <--- ---> A516

1. Name: Sleep Sprout
2. Monster's HP: 98000/10000
3. Monster's MP: 820
4. AP gained when monster is defeated: 10000/10000
5. Items stolen: 4x Poison Fang/1x Farplane Wind
6. Items dropped: 1x/2x Teleport Sphere; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Provoke, Silence, Sleep,
Slow, Threaten, Zombie
- Susceptible: no % resistance to Power Break
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
3,  167,112,203,26, 15, 0,  0
9. Monster's el. info: Weak to fire
10. Monster's equip. dropped info: 3-4 slots, 1-4 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Darkstrike, Poisonstrike, Silencestrike, Sleepstrike,
Slowstrike, Stonestrike, Zombiestrike
12. Armor abilities: Darkproof, Poisonproof, Silenceproof, Sleepproof,
Slowproof, Stoneproof, Zombieproof
13. Monster's attacks:
a) Blizzaga - IATT VS one chr - ice d.
b) Thundaga - LATT VS one chr - lightning d.
c) Waterga - WATT VS one chr - water d.
d) Firaga - FATT VS one chr - fire d.
e) Flare - NATT VS one chr - mgd
f) Ultima - NATT VS all chrs - mgd
g) Goodnight - NATT VS all chrs - mgd + Sleep, Poison, Berserk, Armor Break and
Power Break

14. Monster strategy:
RAA: Auto-Haste, Auto-Shell, Auto-Phoenix, Ribbon, Berserkproof
RWA: Break Damage Limit, Magic Counter, First Strike
Yet another I-like-to-ambush-you enemy. If that happens, Goodnight. See you in
next battle.
When battle commences, Hastega, then Shell. You may also want to Reflect
yourself to bounce back any spells Sprout may cast. Okay, all spells sans
Ultima. What's really dangerous is Goodnight (first attack used). All statuses
are manageable, except Berserk. D'you get Berserkproof? Any physicals launched
against Sprout will trigger Goodnight counter. (Split) Magic (Infinity) attacks
(is), however (writer), will (of) not (this). Use (guide) that (if) to (the)
your (name) advantage (at). Spare (top) Change (of) also (document) *won't*
(isn't) trigger (mine) Goodnight (guide). I (is) believe (stolen) that (report)
Sprout will (to) use (lifearmor) Goodnight (at) only (hotmail.com!) on his
first turn, during subsequent ones you'll be seeing an assortment of his magic
attacks.
Sprout otherwise has really low HP. That Regen status he has is supposed to be
a trade-off for measly amount of HP? Nope. Die, fungus!

15. Special note: For unlocking Sleep Sprout you'll get 99x Healing Spring.

-----------------------------------------------------------------------------

---> BOMB KING <--- ---> A069

1. Name: Bomb King
2. Monster's HP: 480000/10000
3. Monster's MP: 780
4. AP gained when monster is defeated: 10000/10000
5. Items stolen: 4x Fire Gem/1x Shining Gem
6. Items dropped: 1x/2x Door to Tomorrow; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
73, 200,71, 200,46, 15, 0, 150
9. Monster's el. info: Absorbs fire
10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Str+5%, Str+10%, Str+20%
12. Armor abilities: Def+5%, Def+10%, Def+20%
13. Monster's attacks:
a) Fira - FATT VS one chr - fire d.
b) Firaga - FATT VS one chr - fire d.
c) 'Bash' - VS one chr - phd
d) Ultima - NATT VS all chrs - mgd
e) 'Grow' - CATT - after Bomb King is target of third attack, it'll grow - will
do so three times, after which it doesn't grow anymore nor does it
Self-Destruct

14. Monster strategy:
RAA: Auto-Haste, Auto-Protect, Auto-Phoenix, Fire Eater
RWA: Break Damage Limit, Counter-attack, Magic Counter, First Strike
Inflate me or die! Baaam! Easy. Really. Okay, seriously. Each three attacks on
King that do damage will trigger him to grow. He grows three times, and
*doesn't* explode in last stage. In first stage he uses 'bash', in second Fira,
in third Firaga, in last Ultima. So the motto is - the less attacks you get in,
the faster King dies. That said, sooner you kill Bomb King, less damaging
attacks you'll see.
After having pyrotechnics party for too long, I've found out that if your chr
Counter-Attacks or Magic Counters one of King's attacks, this will not make him
grow.

15. Special note: For unlocking Bomb King you'll get 60x Turbo Ether.

-----------------------------------------------------------------------------

---> JUGGERNAUT <--- ---> A281

1. Name: Juggernaut
2. Monster's HP: 1200000/15000
3. Monster's MP: 20
4. AP gained when monster is defeated: 8000/8000
5. Items stolen: 4x Lunar Curtain/1x Shining Gem
6. Items dropped: 1x/2x Strength Sp.; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject,
Petrify, Poison, Provoke, Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: 95% Armor Break, 95% Magic Break, 95% Mental Break, 95% Power
Break
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
98, 140,70, 62, 42, 15, 0,  150
9. Monster's el. info: Immune to all elements, holy included
10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Str+5%, Str+10%, Str+20%
12. Armor abilities: Def+5%, Def+10%, Def+20%
13. Monster's attacks:
a) Charging - signifies charge turn for Salvo - used on first turn Juggernaut
gets after four Crush Spikes
b) Salvo - FATT VS all chrs - fire mgd - requires one turn to charge
c) Attack - VS one chr - phd
d) Crush Spike - VS one chr - phd + KO

14. Monster strategy:
RAA: Auto-Haste, Auto-Protect, Auto-Phoenix, Fire Eater, Deathproof
RWA: Break Damage Limit, Counter-attack, First Strike
First a representation of how Juggernaut moves:
-> Charging
-> Salvo
-> complement of moves consisting of either Attack or Crush Spike... after four
Crush Spikes have been used...
-> Charging
-> Salvo... ad infinitum
Second to last species cretin and thank god, a set-pattern-bozo as well.
When battle starts, Hastega, then Protect. Jugi's first turn will be
automatically wasted for Charging. Second turn is nothing to worry about as
well - NulBlaze! Now it gets dangerous. You'll want to see four Crush Spikes
ASAP. Why? As soon as you do, Jugi's next turn will be Charging, meaning you
have two turns to deal damage to him, quite possibly defeating him as well.
Only physical attacks count, as Juggernaut is impervious to any magical damage.

15. Special note: For unlocking Juggernaut you'll get 99x Light Curtain.

-----------------------------------------------------------------------------

---> IRONCLAD <--- ---> A277

1. Name: Ironclad
2. Monster's HP: 2000000/99999
3. Monster's MP: 0
4. AP gained when monster is defeated: 10000/10000
5. Items stolen: 4x Light Curtain/1x Stamina Tablet
6. Items dropped: 1x/2x HP Sp.; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Berserk, Confusion, Darkness, Death, Delay skills, Demi, Eject,
Petrify, Poison, Power Break, Provoke, Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: 95% Armor Break, 95% Magic Break, 95% Mental Break
- 200 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
100,220,0,  180,65, 15, 0,  180
9. Monster's el. info: Immune to fire, lightning, water and ice
10. Monster's equip. dropped info: 2-4 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Str+5%, Str+10%, Str+20%
12. Armor abilities: HP+10%, HP+20%, HP+30%
13. Monster's attacks:
a) Reppageki - (CATT) VS one chr - phd
b) Bushinzan - VS all chrs - phd + Osmose effect
c) Shinryudan - VS one chr - extreme phd

14. Monster strategy:
RAA: Auto-Haste, Auto-Protect, Auto-Phoenix
RWA: Break Damage Limit, Counter-attack, First Strike
First a representation of how Ironclad moves:
-> Reppageki
-> Bushinzan
-> Shinryudan
-> Reppageki
-> Bushinzan
-> Shinryudan... ad infinitum
Last species creation. Bearing biggest HP of the bunch you'll want to have high
Eva and Str for this battle.
When battle starts, Hastega and then Protect. Anything funny you try on
Ironclad, he'll try something funny on you - Ironclad counters anything with
Reppageki. Now if your Eva is thru the roof, he'll miss. Bushinzan and
Shinryudan on the other hand always hit. Make sure you heal immediately after
Bushinzan. Restore MP too, as Bushinzan has Osmose effect. Shinryudan will
strike pretty hard, but nothing a quick Phoenix Down couldn't take care of.
With that said, it's only a matter of patience to bring down huge amount of HP
he has to offer.

15. Special note: For unlocking Ironclad you'll get 60x Mana Tablet.

-----------------------------------------------------------------------------

*****************
Part C - Original
*****************

---> EARTH EATER <--- ---> A174

1. Name: Earth Eater
2. Monster's HP: 1300000/99999
3. Monster's MP: 30
4. AP gained when monster is defeated: 50000/50000
5. Items stolen: 1x Gambler's Spirit/1x Lv.1 Key Sp.
6. Items dropped: 1x/2x Fortune Sphere; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 255 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
117,200,186,210,47, 15, 0,  120
9. Monster's el. info: NS
10. Monster's equip. dropped info: 3-4 slots, 1 ability already present, 99%
probability of equipment piece being dropped
11. Weapon abilities: Triple Overdrive
12. Armor abilities: Auto-Potion
13. Monster's attacks:
a) Flare - CATT & NATT VS one chr - mgd
b) Megaton Punch - (CATT sometimes) VS one *or* two chrs - phd + KO
c) 'Punch' - VS one chr - phd
d) 'Fall back' - after inflicting over 100001 damage when EE is standing, he'll
fall on his back
e) 'Stand up' - after being struck down for two turns, he'll stand up on his
third turn after he was struck down

14. Monster strategy:
Ugh. I-counter-almost-everything arena fiend. For starters, this guy counters
anything with Megaton Punch against random (one!) chr. If not Deathproofed,
bye. One Phoenix Down later... On regular turns EE uses either 'Punch' or
Megaton Punch against *two* chrs! He may strike same chr twice, but that's
random. So first big warning: Megaton Punch counter attacks one chr, Megaton
Punch used on regular turns attacks two chrs.
There's more to it: By dealing exactly or over 100001, EE will fall on his
back. He can't counter with MP anymore, but will now use Flare as a counter.
This is much better than MP, don't you think? He will get back up on his third
turn after being struck down and continue attacking regularly on fourth. And
lastly, EE has constant Reflect.
That's all of the tactical briefing I have, now let's strategize. I usually
bring in Tidus, Yuna and Rikku, all with full Overdrive gauges, Tidus having
either Caladbolg or weapon with Break Damage Limit and knowing Blitz Ace.
Overdrive mode is set on Comrade. Battle starts!
As you see, getting MP-ed until kingdom come is bad, really bad. But that
100001 damage seems manageable, no? So the very first turn we'll want to do in
battle is knocking down EE. First turn cast Haste on everyone. First turn Tidus
gets let him unleash Blitz Ace onto unsuspecting EE - hopefully Tidus' Str is
high enough to deal over 100001 damage to EE. Make that Sphere Shot count in
the end! Alternatively, you could also try Doublecasting reflected Flares or
Ultimas onto EE's ass - the most important thing is to use as less turns as
possible to knock down EE. Once he's decked, Shell everyone. If you have
Auto-Shell already on armor, even better. Then Entrust Tidus with either
Rikku's or Yuna's Ov. gauge. Now continue attacking him while taking care not
to get KO-ed cos of EE's Flares - remember to heal! EE needs to 'waste' two
turns now, before he gets back on his feet. This counts as his turn, hehehe.
Now repeat the exercise from before - Tidus uses Blitz Ace, or Doublecast
Flares and Ultimas, Entrust Tidus with remaining Ov. gauge (Yuna's or Rikku's),
recast Shell in case someone got knocked out anyway and proceed hacking away
until he gets back up ad infinitum.
If you can pull all of this off, only thing you'll ever see from EE is Flare.:)
Happy Fortune Sphere hunting.

15. Special note: For unlocking Earth Eater you'll get 60x Three Stars.

-----------------------------------------------------------------------------

---> GREATER SPHERE <--- ---> A239

1. Name: Greater Sphere
2. Monster's HP: 1500000/99999
3. Monster's MP: 999
4. AP gained when monster is defeated: 50000/50000
5. Items stolen: 1x Gambler's Spirit/1x Return Sp.
6. Items dropped: 1x/2x Luck Sphere; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 255 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
87, 130,102,120,55, 15, 0,  200
9. Monster's el. info: Variable
10. Monster's equip. dropped info: 2-4 slots, 1 ability already present, 99%
probability of equipment piece being dropped
11. Weapon abilities: One MP Cost
12. Armor abilities: Auto-Phoenix
13. Monster's attacks:
a) Ultima - CATT & NATT VS all chrs - mgd
b) Hydraulic Press - (CATT sometimes) & GRATTP VS all chrs - phd - tears off
93,75% MAX HP
c) Elemental Shift - CATT - once you hit Greater Sphere with an element it's
currently weak against, it'll use this to change element properties
d) 'Bash' - VS one chr - phd
e) Flare - CATT VS one chr - mgd
f) Thundaga - CATT VS an aeon - lightning mgd
g) Blizzaga - CATT VS an aeon - ice mgd
h) Firaga - CATT VS an aeon - fire mgd
i) Waterga - CATT VS an aeon - water mgd

14. Monster strategy:
GS counters (nearly) everything - any magic cast at him or physical attack with
Ultima, Overdrives with Hydraulic Press, if certain items are used on it you'll
see Flare counter. On regular turns it may use 'Bash' or Hydraulic Press (which
of the two you can't predict, it's random). If hit with element he's weak
against, Elemental Shift. In case you're using aeons and you have one of them
cast elemental magic on GS, it counters with level 3 element spell - with this
you also get to know its current elemental weakness.:) That's all he has to
offer. I bet you'd like to see only 'Bash' and Hydraulic Press, right? I have
just the way for you.
Bring in Yuna, Tidus, Rikku. Haste and Protect all characters. Finally cast
Reflect on all of them. Now there's no rush! Slowly work the following out.
Whoever goes first, have that chr use any level 1 el. spell, say Fire, on
him/herself. Fire will be reflected to GS. Now it'll either heal him or damage
him... but most importantly, GS *will not* counter with anything. If Fire dealt
damage to him, you just found his weakness. If not, repeat with other three
elements. When you know what he's weak against, simply use the following
strategy: repeatedly Doublecast reflected level 3 GS-is-weak-against-it
elemental magic at him. All attacks you'll ever see from GS are 'Bash' and
Hydraulic Press.:) No Ultima whatsoever. Don't forget to heal after each
Hydraulic Press! This is a gravity attack, yes, but it deals damage depending
on MAX HP. Once GS has about 500000 HP left, finish it off with Blitz Ace or
Attack Reels. Say hi to your Luck Spheres.
Otherwise, whenever you attack GS directly, you'll see Ultima counter. I
needn't mention this is extremely boring, having to sit thru 16 animations of
Ultima before GS is defeated (assuming you hit for 99999 damage). I'm not
saying it isn't good, it's just boring. If you feel you're up to the task, then
certainly go for it.
Absolutely the fastest way to defeat Greater Sphere: Tidus and two other
members have full Overdrive gauges (these two members must also know Entrust).
As battle starts, use Tidus' Blitz Ace. See Hydraulic Press counter. Have
second person Entrust his/her gauge to Tidus, who uses Blitz Ace again. Repeat
for third time and GS is gone. You can do the same with Wakka's Attack Reels,
in which case you only need one other person with full Overdrive gauge.
I've also figured out how come that GS can also start countering reflected
magic. In the battle against it as soon as you attack it directly
(physical/magical attack against it, or maybe a counterslice to its 'Bash'),
you can't reflect magic off of your characters and not see Ultima anymore.
Anytime after GS takes damage in one of the cases mentioned in parenthesis,
you'll see Ultima after reflected magic hits GS.

15. Special note: For unlocking Greater Sphere you'll get 60x Supreme Gem.

-----------------------------------------------------------------------------

---> CATASTROPHE <--- ---> A085

1. Name: Catastrophe
2. Monster's HP: 2200000/99999
3. Monster's MP: 380
4. AP gained when monster is defeated: 50000/50000
5. Items stolen: 1x Gambler's Spirit/1x Lv.2 Key Sp.
6. Items dropped: 1x/2x Designer Wallet; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 255 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
120,80, 77, 80, 34, 15, 0, 150
9. Monster's el. info: NS
10. Monster's equip. dropped info: 3-4 slots, 1-4 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Darkstrike, Poisonstrike, Silencestrike, Sleepstrike,
Slowstrike, Stonestrike, Zombiestrike
12. Armor abilities: Darkproof, Poisonproof, Silenceproof, Sleepproof,
Slowproof, Stoneproof, Zombieproof
13. Monster's attacks:
a) Toxic Cloud - NATT VS all chrs - mgd + Poison, Confusion and Curse
b) 'Bust out' - after dealing over 450001 damage while Catastrophe is in shell,
first attack that deal damage which will cross 450000 of total damage already
done to it will force him to come out of the shell
c) Toxic Spray - VS one chr - phd + Full Break - always used on chr with most
current HP
d) Demi - GRATT VS all chrs - mgd - tears off 25% current HP
e) Hundred Thorns - VS all chrs - phd

14. Monster strategy:
Yes. Set-pattern-bozo at last!
Prepare any way you want, since this guy is so predictable.
First a representation of how Catastrophe moves:
-> Toxic Cloud
-> C. skips a turn
-> Toxic Cloud
-> C. skips a turn... ad infinitum
[first attack that goes over 450001 damage dealt]
-> 'Bust out' used as a countermove to that attack
-> Toxic Spray
-> Demi
-> Hundred Thorns... ad infinitum pattern goes repeating itself
For first half of battle (until it comes out of the shell) C. will alternate
between Toxic Cloud and skipping next turn. Make sure you wear Confusion
protection! Don't let your chrs go wild. Keep attacking C. until you cross
450001 damage dealt limit, which is when it busts out of the shell. Yawn, so
many repetitive guys.
First turn C. gets in this form is Toxic Spray against one chr. Besides damage
it includes Full Break on attacked chr, so beware. Use Dispel on affected chr
to remove those Breaks. C.'s next turn is a laugh - I mean, Demi? Hah. However,
his next turn is not a laugh... Hundred Thorns, big phd to all chrs - Armor
Breaked chr, if still not healed, is gone for sure, and other two may barely
make it - Protect yourself prior to this attack! After Hundred Thorns C.
returns to basics - Toxic Spray, Demi, Hundred Thorns. Don't forget to Protect
and Shell your chrs! Apart from this tips all I wish you is winning against
this oversized whatever.:)

15. Special note: For unlocking Catastrophe you'll get 99x Door to Tomorrow.

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---> TH'UBAN <--- ---> A587

1. Name: Th'uban
2. Monster's HP: 3000000/99999
3. Monster's MP: 85
4. AP gained when monster is defeated: 50000/50000
5. Items stolen: 1x Gambler's Spirit/1x Teleport Sp.
6. Items dropped: 1x/2x Underdog's Secret; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 255 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
102,80, 212,80, 53, 15, 0,  180
9. Monster's el. info: NS
10. Monster's equip. dropped info: 3-4 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Triple AP, Triple Overdrive
12. Armor abilities: HP+10%, HP+20%, HP+30%
13. Monster's attacks:
a) 'Swipe' - VS one chr - phd
b) Haste - CATT on himself - some status altering attacks/magic trigger Haste
counter
c) Protect - on itself - adds Protect
d) Shell - on itself - adds Shell
e) Regen - on itself - adds Regen
f) Rainbow - NATT VS all chrs - mgd + Sleep, Silence, Darkness, Confusion and
Curse (Sleep, Silence and Darkness last for three chr's turns)
g) Convergence - NATT VS one chr - mgd
h) Condemn - CATT VS all chrs - phd + removes ANY positive status (Auto-Life
included)

14. Monster strategy:
Yes. Another set-pattern-bozo!
First a representation of how Th'uban moves:
-> Swipe
-> Rainbow
-> Protect / Shell / Regen / skips a turn
-> Convergence
-> Haste anytime in-between this attacks as a counter to some status attacks
-> Condemn anytime in-between this attacks as a counter to most attacks
Rule 1: Condemn removes any beneficial status. This includes Auto-Life.
Rule 2: Th'uban counters everything *except* reflected magic and some other
special cases. So start Doublecasting reflected Flares on the triple.
Rule 3: You must have Sleepproof and Confuseproof (or Ribbon) in your armor.
Rule 4: On 3rd, 7th, 11th, 15th and so on turns Th'uban goes like this...
- if not under Protect, Shell and Regen; if under Shell and Regen -> Protect
- if under Protect; Protect and Regen -> Shell
- if under Protect and Shell -> Regen
- if under Protect, Shell and Regen -> skips a turn
We've ruled out what to do, now let's discuss how to beat this guy. Cast
Auto-Life on all your chrs. Then cast Haste/ga, Protect, and finally Reflect.
Wear Sleepproof and Confuseproof armors! Now continuosly Doublecast Flares -
make sure you reflect them off your chrs. Otherwise Th'uban will counter with
Condemn and remove all statuses you worked hard to achieve. On first Th'uban's
turn he'll 'Swipe' one chr. Nothing dangerous. When you get hit with Rainbow,
this is nothing dangerous again as long as you have Sleepproof and Confuseproof
armors. Whatever Th'uban uses on third turn, Dispel it! On fourth turn you will
lose one chr - recently I discovered that Convergence deals 99999 damage
regardless of Mdef stat; however, Shell status reduces damage done by
Convergence to a mere 60000 or so. Th'uban then returns to regular program -
'Swipe', Rainbow, Shell/Protect/Reflect, Convergence.
If you'll kill him with physical attacks, remember that any protections you
casted will be removed after Th'uban's counter. The method I recommend the most
is reflected magic. If however, you have 255 Def and Agi, then by all means
proceed by the hacking corridor.
I've also figured out how come that Th'uban can also start countering reflected
magic. In the battle against him as soon as you attack him directly
(physical/magical attack against him, or maybe a counterslice to his 'Swipe'),
you can't reflect magic off of your characters and not see Condemn anymore.
Anytime after Th'uban takes damage in one of the cases mentioned in
parenthesis, you'll see Condemn after reflected magic hits Th'uban. You can
Dispel his support magics without fear of Condemn, though.

15. Special note: For unlocking Th'uban you'll get 99x Gambler's Spirit.

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---> NESLUG <--- ---> A387

1. Name: Neslug
2. Monster's HP: 4000000/12000
3. Monster's MP: 999
4. AP gained when monster is defeated: 50000/50000
5. Items stolen: 1x Gambler's Spirit/1x Friend Sp.
6. Items dropped: 1x/2x Pendulum; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Doom, Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Reflect, Sleep, Slow, Threaten, Zombie
- Susceptible: no % resistance to Silence
- Immune to Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
130,80, 130,80, 43, 20, 0,  0
9. Monster's el. info: NS
10. Monster's equip. dropped info: 2-3 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Piercing, Triple AP
12. Armor abilities: HP+10%, HP+20%, HP+30%
13. Monster's attacks:
a) Megaton - STATT VS one chr - std + KO and Confusion - ignores any protection
b) 'Lick' - VS one chr - phd
c) Slime - STATT VS all chrs - std + Poison, Curse, Armor Break and Mental
Break - ignores any protection
d) 'Retreat in shell' - once you deal 2000000 to him, Neslug will retreat into
his shell
e) 'Come out' - once Neslug restores all HP to itself or you destroy his shell,
it'll come back out
f) Curaga - on oneself - restores big amount of HP - used only when in shell

14. Monster strategy:
The only original *original* fiend. All other seven are I-saw-him-before
bosses. Most dangerous attack by Neslug is Slime - attacks all chrs, does
Poison, Curse and two Breaks. I lived too long in delusion, but it is a fact
that you can't shut off Slime by Silencing Neslug - only use for Silence so far
is that Neslug isn't able to use Curaga when he's inside the shell. When you
get affected, heal Poison first, then Breaks (with Dispel!). Megaton will
Confuse and possibly KO chr unless protected. 'Lick' is your standard physical
attack. Neslug retreats into his shell once he has 1999999 HP remaining,
whereas he gains Regen and will use Curaga on his turns, unless Silenced. You
must bring his HP under 999999 now, which will break the shell. Attacks used
from now on are Megaton, 'Lick' and Slime. BTW, I also noticed that Neslug
becomes faster when the shell is gone, so beware.
When battle starts, cast Hastega, then Protect. Silence Neslug as your first
attack! Note also how much damage you did to him. If you can hit Neslug for
99999 with physicals, do so for exactly 20 times. The total damage done to
Neslug is 1999980. A special chart:
Round 1 (Neslug's HP is between 4000000 and 2000000):
- attack Neslug for so long until total damage done is 2000000 or less
- don't go over 2000000 yet or you'll screw up this strategy
- Neslug attacks with Megaton, 'Lick' and Slime
- for an attack crossing 2000000 mark use an Overdrive, Blitz Ace or Attack
Reels
Round 2 (Neslug's HP is between 1999999 and 1000000):
- Neslug is impervious to any physical attack, however, Blitz Ace still deals
damage... a glitch?
- Neslug can restore somewhere between 65000 and 100 HP to himself for each
turn someone gets
- you must bring his total HP down below 1000000 so his shell breaks
- immediately after you Blitz Aced (more recommended is Slice&Dice, as it has
faster recovery rate) Neslug for first time, have someone else from active
party Entrust Tidus with Ov. gauge - meanwhile the other character Doublecasts
Flares/Ultimas in order to nullify Neslug's efforts to heal HP
- as soon as Tidus' turn comes up, use Blitz Ace or Slice&Dice immediately
- Bang! Neslug's shell is broken
- if you manage to get perfect Attack Reels, ie 12 hits, damage done by this
attack will be 1199988, which means you won't even see Round 2, cos Neslug's
shell will be instantly broken
Round 3 (Neslug's HP is between 999999 and 0):
- defeat it

15. Special note: For unlocking Neslug you'll get 99x Winning Formula.

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---> ULTIMA BUSTER <--- ---> A606

1. Name: Ultima Buster
2. Monster's HP: 5000000/99999
3. Monster's MP: 140
4. AP gained when monster is defeated: 50000/50000
5. Items stolen: 1x Gambler's Spirit/1x Lv.3 Key Sp.
6. Items dropped: 1x/2x Winning Formula; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 255 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
168,60, 178,71, 72, 15, 0,  82
9. Monster's el. info: NS
10. Monster's equip. dropped info: 3-4 slots, 1-3 abilities already present,
99% probability of equipment piece being dropped
11. Weapon abilities: Overdrive->AP, Triple AP, Triple Overdrive
12. Armor abilities: Break MP Limit
13. Monster's attacks:
a) Ultima - NATT VS all chrs - mgd
b) 'Punch' - VS one chr - phd
c) 'Head is moving suspiciously!' - signifies charge turn for Contamination
d) 'The head stops moving!' - you hit the head with magic or distant weapon
e) Contamination - STATT VS one chr - std + Poison, Zombie, Confuse, Slow and
Full Break - requires one turn to charge - Poison and Zombie statuses are
inflicted regardless of protections - statuses affect even aeons

---> HEAD <---

1. Name: Head
2. Monster's HP: 80000/1
3. Monster's MP: 1
4. AP gained when monster is defeated: N/A
5. Items stolen: N/A
6. Items dropped: N/A
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 3 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  1,  1,  1,  80, 15, 0,  0
9. Monster's el. info: NS
10. Monster's equip. dropped info: N/A
11. Weapon abilities: N/A
12. Armor abilities: N/A
13. Monster's attacks:
Please check under Ultima Buster part.

---> ARM <---

1. Name: Arm
2. Monster's HP: 80000/1
3. Monster's MP: 1
4. AP gained when monster is defeated: N/A
5. Items stolen: N/A
6. Items dropped: N/A
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 3 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
1,  1,  1,  1,  80, 15, 0,  0
9. Monster's el. info: NS
10. Monster's equip. dropped info: N/A
11. Weapon abilities: N/A
12. Armor abilities: N/A
13. Monster's attacks:
a) 'Block' - any attack directed at the body will cause arm (or both if still
alive) to move in the way to block and reduce the damage
b) 'The arms regenerated!' - after Buster spends few turns without its arms,
they'll regenerate

14. Monster strategy:
First a description of how boss acts in battle.
Head of the boss goes like this: it forfeits its first turn and grants it to
torso of the boss, which unleashes 'Punch'. Second turn it'll 'start to move
suspiciously'. Third turn it releases Contamination, which poisons, zombifies
and full breaks one chr *regardless* of protections. In case you attack the
head to stop it from moving, Contamination is forfeited. Instead head returns
to step one, which would be forfeiting its turn and granting the attack to
torso of the boss.
Torso has a set pattern as well... kinda. It will alternate like this: one or
two turns of 'Punch' (including a free attack it gets from the head), then
either Ultima or Ultima+'Punch' combo. If head is killed, you will see this
pattern: Ultima, Ultima+'Punch', Ultima, Ultima+'Punch' etc. No 'Punch' attack
whatsoever.
As it may appear, killing the head is bad idea. I agree and don't recommend
killing the head. It's not that big of a deal to chuck a low class spell at
head to disable Contamination. Did you know that Contamination can poison and
zombify even aeons? Try it and you'll see. Enough tech blabber, let's talk
fight strategy.
Use Tidus, Yuna and Rikku. First have Rikku Mix Trio of 9999, Tidus use
Hastega, and Yuna Protect and Shell on all chrs. When you're set, start using
Quick Hits. If low on health, use Pray special. It'll restore 9999 HP to all
three chrs cos of Mix we used before.
Buster's first three attacks are almost guaranteed to be 'Punch', 'Punch', then
Ultima. About now head would be moving suspiciously. Use Fire or something on
it and it'll shut up until next time. In case you're too busy to do it, take
heed that chr hit will get Poison, Zombie and Full Break. Heal Poison first,
then Break, then Zombie. If you choose to kill the head - it has about 120000
HP.
Buster doesn't have just the head, it also has two more sidekicks. They block
any and all physical damage directed at the torso, thus lessening the damage
greatly. Heh, if you have Celestial weapons, even these two sidekicks are
powerless. When they're destroyed, it takes about three torso's turns for them
to regenerate.
Last pointers: I don't recommend killing the head, but if you have pretty high
Mdef and Def, with which you can sustain enormous damage done by Ultima spell,
then by all means make just one change: kill the head then Quick Hit Buster to
death, healing when necessary.

15. Special note: For unlocking Ultima Buster you'll get 99x Dark Matter.

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---> SHINRYU <--- ---> A486

1. Name: Shinryu
2. Monster's HP: 2000000/99999
3. Monster's MP: 72
4. AP gained when monster is defeated: 50000/50000
5. Items stolen: 1x Gambler's Spirit/1x Three Stars
6. Items dropped: 1x/2x Wings to Discovery; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 255 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
92, 60, 86, 98, 70, 15, 0,  200
9. Monster's el. info: NS
10. Monster's equip. dropped info: 2-4 slots, 1 ability already present, 99%
probability of equipment piece being dropped
11. Weapon abilities: Double AP
12. Armor abilities: Auto-Med
13. Monster's attacks:
a) 'Swipe' - (CATT) VS one chr - phd
b) Eraser - VS one chr - inflicts Petrify - can't be avoided - cannot be used
if only one chr is able to fight at any given time - I think it is never used
sooner than third Shinryu's regular turn
c) Shining - NATT VS all chrs - deals 8 hits between random targets - mgd

14. Monster strategy:
Ruby Weapon strategy-copier! Heh.
This guy has only three attacks, two of which make your life annoying. First is
'Swipe' - counters anything you do to him. The other is Eraser - petrifies one
chr and shatters him/her, thus making it unavailable for rest of battle. Argh.
And he can remove two chrs. Grrrr.
IMO Shinryu is not hard as it seems. Preparations you need to take care of:
armor with Auto-Potion, Auto-Protect, Auto-Shell, Auto-Haste. Have only
X-Potions available for healing with Auto-Potion. Weapon with Counter-Attack
and Break Damage Limit (Caladbolg for example). At least somewhat decent Def
and Mdef.
Once battle starts, Haste chr you'll use for the battle. Personally I used
Tidus. Then KO Wakka and Rikku. With this you'll never see Eraser, as Tidus is
only chr left that is able to fight. Strategy? You attack Shinryu, he attacks
you. He 'Swipe'-s you, you attack him. This is all as counters. If hit by
Shining, don't worry. Auto-Shell will lessen the damage. Even healing is taken
care of cos of Auto-Potion. As soon as Tidus' HP falls below 50%, Auto-Potion
kicks in with an X-Potion being used on Tidus. Now it's only matter of patience
to beat Shinryu for good.

15. Special note: For unlocking Shinryu you'll get 30x Megalixir.

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---> NEMESIS <--- ---> A386

1. Name: Nemesis
2. Monster's HP: 10000000/99999
3. Monster's MP: 9999
4. AP gained when monster is defeated: 55000/55000
5. Items stolen: 1x Lv.4 Key Sp./1x Warp Sphere
6. Items dropped: 1x/2x Warp Sphere; 1x/2x Dark Matter
7. Monster's status info:
- Immune: Armor Break, Berserk, Confusion, Darkness, Death, Delay skills, Demi,
Eject, Magic Break, Mental Break, Petrify, Poison, Power Break, Provoke,
Silence, Sleep, Slow, Threaten, Zombie
- Susceptible: Nothing
- 255 turns for Doom
8. Monster's stats info:
St, Df, Mg, Mf, Ag, Lu, Ev, Ac
255,150,255,150,200,0,  0,  150
9. Monster's el. info: Absorbs all elements, including holy
10. Monster's equip. dropped info: 3-4 slots, 1 ability already present, 99%
probability of equipment piece being dropped
11. Weapon abilities: Break Damage Limit
12. Armor abilities: Break HP Limit
13. Monster's attacks:
a) Ethereal Cannon - NATT VS one chr - mgd
b) 'Swipe' - VS one chr - phd
c) Ultima - (CATT sometimes) & NATT VS all chrs - mgd
d) Armageddon - STATT VS all chrs - std - always deals 99999 damage
e) Ultra Spark - STATT VS all chrs - std + Slow, Curse, Poison and Power Break
- damage done cannot be halved in any way

14. Monster strategy:
RWA: Counter-Attack, Magic Counter, Break Damage Limit
RAA: Auto-Haste, Auto-Protect, Auto-Shell, Poisonproof, Ribbon
I have been able to decipher some of Nemesis' attack pattern:
- Armageddon can be used on 9th, 10th or 11th regular turn Nemesis gets; which
turn it cannot be predicted
- on other regular turns he may either 'Swipe' you, use Ethereal Cannon or
Ultra Spark
- You'll never see two Ethereal Cannons consecutively (physical attacks
in-between excluded); same applies for Ultra Spark; ie once you see Ultra
Spark, one of next attacks may be Cannon (or Armageddon, if 10th turn is
nearing close); or else once you see Cannon, one of next attacks may be Spark
(or Armageddon, if 10th turn is nearing close)
- Steal from him (if you want his spheres so badly, use Mug instead - this will
not trigger Ultima), Overdrive him, or use Special ability on him... you'll see
Ultima counter
For the battle itself I can provide you with following strategic tips:
- have your HP at least 35000 (or 18000, which you can double with Stamina
Tonic when in battle)
- 'Swipe' deals about 15000 damage, Ethereal Cannon 20000, Ultima 5000 to all,
Ultra Spark 32000 to all, Armaggedon 99999 damage to all
- everything but Ultra Spark and Armageddon can be reduced with Protect and
Shell
- before every 9th Nemesis' turn *make sure* you either Auto-Life all chrs or
summon an Aeon to take Armaggedon damage for you
- use Quick Hits to attack Nemesis and Quick Pockets to heal
Unfortunately it appears that Nemesis doesn't have 100% set attack pattern
except for few discrepancies as outlined above.

Note:
I have been given info that Nemesis has 8 possible attack set-ups, thus making
him at least somehow predictable. With this in mind I entered into battle
against Nemesis and compiled following info.
I - Whatever attack pattern was present in NTSC version, it's sure as hell gone
for PAL.
II - Support for my theory is here below, where you see 11 possible attack
patterns I was 'lucky' enough to be target of. Even when I thought I had the
guy, Nemesis used a different attack. Argh!
1. EC, S, S, EC, S, S, USP, S, S, ARM
2. S, S, S, EC, S, USP, S, EC, USP, ARM
3. EC, USP, S, EC, USP, S, EC, USP, S, EC, ARM
4. S, EC, USP, S, S, EC, S, USP, S, ARM
5. USP, S, S, EC, USP, S, EC, USP, S, ARM
6. S, S, EC, S, USP, S, S, S, ARM
7. S, S, EC, S, S, USP, S, S, ARM
8. EC, USP, S, EC, S, USP, S, EC, S, ARM
9. USP, S, EC, USP, S, S, S, EC, S, ARM
10. S, USP, S, EC, USP, S, EC, S, USP, ARM
11. S, S, EC, S, USP, S, S, EC, ARM
12. USP, S, S, S, S, EC, USP, got killed...
13. S, EC, USP, S, EC, got killed...

15. Special note: For unlocking Nemesis you'll get 10x Master Sphere.

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