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World of Final Fantasy


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FAQ/Walkthrough by chris-williams
Version: 1.0 | Updated: 12/11/16 | Search Guide | Bookmark Guide

Table of Contents
1. Introduction
1. General Strategies
2. Prologue - Awake At Last
3. Chapter 1 - Land of the Lilikin
1. Wellspring Woods
4. Chapter 2 - Foretold by Prophecy
1. Cornelia
5. Chapter 3 - Old Acquaintances
1. Cornelia Region
2. Nether Nebula
6. Chapter 4 - A Legendary Warrior
1. The Watchplains
7. Chapter 5 - The Champion Who Saved Grymoire
1. Pyreglow Forest
2. Forest Clearing
8. Chapter 6 - Solace from the Ice
1. Icicle Ridge
9. Chapter 7 - The Thane and the Knave
10. Chapter 8 - Buccaneer Blues
1. Saronia Docks
11. Chapter 9 - The Low Seas
1. The Low Seas
12. Chapter 10 - Too Warm a Welcome
1. The Dragon Scars
2. Babil Region
13. Chapter 11 - Crimson and Azure
1. Valley Seven
14. Chapter 12 - Ribble Jiggle Panic
1. The Windswept Mire
15. Chapter 13 - Castle in the Desert
1. The Phantom Sands
16. Chapter 14 - Lost Powers
1. Underground Prison
17. Chapter 15 - The Mako Reactor and the Black Mages
1. Underground Prison (Part 2)
2. Mako Reactor 0
18. Chapter 16 - Clash on Big Bridge
1. Phantom Sands (Part 2)
2. Big Bridge
19. Chapter 17 - Naught but Nightmares
1. Tometown of the Ancients
2. The Train Graveyard
20. Chapter 18 - The Fell Spell and the Quacho Queen
1. Besaid
2. The Sunken Temple
21. Chapter 19 - The Other Nine Wood Hills
1. The Crystal Tower
22. Chapter 20 The Crimson Prophecy's End
1. The Ultima Gate
2. Balamb Garden
23. Chapter 21 - Chaos in Grymoire
1. The Airship
2. The Five Cogna Lords
3. Agarthir
4. The Chainroad
5. Castle Exnine
24. Postscript - Turn Those Corners Up
1. The Pleiad
2. Vestiges of Life
3. Final Cleanup
4. Operation Salvation
25. Post-Game
1. Castle Exnine Secret Ordeal
2. Ex Dungeons
3. Ex Dungeon A
4. Ex Dungeon B
5. Ex Dungeon C
6. Ex Dungeon D
26. References
1. Champion Medals
2. Intervention Quests
3. Townspeople Quests
4. Colosseum
5. Mirages
6. Imprisming
7. Abilities
8. Mirajewels
9. Ability Seeds
10. Who's Who Checklist
27. Copyright and Acknowledgements

Introduction
World of Final Fantasy is a turn-based, mostly lighthearted JRPG that combines accessible gameplay for younger
newcomers along with a lot of fan service and optional challenges for the hardcore. I'm guessing that one day,
someone at Square Enix HQ said "Wouldn't it be cool if you could wear a Tonberry on your head?". And then
someone agreed "Yeah, and the Chocochick from Final Fantasy XIII on top of that". Because that basically sums
up the core mechanic: you capture monsters, stack them on top of yourself, combining each one's strengths and
weaknesses, and then fight other monsters using a proper ATB gauge.

There's a story, but it's kinda lightweight. It's not the worst "amnesiac teenager" story that I've ever played
through, but it's still a story where the principal characters are teenagers with amnesia. I'm not sure whether it's
down to the original Japanese or the localization, but the writing and especially the humour leaves a certain
amount to be desired. The writing may be indierent, but the gameplay (bar some some dreadful mini-games) is
delightful. Equally delightful are the art and sound design. Who'd have thought that baby Behemoths could be so
cute?

The game is divided into multiple chapters and so is this walkthrough. In each one I'll tell you where to go and what
to do without revealing spoilers. You'll also find encounter tables giving you the stats of every enemy in the area. In
case it's not obvious, you have the enemy name followed by its HP. Next come its elemental strengths and
weaknesses: fire, ice, thunder, wind, water, earth, light and dark. The next eight columns are the ailment
resistances / vulnerabilities: poison, confusion, sleep, blindness, oblivion, berserk, slow and instant death. The final
column is what you have to do to capture that creature (in game, this is called "imprisming"). After the
walkthroughs for the main game are walkthroughs for the game's side quests (called "Intervention Quests" in-
game). After this come the enemy details and general strategies for the Colosseum bouts where you can try your
chances against a variety of tough enemies. Finally, there's a lengthy reference section with statistics for every
monster (or mirage) that you can capture, imprism metthods, mirage abilities and item locations.

General Strategies
The game teaches you the basics, so I won't do that here. If you've played a Final Fantasy game before, you'll be
right at home anyway. Generally, magical attacks are more powerful than physical ones, so you should try and
cover as many elemental vulnerabilities as possible. Thunder is the best element to specialise in, since many
enemies are vulnerable and comparatively few are resistant. Many enemies are vulnerable to fire and water but
many are also resistant. Very few enemies are resistant to light magic. Ice and wind are not so useful while
specialising in earth magic is a bad idea since few enemies are vulnerable but many are resistant.

Besides targeting enemy elemental weaknesses, you also need to have the capability of toppling enemy stacks.
Enemies stacked three deep tend to be very dangerous, and you cannot imprism enemies that are part of a stack.
Basic attacks will do this eventually, but attacks with specific stack-toppling capabilities will do it quicker. You
don't need to make your stack busting mirages your regular ones since you can carry six "spares" with you.
Except in certain circumstances, I don't bother to target enemy ailment vulnerabilities since the best enemy status
is "dead". If I need to inflict an ailment to imprism a mirage, I'll use an item. Being aected by ailment statuses
yourself ranges from mildly annoying (blindness) to extremely dangerous (confusion). Cure the latter ASAP.

When choosing mirages, favour magic and strength in that order. Defence isn't so important, since you should try
to outdamage your enemies rather than outlast them. There isn't really such a thing as a "tank" role in this game.
You'll just end up with a rather crummy stack that struggles to kill enemies. Agility is very important since it
determines how frequently your turn comes round. You want at least one agile mirage in each stack.

Don't use abilities that duplicate the eects of common items. For example, why waste your AP casting Balance
(or worse, Balancega) when you can simply toss a Wobblestopper? Or Raise when you find more Phoenix Downs
than you can use? The exception is healing, since you'll soon outgrow the common potion types.

Be careful about compounding weaknesses. For example, you might like the idea of a stack consisting of Shiva,
Reynn and Bablizz. While your magic stat would be through the roof, enemies' fire attacks and dark attacks would
be lethal. Better to pair Bablizz with, say, an Ahriman.

I say which mirages I think are good and which ones I think are crummy, but feel free to ignore me. If you want to
pair a Goblin with a Moogle, more power to you! The game isn't so dicult that it's unbeatable if you make bad
strategic decisions. But you can make it easier by using the better mirages. In case you're interested what mirages
I used for this walkthrough, I had Reynn paired with a Zaphr and a Baby Paleberry. This gave me powerful thunder
magic coupled with light magic and the very useful Strategic AP Hike passive. Lann was paired with an Arite and
a White Nakk. This gave extremely high strength and magic coupled with powerful casting from the Arite and
stack busting attacks from both mirages. Both stacks had access to the useful "take out the trash" attacks - Blaze,
Ice Storm and Thunderbolt. Although Arite and the Paleberry are quite slow, Zaphr and the White Nakk are very
agile. My backup mirages were a Mimic (Armor Piercer and Death), a Black Chocochick (Flee and Subdue), a
Floating Eye (Flutter), a Holy Dragon (Smash) and a Behemonster (for killing stu). I added water and air attacks to
the spare slots of Afrite and Zaphr respectively. I also liked the other dragons, Undead Princess and Magitek Armor
/ Death Machine but wasn't quite able to fit them into my party.

Prologue - Awake At Last


When the opening cutscenes have finished, move to the set of doors labeled "North Promenade" and go through.
Head up to the blue sign on the wall and go into "Nine Bean Coee". Sit through more cutscenes, and then fight
your first battle. This is pretty much unlosable. You're controlling Lann and Tama. Simply use the manual attack
command when your turn comes around. You can use Tama's Foxfire ability for a few extra points of damage if you
like. Be aware that you won't be seeing this particular enemy again for a long time.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Yurugu 296 0 0 0 0 0 0 0 0 -25 0 -50 -25 0 0 0 50 Unimprismable

Tama is your very first mirage. She's OK to be starting with but probably not one for long-term investment,
particularly as you won't be able to evolve her into a more powerful form until the end of the game. After another
cutscene, you'll head through the portal to Grymoire and the game proper will begin.

Chapter 1 - Land of the Lilikin


Lann and Reynn start of in Lilikin (small) form, but you can make them big by pressing L1 and circle/square. The
same button combination will make them small again. Lann is stacked with Tama. At this point, you cannot change
your stack setup.

Wellspring Woods
This is your starting "dungeon" and serves as a tutorial for the game's systems. Head up the path where a
Chocochick is wandering back and forth and fight it. Your aim in this battle is to imprism it which you achieve by
whacking it once then using the "Imprism" command when your turn comes around. When you're done, you'll be
able to modify your stacks. Place the Chocochick on top of Reyyn. This isn't a great mirage but you'll soon be able
to transfigure it into a better form so you may as well keep it for the time being. Head further up the path to find
some kind of box thing blocking your path. This is a "Gimme Golem" . Examine the Golem to learn that it a requires
a lusterleaf for you to be able to proceed. You are now able to modify your mirages' mirage boards. Unlock the
"Stroll" ability for the Chocochick. You can unlock "Ram" if you like or hold out for "Cure". You can also unlock
nodes on Tama's board since you have 4 SP to spend on her at this point. The Chocochick will now walk beside
you. Examine the bush slightly below you and the Chocochick will reveal the LUSTERLEAF that you need. You'll
find similar Treasure Troves in every dungeon that you explore and they'll generally give you a low value,
moderately useful item. Now you can get past the Gimme Golem. You'll find these in the dungeons that you
explore as well.

Continue up the path. To your left, you'll see a chest (1/2) containing 3 POTIONS. There are two trophies for
unlocking chests: TREASURE HUNTER (for opening 100) and TREASURE LIBERATOR (for opening all chests). The
game doesn't tell how many you've unlocked and how many you haven't, so the latter trophy is one of the harder
and more annoying to acquire. This walkthrough will give you the location of every chest required for the trophy. Be
aware of a nasty little gotcha, however. If you do not have room in your inventory for the contents of the chest, it
will not count as unlocked and you will not be credited. Therefore, if you have more than 90 of some item, sell a
bunch to get the number down. Head right and you'll see a clearing with another chest (2/2) containing a PHOENIX
DOWN.

Head up the remaining path to see a black. smoky cube floating in the air. This is a MURKRIFT and you'll find one
or more in most dungeons. There are trophies, SWEET REVENGE and ALL IN A DAY'S MURK, awarded for
clearing them. This first Murkrift is a tutorial - you're supposed to get your backsides kicked so don't waste time
attacking. Come back when you're around level 20 or so and you'll be able to manage this fight quite easily. After
the Behemoth kills both of you, you'll wake up back in the Sylver Park area of Nine Wood Hills. This will happen
any time you fall in battle except in certain boss fights. You'll also meet a new character: head to North Promenade
to be introduced to Chocolatte who serves as an incredibly irritating merchant. You can't really aord very much at
this point so go back to Plaza 99 to be introduced to Serafie, a pixie who helps you manage your mirages. You can
only carry ten mirages at once so excess mirages need to be stored in the Prism Case. You can access this at save
points and at portals. You can also access it in the field by using a very expensive (3000 gil) item called a
Seraphone. You are given one at this point. You can use the case to swap mirages. You can also use it to
transfigure them when you have unlocked additional forms. Serafie also gives you a Sylph prismarium, granting
you the Sylph mirage. She's another mirage not really worth investing in because you won't unlock her promotion
until the endgame. That said, she does have a useful ability called Tickle, which can be used to topple enemy
stacks. Have a chat with Serafie, examine your Prism Case and then talk to her again to ask what she has on her
head. This gave me an ETHER. Be sure to talk to Serafie whenever you're in town. She can give you a variety of
items, including a useful one called a Mover that will grant all of your active mirages 1 SP. Return to Sylver Park
and head back through the portal to Wellspring Woods.

You will now be subject to random encounters. The Mu is an OK mirage, although it's another one that you won't
be able to fully develop until late game. I'd suggest you swap out Tama. Head past the Murkrift which now allows
you to see what it contains and make your way to the exit. Enjoy the opening credits!

Encounters
Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism
Chocochick 148 0 -25 0 25 0 25 0 -25 0 0 25 0 25 -25 25 -25 Use physical attacks
Mu 152 -25 0 -25 25 0 25 0 0 0 0 0 0 -25 -25 0 25 Use physical attacks

Wellspring Woods Murkrift (1/19)


This level 26 Murkrift contains a single Behemoth. The first time here is scripted. The actual enemy stats are shown
in the second row.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Behemoth (1st encounter) ??? 0 0 25 0 25 0 0 -50 100 100 100 100 100 100 100 100 Unimprismable
Behemoth 8300 0 0 25 0 25 0 0 -50 50 50 50 75 50 25 50 50 Reduce HP

Chapter 2 - Foretold by Prophecy


Cornelia
You'll find yourself near a bridge leading to a town in the distance. A train will arrive, followed by a cutscene in
which you will be introduced to the Cactuar Conductor and obtain the SEMI-LIFETIME PASSES. The train will drop
you o in your first town, Cornelia. You'll be thrown into a fight against two Goblins and a Goblin Guard. The Goblin
Guard has a bad habit of blocking attempts to attack his pals, so take it out first. When you defeat all three, Lann
will attempt to imprism one of them and find that the Goblins are currently under the control of another master,
meaning that they cannot be imprismed at this point.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Goblin 159 25 0 0 0 -25 25 -25 0 -25 -25 0 25 25 -25 25 0 ???
Goblin Guard 213 25 0 0 0 -25 25 -25 0 -25 -25 0 25 25 -25 25 0 ???

After a brief cutscene, you can explore the town and talk to the townsfolk. There's a chest (1/1) on the roof of a
building containing OCCULT FAN, ISSUE 1. You need to be in Jiant form to access this. Head up to Castle Cornelia
to be introduced to Princess Sarah who tells you about the problems besetting her realm.

When you regain control, head down to main square and talk to the soldier with the "?" icon. This will give you your
first townsperson quest. See Townspeople Quests for more details. Go down the hill where you'll find a portal that
will take you back to Nine Wood Hills. Right at the bottom of the steps is a save point. The intriguing area with the
Chocobos is inaccessible, so don't bother trying! Head right and talk to the townsperson who will give you an
ANTIDOTE. Head underneath the viaduct to exit to the Cornelia Region.

Chapter 3 - Old Acquaintances


Cornelia Region

Optional Boss: Princess Goblin


Completing the intervention quest Where Art Thou, Smoochy-Poo will make the goblin leader take up
residence in the Cornelia Region. Simply talk to her and choose to fight. Be aware that this is a tough fight
until your level is somewhere around the mid 40s. However, with some luck and save scumming, you can
imprism her much earlier. Buy a bunch of Flash Bombs from Chocolatte and use them on the Princess. If
you're lucky, you'll blind her (she has 25 blindness resistance). If you're luckier, you can imprism her before
she kills you. If you do this around level 15, you'll get a massive XP boost. If you choose to fight her
conventionally, you'll want armour-piercing attacks (such as Armor Piercer and Knife) because of her very high
defence.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Princess Goblin 26830 25 -25 25 -25 -25 25 -25 25 100 100 100 25 100 100 100 100 Inflict blindness

Walk to the fork in the path. The left path leads nowhere (for now) so head right. You'll come across a chest (1/1)
containing 3 POTIONS. now go across the rocks to the cave mouth which takes you to the next dungeon.

Nether Nebula
This is your first dungeon proper. There is a two-way portal near the entrance. Head up the path to a chest (1/9)
containing a LIBRA MIRAJEWEL. Mirajewels can be equipped by Lann and Reynn to give them additional abilities
or an improvement to their stats. You will unlock more slots by leveling up. There are also mirajewel slots that can
be unlocked with items, but since you won't be able to get these until after you've beaten the game, I wouldn't
worry about these for the moment.

Climb the ramps, go left, down and up more ramps and then up to an area transition into Cavern 2. Go up the
ramp. You'll see a chest that you can't access for the moment so go to the next set of ramps. At the midway point
is a chest (2/9) containing a SLEEKSTONE. Continue up the ramp to find a Gimme Golem blocking the way. It
wants the sleekstone that you just picked up. Now head down the ramp. Don't go down the first ledge that you get
to. Instead, continue along to a chest (3/9) containing 3 POTIONS. now select the "Descend" option at the nearby
ledge to take you to the chest (4/9) that you couldn't access earlier. It contains a POTION. Now head up the ramp
that leads to the exit to Cavern 3.

Here you'll find your first Puzzle Switch. These require you to stack a number of mirages on top of the them to fulfill
a weight and elemental resistance requirement. This one requires weight 5 and earth resistance 50. A Copper
Gnome suces for this and opens a bridge to the next platform. Don't go up the ramp. Instead head up to the next
Puzzle Switch. This requires weight 5 and earth resistance of 75, so stick a Mini Golem on top of a Copper Gnome.
Cross the bridge that appears to open two chests (6/9) containing a PHOENIX DOWN and an EARTH HAMMER.
The earth hammer will fulfill the townsperson quest from earlier or you can use it in an upcoming boss fight. Your
choice. Now go back the way you came and go up the ramps to the area exit.

To the right of the entrance to Cavern 4 is a big rock blocking your way. This rock requires the Smash support
ability to bypass which you don't have yet. Instead, go up the ramp to a save point. You'll see a "Threshold" ahead
which Tama will explain the significance of. Basically, these are boss battle areas and it'll be a game over if you die.
Save and head up to the boss area where you'll meet Ramuh, Ifrit and Shiva who claim to know you. You will have
to choose to fight one of them to prove your worth. This battle will also reward you with a mirage that will prove to
be one of the best you can get since it will have four evolutions and the most powerful elemental attacks: Zapt
(thunder), Fritt (fire) and Bablizz (ice). Don't worry too much about which one you choose because you can pick up
the other two mirages a little later when you are able to access the secret area. I would suggest Ramuh for two
reasons:
1. If you wish, you can cheese him with the earth hammer that you picked up
2. In my opinion, Zapt > Fritt > Bablizz. There seem to be more enemies vulnerable to thunder magic than to
ice.

I defeated Ramuh with the Throw Stone ability (he's weak to earth attacks), using Potions to heal. Whoever you
fight, defeating them will give you 3 ARMA GEMS. You will spend these to unlock stu in a little while. You'll also
get a baby esper mirage which you should fit into the stack of your choice. After the cutscene, an exit portal back
to Nine Wood Hills will open up. Before going back there, head back to cavern 3 and run around until you
encounter a Floating Eye. This will allow both Reynn and Lann to have complete stacks. When you're done, head
back through the portal.

Back in Nine Wood Hills. Head to the Twins' Room. Exiting their room will trigger a cutscene after which you can
fast travel around Nine Wood Hills using the square button. Now use the portal in Sylver Park to return to Cornelia.

Nether Nebula Secret Area


You can access this area once you gain access to Smash and Flutter. Besides tougher versions of the enemies that
you fight in other part of the dungeon, you'll also find all three baby espers as rare encounters, allowing you to
imprism them. To minimize frustration, I suggest that you come here when you have a mirage with the No Escape
ability, since Bablizz and co will escape if you fail to imprism them.

When you've reached a suciently high level (15 or so), smash the rock, fly across the gap and enter the Secret
Cavern. Make your way down the winding path to a platform with two paths leading from it going right and left.
Take the right path for a chest (7/9) containing a MEGA-POTION. Return to the platform, head left and follow the
winding path to two chests (9/9) containing 2 MEGA-ETHERS and 2 MEGA-PHOENIXES.

Encounters
Only one of the mirages that you can capture in the first area is worthy of investment. The Floating Eye is one of a
handful of mirages with the Flutter support ability and has an extremely high magic stat. You will want to put 10
levels into the Copper Gnome mirage to unlock the Mythril Giant form. This will unlock the Smash support ability
that will give you access to the secret area of this dungeon which not only contains some mirages that really are
worth investing in, but also serves as an early level-up area since each fight grants 6000 XP or more.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Copper Gnome 203 0 0 -50 -25 25 50 0 0 50 0 -25 25 -50 -25 25 0 Reduce HP
Copper Gnome Stack 341 0 0 -50 -50 25 75 0 0 50 0 -25 25 -100 0 50 0 -
Floating Eye 183 0 0 0 -25 0 0 -25 50 -25 50 25 -25 25 25 -25 -25 Leave only this mirage standing
Ifrit 3024 100 -50 0 0 -50 0 0 0 100 100 100 100 100 100 100 100 Unimprismable
Mandragora 163 -50 0 0 -25 25 50 0 0 25 25 0 25 -25 25 -25 -25 Use physical attacks
Mini Golem 138 0 0 0 -25 0 25 0 0 0 0 0 0 -50 25 25 0 Use physical attacks
Ramuh 2562 0 0 100 0 50 -100 0 -50 100 100 100 100 100 100 100 100 Unimprismable
Shiva 2828 -50 100 0 50 0 0 0 -100 100 100 100 100 100 100 100 100 Unimprismable
Bablizz 1980 -100 100 0 50 0 0 0 -50 0 0 25 0 0 0 -25 0 Use ice attacks
Copper Gnome 713 0 0 -50 -25 25 50 0 0 50 0 -25 25 -50 -25 25 0 Reduce HP
Copper Gnome Stack 1204 0 0 -50 -50 25 75 0 0 50 0 -25 25 -100 0 50 0 -
Floating Eye 630 0 0 0 -25 0 0 -25 50 -25 50 25 -25 25 25 -25 -25 Leave only this mirage standing
Fritt 1662 100 -50 0 0 -50 0 0 0 0 25 0 0 0 -25 0 0 Use fire attacks
Mandragora 571 -50 0 0 -25 25 50 0 0 25 25 0 25 -25 25 -25 -25 Use physical attacks
Mini Golem 491 0 0 0 -25 0 25 0 0 0 0 0 0 -50 25 25 0 Use physical attacks
Zapt 1683 0 0 100 0 50 -100 0 -50 0 0 0 0 -25 0 25 0 Use thunder attacks

Chapter 4 - A Legendary Warrior


After the cutscene, you'll get your next task: destroy the goblin camp that has set up outside Saronia. Head down
the hill to meet the Brigade Captain. Return to the Cornelia Region and then go up the hill towards the
watchtowers.

The Watchplains
Note that you can't imprism the goblin-type enemies at this point, so don't try.

Just past the entrance you'll find a semi-hidden chest (1/9) against the rock wall containing 3 EYE DROPS
(enemies in this area can blind you). Have a chat with the nearby guard who will give you some more EYE DROPS.
Start making your way up. On the first level, head left onto the promontory for a chest (2/9) containing GIRL'S
DIARY, ENTRY 1. Go up to the next level to see a goblin menacing a guard. Talk to the goblin to trigger a battle,
then talk to the guard to receive 3 POTIONS. Head across the bridge and make your way around the rock until the
camera turns to reveal a chest (3/9) containing 2 ETHERS. Now head upwards to the area exit.

In front of you is a path through some stockades and to your right are some steps leading up. Go through the
stockades to be thrown into a fight with a trio of goblins then go into the opening that the goblins emerged from to
find a chest (4/9) containing a CURE SEED. You can use seeds on blank slots in mirage boards by accessing them
via the Prism Case. There's nothing more to see here so head back down and up the stairs. After two flights, you'll
find a tepee that is the Treasure Trove for this dungeon. Head up the next flight to where a bunch of Red Caps are
taunting the Brigade Captain for a fight against all four goblin types. When they're defeated climb the steps to the
next platform. Walk around the fenced-o area to find a chest (5/9) containing 3 EYE DROPS. Head up the steps to
the area exit.

Walk through the gate past the guard and turn left through the natural archway to find a chest (6/9) containing 2
PHOENIX DOWN. Return and go up the steps to the next platform where you'll see another goblin confronting a
guard. Fight the goblins and goblin guard and then talk to the guard again to receive an ETHER. Go across the
wooden bridge past the guards holding the goblin prisoners and up more steps to the save point. Walk left a short
way through a gap in the fence to find a chest (7/9) containing 3 POTIONS. Head forward a short way for a
cutscene where the Brigade Commander is transformed into the Warrior of Light. You'll then fight a boss battle
against the Bahamutian Commander accompanied by a Giant Goblin. The Goblin is a tough physical attacker while
the commander is more of an irritation. Just keep your healing up and this battle shouldn't prove too problematic.
Victory will reward you with two more ARMA GEMS.

Don't leave through the exit portal yet. With the commander dead, you can now imprism all the goblin types,
although you probably won't be able capture a Red Captain. You may need to use the Subdue ability to capture a
Red Cap. Head back towards the stairs leading up and you'll be able to see a chest (8/9) containing 2
WOBBLESTOPPERS by a watchtower and a couple of trees. Now head to the area exit near the portal.

Watchplains Secret Area


Go down the stairs and across the wooden bridge. You'll find a Black Chocochick inside an enclosure. The Black
Chocochick is worth a decent amount of XP and defeating it will reward you with the BLACK CHOCOCHICK
MEMENTO. Mementoes are special items that are required to open up transfiguration to certain forms. If you are
able to imprism it as well, you will be able to transfigure the Chocochick that you captured back in the Wellspring
Woods without having to unlock the node on the mirage board first. To imprism it, use the Subdue ability if you
have it (otherwise, unstack before attacking) and then chuck a potion at it. After the Black Chocochick is defeated,
open the chest (9/9) containing 10 ETHERS that it was guarding. Return through the exit portal to Nine Wood Hills.

Encounters
Goblins are rubbish mirages in all their forms and the Mandragoras here are no better than the ones in the Nether
Nebula. Black Nakks and Babyhemoths, on the other hand are really good and should be incorporated into the
stack of your main physical attacker as soon as you are able to.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Babyhemoth 153 0 0 25 0 25 0 0 -50 0 0 0 25 0 -25 0 0 Use physical attacks
Bahamutian Commander 1350 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -
Bahamutian Soldier 287 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -
Black Chocochick 327 -50 0 0 50 0 50 -100 50 70 70 95 70 95 45 95 100 Restore HP
Black Nakk 203 50 -25 0 0 -50 0 -25 50 -25 -25 0 0 -25 0 25 25 Use physical attacks
Giant Goblin 2860 0 0 0 0 0 0 0 0 100 100 100 100 100 100 100 100 Unimprismable
Goblin 209 25 0 0 0 -25 25 -25 0 -25 -25 0 25 25 -25 25 0 Reduce HP
Goblin Guard 281 25 0 0 0 -25 25 -25 0 -25 -25 0 25 25 -25 25 0 Bestow protect
Goblin Guard Stack 468 -25 0 0 -25 0 75 -25 0 0 0 0 50 0 0 0 -25 -
Goblin Stack 396 -25 0 0 -25 0 75 -25 0 0 0 0 50 0 0 0 -25 -
Mandragora 187 -50 0 0 -25 25 50 0 0 25 25 0 25 -25 25 -25 -25 Use physical attacks
Red Cap 240 50 0 0 0 -50 25 -25 0 -25 -25 0 25 25 -25 25 0 Deal a lot of damage at once
Red Captain 253 50 0 0 0 -50 25 -25 0 -25 -25 0 25 25 -25 25 0 Inflict confusion

Cleaning Up
Fast travel to the North Promenade to be treated to a cutscene that opens up the Colosseum. The Colosseum
allows you to try your mettle against various groups of enemies. The fights tend to be harder than those in the field,
but you start with full HP and AP gauges. Winning fights will grant unique rewards. They will also allow you to
capture mirages that you otherwise can't. At this stage, you can probably manage the first bout, FF Mascots 1 (for
reference, I was level 8).

Return to Nine Wood Hills. If you want to capture a Red Captain, buy a couple of Loco Weeds from Chocolatte.
Return to Cornelia.

Chapter 5 - The Champion Who Saved Grymoire


The cutscene will give you your next task of making contact with an anti-Bahamutian group, the League of S. You
are also given the CORNELIAN LETTER. Before heading to the next area, return to Nine Wood Hills. A new location
will have opened up: The Girl's Tearoom. From here, you can cash in Arma Gems to unlock Intervention Quests
and Champion Medals. Intervention Quests are special side quests where you take the place of certain individuals
in times of peril. Not only do these provide unique rewards, but they also unlock Who's Who entries and, ultimately,
allow you to unlock the true ending of the game and its post-game content. Champion Medals allow you to
summon the champions to launch a special, powerful attack by spending Champion Points. Currently, you can
unlock a single Intervention Quest, The Girl Who Forgot Her Name and your first Champion Medal, The Warrior of
Light. You need to equip Champion Medals before you can use them. Completing the first Intervention Quest will
unlock a second, Where Art Thou, Smoochy-Poo which is probably too dicult for you to handle at this point.
You won't have enough Arma Gems if you bought the Champion Medal anyway. Before leaving Nine Wood Hills,
buy a couple of Lethean Chimes if you have the gill.

Return to Cornelia and get on the train to take you north to your next destination. The train will drop you o at the
entrance to Pyreglow Forest. Ensure that you bring a mirage with the Sizzle ability, either Fritt from the Nether
Nebula or a Black Nakk from the Watchplains. Otherwise, imprism a Cockatrice in this area.

Pyreglow Forest
Head up and left around the large branch. You'll see a chest (1/8) containing 2 REMEMB HERBS on a slight rise.
Continue up and along to the left until you come to a chest (2/8) containing a PHOENIX DOWN and then backtrack
to the area exit.

From the start of Branch 2, head down and left to find a branch blocked by vegetation. Use Sizzle to clear it and
open the chest (3/8) containing a THUNDER SEED. Head back and then upto find a chest (4/8) containing 3 GOLD
HOURGLASSES. Now head left along the main branch until you come to a platform with a Murkrift. Grab the chest
(5/8) containing 2 WOBBLESTOPPERS on the branch, then investigate the Murkrift if you're so inclined. Head left
to the area exit.

In the starting area of Branch 3, ignore the obvious dead end since there isn't a chest or anything else of interest.
Instead head up the main branch to the next. If you investigate the dead end to your right, you'll find a Treasure
Trove by the toadstools (I obtained an Ether). Now head left along the main branch to the next platform. The
branch leading left goes nowhere, so head up and right. At the fork, take a diversion right to find a chest (6/8)
containing a REMEDY. Now go back to the fork and go left to the area exit.

The first platform on Branch 4 that you come to has three paths leading from it. Take the left path to a dead end
with a chest (7/8) containing an HP+ SEED. Return to the platform. The path leading up leads to some heavy
growth that needs to be cleared with Sizzle and then the exit to the secret area. The path right leads to a save point
and the dungeon exit.

Chapter 5 - The Champion Who Saved Grymoire (Continued)


Pyreglow Forest Secret Branch
The path to secret area of a Pyreglow Forest is a maze. Take the south-west exit from Branch 5. Take the north-
west exit from Branch 6. Take the north-east exit from Branch 7. Take the north-west exit from Branch 8 to the
Secret Branch. This contains a Magic Jar, which you cannot imprism at this point because you don't have an Elixir.
The Floating Eye's Darkness attack will make short work of it. It will drop a MAGIC JAR MEMENTO upon demise.
Now you can access the chest (8/8) that it was guarding containing GIRL'S DIARY, ENTRY 2. Having navigated the
maze, the way through will now be shown in your map.

Encounters
You can find a Babyhemoth here if you haven't done so already. Reaver Mus require fire attacks to imprism, but
they're vulnerable to fire. You may want to unstack before attacking them. You can use Red Fang or Foxfire to
create an imprism opportunity. Cockatrices are priority enemies because they have an insta-kill ability. Cactrots are
a rare encounter here. They tend to escape at the first opportunity so you'll need the No Escape ability. This is
provided by the Right Claw, which is a pretty decent mirage to pick up for utility purposes and likely to be your first
L-sized mirage. Assuming you manage to capture one, the Cactrot is, unfortunately, not a very good mirage. If
you've not done so already, leveling a Moogle up five levels for a Cure mirajewel is a good investment. Otherwise,
it's a pretty rubbish mirage. The Dualizard is OK with some good evolutions. Unfortunately, you'll probably be
struggling to fit it into your lineup by this point. The Deathskull is decent enough, with a really good evolution, but
requires a status ailment to capture. If you don't have a Lethean Chime in your inventory, the Reaver Mu has an
attack that inflicts Oblivion; unstack before you use it since the blow will likely kill your target otherwise. The Magic
Jar in the secret area is worthy of a place in your permanent roster, since you will soon unlock some alternate
forms that are near essential.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Babyhemoth 334 0 0 25 0 25 0 0 -50 0 0 0 25 0 -25 0 0 Use physical attacks
Cactrot 296 -25 -25 0 0 25 25 0 0 100 100 100 100 100 100 50 -25 Reduce HP
Cockatrice 247 50 25 0 0 -25 0 25 -50 25 -25 -25 0 0 0 -25 25 Use physical attacks
Cockatrice Stack 493 0 25 -25 25 25 0 25 -50 0 -50 -25 0 25 -25 -25 50 -
Deathskull 266 -50 50 0 -25 0 25 -50 50 0 -25 -25 0 -25 25 -50 50 Inflict oblivion
Dualizard 260 0 -50 0 75 0 -25 0 0 25 0 25 -25 25 0 0 -25 Reduce HP
Dualizard Stack 517 0 -75 0 100 0 -25 25 -25 0 25 0 -25 50 25 25 -50 -
Magic Jar 1437 50 50 50 50 50 50 -150 -150 95 70 95 20 45 95 20 100 GIve an elixir
Moogle 257 0 -25 0 25 0 0 25 -25 -25 25 -25 0 25 25 25 -25 Restore HP
Mu 231 -25 0 -25 25 0 25 0 0 0 0 0 0 -25 -25 0 25 Use physical attacks
Reaver Mu 246 -50 0 -25 25 50 0 0 0 -25 -25 0 0 25 -25 0 25 Use fire attacks
Right Claw 350 25 -25 25 25 -25 -25 25 -25 25 0 25 0 -25 -25 0 0 Reduce HP
Right Claw Stack 828 50 0 0 50 -50 0 50 -75 50 -25 0 0 -50 -50 -25 50 -

Pyreglow Forest Murkrift (2/19)


This level 13 Murkrift contains four Sharquals. If you want to capture one, use a mirage with fire attacks. Use
thunder attacks to kill three of them. When one is remaining, switch to fire attacks to imprism it. The XP payout is
pretty decent for this stage of the game.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Sharqual 852 25 0 -50 -25 50 0 0 0 50 75 0 75 0 25 75 50 Use fire attacks

Forest Clearing
Past the portal back to Nine Wood Hills you'll find Yuna in the lake. After a cutscene and a puzzling conversation
about heralds, Yuna and Valefor will attack. This is a moderately challenging boss fight since Yuna will use Protect
and Shell, which you are unable to dispel and Valefor has Energy Ray which hits both of your stacks for a decent
chunk of damage and which will be preceded by Yuna using Focus. Concentrate on breaking the stack and use
Dark attacks against Valefor (or ice attacks if you have them). Defeating Yuna rewards you with 2 ARMA GEMS and
a VALEFOR MEMENTO. Another cutscene follows with lots of tantalizing information.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Valefor 2960 0 -50 0 50 0 0 25 -25 100 100 100 100 100 100 100 100 Unimprismable
Valefor Stack 3970 0 -50 0 50 0 0 25 -25 100 100 100 100 100 100 100 100 -
Yuna 1010 0 0 0 0 0 0 0 0 100 100 100 100 100 100 100 100 Unimprismable

Exit the Forest Clearing for another cutscene. Open a chest (1/1) containing the TELEPORT STONE. This useful
item allows you to fast travel to the dungeon entrance. Before proceeding, you may want to clear up a couple of
loose ends. A new Townsperson Quest has opened up in Cornelia - talk to a guy by the save point who wants you
to kill some goblins. There's also a new Colosseum bout if you fancy grabbing a Valefor. Finally, Chocolatte has
also started selling some low-damage elemental items. Grab a couple of each type to assist with imprisming. While
you're there, grab a couple of Flash Bombs too. When you're ready to proceed, head for the Forest Clearing exit.
Talk to the person standing near the exit for a PICK-ME-UP and then head on through to the Ice Region.

Chapter 6 - Solace from the Ice


Walk up the slope and then go into the conveniently placed inn, Sherlotta's Solace. In Jiant form, examine the
chest (1/1) on the shelf for the RENAME PRISM which allows you to - guess what! - rename the mirages in your
active group (but not, as far as I can tell, those in the Prism Case). Examine the glowing thing to the left of the desk
for a cutscene where you'll be introduced to Refia, the girl standing by the fire. You'll receive the WARLOCK'S
WARMER, which will allow you to travel in this icy region and Refia will accompany you to Seronia.

Optional Boss: Undead Princess


Completing the intervention quest Never Cross The Boss results in the Undead Princess taking up
residence outside Sherlotta's Solace and completing A Grudge That Won't Budge allows you to choose to
fight her if you so wish. You'll find her a short way down from the portal. She is an extremely tough challenge
for low level characters, but a couple of applications of Banish allows you to imprism her for an easy win. If
you're going to fight her conventionally, you'll need dark resistance and a means to cure / resist confusion.
Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism
Undead Princess 27410 -50 0 25 -25 0 25 -25 50 100 100 100 100 100 100 100 100 Use light attacks

There's nothing more to see in the inn so exit and head up to Icicle Ridge.

Icicle Ridge
You'll want mirages with the Sizzle and Smash abilities. Note that you won't be able to imprism the White Nakk
enemies for the time being. From the entrance, head right past the portal to a block that needs to be melted with
Sizzle. If you look at the map, there appears to an area to the north. You cannot access this until much later so
don't worry about it for now. Continue right through another Sizzle block to the end with a chest (1/8) containing 2
PHOENIX DOWN. Return to the central platform and take the winding path down. Here you'll find the first of the ice
puzzles. When you choose a direction, you'll travel in that direction until you hit an obstacle. Your task is to get to
where you actually want to go. There are two exits from this platform and an ice block enclosing a chest. Go right,
down, left, up and right to get to the ice block which reveals a chest (2/8) containing 3 POTIONS. Go left, down,
left, down right and down to reach the southern exit. Go down the slope to a platform with a chest (3/8) containing
a BLIZZARD SEED. Return to the puzzle platform and go up, right, down, right, up and right to get to the platform
exit. Follow the path round to the area exit.

When you arrive on Slip 2, you'll be thrown into battle with two White Nakks who run o when defeated. Follow the
path down the slope to a Sizzle block behind which is a platform with a chest (4/8) containing 3
WOBBLESTOPPERS. Backtrack slightly and take the sloping path up and around to a second puzzle platform. Go
up, right, up, right and down to the right-hand exit from this platform. From here, go down and left to the block of
ice with a chest (5/8) containing a DEFENSE+ MIRAJEWEL. Go right and up back to the exit and take the path. On
your way round, grab the SQUISHSPARKLY from the chest (6/8). You'll then be thrown into a fight with three White
Nakks. At the end of the path, give the Squishsparkly to the Gimme Golem. You are back on the puzzle platform.
Go down, left, down, right and down to the other path and then follow it to the area exit.

When you arrive at Slip 3, you'll have a glimpse of Grandfenrir, the leader of the White Nakks. There's also a
Treasure Trove on this platform (I found a potion; whoopee!). Take the sloping path up to the next puzzle platform.
This is little complicated. Go left, up, left, up, right, up, left, up, right, up, right, down, left, down, left, down and left
to a path leading up. Smash the block in your way and follow it to the top. The puzzle switch requires weight of 11
and earth resistance of 100. I used a Mythril Giant, Babyhemoth and Black Chocochick. This will cause the upper
platform to fall onto the lower, making the puzzle platform easy to negotiate. Open the chest (7/8) containing an
ELIXIR. The top left exit leads up to the Secret Slip. The enemies there are rather tough and you will need to grind
the Baby Paleberry up to at least level 13 to be able to imprism one, so I'd leave it for now. Instead, take the other
path leading to the area exit.

Slip 4 has a save point followed by a boss platform. The battle is against Grandfenrir and four White Nakks. Wipe
out the Nakks (with, say, an aect-all spell) and then use any fire-based attacks you have against Grandfenrir.
When Grandfenrir is low on health, he will summon four more White Nakks. Vistory in this battle will reward you
with 2 ARMA GEMS and a FENRIR MEMENTO. With Grandfenrir out of the way, the Nakks will be encountered as
random enemies and can be imprismed.

Return to the boss platform and go down the path to the right. This will bring you to the Murkrift if you fancy having
a go. Return to the previous platform and take the path down and to the right to find a chest (8/8) containing 3
ETHERS. Backtrack again and take the long, winding path to the exit. You're now on the other side of the Ice
Region. Simply walk forwards to enter Saronia Harbor.

Encounters
The Baby Paleberry is your earliest access to the Tonberry family and is one of the better mirages available due to
a combination of elemental attacks and bus and some very powerful special attacks. The Holy Dragon is your
entry into the Dragon family and, like all Dragons, is a very good mirage. The Ice Bat is your first access to the
Vampire family and is worthy of consideration. The Quachocho may be necessary for its Chill support ability but is
otherwise no more than OK. White Nakks are even better than their black counterparts because of their greater
growth potential (at least at this stage of the game). If you have a Black Nakk with a few levels under its belt,
transfiguring it to the white form costs nothing.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Baby Paleberry 355 -50 50 0 0 0 0 25 -25 25 -25 0 25 0 25 0 -25 Use physical attacks
Babyhemoth 381 0 0 25 0 25 0 0 -50 0 0 0 25 0 -25 0 0 Use physical attacks
Babyhemoth Stack 736 -50 50 25 0 25 0 25 -75 25 -25 0 50 0 0 0 -25 -
Babyhemoth Stack 2 681 -50 50 25 0 25 0 0 -50 0 -25 0 25 0 -25 25 0 -
Deathskull 325 -50 50 0 -25 0 25 -50 50 0 -25 -25 0 -25 25 -50 50 Inflict oblivion
Grandfenrir 3530 -50 50 0 0 0 0 0 0 100 100 100 100 100 100 100 100 Unimprismable
Holy Dragon 5390 0 0 0 0 0 0 50 -50 95 45 95 95 70 95 95 100 Use light attacks
Ice Bat 269 -50 50 0 0 0 0 -50 50 0 -50 -25 0 0 25 0 25 Inflict blindness
Quachacho 248 -75 50 0 0 25 0 25 -25 -25 -25 25 0 25 25 25 -25 Restore HP
Right Claw 328 25 -25 25 25 -25 -25 25 -25 25 0 25 0 -25 -25 0 0 Reduce HP
Right Claw Stack 922 -75 75 25 0 -25 0 -75 75 25 -75 -25 0 -50 25 -50 75 -
White Nakk 300 -50 50 0 0 0 0 0 0 0 -25 0 0 0 0 25 0 Use ice attacks

Icicle Ridge Secret Area


Take the top left path from the third puzzle platform in Slip 3 to access the Secret Slip. Simply follow the path to
the end for a fight against a pair of Holy Dragons. They have powerful physical attacks and use Holy which does
big damage if you're vulnerable to light. If you kill one, the other will resurrect it. I used Banish on one three times
for an easy capture. The fight gets a lot easier with just one dragon remaining. Note that when you get its HP low, it
will start regenerating. Because the dragon does such high damage, the Baby Tonberry's Petty Grudge attack is
very powerful. Defeating them will reward you with a HOLY DRAGON MEMENTO.

Icicle Ridge Murkrift (3/19)


This level 15 Murkrift contains six Mini Flans. They can be wiped out with a single application of an attack-all spell.
It's a little more dicult if you want to capture one. Just kill all but one and then whack the one that's left.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Mini Flan 456 -50 50 0 0 0 0 0 0 75 25 50 75 50 75 50 25 Use physical attacks

Chapter 7 - The Thane and the Knave


When you regain control, return through the portal to Nine Wood Hills, because there's a huge backlog to clear.
You can now imprism the Magic Jar in Pyreglow Forest, you're high enough level to tackle the secret area of the
Nether Nebula and after that you'll be high enough level to tackle the secret area of Icicle Ridge and grab a dragon.
You can also clear out the Murkrift in Wellspring Woods and fight a new Colosseum Battle.

In Saronia Harbor, talk to the two people with the "!" on their heads and head down in to the Shanty Town. Don't
talk to the "!" person yet. Instead, walk left to find a chest (1/2) containing OCCULT FAN, ISSUE 2. Make a note of
the picture on the nearby wall since it's a clue to an upcoming puzzle. Now talk to the citizen for a cutscene. When
you regain control, head up the stairs to see the thane. You'll have another cutscene which will end in a mini boss
battle. He's not too hard - a couple of good whacks and a few -ara spells will bring this fight to a swift close.
Defeating the guard earns you 3 ARMA GEMS.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Federation Guard 3840 0 0 0 0 0 0 0 0 100 100 100 100 100 100 100 100 Unimprismable
After the next cutscene, you will get your next task - find a boat in Saronia Docks. Talk to the three people with "!"
on their heads. A plan is hatched to steal a pirate ship. The path to the docks now opens up which also allows you
to open the chest (2/2) containing GIRL'S DIARY, ENTRY 3.

Chapter 8 - Buccaneer Blues


You can now buy Refia's Champion Medal and there are also a couple of new Intervention Quests if you're
interested. When you're ready to proceed buy a few Flash Bombs and War Gongs from Chocolatte and make your
way to Saronia Docks.

Saronia Docks
You'll want a mirage with Sizzle and one with Flutter for this area. Examine the cannon at the start to be fired
across to the first platform. Examine the chest (1/20) by the hut which turns out to be a Mimic. Head right, up and
down the stairs to a small island in the water with a chest (2/20) containing a WATER SEED. Head back up the
stairs and then down and right to the next cannon. You'll be launched to a platform with a Puzzle Switch that
requires weight 5 and water resistance 50. Activating the switch raises the water level in the area. Use the cannon
to return to the previous platform and then go up and right all the way to the area exit.

Take the steps down and right to the platform with a hut. Head down the gangplank to the docked ship with a
chest (3/20) containing a STRENGTH+ SEED. Ignore the other ship for the moment and head down the steps to
the platform with a chest (4/20) containing a SWIRLSHELL. The baskets of shells are a Treasure Trove (I found a
Phoenix Down). There's also a bell here. Don't ring it for the moment, just make a note of it. Go back up to the
second docked ship and have yourself fired out of the cannon on its deck.

You'll find yourself on a dock with a Murkrift just to your left. There's a Gimme Golem that wants the SWIRLSHELL
you just picked up and some steps leading down. There's also a bell by a basket of seaweed. If you recall the
picture on the wall of the Shanty Town, this is the bell that you need to ring first, so do so. Go down the steps and
turn right to the rowing boat. Flutter to the next boat for a chest (5/20) containing 2 PHOENIX DOWN. Flutter back.
Ignore the bell by the basket of fish for the moment but have yourself fired out of the cannon that's here. This will
bring you back to the dock with the baskets of shells. Ring the bell here and return to Station 3 by means of the
cannon on the ship.

Back on Station 3. go down the steps and ring the bell by the basket of fish. This summons the ghost ship that is
the secret area for this dungeon. Try to set up your stacks so that you are not vulnerable to berserk and go aboard.
Head to the stern for a mini boss fight against six Kupicaroons. The diculty here is not so much beating them
(although they're moderately tough) but imprisming one since they have a berserk attack that they use freely. You
may want to try imprisming one at the start of the fight - use a War Gong. If both of your stacks end up berserked,
they are liable to be wiped out. Once you're captured one, wipe out the rest with applications of Thunderbolt. If
you're finding the fight too dicult, just concentrate on wiping them out - you can unlock the Kupicaroon mirage
board from the Kupirate one. Winning the fight earns you the KUPICAROON MEMENTO. There are no fewer than
eleven chests (16/20) on board, containing 2 HASTE STONES, 3 ETHERS, 5 PHOENIX DOWN, 5 WATER
SPELLSTONES, 2 HOLY TORCHES, an ELIXIR, a TURBO ETHER, 2 REMEDIES, a PHOENIX PINION, 5 STAR
CURTAINS and a Mimic. Leave the Secret Station and go onto the ship docked next to it for a chest (17/20) that
contains 5 FISH SCALES. Continue right to the area exit.

Station 4 is something of a puzzle area. Your way to the save point is blocked by a Gimme Golem and there are
cannons dotted around the place. Go right to find a treasure chest (18/20) that's a Mimic. Use the rightmost of the
two cannons. This will take you to a Puzzle Switch and Flutter Point. Flutter across the gap to find a chest (19/20)
containing 3 POTIONS. The Puzzle Switch requires weight 5 and water resistance 50. Return via the nearby
cannon. The leftmost of the two cannons is a shortcut to where you need to go next. Open the chest (20/20)
containing a SWIRLSHELL. Now go back via the cannons to the Puzzle Switch and activate it again to lower the
water. Make your way back and head up towards the save point. Once there, head across the gangplank to the
Pirate Ship and make your way up the steps to the stern for a cutscene and a fight against six Kupirates. You can't
imprism them at this point, so just wipe them out with Thunderbolt. After this, you'll be thrown into a fight with the
pirate captain, Faris, and her pet sea monster, Syldra. This is a scripted fight that you're not able to win. After
you've lost, there'll be a cutscene and then you'll be thrown into a boss fight with the Federation Guard from
earlier. When you wear him down to 0 HP, just whack him a few more times to trigger another cutscene.

Encounters
The Ahriman is like the Floating Eye but better. There are three Mimics to be fought in Saronia Docks and you
should endeavour to capture one because they have extremely good utility; if you have invested a few levels in a
Magic Jar, you can transfigure it and make it better.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Ahriman 427 0 0 0 -25 0 0 -25 50 -25 50 25 -25 25 25 -25 -25 Inflict blindness
Ahriman Stack 1137 -50 50 0 -50 0 0 -50 100 -25 75 50 -25 50 75 -50 -75 -
Federation Guard ??? 0 0 0 0 0 0 0 0 100 100 100 100 100 100 100 100 Unimprismable
Dualizard 407 0 -50 0 75 0 -25 0 0 25 0 25 -25 25 0 0 -25 Reduce HP
Dualizard Stack 758 -50 0 0 75 0 -25 0 0 50 -25 25 0 25 25 0 -50 -
Floating Eye 359 0 0 0 -25 0 0 -25 50 -25 50 25 -25 25 25 -25 -25 Leave only this mirage standing
Kupicaroon 973 0 25 -50 -25 50 0 0 0 45 95 45 70 95 25 95 100 Inflict berserk
Kupirate 377 0 25 -50 -25 50 0 0 0 -25 25 -25 0 25 25 -25 -25 Reduce HP
Mimic 1413 0 0 0 0 0 0 0 0 75 50 75 0 25 75 0 75 Reduce HP
Mini Flan 351 -50 50 0 0 0 0 0 0 25 -25 0 25 0 25 0 -25 Use physical attacks
Sharqual 343 25 0 -50 -25 50 0 0 0 0 25 -50 25 0 -25 25 0 Use fire attacks
Sharqual Stack 694 -25 50 -50 -25 50 0 0 0 25 0 -50 50 0 0 25 -25 -

Saronia Docks Murkrift (4/19)


This level 25 Murkriift contains a single Mega Sharqual. At this stage you won't be able to do enough damage in
one go to create an imprism opportunity (for reference, I was level 27 at this point), so just defeat it as quickly as
possible. Thunder magic is highly eective.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Mega Sharqual 7580 25 0 -50 -25 50 0 0 0 50 75 0 75 50 25 75 50 Deal a lot of damage at once

Chapter 9 - The Low Seas


The chapter begins like the last one ended - with a cutscene. You'll meet Quistis who oers you the use of a rather
more high-tech craft than the others in the docks. Quistis blocks the exit from the pirate ship, but you can get back
to Nine Wood Hills via a portal. There are a couple of new Colosseum battles to fight if you're interested and
Kupirates can be encountered as random enemies in Saronia Docks if you fancy capturing one.

When you're ready to progress the story, talk to Quistis. You'll have another cutscene which turns into an anime
clip that looks a lot worse than the in-game engne. There are a few of these.

The Low Seas


When you regain control, you'll be on the shore of the Low Seas. Just below the portal to Nine Wood Hills are two
Sea Snakes tormenting a Minimantoise. When you've defeated them, you'll meet Addy the Adamantoise in a
cutscene who will agree to take you across the sea on his back. You'll see Mega Sharquals swimming back and
forth across the channel. The game tells you that they're likely to be too strong for you at this point so you need to
try and avoid them. As a precaution, you may want to place a mirage with the Flee ability in your stack. After
navigating the first section, you'll meet Rikku who will join you on board. Carry on avoiding encounters until you
find the exit for the Rainbow Shore. The Adamantoise can be found here after completing Treasure Island, Ahoy!
It will kick your backsides too!
Encounters
When you're first here, all the enemies apart from those first two Sea Snakes will be way too strong for you to
manage. Come back at, say, level 45 and you'll be able to manage them fine. This is the only location where you'll
find Minimantoises in the wild.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Sea Snake 1152 0 0 -50 0 50 0 0 0 0 -25 0 0 -25 0 0 25 Use water attacks
Adamantoise 27996 25 -100 25 25 25 25 0 -25 100 75 25 25 25 100 100 100 Inflict defense down
Mega Sharqual 4386 25 0 -50 -25 50 0 0 0 0 25 -50 25 0 -25 25 0 Deal a lot of damage at once
Minimantoise 4698 25 -25 -25 0 25 0 0 0 25 0 -50 -25 -25 25 0 25 Reduce HP
Sea Snake 3192 0 0 -50 0 50 0 0 0 0 -25 0 0 -25 0 0 25 Use water attacks

Chapter 10 - Too Warm a Welcome


Rikku takes her leave of you. The rock structure that you're close to has a chest (1/1) containing an ELIXIR. Just
above this is a portal that will take you back to Nine Wood Hills. Before continuing, I would buy a bunch of status
items from Chocolatte along with some status healing items. There are also a couple of new Colosseum battles
and bunch of Intervention Quests to undertake if you have any Arma Gems to spare. When you're ready to
proceed, follow the sloping path up from the portal to the area exit.

The Dragon Scars


You'll need a mirage with the Flutter ability for this area. Head up the path and go left at the fork for a chest (1/16)
containing 5 FRIGICITE. Return to the fork and take the right hand path. At the next fork, go right, descend, and
then take the left path up the slope. Examine the chest (2/16) containing 3 HI-POTIONS in the nest. Use the Flutter
Point to cross the gap and then descend to the platform below for a chest (3/16) containing 2 PHOENIX DOWN.
Drop back down to the path below and take the area exit.

From the start of Scar 2, take the left fork and cross at the Flutter Point. Fight the Red Dragons in your way to get
to the chest (4/16) containing 3 WOBBLESTOPPERS. Return to the fork and take the right hand path. Be on the
lookout for a chest (5/16) containing 4 FRIGICITE in a shallow cave. Walk up the path and you'll come to a set of
descents leading down. Look at your map and you'll see that there are three ways you can go down, using the
path at the bottom to get back up here. From the leftmost Descend Point, go down two levels to for a chest (6/16)
containing 3 ETHERS. Walk right past one Descend Point to a second and go down. Go right for a chest (7/16)
containing 2 REMEDIES. Drop to the bottom and take the path leading to the area exit. On your way, you'll pass a
Flutter Point leading to a chest (8/16) containing a CURE SEED. Make your way to the exit.

The path ahead is blocked by a Gimme Golem, so take the right hand path. To your right is a Flutter Point leading
to a chest (9/16) containing a REMEDY. Continue along the main path. Take the diversion on your left to fight a pair
of Red Dragons. Their nest is a Treasure Trove - I found a Hi-Potion. Continue along the main path to the next
Flutter Point on your right. This leads to a chest (10/16) containing 2 HI-POTIONS. When you return to the main
path, you'll have a choice. Ignore the way blocked by the Red Dragon for now. Instead, take the other path up and
around to find a chest (11/16) containing 4 DRAGON SCALES. Drop back down to the main path and this time, go
the other way, fighting three Red Dragons and make your way to the area exit.

This leads to the secret area for this dungeon. Make your way forward to face the Cerberus. It's got a lot of HP, but
it doesn't hit too hard. I found that I had to create multiple imprism opportunities to capture it. If you're fighting it
conventionally, use light magic. Defeating it gives you the CERBERUS MEMENTO. This will be your first mega
mirage. If you keep it in your lineup, you will be able to summon it in place of your regular stacks. I don't rate the
Cerberus mirage, but it does open up the third mirage board for your White Nakk. Open the chest (12/16) that it
was guarding for a FLUFFIFLOWER. Head back to Scar 3 and make your way to the Gimme Golem that you are
now able to pass.
Past the golem, you'll find a stepped area similar to the one in Scar 2: multiple paths down and a way back up.
This time there are three chest to open. Drop down one level for a chest (13/16) containing 2 WOBBLESTOPPERS.
Go down another level. Do not take the leftmost Descend Point. Instead, take the second one to a platform with a
chest (14/16) containing a FIRE RESISTANCE+ SEED. Drop down and make your way back to the top. Drop down
from the other Descend Point and go down two levels for a chest (15/16) containing a PHOENIX DOWN. Go back
to the top again and this time, make your way down the left hand Descend Points to the area exit.

A short way along the path in Scar 5 is a Flutter Point leading to a chest (16/16) containing a HI-POTION. Now
simply make your way to the save point. If you want to fiddle with your stacks, favour fire resistance. Walk up to
the structure blocking your way to be thrown into a boss battle against the Mega Red Dragon. To be honest, at this
stage it isn't that tough. Ice attacks should see it fall within a few turns. It hits moderately hard and its Flare Star
ability is quite damaging. Nevertheless, you should be able to outdamage it easily. Its defeat gives you 3 ARMA
GEMS. You'll have another cutscene in which you're introduced to Tifa. Make your way to the exit to the Babil
Region.

Babil Region
There are two places you can go to from here. Select the closer of the two, a small town called Agarthir which is
part of the Federation. Speak to the person with the "?" above his head for a Townsperson Quest. We've not seen
one of those for a long while. Be sure to open the chest (1/1) containing GIRL'S DIARY, ENTRY 4. Talk to the other
townspeople if you like.

Leave and make your way to the other town. Talk to the person by the fork in the path for some SMELLING SALTS
then make your way into Nibelheim.

Encounters
The Blood Eye opens up an alternate form for your Floating Eye. Both new Dragon types are really good and if you
captured a Holy Dragon earlier, you'll be able to transfigure it. I personally prefer the Red Dragon anyway.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Bihydra 499 50 -25 0 25 -50 0 0 0 25 0 25 -25 25 0 0 -25 Leave this mirage the only one standing
Bihydra Stack 871 50 -25 0 0 -50 25 0 0 25 0 25 -25 -25 25 25 -25 -
Blood Eye 464 25 25 0 0 -50 0 -50 50 -25 50 25 -25 25 25 -25 -25 Leave this mirage the only one standing
Cerberus 13752 25 25 25 0 0 0 -100 25 100 45 20 100 70 45 100 100 Use a fire, ice and thunder attack
Copper Gnome 513 0 0 -50 -25 25 50 0 0 50 0 -25 25 -50 -25 25 0 Reduce HP
Copper Gnome Stack 885 0 0 -50 -50 25 75 0 0 50 0 -25 25 -100 0 50 0 -
Mega Red Dragon 9646 150 -100 0 0 -50 0 0 0 100 100 100 0 100 100 100 100 Unimprismable
Mini Golem 372 0 0 0 -25 0 25 0 0 0 0 0 0 -50 25 25 0 Use physical attacks
Red Dragon 1968 100 -50 0 0 -50 0 0 0 25 -25 -25 0 0 0 25 0 Land a critical hit
Red Dragon Stack 2922 100 -50 100 -75 -50 -25 0 0 50 -50 -50 0 -50 25 75 0 -
Spark Dragon 582 0 0 100 -50 0 -50 0 0 25 -25 -25 0 0 0 25 0 Inflict status ailments

Chapter 11 - Crimson and Azure


You'll have a short scene with Tifa when you enter Nibelheim. Approach the girl with the green hair, Rydia, for a
cutscene. You'll get your next destination, Valley Seven. Talk to the person with the "?" over her head for a
Townsperson Quest. You may be able to fulfill the conditions already. Open the nearby chest (1/1) for 3 EARTH
HAMMERS. Talk to Rydia again for another brief cutscene. When you're ready to proceed, leave town and walk
past the person who gave you the smelling salts earlier to enter Valley 7. If you have a Holy Dragon in your setup,
you may want to transfigure it into a Red Dragon for the upcoming dungeon.

Valley Seven
You'll need mirages with the Chill and Smash abilities. From the first platform, make your way down the spiral path
and cross the bridge to the next platform. When you get to the second platform. follow the spiral down for a chest
(1/8) containing an AGILITY+ SEED. Cross over to the next platform and take the left path. The Puzzle Switch on
the next platform requires weight 4 and fire resistance 50. Go down the spiral path to the bridge that has just
appeared to the next platform. The Puzzle Switch here requires weight 5 and fire resistance 50. Go down and
around and over the new bridge to find a chest (2/8) containing a JAGGEJAW. Return to the third platform and take
the path right. Make your way down the spiral path past the Gimme Golem and over the bridge to the next
platform. Use Chill on the patch of lava and go up for a chest (3/8) containing 2 HI-ETHERS. Now make your way
down and around to the area exit.

In Cauldron 2, cross over to the first platform to trigger a custscene that sees Rydia running o to the north. You
have no choice but to follow her because the other path is blocked. Take the exit to Cauldron 3.

Head up and up again. Smash the rock blocking your path and cross to the platform to find a Treasure Trove (I
found a Hi-Ether). On this same platform, take the path down and around to a chest (4/8) containing 2 HI-
POTIONS. Return to the previous platform and take the path left to the next one. Chill the lava patch and head up
to the next platform. There's a Murkrift blocking your way. After clearing it, head up to the Puzzle Switch at the top.
This requires weight 12 and fire resistance 150. That's why I said to bring a Red Dragon! Cross the bridge that
you've just created and head up to the Secret Cauldron.

The mini boss fight against the Phoenix is not hard. Water attacks will make the fight go quicker. When you get it
down to around 1000 HP, chuck an X-Potion or an Elixir at it to create an imprism opportunity. You'll get the
PHOENIX MEMENTO for defeating it (which seems a bit useless because the Phoenix doesn't have any variant
forms). There's nothing more to see here, so head back to Cauldron 3, make your way to the entrance platform and
take the path right.

The next platform has four paths leading from it. Take the lower one, Smash the rock in your way and grab the
chest (5/8) containing 4 BOMB FRAGMENTS. The upper and lower right paths have Smash points and the lower
right one leads to a chest (6/8) containing a PHOENIX PINION. Finally, take the right path to the quest marker for a
cutscene and a fight against six bombs. The subsequent cutscene sees you reunited with Rydia.

Make your way all the way back to Cauldron 2. Another cutscene has Rydia's familiar removing the column of
flame that was blocking your way earlier. Cross to the next platform and head down to the next one. Here, follow
the path down and around for a chest (7/8) containing a PHOENIX DOWN. Go back up and take the path right to
the area exit.

Make your way up to the save point and then head right for a chest (8/8) containing a HI-POTION. Now make your
way up to the boss platform for a brief cutscene and a boss battle against King Bomb. He's a bit of a damage
sponge but otherwise not too dicult. He can attack with Firaga which is bad if you're vulnerable to fire. Ensure
that both your stacks are in reasonable health before you kill it. Otherwise its final Explode attack could take you
out with it. Victory rewards you with the KING BOMB MEMENTO and 6 ARMA GEMS. You'll also obtain the KEY
OF FLAMES. Sit through another slightly lame anime cutscene.

Encounters
This dungeon doesn't really give you anything worthwhile that you won't already have. The Phoenix is unique to
this dungeon and is OK. You'll need to capture one for a 100% complete Mirage Manual because you can't
transfigure another mirage into it.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Behemoth 2253 0 0 25 0 25 0 0 -50 0 0 0 25 0 -25 0 0 Reduce HP
Behemoth Stack 3269 100 0 25 0 -100 0 -25 0 0 -50 0 50 0 -50 50 0 -
Black Nakk 468 50 -25 0 0 -50 0 -25 50 -25 -25 0 0 -25 0 25 25 Use physical attacks

Blood Eye 519 25 25 0 0 -50 0 -50 50 -25 50 25 -25 25 25 -25 -25 Leave this mirage the only one standing
Blood Eye Stack 987 75 0 0 0 -100 0 -75 100 -50 25 25 -25 0 25 0 0 -
Bomb 548 50 25 0 0 -75 0 0 0 25 -25 0 25 25 -25 25 -25 Use fire attacks
Cocadrille 699 25 0 0 -25 0 0 50 -50 0 25 -25 -25 0 0 -25 25 Inflict poison
Flammantoise 443 75 -50 -50 0 -50 75 0 0 25 0 -25 -25 -25 0 0 25 Use fire attacks
King Bomb 9506 200 25 0 0 -75 0 0 0 100 100 0 100 100 100 100 100 Unimprismable
Korrigan 484 -50 0 0 -25 25 50 -25 25 25 25 0 25 -25 25 -25 -25 Inflict sleep
Lead Gnome 649 -50 0 -50 25 25 50 0 0 50 -25 -25 25 -50 -25 50 0 Bestow shell
Lead Gnome Stack 1117 0 -25 -50 25 -25 50 -25 50 25 -50 -25 25 -75 -25 75 25 -
Phoenix 10320 50 0 0 0 -50 0 25 -25 45 70 45 45 70 70 45 100 Restore a lot of HP
Spark Dragon 500 0 0 100 -50 0 -50 0 0 25 -25 -25 0 0 0 25 0 Inflict status ailments
Spark Dragon Stack 943 75 -50 50 -50 -50 25 0 0 50 -25 -50 -25 -25 0 25 25 -

Valley Seven Murkrift (5/19)


This level 30 Murkrift contains three Memecoleouses. The fight's not hard but it is long unless you have water
attacks. They are somewhat resistant to poison which makes imprisming one tricky.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Memecoleous 5430 25 0 0 -25 -50 50 0 0 25 100 25 50 0 50 50 50 Inflict poison

Chapter 12 - Ribble Jiggle Panic


The Windswept Mire
When you regain control, you'll find yourself in a new area. Head right for a brief cutscene. For the moment, you'll
be controlling only Lann. Go up to the Lucky Toad and "talk" to it for a battle. I found that two good whacks gave
me an imprism opportunity. After you defeat it, the Lucky Toad will uncurse Snow who will accompany you
together with his familiar, Ixion. Ixion will create an ice bridge to the next island and a portal back to Nine Wood
Hills will open up. At the very least, you should go back and top up your ailment-inflicting items. If you return to
Nibelheim, a new townperson quest will be available.

Cross the bridge when you're ready. Head up from your starting point past an ambush point that will cause you to
be thrown into a fight. Continue up to have Ixion create an ice bridge to the next island. Don't cross yet. Instead,
head left around a small circular pool for a chest (1/4) containing 4 CHIMERIC WINGS. Return to the ice bridge,
cross and turn right. Examine the spit to have Ixion create a bridge to small island. Cross for a chest (2/4)
containing an AERO SEED. Head back to the main island and examine the nearby brown patch by the inlet to have
Ixion create a shortcut to the save point. From here, head down past another ambush (to a chest (3/4) containing a
REMEDY. The Puzzle Switch requires weight 14 and water resistance 25. I used a Holy Dragon, Babyhemoth and
Baby Paleberry. This will open up a path to the secret area. If you're going that way, be prepared for an extremely
tough fight. There's no shame in waiting until you're a higher level. If you want the XP boost, ensure you're stocked
up on Lethean Chimes, Dream Powder and Tranquilizers first. For reference, I was level 32 at this point and able to
beat it.

Return to the save point and examine the soil nearby to have Ixion create an ice bridge. The Golden Flan will
appear in a brief cutscene. It is not at all challenging - I took it out with two applications of Thunder so I don't even
know what oensive capabilities it has. Its defeat will earn you 3 ARMA GEMS. Snow and Ixion leave you at this
point. Ensure that you have a mirage with Chill in your squad before continuing.

Leave the Mire via the sandbank. When you reach the shore, don't go through the tunnel just yet. Instead make
your way round the beach until you find a Chill Point where you can create an ice bridge. Cross the bridge for a
chest (4/4) containing 2 REMEDIES. When you're ready, take the exit to the Desert Region.

Encounters
Flans are still not good and the Flan Princess is not much better. The Malboro and Malboro Menace are also poor -
their unique breath attacks are too expensive to be useful. Toads are OK - you may want to level the Lucky Toad
up enough to grab the Resist Confusion Mirajewel regardless of whether you want it in your squad. Like all Mu-
type mirages, Nut Eaters are not bad.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Flan 663 0 0 -50 0 50 0 0 0 25 -25 0 25 0 25 0 -25 Use physical attacks
Flan Princess 5915 50 0 0 0 -50 0 0 0 70 45 45 45 95 95 45 100 Face with one party member
Flan Stack 1248 -50 50 -50 0 50 0 0 0 50 -50 0 50 0 50 0 -50 -
Flan Stack 2 1234 -50 0 -50 -25 75 50 0 0 50 0 0 50 -25 50 -25 -50 -
Golden Flan 10220 -25 -25 -25 -25 -25 -25 -25 -25 100 100 100 100 100 100 100 100 Unimprismable
Lucky Toad 3080 25 25 25 25 25 25 -175 25 100 75 -50 75 25 75 75 100 Reduce HP
Malboro 4390 -50 0 0 0 0 50 0 0 25 25 0 25 -25 25 -25 -25 Inflict status ailments
Malboro Menace 10945 -50 0 0 0 0 50 -25 25 75 75 50 75 25 75 45 25 Inflict status ailments
Malboro Menace Stack 16860 0 0 0 0 -50 50 -25 25 100 100 95 100 100 100 90 100 -
Mandragora 571 -50 0 0 -25 25 50 0 0 25 25 0 25 -25 25 -25 -25 Use physical attacks
Mini Flan 585 -50 50 0 0 0 0 0 0 25 -25 0 25 0 25 0 -25 Use physical attacks
Nut Eater 815 -50 0 -25 25 50 0 0 0 -25 -25 0 0 25 -25 0 25 Use magical enhancements
Water Toad 623 0 -25 -50 0 50 0 0 25 25 25 -25 0 25 0 0 -25 Inflict berserk

Windswept Mire Secret Fen


You'll be subjected to an ambush when you step onto the path to this area. Walk towards the figure standing in the
swamp to face o against the Malboro Menace and Flan Princess. Your most urgent priority is to break the stack.
With the stack toppled, use Lethean Chimes to inflict oblivion on the Malboro Menace. If you're lucky, you can do
this before it unleashes Putrid Breath. The latter attack has a Doom component. If you're aected, just have your
other party member use a Mega Phoenix when the timer runs out. Cure confusion ASAP to avoid party wipes.
Before attempting to imprism the Menace, try to inflict sleep on it. Otherwise, its counters are extremely
dangerous. If the Flan Princess berserks you with her Dance With Me attack, use a Tranquilizer or wait it out. After
you imprism the menace, unstack. The princess's imprism requirement is to face only a single opponent. You can
hurry this process along by having your party members attack each other. When there's just one remaining
(hopefully with a full health bar) use a Phoenix Pinion, restack and imprism. Hopefully, you won't get berserked
during this window of opportunity and kill the Flan Princess instead. She's fairly resilient so you should be OK. If
you want to fight the pair normally, you should break the stack and inflict oblivion on the Malboro Menace then kill
it with fire. The Flan Princess is vulnerable to water. The fight grants a whopping 80K XP, but it takes too long to be
worth grinding. Their defeat will earn you the MALBORO MENACE and FLAN PRINCESS MEMENTOES.

Chapter 13 - Castle in the Desert


Head towards the covered wagons. Talk to the merchant standing outside with the "?" above his head. He is the
source of five Townsperson Quests. Each one will require you to give him a number of rare items. Be assured that
you do get better stu in return. For the moment, you should be able to fulfil the first of these by buying a couple of
Dragon Wings from Chocolatte. Enter the Caravan for a cutscene. A friendly trader will give you some
SUNSCREEN. Near the portal is a chest (1/1) containing OCCULT FAN, ISSUE 3. Talk to the man by the chest for a
TRANQUILIZER. Go to the portal and replace one of your mirages with a Flan. There's a girl in the background
near a tree and you'll see a "?" appear over her head. She wants you to imprism a Flan Princess which you may
already have done. You can also fulfil the conditions by growing one if you've beaten the Flan Princess back in the
WIndswept Mire but were unable to imprism her. If/when you have the Flan Princess, add her to your party to
complete the quest. If you want, return to Nine Wood Hills to restock, fight new Colosseum Battles and so-on. If
you're low, you may want to stock up on Spider Silks.

When you're ready to proceed, leave the Caravan and head north. You can't enter the town you can see to your
left. Take the only path available to you to arrive in the Phantom Sands.

The Phantom Sands


There is a mild puzzle aspect to this dungeon. Each area will have two apparent exits, but only one will allow you to
progress. Notice that the sun will be visible through one of the exits and take that one.

Talk to the man just inside the entrance to get a clue (that you don't need now) as to how to progress in the
dungeon. Walk forward a short distance. Semi-hidden behind a rock is a chest (1/7) containing 3 GYSAHL
GREENS. On the lower level, you'll find a chest (2/7) containing 2 EYE DROPS. Staying on the lower level, take the
exit in front of you to arrive at a dead end with a chest (3/7) containing a RAISE SEED. Return and take the ramp
up. Take either exit. There's nothing to see in Toil 2 so simply leave via the left hand exit.

In Toil 3, head doen the ramp to the lower level. Open the chest at the bottom of the ramp (4/7) containing the
LURE MIRAJEWEL. This will allow you to attract more enemies. Head to the sinkhole in front of you and choose to
"Descend". This leads to the secret area for this dungeon. Head to chest in front of you to trigger a custscene and
mini-boss fight against the Sphinx. It's not too hard, although dealing enough damage at once to imprism is
probably not possible at this stage. Open the chest (5/7) for the SPHINX MEMENTO. You will then be teleported
back to the start of Toil 3. If you come back through this dungeon counting chests, you won't see the one in the
Secret Toil again event though you'll be able to fight the Sphinx. Leave Toil 3 via the right hand exit.

Cross over to the left hand path and walk down a short distance to find a statue that serves as a Treasure Trove. I
found a Remedy. Leave through the left-hand exit.

Just past the entrance to Toll 5 is a chest (6/7) containing 2 HI-POTIONS. Head down the ramp to the save point.
Go down to the other exit. This will take you to an otherwise inaccessible part of Toil 4 with a chest (7/7) containing
a PHOENIX PINION.

Return to the save point and go north for a boss battle against 3 Sand Worms. Although they have a fair number of
HP, attacks that target their elemental weaknesses will take them out fairly quickly. You'll earn 3 ARMA GEMS for
defeating them. The fight will be followed by a cutscene in which you'll be introduced to Lightning. Talk to her when
you regain control. This will be followed by another anime cutscene and then a cutscene in which you are captured
by Edgar.

Encounters
Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism
Bahamutian Soldier 2721 0 0 0 0 0 0 0 0 50 50 50 50 50 50 50 50 Unimprismable
Bombino 893 50 25 0 0 -75 0 0 0 25 -25 0 25 25 -25 25 -25 Inflict confusion
Cactuar 779 -25 -25 0 0 25 25 0 0 75 100 100 100 75 100 25 -25 Inflict slow
Chocobo 796 0 -25 0 25 0 25 0 -25 0 0 25 0 25 -25 25 -25 Give gysahl greens
Cocadrille 856 25 0 0 -25 0 0 50 -50 0 25 -25 -25 0 0 -25 25 Inflict poison
Cocadrille Stack 1728 50 0 0 -50 -50 50 50 -50 50 50 -50 -50 -25 0 -75 50 -
Memecoleous 1037 25 0 0 -25 -50 50 0 0 25 50 -25 0 -50 0 0 0 Inflict poison
Memecoleous Stack 2765 75 0 0 -75 -100 100 50 -50 75 100 -75 -50 -75 0 -75 50 -
Nut Eater 815 -50 0 -25 25 50 0 0 0 -25 -25 0 0 25 -25 0 25 Use magical enhancements
Sand Worm (Boss) 4435 0 -25 25 -25 -50 75 0 0 75 50 50 50 25 75 75 25 Unimprismable
Sand Worm (Regular) 2916 0 -25 25 -25 -50 75 0 0 25 0 0 0 -25 25 25 -25 Land a counterattack
Sandicore 872 25 0 0 -25 -50 50 0 0 50 25 -25 -25 -25 0 -50 25 Leave only this mirage standing
Sphinx 7910 25 0 0 0 -50 25 25 -25 95 100 45 70 20 70 70 100 Deal a lot of damage at once

Chapter 14 - Lost Powers


Underground Prison
You awaken in the Underground Prison. Talk to the fellow prisoner with the "!" above his head. He'll fill you in on
your situation. Talk to him again and he'll sell you some basic supplies. You currently have no mirages and no
mirajewels. Leave through the only available exit. Walk to the central platform for a cutscene and a scripted fight
that you're going to lose. You are rescued by Squall who gives you some information and a MAGITEK ARMOR
ELDBOX that allows you to imprism the Magitek Armor that just defeated you. These machine enemies are known
as "Cogna" and you can use them in your stacks. You'll also get another eldbox which will allow you to capture
another Cogna shortly.

Keep moving while Squall gives you a bunch of exposition. Walk round to the stairs where you'll be attacked by a
single Searcher. You should be able to imprism it after giving it a good wallop. If you kill it, just start this section
again, otherwise things will get complicated. Remember to set up your stacks before proceeding. Head down the
stairs and turn left for a chest (1/17) containing 9 POTIONS. Go right to a barrier that can be opened using Zap (the
Searcher has this ability) to find two chests (3/17) containing 2 HI-POTIONS and 3 ELECTRO MARBLES. Go down
the next set of stairs to see a Searcher patrolling back and forth. You can avoid these encounters but you'll miss
stu and they're not that hard. Past its patrol spot is another Zap barrier behind which is a chest (4/17) with 9
POTIONS. Go left around the gangway past the stairs to a chest (5/17) containing an ELDBOX. Go down the stairs
you just passed. Immediately in front of you is a Zap barrier that leads to the next stairs down. Go right instead and
you'll see another patrolling Searcher together with a large bin that you can hide in should you so desire. Carry on
round. Along the way, you'll find two chests (7/17) containing 2 HI-POTIONS and 2 PHOENIX DOWN. When you
reach the stairs down, you'll encounter another Searcher patrol. Go down the stairs and go through the Zap barrier
in front of you for a chest (8/17) containing 5 PHOENIX DOWN. Go left past the stairs, eliminate the Searcher patrol
and go down the next set of stairs. Immediately past the next staircase down is a chest (9/17) containing an
ELDBOX and a short distance to the left of that is another chest (10/17) containing 3 WOBBLESTOPPERS.
Backtrack and take the staircase down. Just to your right is a Zap barrier and past that is a chest (11/17)
containing a LIGHTNING MARBLE. Continue around past the stairs to find a chest (12/17) containing an ELDBOX.
Backtrack to the stairs and go down. Eliminate the Searcher patrol and then go down again. Here you'll find a
welcome save point. Go right for a boss fight against a Death Machine. It has some nasty attacks and you only
have basic ones. However, you should have enough potions to outlast it. Apologies for the lack of statistics for the
encounter, but I didn't have access to Libra. Defeating it earns you 3 ARMA GEMS.

Encounters
The Searcher and Magitek Armor are both pretty decent mirages.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Death Machine ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? Unimprismable
Magitek Armor 2496 25 25 -50 25 -50 25 0 0 0 0 0 0 0 0 0 0 Reduce HP
Searcher 570 25 25 -50 25 -50 25 0 0 0 0 0 0 0 0 0 0 Use physical attacks

Chapter 15 - The Mako Reactor and the Black Mages


Underground Prison (Part 2)
You'll now meet Shelke who will OHKO you. She'll make it up to you afterwards by restoring your powers. Walk
around the gangway you start out on to find a chest (13/17) containing 2 TURBO ETHERS. Go onto the inner
gangway that surrounds the central structure and follow it round to a chest (14/17) containing 2 LIGHTNING
SPELLSTONES. Return to the save point where you can now access the Prism Case. You can now also access the
secret area. You'll need a mirage with the Flutter ability. Ideally, you'll also have access to wind magic. Light
resistance and the ability to dispel are useful as well. Head down to the Flutter Point and go across. There's a
chest (15/17) containing 2 TURBO ETHERS. Go through the exit to the Secret Ophion.

Underground Prison - Secret Ophion


You have a mini-boss fight against two Mist Dragons. They attack primarily using light magic and they also have a
healing / regen ability. Dispel their regen when you can to make things easier. Try to kill one of them ASAP. Be
careful not to attack them directly because they have the Evade and Counter ability. To imprism the remaining one,
I found that summoning Refia saved me burning through a bunch of elixirs. The imprism chance is on the low side
and the dragon will counter attack you hard each time you fail. Victory earns you a HEALING SPRING and the
MIST DRAGON MEMENTO. There are also two chests (17/17) in this chamber containing OCCULT FAN, ISSUE 4
and GIRL'S DIARY, ENTRY 5. Since this Mist Dragon encounter is the only one that drops Healing Springs for a
long time yet and since we need two of them, I saved my game and fought them again! The Mist Dragon's Gentle
Rain is one of the better healing abilities and it also has Evade and Counter, which makes it an excellent addition to
one of your stacks if you have room for it.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Mist Dragon 11660 0 0 0 -50 50 0 0 0 95 45 95 95 70 95 95 100 Restore a lot of HP

Mako Reactor 0
Go right from the Underground Prison save point and enter Mako Reactor 0 through the door next to Shelke. You
will need mirages with the Zap and Flutter abilities for this dungeon. There's a portal back to Nine Wood Hills
where there are new Colosseum battles to be fought. I recommend imprisming a Death Machine in the Colosseum
so you can unlock the Faith mirajewel from its mirage board. You can also get the next fetch quest from the
merchant outside the Caravan.

Go the down the right hand set of stairs for two chests (2/9) containing 2 WOBBLESTOPPERS and 2
TRANQUILIZERS. The second is obscured by the locked gate. Go back upstairs, Zap the machines marked "1"
and "2" followed by the central console. This will open up the left hand set of doors, so go downstairs and go
through.

In Sector 2 go down three sets of stairs. Go through the broken fencing onto the pipe. Go down and right for a
chest (3/9) which is a Mimic Jackpot. Backtrack and walk along the pipe to the Flutter Point. Cross for a chest (4/9)
containing 2 LIGHTNING SPELLSTONES. Go back across and down another two sets of stairs. There are three
machines to Zap down here, starting with the one to the upper left. Go back upstairs and Zap the console to open
the area exit.

In Sector 3, simply head across the bridge and leave. In Sector 4, walk past the locked gate and head down two
flights of stairs. Go onto the pipe. There's a Murkrift blocking your way so eliminate it. Open the chest (5/9)
containing a DAZZLEDISK. Return to the platform and head right for a chest (6/9) that throws you into battle with a
Mimic Jackpot. Go downstairs. You have four machines to Zap to light up the console. Start with the one marked
"1" right at the very bottom and work your way up. Zap the console and go back right where a gate has just
opened up. Go up the stairs and open the chest (7/9) containing 2 SHELL STONES. Go onto the pipe and make
your way round to the next path. After this is a save point and a console. Save your game and examine the
console. This will lock the gate behind you but open the door in front. It will also start a fifteen minute count down.
I wouldn't worry about it too much - you have plenty of time which means that I have no idea what happens if the
timer reaches zero. Go though the exit.

You'll find yourself back in the opening sector of the dungeon. Go left along the newly opened path and onto the
pipe for a chest (8/9) containing 2 PHOENIX PINIONS. Go through the exit to sector 2. Head all the way down to
Sector 3, cross the bridge and go back into Sector 4. Take the right hand set of stairs. At the bottom, go left onto
the pipe and open the chest (9/9) containing 2 HI-ETHERS. Do not go through the nearby door but continue going
right. Go up the rightmost set of stairs (past a now-open chest), onto the pipe and then round and onto the path.
The gate to the save point is locked, so go right. Hand the Gimme Golem the Dazzledisk that you picked up earlier
then examine the console. This will cancel the alarm and reopen the path to the save point. It will also open the
path to the secret area.

You will need the Haste ability to imprism one of the secret area enemies, so set up stacks / mirajewels
accordingly. Enter the Secret Sector and go down the stairs to fight the Gigantrot and Gigantuar. The Gigantrot has
a very high regen rate, so haste it and then focus on imprisming it. If your imprism window closes, heal up and try
again. Don't allow your HP to fall below 1000, otherwise the Gigantuar's Thousands of Needles attack will kill you.
The Gigantuar is more manageable - just land critical hits and imprism it. You will earn the GIGANTUAR and
GIGANTROT MEMENTOES along with a huge XP reward for defeating them.
Leave the secret area, make your way back to the door you ignored earlier and go through. You'll be in Section 3
but on the lower level. Take the path to the save point. This section is the unique haunt of a creature called the
Garchimacera which you can find as an extremely rare encounter. If you don't have the patience to wait for it to
show up, you can grow one from an Imp later. When you're ready to proceed, go through the right-hand door. Walk
forwards for a boss fight against Vivi and five Black Mages. The way to bring this fight to a close is to focus on Vivi
and then attempt to imprism him when an opportunity arises. This won't actually imprism him but it will end the
battle. Enjoy the cutscene after which Vivi will hand you the KEY OF EARTH. You'll also meet up with Edgar again.
Turns out that he wasn't a bad guy after all.

When you regain control, you're in Figaro Castle. Head up to the roof and talk to the man there who wants you to
kill Red Captains in the Watchplains. This is the first of a multipart Townsperson Quest. Go back downstairs and
talk to the guard with the "?" over his head. He wants you to kill 10(!) Sand Worms. These are only encountered
near the save point in the Phantom Sands. As it happens, we have some additional unfinished business there. Talk
to Edgar for a little more exposition. Finally, exit the castle to bring this chapter to a close.

Encounters
All members of the Dualizard family are OK and the Bihydra is no exception; its evolution is the powerful Ghidra.
Capturing a Mimic Jackpot will add more options for the Mimic Mirage that should be in your party. The Werebat is
another starting form for the excellent Vampire family so may be worth your while. You'll wait ages for a
Garchmiacera to come along and then it's not very good! Neither are the two secret mirages, although the
Gigantuar is (just) less bad than the Gigantrot, if only because Meedle abilities (random targets and can miss) are
completely useless rather than mostly useless.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Bihydra 857 50 -25 0 25 -50 0 0 0 25 0 25 -25 25 0 0 -25 Leave this mirage the only one standing
Bihydra Stack 1427 75 0 -50 50 -100 25 0 0 25 0 25 -25 25 0 0 -25 -
Bihydra Stack 2 1836 100 0 0 25 -125 0 0 0 50 -25 25 0 50 -25 25 -50 -
Black Mage 2637 0 0 0 0 0 0 0 0 50 50 50 50 50 50 50 50 Unimprismable
Bombino 979 50 25 0 0 -75 0 0 0 25 -25 0 25 25 -25 25 -25 Inflict confusion
Garchimacera 836 0 0 0 0 0 0 -50 50 -75 0 25 -25 25 100 0 -25 Inflict confusion
Gigantrot 40650 -25 -25 0 0 25 25 0 0 70 95 95 95 70 95 20 100 Bestow haste
Gigantuar 40160 -25 -25 0 0 25 25 0 0 70 95 95 95 70 95 20 100 Land a critical hit
Magitek Armor 2613 25 25 -50 25 -50 25 0 0 0 0 0 0 0 0 0 0 Reduce HP
Mimic Jackpot 6185 0 0 0 0 0 0 0 0 75 50 75 0 25 75 0 75 Reduce HP
Searcher 570 25 25 -50 25 -50 25 0 0 0 0 0 0 0 0 0 0 Use physical attacks
Vivi 10050 0 0 0 0 0 0 0 0 100 100 100 100 100 100 100 100 Reduce HP
Werebat 590 0 0 0 25 -25 0 -50 50 0 -50 -25 0 0 25 0 25 Inflict blindness

Mako Reactor 0 Murkrift (6/19)


This level 35 Murkrift contains three Mythril Giants. Their Slingshot ability can cause problems with your stacks, but
thunder magic should overcome them fairly easily.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Mythril Giant 6245 0 0 -50 -25 25 50 0 0 100 25 25 75 0 25 100 50 Use magical enhancements

Chapter 16 - Clash on Big Bridge


Phantom Sands (Part 2)
If you talk to the merchant outside Caravan, you should be able to wrap up all his quests and get some nice ability
seeds for your troubles. If you don't have Fire Spellstones, these can be earned from Colosseum bouts. There are
a couple of things to take care of back in Phantom Sands: you should be able to imprism the Sphinx by using Faith
followed by Watera with a decent magic stat, there's a Murkrift in the area where we fought the Sand Worms and
you may have a request to kill ten of them. Make your way to the save sphere, equip the Lure mirajewel and then
run around in area for a while. Eventually you'll encounter ten Sand Worms. Kill ten rarely encountered creatures:
dick move, Square Enix, dick move. You'll be taking a lot of frustration out on the dozens of Nut Eaters you'll fight
in the meantime. Now go to the area where you had the boss battle against the Sand Worms and hug the left wall
until you come to the Murkrift.

Phantom Sands Murkrift (7/19)


This level 40 Murkrift contains three Chrome Giants. I hated these. They have auto-Shell which means that even
thunder attacks don't do much damage. If you manage to evade an attack you can imprism one. However, your
best bet for killing them are summoned champions since their attacks bypass defence.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Chrome Giant 7755 25 0 -25 0 25 25 0 -50 100 50 0 75 25 25 75 50 Evade attacks

Big Bridge
This is your next location. There are a few things to clear up first: there is finally a new Intervention Quest available
and there are new bouts in the Colosseum. You may also be needing to kill a bunch of Red Captains followed by a
trio of Malboros. When you're finally ready to proceed, leave Figaro Castle and take the path that was previously
blocked by a sandstorm up to the foot of the Big Bridge where you'll be introduced to Eiko who activates the
bridge for you. The lift stops only part of the way up leaving you to walk the rest of the way.

Head up since there's nothing to find by going down. When you get to the top of this section, there's nothing to
find going down the other side either so go through the exit to the next section. At the start of the next section
head to the right to the Jump Pad embedded in the ground to be introduced to Bartz who will show you how it
works. Head up the bridge. Go down the left side. Halfway down is a chest (1/8) containing an ELIXIR. At the
bottom is a chest (2/8) containing the STEALTH MIRAJEWEL. When equipped, this allows you to avoid most
encounters.

Head up the left side of Segment 3. As you ascend, Mythril Giants will fire glyphs at you. If one makes contact, you
are thrown into combat with some Mythril Giants. There are Jump Pads on the way that allow you to leap over the
glyphs, but I personally got into a good rhythm of killing the enemies - Thunderbolt works wonders! When you
reach the giant firing the things, you'll have another fight and then it will disappear. You need to destroy all the
Mythril Giants in this area to unlock the dungeon's secret area. There are three chests (5/8) to unlock on the way up
containing a PHOENIX PINION, 4 PROTECT STONES and a MEGA PHOENIX. When you reach the third chest, go
back down to the previous platform and use the Jump Pad to cross to the other side and go up to quicky defeat
the Mythril Giants. There are three more chests (8/8) to unlock on this side containing, from top to bottom, 2
REMEDIES+, 3 EARTH SPELLSTONES and an X-POTION. Now go right to the top and head to the next area.

Segment 4 has a save point and a Mythril Giant blocking your path. Defeat it and the Secret Segement will lower.
Go down and left to the start of this area and run up to the Iron Giant to fight it. It's easy to imprism by casting
Shell, Regen and Protect on it. Even with three protections applied, the imprism chance is on the low side so it
may take you a few goes. You'll earn the IRON GIANT MEMENTO for defeating it. Return to Segment 4 and make
your way onto the large round platform. After a cutscene, you'll find yourself battling Gilgamesh. For a boss battle,
this is ridiculously easy. Just use your best attacks (or simply whack him a few times) and he falls in no time flat.
His defeat will earn you 5 ARMA GEMS. Now make your way via the Jump Pad to the dungeon exit to the Eclipsed
Region.

Encounters
The Baby Tonberry is a valid alternative to the Paleberry line that you've had access to for some time now. I
wouldn't normally advocate raising two mirages of the same family, but Tonberries are so good that this is a valid
option, particularly if you prefer physical attacks. The Brothertaur is the first mirage in the Minotaur family that you
will have encountered. However good they are (which is not very), vulnerability to instant death makes them a non-
option. The Kuza Kit provides an alternative line for your Behemoth. You'll probably need specially weakened
stacks to capture one. Otherwise, your counter attacks will kill them. The Kuza line is OK, but I have a Behemoth in
my line up for a Behemonster. The Left Claw will require a mirage with Subdue to capture since its imprism
opportunity comes when it has just a sliver of health left. It's a lot less useful that its right-handed counterpart. I
personally rate two XL mirages: one of them is the Behemonster, the other isn't the Iron Giant so leave it with
Serafie! The Magic Pot is an extremely rare encounter and will provide an alternate form for your Mimic. I like the
Curaga ability but don't like the extreme vulnerability to dark magic. The Minotaurs only start appearing when you
reach the Postscript and form part of a Townsperson Quest.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Baby Tonberry 781 0 0 -50 0 50 0 -25 25 25 -25 0 25 0 25 0 -25 Use physical attacks
Bahamutian Soldier 3543 0 0 0 0 0 0 0 0 50 50 50 50 50 50 50 50 Unimprismable
Bombino 1069 50 25 0 0 -75 0 0 0 25 -25 0 25 25 -25 25 -25 Inflict confusion
Brothertaur 1144 0 0 0 -50 0 50 50 -50 25 -25 0 -25 50 50 25 -50 Use earth attacks
Brothertaur Stack 1925 0 0 -50 -50 50 50 25 -25 50 -50 0 0 50 75 25 -75 -
Gilgamesh 12330 0 0 0 0 0 0 0 0 100 100 100 25 100 100 100 100 Unimprismable
Imp 969 50 0 0 0 -50 0 -50 50 -25 50 25 -25 0 0 -25 0 Inflict confusion
Iron Giant 61310 0 0 -50 -25 25 50 0 0 100 100 45 100 20 45 100 100 Use magical enhancements
Kuza Kit 1068 0 0 50 0 25 -50 0 -25 0 0 0 25 0 -25 0 0 Land a counterattack
Kuza Kit Stack 2137 50 25 50 0 -50 -50 0 -25 25 -25 0 50 25 -50 25 -25 -
Left Claw 1035 -25 25 -25 -25 25 25 -25 25 25 0 25 0 -25 -25 0 0 Reduce HP
Left Claw Stack 2884 -25 25 -25 -25 100 -25 -50 25 50 -25 25 50 -25 -25 0 -25 -
Magic Pot 3021 25 25 25 25 25 25 25 -175 25 0 25 -50 -25 25 -50 25 Give the mirage an elixir
Minotaur 7227 0 0 0 -50 0 50 50 -50 25 -25 0 -25 50 50 25 -50 Inflict confusion
Mythril Giant 3594 0 0 -50 -25 25 50 0 0 50 -25 -25 25 -50 -25 50 0 Use magical enhancements

Chapter 17 - Naught but Nightmares


Approach the train for a cutscene. Afterwards, talk to the Cactuar Conductor to proceed. When the train stops,
you'll find a portal back to Nine Wood Hills and the entrance to the next location, Tometown of the Ancients. If you
return to Nine Wood Hills, there are two new Intervention Quests available, including one that allows you to
upgrade your Black Chocochick if you've been using it, and new Colosseum bouts, including one that allows you
to capture Gilgamesh.

Tometown of the Ancients


After the cutscene follow Cloud. You'll be forced into a battle against two Werebats and two Vampires. Remember
that Syphon counts as a dark attack for the purpose of imprisming a Vampire.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Vampire 2889 0 0 0 25 -25 0 -50 50 0 0 -25 0 0 25 -50 25 Use dark attacks
Werebat 704 0 0 0 25 -25 0 -50 50 0 -50 -25 0 0 25 0 25 Inflict blindness

After the fight, you'll be taken to the library. When you regain control, head up towards the save point and look put
for a chest (1/1) to your left containing GIRL'S DIARY, ENTRY 6. One of the enemies in the upcoming dungeon
requires Reflect to imprism which is an ability of the Magic Jar, so transfigure your Mimic if you're going for Mirage
Mastery. You'll also need mirages with the Zap and Smash abilities along with a plentiful supply of Poison Fangs.
Talk to Cloud when you're ready to proceed.

The Train Graveyard


Head up the ramp on your right and Zap the machine marked "01". This lifts a carriage out of your way and allows
you to proceed into the dungeon proper. Go through the tunnel formed by the open container in front of you and
turn right for a chest (1/19) containing 3 HI-ETHERS. Head left and take the ramp up onto the railcars. Head down,
left, down, left, down and up another ramp to a chest (2/19) containing an AGILITY+ MIRAJEWEL. Go back and
head right and down until you come to a Smash Point. Force your way through and follow the path along the roofs
for a chest (3/19) containing 2 PHOENIX PINIONS. Go back the way you came and go down the ramp. If you
search behind the green container to your left you'll find a hidden chest (4/19) containing 3 REMEDIES. In the
rubble near the stacked railcars is a Treasure Trove. I found a Turbo Ether (which was nice). Now make your way to
the area exit.

In Necropolis 2, head up the ramp, turn right and go up a short distance. Zap the machine here to lift the railcar
that you're standing on. Continue up the ramp to find another Smash Point then Zap the machine labeled "02" to
create a crossing. Before continuing, head all the way right for a chest (5/19) containing 2 REMEDIES. Now go
across the path you just created. When you get to the next platform, there are two ways to go. Go up the long
railcar bridge first which will lead to a chest (6/19) containing 2 PHOENIX PINIONS. Return to the previous platform
and take the girder bridge. When you reach the next platform, go left for a chest (7/19) containing 4 ETHERS. Now
make your way to the area exit.

In Necropolis 3, head up to the first platform. Take the girder bridge up to a second platform with two chests (9/19)
containing 4 HI-POTIONS and 3 EYE DROPS. Return to the previous platform and go right and around to a
machine labeled "01". Zap it to create a new path and go up. The way further up is blocked by a Gimme Golem so
go right along the girders. When you reach the platform go down to the machine labeled "02". Zap it to move the
railcar and head across. On this platform are two chests (11/19) containing a WEARWHEEL and a DARK
RESISTANCE+ SEED. Zap the machine labeled "03" to create a shortcut back. Give the Gimme Golem its
wearwheel and make your way up the girders to the area exit.

Necropolis 4 is the unique haunt of the Demivampire so stick a Magic Jar in one of your stacks for its Reflect
ability. Follow the path formed by girders to a platform. Take the path down for a chest (12/19) containing 2
REMEDIES. Return and take the path up the railcar to a platform. When you go onto the girder leading left, take the
diversion leading down for a chest (13/19) containing 3 PHOENIX DOWN. Now go up the girder to the next
platform and take the railcars further up. When you reach a platform, Zap the machine to create a path to a chest
(14/19) containing 3 PHOENIX PINIONS. Return and Zap the machine again to create a path to the area exit.

At the start of Necropolis 5, Zap the machine marked "01" to lower the carriage you're standing on and create a
path forward. Go down the ramp then right and down for a chest (15/19) containing a MEGA PHOENIX. Go left and
up along the girders and railcars until you come to an open container (you can just see the opening to your left). Go
through and up for a chest (16/19) containing a MEGALIXIR. Return to your previous path and continue until you
come to the save point. From the save point head down and left for a chest (17/19) containing a WEARWHEEL. Go
up the ramp and Zap the machine marked "02". Return to the save point and Zap the machine marked "03". Head
up past the Gimme Golem. Go up the ramp to your immediate right and follow the path around until you come to a
ramp leading down. Descend the ramp and then go left to the neighbouring railcar and up a short distance for a
chest (18/19) containing 2 PHOENIX DOWN. Now go down along two railcars for a chest (19/19) containing a
MAGIC+ SEED. Return all the way back round and down the ramp near the save point. Head right towards the
Puzzle Switch. This requires a weight of 11 and thunder resistance of 100 and removes the railcar blocking your
way to the secret area.

The Secret Necropolis contains 4 Murkrifts and a fifth that appears when you have cleared all four. When you're
finished with the Murkrifts, head back past the Puzzle Switch and take the other path to the large platform. After
the cutscene, Lann and Reynn get separated. Go to the top right of the platform that you're on and cross the
railcars to the area exit.

Necropolis 6 is a straight line to the boss platform. Fortunately, you fight the Vampire Prime with both your stacks.
It's not actually that tough - Faith + Banishra will take care of it in a couple of turns. Defeating it will earn you 6
ARMA GEMS and the VAMPIRE PRIME MEMENTO. Following another cutscene, the Vampire Prime will be
destroyed once and for all and you'll acquire the KEY OF SHADOWS.

Leave though the exit portal then make your way back to the Eclipsed Region. Talk to Cid back in the library who
will direct you to Besaid for the next part of your journey. Exhaust your conversation options with Cid and Celes to
fill in gaps in your knowledge and your Who's Who. Head back to Tometown's main plaza - there are two people
who will give you Townsperson Quests. Leave Tometown to close the chapter.

Encounters
The Skull Eater is the first evolution of the Mu that you captured way back in Wellspring Woods. The Demivampire
is only found in one small section. Like all vampire types, it has some unique and interesting abilities. I still hate
Chrome giants: that Chrome Giant Stack is a common encounter in Necropolis 5 and my advice is to run - they're
just too much eort for too little reward.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Chrome Giant 4479 25 0 -25 0 25 25 0 -50 50 0 -50 25 -25 -25 25 0 Evade attacks
Chrome Giant Stack 5964 75 0 -25 0 -25 25 -50 0 25 50 -25 0 -50 -50 0 25 -
Demivampire 1510 -50 50 0 0 0 0 -50 50 0 0 -25 0 0 25 -50 25 Reflect magic back
Ice Bat 966 -50 50 0 0 0 0 -50 50 0 -50 -25 0 0 25 0 25 Inflict blindness
Imp 969 50 0 0 0 -50 0 -50 50 -25 50 25 -25 0 0 -25 0 Inflict confusion
Mordskull 1109 -25 25 0 -75 0 75 -50 50 0 -25 -25 0 -25 25 -50 50 Inflict oblivion
Skull Eater 516 0 0 0 0 0 0 0 0 0 0 0 0 -25 -25 0 25 Bestow regen
Vampire 1251 0 0 0 25 -25 0 -50 50 0 0 -25 0 0 25 -50 25 Use dark attacks
Vampire Prime 10810 0 0 0 25 -25 0 -50 50 100 100 100 100 100 100 100 100 Unimprismable
Vampire Stack 2016 0 0 0 50 -50 0 -100 100 0 -50 -50 0 0 50 -50 50 -
Werebat 765 0 0 0 25 -25 0 -50 50 0 -50 -25 0 0 25 0 25 Inflict blindness

Chapter 17 - Naught but Nightmares (Continued)


The Train Graveyard Murkrifts (12/19)
Working clockwise from top right: the level 35 Murkrift contains 5 Manticores. They're a pain to imprism because of
their poison resistance and they'll use Venom Needle every single attack which will lead to your stacks getting
poisoned and probably toppled. The Level 37 Murkrift contains 5 Korrigans. The level 40 Murkrift contains 5
Reaver Mus. These will use Lethean Punch every single attack. The level 43 Murkrift contains 5 Red Caps.
Defeating them causes a fifth, level 35, Murkrift to appear containing a single Nightmare. This is your only
opportunity to imprism one and it's one of two mirages that gains access to the potentially powerful Gravity ability.
I personally think that Gravity is overrated, but if it's going to form the cornerstone of your boss strategies, by all
means add it to your roster. Beating it will also grant you the NIGHTMARE MEMENTO.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Korrigan 3078 -50 0 0 -25 25 50 -25 25 75 75 0 75 25 75 25 25 Inflict sleep
Manticore 2922 25 0 0 0 -50 25 0 0 50 75 25 25 25 50 0 75 Inflict poison
Nightmare 1146 0 0 0 0 0 0 -50 50 20 45 100 45 20 70 70 100 Use dark attacks
Reaver Mu 3702 -50 0 -25 25 50 0 0 0 25 25 50 50 75 25 50 75 Use fire attacks
Red Cap 4320 50 0 0 0 -50 25 -25 0 25 25 50 75 75 25 75 50 Deal a lot of damage at once

Chapter 18 - The Fell Spell and the Quacho Queen


Equip the Lure mirajewel and go to The Train Graveyard and kill ten mirages if you need to do so. Put something
like a Deathskull in your party and return to Tometown. This will fulfil another Townsperson Quest. There are three
new Colosseum battles and one new Intervention Quest if you're interested and you can purchase Cloud and
Celes's Champion Medals. When you're ready to proceed, return to the Eclipsed Region and take the path to the
right of the Tometown entrance which leads to the Eclipsed Region station. Talk to the woman with the "?" on her
head for a Townsperson Quest. I found that having Bablizz in my party fulfilled the conditions. Go up the stairs and
turn right for a chest (1/1) containing 2 TURBO ETHERS. Talk to the Cactuar Conductor to proceed. Sit through
another anime cutscene.
Besaid
When you regain control, you are on Besaid Beach. Nice callout to the infamous "laughing scene" from Final
Fantasy X. There is a portal back Nine Wood Hills if you need it. Head all the way down for a chest (1/2) containing
5 STAR CURTAINS. Talk to the man just up from the portal to receive a GOLD HOURGLASS. Make your way up to
Port Besaid.

Before asking around, there are a whole bunch of Townsperson Quests to fulfil. First o, talk to the person in the
main plaza with the "?" on his head. You should already have the 5 Fish Scales he needs. Otherwise, Chocolatte
sells them. Now go to the portal and stick the following mirages in your party: White Nakk, Water Toad, Mimic
Queen, Malboro, Magitek Armor, Manticore and Mordskull. If you don't have them, you can transfigure them from
mirages that you do have. If you don't have the necessary mirages to transfigure them, then go and get them!
Head up to the Shore and talk to the woman at the end of the Pier. She'll want you to show the mirages to her
rather demanding son. You'll have to stop here because you can't capture the next mirage the little swine wants to
see until the next dungeon. Head back to Port Besaid and restore your party. Now talk to the three people with "!"
on their heads (if you can't find the third, look for a woman with a pot on her head walking back and forth near the
portal). When you regain control, open the chest (2/2) containing a REMEDY+ on top of the building and go inside.
Talk to Shantotto who will kick Reynn's backside in a scripted battle.

After the cutscene, you'll be under the sea in the company of Tidus. After the exposition has been expounded, hold
the stick up to swim down to the depths. If you manage to grab the little glowing balls that float past you, you'll be
rewarded with increasing quantities of random items; I got an Ether, 2 Water Spellstones, 3 Ethers, 4 Hi-Potions
and 5 Shell Stones. Eventually, you'll arrive at your destination, The Sunken Temple.

The Sunken Temple


Although you can return to Nine Wood Hills via the portal, the only other place you can go is the Colosseum and
there's nothing new there. One of the mirages in this dungeon requires Bravery to imprism so set up your stacks
accordingly (for example, Spark Dragon or Tonberry). Head up the stairs for a brief cutscene and a revelation that
you can walk on the walls that are covered in seaweed. Head into the tunnel in front and climb up the right wall for
a chest (1/14) containing a PICK-ME-UP. Go back the way you came, go left to the side of the structure and walk
up the wall to cross the gap. You'll find a chest (2/14) containing a WOBBLESTOPPER on the side of the wall.
When you reach ground level, examine the water plants for a Treasure Trove (I found a Pick-Me-Up). Staying on the
same level and keeping to the left, open the chest (3/14) containing 3 LIGHTNING MARBLES. Backtrack a short
distance, go up the stairs and head through the tunnel to the area exit.

In Quacheon 2, head through the tunnel and over the bridge. When you reach the large central platform, turn left
and go down a short flight of stairs. As you head left, the camera will switch so that you're traveling down the
screen. When you reach the bottom, climb up the right hand wall to a small platform with a chest (4/14) containing
a CHARMCHIME. Climb on the wall and go further up onto the roof of the structure for a chest (5/14) containing 4
LIGHTNING MARBLES. Get back on the wall and continue left and then down to a platform for a slightly obscured
chest (6/14) containing 2 PHOENIX DOWN. Return to the central platform and continue up two flights of stairs past
the Gimme Golem to the area exit.

In Quacheon 3, go left and up the wall and then to the roof for a chest (7/14) containing 2 PICK-ME-UPS. Return to
ground level and continue up to the next climbing section. Go up to the roof for a chest (8/14) containing 2
LIGHTNING MARBLES. Return to ground level and cross the bridge to the other side. Climb up to the roof for a
chest (9/14) containing another CHARMCHIME. Return to ground level and then go up (the other roof section on
this side doesn't have anything). Ignore the Murkrift for the moment and ignore the shell thing in the left corner.
Head up the stairs past the Gimme Golem to a welcome save point. The enemies in the Murkrift require Reflect to
imprism, so set up one of your stacks with a Magic Jar and go and investigate. When you're done, make your way
up to the area exit.
Walk up a short distance for a cutscene after which you'll be thrown into battle with the Quacho Queen and her
attendants, Miney and Mo. All three use water attacks (Waterga in the case of the Queen) and the Queen has a
nasty attack, Sweet Breath, that can send both your stacks to sleep. All have a fatal weakness to thunder magic.
There is a hidden trophy associated with this (or any future) fight against the Quacho Queen. If Lann personally
strikes the killing blow, you will be awarded the ACCURSED MAN THING trophy. To make this easier, get her HP
low with thunder attacks, switch to Subdue and when she has but a sliver of health, unstack and have Lann wallop
her. Victory will earn you 7 ARMA GEMS and the QUACHO QUEEN MEMENTO. In the following cutscene she will
shed the QUACHO RUBY that you require and run o. Follow her back to Quacheon 3 and watch as she
disappears through that strange shell thing that I told you to ignore earlier.

Optional Boss Battle: Quacho Queen


After completing The Sunken Temple's Secret you can return to the throne room and challenge the Quacho
Queen to a fight. You'll want water resistance in your stacks. Use the attendants' death vulnerability to get rid
of those two nuisances and then use any attack and 3 potions on the Queen to create a good imprism
opportunity. You may want to avoid physical attacks on the Queen because of her Extreme Bomber response.
Her Sweet Breath attack (sleep on all) simply delays the inevitable.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Miney 29600 0 25 -50 25 50 -25 25 -50 -25 -25 0 25 25 25 25 -25 Unimprismable
Mo 29740 0 25 -50 -25 50 25 25 -50 -25 -25 0 25 25 25 25 -25 Unimprismable
Quacho Queen 31460 0 25 -50 25 50 -25 25 -25 100 100 100 100 100 100 100 100 Restore HP

Follow her down and you'll find yourself in a tunnel leading deeper under the sea. When you reach the bottom, you
will be in an open undersea cavern. The new enemies in this area need to be whacked hard to imprism them so
you may want to stick a mirage with Subdue in one of your stacks to avoid killing them. Halfway along the cavern
is a chest (10/14) containing an ELIXIR. Save your game at the save point. You'll also want some kind of Mega
Mirage in your party. Go through the exit for a boss battle with the Tonberry King and four Tonberry attendants. The
Tonberry King has an extremely dangerous attack, Everybody's Grudge, which can cause a party wipe if you've
done too much damage. Use area thunder attacks to kill the Tonberries (this will fuel the Grudge attack) and then
summon your Mega Mirage. When the King uses Everybody's Grudge, it will hit your Mega Mirage rather than your
regular stacks. I summoned a Behemonster. After the King unleashed Everybody's Grudge, I killed him with the
Behemonster's Revenge Blast. Your reward for victory is 8 ARMA GEMS and the TONBERRY KING MEMENTO.
After the cutscene, you'll also receive the KEY OF TIDES.

Don't go through the exit portal right away. Instead walk left to the end of the cavern for a chest (11/14) containing
2 HOLY TORCHES. The door here is locked and will remain so for a while yet so ignore it. Instead, exit the
dungeon for another cutscene. You'll receive some POXYALE and ANTIPOXY which allows you to return to the
Sunken Temple from Nine Wood Hills. There'll be more exposition and then the path to the Crystal Tower will open
up.

Encounters
All enemies are vulnerable to thunder magic, so set up your stacks accordingly.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Baby Tonberry 1036 0 0 -50 0 50 0 -25 25 25 -25 0 25 0 25 0 -25 Use physical attacks
Mega Nightsqual 8785 25 0 -50 0 25 0 -25 25 0 25 -50 25 0 -25 25 0 Bestow bravery
Miney 1349 0 25 -50 25 50 -25 25 -50 25 25 50 75 75 75 75 25 Unimprismable
Mo 1356 0 25 -50 -25 50 25 25 -50 25 25 50 75 75 75 75 25 Unimprismable
Nightsqual 1232 25 0 -50 0 25 0 -25 25 0 25 -50 25 0 -25 25 0 Inflict sleep
Nightsqual Stack 2677 25 25 -100 0 75 0 0 -25 -25 0 -25 25 25 0 50 -25 -
Quachacho 1086 -75 50 0 0 25 0 25 -25 -25 -25 25 0 25 25 25 -25 Restore HP
Quacho 1445 0 25 -50 0 50 0 25 -50 -25 -25 25 0 25 25 25 -25 Restore HP
Quacho Queen 4467 0 25 -50 25 50 -25 25 -25 100 100 100 100 100 100 100 100 Unimprismable
Sea Serpent 1570 0 0 -50 0 50 0 0 0 -50 25 25 -50 -50 25 25 25 Use water attacks
Sea Snake 1149 0 0 -50 0 50 0 0 0 0 -25 0 0 -25 0 0 25 Use water attacks
Sea Worm 4899 25 0 -100 0 75 0 0 0 25 0 0 0 -25 25 25 -25 Reduce HP
Sea Worm Stack 8010 25 0 -200 0 175 0 -50 50 75 -50 0 50 -25 75 25 -75 -
Sharqual 1050 25 0 -50 -25 50 0 0 0 0 25 -50 25 0 -25 25 0 Use fire attacks
Sharqual Stack 2136 -50 50 -50 -25 75 0 25 -25 -25 0 -25 25 25 0 50 -25 -
Tonberry 2075 0 0 -50 0 50 0 -25 25 25 -25 0 25 0 25 0 -25 Deal a lot of damage at once
Tonberry (Attendant) 3750 0 0 -50 0 50 0 -25 25 75 25 50 75 50 75 50 25 Unimprismable
Tonberry King 13740 0 0 -50 0 50 0 -50 50 100 100 100 100 100 100 100 100 Unimprismable
Tonberry Stack 3111 0 0 -100 0 100 0 -50 50 50 -50 0 50 0 50 0 -50 -

The Sunken Temple Secret Quacheon


This currently inaccessible area can be unlocked during Chapter 21 by completing the relevant Intervention Quest,
The Sunken Temple's Secret. You'll find the three remaining chests in here. See the mission walkthrough for more
details.

The Sunken Temple Murkrift (13/19)


This level 45 Murkrift contains 3 Mindflayers and 2 Squidraken. Get Reflect up on both your stacks as soon as
possible. The enemies only attack with ranged magic so they'll create lots of imprism opportunities. When you've
imprismed both types, wipe the remaining enemies out with thunder and fire attacks.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Mindflayer 4284 -50 0 -50 0 50 0 0 50 50 75 75 25 75 50 50 25 Reflect magic back
Squidraken 4245 -50 50 0 0 0 0 0 0 50 75 75 25 75 50 50 25 Reflect magic back

Chapter 19 - The Other Nine Wood Hills


There are some things to clear up before proceeding. Go to the portal in Port Besaid and add the following mirages
to your active party: Mega Nightsqual, Ramuh, Shiva and Ifirit. You can use the non-unique versions of the
latter three if you prefer. Take them to the woman on the pier. This will fulfil four more "Young Mirage Hunter"
quests. You won't be able to fulfil the final one for a while yet, however. If you've not received the quest "Battle for
Teatime III", pay a quick visit to Figaro Castle and pick it up. Finally, there are some new Colosseum bouts back in
Nine Wood Hills and you can purchase Tidus and Shantotto's Champion Medals. The latter is particularly good
because her attack targets any elemental weakness that the target may have. When you're ready to proceed, climb
the stairs in Besaid Shore and exit to the Nonary Region.

You'll find a very dierent version of Nine Wood Hills at the top. Make your way forward for a brief cutscene and a
little further forward still to be thrown into a mini boss fight against Terra in her unique Magitek Armor and her
somewhat imposing familiar, Maduin. Your enemies can hit quite hard, but you can target their elemental
weaknesses to hit a sight harder. I took down Terra with Thundara and Watera attacks and Maduin with Abyss and
physical attacks. You'll receive 9 ARMA GEMS for defeating them.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Maduin 13209 25 25 25 0 0 -25 0 -50 100 100 100 100 100 100 100 100 Unimprismable
Magitek Armor B 7140 25 25 -50 25 -50 25 0 0 50 50 50 50 50 50 50 50 Unimprismable
Magitek Armor B Stack 14607 50 25 -50 25 -50 25 25 0 100 100 100 100 100 100 100 100 -
Terra 7467 25 0 0 0 0 0 25 0 100 100 100 100 100 100 100 100 Unimprismable

After the cutscene, you'll find yourself at the foot of the Crystal Tower. Exit back to the Nonary Region and go down
the ramp. You'll find a chest (1/1) containing HERALD REPORT, EXCERPT 1 at the bottom.

The Crystal Tower


You'll need mirages with the Smash and Flutter abilities. This is a multipart dungeon connected by teleportation
crystals. Some crystals will bring you back to the entrance area if you need to get supplies or switch out mirages.
From the starting level, do not go downstairs because you need a bunch of items to get through a gauntlet of
Gimme Golems. Instead, make your way up to the first landing. Cross the bridge and go down to a Flutter Point.
Cross to find a chest (1/10) containing an X-POTION. Go back across and cross the fallen pillar to a green crystal.
Activate it to be whisked to another level. Head up and Smash the piece of broken masonry to reveal a chest (2/10)
containing 3 HI-ETHERS. Cross the bridge to the central staircase and climb the stairs to the area exit.

At the next landing, you'll see your path blocked by a Kuza Beast. You'll find a few of these fixed encounters
around the Tower and they will drop the items necessary to get to the tower basement. I don't like Kuza Beasts -
they take a lot of eort to kill. Victory will earn you a CLEARCRYST (1/4). You way will now be clear to a chest
(3/10) containing 3 PHOENIX PINIONS. Return to the central staircase and continue climbing. When you can't go
any further, cross the bridge. Immediately to your right is a Treasure Trove (I found a Wind Spellstone). Ignore the
green crystal for the moment. Head up to the Flutter Point and cross to the next platform. Activate the orange
crystal to be warped to another landing on the same level. Cross the bridge for a chest (4/10) containing a
REMEDY+. Return via the orange crystal, go back across the Flutter Point and activate the green crystal to be
warped to a new section of the central staircase. Go up and around to the area exit.

At the next landing is a save point. The blue crystal next to it will take you back to the dungeon entrance (and you
can now return to this point from the dungeon entrance as well). The Puzzle Switch to the right requires a weight of
9 and a wind resistance of 75. This turns two previously inactive crystals green. Activate the green crystal to cross
to the next platform. Use the nearby orange crystal to cross to a neighbouring platform for a chest (5/10)
containing a MEGA PHOENIX. Return and start climbing the narrow spiral staircase. When you get to the next
landing, head up to the Flutter Point and cross. Climb the next narrow spiral staircase. At the top is a chest (6/10)
containing 3 WOBBLESTOPPERS. Cross the bridge and go down and around the central structure and get back
onto the central staircase. Make your way up to the area exit.

When you reach the next landing, cross the bridge for a chest (7/10) containing 3 REMEDIES. Head up and
activate the blue crystal to cross to the next platform. You can use the orange crystal followed by the green crystal
to quickly get to the Kuza Beast in the distance or you can walk. Defeat the Kuza Beasts for another CLEARCRYST
(2/4). Go back down a short way and activate the red crystal to be whisked up to another level. Head up and
Smash the fallen masonry for a chest (8/10) containing an ELIXIR. Cross the bridge, get back on the central
staircase and make your way up to the next landing. Cross the bridge and go up and around the side of the
building to the next bridge. Cross and climb the fallen pillar to get back to the central staircase. Make your way up
to the area exit.

At the next landing, cross the bridge and head down to the Flutter Point for two chests (10/10) containing a
LIGHTNING SPELLSTONE and an ICE SPELLSTONE. Make your way up to the next narrow spiral staircase and
climb. On the next landing is a Puzzle Switch requiring Weight 10 and earth resistance 75. This turns a previously
inactive crystal orange. Activate the orange crystal to be warped to the neighbouring platform. Head up and cross
to the bridge for a fixed battle against Kuza Kits. Defeating them will earn you another CLEARCRYST (3/4).
Continue across to the central staircase and up to the area exit.

Climb the stairs to emerge at the top floor of the tower. The nearby red crystal takes you back down to the ground
floor where you may want to take the opportunity to clear the basement. When you're ready, walk forward for a
cutscene. When you regain control, examine one of the swords set into stones for another cutscene. There are two
crystals in this chamber which take you to new areas of the Crystal Tower (which wasn't obvious to me on my first
playthrough because, let's face it, everywhere here is basically indistinguishable from everywhere else). The green
crystal leads to the Chamber of Wind and Earth while the blue one leads to the Chamber of Fire and Water.

The Crystal Tower - Chamber of Wind and Earth


The Sand Worm stacks here are a pain to dispose of. You could add a Death attack to your stacks or just escape
when you encounter them. Otherwise, they're more trouble to kill than they're worth. Cross the bridge and activate
the green crystal. Go down the narrow spiral staircase and cross the fallen pillar to the get to the next staircase. Go
down, cross another fallen pillar and activate the green crystal to be warped to another platform. Head up across
another fallen pillar to get onto the main central staircase. Go down. At the next landing is a save point and the
boss fight for this chamber against Asterius and Tiamat. Tiamat is marginally the more dangerous of the two.
Asterius has some nasty stack toppling attacks but he's also rather slow. Just target their elemental weaknesses
and you'll be fine. Victory earns you 8 ARMA GEMS and the TIAMAT and ASTERIUS MEMENTOES. The XP reward
is kinda measly, though. You'll emerge back in the top chamber of the tower and two seals will be unlocked. Save
your game and activate the blue crystal.

The Crystal Tower - Chamber of Fire and Water


The Sea Worm stacks in this area are extremely vulnerable to thunder magic so aren't nearly such a pain as the
Sand Worm stacks in the other chamber. The Ghidra is unique to this chamber so make sure you imprism one.
Take the narrow spiral staircase down. At the bottom, cross the fallen pillar and take the next staircase down.
Cross three more fallen pillars to reach the main staircase. Go down to find a save point and a boss battle against
Buer and Kraken. You'll want the Dispel ability for this fight because Kraken likes to spam Reflect. Buer is slightly
the more dangerous of the two because of its ailment attacks (and because it doesn't spam Reflect) so take that
enemy down first using light and water attacks. Kraken just loves to use Evil Mist which will poison both your
stacks but falls quickly to thunder attacks. Victory earns you 8 ARMA GEMS and the BUER and KRAKEN
MEMENTOES. You'll emerge back in the top chamber with all seals unlocked. Walk towards the ornate gate for a
cutscene.

Encounters
The Wind Toad has the annoying "inflict a status that it's resistant to" imprism condition. I found that putting it to
sleep first prevented it from escaping. The Ghidra with its Triple Attack ability is an excellent mirage if you prefer a
physical attack setup. Pair it with a Baby Tonberry for Enhanced Criticals. Unicorns have good support abilities but
lack oensive capabilities; you should encounter a lot more than five of them so completing the Townsperson
Quest that requires you to kill them shouldn't be a problem. Titan is the only mirage that gets the Enhanced Earth
passive. Unfortunately, earth attacks aren't that useful.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Asterius 18510 0 0 25 -50 -25 75 0 -25 95 45 70 45 100 100 95 100 Unimprismable
Bomb 1483 50 25 0 0 -75 0 0 0 25 -25 0 25 25 -25 25 -25 Use fire attacks
Buer 16530 75 25 0 0 -75 0 -50 25 45 100 95 45 95 95 45 100 Unimprismable
Ghidra 7790 50 -25 0 25 -50 0 0 0 25 0 25 -25 25 0 0 -25 Reduce HP
Kraken 18510 25 0 -75 0 75 0 -50 25 95 70 70 70 70 70 45 100 Unimprismable
Kuza Beast 8905 0 0 50 0 25 -50 0 -25 50 50 50 75 50 25 50 50 Land a counterattack
Kuza Kit 5412 0 0 50 0 25 -50 0 -25 50 50 50 75 50 25 50 50 Land a counterattack
Mindflayer 1428 -50 0 -50 0 50 0 0 50 0 25 25 -25 25 0 0 -25 Reflect magic back
Mindflayer Stack 2581 -50 0 -100 0 100 0 0 50 0 25 25 -25 -25 25 25 -25 -
Mini Golem 1259 0 0 0 -25 0 25 0 0 0 0 0 0 -50 25 25 0 Use physical attacks
Moogle 1600 0 -25 0 25 0 0 25 -25 -25 25 -25 0 25 25 25 -25 Restore HP
Mythril Giant 5481 0 0 -50 -25 25 50 0 0 50 -25 -25 25 -50 -25 50 0 Use magical enhancements
Mythril Giant Stack 8062 -50 0 -150 -25 125 50 0 50 50 0 0 0 -75 0 75 -25 -
Paleberry 5079 -50 50 0 0 0 0 25 -25 25 -25 0 25 0 25 0 -25 Use light attacks
Paleberry Stack 6310 -50 -25 0 50 25 0 25 -25 50 0 -25 25 25 25 0 -50 -
Sand Worm 5427 0 -25 25 -25 -50 75 0 0 25 0 0 0 -25 25 25 -25 Land a counterattack
Sand Worm Stack 6686 0 -25 25 -50 -50 100 0 0 25 0 0 0 -75 50 50 -25 -
Sea Worm 5436 25 0 -100 0 75 0 0 0 25 0 0 0 -25 25 25 -25 Reduce HP
Sea Worm Stack 6589 25 0 -150 0 125 0 0 0 25 0 0 0 -75 50 50 -25 -
Sistertaur 1551 50 0 0 -50 -50 50 -25 25 25 -25 0 -25 50 50 25 -50 Reduce HP
Sistertaur Stack 2782 50 -75 0 0 -25 50 -25 25 50 0 -25 -25 75 50 25 -75 -
Tiamat 16970 0 -50 0 75 -50 25 0 0 95 70 95 45 95 70 70 100 Unimprismable
Titan 28415 0 0 0 -50 0 75 0 -25 70 70 70 45 20 95 100 100 Land a critical hit
Unicorn 1295 0 0 -25 0 25 0 50 -50 -50 25 25 -25 25 25 -25 0 Inflict status ailments
Unicorn Stack 2448 0 0 -75 0 75 0 50 -50 -50 25 25 -25 -25 50 0 0 -
Water Golem 1153 0 0 -50 0 50 0 0 0 0 0 0 0 -50 25 25 0 Deal a lot of damage at once
Wind Toad 1231 0 -75 0 50 25 0 0 0 25 25 -25 0 25 0 0 -25 Inflict oblivion

Chapter 19 - The Other Nine Wood Hills (Continued)


The Crystal Tower Secret Respite
Don't attempt this until you have the three Clearcrysts from the fixed encounters in the rest of the tower. From the
ground floor go down the staircase. On the way, you'll have a fixed Kuza Beast encounter that will drop the final
CLEARCRYST (4/4). Continue down past the four Gimme Golems and activate the orange crystal at the bottom to
be warped to the Secret Respite. Make your way forward to a mini boss battle against Titan. He hits hard and
doesn't take a whole lot of damage in return. He also has a very powerful earth attack called Gaia's Wrath to watch
our for. Simply hit him with Cross Slash enough times to get a decent imprism chance and capture him. If you want
to beat him the conventional way, set up your stacks for earth resistance and wind damage. Note that certain
forms (such as Valefor and Ramuh) are immune to his most damaging ability. Victory will earn you the TITAN
MEMENTO.

Chapter 20 The Crimson Prophecy's End


The Ultima Gate
Walk forwards and up the stairs for another cutscene where you come face-to-face with the game's Big Bad, the
rotter Brandelis. Don't attempt to bu yourself in this fight because he'll simply respond with Dispelga. Otherwise,
he's not too tough since he attacks mainly with the lower damage area attack spells. He may also use Flare which
is somewhat more damaging. Since he's not resistant to slow, you might as well toss a Spider Silk his way. Keep
on top of your healing and you should be fine. Victory earns you a whopping 18 ARMA GEMS.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Brandelis 35036 0 0 0 0 0 0 0 0 100 100 100 100 100 100 0 100 Unimprismable

In the following cutscenes (including three of those shonky anime ones), the Ultima Gate is opened, villains cackle
evilly and very bad things happen. The League of S come to a timely rescue, more exposition is expounded and
you emerge in the League's ultra-top secret headquarters, Balamb Garden.

Balamb Garden
Approach Quistis for yet more exposition and scene-setting. When you finally regain control, you're on Balamb
Garden's Deck. Talk to the woman with the "?" on her head for a Townsperson Quest. I think you can manage
three Eye Drops! Talk to Quistis and go through the door to the Lobby. Walk to the right of the lift for a chest (1/1)
containing HERALD REPORT, EXCERPT 2. Go down the stairs and talk to the woman with a "?" on her head for
another Townsperson Quest. I'm guessing that you have a few Bomb Fragments going begging too. You can talk
to the other people here, but they don't really have much to say. In case you're wondering: no, you don't get to see
more of Balamb Garden later.

Go through the portal to Nine Wood Hills and go to Plaza 99 for a cutscene with more exposition. Return to
Balamb Garden Deck for - would you believe it - another cutscene.

Chapter 21 - Chaos in Grymoire


After a brief cutscene on board the airship that you've been granted access to, just grab all the rumours from
Serafie. You'll end up back in Nine Wood Hills. There are a bunch of things that need doing and it's up to you in
which order you do them. You can purchase the last two Champion Medals (you've got plenty of Arma Gems so
you may as well grab the lot), there are new Colosseum bouts and you can do stu in the airship. However, to
progress the story, you must go to the Girl's Tearoom and do a bunch of Intervention Quests.

The Airship
Go to the portal in Sylver Square and select "Airship Interior" from the Towns tab. Walk to the other side of the
room and open the chest (1/1) containing a MEGA PHOENIX. In most Final Fantasy games, acquiring the airship is
the point at which the game becomes really awesome. Not so this game. Not only can you already zip round the
world using the portal in Nine Wood Hills, the airship's just a bit rubbish. The only reason to use the airship is to
clear the final bunch of Murkrifts and get the trophy. Click on the touch pad to bring up the world map, then click
the square button twice to control the airship. Tilt the analog stick left or right to choose your direction, then tilt the
stick forward to move. How very Resident Evil! Use the right stick to ascend and descend. Every time you enter the
airship, you'll start o in the bottom centre of the world map, pointing backwards.

Airship Murkrifts (19/19)


The Murkrifts accessible from the airship are all level 60 They give out decent XP rewards and allow you to imprism
Zapt, Friit and Bablizz if, for some reason, you've not already grabbed them from the Nether Nebula. The
encounters are all very similar: you'll be bombarded with -ara and -aga spells and sleep attacks. You might want to
unlock the Resist Sleep mirajewel (Nightmare mirage board). You shouldn't have too much trouble, but you'll
probably need to find a save point between bouts because you'll be somewhat battered.
1. Point your airship left and move to the lower left corner of the map where you'll see a Murkrift floating in
empty space. This rift contains 2 Sylphs, 2 Bablizz and 2 Fritts
2. Point your airship towards to the top left and ascend to maximum height and go forwards to find a Murkrift
up and to the left of Balamb Garden. This rift contains 2 Sand Worms, 2 Sylphs and 2 Bablizz.
3. Point your airship straight up. You're heading for the Murkrift nestled snugly between the two tallest peaks
in the ice contnent. This rift contains 2 Sea Serpents, 2 Bablizz and 2 Fritts
4. Point your airship right and go all the way right. Descend almost all the way. The target Murkrift is nestled
underneath the landmass that supports the Big Bridge. This rift contains 2 Sea Serpents, 2 Zapts and 2
Fritts
5. Point your airship right and lower altitude slightly. The target Murkrift is a little to the right of a tall volcanic
peak on the right side of the world map. This rift contains 2 Sea Serpents, 2 Zapts and 2 Fritts
6. Point up and left a little. Move forward a short distance and descend. The final Murkrift is to the left and
below the large central lake. This rift contains 2 Sand Worms, 2 Sylphs and 2 Zapts.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Bablizz 7317 -100 100 0 50 0 0 0 -50 50 50 75 50 50 0 25 50 Use ice attacks
Fritt 6144 100 -50 0 0 -50 0 0 0 0 75 50 50 50 25 50 50 Use fire attacks
Sand Worm 8091 0 -25 25 -25 -50 75 0 0 75 0 50 50 25 75 75 25 Land a counterattack
Sea Serpent 6444 0 0 -50 0 50 0 0 0 0 75 75 0 -50 75 75 75 Use water attacks
Sylph 6732 0 -50 0 50 0 0 50 -50 25 100 25 25 75 25 25 50 Reduce HP
Zapt 6219 0 0 100 0 50 -100 0 -50 50 50 50 50 25 50 25 50 Use thunder attacks

The Five Cogna Lords


This is a deeply unpleasant change of pace. To move the story on, you have to go to the Girl's Tearoom and
complete five minigame-based Intervention Quests. Be warned: the minigames are completely awful. You simply
have to grit your teeth and work through them. See the relevant entries in Intervention Quests for more details.
When you've completed them all, you will learn the location of Brandelis and his chums. You may want to do the
remaining Intervention Quests first. You'll gain levels, get a bunch of useful (and not so useful) items and you'll also
unlock a bunch more Colosseum bouts that will give you even more useful stu. Nine Wood Hills lies outside time -
the world can wait! You should be able to do all the available Intervention Quests and all the Colosseum bouts up
to level 76 (for reference, I was level 60 at this point).
Agarthir
When you're ready to proceed, travel to the town of Agarthir. It's been taken over by Cogna. Your destination is the
"cathedral" at the back of the town. You can battle the Cogna if you like.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Entom Guard 3031 25 25 -50 25 -50 25 0 0 25 0 0 0 0 -25 0 25 Use fire attacks
Magna Roader (Purple) 2399 50 -50 0 0 0 0 0 0 0 -25 25 25 0 -50 25 0 Reduce HP
Magna Roader Stack 5430 75 -25 -50 25 -50 25 0 0 25 -25 25 25 0 -75 25 25 -

Enter the cathrdral and after the cutscene and exposition, "examine" the central structure to be whisked to your
next destination.

The Chainroad
Since there is nothing to miss in the first section, simply head straight up to the area exit. In the next area, go left
around the first link and then round to the right for a chest (1/5) containing a MEGA-POTION. Turn around and
head up for a brief cutscene that serves as a tutorial for the warp controls in this dungeon. You'll then be thrown
into battle with a single Minotaur Stack. After this battle, activate the Touch Pad in front of you to progress (the
other takes you back the way you came). At the next link, go around the right. If you follow the link all the way
round, you'll arrive at a Touch Pad which throws you into an ambush. Instead, go up and activate the Touch Pad at
the end.

You're now on the outside of the chain. There's nothing to see here, so just make your way up to the next Touch
Pad and activate it. Back inside, go up the left side of the first link and activate the Touch Pad. This will take you to
the opposite side of the link, but on the other side of the barrier. Go all the way round to the left side of the link for
a chest (2/5) containing a MEGA PHOENIX. Go up and around the second link. At the third link, go round to the
right (the Touch Pad on the left is another ambush) and activate the Touch Pad to get to the other side of the
barrier. Go up and activate the Touch Pad at the end.

You're back outside. Don't go up yet. Instead, head down the chain until you come to a Touch Pad. Activate it to
enter the Secret Ascent. Head down to the bottom and activate the Touch Pad to be ambushed by the Paleberry
King. If you have a Baby Paleberry prism, you can simply imprism him. Otherwise, use your strongest fire and dark
attacks. Victory earns you a whopping 1100250 XP and the PALEBERRY KING MEMENTO (which is definitely not
needed to evolve this form).

Head back outside. Now go up past one Touch Pad and activate the second one that you come to. You are now in
the final ascent. Head up and activate the Touch Pad. You will emerge by a chest (3/5) containing a MEGA-ETHER.
Go up to the next Touch Pad and activate it to get across to the other side of the boundary. Go up to the first link,
go up the right side and around for a chest (4/5) containing a REMEDY+. At the next link go up the left side and
activate the Touch Pad. Go down a short distance from where you emerge for a chest (5/5) containing an ELIXIR.
Head back up and activate the left Touch Pad to get back across the barrier. Head up and activate the Touch Pad
at the end to exit the dungeon.

You are now in a location called "The Ends of Grymoire". Go up all the way to the end. You will find a portal back to
Nine Wood Hills and a Touch Pad that will take you to the final dungeon.

Encounters
There's nothing really new here. Like the rest of the family, the Trihyde is pretty decent. Because you only
encounter them stacked and because of their imprism requirement, they're a real pain to capture. I found that Shell
followed by an elemental attack that it was vulnerable to did the trick.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Lead Gnome 2011 -50 0 -50 25 25 50 0 0 50 -25 -25 25 -50 -25 50 0 Bestow shell
Lead Gnome Stack 3697 -25 0 -50 25 -25 75 0 0 100 0 -50 0 -75 -25 0 25 -
Left Claw 2403 -25 25 -25 -25 25 25 -25 25 25 0 25 0 -25 -25 0 0 Reduce HP
Left Claw Stack 4414 -75 25 -75 0 50 75 -25 25 75 -25 0 25 -75 -50 50 0 -
Lucky Toad 1854 25 25 25 25 25 25 -175 25 25 25 -100 25 -25 25 25 0 Reduce HP
Magna Roader (Purple) 2399 50 -50 0 0 0 0 0 0 0 -25 25 25 0 -50 25 0 Reduce HP
Magna Roader Stack 4410 0 -50 -50 25 25 50 0 0 50 -50 0 50 -50 -75 75 0 -
Magna Roader Stack 2 4227 100 -50 0 0 -50 25 -25 0 -25 -50 25 50 25 -75 50 0 -
Manticore 1686 25 0 0 0 -50 25 0 0 50 25 -25 -25 -25 0 -50 25 Inflict poison
Minotaur 10990 0 0 0 -50 0 50 50 -50 75 -25 50 25 100 100 75 0 Inflict confusion
Minotaur Stack 13001 -50 0 -50 -25 25 100 50 -50 100 -50 25 50 50 75 100 0 -
Paleberry King 32030 -50 50 0 0 0 0 50 -50 95 45 70 95 70 95 70 100 Land a critical hit
Red Cap 1828 50 0 0 0 -50 25 -25 0 -25 -25 0 25 25 -25 25 0 Deal a lot of damage at once
Right Claw 2399 25 -25 25 25 -25 -25 25 -25 25 0 25 0 -25 -25 0 0 Reduce HP
Right Claw Stack 4410 -25 -25 -25 50 0 25 25 -25 75 -25 0 25 -75 -50 50 0 -
Security Eye 1534 0 25 -25 25 -25 0 0 0 0 0 0 0 0 0 0 0 Leave only this mirage standing
Trihyde 2437 0 -50 0 75 0 -25 0 0 25 0 25 -25 25 0 0 -25 Deal a lot of damage at once
Trihyde Stack 6134 -25 -50 -50 100 -25 50 0 0 100 0 -25 -25 -50 -25 0 0 -

Castle Exnine
This dungeon is a tangled mess of cubic structures connected by pipes. There is no map and it's very easy to get
turned around. The entrance area has a save point and a Touch Pad to take you back to the Ends of Grymoire. As
you progress through this dungeon (the sections are called "Ordeals"), crystals will appear in this area that will
serve as shortcuts.

From the start, walk onto the pipe and up the side of the next structure. Grab the chest (1/27) containing a MEGA
PHOENIX. Walk right and down to get onto the next platform. Carry on right and down to the next pipe. Walk right
along the pipe to the next platform. Go forward and up the sides of the structure to your left. When you get to the
top, head left across the pipe (you'll be walking along its side) to the neighbouring structure and then down the
sides until you come to a pipe leading down. When you come to a cross, go up for a chest (2/27) containing 2 X-
POTIONS. Go back down the pipe for another chest (3/27) containing 2 REMEDIES. Take the branch up leading
into the darkness to cross to the next Ordeal.

Continue along the pipe you're standing on. When it ends, climb up the side of the structure to your left. When you
get to the top, descend the other side and go up to a short pipe then up the side of the structure here for a chest
(4/27) containing 2 TURBO ETHERS. Go back down and use the short pipe to cross over to the structure that
you've just come from and walk down the side of the building to your left. Continue down two more levels and
cross the pipe to the neighbouring structure. Climb the side to your left and continue left down the other side for a
chest (5/27) containing a PHOENIX PINION. Head up onto the pipe and then to the area exit.

Head up to the next structure and then up two levels for a chest (6/27) containing an ELIXIR. Backtrack down to
where the pipe joins the structure and go down the left side of the structure two levels down to the next pipe. Go
down. Take the right branch for a chest (7/27) containing 2 REMEDIES and make your way round to the next
structure. Go up the side two levels then down one level for a chest (8/27) containing an X-POTION. Backtrack up
one level and climb the wall to your right. Go down onto the short length of pipe then up he side of the next
structure. Don't go all the way up. Instead, go right when you can for a chest (9/27) containing a MEGA-ETHER.
Backtrack and go all the way up and right to the next pipe. Continue right to the next structure, across to the short
length of pipe then up two levels to the area exit.

Use the save point and go up the side of the building. You can use the purple crystal to return to the entrance area.
In turn, the entrance area will have acquired a purple crystal that will warp you back here. Go up one level and kill
the Carbuncle enemy (1/5) that you can see there. Carbuncles have auto-reflect so use only physical attacks to kill
them. There are Carbuncles in various places in this dungeon and, as you have just seen, killing them reveals
previously hidden areas. In addition, defeating them will earn you 4 ARMA GEMS each. Go down the other side of
the structure that you're on picking up a chest (10/27) containing a MEGA PHOENIX attached to the wall. Go back
up and down to the Warp Crystal and left onto the pipe. Go across to the neighbouring structure and continue left
to the next pipe. Open the chest (11/27) containing 3 PROTECT STONES and go up onto the next structure. go up
onto the next pipe and cross to the next structure. Take an about-turn and go down the front of the structure
you're on. Climb onto the pipe for a chest (12/27) containing a REMEDY+ and cross the pipe to the next structure.
Go up the side and then left to the next pipe. Cross and go up to the area exit.

Climb up two levels and go left for a chest (13/27) containing 6 WOBBLESTOPPERS. Turn around and go up and
then left. The camera will rotate helpfully. Continue in the same direction then turn left and go down the side of the
structure to the area exit.

Go onto the pipe and cross to the next structure. Go up the sides of the structure. When you reach the top, climb
on the pipe and cross to the next structure. Drop down onto the next pipe and cross to another structure. Go up
the side and across to another structure. Go down three levels to another pipe, follow it to a structure then go
down to another pipe leading to the area exit.

Use the save point. There's another Warp Crystal to the dungeon entrance. Use it, then return back here. Use the
pipe on your left to cross to the next structure and go up two levels. Go down onto the pipe and follow it right and
up to another structure. Climb up the side to the top. Go up and kill the Carbuncle (2/5) waiting there. Go back
down and this time cross over to the structure on your left. Go up two levels to find a chest (14/27) containing 9 HI-
POTIONS. Go up two more levels. Go left onto the pipe, cross over to the next structure and go up a level for a
chest (15/27) containing a MEGALIXIR. Go back to the previous structure and go up three levels. At the top use the
pipe to cross to the next structure. Go up three levels, cross to the next structure and go up the wall to the area
exit.

There are 12 chests in this area so keep your eyes peeled! Go up two levels for a chest (16/27) containing 6 HI-
ETHERS. Go back down one level and use the pipe to get to the next structure. Cross over to the structure on your
right for a chest (17/27) containing 2 PHOENIX PINIONS. Cross back over and go up two levels. use the pipe to
cross to the next structure. From here, take the pipe to the right for a chest (18/27) containing 2 REMEDIES. Return
to the previous structure and climb the wall for a chest (19/27) containing 3 SHELL STONES. Go back down and
across the pipe leading down back to your earlier location. Climb the wall to your left and go up two levels for a
chest (20/27) containing 2 TURBO ETHERS. Go up two levels. Go up across the pipe for a chest (21/27) containing
a MEGA-ETHER. Go back down and left for a chest (22/27) containing an X-POTION. From here, go down three
levels to fight a Carbuncle (3/5). Open the chest (23/27) containing 3 MEGALIXIRS that it was guarding and go
back up to where you found chest 22. Go onto the pipe and cross to the left for a chest (24/27) containing 2
HASTE STONES. Go left down one level and then up two levels to a Puzzle Switch that requires weight 11 and ice
resistance 125. Go down two levels and then down another four levels for three chests (27/27) containing 2 MEGA-
POTIONS, 2 REMEDIES+ and 2 MEGA PHOENIXES. Go back up four levels and then right to where you found
chest 24. Go onto the pipe and then turn up and go two levels to the area exit.

Follow the linear route up six levels for a cutscene. You'll lose Tama at this point. I hope you hadn't built your
strategy around her! On the plus side, you'll start encountering Yurugu enemies (the very first one you fought way
back, remember?). Despite going up and down a number of levels, the path to the area exit is essentially linear
from this point.

In Ordeal 10, walk across and kill the Carbuncle (4/5) up from your starting position. This reveals a Warp Crystal
back to the start of the dungeon. You should use this one even if you haven't used the previous two, because you'll
want the shortcut later. You can go back to Nine Wood Hills if there are any supplies you need. Use the save
sphere and return. Cross the pipe and go up to kill the final Carbuncle (5/5). This one is an elite with more HP and
better resistance to ailments. Besides Arma Gems, it also drops the CARBUNCLE MEMENTO. If you've been
holding onto a Mu since the Wellspring Woods, you can finally evolve it to its third form! Climb the wall that
appears in front of you and go up a number of levels. You're nearing the end, so you should make some
preparations. You want light magic (Banish / Banishra) in both stacks, access to Dispel and you might want
Reflect. Try to avoid being vulnerable to ice and dark magic. When you're ready, go through the door.
After the cutscene, get Reflect up. Poison the Knight in the Golden Mask to hasten his demise then kill him with
Banishra. The Plumed Knight spams a powerful ice attack called Freezing Dust which may be nasty if you're
vulnerable. Kill her with Watera and Abyss. Watch as more substandard anime kills the atmosphere. Eventually
Brandelis, the King of Bahamut, shows up. Get slow on him as quickly as possible. Don't bother bung yourself
because he'll cast Dispelga. Maybe chuck a Champion his way. In all honesty, he's not much tougher than he was
the last time you met him.

After you defeat him, you get an ending and a Trophy, THE END? Enjoy the cutscenes and ending credits. Save
your game and load it again.

Encounters
The Death Searcher is the other mirage that has the Gravity ability. True to its name, it also has Death. It doesn't
have a lot else, however, so I'm not much of a fan.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Carbuncle 5688 0 0 0 0 0 0 50 -50 50 50 50 50 25 25 50 75 Unimprismable
Carbuncle 2 9480 0 0 0 0 0 0 50 -50 70 70 70 70 45 45 70 100 Unimprismable
Death Searcher 1397 25 25 -50 25 -50 25 0 0 -25 0 -25 0 0 0 0 25 Reflect magic back
Entom Guard 2938 25 25 -50 25 -50 25 0 0 25 0 0 0 0 -25 0 25 Use fire attacks
Goblin 2466 25 0 0 0 -25 25 -25 0 -25 -25 0 25 25 -25 25 0 Reduce HP
Goblin Guard 3186 25 0 0 0 -25 25 -25 0 -25 -25 0 25 25 -25 25 0 Bestow protect
King of Bahamut 23610 0 0 0 0 0 0 0 0 100 100 100 100 100 100 0 100 Unimprismable
Knight in the Golden Mask 23159 0 0 0 0 0 0 -50 50 0 100 100 100 100 100 100 100 Unimprismable
Korrigan 1799 -50 0 0 -25 25 50 -25 25 25 25 0 25 -25 25 -25 -25 Korrigan
Kuza Beast 6918 0 0 50 0 25 -50 0 -25 0 0 0 25 0 -25 0 0 Land a counterattack
Kuza Beast Stack 11183 -25 0 50 -25 25 25 -50 0 0 0 0 75 0 -25 0 -25 -
Magitek Armor A 6123 0 25 -25 25 -25 0 0 0 0 0 0 0 0 0 0 0 Deal a lot of damage at once
Magitek Armor A Stack 7520 25 50 -75 50 -75 25 0 0 -25 0 -25 0 0 0 0 25 -
Magitek Armor A Stack 2 8664 -50 75 -25 25 -25 0 0 0 0 25 25 -25 25 0 0 -25 -
Magna Roader (Purple) 2639 50 -50 0 0 0 0 0 0 0 -25 25 25 0 -50 25 0 Reduce HP
Magna Roader (Purple) Stack 5105 75 -50 0 0 -25 25 -25 0 -25 -50 25 50 25 -75 50 0 -
Magna Roader (Red) 2343 50 -50 50 0 -50 0 0 0 0 -25 25 25 0 -50 25 0 Reduce HP
Magna Roader (Red) Stack 5529 75 -50 50 0 -75 25 -25 0 -25 -50 25 50 25 -75 50 0 -
Magna Roader (Yellow) 2528 -50 0 0 0 50 0 0 0 0 -25 25 25 0 -50 25 0 Reduce HP
Magna Roader (Yellow) Stack 4994 -25 0 0 0 25 25 -25 0 -25 -50 25 50 25 -75 50 0 -
Minotaur 7227 0 0 0 -50 0 50 50 -50 25 -25 0 -25 50 50 25 -50 Inflict confusion
Minotaur Stack 9768 -50 50 0 -50 0 50 50 -50 25 0 25 -50 75 50 25 -75 -
Minotaur Stack 2 9542 0 0 0 -50 0 50 50 -50 0 -25 -50 -50 50 50 25 0 -
Mythril Giant 5481 0 0 -50 -25 25 50 0 0 50 -25 -25 25 -50 -25 50 0 Use magical enhancements
Mythril Giant (Unstacked) 7128 0 0 -50 -25 25 50 0 0 50 -25 -25 25 -50 -25 50 0 Use magical enhancements
Mythril Giant Stack 8525 25 25 -100 0 -25 75 0 0 25 -25 -50 25 -50 -25 50 25 -
Plumed Knight 22930 25 50 25 0 -50 0 0 -50 100 100 100 0 100 100 100 100 Unimprismable
Sea Worm 7011 25 0 -100 0 75 0 0 0 25 0 0 0 -25 25 25 -25 Reduce HP
Sea Worm Stack 11867 -25 50 -100 0 75 0 0 0 0 25 -25 -50 0 25 25 0 -
Squidraken 2541 -50 50 0 0 0 0 0 0 0 25 25 -25 25 0 0 -25 Reflect magic back
Yurugu 2315 0 0 0 0 0 0 0 0 -25 0 -50 -25 0 0 0 50 Inflict oblivion

Postscript - Turn Those Corners Up


Are you happy with that downer ending? No! Time is duly rewound.

The Pleiad
When you regain control, you're in Balamb Garden. Go onto the Deck for a chat with Wyn. Return to Nine Wood
Hills and go Plaza 99. After the exposition, have a chat with Serafie. Talk to her again and examine all her rumours.
If you invested heavily in Tama, Serafie is now available to use at the same level. Your first main task is to gather
the Pleiad, seven powerful mirages. If you haven't yet captured Ifrit, Shiva and Ramuh in the Colosseum, do so
now. If you haven't fought in the colosseum at all, you will need to fight a few other bouts before Ifrit and Shiva
show up.

Go to the Girl's Tearoom. The Intervention Quests that you need to complete first are near the top running from
"The Demon Dyad Revealed" to "A Clash of Swords". Be aware that to earn the trophy and unlock post-game
content, you will need to do all Intervention Quests. After completing, "A Clash of Swords", another quest "Cold,
Hard Justice" will open up.

Vestiges of Life
Go to Plaza 99 and talk to Serafie. Go to the Girl's Tearoom. You'll get a task to track down a Kyubi. Go to
Sherlotta's Solace (in the Ice Region if you're forgotten) and talk to Sherlotta. Travel to the Icicle Ridge dungeon
and meet up with Refia who will reveal the path to a new area. After the cutscene, you may want to equip the Lure
mirajewel because this is the second best level-up spot in the game with (by now) easy encounters that give
enormous XP rewards. Simply follow the linear path to the quest marker. The Kyubi's abilities aren't too dangerous
- Blaze and Poison Bite - and it hits no more than moderately hard so just hit it with low level spells and basic
attacks until it falls over. After the cutscene you will receive the KYUBI'S SOULS.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Baby Paleberry 2711 -50 50 0 0 0 0 25 -25 25 -25 0 25 0 25 0 -25 Use physical attacks
Babyhemoth 2728 0 0 25 0 25 0 0 -50 0 0 0 25 0 -25 0 0 Use physical attacks
Babyhemoth Stack 5439 -50 50 25 0 25 0 25 -75 25 -25 0 50 0 0 0 -25 -
Babyhemoth Stack 2 4694 -75 50 25 0 50 0 25 -75 -25 -25 25 25 25 0 25 -25 -
Deathskull 2327 -50 50 0 -25 0 25 -50 50 0 -25 -25 0 -25 25 -50 50 Inflict oblivion
Ice Bat 2132 -50 50 0 0 0 0 -50 50 0 -50 -25 0 0 25 0 25 Inflict blindness
Kyubi 23890 0 0 0 0 0 0 0 0 100 100 100 25 100 100 100 100 Unimprismable
Left Claw 2351 -25 25 -25 -25 25 25 -25 25 25 0 25 0 -25 -25 0 0 Reduce HP
Left Claw Stack 6810 -125 125 -25 -50 25 50 -125 125 25 -75 -25 0 -50 25 -50 75 -
Quachacho 1966 -75 50 0 0 25 0 25 -25 -25 -25 25 0 25 25 25 -25 Restore HP
Right Claw 2414 25 -25 25 25 -25 -25 25 -25 25 0 25 0 -25 -25 0 0 Reduce HP
Right Claw Stack 6873 -75 75 25 0 -25 0 -75 75 25 -75 -25 0 -50 25 -50 75 -
White Nakk 2073 -50 50 0 0 0 0 0 0 0 -25 0 0 0 0 25 0 Use ice attacks

Final Cleanup
You'll be back in Nine Wood Hills. Return to the Girl's Tearoom. After the cutscene, Tama will be restored and
Serafie will prompt you to start the final sequence. Select "no", because there's a bunch of stu to do first. Bring
up your Adventure Log and claim the reward for "Vestiges of Life" from the Miniventures tab. This is really easy to
miss. You will obtain the TAMAMOHIM and KYUBI MEMENTOES along with a MEGA-PHOENIX.

If necessary, spend some time to level Tama up, then transfigure her. This will give you the NINE LIVES trophy and
will fulfil the requirements for "Young Mirage Hunter XII". Go to the Girl's Tearoom and do the Intervention Quest "A
Smidge of Micro-Envy". Remember to claim your reward. Travel to Tometown (because, of course, we have loads
of reasons to go there) to pick up the very last Townsperson Quest. Talk to Cid and Celes while you're here to fill
out your Who's Who. The quest requires you to kill Minotaurs on Big Bridge so you can go there afterwards. You'll
find them in the second section. If you fancy imprisming a Kyubi, you can do so in the Colosseum. It will require
you to unlock Doom on the Memecoleous mirage board.

Double check that you have completed all Intervention Quests (although I believe that A Bridge's Woes can be left
until the post-game). Remember, you have to claim the rewards for them to be counted as completed. You should
now be able to trade in any spare Arma Gems for ability seeds. Set up your mirajewels. Stick Banishra and Resist
Confusion in Lann's slots. Reynn wants some ice resistance and dark attacks. Reflect is good. You'll want Libra in
one for the final, final boss fight. You won't be needing -aga magic so you may be able to swap out some -ara
mirajewels. When you're ready, save your game, go to Plaza 99 and talk to Serafie.
Operation Salvation
After the cutscenes, Lann will be fighting Segwarides. Segwarides has a cheap move called Disaster that inflicts
multiple ailments including doom and confusion. If you get both, it's almost certainly game over (hence Resist
Confusion mirajewel in one of Lann's slots). Otherwise, use a Remedy+. Blast Wave is a nasty attack that may
cause your stack to topple. Use a Haste Stone so that Segwarides doesn't get lots more turns than you. Then use
Banishra. After this, Reynn will fight the Plumed Knight. She uses ice attacks and a draining attack called Bloody
Claw. Drain her right back! Try to ensure that you end these fights in reasonable shape. After some more
cutscenes, both will be fighting the Plumed Knight again in her true form of Pellinore. She still has all the same
attacks and weaknesses as last time. Fortunately, my Lann had Waterja!

After another cutscene, Brandelis (Exnine Bahamut) arrives to join in the fun. In his first form, he seems mostly to
use Double Cut (multiple hits on one ally) and Banishra or Abyss. He also has an extremely powerful ability called
Arcarmament 1-4-6 that does major damage to both allies. Get Reflect up to turn his magic attacks back on him
and ensure that you don't go below half HP before his turn comes up. Otherwise, you may be needing to use
Mega-Phoenixes to get back in the fight. Use your most powerful attacks. When he reveals his ultimate form, you
won't be able to summon Champions and he becomes immune to slow. If you have Libra, use it on him.
Otherwise, keep track of any elemental attacks that he uses. When he uses one, he becomes immune to that
element. He uses -aga elemental attacks along with two dark attacks, Chaotic Impulse and Dark Revels. When he
starts counting down to a Megaflare attack, he's basically dead. He will still be immune to the last element that he
used, but -200 vulnerable to every other one. Unleash everything in your arsenal. Spellstones are good.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Exnine Bahamut ??? 0 0 0 0 0 0 0 0 100 100 100 100 100 100 50 100 Unimprismable
Exnine Bahamut 2 ??? 0 0 0 0 0 0 0 0 100 100 100 100 100 100 100 100 Unimprismable
Pellinore 30864 25 50 25 0 -50 0 0 -50 100 100 100 100 100 100 100 100 Unimprismable
Plumed Knight 25720 25 50 25 0 -50 0 0 -50 100 100 100 100 100 100 100 100 Unimprismable
Segwarides 25720 0 0 0 0 0 0 -50 50 100 100 100 100 100 100 100 100 Unimprismable

Enjoy the final cutscenes and watch the credits in slack-jawed astonishment at the sheer Japanese-ness of it all. If
you did everything necessary before the final boss fights, you'll have another little cutscene at the end. You will
receive the TURN THOSE CORNERS UP trophy and the post-game content will be unlocked.

Post-Game
If you want to, you can now remove Lann and Reynn from your stacks. There are a number of post-game activities
to indulge in:
Return to Castle Exnine for a secret area
Fight your way through the Ex Dungeons
New high-level battles in the Colosseum
Complete your mirage manual
Complete 100 mirage boards for Legendary Caretaker

Wyn has also taken up residence in the Twins' Room which means that Lann is definitely sleeping on the couch.
She doesn't have a whole lot to say for herself, however.

Castle Exnine Secret Ordeal


Fast-travel to the Ends of Grymoire and use the mechanism to go inside. For the secret area, you have to work
your way up to Ordeal 11. Fortunately, you can get most of the way there by using the rightmost purple crystal to
take you to Ordeal 10. Walk across the pipe and up all the walls and then through the door to Ordeal 11. Walk
around to find a purple crystal that will transport you to the Secret Ordeal. Walk across the pipes to the platform to
face the secret miniboss, Elasmos. It uses physical attacks, Waterga and Thunderstorm. It has the annoying "do a
lot of damage at once" imprism requirement. I used Focus + Celes summon to take advantage of the Ice weakness
(note that I was unable to do enough damage using Blizzaja). Depending on your level, you might also enhance the
power of the attack using Faith. Whether you imprism it or not, it drops the ELASMOS MEMENTO.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Elasmos 33740 0 -100 50 50 50 0 0 0 70 20 70 70 70 70 70 100 Deal a lot of damage at once

Ex Dungeons
These dungeons are accessed via The Girl's Tearoom in Nine Wood Hiils. There are three portals and going from
right to left, I'll refer to them as A-C. Each dungeon has four smallish areas with a number of chests to unlock
terminating in a save point and a boss fight. You want be close to level 70 before you start. If you've grown used to
simply steamrollering all opposition, your first encounters will come as bit of a shock. Apart from the bosses,
encountered mirages are not unique so you don't need Libra. Be aware that the bosses from the Crystal Tower are
encountered as random enemies. You may want to escape from these since the eort to defeat them is not really
worth the reward. The Death ability can be very useful against stacked enemies. A possible strategy is to use a
mirage with the Flee ability, head for the save point and then grind there. Defeating the boss opens up an exit
portal nearby. Statistics for the miniboss encounters are:

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Asterius 29045 0 0 25 -50 -25 75 0 -25 75 25 50 25 100 50 75 0 Inflict berserk
Black Nakk 4123 50 -25 0 0 -50 0 -25 50 -25 -25 0 0 -25 0 25 25 Use physical attacks
Blood Eye 4833 25 25 0 0 -50 0 -50 50 -25 50 25 -25 25 25 -25 -25 Leave only this mirage standing
Bomb 4618 50 25 0 0 -75 0 0 0 25 -25 0 25 25 -25 25 -25 Use fire attacks
Buer 25430 75 25 0 0 -75 0 -50 25 25 50 75 25 75 75 25 25 Inflict confusion
Cocadrille 5457 25 0 0 -25 0 0 50 -50 0 25 -25 -25 0 0 -25 25 Inflict poison
Copper Gnome 7005 0 0 -50 -25 25 50 0 0 50 0 -25 25 -50 -25 25 0 Reduce HP
Kraken 29615 25 0 -75 0 75 0 -50 25 25 50 50 50 50 50 25 50 Inflict poison
Memecoleous 13236 25 0 0 -25 -50 50 0 0 25 50 -25 0 -50 0 0 0 Inflict poison
Moogle 4324 0 -25 0 25 0 0 25 -25 -25 25 -25 0 25 25 25 -25 Restore HP
Mordskull 4039 -25 25 0 -75 0 75 -50 50 0 -25 -25 0 -25 25 -50 50 Inflict oblivion
Nightsqual 4230 25 0 -50 0 25 0 -25 25 0 25 -50 25 0 -25 25 0 Inflict sleep
Sandicore 3705 25 0 0 -25 -50 50 0 0 50 25 -25 -25 -25 0 -50 25 Leave only this mirage standing
Sea Serpent 3997 0 0 -50 0 50 0 0 0 -50 25 25 -50 -50 25 25 25 Use water attacks
Sea Snake 4002 0 0 -50 0 50 0 0 0 0 -25 0 0 -25 0 0 25 Use water attacks
Sharqual 4459 25 0 -50 -25 50 0 0 0 0 25 -50 25 0 -25 25 0 Use fire attacks
Sylph 3683 0 -50 0 50 0 0 50 -50 -25 50 25 -25 25 -25 -25 0 Reduce HP
Tiamat 27685 0 -50 0 75 -50 25 0 0 75 50 75 25 25 50 50 25 Inflict Oblivion

Trihyde 9564 0 -50 0 75 0 -25 0 0 25 0 25 -25 25 0 0 -25 Deal a lot of damage at once

Ex Dungeon A
The first area resembles the tunnel in the Sunken Temple. Straight down from the portal is a chest (1/10) containing
an EXP BOOST MIRAJEWEL. Continue right and up to find a chest (2/10) containing 3 WATER SPELLSTONES. Go
slightly down and continue right for a chest (3/10) containing 4 GOLD HOURGLASSES. Just right and down is a
chest (4/10) containing 5 HI-ETHERS. Continue right to a tunnel mouth to emerge in the next area.

The second area resembles the Windswept Mire. Head down across the ice bridge. Don't go across the other ice
bridge but continue down and left to a chest (5/10). Before you can open it, you will be ambushed. The chest
contains 2 LOCO WEEDS. Follow the green path down and around to an ice bridge leading down. On the other
side, go left to find a chest (6/10) guarded by an ambush and containing 2 TURBO ETHERS. Return right and then
continue down. You will be subjected to an ambush after which you will go down the last ice bridge to the next
area.
The third area resembles Saronia Docks. You will need the Sizzle ability for this area. Go left along the docks to the
hut, slightly down, right and activate the cannon. This will take you to a mechanism that requires 10 weight and
100 water resistance to activate. Use the cannon to go back and walk up and down some steps to the island that
you've just uncovered where an Adamantoise is guarding two chests (8/10). The adamantoise is harder than most
of the boss fights, since it is very dicult to damage. Your best bet is to use gravity attacks (Death Searcher /
Nightmare) and gulp turbo ethers. It's weak to ice, but even ice attacks don't do that much damage. It is capable
of putting out massive damage, so you'll be struggling to keep up and keep damaging it. Be prepared to burn
through a bunch of healing items before finally whittling it down. If you have a minimantoise prism, you can inflict
defense down (via the Mimic's Armor Piercer, for example) and imprism it. After all that, the left hand chest
contains a MEGA-ETHER while the right hand one contains a REMEDY+. Head back up and go left to a second
cannon which leads to the area exit.

The final area resembles Icicle Ridge. Head down the path all the way to the save point. Take the path leading right
and down to a chest (9/10) that turns out to be a Mimic. Return to the save point and go left down to a chest
(10/10) containing 3 X-POTIONS. Prepare an ice resistant stack with fire / lightning / light attacking capabilities and
head down to the boss platform to fight a dark Shiva stack. With no fewer than three severe elemental weaknesses
to exploit, this fight shouldn't be hard. However, Shivver and co. do have extremely high agility which means their
turn can come around more often than yours. This makes breaking the stack and imprisming Brrblizz tricky since
you're likely only to get one attempt to do so before they restack. It's easier to simply concentrate on taking them
out one at a time. The boss drops 3 MEGA PHOENIXES and 1 or more ARMA GEMS. You'll also receive a
BRRBLIZZ MEMENTO, a SHIVVERINA MEMENTO, a SHIVVER MEMENTO and GIRL'S DIARY 11.

Encounters
Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism
Area 1
Mega Nightsqual 12336 25 0 -50 0 25 0 -25 25 0 25 -50 25 0 -25 25 0 Bestow Bravery
Mega Nightsqual Stack 16566 50 0 -100 0 50 0 -50 50 0 50 -100 50 0 -50 50 0 -
Nightsqual 4230 25 0 -50 0 25 0 -25 25 0 25 -50 25 0 -25 25 0 Inflict sleep
Sea Serpent 3997 0 0 -50 0 50 0 0 0 -50 25 25 -50 -50 25 25 25 Use water attacks
Sea Snake 4002 0 0 -50 0 50 0 0 0 0 -25 0 0 -25 0 0 25 Use water attacks
Sea Worm 11880 25 0 -100 0 75 0 0 0 25 0 0 0 -25 25 25 -25 Reduce HP
Tonberry 4192 0 0 -50 0 50 0 -25 25 25 -25 0 25 0 25 0 -25 Deal a lot of damage at once
Area 2
Flan 4556 0 0 -50 0 50 0 0 0 25 -25 0 25 0 25 0 -25 Physical attacks
Malboro 12924 -50 0 0 0 0 50 0 0 25 25 0 25 -25 25 -25 -25 Inflict status ailments
Malboro Stack 20699 -50 -25 -100 0 100 50 0 25 75 25 -25 50 0 50 -25 -75 -
Water Toad 3219 0 -25 -50 0 50 0 0 25 25 25 -25 0 25 0 0 -25 Inflict berserk
Area 3
Adamantoise 93942 25 -100 25 25 25 25 0 -25 100 100 100 100 100 100 100 100 Inflict defense down
Ahriman 12321 0 0 0 -25 0 0 -25 50 -25 50 25 -25 25 25 -25 -25 Inflict blindness
Ahriman Stack 18200 0 0 0 -50 0 0 -50 100 -50 100 50 -50 50 50 -50 -50 -
Floating Eye 5879 0 0 0 -25 0 0 -25 50 -25 50 25 -25 25 25 -25 -25 Leave only this mirage standing
Kupirate 3772 0 25 -50 -25 50 0 0 0 -25 25 -25 0 25 25 -25 -25 Reduce HP
Sharqual Stack 8231 25 25 -100 -50 100 0 0 0 -25 50 -75 25 25 0 50 -25 -
Sharqual 4459 25 0 -50 -25 50 0 0 0 0 25 -50 25 0 -25 25 0
Use fire attacks

Area 4
Baby Paleberry 4782 -50 50 0 0 0 0 25 -25 25 -25 0 25 0 25 0 -25 Physical attacks
Babyhemoth 6389 0 0 25 0 25 0 0 -50 0 0 0 25 0 -25 0 0 Physical attacks
Deathskull 5450 -50 50 0 -25 0 25 -50 50 0 -25 -25 0 -25 25 -50 50 Inflict oblivion
Mimic 14811 0 0 0 0 0 0 0 0 75 50 75 0 25 75 0 75 Reduce HP
Right Claw 12417 25 -25 25 25 -25 -25 25 -25 25 0 25 0 -25 -25 0 0 Reduce HP
Right Claw Stack 23588 -25 25 50 25 0 -25 50 -100 50 -25 25 50 -25 -25 0 -25 -
White Nakk 3554 -50 50 0 0 0 0 0 0 0 -25 0 0 0 0 25 0 Use ice attacks
Boss
Brrblizz 20485 -50 100 -50 0 0 0 -50 50 50 50 75 50 50 50 25 50 Use ice attacks
Shivver 48050 -50 100 -50 50 -50 0 -50 50 100 100 100 100 100 100 100 100 Unimprismable
Shivver Stack 89975 -150 200 -150 50 -50 0 -150 150 100 100 100 100 100 100 100 100 -
Shivverina 21440 -50 100 -50 0 0 0 -50 50 50 50 75 50 50 50 25 50 Unimprismable

Post-Game (Continued)
Ex Dungeon B
The first area resembles the final section of the Underground Prison. There is a chest (1/11) immediately below the
entrance portal containing a MEGA-POTION. Go right for a chest (2/11) containing a MEGA-ETHER. There is
nothing to the sides of the mako tank so head down across the bridge to the next area.

The second area resembles the interior of Underground Prison. Go across the round platform and then down to
find a chest (3/11) containing a PHOENIX PINION. Go back the way you came and climb two sets of stairs. Walk
around the gangway (either direction - it's circular) to find two chests (5/11), containing 2 LIGHTNING
SPELLSTONES and 3 FLASH BOMBS. Go up the next set of stairs to the next area.

The third area resembles the Train Graveyard. You will need a mirage with Zap for this area. Head left and down the
girders to the next set of carriages. Head down and right along the girders and activate the crane marked "02".
Walk along the carriage that the crane moved with two chests (7/11). The first contains a MEGALIXIR while the
second holds an ARISE MIRAJEWEL. Activate the crane to create a shortcut back. Now head left and down across
the ramp and up the carriage to the next crane (which cannot be activated). Walk up the girders and carriages to
the next platform. From here head up along the girders to a platform with two chests (9/11). One is a Mimic
Jackpot while the other contains 3 WAR GONGS. Go back to the platform and head down to the final area.

The final area resembles the Crystal Tower. Head down a couple of flights to a platform with the save sphere and
the boss. You'll need your rubber mackintosh and galoshes for this because the boss is a dark Ramuh stack. Stack
up with as much thunder resistance as you can manage and take advantage of his myriad element vulnerabilities.
This is still a tough fight because your opponent hits like a truck and has extremely high agility. My strategy was to
break the stack, take out Voultr followed by Rairamuh using fire magic and / or items and then imprism Joult at my
leisure. The boss drops 3 MEGA PHOENIXES and 1 or more ARMA GEMS. You'll also receive a JOULT MEMENTO,
a VOULTR MEMENTO, a RAIRAMUH MEMENTO and GIRL'S DIARY 12. You're not finished here. Return to the
staircase and go down to find two chests (11/11), one containing a MEGA PHOENIX and the other 4 HASTE
STONES.

Encounters
Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism
Area 1
Leave this mirage the only one
Bihydra 4751 50 -25 0 25 -50 0 0 0 25 0 25 -25 25 0 0 -25
standing
Bihydra Stack 8643 100 0 0 25 -125 0 0 0 50 -25 25 0 50 -25 25 -50 -
Bombino 3892 50 25 0 0 -75 0 0 0 25 -25 0 25 25 -25 25 -25 Inflict confusion
Werebat 2514 0 0 0 25 -25 0 -50 50 0 -50 -25 0 0 25 0 25 Inflict blindness
Area 2
Magitek Armor 11136 25 25 -50 25 -50 25 0 0 0 0 0 0 0 0 0 0 Reduce HP; requires eldbox
Magitek Armor
13861 50 50 -100 50 -100 50 0 0 0 0 0 0 0 0 0 0 -
Stack
Searcher 2725 25 25 -50 25 -50 25 0 0 0 0 0 0 0 0 0 0 Physical attacks; requires eldbox
Area 3

Chrome Giant 11595 25 0 -25 0 25 25 0 -50 50 0 -50 25 -25 -25 25 0 Evade attacks
Imp 2756 50 0 0 0 -50 0 -50 50 -25 50 25 -25 0 0 -25 0 Inflict confusion
Mimic Jackpot 18294 0 0 0 0 0 0 0 0 75 50 75 0 25 75 0 75 Reduce HP
Mordskull 4039 -25 25 0 -75 0 75 -50 50 0 -25 -25 0 -25 25 -50 50 Inflict oblivion
Skull Eater 1860 0 0 0 0 0 0 0 0 0 0 0 0 -25 -25 0 25 Bestow regen
Vampire 3287 0 0 0 25 -25 0 -50 50 0 0 -25 0 0 25 -50 25 Use dark attacks
Werebat 2514 0 0 0 25 -25 0 -50 50 0 -50 -25 0 0 25 0 25 Inflict blindness
Area 4
Ghidra 9285 50 -25 0 25 -50 0 0 0 25 0 25 -25 25 0 0 -25 Reduce HP
Ghidra Stack 13333 0 -25 -50 25 0 0 0 50 25 25 50 -50 50 0 0 -50 -
Ghidra Stack 2 16077 0 -100 -50 75 25 0 0 50 50 50 25 -50 75 0 0 -75 -
Kuza Beast 11253 0 0 50 0 25 -50 0 -25 0 0 0 25 0 -25 0 0 Land a counterattack
Kuza Beast Stack 18431 50 0 0 -50 25 0 -25 0 25 -25 0 0 0 50 50 -50 -
Mindflayer 4048 -50 0 -50 0 50 0 0 50 0 25 25 -25 25 0 0 -25 Reflect magic back
Paleberry 4852 -50 50 0 0 0 0 25 -25 25 -25 0 25 0 25 0 -25 Use light attacks
Paleberry Stack 7423 -50 50 -50 0 50 0 25 -25 25 -25 0 25 -50 50 25 -25 -
Sistertaur 4607 50 0 0 -50 -50 50 -25 25 25 -25 0 -25 50 50 25 -50 Reduce HP
Unicorn 3496 0 0 -25 0 25 0 50 -50 -50 25 25 -25 25 25 -25 0 Inflict status elements
Unicorn Stack 6067 0 0 -75 0 75 0 50 -50 -50 25 25 -25 -25 50 0 0 -
Water Golem 2571 0 0 -50 0 50 0 0 0 0 0 0 0 -50 25 25 0 Deal a lot of damage at once
Wind Toad 2744 0 -75 0 50 25 0 0 0 25 25 -25 0 25 0 0 -25 Inflict oblivion
Boss
Joult 19065 -50 -50 150 -50 50 -50 -50 50 50 50 50 50 25 50 75 50 Use thunder attacks
Rairamuh 46400 -50 -50 150 -50 50 -50 -50 50 100 100 100 100 100 100 100 100 Unimprismable
Rairamuh Stack 86865 -150 -150 200 -150 150 -150 -150 150 100 100 100 100 100 100 100 100 -
Voultr 21400 -50 -50 150 -50 50 -50 -50 50 50 50 50 50 25 50 75 50 Unimprismable

Ex Dungeon C
The first area is similar to Pyreglow Forest. From the entrance, there are two paths. The one to the right leads to a
dead end so take the path down to an area with two exits. From here the left hand path is a dead end, so go right
to another area with two exits. The path leading up is a dead end, so go down. At the two-way split, the path left is
a dead end, so continue downwards. You'll arrive in another open area. The path up is another dead end so go
down to continue to the next area.

The second area resembles the Dragon Scar. You'll need the Flutter ability for this area. Follow the long path down
until you come to a Flutter point. Fly across and open the chest (1/14) for an AGILITY++ MIRAJEWEL. Continue
down into the next area.

The third area resembles Castle Exnine. Head straight up for a chest (2/14) containing DREAM POWDER. Turn right
along the pipe and then up for a chest (3/14) containing 6 POTIONS. Go up two vertical walls to find a chest (4/14)
containing 3 HI-POTIONS. Climb the wall to your left to find a chest (5/14) containing 2 X-POTIONS. Go across the
pipe leading down to find a chest (6/14) containing a MEGA-POTION. Walk down to the next platform to find a
chest (7/14) containing 5 ETHERS. Cross the pipe to your left to find a chest (8/14) containing 4 HI-ETHERS. Walk
up along the pipe and around to the right for a chest (9/14) containing 2 TURBO ETHERS. Walk down to walls to
find a chest (10/14) containing a MEGA-ETHER. Go down two more platforms to find a chest (11/14) with an
ELIXIR. Now walk right along the pipe to the next platform with a chest (12/14) containing a MEGALIXIR. Climb up
to the final area.

The final area resembles Valley 7. You will need a mirage with Chill for this area. Walk around then up. Chill the
patch of lava and head up to the next platform for a chest (13/14) containing 3 FIRE SPELLSTONES. Head back
across to the first platform and then left. Walk up to the top of the platform and take the bridge left again to a
platform with a spiral path leading down to a chest (14/14) containing a PHOENIX PINION. Return to the previous
platform and go up and up again to find the boss platform with the save sphere. The boss battle is a dark Ifrit stack
so set your stacks up for fire resistance and, if possible, ice attacks because the enemies are extremely weak to
that element. My strategy was to topple the stack, attack Weeglee with fire attacks and then imprism him. Gleefrit
and Gleed will restack when their turn comes around, so concentrate on breaking the stack again and then
targeting Gleed. With his buddy out of the way, Gleefrit is a pushover. The boss drops 3 MEGA PHOENIXES and 1
or more ARMA GEMS. You'll also receive a WEEGLEE MEMENTO, a GLEED MEMENTO, a GLEEFRIT MEMENTO
and GIRL'S DIARY 13.

Defeating the boss of the third Ex Dungeon will give you the ACROSS THE UNKNOWN trophy and unlock a fourth
Ex Dungeon in the Girl's Tearoom.
Encounters
Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism
Area 1
Cockatrice 4729 50 25 0 0 -25 0 25 -50 25 -25 -25 0 0 0 -25 25 Physical attacks
Dualizard 5431 0 -50 0 75 0 -25 0 0 25 0 25 -25 25 0 0 -25 Reduce HP
Moogle 4324 0 -25 0 25 0 0 25 -25 -25 25 -25 0 25 25 25 -25 Restore HP
Reaver Mu 4231 -50 0 -25 25 50 0 0 0 -25 -25 0 0 25 -25 0 25 Fire attacks
Area 2

Bihydra 4751 50 -25 0 25 -50 0 0 0 25 0 25 -25 25 0 0 -25 Leave this mirage the only one standing
Blood Eye 4833 25 25 0 0 -50 0 -50 50 -25 50 25 -25 25 25 -25 -25 Leave this mirage the only one standing
Mini Golem 3829 0 0 0 -25 0 25 0 0 0 0 0 0 -50 25 25 0 Physical attacks
Red Dragon 13959 100 -50 0 0 -50 0 0 0 25 -25 -25 0 0 0 25 0 Land a critical hit
Red Dragon Stack 17788 100 -50 0 -25 -50 25 0 0 25 -25 -25 0 -50 25 50 0 -
Spark Dragon 4508 0 0 100 -50 0 -50 0 0 25 -25 -25 0 0 0 25 0 Inflict status ailments
Area 3
Behemonster 50925 0 0 25 0 25 0 0 -50 25 100 100 75 100 25 75 75 Use physical attacks
Death Searcher 2203 25 25 -50 25 -50 25 0 0 -25 0 -25 0 0 0 0 25 Reflect magic back; requires eldbox
Entom Guard 4399 25 25 -50 25 -50 25 0 0 25 0 0 0 0 -25 0 25 Use fire attacks; requires eldbox
Deal a lot of damage at once; requires
Magitek Armor A 8571 0 25 -25 25 -25 0 0 0 0 0 0 0 0 0 0 0
eldbox
Magitek Armor A Stack 15167 -50 75 -25 25 -25 0 0 0 -25 25 -25 -50 25 0 0 25 -
Magitek Armor A Stack
12970 25 50 -75 50 -75 25 0 0 25 0 0 0 0 -25 0 25 -
2
Magna Roader (Purple) 9489 50 -50 0 0 0 0 0 0 0 -25 25 25 0 -50 25 0 Reduce HP; requires eldbox
Magna Roader (Red) 8268 50 -50 50 0 -50 0 0 0 0 -25 25 25 0 -50 25 0 Reduce HP; requires eldbox
Magna Roader (Yellow) 8208 -50 0 0 0 50 0 0 0 0 -25 25 25 0 -50 25 0 Reduce HP; requires eldbox
Magna Roader Stack 14163 100 -50 50 0 -100 25 -25 0 -25 -50 25 50 25 -75 50 0 -
Red Captain 5895 50 0 0 0 -50 25 -25 0 -25 -25 0 25 25 -25 25 0 Inflict confusion
Squidkraken 3543 50 50 0 0 0 0 0 0 0 25 25 -25 25 0 0 -25 Reflect magic back
Yurugu 3053 0 0 0 0 0 0 0 0 -25 0 -50 -25 0 0 0 50 Inflict oblivion
Area 4
Behemoth 17712 0 0 25 0 25 0 0 -50 0 0 0 25 0 -25 0 0 Reduce HP
Behemoth Stack 26274 25 -50 -75 25 0 125 0 -50 75 -25 -50 25 -75 -50 50 25 -
Bomb 4618 50 -25 0 0 -75 0 0 0 25 -25 0 25 25 -25 25 -25 Use fire attacks
Cocadrille 5457 25 0 0 -25 0 0 50 -50 0 25 -25 -25 0 0 -25 25 Inflict poison
Cocadrille Stack 8773 -25 0 0 -50 25 50 25 -25 25 50 -25 0 -25 25 -50 0 -
Flammantoise 2965 75 -50 -50 0 -50 75 0 0 25 0 -25 -25 -25 0 0 25 Use fire attacks
Korrigan 3316 -50 0 0 -25 25 50 -25 25 25 25 0 25 -25 25 -25 -25 Inflict sleep
Lead Gnome 5597 -50 0 -50 25 25 50 0 0 50 -25 -25 25 -50 -25 50 0 Bestow shell
Boss
Gleefrit Stack 83280 200 -200 0 0 0 0 -150 150 100 100 100 100 100 100 100 100 -
Weeglee 19355 100 -100 0 0 0 0 -50 50 50 75 50 50 50 25 50 50 Use fire attacks
Gleed 19375 100 -100 0 0 0 0 -50 50 50 75 50 50 50 25 50 50 Unimprismable
Gleefrit 44550 100 -100 0 0 0 0 -50 50 100 100 100 100 100 100 100 100 Unimprismable

Ex Dungeon D
This dungeon is, frankly, a slog. It's too long from the start to the save point with no fewer than seven sections to
grind through. I would recommend that you equip the Stealth mirajewel, add a mirage with the Flee ability to one of
your stacks and simply run to the final area, avoiding encounters. There are no chests to open until the last area so
you won't be missing anything. The first area resembles the Chain Road. Go down either side. You've got three
links to traverse which is a bit of a drag. Eventually, you'll reach the area exit.

The second area resembles Big Bridge. It doesn't matter which side you go down. Cross a couple of large. round
platforms and head down to the area exit.
The third area resembles The Phantom Sands. This section is mercifully short - just head down a couple of
screeens to the exit. There's nothing to see on the way.

The fourth area resembles The Watchplains. Follow the steps down. When you get to the area with the watchtower
and the fences, don't bother going behind because there is nothing to see. Instead, go through the stockades to
the next area.

The fifth area resembles the Nether Nebula. The path is simple so follow it to the next area.

The sixth area resembes the Wellspring Woods. This area has simple encounters that give enormous XP rewards
so is ideal for grinding for Legendary Caretaker. Towards the end of the area is a Treasure Trove bush (I found a
CHIMERIC WING) and near to that is a chest (1/1) containing GIRL'S DIARY, ENTRY 14. If you've followed this
walkthrough, it will also give you the TREASURE LIBERATOR trophy. A couple of screens below that is a very
welcome save point and a purple crystal that leads to the boss area.

The crystal leads to the Ultima Gate where the boss, XG, awaits. Most of his attacks are physical, but they do big
damage. Special attacks do thunder, fire or dark damage. I used a Behemonster (lvl 83) to knock out more than
half his HP using Revenge Blast. When fighting as Lann and Reynn, get Protect up. Use items for speed. When XG
unleashes Kishin, one of your stacks will probably be killed so use a Mega Phoenix to get them back up. In fact,
use all of your best items - what else are they going to be used for? Defeating it will give you GIRL'S DIARY,
ENTRY 15 and the CROSSOVER COGNA trophy. You'll also get to keep XG as an XL summons.

Encounters
Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism
Area 1
Ghidra 9285 50 -25 0 25 -50 0 0 0 25 0 25 -25 25 0 0 -25 Reduce HP
Ghidra Stack 17770 25 -25 -50 50 -75 75 0 0 100 0 -25 -25 -50 -25 0 0 -
Lead Gnome 5597 -50 0 -50 25 25 50 0 0 50 -25 -25 25 -50 -25 50 0 Bestow shell
Magna Roader (Purple) 9489 50 -50 0 0 0 0 0 0 0 -25 25 25 0 -50 25 0 Reduce HP; requires eldbox
Manticore 2888 25 0 0 0 -50 25 0 0 50 25 -25 -25 -25 0 -50 25 Inflict poison
Minotaur 10863 0 0 0 -50 0 50 50 -50 25 -25 0 -25 50 50 25 -50 Inflict confusion
Minotaur Stack 16460 -50 0 -50 -25 25 100 50 -50 75 -50 -25 0 0 25 75 -50 -
Security Eye 2646 0 25 -25 25 -25 0 0 0 0 0 0 0 0 0 0 0 Leave only this mirage standing
Area 2
Baby Tonberry 2646 0 0 -50 0 50 0 -25 25 25 -25 0 25 0 25 0 -25 Use physical attacks
Brothertaur 4742 0 0 0 -50 0 50 50 -50 25 -25 0 -25 50 50 25 -50 Use earth attacks
Kuza Kit 4729 0 0 50 0 25 -50 0 -25 0 0 0 25 0 -25 0 0 Land a counterattack
Kuza Kit Stack 7375 0 0 0 0 75 -50 -25 0 25 -25 0 50 0 0 0 -25 -
Mythril Giant 12240 0 0 -50 -25 25 50 0 0 50 -25 -25 25 -50 -25 50 0 Use magical enhancements
Mythril Giant Stack 19628 0 0 -100 -75 75 100 25 -25 100 -75 -25 25 0 50 75 -75 -
Area 3
Memecoleous 13236 25 0 0 -25 -50 50 0 0 25 50 -25 0 -50 0 0 0 Inflict poison
Memecoleous Stack 16941 50 0 0 -50 -100 100 0 0 75 75 -50 -25 -75 0 -50 25 -
Sandicore 3705 25 0 0 -25 -50 50 0 0 50 25 -25 -25 -25 0 -50 25 Leave only this mirage standing
Area 4
Black Nakk 4123 50 -25 0 0 -50 0 -25 50 -25 -25 0 0 -25 0 25 25 Use physical attacks

Goblin Guard 7532 25 0 0 0 -25 25 -25 0 -25 -25 0 25 25 -25 25 0 Bestow protect
Goblin Guard Stack 11757 -25 0 0 -25 0 75 -25 0 0 0 0 50 0 0 0 -25 -
Mandragora 3225 -50 0 0 -25 25 50 0 0 25 25 0 25 -25 25 -25 -25 Use physical attacks
Red Cap 5864 50 0 0 0 -50 25 -25 0 -25 -25 0 25 25 -25 25 0 Deal a lot of damage at once
Area 5
Copper Gnome 7005 0 0 -50 -25 25 50 0 0 50 0 -25 25 -50 -25 25 0 Reduce HP
Copper Gnome Stack 10834 0 0 -50 -50 25 75 0 0 50 0 -25 25 -100 0 50 0 -
Mandragora 3225 -50 0 0 -25 25 50 0 0 25 25 0 25 -25 25 -25 -25 Use physical attacks
Mini Golem 3829 0 0 0 -25 0 25 0 0 0 0 0 0 -50 25 25 0 Use physical attacks
Area 6
Babyhemoth 6389 0 0 25 0 25 0 0 -50 0 0 0 25 0 -25 0 0 Use physical attacks
Behemoth 17712 0 0 25 0 25 0 0 -50 0 0 0 25 0 -25 0 0 Reduce HP
Behemoth Stack 28700 0 -25 50 25 50 25 0 -125 0 0 25 50 25 -75 25 -25 -
Chocochick 4599 0 -25 0 25 0 25 0 -25 0 0 25 0 25 -25 0 -25 Use physical attacks
Mu 4714 -25 0 -25 25 0 25 0 0 0 0 0 0 -25 -25 0 25 Use physical attacks
Boss
XG ??? 0 0 0 0 0 0 0 0 100 100 100 100 100 100 100 100 Unimprismable

References
Champion Medals
These are unlocked as you proceed from the game. They must be purchased from the Girl's Tearoom for 2 Arma
Gems each. There are two trophies associated with them: A MEDIUM AWAKENS (purchase one) and CANNON
FODDER (purchase all). They are special summons whose activation costs 1 or 2 Star Points out of a maximum
three. Your Champion Gauge gradually fills during battle and you can equip a maximum of three medals at once.

Name Unlocked Cost Attack Eects


Warrior of
Chapter 5 1 Oversoul Inflict neutral physical damage which bypasses defense and bestow defense up on all allies
Light
Refia Chapter 8 1 Healing Light Heal both allies for a large amount of HP and remove status ailments
Chapter
Tifa 1 Final Heaven Inflict neutral physical damage which bypasses defense and bestow strength up on all allies
11
Chapter
Snow 1 Sovereign Fist Inflict magical ice damage which bypasses magic defense and bestow defense up on all allies
13
Chapter
Lightning 2 Gestalt Drive Inflict neutral physical damage which bypasses defense and bestow strength up on all allies
15
Chapter
Squall 1 Lion Heart Inflict neutral physical damage which bypasses defense and bestow accuracy up on all allies
15
Chapter
Shelke 1 Countertek Restore HP and remove status ailments. Also removes positive eects from enemies.
16
Chapter Clash on Big Inflict neutral physical damage which bypasses defense and bestow accuracy / evasion up on
Bartz 2
17 Bridge all allies
Chapter
Cloud 2 Omnislash Inflict neutral physical damage which bypasses defense and bestow strength up on all allies
18
Chapter
Celes 2 Runic Inflict magic ice damage / oblivion, bypassing magic defense, and restore AP to all allies
18
Chapter
Tidus 1 Blitz Ace Inflict neutral physical damage which bypasses defense and bestow evasion up on all allies
19
Chapter Inflict elemental magic damage which bypasses magic defense and bestow magic up on all
Shantotto 1 Magic Burst!
19 allies
Chapter
Yuna 1 Sending Revive all KO'd allies and fully restore HP
20
Chapter
Terra 1 Magitek Laser Inflict neutral magical damage which bypasses magic defense and bestow magic up on all allies
20

Intervention Quests
These are accessed from the Girl's Tearoom. Each quest costs two Arma Gems to unlock. There are no fewer than
four trophies related to these: THE POWER OF FANTASY (complete 1), TIME TAMPERER (complete 10), THREADS
OF FATE (complete 30) and TRANSCENDER OF TIME (complete all). IMPORTANT: for a quest to be marked as
completed, you must claim the reward. You do so either by selecting the quest again from the list in the Girl's
Tearoom or by selecting it in the Miniventure tab of your Adventure Log. Something else to take note of: if you plan
on doing more than one Intevention Quest, touch the save point between missions, since your HP and AP don't
recharge.

The Girl Who Forgot Her Name


This battle is against a Bahamutian Soldier and two Goblins. There's nothing here that should cause you any
problems. Eliminate the two goblins first so that you don't have multiple enemies attacking you. Your reward for
completing this quest is 3 ETHERS.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Bahamutian Soldier 2000 0 0 0 0 0 0 0 0 50 50 50 50 50 50 50 50 Unimprismable
Goblin 466 25 0 0 0 -25 25 -25 0 -25 -25 0 25 25 -25 25 0 -

Where Art Thou, Smoochy-Poo


This battle is against Princess Goblin. This is a lot harder than the previous quest. Your enemy hits hard, has high
defence and heals herself with Cura when the going gets tough. There's a hidden trophy to be gained: deal the
final blow by summoning the Warrior of Light and you'll get the LOVE TAP trophy. The fight is manageable if you're
level 10 or up. Your reward for completing this quest is a HI-POTION and the PRINCESS GOBLIN MEMENTO. In
addition, Princess Goblin will appear as a powerful, but cheesable, boss in the Cornelia Region. See Optional
Boss: Princess Goblin for more details.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Princess Goblin 3610 25 -25 25 -25 -25 25 -25 25 100 100 100 25 100 100 100 100 Unimprismable

The Ice Bridge


This battle is against Shiva. Fire and dark attacks are the ticket here. Just ensure that you're not vulnerable to ice.
Otherwise Her Diamond Dust attack will make life hard for you. Your reward for completing this quest is SOLID
FRIGICITE 2.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Shiva 4480 -50 100 0 50 0 0 0 -100 100 100 100 100 100 100 100 100 Unimprismable

Never Cross The Boss


This battle is against the Undead Princess. She seems only to use physical attacks. Fire and light attacks will end
this fight fairly quickly. There's a hidden trophy to be gained. Repeating this fight 10(!) times will award NEVER
GIVE UP THE GHOST. Defeating the Princess rewards you with the UNDEAD PRINCESS MEMENTO and HOLY
TORCH 2. It also unlocks the next intervention quest. In addition, Undead Princess can now be found outside
Sherlotta's Solace.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Undead Princess 4420 -50 0 25 -25 0 25 -25 50 100 100 100 100 100 100 100 100 Unimprismable

A Grudge That Won't Budge


This sees you fighting three Metalliskulls. Winning this easy fight rewards you with the METALLISKULL MEMENTO
and SPIDER SILK 2. If you want to, you can now fight the Undead Princess. See Optional Boss: Undead
Princess for more details.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Metalliskull 2055 -25 25 0 -75 0 75 -50 50 0 75 25 25 25 75 25 100 Unimprismable

Underdog Day
This sees you fighting Ifrit. He'll use Hellfire but by now you should have no trouble against him. You'll earn a
MEGA PHOENIX for winning the bout and 2 BOMB CORES for completing the quest.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Ifrit 6030 100 -50 0 0 -50 0 0 0 100 100 100 100 100 100 100 100 Unimprismable
A Duo of Three
This rather silly mission sees you fighting three waves of increasingly tough enemies. They're not very tough,
however, so shouldn't give you any trouble. You'll receive a PHOENIX PINION as a reward for completing the quest
along with THE CRANBERRY KNIGHTS trophy.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Ahriman 555 0 0 0 -25 0 0 -25 50 -25 50 25 -25 25 25 -25 -25 Inflict blindness
Black Nakk 480 50 -25 0 0 -50 0 -25 50 -25 -25 0 0 -25 0 25 25 Use physical attacks
Cockatrice 470 50 25 0 0 -25 0 25 -50 25 -25 -25 0 0 0 -25 25 Physical attacks
Goblin Guard 663 25 0 0 0 -25 25 -25 0 -25 -25 0 25 25 -25 25 0 Bestow protect
Right Claw 1263 25 -25 25 25 -25 -25 25 -25 25 0 25 0 -25 -25 0 0 Reduce HP
White Nakk 441 -50 50 0 0 0 0 0 0 0 -25 0 0 0 0 25 0 Use ice attacks

Treasure Island, Ahoy!


This sees you fighting three Mimics. They'll use Armor Piercer against you for big damage so they're not to be
underestimated. Completing this quest will reward you with the ADAMANTOISE MEMENTO and 2 DRAGON
SCALES. It also unlocks the Preying Mantoise Colosseum bout.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Mimic 2495 0 0 0 0 0 0 0 0 75 50 75 0 25 75 0 75 Reduce HP

I Hate Lightning
This is unlocked by completing the previous quest. You'll fight a regular Mimic followed by the Mimic Queen. The
Queen will use Death against one of your stacks which may catch you unawares. Otherwise, a couple of
applications of Banishra will see her o. She drops a THUNDARA SEED and you earn the MIMIC QUEEN
MEMENTO and an ELIXIR for completing the quest.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Mimic 2355 0 0 0 0 0 0 0 0 75 50 75 0 25 75 0 75 Reduce HP
Mimic Queen 5740 0 0 50 0 0 0 -50 100 100 100 100 100 100 100 100 100 Unimprismable

A Friendship Forged in Figaro


No fighting to be done for once. Just sit through some slightly tedious cutscenes and then collect a REMEDY+. If
you're so inclined, you can farm Remedies by repeating this.

Ifrit Meets His Match


It's best not to attempt this quest unless you have a Babyhemoth prism in your possession. If you do, the
Behemonster's enormous hitpoint pool is moot, because you can imprism it after three whacks. Otherwise, you'll
have to wear it down. Avoid physical attacks (because Heavy Counter). Your reward for completing this quest is a
RAISE SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Behemonster 35820 0 0 25 0 25 0 0 -50 25 100 100 75 100 25 25 75 Use physical attacks

The Black Chocobo


This fight is against the unique Black Chocobo, Hyperion. Its extreme light vulnerability makes it a bit of a pushover
- Faith + Banishra = an ex-Hyperion. Your reward for completing this quest is 3 HASTE STONES and the
HYPERION MEMENTO.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Hyperion 10710 -50 0 0 50 0 50 -100 50 100 100 100 100 100 100 100 100 Unimprismable

Two Different Conversations


This fight is against a tougher version of Gilgamesh. You'll want the Dispel ability (or some Holy Torches) since
Gilgamesh will bu himself up to the nines. Otherwise, this is easy. I could have sworn that "Mightiest of Swords"
did a single point of damage! Your reward for victory is a CONFUSE SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Gilgamesh 16200 0 0 0 0 0 0 0 0 100 100 100 100 100 100 100 100 Unimprismable

The Five Cogna Lords: Figaro


This quest sees you playing the Sandstalkers minigame. This is a game that's a bit like Minesweeper and a bit like
Battleships. Both you and the enemy have three playing pieces with 3 health, 2 health and 1 health. You place your
pieces on a 5 5 playing board and then either you or your enemy goes first. The aim is to locate and strike the
enemy pieces. You select the piece to act and whether to attack or move. If you choose to attack, you can select
any surrounding square to target. If you choose to move, you can go any distance vertically or horizontally. If one
of your pieces is already occupying the square that you want to move to, you can't go there. Rather than attack or
move, you can choose to throw the game using the triangle button. On its turns the enemy can do the same,
except that it doesn't give up. When the enemy moves, you are told which piece (L, M or S) moved, in which
direction it moved and how far. If you strike an enemy piece and fail to kill it, it will move as far as it can on your
next move and you have to keep track of its position. Hopefully, you'll already have a piece in position to attack the
square that it moves to. If you have a near miss (indicated by "Resist"), an enemy MUST be in one of the
surrounding squares. You will also have a brief indication of which enemy is nearby in this case. If you miss, an
enemy CANNOT be in that square or any of the surrounding squares. If an enemy attacks a square, it MUST be in
one of the surrounding squares.

Part of the strategy is initial placement of your pieces. If you label the squares A-E along the top and 1-5 along the
side, place Terra (3 health) in square B2, Shelke (2 health) in square D4 and Vivi (1 health) in square A5. This gives
you command of much of the board while limiting the squares that Vivi can be attacked from. To keep track of
enemy positions, I suggest you create a 5 5 grid in your software of choice and mark squares Unknown / Yes /
No / Maybe as you find out the information.

You can repeat this mission or play the minigame later in the Twins' Bedroom. If you win ten times, you will earn the
misleadingly named MAGITEK ARMOR trophy.

Whatever the outcome of the minigame, you will earn 2 HI-POTIONS and the ENTOM SOLDIER MEMENTO the
first time you attempt this quest and 2 potions on subsequent attempts. Also:
If you lose, you may try again immediately or give up
If you give up, you will have a brief cutscene with Terra
If you win, you will have a battle against some random Cogna enemies, followed by a slightly less brief
cutscene with Terra
If you win in 10 TURNS OR LESS with 0 CASUALTIES, you will have a battle followed by a longer cutscene
with Terra and Maduin. You will also earn the MADUIN MEMENTO.

This quest is the only way to earn the Maduin Memento (although you may find someone friendly online who will
trade you Maduin) which means that a 100% complete Mirage Manual is locked behind being really lucky in this
rather tedious little game. Since Maduin is the prize here (you'll probably get the trophy while trying), note the
following:
If you miss or move more than four times, you may as well give up
If an enemy spawns on the same square as one of your pieces (roughly 1 game in 3), you probably won't be
able to win in 10 turns
If one of your pieces is killed, you may as well give up.

The Five Cogna Lords: Cornelia, Part I


This quest sees you playing the Nebula Storm minigame. When you press the analog stick up, Lightning will run
along a predetermined path. Your aim is to get her to the end in under two minutes. As she runs, enemies will pop
up and you have to eliminate them by pressing the correct face button: X for Bablizz, circle for Fritt and triangle for
Zaphr. If you fail to press the button in time or press the wrong button, Lightning will be thrown back a short way,
costing you time. You will fail if Lightning doesn't reach the end within two minutes. If Lightning reaches the end
within 60 seconds, you will receive THE FAST AND THE NEBULOUS TROPHY.

Completing this quest rewards you with 2 HI-ETHERS and the RAMEWL MEMENTO.

The Five Cogna Lords: Cornelia, Part II


This quest has you fighting a Cogna lord known as Omega. You'll want Dispel because it will throw up Reflect. It
also self-bus with Berserk and Haste. Otherwise, its extreme thunder vulnerability means it's going to be so much
scrap metal. For that matter, you can just whack it - it's not that tough. Your reward for victory is 2 PHOENIX
PINIONS and the OMEGA MEMENTO.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Omega 19610 25 25 -100 25 -50 25 25 25 100 100 100 100 100 -25 100 100 Unimprismable

The Five Cogna Lords: NIbelheim


This quest has you fighting a Cogna lord known as Supraltima Weapon. It has around 80000 HP. Ultima will
damage both your stacks while Full Power is a powerful single target ability. Basic attacks aren't very eective but
-ara spells are OK and Armor Piercer does reasonable damage too. You'll probably want to use your Champions to
make a dent in it and I summoned a Behemonster too. If you don't defeat it within a certain time, the battle will end
and you will have to fight it again, although its HP will be the same as when the previous battle ended. It took me
three battles and the better part of twenty minutes to finally beat it, which makes the paltry reward of 2 REMEDIES
really quite insulting!

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Supraltima Weapon ??? 0 0 0 0 0 0 0 0 100 100 100 100 100 100 100 100 Unimprismable

The Five Cogna Lords: Tometown, Part I


Blimey, if you thought the other minigame-based missions were irritating, they don't have anything on this one. You
have to strike the Cactuar Conductor, except you don't have time to actually do so before he disappears. Never
mind a stern talking to, whoever thought this was a good idea needs a kick up the backside! Your best strategy is
simply to move the stick in a direction and press the circle button without trying to react to the Conductor's
presence. This pile of poop is a game blocker - unlike the previous two minigame missions, there's no option to
give up. 2 HI-POTIONS? You can shove 'em, mate! The minigame that you can now play in the Twins' Room is still
basically whack-a-mole, but you have time to actually react. If you manage to score 5000 points you will receive
the ZIP ZIP WHACK! trophy.

The Five Cogna Lords: Tometown, Part II


This quest has you fighting a War Machine. It will counter your first two attacks with a Retaliatory Missile but
otherwise it's a bit of a pushover, particularly with two elemental weaknesses to exploit. Your reward for victory is 2
HI-ETHERS and the WAR MACHINE MEMENTO.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


War Machine 18810 0 25 -25 25 -25 0 0 0 100 100 100 100 100 100 100 100 Unimprismable

The Five Cogna Lords: Port Besaid


Mercifully, this is the last of the minigame-based missions. This minigame is called Einhnder Invasion and sees
Tidus and Valefor shooting flying robots out of the sky with a Blitzball. That sounds a lot better than it is, since this
is another minigame that made bad words come out of my mouth. There's a simulation of gravity, which is all well
and good since I played Worms a lot when I was younger, but the strength of your shots is essentially random
(since the strength gauge moves up and down faster than you can react to it) and the deliberately programmed lag
makes your trajectory calculations basically useless. Never mind a kick up the backside, the person responsible for
this deserves a fat lip. Fortunately, you only need to hit one. When you've done so, you'll be thrown into a battle
against an Einhnder. This is another easy battle - a few -ara spells targeting its weaknesses will make it non-
operational. Your reward for victory is 2 PHOENIX PINIONS and the EINHANDER MEMENTO.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Einhnder 18810 25 25 -50 25 -50 25 0 0 100 100 100 100 100 100 100 100 Unimprismable

After completing this mission, you can play the game in the Twins' Room, if you can stomach it. If you manage to
score 3000 points, you will receive the BLITZBALL ACE trophy.

Chocolatte's Master
This battle is against the Mecha Chocobo. Not too many HP and two major elemental vulnerabilities. Pfeh! If you
want to make this even easier, inflict berserk on it so that it doesn't use any special abilities. Your reward for victory
is a BRAVERY SEED and the MECHA CHOCOBO MEMENTO.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Mecha Chocobo 13970 -50 25 -75 25 0 25 25 25 100 100 100 100 100 -25 100 100 Unimprismable

I Have Awaited This Day...


This battle is against a Bahamutian Soldier controlling two Brothertaurs. Nothing here that you won't have killed a
dozen times before. Your reward for victory is a REFLECT SEED. You will also receive the AN INSEPERABLE PAIR
trophy.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Bahamutian Soldier 13860 0 0 0 0 0 0 0 0 50 50 50 50 50 50 50 50 Unimprismable
Brothertaur 1144 0 0 0 -50 0 50 50 -50 25 -25 0 -25 50 50 25 -50 Use earth attacks

Chosen by the Tribe


If you prefer your Nakks Black, this is the mission for you, because you'll finally be able to unlock the Black Nakk's
evolution. You're fighting Elefenrir, whose terminal vulnerability to light magic makes this a formailty. Your reward
for victory is a RESIST STRENGTH DOWN SEED and the ELEFENRIR MEMENTO.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Elefenrir 22110 50 0 0 0 0 0 -200 150 100 100 100 100 100 100 100 100 Unimprismable

Freak of Nature
This fight is against Ultros. It may have a lot of HP, but it doesn't really have any oensive abilities and Faith +
Fira will make very short work of it. Your reward for victory is a THUNDARA SEED and the ULTROS MEMENTO.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Ultros 26380 -50 0 -25 0 50 25 -25 25 100 100 100 100 100 100 100 100 Unimprismable
Steel That Forges Destinies
This fight is against an Elite Entom. The usual mechanical vulnerabilities to thunder and water magic consigns yet
another Cogna to the scrapheap. Your reward for victory is a MEGA-POTION and the ELITE ENTOM MEMENTO.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Elite Entom 23060 25 0 -50 25 -50 25 0 0 75 50 50 50 50 25 50 75 Unimprismable

The Sad Spiral


This battle is against Nirvalefor. Its Energy Ray attack is nasty, but its HP pool is on the low side. Don't use all your
AP because immediately after you'll be thrown into battle against Ultima Weapon. It's not quite such a damage
sponge as Supraltima Weapon, but it spams Full Power a lot more. You'll have your work cut out keeping up your
HP above the danger level. You'll probably need to use a few items in this bout. Summoning a Mega Mirage helps
too. It's still a somewhat tedious grind. The XP reward is, frankly, inadequate! Your reward for victory is a RESIST
MAGIC DOWN SEED and the NIRVALEFOR MEMENTO.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Nirvalefor 17380 25 0 0 -25 0 0 50 -50 100 100 100 100 100 100 100 100 Unimprismable
Ultima Weapon ??? 0 0 0 0 0 0 0 0 100 100 100 100 100 100 100 100 Unimprismable

The Sunken Temple's Secret


This mission unlocks the secret area in the Sunken Temple. After the cutscene, make your way to the Sunken
Temple's Royal Chamber. You'll be thrown into another scripted fight with Shantotto. This fight is technically
winnable. If you fancy giving it a go, leave this mission until your level is somewhere in the 80s and spam
spellstones. She looks to have around 300000 HP. Getting your level high enough will require a lot of grinding in
Icicle Ridge. Otherwise, just take the beatdown you're supposed to receive and move on. After the cutscene, you'll
be thrown into a boss battle with Cenchos. It's not a hard fight: Faith + Fira will end it in a few castings. After the
following cutscene, you will be in Quacheon 7 so make your way to the now accessible Secret Quacheon and loot
the three chests (14/14) containing a CURAGA MIRAJEWEL, a WATER RESISTANCE++ SEED and a RESIST
BLINDNESS SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Cenchos 21040 -50 50 0 0 0 0 0 0 100 100 100 100 100 100 100 100 Unimprismable

If you fancy your chances and want to grab yourself a unique mirage, you can now fight the Quacho Queen in her
throne room. See Optional Boss Battle: Quacho Queen for her stats. Completing the quest rewards you with a
WATERA SEED and the CENCHOS MEMENTO. Unlike other Intervention Quests, you are not able to repeat this
one.

References (Continued)
The Eye of the Desert
This fight is against Omega Bane. It's maybe a teensy-weensy bit tougher than Omega, but its vulnerabilities make
it another pushover. You'll want Dispel, however, because it throws up Reflect. This is another battle that can be
made even easier by berserking the enemy. Your reward for victory is a RESIST EVASION DOWN SEED and the
OMEGA BANE MEMENTO.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Omega Bane 21850 25 25 -100 25 -50 25 25 25 100 100 100 100 100 -25 100 100 Unimprismable

Fire Drill
This battle is against Ifreeta. You'll need fire resistance in your stacks (Crimson Cyclone is quite nasty if you're
vulnerable). Otherwise, Faith + Blizzara / Watera will see you romping home to victory. Her defeat earns you 2 HI-
POTIONS (huh?) and the IFREETA MEMENTO. You will also receive the SOUL EATER trophy.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Ifreeta 20920 100 -50 0 0 -50 25 0 -25 100 100 100 100 100 100 100 100 Unimprismable

The Unwritten Future


This fight is against a somewhat tougher version of your regular Memecoleous. It will cast Doom on you (use a
Remedy+) and Bravery on itself. The battle is made somewhat longer by its habit of absorbing all damage, but
Faith + Watera says "you're going down". Your reward for victory is a BIO SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Memecoleous 25690 25 0 0 -25 -50 50 0 0 100 100 100 100 100 100 100 100 Unimprismable

Finger-Whistle Crisis
This fight is against Bismarck. You'll want water resistance in your stacks. Besides his water attacks, he has a
nasty single-target physical attack called Crusher that can catch you unawares. Do not physically attack it,
because its Sharkskin passive ability will hurt you right back. Use strengthened thunder attacks and Champion
summons to whittle down its enormous HP pool. I also summoned a Behemonster because hurting that just makes
it angry. Your reward for victory is a RESIST MAGIC DEFENSE DOWN SEED and the BISMARCK MEMENTO.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Bismarck 64510 25 0 -50 -25 50 0 0 0 100 100 100 100 100 100 100 100 Unimprismable

For Friends or Vengeance


This fight is against Iron Muscles. Bring your Mimic for along Armor Piercer and simply imprism it. Your reward for
victory is a RESIST DEFENSE DOWN SEED and the IRON MUSCLES MEMENTO. You can farm Phoenix Pinions
by repeating this quest.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Iron Muscles 22800 0 0 0 0 0 0 0 0 100 100 100 100 100 100 100 100 Inflict defense down

Investigating the Garden


This fight is against a bunch of Cogna and is a good opportunity to imprism an Einhnder. You'll need a Werebat or
an Ice Bat's Ultrasonics ability to create an imprism opportunity. If you save the Security Eye until last, you can
grab that as well. Just make sure you have a bunch of eldboxes. Your reward for victory is 2 MEGA-ETHERS.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Einhnder 21930 25 25 -50 25 -50 25 0 0 100 100 100 100 100 100 100 100 Inflict evasion down
Magna Roader (Purple) 6090 50 -50 0 0 0 0 0 0 50 25 75 75 50 0 75 50 Reduce HP
Security Eye 2059 0 25 -25 25 -25 0 0 0 0 0 0 0 0 0 0 0 Leave only this mirage standing

Operation Opera
This is another fight against Ultros, He's a little bit tougher than the last time, but still shouldn't cause you any
problems. Your reward for victory is a WATER SPELLSTONE. You'll also receive the INKING UP A STINK trophy.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Ultros 29600 -50 0 -25 0 50 25 -25 25 100 100 100 100 100 100 100 100 Unimprismable
No One's Tools
This fight is against three Golem Heads. Despite only having a single elemental weakness to exploit, they're not
exactly tough enemies by this point. Just wipe 'em out already! Your reward for victory is a MEGA-POTION and the
GOLEM HEAD MEMENTO.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Golem Head 7475 0 0 0 -25 0 25 0 0 100 100 100 100 100 100 100 100 Unimprismable

The Demon Dyad Revealed


This is a battle against Bahamut. You will want the Banishra ability on both your stacks. His main attack is a high-
damage, attack-all ability called Touchdown. If he spams this too much, you may have to restart. At some point, he
will start counting down on his turns from 5. If the count reaches 0, he will unleash Megaflare. You may want to
summon a Mega Mirage to take the hit. Bahamut will join you after the fight. You should make room in your party
for him because his Megaflare ability is the key to imprisming the toughest mirages and you'll want him to gain lots
of levels. You will also receive GIRL'S DIARY, ENTRY 7. For completing the mission you will receive 2 PHOENIX
PINIONS.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Bahamut ??? 25 25 25 25 25 25 -150 25 100 100 100 100 100 100 100 100 Unimprismable

When the Past Still Haunts


This is a battle against Diabolos. I trust that both your stacks still have Banishra. Simply spam that and he's going
down. You'll probably be aected by more than one status ailment, but ignore them. After the cutscene, he'll be
back for a return bout, twice as tough and with two Imps in tow. Get rid of those two lest they manage to hit you
with the confusion status. Again, you'll be aected by several status ailments. Cure poison but ignore blindness.
This time, you'll probably see his Gravija attack. If things get very tricky, summon your faithful Behemonster to
send him back to Hell. For some reason, the much more dicult second round gives a much smaller XP reward
than the first. Diabolos will now join you. You will also receive GIRL'S DIARY, ENTRY 8. For completing the mission,
you will receive 2 REMEDIES and the DIABOLOS MEMENTO.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Diabolos 38004 0 0 0 0 0 0 -100 100 100 100 100 100 100 100 100 100 Unimprismable
Diabolos 2 69170 0 0 0 0 0 0 -100 100 100 100 100 100 100 100 100 100 Unimprismable

Ancestral Acrimony
This battle is against Leviathan. You'll want thunder magic in both your stacks and you'll not want to be vulnerable
to water attacks. Faith + Thundara on both stacks should be doing around 15000 HP damage per round. Leviathan
will join you after the fight. You will also receive GIRL'S DIARY, ENTRY 9. For completing the mission, you will
receive 2 HI-POTIONS (huh?) and the LEVIATHAN MEMENTO.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Leviathan 68640 50 50 -150 0 150 0 -50 -50 100 100 100 100 100 100 100 100 Unimprismable

A Clash of Swords
The battle is against Odin. Keep the thunder magic in your stacks. You'll probably have to do quite a bit of healing
because he has a very powerful physical attack called Gungnir that will hit both your stacks for big damage.
Otherwise, he'll focus his attacks on the same stack. Use Thundara as opportunity arises and you'll be fine. Odin
will now join you. You will also receive GIRL'S DIARY, ENTRY 10. For completing the mission, you will receive 2 HI-
ETHERS and the ODIN MEMENTO. Assuming you've got all the other espers, you should additionally receive THE
DYAD'S SERVANTS trophy.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Odin 73120 25 25 -200 25 25 0 50 50 100 100 100 100 100 100 100 100 Unimprismable

Cold, Hard Justice


This battle is against Shivalry, the rogue male Shiva, and unlocks after the previous one is complete. You'll want fire
magic in your stacks and some measure of ice resistance. Nice to have an enemy who isn't a damage sponge.
He's a bit of a pushover, in fact - three or four castings of Fira max. His Deep Freeze attack is nasty-ish, but he
should only have time to use it once. After Shivalry is defeated, you will be thrown into battle with the Golden Flan.
Since this enemy takes exceptional damage from magic, the battle should be over in a turn. You will receive a
BLIZZARA SEED and the SHIVALRY MEMENTO for completing the quest. You will also receive the IT'S JUST
JUSTICE trophy.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Golden Flan 34664 -25 -25 -25 -25 -25 -25 -25 -25 100 100 100 100 100 100 100 100 Unimprismable
Shivalry 25210 -100 100 -25 50 25 -25 25 -50 100 100 100 100 100 100 100 100 Unimprismable

A Smidge of Micro-Envy
This fight is against Diva Serafie. You'll be subjected to sleep and oblivion attacks but these will simply delay the
inevitable. Your reward for victory is a WIND SPELLSTONE along with the SIREN and DIVA SERAFIE
MEMENTOES.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Diva Serafie 22690 0 -50 0 75 0 0 0 -25 100 100 100 100 100 100 100 100 Unimprismable

A Bridge's Woes
This is an Intervention Quest that gets added automatically as free DLC. I guess you're supposed to do it at the
end of the game (if for no other reason than the enemy is kinda challenging). For reference, I was level 68 when I
did this. You're fighting a powerful Cogna called Omega God. He has, I would guess, something like 100000 HP.
He'll use Bold Maneuver, which does moderate damage to both stacks and Atomic Impact, which does massive
damage. Use items to heal - I burnt through a Megalixir and a Mega-Potion. He's vulnerable to light magic which
means that Banishra is somewhat eective. Armor Piercer is good and Revenge Blast from your Behemonster
hurts it nicely. You may want to use Champion summons as well. Omega God will join you after this battle. If you're
going for the Legendary Caretaker trophy, this is the quickest mirage to master. Just so you know. Your reward for
completing the quest is a RESIST ACCURACY DOWN SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Omega God ??? 25 0 -25 25 -25 0 -50 50 100 100 100 100 100 100 100 100 Unimprismable

Townspeople Quests
When in various towns, you will notice people with a "?" above their heads. If you talk to them you can accept their
quests. This usually involves fetching something or killing specific enemies. You may need to fulfill certain unusual
conditions before a quest even becomes available. There are two trophies associated with these: A HELPING
HAND (for completing one) and PEOPLE PLEASER (for completing them all). As with Intervention Quests, these are
not complete until you've claimed the reward. You do this either by talking to the original quest giver or by
selecting the quest from the Miniventure tab of your Adventure Log.

Name Available Quest Giver Fulfilment Reward Notes


Guard in main square, Found in Nether Nebula
Best Helm in the Realm Chapter 2 Cornelia Deliver 1 Earth Hammer 5 Hi-Potions Purchasable from Chocolatte
Who Watches the Citizen by save point,
Chapter 5 Defeat 8 goblins 2 Phoenix Downs Found in the Watchplains
Watchplains Cornelia
Chapter Found in the Phantom Sands.
Needle for Speedle Citizen in Agarthir Defeat 3 cactuars 2 Hi-Ethers
10 Imprisming doesn't count
Chapter
The Birthday Present Citizen by chest, Nibelheim Deliver 3 Dragon Scales Berserk Seed -
11
2 Bomb Cores
Chapter Citizen by shop sign, Defeat 5 mirages in
Hot Hot Hunting 2 Bomb -
12 Nibelheim Valley Seven
Fragments
Chapter Girl in Caravan near the You must have a Flan in your
Her Jiggly Highness Imprism the Flan Princess Berserk Seed
13 portal party
Taking Care of Bizzy- Chapter Merchant outside the Buy from Chocolatte for 1000
Deliver 3 Dragon Wings Aerora Seed
izzyness I 13 Caravan Gil each
Mist Dragons in the
Taking Care of Bizzy- Chapter Merchant outside the
Deliver 2 Healing Springs Regen Seed Underground
izzyness II 13 Caravan
Prison
Taking Care of Bizzy- Chapter Merchant outside the Deliver 3 Lightning
Thundara Seed -
izzyness III 15 Caravan Spellstones
Taking Care of Bizzy- Chapter Merchant outside the Chest on pirate ship, Saronia
Deliver 5 Star Curtains Reflect Seed
izzyness IV 16 Caravan Docks
Taking Care of Bizzy- Chapter Merchant outside the
Deliver 3 Fire Spellstones Fira Seed -
izzyness V 16 Caravan
Chapter Woman on top of Figaro
The Battle for Teatime I Defeat 5 Red Captains X-Potion Found in the Watchplains
15 Castle
Chapter Woman on top of Figaro
The Battle for Teatime II Defeat 3 Malboros Turbo Ether Found in the Windswept Mire
16 Castle
Chapter Woman on top of Figaro
The Battle for Teatime III Defeat 5 Unicorns Defense+ Seed Found in the Crystal Tower
16 Castle
Picking Up the Slacker's Chapter Guard by stairs in Figaro Near the save point in Phantom
Defeat 10 Sand Worms Earth Spellstone
Slack 15 Castle Sands
Chapter Defeat 10 mirages in The
Mirage Pandemonium Man by portal in Tometown Slow Seed -
18 Train Graveyard
Man in passage opposite
Chapter Deliver 1 Wind + Earth
The Spellstone Scholar portal Esuna Seed -
18 Spellstone
in Tometown
Chapter Man in main plaza, Imprism an undead mirage Drain Seed
The Scareseeker For example, Deathskull
18 Tometown
Chapter Woman in station, Eclipsed
Dancer's Dilemma Imprism a lady mirage Accuracy+ Seed For example, Bablizz
18 Region
Chapter Man in main plaza, Port Buy from Chocolatte for 500 gil
Scaling the Walls of Love Deliver 5 Fish Scales Dispel Seed
18 Besaid each
The Young Mirage Hunter Chapter Woman on pier, The Shore,
Produce a White Nakk 3000 gil -
I 18 Besaid
The Young Mirage Hunter Chapter Woman on pier, The Shore,
Produce a Water Toad 4000 gil -
II 18 Besaid
The Young Mirage Hunter Chapter Woman on pier, The Shore,
Produce a Mimic Queen 5000 gil -
III 18 Besaid
The Young Mirage Hunter Chapter Woman on pier, The Shore,
Produce a Malboro 6000 gil -
IV 18 Besaid
The Young Mirage Hunter Chapter Woman on pier, The Shore,
Produce a Magitek Armor 7000 gil -
V 18 Besaid
The Young Mirage Hunter Chapter Woman on pier, The Shore, 3 Wind
Produce a Manticore -
VI 18 Besaid Spellstones
The Young Mirage Hunter Chapter Woman on pier, The Shore, 3 Earth
Produce a Mordskull -
VII 18 Besaid Spellstones
The Young Mirage Hunter Chapter Woman on pier, The Shore, Produce a Mega 3 Water
-
VIII 18 Besaid Nightsqual Spellstones
The Young Mirage Hunter Chapter Woman on pier, The Shore, 3 Lightning
Produce Ramuh -
IX 19 Besaid Spellstones
The Young Mirage Hunter Chapter Woman on pier, The Shore,
Produce Shiva 3 Ice Spellstones -
X 19 Besaid
The Young Mirage Hunter Chapter Woman on pier, The Shore,
Produce Ifrit 3 Fire Spellstones -
XI 19 Besaid
The Young Mirage Hunter Chapter Woman on pier, The Shore,
Produce Tamamohim Megalixir -
XII 19 Besaid
Chapter Woman on Balamb Garden
A Plight for Sore Eyes Deliver 3 Eye Drops 3 Remedies+ -
20 Deck
Chapter Woman in Balamb Garden
Research Assistant Deliver 3 Bomb Fragments Fire Spellstone -
20 Lobby
Taking Trouble by the Postscript Man in main plaza, Defeat 6 Minotaurs Abyss Seed Found in Big Bridge
Horns Tometown

Colosseum
The Colosseum allows you to try your mettle in special bouts. You will also be able to imprism some unique
mirages and earn some decent rewards, including some really good ability seeds. Unfortunately, you cannot grind
in the Colosseum since you earn 0 XP and after succeeding in a bout the first time, the rewards become kinda
rubbish. The bouts are gradually unlocked as you progress through the game with the last batch only becoming
available in the post-game. There are three trophies that you can earn from Colosseum bouts: A NEW
CHALLENGER (win one bout), WINNING STREAK (win 30) and REIGNING CHAMP (win all).

Level 40: The Nebula Nitwits


This is a fight that you don't choose initially. It happens at random when you choose another Colosseum battle and
if you're at low level, the pair will easily wipe you out. When you've got a few more levels under your belt (for
reference, I was level 28), this is an easy battle. You can imprism both by using the correct elemental attacks. If you
simply want to fight them conventionally, their elemental weaknesses make this easy too. Your reward for victory is
2 FIRE SPELLSTONES. Beating them will also unlock three additional Colosseum bouts.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Ifrit 1436 100 -50 0 0 -50 0 0 0 50 75 50 50 50 25 50 50 Use fire attacks
Shiva 1341 -50 100 0 50 0 0 0 -100 50 75 75 50 50 50 25 50 Use ice attacks

Level 11: FF Mascots 1


This fight is against three Chcocobo Stacks. They're not too tough. I used Sleep to keep one stack out of the fray
while attacking another. When only one stack was left, I toppled it using Horn (Babyhemoth) and then imprismed
the Moogle and the Chocobo. Your reward for victory is a PHOENIX PINION.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Chocobo 289 0 -25 0 25 0 25 0 -25 0 0 25 0 25 -25 25 -25 Give gysahl greens
Chocobo Stack 583 0 -50 0 50 0 25 25 -50 -25 25 0 0 50 0 50 -50 -
Moogle 294 0 -25 0 25 0 0 25 -25 -25 25 -25 0 25 25 25 -25 Restore HP

Level 14: Forest Fauna 1


This fight is against two Valefor stacks. Valefor requires earth attacks to imprism but most earth attacks won't
aect her. The answer is the Throw Stone ability (for example, Copper Gnome). Concentrate on killing one stack,
topple the other and isolate the remaining Valefor. You may require two hits with Throw Stone to create a decent
imprism chance - heal her if required. Victory rewards you with a CURE SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Cockatrice 301 50 25 0 0 -25 0 25 -50 25 -25 -25 0 0 0 -25 25 Use physical attacks
Mu 344 -25 0 -25 25 0 25 0 0 0 0 0 0 -25 -25 0 25 Use physical attacks
Valefor 361 0 -50 0 50 0 0 25 -25 25 0 0 0 0 0 -25 0 Use earth attacks
Valefor Stack 1006 25 -25 -25 75 -25 25 50 -75 50 -25 -25 0 -25 -25 -50 50 -

Level 17: Beastly Burden 1


This bout is against two Fenrir stacks. You'll need a White Nakk prism if you want to imprism a Fenrir. Use Red
Fang and fire attacks and collect your BLIZZARD SEED reward.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Babyhemoth 489 0 0 25 0 25 0 0 -50 0 0 0 25 0 -25 0 0 Use physical attacks
Fenrir 449 -50 50 0 0 0 0 0 0 0 -25 0 0 0 0 25 0 Reduce HP
Fenrir Stack 1350 -100 50 0 25 75 0 0 -50 -25 -50 0 25 25 -50 25 25 -
Reaver Mu 412 -50 0 -25 25 50 0 0 0 -25 -25 0 0 25 -25 0 25 Fire attacks

Level 17: Catch of the Day 1


This bout is against a couple of Mega Sharqual stacks. By the time this fight comes up, you should be over-
leveled. I wiped out one stack with thunder magic, toppled the other, healed the Mega Sharqual, unstacked one of
my stacks and walloped it with a strong mirage to create an imprism opportunity. Your reward for victory is a
WATER SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Mega Sharqual 488 25 0 -50 -25 50 0 0 0 0 25 -50 25 0 -25 25 0 Deal a lot of damage at once
Mega Sharqual Stack 1334 50 25 -150 -50 150 0 25 -50 -25 25 -75 50 25 -25 75 -25 -
Quacho 482 0 25 -50 0 50 0 25 -50 -25 -25 25 0 25 25 25 -25 Restore HP
Sharqual 364 25 0 -50 -25 50 0 0 0 0 25 -50 25 0 -25 25 0 Use fire attacks

Level 20: Mountain Mirages 1


This fight is against two Mythril Giant stacks. By the time you unlock this, it should be easy: take advantage of the
thunder weakness. Your reward for victory is a BALANCE SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Copper Gnome 575 0 0 -50 -25 25 50 0 0 50 0 -25 25 -50 -25 25 0 Reduce HP
Mini Golem 417 0 0 0 -25 0 25 0 0 0 0 0 0 -50 25 25 0 Use physical attacks
Mythril Giant 605 0 0 -50 -25 25 50 0 0 50 -25 -25 25 -50 -25 50 0 Use magical enhancements
Mythril Giant Stack 1597 0 0 -100 -75 50 125 0 0 100 -25 -50 50 -100 -25 100 0 -

References (Continued)
Level 24: Team Red 1
This fight is against two Red Dragon stacks. By the time you unlock this, you should be somewhat overleveled so
this is not too hard. They'll fall quickly to ice magic (and even more quickly to water magic), but you may be
frustrated by their attacks causing the extremely annoying oblivion ailment. Your reward for victory is a FIRE SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Blood Eye 609 25 25 0 0 -50 0 -50 50 -25 50 25 -25 25 25 -25 -25 Leave this mirage the only one standing
Flammantoise 520 75 -50 -50 0 -50 75 0 0 25 0 -25 -25 -25 0 0 25 Use fire attacks
Red Dragon 729 100 -50 0 0 -50 0 0 0 25 -25 -25 0 0 0 25 0 Land a critical hit
Red Dragon Stack 1858 200 -75 -50 0 -150 75 -50 50 25 25 -25 -50 0 25 0 0 -

Level 26: Bombs Away 1


Two stacks of all three Bomb types. They're a step up from the previous bout but not too hard. The toughest
aspect is toppling the stacks without killing them so that you can imprism the Bombino and King Bomb. Your
reward for victory is 3 BOMB CORES.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Bomb 674 50 25 0 0 -75 0 0 0 25 -25 0 25 25 -25 25 -25 Use fire attacks
Bombino 774 50 25 0 0 -75 0 0 0 25 -25 0 25 25 -25 25 -25 Inflict confusion
King Bomb 551 200 25 0 0 -75 0 0 0 25 -25 0 25 25 -25 25 -25 Reduce HP
King Bomb Stack 1670 200 75 0 0 -200 0 0 0 75 -75 0 75 75 -75 75 -75 -

Level 29: The Usual Nuisances 1


This fight is against two Malboro Stacks. Elemental vulnerabilities make the fight straightforward. Your reward for
victory is a TURBO ETHER.
Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism
Goblin 815 25 0 0 0 -25 25 -25 0 -25 -25 0 25 25 -25 25 0 Reduce HP
Malboro 966 -50 0 0 0 0 50 0 0 25 25 0 25 -25 25 -25 -25 Inflict status ailments
Malboro Stack 2528 -75 50 0 0 -25 75 -25 0 25 -25 0 75 0 25 0 -50 -
Mini Flan 747 -50 50 0 0 0 0 0 0 25 -25 0 25 0 25 0 -25 Use physical attacks

Level 30: Team Brown 1


This fight is against two Sand Worm stacks. If you want to capture a Sand Worm, you need mirages with the
Counter ability. Otherwise, take advantage of the enemies' extreme weakness to wind and water attacks. Victory
earns you an X-POTION.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Cocadrille 986 25 0 0 -25 0 0 50 -50 0 25 -25 -25 0 0 -25 25 Inflict poison
Sand Worm 929 0 -25 25 -25 -50 75 0 0 25 0 0 0 -25 25 25 -25 Land a counterattack
Sand Worm Stack 2872 50 -25 25 -75 -100 125 50 -50 75 50 -50 -50 -50 25 -50 25 -
Sandicore 957 25 0 0 -25 -50 50 0 0 50 25 -25 -25 -25 0 -50 25 Leave only this mirage standing

Level 33: The Reactor Pack 1


This bout is against two Death Machine Stacks. By the time you unlock this, it's dicult not to kill the Death
Machine with a critical hit. Therefore, just scrap them with thunder and water magic. Your reward for victory is a
THUNDER SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Bihydra 895 50 -25 0 25 -50 0 0 0 25 0 25 -25 25 0 0 -25 Leave this mirage the only one standing
Death Machine 859 25 25 -50 25 -50 25 0 0 0 -25 0 0 -25 0 0 25 Land a critical hit
Death Machine Stack 2436 100 25 -100 75 -150 50 0 0 25 -25 25 -25 0 0 0 0 -
Searcher 682 25 25 -50 25 -50 25 0 0 0 0 0 0 0 0 0 0 Use physical attacks

Level 36: Team Black 1


This bout is against two Magitek Armor Stacks. There are lots of vulnerabilities for you to exploit so the enemies
should not cause diculties. Your reward for victory is an X-POTION.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Deathskull 1067 -50 50 0 -25 0 25 -50 50 0 -25 -25 0 -25 25 -50 50 Inflict oblivion
Korrigan 986 -50 0 0 -25 25 50 -25 25 25 25 0 25 -25 25 -25 -25 Inflict sleep
Magitek Armor 1079 25 25 -50 25 -50 25 0 0 0 0 0 0 0 0 0 0 Reduce HP; requires eldbox
Magitek Armor Stack 3132 -75 75 -50 -25 -25 100 -75 75 25 0 -25 25 -50 50 -75 25 -

Level 40: Team Yellow 1


This bout is against two Kuza Beast Stacks. You'll need a squad with counterattacks to capture a Kuza beast and
you may need to weaken your stacks to avoid killing it. Topple the stacks (I used Tickle), kill the enemies that
you're not interested in (prioritize the Lucky Toads because of their Lullaby attack) and then let the Kuza Beasts
attack you. Your reward for victory is 2 LIGHTNING SPELLSTONES.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Chocobo 1264 0 -25 0 25 0 25 0 -25 0 0 25 0 25 -25 25 -25 Give gysahl greens
Kuza Beast 1434 0 0 50 0 25 -50 0 -25 0 0 0 25 0 -25 0 0 Land a counterattack
Kuza Beast Stack 3886 25 0 75 50 50 0 -175 -25 25 25 -75 50 0 -25 50 -25 -
Lucky Toad 1188 25 25 25 25 25 25 -175 25 25 25 -100 25 -25 25 25 0 Reduce HP

Level 43: Vampire Pedigree 1


This bout is against two Vampire Prime Stacks. By the time you unlock it, you'll struggle to not kill the Vampire
Prime with a single casting of Banish, so don't try and imprism it. Just blast the enemies away with water and light
attacks. Your reward for victory is a DARK RESISTANCE+ SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Vampire 1163 0 0 0 25 -25 0 -50 50 0 0 -25 0 0 25 -50 25 Use dark attacks
Vampire Prime 1255 0 0 0 25 -25 0 -50 50 50 50 25 50 50 75 0 75 Use light attacks
Vampire Prime Stack 3418 0 0 0 75 -75 0 -150 150 0 -50 -75 0 0 75 -100 75 -
Werebat 1000 0 0 0 25 -25 0 -50 50 0 -50 -25 0 0 25 0 25 Inflict blindness

Level 49: Tonberry Tribe 1


This bout is against two Tonberry King Stacks. Not only are they fatally vulnerable to thunder magic, but their
stability is extremely poor. Destroy one stack with thunder magic and use a single Lunge attack to topple the other,
opening the Tonberry King up for imprisming. If you don't have Lunge (Fenrir stack ability), use other stack toppling
attacks. You may need to use Subdue to not kill him. Your reward for victory is an ACCURACY+ SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Baby Tonberry 1423 0 0 -50 0 50 0 -25 25 25 -25 0 25 0 25 0 -25 Use physical attacks
Tonberry 1653 0 0 -50 0 50 0 -25 25 25 -25 0 25 0 25 0 -25 Deal a lot of damage at once
Tonberry King 1752 0 0 -50 0 50 0 -50 50 25 -25 0 25 0 25 0 -25 Reduce HP
Tonberry King Stack 4828 0 0 -150 0 150 0 -100 100 75 -75 0 75 0 75 0 -75 -

Level 50: FF Classics 1


This bout is against two Red Dragon Stacks. Between two elemental vulnerabilities and a decided weakness
against death magic, they should cause you no trouble at all. Your reward for victory is an AGILITY+ SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Cactuar 1677 -25 -25 0 0 25 25 0 0 0 25 25 25 0 25 -50 -25 Inflict slow
Red Dragon 2099 100 -50 0 0 -50 0 0 0 25 -25 -25 0 0 0 25 0 Land a critical hit
Red Dragon Stack 5484 75 -75 -50 0 25 25 -25 25 50 -25 0 50 0 50 -25 -50 -
Tonberry 1708 0 0 -50 0 50 0 -25 25 25 -25 0 25 0 25 0 -25 Deal a lot of damage at once

Level 53: High Fliers 1


This bout is against two Ahriman Stacks. Your enemies have so many elemental weaknesses that you won't have
too much trouble against them. Your reward for victory is an X-POTION.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Ahriman 1993 0 0 0 -25 0 0 -25 50 -25 50 25 -25 25 25 -25 -25 Inflict blindness
Ahriman Stack 5521 50 0 100 -75 -50 -50 -75 100 -25 75 25 -50 25 25 -25 25 -
Imp 1769 50 0 0 0 -50 0 -50 50 -25 50 25 -25 0 0 -25 0 Inflict confusion
Spark Dragon 1759 0 0 100 -50 0 -50 0 0 25 -25 -25 0 0 0 25 0 Inflict status ailments

Level 57: Team Blue 1


This bout is against two Trihyde stacks. You've beaten the game once by the time you get to fight this one. Simply
swat them like gnats. Your reward for victory is 2 WATER SPELLSTONES.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Paleberry 2571 -50 50 0 0 0 0 25 -25 25 -25 0 25 0 25 0 -25 Use light attacks
Trihyde 2250 0 -50 0 75 0 -25 0 0 25 0 25 -25 25 0 0 -25 Deal a lot of damage at once
Trihyde Stack 6934 -50 -25 -50 75 50 -25 25 0 75 0 0 0 50 25 0 -75 -
Water Toad 2113 0 -25 -50 0 50 0 0 25 25 25 -25 0 25 0 0 -25 Inflict berserk

Level 62: Team White 1


This bout is against two Quacho Queen stacks. Since this is unlocked as part of the post game content, you will
have no trouble blasting them away with fire attacks. Your reward for victory is a MEGA PHOENIX.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Demivampire 2353 -50 50 0 0 0 0 -50 50 0 0 -25 0 0 25 -50 25 Reflect magic back
Quacho Queen 2666 0 25 -50 0 50 0 25 -25 -25 -25 25 0 25 25 25 -25 Restore HP
Quacho Queen Stack 7210 -100 125 -50 0 50 0 -25 25 -25 -50 0 0 25 50 0 0 -
White Nakk 2191 -50 50 0 0 0 0 0 0 0 -25 0 0 0 0 25 0 Use ice attacks

Level 62: The Finishing Touch 1


This bout is against a stack consisting of a Sand Worm, a Carbuncle and a Minimantoise and a stack consisting of
a Behemoth, a Skull Eater and a Mini Flan. You cannot eliminate the Behemoth stack first because of the
Minimantoise's guard ability. You cannot use magic against the Sand Worm stack because the Carbuncle has
auto-reflect. You'll need the Reflect ability to imprism the Carbuncle. You need to topple the Sand Worm stack
without killing it, heal the Carbuncle (use potions), eliminate other enemies (starting with the Minimantoise), cast
Reflect on both stacks and then wait for the Carbuncle to cast Banishra. You might have to wait a while and you
may need more than one attempt. Your reward for victory is 2 MEGA-ETHERS.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Behemoth 3084 0 0 25 0 25 0 0 -50 0 0 0 25 0 -25 0 0 Reduce HP
Behemoth Stack 6709 -50 50 25 0 25 0 0 -50 25 -25 0 50 -25 -25 0 0 -
Carbuncle 2248 0 0 0 0 0 0 50 -50 0 0 0 0 -25 -25 0 25 Reflect magic back
Mini Flan 2402 -50 50 0 0 0 0 0 0 25 -25 0 25 0 25 0 -25 Use physical attacks
Minimantoise 2235 25 -25 -25 0 25 0 0 0 25 0 -50 -25 -25 25 0 25 Reduce HP
Sand Worm 2850 0 -25 25 -25 -50 75 0 0 25 0 0 0 -25 25 25 -25 Land a counterattack
Sand Worm Stack 7333 25 -50 0 -25 -25 75 50 -50 50 0 -50 -25 -75 25 25 25 -
Skull Eater 1223 0 0 0 0 0 0 0 0 0 0 0 0 -25 -25 0 25 Bestow regen

Level 62: Unlikely Alliance 1


This bout is against a Left Claw Stack, consisting of a Left Claw and a Floating Eye and a Right Claw Stack
consisting of a Right Claw and a Blood Eye. They have large HP pools to blast through but both stacks are also
vulnerable to instant death. Your reward for victory is a MEGALIXIR.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Blood Eye 7509 25 25 0 0 -50 0 -50 50 -25 50 25 -25 25 25 -25 -25 Leave only this mirage standing
Floating Eye 7377 0 0 0 -25 0 0 -25 50 -25 50 25 -25 25 25 -25 -25 Leave only this mirage standing
Left Claw 12780 -25 25 -25 -25 25 25 -25 25 25 0 25 0 -25 -25 0 0 Reduce HP
Left Claw Stack 20157 -25 25 -25 -50 25 25 -50 75 0 50 50 -25 0 0 -25 -25 -
Right Claw 12755 25 -25 25 25 -25 -25 25 -25 25 0 25 0 -25 -25 0 0 Reduce HP
Right Claw Stack 20624 50 0 25 25 -75 -25 -25 25 0 50 50 -25 0 0 -25 -25 -

References (Continued)
Level 31: FF Mascots 2
They hit a bit harder than last time but so do you. Wipe 'em out with Ice Storm and dark attacks. Your reward for
victory is an X-POTION.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Chocobo 873 0 -25 0 25 0 25 0 -25 0 0 25 0 25 -25 25 -25 Give gysahl greens
Chocobo Stack 1762 0 -50 0 50 0 25 25 -50 -25 25 0 0 50 0 50 -50 -
Moogle 889 0 -25 0 25 0 0 25 -25 -25 25 -25 0 25 25 25 -25 Restore HP

Level 34: Forest Fauna 2


This is a lot tougher than the above. Try and break the stacks then use area attack spells. Your reward for victory is
a rather measly TURBO ETHER.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Cockatrice 852 50 25 0 0 -25 0 25 -50 25 -25 -25 0 0 0 -25 25 Use physical attacks
Mu 975 -25 0 -25 25 0 25 0 0 0 0 0 0 -25 -25 0 25 Use physical attacks
Valefor 1022 0 -50 0 50 0 0 25 -25 25 0 0 0 0 0 -25 0 Use earth attacks
Valefor Stack 2849 25 -25 -25 75 -25 25 50 -75 50 -25 -25 0 -25 -25 -50 50 -

Level 37: Beastly Burden 2


The enemies hit very hard, so use fire attacks to wipe them out quickly. Your reward for victory is 2 ICE
SPELLSTONES.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Babyhemoth 1303 0 0 25 0 25 0 0 -50 0 0 0 25 0 -25 0 0 Use physical attacks
Fenrir 1196 -50 50 0 0 0 0 0 0 0 -25 0 0 0 0 25 0 Reduce HP
Fenrir Stack 3597 -100 50 0 25 75 0 0 -50 -25 -50 0 25 25 -50 25 25 -
Reaver Mu 1098 -50 0 -25 25 50 0 0 0 -25 -25 0 0 25 -25 0 25 Fire attacks

Level 37: Catch of the Day 2


The enemies have powerful water attacks, so set up your stacks accordingly and take advantage of their extreme
weakness to thunder magic. Your reward for victory is 2 WATER SPELLSTONES.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Mega Sharqual 1301 25 0 -50 -25 50 0 0 0 0 25 -50 25 0 -25 25 0 Deal a lot of damage at once
Mega Sharqual Stack 3556 50 25 -150 -50 150 0 25 -50 -25 25 -75 50 25 -25 75 -25 -
Quacho 1285 0 25 -50 0 50 0 25 -50 -25 -25 25 0 25 25 25 -25 Restore HP
Sharqual 970 25 0 -50 -25 50 0 0 0 0 25 -50 25 0 -25 25 0 Use fire attacks

Level 40: Mountain Mirages 2


The enemies are very tough, but still very vulnerable to thunder magic. You'll want to topple at least one stack,
however, just to reduce the damage coming your way. Your reward for victory is 2 EARTH SPELLSTONES.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Copper Gnome 1447 0 0 -50 -25 25 50 0 0 50 0 -25 25 -50 -25 25 0 Reduce HP
Mini Golem 1049 0 0 0 -25 0 25 0 0 0 0 0 0 -50 25 25 0 Use physical attacks
Mythril Giant 1523 0 0 -50 -25 25 50 0 0 50 -25 -25 25 -50 -25 50 0 Use magical enhancements
Mythril Giant Stack 4019 0 0 -100 -75 50 125 0 0 100 -25 -50 50 -100 -25 100 0 -

Level 44: Team Red 2


This bout is against stronger versions of the earlier Red Dragon Stack. By this point, Faith and water attacks
should make short work of them. Victory rewards you with a RESIST SLEEP SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Blood Eye 1223 25 25 0 0 -50 0 -50 50 -25 50 25 -25 25 25 -25 -25 Leave this mirage the only one standing
Flammantoise 1432 75 -50 -50 0 -50 75 0 0 25 0 -25 -25 -25 0 0 25 Use fire attacks
Red Dragon 1714 100 -50 0 0 -50 0 0 0 25 -25 -25 0 0 0 25 0 Land a critical hit

Red Dragon Stack 4369 200 -75 -50 0 -150 75 -50 50 25 25 -25 -50 0 25 0 0 -

Level 46: Bombs Away 2


You can tackle this bout at a fairly low level. Take advantage of the stacks' vulnerability and Death them to death.
Your reward for victory is 2 FIRE SPELLSTONES.
Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism
Bomb 1535 50 25 0 0 -75 0 0 0 25 -25 0 25 25 -25 25 -25 Use fire attacks
Bombino 1762 50 25 0 0 -75 0 0 0 25 -25 0 25 25 -25 25 -25 Inflict confusion
King Bomb 1627 200 25 0 0 -75 0 0 0 25 -25 0 25 25 -25 25 -25 Reduce HP
King Bomb Stack 4924 200 75 0 0 -200 0 0 0 75 -75 0 75 75 -75 75 -75 -

Level 49: The Usual Nuisances 2


This is another bout that a vulnerability to death magic allows you to beat at a fairly low level. Your reward for
victory is a RESIST POISON SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Goblin 815 25 0 0 0 -25 25 -25 0 -25 -25 0 25 25 -25 25 0 Reduce HP
Malboro 966 -50 0 0 0 0 50 0 0 25 25 0 25 -25 25 -25 -25 Inflict status ailments
Malboro Stack 2528 -75 50 0 0 -25 75 -25 0 25 -25 0 75 0 25 0 -50 -
Mini Flan 747 -50 50 0 0 0 0 0 0 25 -25 0 25 0 25 0 -25 Use physical attacks

Level 50: Team Brown 2


They're tougher, but their elemental weaknesses still make them fairly easy. Your reward for victory is 2 EARTH
SPELLSTONES.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Cocadrille 2121 25 0 0 -25 0 0 50 -50 0 25 -25 -25 0 0 -25 25 Inflict poison
Sand Worm 1998 0 -25 25 -25 -50 75 0 0 25 0 0 0 -25 25 25 -25 Land a counterattack
Sand Worm Stack 6178 50 -25 25 -75 -100 125 50 -50 75 50 -50 -50 -50 25 -50 25 -
Sandicore 2059 25 0 0 -25 -50 50 0 0 50 25 -25 -25 -25 0 -50 25 Leave only this mirage standing

Level 53: The Reactor Pack 2


2 Thundara + 2 Watera = easy win. Your reward for victory is 2 WIND SPELLSTONES.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Bihydra 1854 50 -25 0 25 -50 0 0 0 25 0 25 -25 25 0 0 -25 Leave this mirage the only one standing
Death Machine 1779 25 25 -50 25 -50 25 0 0 0 -25 0 0 -25 0 0 25 Land a critical hit
Death Machine Stack 5046 100 25 -100 75 -150 50 0 0 25 -25 25 -25 0 0 0 0 -
Searcher 1413 25 25 -50 25 -50 25 0 0 0 0 0 0 0 0 0 0 Use physical attacks

Level 56: Team Black 2


Set your stacks up for fire resistance because the enemies can put out the hurt. If you can keep on top of their
damage output, your damage output with fire and light attacks should see you victorious. Your reward for victory is
a rather useless BALANCEGA SEED, one of the candidates for worst mirage ability in the game.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Deathskull 2133 -50 50 0 -25 0 25 -50 50 0 -25 -25 0 -25 25 -50 50 Inflict oblivion
Korrigan 1970 -50 0 0 -25 25 50 -25 25 25 25 0 25 -25 25 -25 -25 Inflict sleep
Magitek Armor 2156 25 25 -50 25 -50 25 0 0 0 0 0 0 0 0 0 0 Reduce HP; requires eldbox
Magitek Armor Stack 6259 -75 75 -50 -25 -25 100 -75 75 25 0 -25 25 -50 50 -75 25 -

Level 60: Team Yellow 2


This bout is made easier than it might otherwise be by the enemies' vulnerability to instant death. Mimic in one
stack + Death mirajewel in the other = easy win. Your reward for victory is a THUNDARA SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Chocobo 2423 0 -25 0 25 0 25 0 -25 0 0 25 0 25 -25 25 -25 Give gysahl greens
Kuza Beast 2747 0 0 50 0 25 -50 0 -25 0 0 0 25 0 -25 0 0 Land a counterattack
Kuza Beast Stack 7447 25 0 75 50 50 0 -175 -25 25 25 -75 50 0 -25 50 -25 -
Lucky Toad 2277 25 25 25 25 25 25 -175 25 25 25 -100 25 -25 25 25 0 Reduce HP

Level 63: Vampire Pedigree 2


You can tackle this bout as soon as you unlock it, despite being underleveled. Use the enemies' ailment
vulnerabilities against them: sleep one stack and slow the other. Destroy the slowed enemy with Banishra and
Watera and then slow the other and destroy it as well. Your reward for victory is a MEGA PHOENIX.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Vampire 2165 0 0 0 25 -25 0 -50 50 0 0 -25 0 0 25 -50 25 Use dark attacks
Vampire Prime 2337 0 0 0 25 -25 0 -50 50 50 50 25 50 50 75 0 75 Use light attacks
Vampire Prime Stack 6364 0 0 0 75 -75 0 -150 150 0 -50 -75 0 0 75 -100 75 -
Werebat 1862 0 0 0 25 -25 0 -50 50 0 -50 -25 0 0 25 0 25 Inflict blindness

Level 69: Tonberry Tribe 2


Your enemies have an extreme vulnerability to instant death, so what are you going to do? If you don't have the
Death mirajewel by this point, you obtain it from the Undead Princess mirage board. Otherwise, instead of the
battle sequence going Death, Death, it will go Death, Ether, Death. Either way, your enemies are toast. Your reward
for victory is an ACCURACY++ SEED. Afterwards, you can farm this bout for Turbo Ethers if you're so inclined.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Baby Tonberry 2518 0 0 -50 0 50 0 -25 25 25 -25 0 25 0 25 0 -25 Use physical attacks
Tonberry 2925 0 0 -50 0 50 0 -25 25 25 -25 0 25 0 25 0 -25 Deal a lot of damage at once
Tonberry King 3099 0 0 -50 0 50 0 -50 50 25 -25 0 25 0 25 0 -25 Reduce HP
Tonberry King Stack 8542 0 0 -150 0 150 0 -100 100 75 -75 0 75 0 75 0 -75 -

Level 70: FF Classics 2


Just have the Death ability in both your stacks and this bout is over in one round. Your reward for victory is an
AGILITY++ SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Cactuar 2944 -25 -25 0 0 25 25 0 0 0 25 25 25 0 25 -50 -25 Inflict slow
Red Dragon 3686 100 -50 0 0 -50 0 0 0 25 -25 -25 0 0 0 25 0 Land a critical hit
Red Dragon Stack 9628 75 -75 -50 0 25 25 -25 25 50 -25 0 50 0 50 -25 -50 -
Tonberry 2988 0 0 -50 0 50 0 -25 25 25 -25 0 25 0 25 0 -25 Deal a lot of damage at once

Level 73: High Fliers 2


Without a vulnerability to instant death, you'll have to do this the hard way. Topple the stacks and use Aeroga to
wipe your enemies out. Your reward for victory is a RESIST CONFUSION SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Ahriman 3038 0 0 0 -25 0 0 -25 50 -25 50 25 -25 25 25 -25 -25 Inflict blindness
Ahriman Stack 9481 50 0 100 -75 -50 -50 -75 100 -25 75 25 -50 25 25 -25 25 -
Imp 3422 50 0 0 0 -50 0 -50 50 -25 50 25 -25 0 0 -25 0 Inflict confusion
Spark Dragon 3021 0 0 100 -50 0 -50 0 0 25 -25 -25 0 0 0 25 0 Inflict status ailments

References (Continued)
Level 77: Team Blue 2
They have extreme vulnerability to instant death, you have access to Death. This isn't going to end well for your
enemies. Your reward for victory is a RESIST SLOW SEED.
Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism
Paleberry 4300 -50 50 0 0 0 0 25 -25 25 -25 0 25 0 25 0 -25 Use light attacks
Trihyde 3763 0 -50 0 75 0 -25 0 0 25 0 25 -25 25 0 0 -25 Deal a lot of damage at once
Trihyde Stack 11596 -50 -25 -50 75 50 -25 25 0 75 0 0 0 50 25 0 -75 -
Water Toad 3553 0 -25 -50 0 50 0 0 25 25 25 -25 0 25 0 0 -25 Inflict berserk

Level 82: Team White 2


This fight is against tougher versions of the Quacho Queen stack. Make their lives wretched with fire and thunder
attacks and claim your prize of UNEI'S MIRROR, which gives Reynn her 8th mirajewel slot.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Demivampire 3818 -50 50 0 0 0 0 -50 50 0 0 -25 0 0 25 -50 25 Reflect magic back
Quacho Queen 4325 0 25 -50 0 50 0 25 -25 -25 -25 25 0 25 25 25 -25 Restore HP
Quacho Queen Stack 11697 -100 125 -50 0 50 0 -25 25 -25 -50 0 0 25 50 0 0 -
White Nakk 3554 -50 50 0 0 0 0 0 0 0 -25 0 0 0 0 25 0 Use ice attacks

Level 82: The Finishing Touch 2


Once again, this fight is a pain in the backside. The Carbuncle reflects all magic back and the Minimantoise guards
attacks on the Behemoth stack. Bring your best stack-busting attacks and concentrate on toppling the Sand Worm
stack. The Behemoth stack has a tendency to counter, so kill it with fire / dark magic. Your prize is the GRIFFIN'S
HEART, opening the 8th mirajewel slot for Lann.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Behemoth 15009 0 0 25 0 25 0 0 -50 0 0 0 25 0 -25 0 0 Reduce HP
Behemoth Stack 20890 -50 50 25 0 25 0 0 -50 25 -25 0 50 -25 -25 0 0 -
Carbuncle 3647 0 0 0 0 0 0 50 -50 0 0 0 0 -25 -25 0 25 Reflect magic back
Mini Flan 3897 -50 50 0 0 0 0 0 0 25 -25 0 25 0 25 0 -25 Use physical attacks
Minimantoise 3625 25 -25 -25 0 25 0 0 0 25 0 -50 -25 -25 25 0 25 Reduce HP
Sand Worm 13875 0 -25 25 -25 -50 75 0 0 25 0 0 0 -25 25 25 -25 Land a counterattack
Sand Worm Stack 21147 25 -50 0 -25 -25 75 50 -50 50 0 -50 -25 -75 25 25 25 -
Skull Eater 1984 0 0 0 0 0 0 0 0 0 0 0 0 -25 -25 0 25 Bestow regen

Level 82: Unlikely Alliance 2


Nowhere near as annoying as the last fight, take advantage of their susceptibility to instant death and weakness to
light magic. Your reward is a STRENGTH++ SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Blood Eye 12183 25 25 0 0 -50 0 -50 50 -25 50 25 -25 25 25 -25 -25 Leave only this mirage standing
Floating Eye 11970 0 0 0 -25 0 0 -25 50 -25 50 25 -25 25 25 -25 -25 Leave only this mirage standing
Left Claw 20735 -25 25 -25 -25 25 25 -25 25 25 0 25 0 -25 -25 0 0 Reduce HP
Left Claw Stack 32705 -25 25 -25 -50 25 25 -50 75 0 50 50 -25 0 0 -25 -25 -
Right Claw 20695 25 -25 25 25 -25 -25 25 -25 25 0 25 0 -25 -25 0 0 Reduce HP
Right Claw Stack 32878 50 0 25 25 -75 -25 -25 25 0 50 50 -25 0 0 -25 -25 -

Level 37: Hunters of the Ridge


This fight is against a Fenrir and four White Nakks. You should be able to wipe out the Nakks with a couple of area-
eect spells, but the Fenrir is extremely tough and tends to focus on one of your stacks. Fire attacks will eventually
wear it down. Your reward for victory is a BLIZZARA SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Fenrir 11960 -50 50 0 0 0 0 0 0 50 25 50 50 50 50 75 50 Reduce HP
White Nakk 962 -50 50 0 0 0 0 0 0 0 -25 0 0 0 0 25 0 Use ice attacks
Level 40: Kupirate Krisis
This fight is against six Kupirates. They're a lot tougher than the ones on Faris's ship, but this is still an easy fight.
Thundara + Thundara = Thundaga = dead Kupirates. Your reward for victory is a TURBO ETHER.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Kupirate 3597 0 25 -50 -25 50 0 0 0 25 75 25 50 75 75 75 25 Reduce HP

Level 47: Lord of the Kaboom


This fight is against a solitary but tough King Bomb. I wouldn't tackle this until your level is somewhere in the 40s.
You need water attacks, although you might be able to catch the creature out with a Death spell. Your reward for
victory is a FIRA SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


King Bomb 23562 200 25 0 0 -75 0 0 0 75 25 0 75 75 25 75 25 Reduce HP

Level 52: Just Another Day on the Sands


This battle is against three tougher than normal Sand Worms. They're not vulnerable to Death which means you're
going to have to get to a high enough level to beat them conventionally. I was able to do so at level 45, but it was a
long, tedious fight. Your reward for victory is a QUAKE SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Sand Worm 10645 0 -25 25 -25 -50 75 0 0 75 50 50 50 25 75 75 25 Land a counterattack

Level 53: Shinra's Mechanical Mistake


This is a battle against a single Death Machine. If you've not imprismed one yet, use Cross Slash to land critical
hits. I found that three were required to get the imprism chance decently high. Otherwise thunder and water
attacks should scrap it eciently. Your reward for victory is a STRENGTH+ SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Death Machine 8895 25 25 -50 25 -50 25 0 0 0 -25 0 0 -25 0 0 25 Land a critical hit

Level 55: Hot Temper, Warm Heart


This bout sees you facing Ifrit. Assuming you've already imprismed him, set up your stacks for Fire Resistance.
Faith + Blizzara / Watera should do the rest. Your reward for victory is the IFRIT MEMENTO.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Ifrit 23800 100 -50 0 0 -50 0 0 0 50 75 50 50 50 25 50 50 Use fire attacks

Level 55: The Ice Sculpture Collector


This bout sees you facing Shiva. Assuming you've already imprismed her, set up your stacks for Ice Resistance.
Faith + Fira / Abyss should do the rest. Your reward for victory is the SHIVA MEMENTO.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Shiva 22220 -50 100 0 50 0 0 0 -100 50 50 75 50 50 50 25 50 Use ice attacks

Level 55: The Responsible One


This bout sees you facing Ramuh. This is actually a lot easier than the previous two because you should still be
able to imprism him. Three lots of Thunder and you should be able to defeat him. Your reward for victory is the
RAMUH MEMENTO.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Ramuh 20130 0 0 100 0 50 -100 0 -50 50 50 50 50 25 50 75 50 Use thunder attacks

Level 59: Exdeath's Kooky Kabuki


This bout is against the somewhat unbalanced Gilgamesh. He hits hard but his simple imprism requirement should
see you victorious before he really gets the opportunity to do a lot of damage. If needs be, you can inflict sleep to
make him less dangerous. If you fancy mixing up your active party, Gilgamesh is OK. Your reward for victory is an
ELIXIR. Repeating this bout gives you X-Potions.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Gilgamesh 28000 0 0 0 0 0 0 0 0 50 25 25 75 50 25 50 50 Inflict berserk

Level 63: The Bitees' Biters' Biter


This bout is against a powerful Vampire Prime accompanied by three Werebats. Use Banish on the Prime to create
imprism opportunities. The Werebats are more nuisance than threat - I wiped them out with a single casting of
Waterga. Your reward for victory is a RESIST BERSERK SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Vampire Prime 23370 0 0 0 25 -25 0 -50 50 50 50 25 50 50 75 0 75 Use light attacks
Werebat 1862 0 0 0 25 -25 0 -50 50 0 -50 -25 0 0 25 0 25 Inflict blindness

Level 66: King of the Tonberries


This is a repeat of the boss fight in the Sunken Temple, except the enemies are way stronger. You'll want to wait
until you're around level 60 before attempting this. You can try it earlier if you don't mind depending on luck, since
you might be able to OHKO the King with a lucky Death spell. Ensure that your stacks are not vulnerable to water
attacks, because the Tonberry King's attacks are extremely powerful. His attendants aren't nearly such a threat and
can be wiped out with Thundaga. I found that the Tonberry King didn't use Everyone's Grudge but I wouldn't bet
your strategy on that. Your reward for victory is a well earned CRITICAL+ SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Tonberry 8130 0 0 -50 0 50 0 -25 25 25 -25 0 25 0 25 0 -25 Deal a lot of damage
Tonberry King 28720 0 0 -50 0 50 0 -50 50 75 25 50 75 50 75 50 25 Reduce HP

Level 72: Guardians of Fire and Water


The first of two battles against the Crystal Tower bosses. Just bring plenty of the necessary status inflicting items
and imprism the pair of them. Your reward for victory is a WATERGA SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Buer 33640 75 25 0 0 -75 0 -50 25 25 50 75 25 75 75 25 25 Inflict confusion
Kraken 37680 25 0 -75 0 75 0 -50 25 25 50 50 50 50 50 25 50 Inflict poison

Level 72: Guardians of Earth and Wind


The second of two battles against the Crystal Tower bosses. Just bring plenty of the necessary status inflicting
items and imprism the pair of them. They are rather more dangerous than the previous two and I would advise
berserking Asterius first to protect against his Focus / Bulldozer combo. Try blinding them as well to make their
counters less dangerous. Your reward for victory is a AEROGA SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Asterius 37680 0 0 25 -50 -25 75 0 -25 75 25 50 25 100 50 75 0
Inflict berserk

Tiamat 34550 0 -50 0 75 -50 25 0 0 75 50 75 25 25 50 50 25 Inflict Oblivion

Level 37: Local Ghoul


This fight is against three Metalliskulls. Despite them being a bit tougher than in the Intervention Quest, this is still
an easy fight. Use a Lethean Chime to imprism one. Your reward for victory is a TURBO ETHER.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Metalliskull 3288 -25 25 0 -75 0 75 -50 50 0 75 25 25 -25 75 25 100 Inflict oblivion

Level 44: Preying Mantoise


This fight is against an Adamantoise. Adamantoises are incredibly tough opponents. However, by the time you
unlock this, you should have access to the Armor Piercer ability (Mimic) which can create an imprism opportunity. It
may not work the first time, however. Your reward is a WATERA SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Adamantoise 32424 25 -100 25 25 25 25 0 -25 100 75 25 25 25 100 100 100 Inflict defense down

Level 60: Robosquawk Redux


This bout is against the Mecha Chocobo. Toss a War Gong at it and imprism it. Your reward for victory is a DISPEL
SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Mecha Chocobo 26760 -50 25 -75 25 0 25 25 25 50 50 75 50 75 -25 75 25 Inflict berserk

Level 69: Ramuh's Pride and Joy


This fight is against Ramewl. Ensure that neither of your stacks are vulnerable to thunder magic. Simply attack her
with thunder a couple of times and imprism her. Your reward for victory is a THUNDAGA SEED. If you want to fight
her again, you'll receive X-Potions.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Ramewl 30460 -25 25 100 25 50 -75 -25 -75 50 50 50 50 25 50 75 50 Use thunder attacks

Level 73: Calamari Time Bomb


This is a rematch against Cenchos, whom you fought in the Sunken Temple. You'll need Reflect in one of your
stacks to imprism it. Your reward for victory is a BANISHRA SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Cenchos 38470 -50 50 0 0 0 0 0 0 75 50 50 50 50 50 25 50 Reflect magic back

Level 73: Bad Fox! Bad Fox!


This bout is against a Kyubi. I'm assuming that you want to imprism it rather than kill it. Doom is a Memecoleous
ability. Once you manage to inflict doom, you'll get two attempts to imprism it. I had to repeat the bout several
times. Your reward for victory is a SAFETY BIT SEED. Subsequent attempts reward you with an X-POTION.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Kyubi 37480 0 0 0 0 0 0 0 0 25 50 0 25 50 50 50 50 Inflict doom

Level 76: Shmup to No Good


This bout is against an Einhnder. If you haven't yet imprismed one, you need a Werebat to do so. If you're simply
here to scrap it, Faith + Thundara / Watera will make it stop working after a few castings. It does have strong
attacks, but you should be able to outdamage it. Your reward for victory is an EVASION+ SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Einhnder 36900 25 25 -50 25 -50 25 0 0 50 50 50 50 50 50 50 50 Inflict evasion down

Level 76: Golem Destroyer


This fight is against three Golem Heads. They're tough little blighters to kill. Get Reflect up and they'll do a lot of
the work themselves. You'll need to bring a Mimic to imprism one - use Armor Piercer. Armor Piercer will also help
kill the other two since your normal physical attacks won't make much of an indent. Your reward for victory is an
AERORA SEED. This another one you can repeat for X-Potions.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Golem Head 8523 0 0 0 -25 0 25 0 0 50 75 50 50 25 25 75 50 Inflict defense down

References (Continued)
Level 76: A Not-so-sweet Ifrit
This battle is against Ifreeta. Ensure that neither of your stacks are vulnerable to fire. Use a couple of fire attacks
against her then simply imprism her. Your reward for victory is a FIRAGA SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Ifreeta 36280 100 -50 0 0 -50 25 0 -25 50 75 50 50 50 25 50 50 Use fire attacks

Level 76: Say No to Muscleheads


This is your third and final fight against Ultros. Unstack and let Ultros kill all your members o but one, then
resurrect, restack and imprism. Your reward for victory is a CRITICAL++ SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Ultros 44400 -50 0 -25 0 50 25 -25 25 25 25 50 100 50 50 50 50 Face with a single party member

Level 76: Vanguard of Destruction


This is a battle against an Elite Entom. Simply use a couple of fire attacks then imprism it. Your reward for victory is
a MEGALIXIR.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Elite Entom 43380 25 25 -50 25 -50 25 0 0 75 50 50 50 50 25 50 75 Use fire attacks

Level 76: Sovereign of the Sea


This bout is against Bismarck. He's more of an HP sponge than the last time you fought him, but it doesn't matter.
Simply whack him a few times and imprism him. The imprism chance is kinda low, so make sure you keep on top
of your healing. Your reward for victory is a RESIST BLINDNESS SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Bismarck 67107 25 0 -50 -25 50 0 0 0 25 25 25 100 50 75 100 100 Use physical attacks

Level 76: Succulent Succotash!


This battle is against a War Machine. Simply set up Lann's stack for Cross Slash and let fly. Ensure you have an
eldbox first. Your reward for victory is a DEFENSE++ SEED. Repeating this fight will earn X-Potions.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


War Machine 36900 0 25 -25 25 -25 0 0 0 50 50 50 50 50 50 50 50 Land a critical hit

Level 79: Justice Misserved


This fight is against Shivalry. Deep Freeze is extremely damaging if you're not resistant to ice attacks but you
should be able to imprism him before he can give you too much trouble. Your reward for victory is a BLIZZAGA
SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Shivalry 42840 -100 100 -25 50 25 -25 25 -50 50 50 75 50 50 50 25 50 Use ice attacks

Level 85: Master of Ceremonies


This fight is against the Colosseum master himself. His turns come around slowly and he attacks either with
Watera or a unique attack called Sharpened Knife which hits for 1000s of points of damage. He has the annoying
imprism condition of "deal a lot of damage at once" without any indication as to how much is enough. To imprism
him, I used a Baby Paleberry with Focus mastery ability. After six Sharpened Knife attacks, (which took a while,
because the attack is very inaccurate and he keeps on using Watera instead), I used Focus followed by Petty
Grudge which hit for 30000-odd points of damage. If you don't have Focus, absorb ten stabs with the Sharpened
Knife. Anyway, your reward for defeating him is DOGA'S ARTIFACT, which opens a seventh mirajewel slot for
Reynn.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Master Tonberry 45084 0 0 125 0 50 -100 0 0 75 25 50 75 50 75 50 25 Deal a lot of damage at once

Level 85: The Cranberry Knights


This fight is against the Master Moogle whom you may have encountered in an intervention quest. He alternates
between Banishra and Crystalline Flare, an attack that does big magic damage coupled with blindness. Bestow
around three magical enhancements (shell, protect, regen, etc.) to make imprisming him easy. Otherwise, use
water attacks to take him down. Your reward for defeating him is the RAT TAIL which opens up a seventh mirajewel
slot for Lann.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Master Moogle 50510 125 50 0 0 -100 0 0 0 50 50 50 50 50 50 50 50 Use magical enhancements

Level 85: The Evasion Persuasion


This fight is against the Cactuar Conductor. His agility is sky high as is his evasion. He'll use 1000 Needles every
turn which will eventually whittle down your HP. Use the Werebat's ultrasonics ability to create imprism
opportunities, or fire attacks to remove his HP. Your reward for victory is an EVASION++ SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Master Cactuar 36970 -100 125 0 50 0 0 0 0 50 75 75 75 50 75 0 25 Inflict evasion down

Level 85: Legacy of Ancient Ronka


This fight is against Omega. It has the annoying "deal a lot of damage at once" imprism condition. You'll need
Grudge or a high-level Megaflare to achieve the necessary damage. For your information, my Bahamut was level
80 and at 5900HP, Megaflare did 28000 damage, enough to create an imprism opportunity. Your reward for victory
is a DEFENSE++ SEED.
Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism
Omega 48380 25 25 -100 25 -50 25 25 25 75 50 50 75 50 -25 75 75 Deal a lot of damage at once

Level 90: The Bane of Organic Life


This fight is against Omega Bane, which is basically the same as Omega, but a little tougher. Use Megaflare again
to create an imprism opportunity. At 3000HP, Megaflare did 29000 damage. Your reward for victory is an HP++
SEED.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Omega Bane 56010 25 25 -100 25 -50 25 25 25 75 50 50 75 50 -25 75 75 Deal a lot of damage at once

Level 90: The Ultimate Weapon


What would Final Fantasy be without Ultima Weapon? This is your chance to capture it. Bahamut + Megaflare
again. Your reward for victory is an AGILITY+++ SEED (+11 agility; that's really, really good).

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Ultima Weapon 80814 0 0 0 0 0 0 0 0 100 75 25 25 75 75 25 100 Deal a lot of damage at once

Level 14: The Queen's Attendant


This fight is against Miney and five Quachos. They have an annoying attack that may inflict sleep on both your
stacks and the frequency of attacks may cause your stacks to topple. Get rid of at least four of the normal
Quachos (all if you've already captured one). Damage the remaining enemies (thunder magic is good) and then heal
them a couple of times to create imprism opportunities with a reasonable chance of success. Your reward for
victory is a PHOENIX PINION. This kinda breaks sequence because Miney is one of the Quacho Queen's
attendants and you won't meet her in-game until much later. That's DLC for you!

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Miney 1122 0 25 -50 0 50 0 25 -50 25 25 50 75 75 75 75 25 Restore HP
Quacho 521 0 25 -50 0 50 0 25 -50 -25 -25 25 0 25 25 25 -25 Restore HP

Level 14: QQ in the Making


This fight is against Mo and five Quachachos. Apart from the regular enemy, this is basically the same fight as
above. Your reward for victory is also a PHOENIX PINION. FYI, Mo is the second of the Quacho Queen's
attendants.

Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism


Mo 1128 0 25 -50 -25 50 25 25 -50 25 25 50 75 75 75 75 25 Restore HP
Quachacho 391 -75 50 0 0 25 0 25 -25 -25 -25 25 0 25 25 25 -25 Restore HP

Mirages
Collecting and raising monsters, aka mirages, is the main part of the game. There are two trophies, CARETAKER
and LEGENDARY CARETAKER, awarded for mastering them. The game does a bad job of explaining what is
meant by "mirage mastery". Every mirage belongs to a family, consisting of one or more lines. Each line contains
one or more forms. Forms within a given line share most, but not all, skills and all stats bonuses. However, if you
switch to a dierent line within the same family, the forms will have a dierent set of skills and bonuses. You master
a mirage by completing the mirage boards for every form in a line. This gives you a silver star. If you master every
line in a family, you get a gold star (and a stats bonus for 100% sync). For example, the Moogle family has two
lines, Moogle -> Kupirate and Kupicaroon. If you unlock all the nodes in the Moogle and Kupirate boards, you'll
have mastered that line and you'll get the mastery bonus. If you now transfigure it to a Kupicaroon, you'll lose all
the skills and bonuses that you earned but you can respend the points you've accrued to unlock the nodes in the
Kupicaroon board. This will award you the gold star and will count as 2/100 towards Legendary Caretaker.

I recommend that you wait until post-game before grinding out the mirage masteries. This is because there is a
specific place in one of the bonus dungeons where you're next to a save point (for instant recharges) with
encounters that can be wiped out with a single -aga spell that also give out massive XP. It's almost as though the
developers put it there on purpose! Apart from the baby espers (Fritt, Bablizz, Zapt), most lines take somehere
around 65 levels plus/minus a few to master. Plan a little for eciency: the Bomb and Flan families (one line, three
forms) are not a good use of your time, since you'll get only get a single mastery point from sixty levels of grinding.
The Magna Roader family (3 lines, 1 form each) on the other hand, will give you three mastery points from fifty
levels. I found that it took me around twelve hours to get Legendary Caretaker.

There is also a trophy, MIRAGE MASTER, awarded for unlocking every mirage. To unlock a mirage, you either have
to capture it or grow it and, importantly, transform another mirage into it. Most mirages can be captured in the field
or Colosseum. Some forms require a special item, called a memento, to open it up. You'll get the mementoes from
one-o battles. Often as not, you can capture the mirage in the same battle that drops the memento, although that
can be easier said than done - Malboro Menace and Flan Princess, for example. The advantage of capturing the
mirage is that it saves you the skill point that it would otherwise have cost to unlock the board. Forms that require a
memento are marked by '*' in the table below. Some forms not only require a memento but cannot be captured
either. These are marked by '**'. Some mirages have a generic form and a unique (sui generis) form. For example, if
you fight Shiva in the Colosseum and capture her after hitting her with ice attacks, the mirage that you capture is
the sui generis form, Shiva. The memento that she drops is required to unlock the Shiva transfiguration that is
part of the Bablizz line. The Maduin mirage (whose progenitor is Titan) has a special unlock requirement: you must
do the intervention quest "Five Cogna Lords: Figaro", which requires you to play the rather tedious minigame,
Sandstalkers, and beat the minigame in ten turns without casualties. This requires extreme luck which makes a
100% complete mirage manual somewhat tricky.

Mirages whose size is XL are not used in regular battle. Instead they are summons who replace your normal stacks
until you run out of AP. With the exception of Behemonster (whose Revenge Blast can do extreme damage) and
Bahamut (whose Megaflare can be used to trigger the "lot of damage at once" imprism requirement), I don't find
them to be very eective due to relatively low strength / magic. The summoning animations are kinda cool,
however.

In the following table, the first two columns give the Mirage's name and size, the size determining where in a stack
they go. The next five columns show the growth rates for dierent stats: strength, magic, defense, magic defense
and agility. Then you have eight columns for the mirage's elemental resistance: fire, ice, thunder, wind. water, earth,
light and dark. The last eight columns detail the mirage's ailment resistances: poison, confusion, sleep, blindness,
oblivion, berserk, slow and instant death.

Name Sz HP Str Mag Def MDef Ag F I T A W E L D Po Co Slp Bl Ob Be Slw De


Tama family (1 line, 2 forms)
Tama S 3 3 3 3 3 4
0 0 0 0 0 0 0 0 -25 0 -50 -25 0 0 0 50
**Tamamohim L 3 3 3 3 3 3
Yurugu family (1 line, 2 forms)
Yurugu S 3 3 3 3 3 3
0 0 0 0 0 0 0 0 -25 0 -50 -25 0 0 0 50
*Kyubi L 4 3 3 3 3 3
Chocobo family (2 lines, 5 forms)
Chocochick S 2 3 3 3 2 4
0 -25 0 25 0 25 0 -25 0 0 25 0 25 -25 25 -25
Chocobo M 3 4 1 4 3 4
**Mecha Chocobo L 4 4 1 4 2 2 25 25 -100 50 -100 50 25 25 0 -25 0 0 25 -25 25 0
*Black Chocochick S 1 3 1 4 2 5
-50 0 0 50 0 50 -100 50 0 0 25 0 25 -25 25 -25
**Hyperion M 2 5 1 2 2 5
Sylph family (1 line, 2 forms)
Sylph S 2 3 1 2 5 5 0 -50 0 50 0 0 50 -50
-25 50 25 -25 25 -25 -25 0
**Siren L 3 3 2 2 4 4 0 -25 0 25 0 0 50 -50
Serafie family (1 line, 2 forms)
Serafie S 2 2 3 2 4 5 0 -25 0 25 0 0 50 -50 -25 50 25 -25 25 -25 -25 0
**Diva Serafie L 3 2 3 2 4 4 0 -50 0 75 0 0 0 -25
Mu family (2 lines, 5 forms)
Mu S 3 3 3 3 2 4 -25 0 -25 25 0 25 0 0
Skull Eater M 1 4 2 5 5 2 0 0 0 0 0 0 0 0 0 0 0 0 -25 -25 0 25
*Carbuncle M 2 1 5 1 5 2 0 0 0 0 0 0 50 -50
Reaver Mu S 2 3 3 3 2 4
-50 0 -25 25 50 0 0 0 -25 -25 0 0 25 -25 0 25
Nut Eater M 4 3 1 5 5 1
Goblin family (2 lines, 5 forms)
Goblin M 3 4 1 4 2 4
Goblin Guard M 5 2 1 5 1 3 25 0 0 0 -25 25 -25 0
**Princess Goblin M 3 3 3 3 3 3 -25 -25 0 25 25 -25 25 0
Red Cap M 3 3 1 3 2 5
50 0 0 0 -50 25 -25 0
Red Captain M 3 4 3 3 1 4
Mandragora family (2 lines, 4 forms)
Mandragora S 2 3 3 3 2 5 -50 0 0 -25 25 50 0 0
Malboro L 5 4 2 2 2 2 -50 0 0 0 0 50 0 0
25 25 0 25 -25 25 -25 -25
Korrigan S 2 3 3 3 2 5 -50 0 0 -25 25 50 -25 25
*Malboro Menace L 5 5 2 2 3 2 -50 0 0 0 0 50 -25 25
Gnome family (2 lines, 5 forms)
Copper Gnome S 4 3 2 4 2 3 50 0 -25 25 -50 -25 25 0
Mythril Giant L 5 2 2 4 2 2 0 0 -50 -25 25 50 0 0 50 -25 -25 25 -50 -25 50 0
*Iron Giant XL 5 5 2 5 3 2 50 50 -25 50 -50 -25 50 50
Lead Gnome S 4 2 2 4 2 3 -50 0 -50 25 25 50 0 0 50 -25 -25 25 -50 -25 50 0
Chrome Giant L 5 2 1 5 3 3 25 0 -25 0 25 25 0 -50 50 0 -50 25 -25 -25 25 0
Golem family (3 lines, 3 forms)
Mini Golem S 1 4 2 4 2 3 0 0 0 -25 0 25 0 0
0 0 0 0 -50 25 25 0
Water Golem S 1 4 3 4 2 3 0 0 -50 0 50 0 0 0
*Golem Head S 1 4 2 4 4 3 0 0 0 -25 0 25 0 0 0 25 0 0 -25 -25 25 0
Floating Eye family (2 lines, 4 forms)
Floating Eye M 2 2 5 2 4 3
0 0 0 -25 0 0 -25 50
Ahriman L 3 2 5 2 5 2
-25 50 25 -25 25 25 -25 -25
Blood Eye M 2 2 4 2 4 3 25 25 0 0 -50 0 -50 50
*Buer L 3 2 5 2 4 3 75 25 0 0 -75 0 -50 25
Ifrit family (2 lines, 7 forms)
Fritt S 1 4 4 3 3 3
100 -50 0 0 -50 0 0 0
Arite M 2 4 5 3 1 3
*Ifrit L 4 4 4 2 2 2
150 -100 0 0 -50 0 0 0
*Ifreeta L 3 4 5 2 1 3 0 25 0 0 0 -25 0 0
*Weeglee S
3 3 3 3 3 3
**Gleed M 100 -100 0 0 0 0 -50 50
**Gleefrit L 4 3 3 3 3 3
Shiva family (2 lines, 7 forms)
Bablizz S 3 1 4 3 3 4
-100 100 0 50 0 0 0 -50
Mishiva M 3 1 4 3 3 3
*Shiva L 4 1 4 3 3 3
-100 150 0 50 0 0 0 -100
*Shivalry L 4 4 4 3 1 2 0 0 25 0 0 0 -25 0
*Brrblizz S 3 3 3 3 3 3
-50 100 -50 0 0 0 -50 50
**Shivverina M 3 1 4 3 3 3
**Shivver L 4 3 3 2 3 3 -50 100 -50 50 -50 0 -50 50
Ramuh family (2 lines, 7 forms)
Zapt S 1 1 5 3 3 5
0 0 100 0 50 -100 0 -50
Zaphr M 1 2 5 3 3 4
*Ramuh L
3 1 4 3 3 4 0 0 150 0 50 -100 0 -100
*Ramewl L 0 0 0 0 -25 0 25 0
*Joult S 2 3 3 3 3 4
**Voultr M 3 3 3 2 3 4 -50 -50 150 -50 50 -50 -50 50
**Rairamuh L 3 3 3 3 3 4
Nakk family (2 lines, 5 forms)

White Nakk S 1 5 4 2 2 5
-50 50 0 0 0 0 0 0 0 -25 0 0 0 0 25 0
*Fenrir L 3 4 3 2 2 4
*Cerberus XL 5 5 5 2 4 5 25 25 25 0 0 0 -100 25 100 -25 -50 50 0 -25 50 50
Black Nakk S 2 3 3 2 3 4 50 -25 0 0 -50 0 -25 50
-25 -25 0 0 -25 0 25 25
**Elefenrir L 3 3 3 3 3 3 50 0 0 0 0 0 -200 150
Behemoth family (2 lines, 5 forms)
Babyhemoth M 4 4 2 2 2 3
0 0 0 25 0 -25 0 0
Behemoth L 5 4 2 2 2 2 0 0 25 0 25 0 0 -50
Behemonster XL 5 5 5 5 3 2 -25 50 50 25 50 -25 25 25
Kuza Kit M
4 4 3 3 3 1 0 0 50 0 25 -50 0 -25 0 0 0 25 0 -25 0 0
Kuza Beast L
Moogle family (2 lines, 3 forms)
Moogle S 3 3 3 3 3 3 0 -25 0 25 0 0 25 -25
Kupirate S -25 25 -25 0 25 25 25 -25
2 3 4 3 3 3 0 25 -50 -25 50 0 0 0
*Kupicaroon S
Deathskull family (3 lines, 4 forms)
Deathskull M 3 1 4 2 5 3 -50 50 0 -25 0 25 -50 50
**Undead Princess L 3 3 4 2 4 1 -25 25 0 0 0 0 -50 50 0 -25 -25 0 -25 25 -50 50
Mordskull M 3 2 5 1 5 3
-25 25 0 -75 0 75 -50 50
*Metalliskull M 2 2 4 4 2 3 -50 25 -25 -25 -25 25 -25 50
Claw family (2 lines, 2 forms)
Right Claw L 25 -25 25 25 -25 -25 25 -25
3 4 2 4 2 2 25 0 25 0 -25 -25 0 0
Left Claw L -25 25 -25 -25 25 25 -25 25
Cockatrice family (2 lines, 4 forms)
Cockatrice M 1 3 2 4 4 4 50 25 0 0 -25 0 25 -50 25 -25 -25 0 0 0 -25 25
*Valefor L 3 3 3 3 3 4 0 -50 0 50 0 0 25 -25 25 0 0 0 0 0 -25 0
Cocadrille M 4 1 1 5 5 3 0 25 -25 -25 0 0 -25 25
25 0 0 -25 0 0 50 -50
**Nirvalefor L 2 2 2 4 4 4 0 0 0 0 0 0 0 0
Dualizard family (2 lines, 5 forms)
Dualizard M 2 4 4 2 2 3
0 -50 0 75 0 -25 0 0
Trihyde L 3 5 5 1 3 2
*Tiamat L 3 4 4 2 2 2 0 -50 0 75 -50 25 0 0 25 0 25 -25 25 0 0 -25
Bihydra M 2 5 4 2 2 3
50 -25 0 25 -50 0 0 0
Ghidra L 2 5 4 3 2 2
Cactuar family (2 lines, 4 forms)
Cactuar S 2 3 3 3 3 5
*Gigantuar L 5 2 2 2 3 4
-25 -25 0 0 25 25 0 0 0 25 25 25 0 25 -50 -25
Cactrot S 2 3 3 3 3 5
*Gigantrot L 5 2 1 3 3 4
Mimic family (2 lines, 5 forms)
Magic Pot S 2 2 2 5 4 3 25 25 25 25 25 25 25 -175
Mimic M 4 2 2 4 5 2 0 0 0 0 0 0 0 0
**Mimic Queen L 5 1 2 4 4 2 0 0 50 0 0 0 -50 0 25 0 25 -50 -25 25 -50 25
*Magic Jar S 2 2 3 4 4 3 50 50 50 50 50 50 -150 -150
Mimic Jackpot M 5 1 2 5 5 1 0 0 0 0 0 0 0 0
Quacho family (2 lines, 3 forms)
Quacho S 4 2 2 1 4 5 0 25 -50 0 50 0 25 -50
*Quacho Queen L 3 2 4 1 5 3 0 25 -50 0 50 0 25 -25 -25 -25 25 0 25 25 25 -25
Quachacho S 1 4 2 2 5 4 -75 50 0 0 25 0 25 -25
Tonberry family (2 lines, 6 forms)
Baby Tonberry S 1 2 3 4 4 3
0 0 -50 0 50 0 -25 25
Tonberry M 2 2 2 4 4 3
Tonberry King L 3 2 2 4 4 2 0 0 -50 0 50 0 -50 50
25 -25 0 25 0 25 0 -25
Baby Paleberry S 4 2 2 4 4 3
-50 50 0 0 0 0 25 -25
Paleberry M 4 1 1 4 4 3
Paleberry King L 4 2 2 4 4 2 -50 50 0 0 0 0 50 -50
Vampire family (2 lines, 5 forms)
Werebat S 1 2 5 2 3 5 0 -50 -25 0 0 25 0 25
Vampire M 1 4 2 4 5 3 0 0 0 25 -25 0 -50 50
0 0 -25 0 0 25 -50 25
*Vampire Prime L 2 3 3 3 3 3
Ice Bat S 2 2 4 2 2 4 0 -50 -25 0 0 25 0 25
-50 50 0 0 0 0 -50 50
Demivampire M 2 4 2 4 4 2 0 0 -25 0 0 25 -50 25
Flan family (1 line, 3 forms)
Mini Flan S 2 3 3 5 1 4 -50 50 0 0 0 0 0 0
25 -25 0 25 0 25 0 -25
Flan M 0 0 -50 0 50 0 0 0
3 3 3 5 1 3
*Flan Princess M 50 0 0 0 -50 0 0 0 0 -25 -25 -25 25 25 -25 25
Sharqual family (2 lines, 5 forms)
Sharqual M 1 4 2 2 4 4
0 25 -50 25 0 -25 25 0
Mega Sharqual L 4 4 1 2 3 4 25 0 -50 -25 50 0 0 0
*Bismarck XL 5 5 2 3 4 5 -25 -25 -25 100 0 25 50 50
Nightsqual M 2 4 1 2 4 4
25 0 -50 0 25 0 -25 25 0 25 -50 25 0 -25 25 0
Mega Nightsqual L 4 4 2 1 3 4
Sea Snake family (2 lines, 4 forms)
Sea Snake M 2 1 4 4 5 3 0 0 -50 0 50 0 0 0 0 -25 0 0 -25 0 0 25
**Leviathan XL 5 3 3 5 5 4 25 0 -150 0 150 0 -25 0 -25 50 25 -25 75 25 -25 50
Sea Serpent M 2 1 4 4 5 3 0 0 -50 0 50 0 0 0 -50 25 25 -50 -50 25 25 25
*Elasmos L 2 1 4 4 4 2 0 -100 50 50 50 0 0 0 0 -50 0 0 0 0 0 25
Adamantoise family (2 lines, 3 forms)
Minimantoise S 1 1 2 5 5 3 25 -25 -25 0 25 0 0 0 25 0 -50 -25 -25 25 0 25
*Adamantoise XL 5 3 2 5 5 1 25 -100 25 25 25 25 0 -25 50 25 -25 -25 -25 50 50 50
Flammantoise S 1 3 2 4 5 3 75 -50 -50 0 -50 75 0 0 25 0 -25 -25 -25 0 0 25
Dragon family (2 lines, 4 forms)
Spark Dragon M 2 2 4 4 2 3 0 0 100 -50 0 -50 0 0
25 -25 -25 0 0 0 25 0
Red Dragon L 4 4 2 4 2 2 100 -50 0 0 -50 0 0 0
*Mist Dragon M 2 3 4 4 2 3 0 0 0 -50 50 0 0 0
25 -25 25 25 0 25 25 -50
*Holy Dragon L 4 4 1 4 2 2 0 0 0 0 0 0 50 -50
Bomb family (1 line, 3 forms)
Bombino S 4 4 3 1 1 5
50 25 0 0 -75 0 0 0
Bomb M 2 5 3 2 3 3 25 -25 0 25 25 -25 25 -25
King Bomb L 3 5 4 3 2 2 200 25 0 0 -75 0 0 0
Phoenix
Phoenix L 3 2 1 4 4 3 50 0 0 0 -50 0 25 -25 -25 0 -25 -25 0 0 -25 50
Toad family (2 lines, 3 forms)
Water Toad S 2 3 3 2 4 3 0 -25 -50 0 50 0 0 25 25 25 -25 0 25 0 0 -25
Lucky Toad S 2 3 3 3 4 3 25 25 25 25 25 25 -175 25 25 25 -100 25 -25 25 25 0
Wind Toad S 1 3 3 3 4 3 0 -75 0 50 25 0 0 0 25 25 -25 0 25 0 0 -25
Manticore family (2 lines, 4 forms)
Manticore S 2 2 3 2 4 5 25 0 0 0 -50 25 0 0 25 0 0 0 -50 25 0 0
*Sphinx L 5 1 3 1 4 4 25 0 0 0 -50 25 25 -25 25 50 -25 0 -50 0 0 0
Sandicore S 4 1 1 4 4 4 50 25 -25 -25 -25 0 -50 25
25 0 0 -25 -50 50 0 0
Memecoleous L 5 1 1 4 4 2 25 50 -25 0 -50 0 0 0
Sand Worm family (2 lines, 2 forms)
Sand Worm L 4 2 2 4 5 1 0 -25 25 -25 -50 75 0 0
25 0 0 0 -25 25 25 -25
Sea Worm L 4 3 3 3 3 2 25 0 -100 0 75 0 0 0
Magitek family (3 lines, 7 forms)
Searcher S 1 2 5 1 3 5
0 0 0 0 0 0 0 0
Magitek Amor L 3 2 5 2 4 1 25 25 -50 25 -50 25 0 0
Death Machine L 2 5 2 5 2 1 0 -25 0 0 -25 0 0 25
Security Eye S 2 2 4 1 5 4
Magitek Amor A L 3 2 4 2 4 2 0 25 -25 25 -25 0 0 0 0 0 0 0 0 0 0 0
*War Machine L 3 4 2 4 2 3
Death Searcher S 1 2 5 2 5 4 25 25 -50 25 -50 25 0 0 -25 0 -25 0 0 0 0 25
Imp family (2 lines, 3 forms)
Imp S 2 2 4 2 4 4 50 0 0 0 -50 0 -50 0 -25 50 25 -25 0 0 -25 0
**Diabolos XL 5 2 5 2 5 5 -50 0 100 0 25 25 0 50
0 0 0 0 0 0 -50 50
Garchimacera S 2 2 4 5 1 4 -75 0 25 -25 25 100 0 -25
Minotaur family (2 lines, 4 forms)
Brothertaur M
0 0 0 -50 0 50 50 -50
Minotaur L 4 4 1 4 3 2
25 -25 0 -25 50 50 25 -50
Sistertaur M 50 0 0 -50 -50 50 -25 25
*Asterius L 4 4 2 4 3 1 0 0 25 -50 -25 75 0 -25
Gilgamesh
Gilgamesh M 5 5 4 1 2 3 0 0 0 0 0 0 0 0 0 -25 -25 25 0 25 0 0
Unicorn family (2 lines, 3 forms)
Unicorn M 1 4 2 2 4 4 0 0 -25 0 25 0 50 -50 -50 25 25 -25 25 25 -25 0
**Odin XL 5 5 3 3 2 5 0 0 -100 0 0 0 50 50 -25 50 50 -25 100 -25 -25 50
Nightmare M 1 4 2 2 5 4 0 0 0 0 0 0 -50 50 -50 -25 100 -25 -50 0 0 25
Kraken family (2 lines, 5 forms)
Mindflayer M 2 2 5 2 4 3 -50 0 -50 0 50 0 0 50 0 25 25 -25 25 0 0 -25
*Kraken L 4 4 4 1 4 1 25 0 -75 0 75 0 -50 25 25 0 0 0 0 0 -25 0
**Ultros L 5 2 2 4 2 2 -50 0 0 0 50 0 0 0 -25 -25 0 50 0 0 0 0
Squidraken M 2 2 5 2 4 3 0 25 25 -25 25 0 0 -25
-50 50 0 0 0 0 0 0
*Cenchos L 4 4 4 1 4 1 25 0 0 0 0 0 -25 0
Titan family (2 lines, 3 forms)
*Titan L 4 3 4 3 3 1 0 0 0 -50 0 75 0 -25
**Maduin L 5 1 4 2 4 1 25 25 25 0 0 -25 0 -50 0 0 0 -25 -50 25 50 0
*Iron Muscles L 4 3 4 3 3 1 0 0 0 0 0 0 0 0
Roader family (3 lines, 3 forms)
Magna Roader (Purple) L 3 3 3 2 2 4 50 -50 0 0 0 0 0 0
Magna Roader (Yellow) L 3 3 3 2 3 4 -50 0 0 0 50 0 0 0 0 -25 25 25 0 -50 25 0
Magna Roader (Red) L 2 3 3 3 3 5 50 -50 50 0 -50 0 0 0
Entom family (2 lines, 5 forms)
Entom Guard M 5 1 2 5 4 1 25 25 -50 25 -50 25 0 0 25 0 0 0 0 -25 0 25
*Omega L 4 3 4 3 3 1 25 25 -100 25 -50 25 25 25 25 0 0 25 0 -25 25 25
Entom Soldier M 5 1 2 5 4 1 25 25 -50 25 -50 25 0 0 25 0 0 0 0 -25 0 25
*Omega Bane L 4 3 4 3 3 1 25 25 -100 25 -50 25 25 25 25 0 0 25 0 -25 25 25
*Elite Entom L 5 2 2 4 4 1 25 25 -50 25 -50 25 0 0 25 0 0 0 0 -25 0 25
Ultima Weapon
Ultima Weapon XL 5 5 4 1 3 3 0 0 0 0 0 0 0 0 100 25 -25 -25 25 25 -25 50
Einhnder
Einhnder L 3 4 4 2 2 3 25 25 -50 25 -50 25 0 0 0 0 0 0 0 0 0 0
Unique mirages
XG XL 5 5 3 3 3 4 0 0 0 0 0 0 0 0 0 50 50 50 0 -100 50 50
Omega God XL 5 3 5 5 3 2 25 0 -25 25 -25 0 -50 50 25 25 25 25 25 25 0 25
Ifrit L 4 5 4 2 2 2 100 -50 0 0 -50 0 0 0 0 25 0 0 0 -25 0 0
Shiva L 3 2 5 3 2 3 -50 100 0 50 0 0 0 -100 0 0 25 0 0 0 -25 0
Ramuh L 2 1 5 3 3 4 0 0 100 0 50 -100 0 -50 0 0 0 0 -25 0 25 0
Leviathan XL 5 3 3 5 5 4 50 50 -150 0 150 0 -50 -50 0 25 25 0 50 25 25 25
Bahamut XL 5 5 5 5 4 3 25 25 25 25 25 25 -150 25 0 50 50 0 100 -25 -25 25
Odin XL 5 5 3 4 3 5 25 25 -200 25 25 0 50 50 -25 50 50 -25 100 -25 -25 50
Diabolos XL 5 2 5 2 5 5 0 0 0 0 0 0 -100 100 -50 0 100 0 25 25 0 50
Master Moogle S 4 3 3 3 2 3 125 50 0 0 -100 0 0 0 0 0 0 0 0 0 0 0
Master Cactuar S 1 3 3 3 3 5 -100 125 0 50 0 0 0 0 0 25 25 25 0 25 -50 -25
Master Tonberry M 1 2 2 4 4 4 0 0 125 0 50 -100 0 0 25 -25 0 25 0 25 0 -25
Mecha Chocobo L 4 4 1 4 3 2 -50 25 -75 25 0 25 25 25 0 0 25 0 25 -25 25 -25
Ifreeta L 3 4 5 1 2 3 100 -50 0 0 -50 25 0 -25 0 25 0 0 0 -25 0 0
Shivalry L 4 4 4 3 1 2 -100 100 -25 50 25 -25 25 -50 0 0 25 0 0 0 -25 0
Ramewl L 3 2 4 3 1 5 -25 25 100 25 50 -75 -25 -75 0 0 0 0 -25 0 25 0

Quacho Queen L 4 2 2 1 5 4
Miney S 0 25 -50 25 50 -25 25 -25 -25 -25 0 25 25 25 25 -25
3 2 2 2 5 4
Mo S
Princess Goblin M 2 3 3 3 3 3 25 -25 25 -25 -25 25 -25 25 -25 -25 0 25 25 -25 25 0
Ultros L 5 2 2 5 3 2 -50 0 -25 0 50 25 -25 25 -25 0 50 0 0 0 0 0
Undead Princess L 3 3 4 2 4 1 -50 0 25 -25 0 25 -25 50 0 -25 -25 0 -25 25 -50 50

References (Continued)
Imprisming
Dierent mirages have dierent imprism requirements. You can obtain the requirement by using Libra when you
encounter them (or just use the encounter tables that I provide). Two conditions are once per battle, but otherwise
you can improve the imprism chance by doing the action more than once. If you're thorough about collecting
mirages, you may well find that you're overlevelled for a given area and that you tend to kill your targets instead of
capturing them. If the target mirage can be captured after some kind of physical attack (including reducing HP and
doing a lot of damage at once), the Subdue ability can be invaluable. If the target requires an elemental attack, your
best bet is to use low damage items. Failing all else, you can unstack to reduce the power of your attacks.

Stacked enemies cannot be imprismed. You will need to topple the stack first. The Sylph mirage gives you early
access to the Tickle ability, stacks using Right Claw should have access to Throw while stacks using Fenrir should
have access to Lunge. All three are good for bringing down enemy stacks.

Certain mirages will escape at the first opportunity or when you fail an imprism attempt. Annoyingly, they tend to
be the ones most rarely encountered. To prevent your target escaping, you'll need to be using a mirage with the No
Escape ability. Right Claw is probably your best choice since you won't acquire a Vampire Prime until quite late
and Mimics have the annoying habit of killing your targets with a counterattack.

Method Required for Notes


Bestow bravery on the Mirage Mega Nightsqual For example, Right Claw or Spark Dragon ability
Bestow haste on the Mirage Gigantrot -
Bestow protect on the Mirage Goblin Guard -
Bestow regen on the Mirage Skull Eater For example, Mu ability. Don't use Healing Springs.
Bestow shell on the Mirage Lead Gnome -
Red Cap, Water Golem, Trihyde,
Tonberry, Use Subdue ability when the monsters are weak; otherwise
Mega Sharqual, Elasmos, Sphinx, target elemental
Deal a lot of damage at once
Magitek Armor A, Omega, Omega weakness with -ara or even -aja spells. Faith and Focus can help.
Bane, Toughest enemies will require Grudge or Megaflare
Ultima Weapon, Master Tonberry
Evade the Mirage's attacks Chrome Giant For example, use Howl (White Nakk) and defend
Unstack and kill o all party members but one.
Face the Mirage with only one party Flan Princess, Ultros When imprism opportunity appears, use phoenix down and
member
restack
Give the Mirage an elixir Magic Pot, Magic Jar -
Give the Mirage gysahl greens Chocobo Dropped by Chocochicks in Wellspring Woods
Kupicaroon, Water Toad, Asterius,
Gilgamesh, Use War Gongs
Inflict berserk
Kupicaroon and Asterius are resistant
Mecha Chocobo
Ahriman, Werebat, Ice Bat, Princess Use Flash Bombs
Inflict blindness Goblin Princess Goblin is resistant
Red Captain, Buer, Bombino, Imp, Use Loco Weed
Inflict confusion
Garchimacera, Minotaur Buer and Imp are resistant
Golem Head, Adamantoise, Iron For example, Armor Piercer (Mimic) or Absorb PHY
Inflict defense down
Muscles (Demivampire)
Inflict evasion down Einhnder, Master Cactuar For example, Ultrasonics (Werebat / Ice Bat ability)
Inflict doom Kyubi Memeocoleous ability
Yurugu, Deathskull, Mordskull,
Use Lethean Chimes
Inflict oblivion Metalliskull,
Tiamat and Wind Toad are resistant
Tiamat, Wind Toad
Cocadrille, Manticore, Memecoleous, Use Poison Fangs.
Inflict poison
Kraken Manticore, Memocoleous and Kraken are resistant
Inflict sleep Korrigan, Nightsqual Use Dream Powder
Use Spider Silk
Inflict slow Cactuar
Mirage with No Escape ability is required to capture a Cactuar
Any ailment.
Malboro is weak to oblivion and slow
Malboro, Malboro Menace, Spark Malboro Menace is least resistant to oblivion and slow
Inflict status ailments Dragon,
Unicorn Spark Dragon is weak to confusion and sleep
Unicorn is weak to poison, blindness and slow

Use mirages with Counter / Evade and Counter abilities. Bestow


Land a counterattack Kuza Kit, Kuza Beast, Sand Worm protect if
you're liable to kill the target
Gigantuar, Paleberry King, Red
Cross Slash stack ability (using a Nakk, for example) has higher
Land a critical hit Dragon,
critical chance
Death Machine, War Machine, Titan
Floating Eye, Blood Eye, Bihydra,
ONCE PER BATTLE: Leave only this
Sandicore, Security Eye -
mirage standing

Sylph, Goblin, Copper Gnome, Fenrir,


Behemoth, Kupirate, Right Claw, Left
Claw,
Dualizard, Ghidra, Cactrot, Mimic,
ONCE PER BATTLE: Reduce the Mirage's Use Subdue ability if necessary.
Mimic Jackpot, Tonberry King,
HP Mirage with No Escape ability is required to capture a Cactrot
Minimantoise,
King Bomb, Lucky Toad, Sea Worm,
Magitek Armor, Sistertaur, Magna
Roader,
Carbuncle, Demivampire, Death
Reflect magic back Searcher, For example, Magic Jar ability. Don't use Star Curtains.
Mindflayer, Squidraken, Cenchos
Refia summon will trigger the opportunity without burning
Restore a lot of the Mirage's HP at once Mist Dragon, Phoenix
through your elixirs
Black Chocochick, Moogle, Quacho,
Restore the Mirage's HP Quacho Queen, Quachacho, -
Quacho Queen, Miney, Mo
Use dark attacks Vampire, Nightmare -
Use earth attacks Valefor, Brothertaur Throw Stone ability will hit Valefor
Reaver Mu, Friit, Weeglee, Sharqual,
Flammantoise, Bomb, Entom Guard, Reaver Mu is weak to fire so use Shell and unstack before
Use fire attacks Entom Soldier, Elite Entom, Ifrit, attempting to capture
Ifreeta
Use fire, ice and thunder attacks Cerberus Use elemental damage items
Bablizz, Brrblizz, White Nakk, Shiva,
Use ice attacks -
Shivalry
Paleberry, Vampire Prime, Holy
Dragon, Baby Paleberry is the first Mirage that you can acquire which is
Use light attacks
capable of this
Undead Princess
Nut Eater, Mythril Giant, Iron Giant,
Use magical enhancements For example, Protect, Shell, Regen
Master Moogle
Chocochick, Mu, Mandragora, Mini
Golem,
Black Nakk, Babyhemoth,
Use physical attacks Behemonster, Use Subdue ability if you may otherwise kill the target
Cockatrice, Baby Tonberry, Baby
Paleberry,
Mini Flan, Flan, Bismarck, Searcher
Use thunder attacks Zapt, Joult, Ramuh, Ramewl -
Use water attacks Sea Snake, Sea Serpent -

Abilities
The following table details all the combat abilities in the game. If the "Mirages" column is empty, the ability requires
you to stack certain mirages together. When planning your builds, pay attention to the AP cost. I find that abilities
costing 8 AP or more are simply too awesome to use, since you'll then be limited to basic attacks for several turns
or will have burn through your ether supply. I find abilities where the target is "Random" to be pretty much useless
- generally, you want to focus on taking down a single enemy at a time or all at once and random damage does not
help either of those goals.

Most abilities are shared by all mirages in a given line. Abilities that are not shared are marked either by '*' before
the ability name (never shared) or by a '*' before the name of the mirage in the Mirages column (not shared in that
particular line).

Elemental abilities "stack". If Lann has a mirage with the Fire ability and also has the Fire mirajewel equipped, Lann
will also be able to cast Fira. Fira+Fira = Firaga and Firaga+Firaga = Firaja. Stacking for light magic is a little
dierent, going Banish, Banishra, Holy, Ultima. Ultima, of course, is far too awesome to actually use.

Name Summary Target Topple AP Mirages


Inflict fixed amount of neutral physical damage.
*1,000 Meedles Random - 3 Cactrot
Hits multiple times
*1,000 Needles Inflict fixed amount of neutral physical damage. Single - 3 Cactuar, Master Cactuar
Abaddon Flame Inflict magical fire damage All - 7
Abyss Inflict magical dark damage Single - 5 Kyubi, Gleed, Shivverina, Voultr
Inflict magic and magic defense down;
*Absorb-MAG Single - 5 Vampire
gain magic and magic defense up
Inflict strength and defense down;
*Absorb-PHY Single - 5 Demivampire
gain strength and defense up
*Accursed Gaze Inflict neutral magical damage / slow Single - 4 Buer
*Acid Fang Inflict neutral physical damage / defense down Single Medium 4 Trihyde
*Acid Mist Inflict magical water damage / defense down All - 4 Tiamat
Adrenaline Lessens the damage taken while HP is low Passive - - Behemoth, Kuza Beast
Serafie, Golem Head, Kuza Kit, Cocadrille, Flan,
Aero Inflict magical wind damage Single - 3 Mist Dragon, Wind Toad, Nightmare, Magna
Roader (Yellow)
Aeroga Inflict magical wind damage All - 7
Aeroja Inflict magical wind damage Single - 9
Diva Serafie, Golem Head, Ahriman, Wind Toad,
Aerora Inflict magical wind damage Single - 5
Magna Roader (Yellow), Einhnder
Increase AP restored each turn when aicted by a
Ailment AP Boost status ailment Passive - - Floating Eye

Ailment Regen Bestows regen when aicted by a status ailment Passive - - Nut Eater, *Holy Dragon
Ensure the initial action of a preemptive strike will
Ambush Passive - - *Mega NIghtsqual, Minotaur
result in a crtical
Raises critical chance when attacking a poisoned
Anaphalaxis Passive - - Manticore
target
*Anti-Magic
Lessens the magical damage taken Passive - - Magitek Armor A
Coating
Gradually raises resistance to all ailments each time
Antibodies one is Passive - - Sea Serpent
incurred
*Aqua Spikes Sometimes counter with water when hit Passive - - Leviathan, Leviathan
*Arcane Enter counterstance and retaliate against magical
Self - 3 Mimic
Counterstance attacks
Arenaceous Body Gives a chance of nullifying damage Passive - - Sandicore
Revive KO'd allies and restore a moderate amount of
Arise All - 7
HP
Inflict neutral physical damage / defense down
*Armor Piercer Single Medium 6 Mimic, Mimic Jackpot
Bypasses defense
Raises all Damage dealt during the first two turns of
Assault Passive - - Cerberus, Black Nakk, Sharqual, Death Machine
combat
Atomic Impact Inflict physical dark damage All High 15 Omega God
Auspicious Theme Bestow evasion up / accuracy up All - 5 Lucky Toad
Auto-Phoenix Automatically use phoenix down when ally is KO'd Passive - - Diva Serafie, Princess Goblin, Princess Goblin
Automatically use a potion when HP falls below a
Auto-Potion Passive - - Goblin, Kupicaroon
threshold
Auto-Protect Continually bestows protect Passive - - *Adamantoise

Auto-Shell Continually bestows shell Passive - - Chrome Giant, *Adamantoise


*Bad Breath Inflict poison / blindness / oblivion / slow / confusion Single - 8 Malboro
*Sylph, *Serafie, Mini Golem, Magic Pot, Magic
Jar,
Balance Restore stability Single - 4
Mini Flan, Flammantoise, *Lucky Toad,
*Searcher
Balancega Restore stability All - 8 Siren, Diva Serafie
Very
Balancing Act Inflict neutral physical damage. Topples wielder's stack Single 4
High
Baby Paleberry, Unicorn, Squidraken, Odin,
Banish Inflict magical light damage Single - 3
Master Moogle
Banishra Inflict magical light damage Single - 5 Paleberry, Cenchos, Master Moogle
*Bask Recover HP and gain regen Self - 4 Minimantoise, Flammantoise
Reduces all AP costs by 1. AP fully recharges for each
Battery Powered battle, but Passive - - Death Machine, War Machine
less recovers each turn
Mecha Chocobo, Vampire Prime, Mecha
Berserk Inflict Berserk status Single - 2 Chocobo

*Bewitching Gaze Inflict neutral magical damage / doom Single - 6 Ahriman


*Bewitching
Inflict confusion. Hits multiple times Random - 4 Imp, Garchimacera
Whisper
Bile Inflict magical water damage / defense down Single - 3 Water Golem, Flan
Chrome Giant, Mordskull, Garchimacera, *Mind
Bio Inflict neutral magical damage / poison Single - 3 Flayer,
Magna Roader (Purple)
Blades Inflict neutral magical damage Single Low 6 Einhnder
Blades+ Single Low 8
Inflict neutral magical damage

Tama, Kyubi, Fritt, *Cerberus, Elefenrir,


Blaze Inflict magical fire damage All - 5 Nirvalefor, Phoenix,
Ifrit, Ifreeta
Ahriman, *Ifrit, Gleefrit, Ghidra, *Red Dragon,
Blaze Spikes Sometimes counter with fire when hit Passive - - Flammantoise, Ifrit

Shivalry, Quacho Queen, Shivalry, Quacho


Blizzaga Inflict magical ice damage All - 7
Queen
Blizzaja Inflict magical ice damage Single - 9
Mishiva, Shivverina, Paleberry King, Flan
Blizzara Inflict magical ice damage Single - 5 Princess,
Demivampire, Shiva, Shivalry
Bablizz, Brrblizz, Deathskull, Baby Paleberry, Ice
Blizzard Inflict magical ice damage Single - 3 Bat,
Mist Dragon, *Security Eye
*Bloodfang Absorb HP and inflict poison Single Low 4 Vampire
*Blossom Storm Inflict neutral magical damage; hits 9 times Random - 10 Tamamohim, Kyubi
*Blossom Storm+ Inflict neutral magical damage; hits 9 times Random - 12
Mecha Chocobo, Lead Gnome, Mini Golem,
Sand Worm,
*Body Slam Inflict neutral physical damage Single High 4 Death Machine, War Machine, Entom Guard,
Iron Muscles,
Mecha Chocobo
Bold Maneuver Inflict neutral magical damage All - 6 Omega God
Skull Eater, Right Claw, Tonberry, Spark Dragon,
Bravery Raise physical damage Single - 4 Sphinx,
*Security Eye, Imp, Diabolos, Master Tonberry

*Breach Blast Inflict magical water damage All - 8 Bismarck


Breather Recover HP and remove status down eects Self - 1 Hyperion
Bulldozer Inflict neutral physical damage Single High 7 Minotaur, Asterius
*Bypass Reflect Allows magic cast to bypass reflect Passive - - Carbuncle, Einhnder
*Cat Claw Inflict neutral physical damage / sleep Single Medium 4 Right Claw
*Celestriad Chance that abilities cost no AP Passive - - Flan Princess
Channel Element -- Inflict neutral physical damage. Element changes
Single Low 2
- based on stack
*Chaos Beak Inflict neutral damage / confusion / death Single Medium 4 Cocadrille
*Chaos Wave Inflict neutral magical damage All - 9 Maduin
Mecha Chocobo, *Behemoth, Kuza Beast,
Charge Recover AP Self - 0 Magitek Armor,
Magitek Armor A, Mecha Chocobo
Bablizz, Brrblizz, Quachacho, Mind Flayer,
Chill Cool hot areas or freeze water Support - -
Squidraken
*Choco MAX Inflict neutral physical damage Single Medium 10 Mecha Chocobo, Mecha Chocobo
*Chocobo Kick Inflict neutral physical damage; hits multiple times SIngle Medium 4 Chocobo, Hyperion
Circumvent Remove positive status eects All - 6 Ahriman
Inflict neutral magical damage. Hits multiple times.
*Cluster Random - 3 Bombino
Also harms wielder. Scales to HP
Confuse Inflict confusion Single - 3 Serafie
Constrict Inflict neutral physical damage. Scales to HP Single - 5 Sand Worm
*Ifrit, Gleefrit, Babyhemoth, Mimic Queen, Mimic
Counter Allows non-ranged attacks sometimes to be countered Passive - - Jackpot,
Ifrit
Enter counterstance and retaliate against non-ranged
*Counterstance Self - 3 Iron Muscles, Master Tonberry
attacks
Courage Under Fire Raises physical damage as HP gets lower Passive - - Magna Roader (Yellow)
Cover Take damage in place of an ally Passive - - Goblin Guard, *Minimantoise, *Sphinx, Maduin
Crimson Cyclone Inflict magical fire damage / strength down All - 11 Ifreeta, Ifreeta
Critical AP Hike Restores AP upon landing a critical hit Passive - - Elefenrir, Tonberry King
Critical Guard Lessens the damage taken from critical attacks Passive - - Malboro, Minimantoise, Magitek Armor
Cross Slash Inflict neutral physical damage. High critical chance Single Low 4 Stack ability
*Crusher Inflict magical water damage Single High 4 Bismarck
Crystalline Flare Inflict neutral magic damage / blindness Single - 7 Master Moogle
Siren, Princess Goblin, Quacho Queen, Flan
Cura Restore HP Single - 5 Princess,
Quacho Queen, Princess Goblin
*Curaga Restore HP All - 7 Magic Pot
Cure Restore HP Single - 3 Tama, Yurugu, Chocochick, *Searcher
*Dance With Me! Inflict berserk All - 5 Flan Princess
Yurugu, Floating Eye, Elefenrir, Deathskull, Flan
Princess,
NIghtsqual, Garchimacera, Nightmare, Mind
Dark Inflict magical dark damage / blindness Single - 4 Flayer,
Magna Roader (Purple), Odin, Ultros,
Undead Princess

Dark Converter Restore AP upon taking dark damage Passive - - Undead Princess, Undead Princess
*Dark Mysteries Inflict magical dark damage Single - 7 Vampire Prime
Mordskull, Mimic, Mimic Jackpot, Death
Death Inflict death Single - 8
Searcher
*Death Beak Inflict neutral damage / poison / death Single Medium 3 Cockatrice
*Deep Freeze Inflict magical ice damage / evasion down Single Medium 11 Shivalry, Shivalry
*Destroyer Gain berserk / haste Self - 2 Omega, Omega Bane
*Diamond Dust Inflict magical ice damage All - 11 Shiva, Shivver, Shiva
Dispel Remove positive status eects Single - 4 Holy Dragon
*Dispel Counter Allows one to sometimes counter with Dispel Passive - - Ultros
Dispelga Remove positive status eects All - 6 Bahamut
Automatically KO a target when the countdown runs
*Doom Single - 5 Memecoleous
out
*Double Attack Inflict neutral physical damage. Hits twice Single Medium 4 Dualizard, Bihydra
*Double Cut Inflict neutral physical damage. Hits four times Single Medium 5 Odin, Odin
Copper Gnome, Golem Head, Brothertaur, Iron
Double Smash Inflict neutral physical damage. Hits twice Random Medium 4
Muscles
Drain Use dark power to absorb HP Single - 4 Kuza Kit, Ice Bat
*Draining Claw Inflict physical dark damage and absorb HP Single Medium 3 Left Claw
Allows some of the damage dealt by "Attack" to be
*Draintouch absorbed Passive - - Vampire Prime
as HP
*Dread Gaze Inflict neutral magical damage / confusion / death Single - 8 Undead Princess, Undead Princess
Dread Spikes Allows one to sometimes counter with Drain Passive - - Demivampire
Earthquake Inflict magical earth damage All - 6 Sand Worm, Elite Entom
*Eclipse Bite Inflict physical dark damage. High critical chance Single Medium 8 Elefenrir
*Element Absorber When hit, sometimes absorbs elemental damage Passive - - Skull Eater
Enaero Inflict physical wind damage SIngle Medium 6
Enblizzard Inflict physical ice damage SIngle Medium 6
Endless Blessings Increases positive status duration Passive - - Siren, Water Toad
*Malboro Menace, *Ahriman, Mind Flayer,
Endless Nightmare Increases duration of ailments one inflicts Passive - -
*Squidraken
*Energy Ray Inflict neutral magical damage All - 10 Valefor, Nirvalefor
Enfire Inflict physical fire damage SIngle Medium 6
Enhanced Attack Raises damage done by the "Attack" command Passive - - Ultima Weapon, Bahamut
*Skull Eater, *Nut Eater, Elefenrir, Baby Tonberry,
Tonberry King, Mega Sharqual, Ultima Weapon,
Enhanced Criticals Raises critical damage Passive - -
Bahamut,
Master Tonberry
Sylph, Moogle, Quacho Queen, *Unicorn,
Enhanced Cure Improves eectiveness of HP recovery Passive - - Quacho Queen

*Enhanced Earth Raises earth ability damage Passive - - Titan


Enhanced Fire Raises fire ability damage Passive - - Ifreeta, Weeglee, Bomb, Ifrit, Ifreeta
Bablizz, Shivalry, Brrblizz, Quachacho, Shiva,
Enhanced Ice Raises ice ability damage Passive - -
Shivalry
Enhanced Light Raises light ability damage Passive - - Paleberry, *Cenchos
Enhanced Thunder Raises thunder ability damage Passive - - Zapt, Ramewl, Joult, Ramuh, Ramewl
Sea Snake, *Leviathan, *Elasmos, Sea Worm,
Enhanced Water Raises water ability damage Passive - - *Cenchos,
Leviathan, Ultros
Enhanced Wind Raises wind ability damage Passive - - Golem Head, *Valefor, *Tiamat, Wind Toad
Enlight Inflict physical light damage SIngle Medium 6
Enstone Inflict physical earth damage SIngle Medium 6
Enthunder Inflict physical thunder damage SIngle Medium 6
Randomly raises and lessens topple strength of
Entropy Passive - - Malboro, Garchimacera, Brothertaur, Asterius
attacks
*Equilibrium Halves stability loss while HP is full Passive - - Mini Golem
*Princess Goblin, Cockatrice, Sistertaur,
Esuna Removes status ailments Single - 3 Princess Goblin

Esunaga Removes status ailments All - 8 Cocadrille


Raises evasion chance and allows one to counter if
Evade & Counter Passive - - Werebat, Mist Dragon
successful
Inflict magical dark damage.
*Everyone's Grudge All - 6 Tonberry King, Paleberry King
Power increases relative to damage accrued
*Evil Mist Inflict magical dark damage / poison All - 8 Kraken, Cenchos
Princess Goblin, Lead Gnome, Princess
Expendable Ribbon Nullifies first status ailment to be inflicted Passive - - Goblin

Inflict neutral magical damage. Also harms allies.


*Explode All - 2 King Bomb
Scales to HP
Extra Needles Raises the damage of needle attacks Passive - - Cactrot, Gigantrot, Master Cactuar
Allows physical attacks to sometimes be countered.
*Extreme Bomber Passive - - Quacho Queen, Quacho Queen
The lower one's HP, the stronger the blow
Faith Raise magical damage Self - 4 Memecoleous, Searcher

Fira Inflict magical fire damage Single - 5 Buer, Arite, Gleed, Red Dragon, King Bomb,
Phoenix, Ifrit

Firaga Inflict magical fire damage All - 7 Ifreeta, Einhnder, Ifreeta


Red Captain, Blood Eye, Fritt, Weeglee,
Cockatrice,
Fire Inflict magical fire damage Single - 3 *Bihydra, Flammantoise, Bomb, Manticore,
*Searcher, Imp,
Magna Roader (Red), Diabolos
*Fire Beam Inflict magical fire damage Single - 6 Magitek Armor
*Fire Breath Inflict magical fire damage. Scales to HP All - 7 Red Dragon
Arite, Gleed, Bihydra, King Bomb, Phoenix,
Fire Converter Restores AP on taking fire damage Passive - - Ifrit, Ifreeta

Mu, Red Cap, Fenrir, Mimic, NIghtsqual,


First Strike Raises the odds of a preemptive strike Passive - - Searcher,
Magna Roader (Purple)
Flames of Rebirth Inflict magical fire damage and revive all allies All - 9 Phoenix
Flaming Hell Inflict magical fire damage All - 6 XG
Flare Inflict neutral magic damage Single - 9 Bahamut
*Flare Star Inflict magical fire damage All - 10 Red Dragon
Goblin Guard, Holy Dragon, Magna Roader
Flash Inflict blindness All - 3 (Red),
Princess Goblin
Flee Guarantees escape when escape is possible Passive - - Black Chocobo, Cactuar, Cactrot
Floating Eye, Blood Eye, Moogle, Master
*Flutter Fly Reynn and Lann a short distance Support - -
Moogle
Bomb, Sea Worm, Minotaur, Asterius, Iron
Focus Raise the damage done by one's next attack Self - 0
Muscles
*Forest Nocturne Restore HP. Takes eect multiple times Random - 4 Moogle, Master Moogle
Foxfire Inflict magical fire damage Single - 4 Tama, Yurugu
*Frenzy Walnut Recover HP and gain berserk / regen Self - 2 Reaver Mu
*Full Output Inflict neutral magical damage All - 8 Death Machine, War Machine
Full Output+ Inflict neutral magical damage All - 10
Inflict neutral physical damage and raise the power of
Full Power! your Single - 6 Ultima Weapon
next attack
*Gaia's Wrath Inflict magical earth damage All Medium 11 Titan
*Ahriman, Blood Eye, Mimic Queen, *Death
Gaze Inflict neutral damage / confusion Single - 4
Searcher
Lessens physical damage taken but raises magical
Gelatinous Body Passive - - Water Golem, Mini Flan
damage
*Gentle Mist Restore HP and bestow regen All - 5 Mist Dragon
*Geocrush Inflict magical earth damage Single High 6 Titan
Gillfinder Increases the amount of gil obtained in battle Passive - - Chocochick, Gigantuar, *Magic Jar
*Gimme an Elixir! Consuming an elixir gives temporary stat boosts Passive - - Magic Pot, Magic Jar
*Gnaw Inflict neutral physical damage Single Medium 3 White Nakk
*Goblin Eye Gouge Inflict neutral physical damage / blindness Single Medium 3 Red Cap
*Goblin Punch Inflict neutral physical damage. Hits multiple times Random Low 4 Goblin
*Grand Sword Inflict neutral physical damage All High 5 Iron Giant
*Gravija Eliminate 1/4 of the target's remaining HP All - 20 Diabolos, Diabolos
Gravity Eliminate 1/4 of the target's remaining HP Single - 10 Death Searcher, Nightmare
Gravity Counter Allows one to sometimes counter with gravity Passive - - Sand Worm, Sea Worm
Inflict physical earth damage / wind damage /
*Great Sandstorm All - 9 Sphinx, Memecoleous
blindness
*Guardian Glow Bestow defense up / magic defense up All - 2 Sphinx
*Gungnir Inflict neutral physical damage All - 4 Odin, Odin

Hailstone Inflict magical ice damage All - 7


Black Chocochick, Diva Serafie, Ramewl, Wind
Toad,
Haste Increase turn frequency Single - 4 Gilgamesh, Magna Roader (Yellow), Master
Cactuar,
Ramewl
*Healing Horn Remove status ailments and restore HP All - 6 Unicorn
Very
*Heave Inflict neutral physical damage Single 4 Behemonster
High
*Heaven's Wrath Inflict magical thunder damage. Hits 8 times Random - 11 Ramewl, Ramewl
*Heavenly Wrath Inflict physical light damage. Hits four times Single High 7 Holy Dragon
Allows non-ranged attacks sometimes to be countered
Heavy Counter Passive - - Behemoth
with a powerful blow
Heavy Magic Allows magical attacks sometimes to be countered
Passive - - Kuza Beast
Counter with a powerful blow
Helldiver Inflict neutral physical damage. High critical chance Single Low 4
Hellfire Inflict magical fire damage All - 11 Ifrit, Gleefrit, Ifrit
Inflict neutral magic damage / confusion / oblivion /
Hex Eye Single - 6
death
Restores HP if an attack lowers HP by a certain
*Hi-Speed Op Passive - - Security Eye
amount
Holy Inflict magical light damage Single - 9 Paleberry King, *Holy Dragon
Holy Ray Inflict magical light damage All - 7
*Babyhemoth, *Kuza Kit, Brothertaur, Sistertaur,
Horn Inflict neutral physical damage Single Medium 3
Nightmare
*Howl Bestow evasion up / accuracy up All - 4 White Nakk
*Howling Moon Gain berserk / haste / evasion up Self - 4 Fenrir
*Hydrotwister Inflict magical water damage. Bypasses defense Single - 6 Mega Sharqual, Mega NIghtsqual
If HP is full, gives attacks a chance of bestowing
Hypermode Passive - - XG
Bravery / Faith
Floating Eye, Deathskull, Nightmare, Undead
Hypnosis Inflict sleep Single - 4 Princess

*Ice Beam Inflict magical ice damage Single - 6 Magitek Armor, Magitek Armor A
Ice Converter Restores AP on taking ice damage Passive - - Mishiva, Shivverina, Shiva, Shivalry

Ice Spikes Sometimes counter with ice when hit Passive - - Shiva, Shiva
Bablizz, *Fenrir, Cerberus, Quachacho, Shiva,
Ice Storm Inflict magical ice damage All - 5
Shivalry
*Impact Claw Inflict neutral physical damage Single High 3 Left Claw
Inflict neutral physical damage / poison / magic
*Incisors SIngle Medium 5 Skull Eater, Nut Eater
defense down
*Induration Sometimes bestows defense up on taking a hit Passive - - Copper Gnome, Quachacho
*Invincible Sometimes nullifies damage Passive - - Iron Giant
*Initial AP Hike Restores AP at the start of battle Passive - - Malboro Menace
*Initiative Sometimes gain haste at start of battle Passive - - Hyperion
*Jet Fire Inflict magical wind damage All - 10 Tiamat
Tamamohim, Kyubi, Chocobo, Mecha
Chocobo, Malboro,
Malboro Menace, Fenrir, Elefenrir, Behemoth,
Kuza Beast,
Right Claw, Flan, Sharqual, NIghtsqual, Magitek
*Joyride Serve as a mode of transport Support - - Armor,
Magitek Armor A, Magna Roader (Purple),
Magna Roader (Yellow), Magna Roader (Red),
Omega,
Omega Bane, Mecha Chocobo

*Judgement Bolt Inflict magical thunder damage All - 11 Ramuh, Rairamuh, Ramuh
KERS Recover AP and remove all status eects Self - 0 Magna Roader (Red)
Kishin Inflict physical dark damage Single High 15 XG
*Knife Inflict neutral physical damage. Bypasses defense Single Medium 4 Tonberry, Paleberry
Inflict neutral physical damage / berserk. Hits multiple
Kuparrr! Random Medium 4 Kupicaroon
times
Lambaste Inflict neutral physical damage. Hits multiple times Random Medium 3 Gilgamesh
Behemonster, *Magic Pot, Bomb, Magna
Last Stand Once per battle, prevents HP from dropping to 0 Passive - -
Roader (Yellow)
*Leaf Dagger Inflict physical wind damage / poison Single Low 3 Mandragora, Korrigan
Leech Use dark power to absorb HP Single - 3 Werebat
Left Claw Inflict neutral physical damage. Hits twice Single Low 4 Left Claw
Leg Sweep Inflict neutral physical damage Single High 3 Gilgamesh
*Lethean Gaze Inflict neutral magical damage / oblivion Single - 4 Blood Eye
Lethean Punch Inflict neutral physical damage / oblivion Single Medium 4 Reaver Mu
Tama, Yurugu, Mu, Moogle, Magic Pot,
Libra View info about target Single - 1 *Searcher,
*Security Eye
Light Converter Restores AP on taking light damage Passive - - Paleberry King
Lullaby Inflict sleep All - 7 Siren, Wind Toad
Inflict neutral physical damage. Destablizes wielder's Very
Lunge Single 5
stack High
Mage Masher Inflict physical fire damage / magic down Single Low 3 Ghidra
Magic Counter Allows magical attacks sometimes to be countered Passive - - Kuza Kit, Iron Muscles
Magitek Beam+ Inflict neutral magical damage Single - 8
Magitek Circuitry Raises magical damage Passive - - Magitek Armor
Mana's Paean Bestow magic up All - 4 Wind Toad
Inflict neutral magical damage.
Megaflare All - All Bahamut
Power increases as the wielder's HP decreases
When hit when HP is 10% or less, causes on to self-
*Meltdown destruct and Passive - - Omega, Omega Bane
harm allies
*Metal Cutter Inflict neutral physical damage SIngle High 3 Magitek Armor A
*Metal Salvo Inflict neutral physical damage Single High 4 Mecha Chocobo, Mecha Chocobo
Metalliskull, Iron Muscles, Entom Guard, Entom
Metallic Body Lessens all damage taken Passive - - Soldier,
Elite Entom
*Meteor Enter counterstance and use Meteor to retaliate
Self - 6 Behemonster
Counterstance against attacks
Mightiest of Swords Attack with the mightiest of swords Single - 4 Gilgamesh
*Mighty Guard Gain protect / shell Self - 2 Iron Giant
*Mind Blast Inflict neutral magical damage / confusion / oblivion Single - 4 Mind Flayer, Squidraken
*Mind Madrigal Bestow magic defense up All - 5 Water Toad
*Miraculous Drill Inflict neutral physical damage Single High 6 Mimic Queen
Very
Misdirection Inflict neutral physical damage Single 6
High
*Missile Inflict neutral magical damage Single - 4 Omega, Omega Bane
Moon Flute Inflict berserk All - 4 Garchimacera
Needle Thrift Reduce AP cost of all needle attacks by 1 Passive - - Cactuar, Gigantuar, Master Cactuar
*Nightmare Inflict sleep All - 4 Diabolos, Diabolos

*Nightmaretouch Causes the "Attack" command to inflict sleep Passive - - Diabolos, Diabolos

Nightmarish Lore Raises damage when attacking a sleeping target Passive - - Diabolos, Nightmare, Diabolos
Right Claw, Mimic, Mimic Jackpot, Vampire
No Escape Completely prevents enemies from escaping Passive - -
Prime
*Octentacle Inflict neutral physical damage; hits 8 times Random - 8 Ultros, Ultros
*Ode of Oblivion Inflict oblivion All - 4 Water Toad
Mecha Chocobo, Omega Bane, Mecha
*Overclock Accuracy up while berserk; HP drains Passive - - Chocobo

*Overheat Upon taking fire damage, sometimes bestows berserk Passive - - Entom Guard, Entom Soldier, Elite Entom
Pattern Analysis When hit, sometimes bestows evasion up on all allies Passive - - Searcher, Einhnder
Perfect Dodge Enter counterstance and evade physical attacks Self - 3 Master Cactuar
Inflict magical dark damage.
*Petty Grudge Single - 3 Baby Tonberry, Baby Paleberry
Power increases relative to damage accrued
*Phaeosynthesis Raises the amount of AP restored each turn Passive - - Korrigan
Serafie, Red Captain, Kupirate, Tonberry,
Pharmacology Improves eectiveness of healing items Passive - - Memecoleous,
Imp, Master Tonberry
Photosynthesis Sometimes bestows regen at start of battle Passive - - Mandragora, Gigantuar, Gigantrot
Point Deflector Completely nullifies damage up to three times Passive - - Omega God
Poison Bite Inflict neutral physical damage / poison Single Medium 4 Kyubi, *Dualizard, *Bihydra
*Poison Counter When hit, sometimes inflicts poison on the assailant Passive - - Adamantoise
Poison Nails Inflict neutral physical damage / poison Single Medium 3 Right Claw, Imp, Diabolos
Poisontouch "Attack" command has a chance of inflicting poison Passive - - Mandragora, Lead Gnome, White Nakk
*Possession Rush Inflict neutral physical damage / confusion Single High 8 Undead Princess, Undead Princess
*Pressure Inflict magical earth damage All Medium 4 Adamantoise
*Princess's Charm Inflict neutral physical damage / blindness Single Medium 7 Princess Goblin, Princess Goblin
Goblin Guard, Copper Gnome, Chrome Giant,
Mimic,
Protect Lessen physical damage taken Single - 2 Minimantoise, Minotaur, Gilgamesh, Princess
Goblin
*Pulverizing Blow Inflict neutral physical damage / doom Single Medium 6 Entom Soldier, Elite Entom
Mu, Fritt, Weeglee, *Vampire, *Demivampire,
Punch Inflict neutral physical damage Single Medium 3 Ifrit,
Ifreeta
*Putrid Breath Inflict various status ailments / negative status eects Single - 11 Malboro Menace
*Quake Inflict magical earth damage All Medium 10 Mordskull
*Quicksand Inflict magical earth damage / slow Single - 4 Mordskull, Sand Worm
Allows physical attacks to sometimes be countered.
*Rage Bomber Passive - - Quacho, Miney, Mo
The lower one's HP, the stronger the blow
Raigeki Inflict physical thunder damage Single Medium 4 XG
Tamamohim, Chocobo, Princess Goblin,
Raise All - 4 Phoenix,
Revive KO'd allies
Princess Goblin
Rake Inflict neutral physical damage Single Medium 3 Ahriman
*Ram Inflict neutral physical damage Single Medium 3 Chocochick, Black Chocochick, Korrigan
Metalliskull, Entom Soldier, Elite Entom,
Random Shock Inflict magical thunder damage. Hits multiple times Random - 4
Einhnder
*Reaper Inflict magical water damage All - 4 Leviathan, Leviathan
Undead Princess, Death Searcher, Undead
Reaper Lore Restores a little HP whenever someone is KO'd Passive - - Princess

Rebound Once per battle, prevents a stack from toppling Passive - -


Recycle Sometimes prevents items being consumed on use Passive - - Magna Roader (Red)
*Red Fang Inflict physical fire damage Single Medium 4 Black Nakk, Red Dragon
Diva Serafie, Buer, *Left Claw, *Magic Jar,
Reflect Causes magic to be reflected back at casters Single - 4 Kraken, Cenchos,
Entom Guard, Ultros
*Refueling Gain haste Self - 3 Bombino
Tamamohim, Mu, Zaphr, Voultr, *Unicorn,
Regen Gradually restore HP Single - 4 Ramuh, Odin,
Ramewl
Renew Remove status ailments Single - 3 Sylph
Resist Stun Protects against stun Passive - - Water Golem, Flan
Restore Restore HP Single - 3 Red Captain, Water Golem
*Retaliatory Missile Allows one to counter up to two attacks with missiles Passive - - Death Machine, War Machine
*Reteethe Bestows strength up upon landing a critical hit Passive - - Mega Sharqual, Mega NIghtsqual
Inflict neutral physical damage;
Revenge Blast SIngle Low 4 Babyhemoth
power increases as the wielder's health decreases
Deathskull, Mordskull, Vampire Prime, Undead
*Revivify Gradually restores HP Passive - - Princess

*Riddle Inflict confusion / doom Single - 7 Sphinx


Right Claw Inflict neutral physical damage. Hits twice Single Low 3 Right Claw
*Riot Blow Inflict neutral physical damage Single Medium 6 Maduin
Ruby Light Bestow Reflect All - 8 Carbuncle
Safety Bit Raises resistance to death while HP is low Passive - - Cockatrice, Cocadrille, Phoenix
Inflict physical earth damage / wind damage /
Sandstorm All - 6 Sandicore, Sand Worm
blindness
*Scream Inflict magic defense down All - 3 Korrigan
Inflict neutral magical damage. Also harms wielder.
*Self-Destruct Single - 1 Bomb
Scales to HP
*Shake Inflict magical earth damage Single High 3 Mini Golem
Refelcts a portion of close-quarters damage back at
*Sharkskin Passive - - Bismarck
the assailant
Inflict neutral physical damage / defense down
Sharpened Knife Single Medium 7 Master Tonberry
Bypasses defense
Chocochick, Carbuncle, Goblin, Mythril Giant,
Water Golem, Zapt, Joult, Minimantoise,
Shell Lessen magical damage taken Single - 2 Asterius,
Gilgamesh, Ramuh, Ramewl
*Shining Ruby Bestow defense up / magic defense up All - 4 Carbuncle
Ramuh, Rairamuh, Metalliskull, *Spark Dragon,
Shock Spikes Sometimes counter with thunder when hit Passive - - Ramuh

*Shocking Breath Inflict magical thunder damage. Scales to HP All - 7 Spark Dragon
Inflict magical wind damage / oblivion
*Silent Voice All - 9 Siren, Diva Serafie

Red Captain, Fritt, Weeglee, Black Nakk,


*Sizzle Burn obstacles or light fuses Support - -
Cockatrice, Bomb
*Slash Inflict neutral physical damage Single Medium 3 Goblin Guard, Red Captain, Metalliskull
*Sled Fang Inflict neutral physical damage Single Medium 6 Fenrir
Golem Head, Shiva, Shivver, Vampire Prime,
Sleep Inflict sleep Single - 4 *Squidraken,
Shiva
Sleep Chance+ Raises the chance of inflicting sleep Passive - - Nightmare
*Sleep Leaves Inflict physical wind damage / sleep Single Low 4 Mandragora
*Sling Inflict neutral physical damage All Medium 8 Mythril Giant, Chrome Giant
Mishiva, Undead Princess, Shiva, Shivalry,
Slow Inflict slow Single - 3
Undead Princess
Mythril Giant, Chrome Giant, Red Dragon, Holy
*Smash Remove obstacles through brute strength Support - - Dragon,
Minotaur, Asterius
*Snowman Rondo Inflict magical ice damage. Hits multiple times Random - 4 Kupirate
*Sonic Fangs Inflict neutral physical damage Single High 4 Cerberus
*Sonic Wings Inflict magical damage / slow Single - 4 Valefor, Nirvalefor
SOS Conserve AP Reduces all AP costs by 1 while HP is low Passive - - Sand Worm
SOS Magic Boost Raises magical damage while HP is low Passive - - Buer
SOS Regen Bestows regen while HP is low Passive - - Bombino, Phoenix
SOS Ribbon Immunity to status ailments while HP is low Passive - - Magic Jar
*Spinning Fin Inflict neutral physical damage Single Medium 3 Sea Snake
Reaver Mu, Mythril Giant, Behemoth, *Kuza
Stabilizer Sometimes halves stability loss Passive - - Beast, Sphinx,
Memecoleous, Magitek Armor A, Titan
*Stack Buster Inflict neutral physical damage. Single - 4 Brothertaur, Sistertaur
Highly eective against stacked enemies
Sticky Goo Inflict magical water damage / slow Single - 3 Mini Flan
Restores AP upon exploiting an enemy's elemental Valefor, Nirvalefor, Baby Paleberry, Master
Strategic AP Hike Passive - -
weakness Moogle
Stretch Legs Gain haste and evasion up Single - 4 Hyperion
Tama, Yurugu, Chocochick, Black Chocochick,
Mu,
Reaver Mu, Mandragora, Korrigan, Fritt,
Weeglee, Bablizz,
Brrblizz, Zapt, Joult, White Nakk, Black Nakk,
Moogle,
*Stroll Walk alongside Reynn and Lann Support - - Cactuar, Cactrot, Quacho, Quachacho, Baby
Tonberry,
Baby Paleberry, Bombino, Water Toad, Lucky
Toad,
Wind Toad, Searcher, Security Eye, Death
Searcher,
Master Moogle, Master Cactuar, Miney, Mo
Black Chocochick, Sylph, Mu, Reaver Mu, Red
Cap,
Subdue Inflict nonlethal physical damage Single - 0 Water Golem, Kupicaroon, Right Claw,
Quachacho,
*Lucky Toad, Wind Toad, Miney, Mo
*Sweet Breath Inflict sleep All - 5 Quacho Queen, Quacho Queen
*Swordbreaker Inflict physical fire damage / strength down Single Low 3 Ghidra
*Sync Left Claw Raises damage of a Left Claw partner Passive - - Right Claw
*Sync Right Claw Raises damage of a Right Claw partner Passive - - Left Claw
Zaphr, Deathskull, Magic Jar, Demivampire,
Syphon Use dark power to absorb AP Single - 0 Undead Princess

*Temblor Inflict magical earth damage All - 7 Adamantoise


*Tentacle Inflict neutral physical damage Single Medium 3 Malboro, Malboro Menace
Third Eye While blind, raises evasion chance / critical chance Passive - - Ice Bat
*Thousands of Inflict fixed amount of neutral physical damage.
Random - 10 Gigantrot
Meedles Hits multiple times
Thousands of Inflict fixed amount of neutral physical damage.
Random - 12
Meedles+ Hits multiple times
*Thousands of
Inflict fixed amount of neutral physical damage All - 7 Gigantuar
Needles
Thousands of
Inflict fixed amount of neutral physical damage All - 9
Needles+
Very
Throw Inflict neutral physical damage Single 6
High
*Copper Gnome, *Lead Gnome, Mini Golem,
Throw Stone Inflict neutral earth damage Single Medium 3
Mordskull, Titan
Thundaga Inflict magical thunder damage All - 7 Ramewl, Ramewl
Thundaja Inflict magical thunder damage Single - 9
Zaphr, Voultr, Kuza Beast, Spark Dragon,
Thundara Inflict magical thunder damage Single - 5 Ramuh

Zapt, Joult, Kuza Kit, Metalliskull, Trihyde, Flan,


Thunder Inflict magical thunder damage Single - 3
Death Searcher
*Thunder Beam Inflict magical thunder damage Single - 6 Magitek Armor A

Zaphr, Voultr, *Spark Dragon, Ramuh,


Thunder Converter Restores AP on taking thunder damage Passive - -
Ramewl
*Thunder Horn Inflict physical thunder damage Single High 4 Kuza Beast
Zapt, Joult, Cerberus, Tiamat, Mimic Queen,
Thunderbolt Inflict magical thunder damage All - 5 Gilgamesh,
*Ultros, Ramuh, Ramewl, Ultros
*Thunderstorm Inflict magical thunder damage / wind damage All - 9 Elasmos
Sylph, Serafie, Manticore, Sandicore,
*Tickle Inflict neutral magical damage Single High 3
Garchimacera
*Tidal Wave Inflict magical water damage All - 12 Leviathan, Leviathan
Bestows strength up if one reaches third tier of evasion
Top Gear Passive - - Magna Roader (Purple)
up
Touchdown Inflict neutral physical damage All High 5 Bahamut
Very
Tower Jump Inflict neutral physical damage Single 9
High
*Track Inflict accuracy down All - 6 Buer
Left Claw, Gigantrot, Mimic Jackpot, Lucky
Treasure Hunter Raises the chance that enemies will drop rare items Passive - - Toad,
Death Searcher
Tremor Inflict magical earth damage All Medium 6
*Triple Attack Inflict neutral physical damage. Hits 3 times Single High 6 Trihyde, Ghidra
Triumphant Shout Bestow strength up All - 4 Red Captain, Kupirate
Sea Serpent, Sea Worm, *Kraken, *Ultros,
Tsunami Inflict magical water damage All - 5 *Cenchos,
Leviathan, Ultros

*Ullr's Shield Gives a chance of nullifying damage Passive - - Odin, Odin


Ultima Inflict neutral magical damage All - 12 Ultima Weapon
Ultima Beam Inflict neutral magical damage All - 15 Ultima Weapon

*Ultimate Focus Gain magic up Self - 2 Floating Eye, Maduin


*Ultimate Terror Inflict strength / magic / defense / magic defense down All - 6 Diabolos, Diabolos
*Ultrasonics Inflict evasion down All - 2 Werebat, Ice Bat
Unholy Darkness Inflict magical dark damage All - 7
Unstacked
Raises evasion chance while unstacked Passive - - Cactuar, Cactrot, Werebat, Ice Bat
Evasion+
Unstacked Guard Lessens damage taken while unstacked Passive - - Chrome Giant
Unstacked Haste Bestows haste while unstacked Passive - - Black Chocochick
*Upgrade Gain defense up / magic defense up / evasion up Self - 4 Security Eye
Magna Roader (Purple), Magna Roader (Yellow),
Upshift Gain hast / evasion up but incur defense down Self - 3
Magna Roader (Red)
*Venom Needle Inflict neutral physical damage / poison Single Low 4 Manticore, Sandicore
Inflict neutral physical damage.
Vertical Cleave Single - 3
Highly eective against stacked enemies
Victory Charge Upon winning, restores HP to all allies Passive - - Mythril Giant, Sistertaur
Victory Shout Upon winning, restores HP to all allies Passive - - Red Captain
Vigilance Prevents enemy ambushes Passive - - *Magic Pot, Security Eye, Magna Roader (Red)
Water Golem, Kupicaroon, Dualizard, Quacho,
Baby Tonberry, Mini Flan, Sharqual, NIghtsqual,
Water Inflict magical water damage Single - 3 Sea Snake,
Water Toad, Mind Flayer, Squidraken, Miney,
Mo, Ultros
Restores AP on taking water damage Dualizard, *Sea Serpent, *Kraken
Water Converter Passive - -

*Water Harmony Inflict magical water damage. Hits multiple times Random - 4 Kupirate
Water Golem, Quacho, Tonberry King, Mega
Sharqual,
Mega NIghtsqual, Sea Serpent, Kraken,
Watera Inflict magical water damage Single - 5 Cenchos,
Leviathan, Master Tonberry, Quacho Queen,
Miney, Mo,
Ultros
Quacho Queen, Elasmos, Sea Worm, Quacho
*Waterga Inflict magical water damage Single - 7 Queen

Waterja Inflict magical water damage Single - 9


*Waterspout Inflict magical water damage. Bypasses defense Single - 4 Sharqual, NIghtsqual
*Wave Cannon Inflict neutral magical damage All - 10 Omega, Omega Bane
Magna Roader (Purple), Magna Roader (Yellow),
Wheel Inflict neutral physical damage Single Medium 4
Magna Roader (Red)
Whirlpool Inflict magical water damage / slow Single - 5 Mega NIghtsqual, Sea Worm
Whirlwind Inflict magical wind damage All - 5 Valefor, Entom Guard
*Whisperwind Inflict magical wind damage and restore HP SIngle - 4 Sylph
*Wild Horn Inflict neutral physical damage Single High 4 Behemoth
Wind Converter Restores AP on taking wind damage Passive - - Trihyde
*Wind Rhapsody Inflict magical wind damage. Hits multiple times Random - 4 Moogle, Master Moogle
Wind Slash Inflict magical wind damage All - 3 Gilgamesh
Yawn Inflict sleep All - 4 Quachacho
*Zantetsuken Inflict death. Odd increase as HP and AP decrease All - 19 Odin, Odin
Zapt, Joult, Searcher, Security Eye, Death
*Zap Activate machinery Support - - Searcher,
Entom Guard

References (Continued)
Mirajewels
The table below lists all mirajewels available in the game. Most are obtained from by leveling up mirages, with a
handful of unique ones found in chests. An <Element> Resistance+ mirajewel increases resistance by 25. A Resist
<Ailment> mirajewel gives complete immunity to that ailment. The All Resistances+ mirajewel sounds great but
gives a 25% multiplier to your resistances so that, for example, 25 increases to 30 rather than 50. You should try to
unlock the following mirajewels as soon as possible: Cure, Dispel, Faith and Resist Confusion along with the ones
that reinforce your chosen elemental abilities.

You can only have a maximum of 99 mirajewels at any one time. When going for Legendary Caretaker, this will
become a problem. You can discard a mirajewel using the square button.

Name Location
Abyss Ultros mirage board
Chocobo mirage board
Accuracy+
Gigantrot mirage board
Accuracy++ Ghidra mirage board
Aero Golem Head mirage board
Aeroga Diva Serafie mirage board
Valefor mirage board
Aerora
Wind Toad mirage board
Chest in The Train Graveyard
Agility+
Hyperion mirage board
Agility++ Chest in area 2, Ex Dungeon C
All Resistances+ Tamamohim mirage board
Arise Chest in area 3, Ex Dungeon B
Balance Flammantoise mirage board
Balancega Siren mirage board
Banish Gilgamesh mirage board
Banishra Paleberry mirage board
Berserk Garchimacera mirage board
Bio Malboro Menace mirage board
Blizzaga Demivampire mirage board
Blizzara Mishiva mirage board
Blizzard Quachacho mirage board
Bravery War Machine mirage board

Confuse Sphinx mirage board


Tonberry mirage board
Critical+
Mega Sharqual mirage board
Critical++ Master Tonberry mirage board
Cura Asterius mirage board
Curaga Chest in the Sunken Temple
Cure Moogle mirage board
Dark Resistance+ Vampire mirage board
Death Undead Princess mirage board
Chest in Icicle Ridge
Defense+
Mini Golem mirage board
Adamantoise mirage board
Defense++
Omega Bane mirage board
Dispel Ahriman mirage board
Drain Mordskull mirage board
Earth Resistance+ Sand Worm mirage board
Esuna Malboro mirage board
Evasion+ Einhnder
Defeat the Master Cactuar in the Colosseum,
Evasion++
Master Cactuar mirage board
EXP Boost Chest in area 1, Ex Dungeon A
Faith Death Machine mirage board
Arite mirage board
Fira
Red Dragon mirage board
Firaga King Bomb mirage board
Fire Red Captain mirage board
Gleed mirage board
Phoenix mirage board
Fire Resistance+ Ifrit mirage board
Ifreeta mirage board
First Strike Mega NIghtsqual mirage board
Flare Bahamut mirage board

Gillfinder Master Moogle mirage board


Holy Holy Dragon mirage board
HP+ Nirvalefor mirage board
XG mirage board
HP++ Mecha Chocobo mirage board
Shivveerina mirage board
Ice Resistance+ Shivalry mirage board
Chest in Nether Nebula
Libra
Mu mirage board
Light Resistance+ Cenchos mirage board
Lure Chest in the Phantom Sands
Magic+ Mo mirage board
Magic++ Kuza Beast mirage board
Iron Muscles mirage board
Magic Defense++
Miney mirage board
Meteor Omega God mirage board
Protect Goblin Guard mirage board
Quake Maduin mirage board
Raise Memecoleous mirage board
Reflect Buer mirage board
Regen Unicorn mirage board
Resist Berserk Magna Roader (Purple) mirage board
Resist Blindness Sea Worm mirage board
Resist Confusion Lucky Toad mirage board
Resist Defense Down Mimic Jackpot mirage board
Resist Evasion Down Magna Roader (Yellow) mirage board
Resist Magic Down Ramewl mirage board

Resist Magic Defense down Princess Goblin mirage board

Resist Oblivion Undead Princess mirage board


Resist Poison Chrome Giant mirage board
Nightmare mirage board
Resist Sleep Diabolos mirage board

Resist Slow Shiva mirage board

Resist Strength Down Odin mirage board


Resist Stun Flan mirage board
Safety Bit Kyubi mirage board
Shell Mythril Giant mirage board
Slow Left Claw mirage board
Sleep Imp mirage board
Stealth Chest in Big Bridge
Strength+ Behemoth mirage board
Minotaur mirage board
Strength++
Omega mirage board
Syphon Mimic mirage board
Thundaga Ramuh mirage board
Thundara Zaphr mirage board
Thunder Right Claw mirage board
Thunder Resistance+ Voultr mirage board
Metalliskull mirage board
Treasure Hunter Gigantuar mirage board
Ultima Ultima Weapon mirage board
Vigilance Magna Roader (Red) mirage board
Quacho mirage board
Water
Sea Snake mirage board
Sea Serpent mirage board
Water Resistance+ Leviathan mirage board
Water Golem mirage board
Watera
Kupicaroon mirage board
Kraken mirage board
Waterga Quacho Queen mirage board
Wind Resistance+ Trihyde mirage board

Ability Seeds
Ability seeds are used to fill in blank slots on your mirage boards. As with mirajewels, an <Element> Resistance+
seed increases resistance by 25 while a Resist <Ailment> seed gives complete immunity to that ailment. Most
seeds are obtained through sidequests and Colosseum bouts with a few found in chests. You can also buy them
Chocolatte, whose stock starts out small but expands as the game progresses, and from the Girl's Tearoom where
you can exchange Arma Gems for ability seeds after buying all Champion Medals and doing all Intervention
Quests.

Ability Location
Townsperson quest Taking Trouble by the Horns
Abyss
Girl's Tearoom (4 Arma Gems)
Townsperson quest A Dancer's Dilemma
Accuracy+ Colosseum bout Tonberry Tribe 1
Girl's Tearoom (2 Arma Gems)
Colosseum bout Tonberry Tribe 2
Accuracy++
Girl's Tearoom (4 Arma Gems)
Chest in the Windswept Mire
Aero
Chocolatte (3000 gil)
Colosseum bout Guardians of Earth & Wind
Aeroga
Chocolatte (50000 gil)
Townsperson quest Taking Care of Bizzy-izzyness I
Aerora Colosseum bout Golem Destroyer
Chocolatte (20000 gil)
Chest in Valley Seven
Colosseum bout FF Classics 1
Agility+
Girl's Tearoom (2 Arma Gems)

Colosseum bout FF Classics 2


Agility++
Girl's Tearoom (4 Arma Gems)
Agility+++ Colosseum bout The Ultimate Weapon
All Resistances+ Girl's Tearoom (20 Arma Gems)
Arise Girl's Tearoom (10 Arma Gems)
Colosseum bout Mountain Mirages 1
Balance
Chocolatte (3000 gil)
Colosseum bout Team Black 2
Balancega
Chocolatte (50000 gil)
Banish Chocolatte (6000 gil)
Colosseum bout Calamari Time Bomb
Banishra
Chocolatte (30000 gil)
Townsperson quest The Birthday Present
Berserk Townsperson quest Her Jiggly Highness
Chocolatte (20000 gil)
Intervention quest The Unwritten Future
Bio
Girl's Tearoom (4 Arma Gems)
Colosseum bout Justice Misserved
Blizzaga
Chocolatte (50000 gil)
Intervention quest Cold, Hard Justice
Blizzara Colosseum bout Hunters of the Ridge
Chocolatte (20000 gil)
Blizzard Chest in Icicle Ridge
Colosseum bout Beastly Burden 1
Chocolatte (3000 Gil)
Intervention quest Chocolatte's Master
Bravery
Girl's Tearoom (4 Arma Gems)
Intervention quest Two Dierent Conversations
Confuse
Chocolatte (30000 gil)
Colosseum bout King of the Tonberries
Critical+
Girl's Tearoom (2 Arma Gems)
Colosseum bout Say No to Muscleheads
Critcal++
Girl's Tearoom (4 Arma Gems)
Cura Chocolatte (20000 gil)
Curaga Chocolatte (50000 gil)
Chest in the Watchplains
Chest in the Dragon Scars
Cure
Colosseum bout Forest Fauna 1
Chocolatte (3000 gil)
Chest in The Train Graveyard
Dark Resistance+ Colosseum bout Vampire Pedigree 1
Girl's Tearoom (1 Arma Gem)
Death Girl's Tearoom (10 Arma Gems)
Townsperson quest The Battle for Teatime III
Defense+
Girl's Tearoom (2 Arma Gems)
Colosseum bout Legacy of Ancient Ronka
Defense++
Girl's Tearoom (4 Arma Gems)
Townsperson quest Scaling the Walls of Love
Dispel Colosseum bout Robosquawk Redux
Girl's Tearoom (4 Arma Gems)
Townsperson quest The Scareseeker
Drain
Chocolatte (30000 gil)
Earth Resistance+ Girl's Tearoom (1 Arma Gem)
Townsperson quest The Spellstone Scholar
Esuna
Chocolatte (20000 gil)
Colosseum bout Shmup to No Good
Evasion+
Girl's Tearoom (2 Arma Gems)
Colosseum bout The Evasion Persuasion
Evasion++
Girl's Tearoom (4 Arma Gems)
Faith Girl's Tearoom (4 Arma Gems)
Townsperson quest Taking Care of Bizzy-izzyness V
Fira Colosseum bout Lord of the Kaboom
Chocolatte (20000 gil)
Colosseum bout A Not-so-sweet Ifrit
Firaga
Chocolatte (50000 gil)
Colosseum bout Team Red 1
Fire
Chocolatte (3000 gil)
Chest in the Dragon Scars
Fire Resistance+
Girl's Tearoom (1 Arma Gem)
First Strike Girl's Tearoom (10 Arma Gems)
Flare Girl's Tearoom (10 Arma Gems)
Haste Girl's Tearoom (4 Arma Gems)
Holy Girl's Tearoom (10 Arma Gems)
Chest in Pyreglow Forest
HP+
Girl's Tearoom (2 Arma Gems)
Colosseum bout The Bane of Organic Life
HP++
Girl's Tearoom (4 Arma Gems)
Ice Resistance+ Girl's Tearoom (1 Arma Gem)
Libra Chocolatte (500 gil)
Light Resistance+ Girl's Tearoom (1 Arma Gem)
Chest in The Train Graveyard
Magic+
Girl's Tearoom (2 Arma Gems)
Magic++ Girl's Tearoom (4 Arma Gems)
Magic Defense+ Girl's Tearoom (2 Arma Gems)
Magic Defense++ Colosseum bout Succulent Succotash!
Meteor Girl's Tearoom (10 Arma Gems)
Protect Chocolatte (20000 gil)
Colosseum bout Just Another Day on the Sands
Quake
Girl's Tearoom (4 Arma Gems)
Chest in the Phantom Sands
Raise Intervention quest Ifrit Meets His Match
Chocolatte (20000 gil)
Intervention quest I Have Awaited This Day...
Reflect Townsperson quest Taking Care of Bizzy-izzyness IV
Girl's Tearoom (4 Arma Gems)
Townsperson quest Taking Care of Bizzy-izzyness II
Regen
Girl's Tearoom (4 Arma Gems)
Intervention quest A Bridge's Woes
Resist Accuracy Down
Girl's Tearoom (10 Arma Gems)
Resist Berserk Colosseum bout The Bitees' Biters' Biter
Chest in the Secret Temple
Resist Blindness Colosseum bout Sovereign of the Sea
Girl's Tearoom (10 Arma Gems)
Colosseum bout High Fliers 2
Resist Confusion
Girl's Tearoom (10 Arma Gems)
Intervention quest For Friends or Vengeance
Resist Defense Down
Girl's Tearoom (10 Arma Gems)
Intervention quest The Eye of the Desert
Resist Evasion Down
Girl's Tearoom (10 Arma Gems)
Intervention quest Finger-Whistle Crisis
Resist Magic Defense Down
Girl's Tearoom (10 Arma Gems)
Intervention quest The Sad Spiral
Resist Magic Down
Girl's Tearoom (10 Arma Gems)
Resist Oblivion Girl's Tearoom (10 Arma Gems)
Colosseum bout The Usual Nuisances 2
Resist Poison
Girl's Tearoom (10 Arma Gems)
Colosseum bout Team Red 2
Resist Sleep
Girl's Tearoom (10 Arma Gems)
Colosseum bout Team Blue 2
Resist Slow
Girl's Tearoom (10 Arma Gems)
Intervention quest Chosen by the Tribe
Resist Strength Down
Girl's Tearoom (10 Arma Gems)
Resist Stun Girl's Tearoom (10 Arma Gems)
Colosseum bout Bad Fox! Bad Fox!
Safety Bit
Girl's Tearoom (10 Arma Gems)
Shell Chocolatte (20000 gil)
Sleep Chocolatte (30000 gil)
Townsperson quest Mirage Pandemonium
Slow Chocolatte (20000 gil)

Stealth Girl's Tearoom (10 Arma Gems)


Chest in Saronia Docks
Strength+ Colosseum bout Shinra's Mechanical Mistake
Girl's Tearoom (2 Arma Gems)
Colosseum bout Unlikely Alliance 2
Strength++
Girl's Tearoom (4 Arma Gems)
Colosseum bout Ramuh's Pride and Joy
Thundaga
Chocolatte (50000 gil)
Defeat Mimic Queen
Intervention quest Freak of Nature
Thundara Townsperson quest Taking Care of Bizzy-izzyness III
Colosseum bout Team Yellow 2
Chocolatte (20000 gil)
Chest in Pyreglow Forest
Thunder Colosseum bout The Reactor Pack 1
Chocolatte (3000 gil)
Thunder Resistance+ Girl's Tearoom (1 Arma Gem)
Ultima Girl's Tearoom (15 Arma Gems)
Vigilance Girl's Tearoom (10 Arma Gems)
Chest in Saronia Docks
Water Colosseum bout Catch of the Day 1
Chocolatte (3000 gil)
Water Resistance+ Girl's Tearoom (1 Arma Gem)
Water Resistance++ Chest in the Sunken Temple
Intervention quest The Sunken Temple's Secret
Watera Colosseum bout Preying Mantoise
Chocolatte (20000 gil)
Colosseum bout Guardians of Fire & Water
Waterga
Chocolatte (50000 gil)
Wind Resistance+ Girl's Tearoom (1 Arma Gem)

Who's Who Checklist


Although there's no trophy associated with this (why not?), everyone likes a 100% checklist. These are all the
"Who's Who" topics that you need to gather to get 100%. If you're going for it, your best bet is simply to play the
game thoroughly - in particular do the Intervention Quests and get the true ending. A problematic one is Rorrik's
"The Power of Architects" entry. You'll unlock this entry by reading a book in Tometown library.

Character Entries Character Entries Character Entries


- Personality - Under Enna Kros's Watchful - She's God
- Memories from 100 Years Eye - The Realms of Fantasy
Lann Reynn Enna Kros
Ago - Hand-picked - The Champion System- Alexander as
- Lann's Future - Reynn's Future Enna Kros
- Sphere of Influence
- Relationship with Enna - Bad Blood
Searfie - Longtime Friends
- Family
Tama Kros - Rumor Radar Hauyn
- Architects and Breakers
- Nothing to Sni At
- Tamamohim - A Tragic Figure

- Ywain
- Soul Beneath the Armor
- Ywain's Role - King of Bahamut - Soul Beneath the Armor
Masked - Sphere of Influence Plumed - An Unstable Copy
- The Unlucky Carbuncle Brandelis
Woman - A Past Century, A Century's Knight - Ultimate Forms
- The Exnine Knights Passing - Pecking Order
- The Exnine Knights

- Soul Beneath the Armour


- Brains, Not Brawn
- Soul Beneath the Armor
Knight in the - Lusse Farna's Past
- On Stealing a Body Thane of Saronia - Sentient Soldier Lusse
Golden Mask - The Power of Breakers
- Who Is He?
- Destiny Control

- Rorrik's Past - She Woke Them Up


- A Fallen God
- The Power of Architects - From Medium to Champion
Girl Who Forgot - (Probably) Safe Warrior of
Rorrik - Where Are the Other Warriors?
- Rorrik's Eyes Her Name - Her True Identity Light
- Soul Searching
- Pocket of the Universe
- Gods Get Around
- Streetwise Sovereign
- Familiar
- Summoners and Early
Princess - Hither and Thither - Leader Among Summoners
Chocolatte Yuna
Sarah Cornelia - Choco-stential Crisis - I'll Come Running
- Developer's Note

- Daughter of Saronia
- She's a Kitty?! - In League
- Sherlotta's Friend and
- The Grymoirian Sherlotta - Her Sworn Enemy
Refia Ward Sherlotta - Inseparable Souls Faris - Fighting Friends
- Sherlotta's Secret - Leviathan
- Why a White Mage?
- Overprotective? - The Grymoirian Faris

- A Cunning Strategist
- She's There When You Need Her
- SeeD's Leader - Marine Treasure Hunter
- Tifa's Dream
- Fashion Savvy
Quistis - The Wiser Choice Rikku Tifa - Ready to Wrangle
- Gullwings Wanted!
- A Childhood Friend
- Squall's Influence? - Trejjie-Wejjie, La La La La La!
- The Mysterious Master

- Bad Memories
- Growing Up
- Toad-Cursed
- Fighting Fire - Reading Into the Outfit
- Flandemonium!
Rydia Snow Lightning - Careless?
- Her Mother's Familiar - Is Lightning Snow's Sister?
- Watch and Learn
- Not a Summoner?
- Prismarium Prison Breaks
- An Eye for the Ladies
- The Desert Castle
- Figaro Castle, Midgar and - SeeD
- The League of S
the Captain of the - Master of Disguise
Edgar Squall - The League's Troubled History
Guard - Vivi's Vindication
Underground Prison - SeeD's Headquarters
- Leadership Material
- Eidolons as Living
Structures

- Familiar
- Countertek
- FInding His Identity - Kindergarten Summoner
- The Tsviets - The Keys' Hidden Purpose
Shelke Vivi Eiko - Fond Friends
- Emotionally Detached - The Black Mages
- Friend of Figaro - The Fenrir Primes

- Cloud and the League


- Road Warrior
- The Condition
- Carefree - Batty for Bartz
Bartz Gilgamesh Cloud - Antichampions
- Gilgamesh and I - Batty for Bartz: Continued
- The Man with the Silver Hair

- Celes and Cid


- Architects of a Better
- Always There to Assist?
Tomorrow? - Man or Mech?
- Soul Switcheroo - Just Getting Started
Celes - Not Some Opera Floozy Cid Shantotto
- Part of the Tradition - She's on Your Side, Honest
- Celes's Birthplace - Cid and Celes
- Maria and Draco

- Blitzball
- Esper Protector
- Athletic Abilities O the - Enslaved - A Series Regular
Chart - Not a Summoner - Lord of Locomotion
Cactuar
Tidus Terra - Terra's Birthright
- Tidus and Shantotto Conductor - Peachy Keen
- Cogna vs. Machine
- Just a Really Nice Guy - The Magitek Armor and
Maduin

- A Series Regular - A Series Regular - Syldra's Clan


Master - The Colisseum - Transfig Fashion
Moogle Syldra - Exceptionally Talented
Tonberry - Parallel Worlds - Moogle Mischief
- That Voice! - Old Friends
- Hyperion's Enslaver - Travel Buddies
- You Guessed It
Chocochick Mecha Chocobo - Cognification Boko
- But Why "Master"?
- Chocobo Interpreter
- A Series Regular
- Not on Bridge Duty
- A Series Regular
- Extremely Dangerous!
Ifrit - Extremely Dangerous Ifreeta Shiva - Manhandler
- Pinch Hitters
- The Nether Nebula: Part 1
- The Nether Nebula: Part 2

- Darling Dynamo
- A Series Regular
- Shiva's Biggest Headache
Shivalry Ramuh - Bald, or Bold? Ramewl - Not Exactly Eloquent
- Not Technically a Villain
- The Nether Nebula: Part 3

- A Series Regular
- A Series Regular - A Series Regular
Leviathan - Capricious Queen Bahamut - Tiababylo Odin - Battle Addict
- Not Fond of Bismarck - Brandelis's Name

- The Quacho Ruby


- A Series Regular - Queen of the Quachos
Addy the - A Series Regular Quacho
Diabolos - A Wily Adversary
Adamantoise - Hard Workers Queen - Lann, the Special Case
- Night Hungers
- A Series Regular
- Look Familiar? - Always Fired Up!
Quacho Princess Goblin Ultros
- A Dapper Duo - The Long So-Long - Unanimously Hideous
- Ink-credibly Resilient

- Not the Undead You


Undead Expected? - Shiva on Wheels
Shiva-Ixion
Princess - Roles Reprised - Not a Familiar
- Hey, Wait a Second...

Copyright and Acknowledgements


Copyright 2016 Christopher Williams
This guide may not be reproduced without my express permission for anything other than personal use. Use of this
guide on any site where permission to use has not been sought and given is a violation of copyright and forbidden.
Permission to use is extended to www.gamefaqs.com.

Walkthroughs and strategies are my own original work and taken from my own playthrough.

Corrections and clarifications are welcomed. Please contact me at c.c.williams at hotmail dot com.

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