__
|__ inal Fantasy X /---------------------------------------------------------o
| -------o--------\ Sin |
(0000X) \--------------------------------------------------------o
o------- Item Checklist -------o Watch the scene and then run all the way to
| | the top of the ship. Ride the elevator up
| Phantom Ring..........._____ | and make sure you're prepared for battle.
| Special Sphere........._____ |
| Elixir................._____ | o------------------------------------------o
| Wizard Lance..........._____ | | Boss: Left Fin |
| Lv.3 Key Sphere........_____ | |---------------------o--------------------|
| Lv.4 Key Sphere........_____ | | HP: 65,000 | AP: 16,000 |
| Four-on-One............_____ | |---------------------+--------------------|
| Defending Bracer......._____ | | MP: 999 | Gil: 10,000 |
| Megalixir.............._____ | o---------------------o--------------------o
| 20,000 Gil............._____ | | Boss: Right Fin |
| HP Sphere.............._____ | |---------------------o--------------------|
| Defense Sphere........._____ | | HP: 65,000 | AP: 17,000 |
| Laevatein.............._____ | |---------------------+--------------------|
| | | MP: 999 | Gil: 10,000 |
o------------------------------o--o------------------------------------------o
| |
| Well I'm sure you can assume that if you've completed most of the |
| sidequests that you can tear this boss (and subsequent bosses) a new blow |
| hole on your own, however if you are coming here right after the previous |
| area then you might find it rather difficult. I recommend being at least |
| as far as the end of the Sphere Grid for each character's section that |
| you're using, meaning as far as they can get before they end up |
| overlapping into someone else's section but even this is not required. If |
| you are underlevelled though you'll probably find that relying on Aeons |
| to do most of your direty work will be quite a useful strategy. Have Yuna |
| also cast support magic on everyone, when the battle starts you'll be at |
| a fairly safe distance giving you the opportunity to set yourself up. |
| When you are ready, use the Trigger Command to go closer. The first thing |
| you should do is have Auron use his Armor Break on the boss, now Tidus |
| can use Quick Hit if you have it, while under the influence of Haste to |
| log some serious damage quickly. The boss may at some point negate your |
| bonuses so just cast them again, Hastega being by far the most important. |
| The fin's primary attack is just a 1000 damage hit to each member of your |
| party, os if you have Protect status on, or lots of Mega-Potions in your |
| inventory then you'll have the upper hand. This applies to both fins. |
| |
o----------------------------------------------------------------------------o
Another scene here and of course, another battle...
o------------------------------o---------------------------------------------o
| Boss: Sin | |
|---------------o--------------| Neither of these bosses have as much HP as |
| HP: 36,000 | AP: 18,000 | either of the fins, even combined it's not |
|---------------+--------------| as much as one of them. The Sinspawn is |
| MP: 999 | Gil: 10,000 | weak and shouldn't take more than a couple |
|---------------o--------------o of turns, even if you are afraid of what |
| Boss: Sinspawn Genias | it can do the thing is weak against a |
|---------------o--------------| number of status ailments. Assuming Lulu |
| HP: 20,000 | AP: 1800 | has Doublecast have her use it with two |
|---------------+--------------| Firagas, or Flare which would be even |
| MP: 200 | Gil: 10,000 | better if you have it. Once the Sinspawn |
|------------------------------o is defeated then Sin itself still remains, |
| its HP is low though so be ready to hit |
| hard and fast. Have Auron use Armor Break and then just stick to normal |
| attacks, or the Quick Hit skill. For Lulu or Yuna have them Doublecast |
| or summon respectively. If you're summoning you should have already got |
| your Aeons to Overdrive before this battle begun, a combination of all |
| these things should be far more than needed to knock out a measly |
| 36,000 HP. This is stil la warm up for what's to come... |
| |
o----------------------------------------------------------------------------o
Back on the airship again save your game and run up to the top of the ship
where Yuna is standing. Speak to her then watch the scene. You'll appear
near the bridge once again, return to the top of the ship and get ready.
o------------------------------o---------------------------------------------o
| Boss: Overdrive Sin | |
|---------------o--------------| Here's where it starts to get hard. Before |
| HP: 140,000 | AP: 20,000 | this battle you should go and get yourself |
|---------------+--------------| about 60 remedies and use them to customize |
| MP: 999 | Gil: 12,000 | the Auto-Med ability onto all your armours. |
|---------------o--------------o The boss has an attack which hits your |
| entire party and inflicts a number of |
| abnormal status ailments. Basically this fight is timed, Sin has an |
| Overdrive meter and when it hits full it means goodbye to your party, so |
| speed along with power will be a key element for this fight. Overdrive |
| Sin starts off quite far away so the only way you are going to hit it is |
| with magic, have Lulu Doublecast her most powerful magic while you use |
| this opportunity to start casting support magic on your party. You should |
| also start summoning Aeons which can also hit the boss from far away. |
| When Sin gets a turn it will move closer but still not attack, it is still |
| too far away to attack so continue to use the same strategy you've been |
| using thus far. When it finally moves in again you can start pounding it |
| with your most powerful characters. Have Auron use Armor Break so that |
| Tidus' damage will skyrocket and use whoever are you most powerful |
| physical fighters to hit him. This is the point where Sin will start |
| attacking, but if you've got Auto-Med then you won't have to worry about |
| most of those ailments, just about hitting as hard and fast as possible. |
| |
o----------------------------------------------------------------------------o
Watch the scene and you'll find yourself in a new area. You can save here
fine without worrying, you aren't stuck here forever you can go back. Now the
next area is rather difficult, I'll outline two paths below, one for people
who want to pick up all the trreasure chests and one for people who just want
to get to the end. It's rather confusing so listen close. If you don't want
any of the treasure skip the next (two) paragraphs.
Start by heading North from the entrance. Just pas thte "less than sign"
shaped turn you'll come to a fork, these things may be difficult to
distinguish because your map isn't filled out, but at this fork one path leads
Northeast and the other leads West. Take the path leading West and then go
North when you come to the glowing symbol. Head as far North as you possibly
can, past the glowing symbol and then make a left turn to the West. Follow
this path until you come to a fork at a glowing symbol, there are now two
paths leading away, one North and one South. Take the South path. When you
come to the next glowing symbol head West, you'll know you've come the right
way if this leads you to a chest containing 'Phantom Ring.' Return to the
glowing symbol and make your way South to reach another chest and a waterfall.
Open the chest to receive 'Special Sphere' but don't go down the waterfall,
instead head back in the direction you came from. When you reach the glowing
symbol go North and you should find yourself once again at a fork you've been
to before, you'll recognize it because if you check the minimap the East path
has been uncovered but you haven't gone North yet, so head North.
Make a left turn at the next symbol and open the treasure chest to receive
'Elixir.' Now start heading East and the path will curve around until you are
moving South. At the next symbol continue to the South to find a chest and a
waterfall, open the chest to receive 'Wizard Lance' but ignore the waterfall.
Go back up to the fork at the glowing symbol and take the East branch. Almost
immediately you will find yourself at another fork. Follow the South path and
check the treasure chest for a 'Lv.3 Key Sphere.' Proceed North and follow
the linear path until you come to a save point in front of a ramp. The
following paragraph will detail how to get here from the start please skip it.
Head North until you reach a glowing symbol on the ground, then go West to a
waterfall and North from there. When you can no longer go North make a left
turn and follow the path to another glowing symbol. Run North to the next
symbol, then head East. This path will curve around to the South, turn East
at the glowing symbol and then North at the next one. Follow this path until
the end to reach a Save Sphere in front of a ramp.
o------------------------------o---------------------------------------------o
| Boss: Seymour Omnis | |
|---------------o--------------| Seymour Omnis relies very heavily on his |
| HP: 80,000 | AP: 24,000 | elemental magic spells, they aren't that |
|---------------+--------------| powerful but he casts each one of them |
| MP: 999 | Gil: 12,000 | four times per turn which can get rather |
|---------------o--------------o painful. If you cast Reflect it may be |
| effective but he will only use Dispel to |
| negate it, so trying using Yuna's Nul spells like you did on previous |
| battles with Seymour to stop the majority of the damage he can deal. With |
| his major offensive out of the way, constantly reinforced by Yuna every |
| turn you are free to attack as much as you want. Similar to the |
| Spherimorph he has a shifting weakness, but it is easy to determine by |
| whatever spells he casts, just have Lulu Doublecast the opposite on the |
| next turn. Auron should use Armor Break so that he or Tidus or both can |
| inflict the most damage, and Yuna's Aeons work well once you are fully |
| protected from his attacks. A much easier battle than Overdrive Sin. |
| |
o----------------------------------------------------------------------------o
Leave this area and save your game. Now head up the ramp and into the next
area. Just ahead of you on the right is a glyph. Before this door will open
you must defeat a total of ten fiends, then another ten for the next door and
lastly fifteen for the final one. Beyond it is a chest with a 'Lv.4 Key
Sphere,' a little anti-climactic. Follow the path until you reach a small
platform connection two areas, stand on it to be carried up to a chest
containing 'Four-on-One.' Go back down and head up, there is another panel
just above you but it won't take you anywhere, instead examine the wall to
push it over and create a path to a chest containing 'Defending Bracer.' Head
North and move around the sloping pit area. Examine the glyph on the West
side to reveal a chest with 'Megalixir' inside. Return to the previous area
and head down into the centre pit area. There's a chest containing '20,000
Gil' and a panel that will bring you up to an 'HP Sphere' and a 'Defense
Sphere.' Ride the panel down from beside the chest.
Now make your way Northeast. Follow the path around until you reach an open
area. When you approach the wide open area you will notice the camera
changes, which this occurs head South, there are two paths leading around
behind a section of wall. At the back of this section is a secret slide that
will send you all the way down to a treasure chest at the end. Open it to
receive 'Laevatein.' Examine the wall and start climbing using the X button
as you go. In the next area you find the game's final Save Sphere, at this
point you are still free to board your airship and go about your merry way,
but once you proceed North then there is no turning back.
Head forward and go into the large tower. There are all sorts of crystal
icicles popping up here, if one of them happens to hit you, you'll be thrust
into a battle with a super powerful enemy. For whatever reason you need to
collect a total of ten of the little sphere things that appear randomly around
here. The camera is horrific and you basically must run in the direction it's
pointing otherwise you're just going to run into an icicle. Sometimes while
you're running forward and there's nothing there you character will trip over
his own shoelaces like an idiot, or at least that's what it looks like, as if
some icicle was there when it actually wasn't. Collect ten of these items and
you will be transported to the location of the final boss.
o------------------------------o---------------------------------------------o
| Boss: Braska's Final Aeon | |
|---------------o--------------| There are a few things to note at the |
| HP: 65,000 | AP: N/A | start of this fight, first of all the two |
|---------------+--------------| objects beside him are going to heal him |
| MP: N/A | Gil: N/A | for 15000 HP every turn and charge his |
|---------------o--------------o Overdrive meter, so you might want to take |
| them out. A powerful party targeting |
| attack like the Black Magic Ultima or an Aeon Overdrive will obviously |
| work nicely, but save your best Aeon Overdrives for now. You also have |
| the Trigger Command to talk and lower the boss' Overdrive bar. Cast |
| Hastega on your party and beging to lay waste. Protect is an important |
| spell to have here as well, many of the boss' attacks rely on brute |
| physical brawn. 65,000 damage isn't too much of a step but it's not over, |
| once you've hurt him enough he'll reach into his chest for a second form. |
| |
o----------------------------------------------------------------------------o
o------------------------------o---------------------------------------------o
| Boss: Braska's Final Aeon | |
|---------------o--------------| Here you've got a very dangerous boss, you |
| HP: 120,000 | AP: N/A | will need a number of preparations, first |
|---------------+--------------| of all the more Overdrives you enter this |
| MP: N/A | Gil: N/A | battle with the better, it goes without |
|---------------o--------------o saying that the further along you are on |
| the Sphere Grid the better your chances of |
| survival are going to be. Have lots of Mega-Potion, Mega Phoenix, |
| Megalixir and Softs. Softs are very important, either that or the Esuna |
| spell. The most dangerous thing the boss can do is turn you to stone, if |
| you have no protection and this occurs on the very next turn you must |
| put everything else on hold to return to the character to normal, the |
| boss has the ability to shatter any petrified characters removing them |
| from the battle completely and decreasing your chances of winning by a |
| hell of a lot. His attacks are powerful, and that's all you really need |
| to know. This is the boss of the game and all those items in your |
| inventory aren't going to have much use while you're sitting on your |
| backside eating nachos and watching the ending, so use them all you want. |
| Every last Megalixir will come in handy, just skip the foreplay. Yuna |
| should Grand Summon Bahamut, or Anima, or whatever you best Aeon is. This |
| Aeon should already be at Overdrive as well so that you can double up and |
| really cause some pain. Lulu needs to Doublecast Flare or your next most |
| powerful spell, Tidus should be in charge of making sure everyone is under |
| the influence of Hastega, and Quick Hit the boss wherever possible. Yuna |
| should keep the party Protected and use other powerful white magic like |
| Holy and Auto-Life if you've got it. Basically throw everything you have |
| at the boss, and before you know, the game has come to a close... almost. |
| |
o----------------------------------------------------------------------------o
The game is designed so you will not lose, just fight your way through the
remaining battles and get ready to witness the end of your journey.
You beat the game. Good job!
Now sit back and enjoy the ending.
d--(o_O)--b
|
|
|