Auron's Sweet 666

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Overview -
                  
                  To capture monsters, go to the Monster Arena to the east of the Calm Lands, 
                  and buy monster-capturing weapons from the trainer there. If you deal the 
                  killing blow to a monster with one of these weapons, the monster is sent to
                  the Monster Arena, and you can then fight it there for a nominal cost. If you
                  lose any battle at the monster arena, it's not a game over, your characters
                  simply have 1 HP afterwards, and you lose the money you paid to fight the 
                  monster. Capture enough monsters from an area or a species, and you'll unlock
                  new bosses. The rest of this FAQ deals with these bosses.
                  
                  - b. Suggested Abilities and Equipment -
                  
                  Assume that all of the following bosses are immune to all status ailments
                  unless specified otherwise (Jumbo Flan is succeptable to Slow, and Neslug to
                  Silence, for example), and defend against all elemental attacks, if not absorb
                  them entirely. It's not nescessary for all of your characters to know every
                  single spell, Skill, and Special on the grid, but having at least one person
                  with a full complement of Black and White magics, someone else with status
                  ailment Skills, and teaching as many people as possible Entrust and Copycat,
                  is a good idea. Having Wakka's Attack Reel, and Tidus' Blitz Ace Overdrives
                  are dirty shortcuts to causing lots of damage, and are absolutely worth your
                  time to obtain.
                  
                  Hitting for 99,999 damage with your characters is not essential for the first
                  group of bosses, the Area Creations, but it certainly helps. For the Species 
                  and Original Creations, consider it vital. This means that you need several
                  weapons with [Break Damage Limit]. The easiest way to obtain weapons with this
                  auto-ability is to power up your characters' Celestial Weapons (for 
                  information on how to do that, see the FAQ I wrote on the subject), although
                  you may customize the auto-ability into a weapon yourself if you have 60 Dark
                  Matter. Self-made weapons don't have the special damage properties of 
                  Celestial Weapons, however, and won't do as much damage to armored enemies. A 
                  self-made spear for Kimahri will only do about 40,000 damage to Tanket at 255 
                  strength regardless of HP, for example, while his Spirit Lance will do 99,999 
                  damage at 210 strength and full HP.
                  
                  Quick Hit is a nescessity. Let me reiterate, QUICK HIT IS A NESCESSITY. Quick
                  Hit will allow you to get many, many extra attacks on a boss before it's had
                  a chance to move, often allowing you to dispose of it without a scratch on 
                  you to show for it. Some bosses automatically counterattack everything, 
                  however, which brings us to...
                  
                  [Auto Protect] and [Auto Shell] armor are at least as important as how many
                  hits you can get in between bosses' turns. In previous Final Fantasies, the
                  importance of Protect and Shell fell by the wayside - either they were not as
                  effective in reducing damage, or the enemies in previous games didn't warrant
                  religious use of them - but not so in FFX. Protect and Shell effectively
                  halve all physical and magical damage dealt to your party, which can mean the
                  difference between victory and the Game Over screen when fighting bosses with 
                  very high physical or magical offense, such as Fafnir, Nega Elemental, Greater
                  Sphere, or Ultima Buster, especially if these bosses counterattack when you 
                  so much as sneeze in their direction.
                  
                  Hastega, or an armor with [Auto Haste], used in conjunction with Quick Hit, 
                  is a nescessity. The more frequently you can attack, obviously the sooner the 
                  boss will perish. In this author's opinion, however, [Auto Haste] takes a
                  backseat to Protect and Shell, because unlike Hastega, there isn't a multiple-
                  character Protect or Shell spell. Likewise, [Auto Regen], [Auto Phoenix], 
                  and/or [Auto Potion] used in conjunction with [Alchemy] are also helpful, but 
                  IMHO, the former three that I just named should take precedence.
                  
                  Having over 9,999 HP to defeat any of these bosses isn't nescessary, but you'd
                  best have at least two characters with [Auto Phoenix] and/or keep everyone in 
                  Auto-Life status if you don't have more than 9,999 HP. Auto-Life is preferable
                  to [Auto Phoenix], because it doesn't require a living party member to activate,
                  but it wastes a turn. The tradeoff is yours to decide.
                  
                  All told, you need at least two different armors for fighting in the Monster
                  Arena - one to defend against monsters who use a lot of status ailment attacks,
                  and a second one when fighting monsters who hit for big damage. The status 
                  armor should consist of [Auto Med], [Berserkproof], [Confuseproof], and 
                  [Deathproof]. You could substitute [Curseproof] or [Blindproof] for [Auto Med]
                  if you like, but consider the other three auto-abilities very important. The
                  armor to use against monsters with a high offense should consist of [Break HP
                  Limit], [Auto Protect], [Auto Shell], and either [Auto Haste] or [Auto 
                  Phoenix]. With [Auto Protect] and high defense, [HP +30%] would merely be 
                  decorative - anything that can take off more than 15,000 HP in one hit while 
                  you're in Protect status with 255 defense would probably kill you in one hit 
                  regardless of how many HP you have, but if you'd like to use [HP +30%] anyway,
                  [Auto Shell] is the most expendable of these abilities. That's not to say it's
                  unnescessary altogether, it simply means that more monsters use physical 
                  attacks than magical ones.
                  
                  - c. Leveling Up -
                  
                  First, a disclaimer - before engaging any of these bosses in battle, read their
                  writeups below to learn about their statistics and attack patterns. This 
                  section is only a suggestion of who to fight first, it is not nearly as 
                  in-depth a boss guide as the information in sections IV, V, and VI. Disclaimer
                  over, we now return you to your regularly scheduled FAQ.
                  
                  At very, very low levels, you'll want to have your Aeons do the fighting for 
                  you. Having Anima - if not the Magus Sisters as well - will help you 
                  tremendously, because not only can these two Aeons break the damage limit 
                  without powering up a Celestial Weapon, but their stats begin porportionately 
                  higher than any other Aeon you have. If even Anima and the Magus Sisters are
                  being slaughtered in the arena, however, level up Yuna, because the strength
                  of any Aeon is tied to the strength of the summoner.
                  
                  You'll probably want to begin fighting either One-Eye or Pteryx before you
                  take on any other bosses. Both of these Species Creations have very low HP,
                  and despite a dirty trick or two up their sleeves, they're pushovers if you
                  use Aeons to do the fighting for you at low levels. If you're concerned about
                  being ambushed, create a party without Yuna, and equip a member of that party
                  with a weapon bearing [First Strike]. If you're ambushed, swap the character 
                  with [First Strike] for Yuna, and immediately have her summon. Anyway, 
                  defeating One-Eye yields weapons with [Triple AP], and Pteryx drops Evasion 
                  Spheres. (One-Eye also drops Magic Defense Spheres, but this tends to be 
                  overshadowed by the awesomeness of the weapons he drops. You'll probably have 
                  collected several dozen Magic Defense Spheres by the time you have [Triple AP]
                  weapons for all seven members of your party - don't hesitate to place these
                  on the Grid as you go, as well.) [Triple AP] weapons allow you to accrue 
                  ridiculous amounts of AP very rapidly (yours truly likes to exploit this by 
                  fighting Cactuars in Sanubia Desert, but the Omega Ruins is good as well in a 
                  pinch), and when your Evasion stat gets high enough, a good many of the 
                  Creations in the arena won't even be able to make a connecting hit.
                  
                  Speaking of, once you've gained ungodly amounts of AP with your new weapons, 
                  and raised your Evasion stat to at least 180, ideally 200+, you can take on
                  Ironclad without fear. Ironclad merely *looks* intimidating - when you have a
                  very high Evasion stat, his Reppageki counter will never hit you, and you'll
                  be laughing all the way to the HP Sphere bank. Bushinzan and Shinryudan can't
                  be evaded, by the way, but hopefully you'll have defeated him before he gets 
                  his second and third turns to use these - refer to the Ironclad information 
                  below for a strategy to take him down fast.
                  
                  Alternately, if your Wakka has a decent Strength stat, his World Champion
                  weapon, and Attack Reel, you can make short work of Fenrir before you even
                  take on One-Eye, Pteryx, or Ironclad. Twelve hits of Attack Reel at 99,999 
                  damage a pop is 1,199,988 damage, considerably more than Fenrir's laughable
                  850,000 HP. Causing that much damage at one time will always be an Overkill, 
                  therefore, Fenrir will always drop 2 Agility Spheres.
                  
                  When your Agility and HP are respectable - I'd say at least 110 (plus Haste) 
                  for the former and over 9,999 for the latter - you can move on to Juggernaut. 
                  Now, Juggernaut will automatically forfeit its first turn to charge up for 
                  its second turn, which happens to be a Fire elemental breath attack, which 
                  means that if you wear armor with [Fireproof] or [Fire Eater], your party
                  actually gets _two_ free turns on Juggernaut! (Nul Blaze works just as well as
                  the aforementioned two armor abilities.) A moderately leveled party should
                  have no trouble defeating Juggernaut before its third turn, but if he's giving
                  you trouble, the tried-and-true method of Passado has never failed.
                  
                  At some point in the preceeding, you can take on Hornet, who drops Accuracy
                  Spheres. Hornet doesn't have super high HP, but he hits with absolute accuracy, 
                  his attacks inflict nasty status changes, and his evade rate is pretty high.
                  You should be used to fighting monsters like him, so I'm sure I don't need to
                  tell you to use Attack Reel or Passado. Right? Right. Sorted.
                  
                  Defeating Jumbo Flan, who drops Magic Spheres, is an excercise in patience, 
                  not brute strength. Using the strategy I've outlined in Jumbo Flan's writeup 
                  below, you should be able to defeat him in five to six minutes. The strategy, 
                  in short, is to teach Anima Haste, Lancet, Shell, and Dispel, and have her 
                  repeatedly use Pain on Jumbo Flan, healing with Lancet when nescessary, and 
                  using Shell if Anima's Magic Defense is below 200. If your Anima is of a high 
                  enough level, Pain will do 99,999 damage every time. This is admittedly a 
                  time-consuming and boring strategy, but it's much easier than Doublecasting 
                  Ultima. Moreover, you need a high Magic stat for your party's Ultima to do much
                  damage, yet you can't _get_ a high Magic stat without defeating Jumbo Flan in 
                  the first place! Catch 22! Anima may be an ugly fish-mummy-thing, but she's a 
                  _useful_ ugly fish-mummy-thing.
                  
                  Tanket, who drops Defense Spheres, almost qualfies as easy a boss to defeat as 
                  those discussed in the preceeding paragraphs, but the fact that he's armored 
                  makes doing appreciable damage to him very difficult without a high Strength 
                  stat. Consider taking him on towards the end of your stat-raising. Attack Reel 
                  him for a quick kill, or defeat him the regular way with Quick Hit - Tanket is 
                  fairly slow, and he'll have two turns tops if your Agility is high enough.
                  
                  So you've got great Evasion, Magic Defense, HP, Agility, Accuracy, Strength, 
                  Defense, and Magic, isn't that enough?
                  
                  Yes and no. Having a high Luck stat will affect how often you recieve a rare
                  dropped item, how often you can make a rare steal, and the rate at which you 
                  make critical hits, much less hit an enemy with high Evasion at all! If you're
                  not a completist, but still want the benefit of a high Luck stat, always 
                  making a rare Steal can be accomplished by putting [Master Thief] on an armor,
                  and maxing out your strength and obtaining the Celestial Weapons eliminates 
                  the need for making critical hits. So yes, Luck is important, but unless you
                  plan on engaging the Dark Aeons in battle - the only monsters with painfully
                  high Evasion irrespective of your Accuracy stat - having a low Luck stat can 
                  be compensated for as outlined above. And with the exasperatingly difficult 
                  Greater Sphere and Earth Eater being the only two bosses to drop Luck and 
                  Fortune Spheres, respectively, you've got your work cut out for you.
                  
                  
                  -- IV. Normal Monster Price List --
                  
                  When talking to the trainer, after choosing "Fight Monsters", the screen is 
                  arranged like this:
                  _________________________________________________________
                  |                                                         |
                  | Besaid                           Kilika                 |                
                  | Mi'ihen Highroad                 Mushroom Rock Road     |              
                  | Djose Road                       Thunder Plains         |
                  | Macalania                        Bikanel                |               
                  | Calm Lands                       Sunken Cave            |                   
                  | Mt. Gagazet                      Inside Sin             |
                  | Omega Dungeon                    Area Conquest          |            
                  | Species Conquest                 Original               |               
                  |_________________________________________________________|
                  
                  Here are the monsters in the order they appear on the various area and conquest
                  selections; hopefully if you're missing a monster, this should clue you in to
                  exactly which one it is:
                  
                  Besaid
                  Dingo - 24 gil
                  Condor - 18 gil
                  Water Flan - 27 gil
                  
                  Kilika
                  Dinonix - 40 gil
                  Killer Bee - 34 gil
                  Yellow Element - 49 gil
                  Ragora - 72 gil
                  
                  Mi'ihen Highroad
                  Mi'ihen Fang - 49 gil
                  Ipiria - 69 gil
                  Floating Eye - 66 gil
                  White Element - 72 gil
                  Raldo - 63 gil
                  Vouivre - 90 gil
                  Bomb - 105 gil
                  Dual Horn (page 2) - 157 gil
                  
                  Mushroom Rock Road
                  Raptor - 72 gil
                  Gandarewa - 93 gil
                  Thunder Flan - 75 gil
                  Red Element - 82 gil
                  Lamashtu - 108 gil
                  Funguar - 63 gil
                  Garuda - 210 gil
                  
                  Djose Road
                  Garm - 132 gil
                  Simurgh - 109 gil
                  Bite Bug - 93 gil
                  Snow Flan - 139 gil
                  Bunyip - 145 gil
                  Basilisk - 187 gil
                  Ochu - 780 gil
                  
                  Thunder Plains
                  Melusine - 162 gil
                  Aerouge - 216 gil
                  Buer - 198 gil
                  Gold Element - 160 gil
                  Kusariqqu - 168 gil
                  Larva - 495 gil
                  Iron Giant - 900 gil
                  Qactuar (page 2) - 4000 gil
                  
                  Macalania
                  Snow Wolf - 288 gil
                  Iguion - 207 gil
                  Wasp - 213 gil
                  Evil Eye - 307 gil
                  Ice Flan - 282 gil
                  Blue Element - 270 gil
                  Murussu - 247 gil
                  Mafdet (page 2) - 258 gil
                  Xiphos (page 2) - 330 gil
                  Chimera (page 2) - 1455 gil
                  
                  Bikanel
                  Sand Wolf - 337 gil
                  Alcyone - 360 gil
                  Mushussu - 405 gil
                  Zuu - 1800 gil
                  Sand Worm - 1500 gil
                  Cactuar - 400 gil
                  
                  Calm Lands
                  Skoll - 630 gil
                  Nebiros - 480 gil
                  Flame Flan - 672 gil
                  Shred - 552 gil
                  Anacondaur - 1125 gil
                  Ogre - 1470 gil
                  Coeurl - 1650 gil
                  Chimera Brain (page 2) - 1500 gil
                  Malboro (page 2) - 1650 gil
                  
                  Sunken Cave
                  Yowie - 720 gil
                  Imp - 915 gil
                  Dark Element - 780 gil
                  Nidhogg - 903 gil
                  Thorn - 795 gil
                  Valaha - 1080 gil
                  Epaaj - 1425 gil
                  Ghost (page 2) - 1215 gil
                  Tonberry (page 2) - 3000 gil
                  
                  Mt. Gagazet
                  Bandersnatch - 1320 gil
                  Ahriman - 975 gil
                  Dark Flan - 1620 gil
                  Grenade - 810 gil
                  Grat - 780 gil
                  Grendel - 1095 gil
                  Bashura - 1095 gil
                  Mandragora (page 2) - 1800 gil
                  Behemoth (page 2) - 2025 gil
                  Splasher (page 2) - 300 gil
                  Achelous (page 2) - 630 gil
                  Maelspike (page 2) - 495 gil
                  
                  Inside Sin
                  Exoray - 1260 gil
                  Wraith - 1605 gil
                  Gemini A (armed with sword) - 1666 gil
                  Gemini B (armed with club) - 1666 gil
                  Demonolith - 2205 gil
                  Great Malboro - 2250 gil
                  Barbatos - 2325 gil
                  Adamantoise (page 2) - 3300 gil
                  Behemoth King (page 2) - 2775 gil
                  
                  Omega Dungeon
                  Zaurus - 1425 gil
                  Floating Death - 1897 gil
                  Black Element - 1560 gil
                  Halma - 1545 gil
                  Puroboros - 1455 gil
                  Spirit - 1950 gil
                  Machea - 2175 gil
                  Master Coeurl (page 2) - 3045 gil
                  Master Tonberry (page 2) - 3600 gil
                  Varuna (page 2) - 2670 gil
                  
                  Area Conquest
                  Stratoavis - 6000 gil
                  Malboro Menace - 6000 gil
                  Kottos - 6000 gil
                  Coeurlregina - 6000 gil
                  Jormungand - 6000 gil
                  Cactuar King - 6000 gil
                  Espada - 6000 gil
                  Abyss Worm (page 2) - 6000 gil
                  Chimerageist (page 2) - 6000 gil
                  Don Tonberry (page 2) - 8000 gil
                  Catoblepas (page 2) - 6000 gil
                  Abaddon (page 2) - 6000 gil
                  Vorban (page 2) - 6000 gil
                  
                  Species Conquest
                  Fenrir - 8000 gil
                  Ornitholestes - 8000 gil
                  Pteryx - 8000 gil
                  Hornet - 8000 gil
                  Vidatu - 8000 gil
                  One-Eye - 8000 gil
                  Jumbo Flan - 8000 gil
                  Nega Elemental (page 2) - 8000 gil
                  Tanket (page 2) - 8000 gil
                  Fafnir (page 2) - 8000 gil
                  Sleep Sprout (page 2) - 8000 gil
                  Bomb King (page 2) - 8000 gil
                  Juggernaut (page 2) - 8000 gil
                  Ironclad (page 2) - 8000 gil
                  
                  Original
                  Earth Eater - 15000 gil
                  Greater Sphere - 15000 gil
                  Catastrophe - 15000 gil
                  Th'uban - 15000 gil
                  Neslug - 15000 gil
                  Ultima Buster - 15000 gil
                  Shinryu - 15000 gil
                  Nemesis (page 2) - 25000 gil
                  
                  
                  -- V. Area Creations --
                  
                  - a. Besaid Island: Stratavis - 
                  
                  Name: Stratavis
                  HP: 320000 (Overkill: 10000)       
                  AP: 8000 (Overkill: 8000)
                  Steal: Smoke Bomb x3 (common), Stamina Spring x2 (rare)
                  Cost: 6000 gil
                  Drop: Amulet x2 (common) x4 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 73       | 41       | 32       | 82       | 32       | 5        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
                  Auto-abilites of dropped armor: HP +10%, HP +20%, HP +30%
                  
                  Number of slots of droppped equipment: 2-4
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: Easy, easy, easy. Don't be fooled by his Zuu-like appearance, this
                  bird is a pushover. When he flops to the ground, which should happen after 
                  only a few hits, you'll know he's low on HP. At low levels, boost Yojimbo's
                  Evade % with Speed Spheres, and have him kill Stratavis. Youji's evasion is 
                  so good, Stratavis will miss nearly every time! This tactic is courtesy of
                  dreavien, who swears up and down that it works great on other Area Creation
                  and Species Creation bosses. Barring using Yojimbo, or being leveled enough
                  to kill him with physical attacks, Stratavis has a slight weakness to Slow,
                  and all four 'Break' skills - these will work 10% of the time. Doom works as
                  well, but you'll be sitting through 200 turns looking at his ugly mug.
                  
                  Conditions: Capture at least one of each monster from Besaid Island. These 
                  are: Dingo, Condor, and Water Flan.
                  
                  Prize for unlocking: Stamina Tonic x99
                  
                  
                  - b. Kilika Forest: Malboro Menace - 
                  
                  Name: Malboro Menace
                  HP: 640000 (Overkill: 12000)    
                  AP: 8000 (Overkill: 8000)
                  Steal: Remedy x4 (common), Mana Spring x2 (rare)
                  Cost: 6000 gil
                  Drop: Mana Tonic x2 (common) x4 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 60       | 24       | 53       | 63       | 34       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | 1.5x      | N/A       | Absorb    | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Sleepstrike, Silencestrike, Darkstrike, 
                  Poisonstrike, Stonestrike, Zombiestrike, Slowstrike
                  Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof, 
                  Stoneproof, Poisonproof, Zombieproof, Slowproof
                  
                  Number of slots of droppped equipment: 3-4
                  Number of abilities in dropped equipment: 1-4
                  
                  Strategy: This guy is like a souped-up, giant Great Malboro, so equip armor 
                  with the [Berserkproof], [Confuseproof], and [Auto Med] abilities, or [Ribbon]
                  if you're playing the PAL or "International" releases. Malboro Menace will 
                  _always_ ambush you on the first turn and use Putrid Breath immediately, so if
                  you have a weapon bearing the [First Strike] auto ability, make sure you have 
                  it equipped to get an extra hit on him at the beginning of the battle, or swap
                  that character our for Yuna who will summon an Aeon to take Malboro Menace's 
                  Putrid Breath attack. (If anyone is curious, Putrid Breath is simply Bad 
                  Breath plus small damage, but the damage is insignificant compared to having
                  an entire party afflicted by Confusion...) His other methods of assault 
                  include two different tentacle attacks - one inflicts Petrify on a single 
                  character, and the other inflicts all four 'Breaks' on a single character. 
                  Like Stratavis before him, Malboro Menace is vulnerable to Doom, although the 
                  Doom counter is set at 200.
                  
                  Conditions: Capture at least one of each monster from Kilika. These are: Killer
                  Bee, Ragora, Dinonix, and Yellow Element.
                  
                  Prize for unlocking: Poison Fang x99
                  
                  
                  - c. Mi'ihen Highroad: Kottos -
                  
                  Name: Kottos
                  HP: 440000 (Overkill: 15000)    
                  AP: 8000 (Overkill: 8000)
                  Steal: Stamina Spring x4 (common), Soul Spring x2 (rare)
                  Cost: 6000 gil
                  Drop: Healing Spring x20 (common) x40 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 88       | 60       | 12       | 1        | 36       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Counter, Evade & Counter, Magic Counter
                  Auto-abilites of dropped armor: HP +10%, HP +20%, HP +30%
                  
                  Number of slots of droppped equipment: 2-3
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: Kottos counterattacks everything - Overdrives, phsyical attacks,
                  magic attacks, even simply Stealing from him will cause him to attack you.
                  If you fight Kottos when you're just beginning to capture monsters, you may
                  get creamed, but he's a piece of cake at higher levels. Have everyone in
                  Protect status, and lots of HP and Phoenix Downs. At 255 Defense and in
                  Protect status, his counterattack will only do about 1500 damage.
                  
                  Conditions: Capture at least one of each monster from Mi'ihen Highroad. These 
                  are: Raldo, Floating Eye, Mi'ihen Fang, White Element, Bomb, Dual Horn, 
                  Vouivre*, and Ipiria*. *These last two only appear in the "Old" part of 
                  Mi'ihen Highroad. The "Old" Highroad is the sunken canyon part that you can 
                  get to by doing a U-turn at the screen right before Mushroom Rock Road, where
                  the chocobo feathers and Auron's Mars Crest are.
                  
                  Prize for unlocking: Soul Spring x99
                  
                  
                  - d. Mushroom Rock Road: Coeurlregina -
                  
                  Name: Coeurl Regina
                  HP: 380000 (Overkill: 10000)      
                  AP: 8000 (Overkill: 8000)
                  Steal: Farplane Wind x2 (common), Blessed Gem x1 (rare)
                  Cost: 6000 gil
                  Drop: Shining Gem x3 (common) x6 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 1        | 40       | 70       | 40       | 75       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Deathstrike, Double AP
                  Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof, 
                  Stoneproof, Poisonproof, Zombieproof, Slowproof, Deathproof
                  
                  Number of slots of droppped equipment: 2-3
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: Another pushover - kind of a spiritual successor to the panther
                  enemies you fought in the Tower of Bab-il in Final Fantasy IV, except without
                  the difficulty. She'll sit there while you attack her repeatedly, and most of
                  the time use a combination Doom/Curse/Confuse attack called "Chaos", but so 
                  long as you have [Confuseproof], [Deathproof], and possibly [Curseproof], it 
                  can't harm you. Very rarely, Coeurlregina will use Hyper Blaster, which is
                  instant death to one character, and fairly weak Flare, Thundaga, and Drain 
                  spells. If for some reason you can't wear down her 380000 HP in a reasonable
                  amount of time, she too is vulnerable to Doom, and the counter is set at 200.
                  
                  Conditions: Capture at least one of each monster from Mushroom Rock Road. 
                  These are: Thunder Flan*, Gandarewa*, Raptor, Lamashtu, Red Element*, Funguar*, 
                  and Garuda. *These asterisked monsters appear in more areas than just Mushroom
                  Rock Road. Thunder Flan also appears in the "Old" part of Mi'ihen Highroad, and
                  Red Element, Funguar, and Gandarewa appear in the southern part of Djose 
                  Highroad.
                  
                  Prize for unlocking: Candle of Life x99
                  
                  
                  - e. Djose Highroad / Moonflow: Jormungand -
                  
                  Name: Jormungand
                  HP: 520000 (Overkill: 10000)   
                  AP: 8000 (Overkill: 8000)
                  Steal: Petrify Grenade x4 (common), Three Stars x1 (rare)
                  Cost: 6000 gil
                  Drop: Supreme Gem x2 (common) x4 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 77       | 33       | 80       | 186      | 53       | 6        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Sleepstrike, Silencestrike, Darkstrike, 
                  Poisonstrike, Stonestrike, Zombiestrike, Slowstrike
                  Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof, 
                  Stoneproof, Poisonproof, Zombieproof, Slowproof
                  
                  Number of slots of droppped equipment: 3-4
                  Number of abilities in dropped equipment: 1-4
                  
                  Strategy: Yet another easy fight. Jormungand likes to petrify you, but you
                  expected that from his palette-swapped Basilisk appearance, right? Right.
                  If he doesn't use a stone gaze-type attack, he'll attack one party member 
                  with his claws for piddly damage, or use a sonic tail attack that hits your
                  whole party, which may be halved by Shell. Verily, Jormungand is slow as 
                  molasses, so as long as you have [Stoneproof], and abuse Overdrives and Quick 
                  Hit, he'll probably only get one hit on you. Should you choose to cripple him
                  further, he's also vulnerable to Slow status, and has 90% resistence to all 
                  four 'Breaks'.
                  
                  Conditions: Capture at least one of each monster from Djose Highroad. These 
                  are: Bite Bug, Garm, Bunyip, Simurgh, Snow Flan, Basilisk, and Ochu*. *The 
                  Ochu only appears along the Moonflow, which is west of Djose Temple.
                  
                  Prize for unlocking: Petrify Grenade x99
                  
                  
                  - f. Thunder Plains: Cactuar King -
                  
                  Name: Cactuar King
                  HP: 100000 (Overkill: 10000) 
                  AP: 8000 (Overkill: 8000)
                  Steal: Chocobo Wing x2 (common), Designer Wallet x1 (rare)
                  Cost: 6000 gil
                  Drop: Blessed Gem x3 (common) x6 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 255      | 100      | 255      | 255      | 80       | 240      |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | Null      | Null      | Null      | Null       | Null       |
                  
                  Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
                  Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
                  
                  Number of slots of droppped equipment: 2-4
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: Cactuar King is fast with ridiculously high Evade and Magic Defense,
                  so definately include Wakka in this battle - he may be the only one who can 
                  reliably hit him. And regardless of whether you're able to make a connecting 
                  hit on him or not, the Cactuar King will counterattack with 10,000 Needles. 
                  When his turn comes to, Cactuar King will use 10,000 Needles about 40% of the
                  time, 99,999 Needles 50% of the time, and run away (!) 10% of the time. 
                  Wakka's Attack Reel Overdrive, or Blitz Ace will finish him off quickly. 
                  Between this fight, and the Cactuar minigame in Sanubia Desert, you may wind 
                  up hating Cactuars for life.
                  
                  Conditions: Capture at least one of each monster from Thunder Plains. These 
                  are: Aerouge, Buer, Melusine, Kusariqqu, Qactuar*, Gold Element, Larva, and 
                  Iron Giant**. *You will not encounter Qactuars until you've prayed to at 
                  least one of the glowing Qactuar stones. **The Iron Giant only appears north 
                  of Rin's travel agency.
                  
                  Prize for unlocking: Chocobo Wing x99
                  
                  
                  - g. Macalania Forest and Snowfield: Espada -
                  
                  Name: Espada
                  HP: 280000 (Overkill: 15000)
                  AP: 8000 (Overkill: 8000)
                  Steal: Farplane Shadow x4 (common), Farplane Wind x1 (rare)
                  Cost: 6000 gil
                  Drop: Rename Card x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 44       | 100      | 31       | 160      | 51       | 12       |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
                  Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
                  
                  Number of slots of droppped equipment: 2-4
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: Espada has a rather annoying instant-death counterattack, but very
                  low HP. You can circumvent this by zombifying your party members, which makes
                  them immune to instant death, or having the [Deathproof] and/or [Auto Phoenix] 
                  abilities in your armor. If your evade is high enough, you don't even need to
                  worry about it, because you'll always dodge the counterattack. Espada also has 
                  no resistance whatsoever to all four 'Breaks', and 50% resistance to Slow. 
                  Enjoy this easy fight.
                  
                  Conditions: Capture at least one of each monster from Macalania. These are:
                  Wasp, Murussu, Blue Element, Xiphos, Chimera, Evil Eye*, Snow Wolf*, Mafdet*,
                  and Ice Flan*. The monsters without asterisks appear in Macalania Forest, and
                  the ones with asterisks appear around Lake Macalania and Macalania Snowfield.
                  Also, do not confuse Murussu with Mafdet - they're both armored moles, but 
                  one is pink, red, and blue, and has a crystal growing out of its head 
                  (Murussu), and the other is grayish-lavender with smoke coming out of pores
                  in its back (Mafdet).
                  
                  Prize for unlocking: Shining Gem x60
                  
                  
                  - h. Sanubia Desert: Abyss Worm -
                  
                  Name: Abyss Worm
                  HP: 480000 (Overkill: 12000)    
                  AP: 8000 (Overkill: 8000)
                  Steal: Shadow Gem x4 (common), Stamina Tablet x1 (rare)
                  Cost: 6000 gil
                  Drop: Stamina Tonic x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 60       | 24       | 93       | 63       | 22       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
                  Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
                  
                  Number of slots of droppped equipment: 2-4
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: The Abyss Worm only LOOKS intimidating - but then you hit him, and
                  you realize he's just an overgrown earthworm with serious post-nasal drip 
                  problems. Although the Abyss Worm doesn't have any status ailment weaknesses,
                  outside of Doom (count: 200), he's extremely slow, and he doesn't have much 
                  physical defense power, so if at least one of your party members can deal 
                  99,999 damage every time, this battle is over before it's even begun. Even if
                  you can't deal 9,999 damage, Hastega, Doublecasting Flare or Ultima, or Lulu's 
                  Fury Overdrives will expedite things muchly. (Unfortunately, the Abyss Worm is
                  immune to Demi, which means you can't expedite things even further.)
                  
                  Conditions: Capture at least one of each monster from Sanubia Desert. These
                  are: Alcyone, Sand Wolf, Sand Worm*, Mushussu, Zuu, and Cactuar*. *All of the
                  monsters appear in all areas, EXCEPT for the Sand Worm and Cactuar. The Sand
                  Worm only appears in the Ruins and Sandstorm areas, and the Cactuar only 
                  appears on the screen closest to home - most frequently in the Sandstorm area.
                  You can find all of these monsters except for the Mulfushu and Alcyone at the 
                  Sanubia Sand Dune location, accessable by searching the coordinates X-15 Y-41
                  while on the airship. I think.
                  
                  Prize for unlocking: Shadow Gem x99
                  
                  
                  - i. Calm Lands: Chimerageist -
                  
                  Name: Chimerageist
                  HP: 120000 (Overkill: 10000)   
                  AP: 8000 (Overkill: 8000)
                  Steal: Mana Spring x2 (common), Stamina Spring x1 (rare)
                  Cost: 6000 gil
                  Drop: Return Sphere x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 66       | 10       | 68       | 10       | 29       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | Null      | Null      | Null      | Null       | N/A        |
                  
                  Auto-abilites of dropped weapons: Firestrike, Waterstrike, Icestrike
                  Auto-abilites of dropped armor: Fire Eater, Water Eater, Ice Eater
                  
                  Number of slots of droppped equipment: 2-3
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: Chimerageist will most likely be the easiest of any of these bosses, 
                  because he'll also be the first one you fight - the Monster Trainer won't let
                  you fight any of the other bosses until you've captured all the monsters from
                  the Calm Lands, remember? Aqua Breath, which Kimahri may learn from him, is
                  the most damaging of his attacks, and it hits your entire party, but so long 
                  as you have [Waterproof] or [Water Eater] armor, or NulTide status, it's 
                  nothing to worry about. His other attacks include a fireball called Megid Flame,
                  and the usual complement of Chimera spells. Chimerageist has 50% resistance to 
                  all four 'Breaks', and no resistance to Doom.
                  
                  Conditions: Capture at least one of each monster from the Calm Lands. These
                  are: Nebiros, Skoll, Flame Flan, Anacondaur, Shred, Coeurl*, Ogre, Malboro*, 
                  and Chimera Brain. *The Coeurl and Malboro also appear in the Cavern of the 
                  Stolen Fayth, but if you capture them there, they count towards your Calm
                  Lands total. If you're having trouble running into a particular monster, the
                  trainer even tells you that the rarest monsters tend to spawn in the northwest
                  corner of the Calm Lands.
                  
                  Prize for unlocking: Farplane Wind x60
                  
                  
                  - j. Cavern of the Stolen Fayth: Don Tonberry -
                  
                  Name: Don Tonberry
                  HP: 480000 (Overkill: 10000)  
                  AP: 8000 (Overkill: 8000)
                  Steal: Candle of Life x2 (common), Designer Wallet x1 (rare)
                  Cost: 8000 gil
                  Drop: Farplane Wind x3 (common) x6 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 95       | 100      | 75       | 100      | 37       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Sleepstrike, Silencestrike, Darkstrike, 
                  Poisonstrike, Stonestrike, Zombiestrike, Slowstrike, Deathstrike
                  Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof, 
                  Stoneproof, Poisonproof, Zombieproof, Slowproof, Deathproof
                  
                  Number of slots of droppped equipment: 3-4
                  Number of abilities in dropped equipment: 2-4
                  
                  Strategy: If you attack Don Tonberry when he's at the far side of the screen,
                  he'll automatically counterattack with an insanely powerful version of Karma,
                  (ten times the power of a standard Karma, to be exact) which will usually kill
                  you, even at high levels. Whereas if you defend for four turns while he walks
                  towards you, and only attack him when you're staring him in the face, he won't
                  counterattack. [Auto Phoenix] or Auto-Life are nescessary if you don't heed 
                  the Karma warning, and attack him before you can see the whites of his eyes. 
                  For a laugh, try summoning an Aeon to see his Voodoo attack...
                  
                  Conditions: Capture at least one of each monster from the Cavern of the 
                  Stolen Fayth. These are: Epaaj, Imp*, Yowie, Thorn, Dark Element, Nidhogg*, 
                  Valaha, Ghost, and Tonberry. *The Imp and Nidhogg also appear in Mt. Gagazet, 
                  but if you capture them there, they count towards your Cavern of the Stolen 
                  Fayth total. The encounter rate for certain monsters in the cave is 
                  ridiculously low, so if you can't find a certain monster right away, like a
                  Tonberry, don't despair, you're not the only one. I personally spent four
                  hours searching for Tonberries in the cave, and only found five in that time.
                  Arcaneja and others on the GameFAQs FFX board have reported that the Tonberry
                  rate was highest in the "green" room to the right of the first 4-way 
                  intersection, so maybe I was just looking in the wrong place. Regardless, 
                  whomever programmed the encounter rates in this area should be strung up by 
                  their toenails and Everyone's Grudged repeatedly. Grrr!
                  
                  Prize for unlocking: Silver Hourglass x40.
                  
                  
                  - k. Mt. Gagazet / Gagazet Cavern / Zanarkand Ruins: Catoblepas -
                  
                  Name: Catoblepas
                  HP: 550000 (Overkill: 10000)     
                  AP: 8000 (Overkill: 8000)
                  Steal: Healing Spring x3 (common), Stamina Tonic x1 (rare)
                  Cost: 6000 gil
                  Drop: Three Stars x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 76       | 33       | 58       | 27       | 47       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Sleepstrike, Silencestrike, Darkstrike, 
                  Poisonstrike, Stonestrike, Zombiestrike, Slowstrike, Deathstrike
                  Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof, 
                  Stoneproof, Poisonproof, Zombieproof, Slowproof, Deathproof
                  
                  Number of slots of droppped equipment: 3-4
                  Number of abilities in dropped equipment: 2-4
                  
                  Strategy: Treat Catoblepas as you would a mega Behemoth, because that's what 
                  he is, and bear in mind that when you defeat him, he'll cast Ultima as a last 
                  gasp. Cast Shell on your party before you slay him, if you don't have very
                  high magic defense, or cripple him by using any and all four 'Breaks', of 
                  which he has 50% resistance to.
                  
                  Conditions: Capture at least one of each monster from Mt. Gagazet. These are:
                  Bandersnatch, Grat, Grenade, Bashura, Ahriman, Grendel, Dark Flan, Mandragora,
                  Behemoth, Splasher, Achelous, and Maelspike. Bear in mind that this area 
                  encompasses the snowy exterior of Mt. Gagazet, the Cavern interior, the 
                  flooded part of the cavern, and the ruins of the Zanarkand Freeway. Also,
                  capturing at least two of the Splasher, Achelous, and Maelspike will unlock
                  Shinryu in addition to Catoblepas - see Shinryu's entry in the Original
                  Creations section for more detail.
                  
                  Prize for unlocking: Blossom Crown for unlocking Catoblepas, and 30 Mega 
                  Elixirs for unlocking Shinryu.
                  
                  
                  - l. Inside Sin: Abadon -
                  
                  Name: Abadon
                  HP: 380000 (Overkill: 10000)    
                  AP: 10000 (Overkill: 10000)
                  Steal: Purifying Salt x3 (common), Shining Gem x1 (rare)
                  Cost: 6000 gil
                  Drop: Mana Tablet x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 40       | 180      | 95       | 160      | 120      | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Magic +5%, Magic +10%, Magic +20%
                  Auto-abilites of dropped armor: Magic Defense +5%, Magic Defense +10%, Magic 
                  Defense +20%
                  
                  Number of slots of droppped equipment: 2-4
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: Cast Hastega. Attack with Quick Hit. Rinse, lather, repeat. Don't
                  bother with magic, because he has constant Nul-All, Reflect, and other 
                  protective statuses in place. His attacks include Pharoah's Curse, which you
                  may have been afflicted by when fighting Demonoliths, all of the -aga spells,
                  Flare, and Demi rarely. Abadon tends to use Pharoah's Curse more than anything,
                  though, so either have [Blindproof], [Poisonproof], [Curseproof], and/or [Auto
                  Med] in your armor.
                  
                  Conditions: Capture at least one of each monster from Inside Sin. These are:
                  Exoray, Gemini (both kinds, each count as a seperate monster)*, Adamantoise*,
                  Behemoth King, Wraith*, Great Malboro*, Barbatos**, and Demonolith*. *These 
                  monsters also appear in the Omega Ruins, but if you capture them there, they 
                  count towards your Inside Sin total. **Barbatos only appears in the "deserted 
                  city"-type area - the City of Dying Dreams.
                  
                  Prize for unlocking: Lunar Curtain x99
                  
                  
                  - m. Omega Ruins: Vorban -
                  
                  Name: Vorban
                  HP: 630000 (Overkill: 10000)   
                  AP: 8000 (Overkill: 8000)
                  Steal: Healing Spring x2 (common), Stamina Tablet x1 (rare)
                  Cost: 6000 gil
                  Drop: Friend Sphere x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 95       | 100      | 75       | 100      | 33       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
                  Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
                  
                  Number of slots of droppped equipment: 2-4
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: Don't bother with Armor Break, because Vorban is immume to it, 
                  and all of the other "Breaks". Unless your characters can hit for 99,999 
                  damage, this will be a very very long fight, and not one that I recommend at
                  low to moderate levels. Otherwise, Vorban has all of the same attacks that a 
                  Barbatos does, and whether he'll counterattack when you hit him seems to be 
                  totally random. His only status ailment weakness is Doom (count: 200).
                  
                  Conditions: Capture at least one of each monster from the Omega Ruins. These
                  are: Varuna*, Floating Death, Black Element, Zaurus, Spirit*, Halma, Machea,
                  Master Coeurl, Master Tonberry*, and Puroburos*. *These monsters appear most
                  frequently (which is to say, still not very frequently at all) in the basement
                  level of the Omega Ruins, en route to Omega himself.
                  
                  Prize for unlocking: Designer Wallet x60
                  
                  
                  -- VI. Species Creations --
                  
                  - a. Wolves: Fenrir -
                  
                  Name: Fenrir
                  HP: 850000 (Overkill: 99999)   
                  AP: 10000 (Overkill: 10000)
                  Steal: Chocobo Feather x2 (common), Chocobo Wing x1 (rare)
                  Cost: 8000 gil
                  Drop: Agility Sphere x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 73       | 40       | 12       | 165      | 200      | 60       |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | Halve     | Halve     | Halve     | Halve      | Halve      |
                  
                  Auto-abilites of dropped weapons: Sleepstrike, Silencestrike, Darkstrike, 
                  Poisonstrike, Stonestrike, Zombiestrike, Slowstrike, Deathstrike
                  Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof, 
                  Stoneproof, Poisonproof, Zombieproof, Slowproof, Deathproof, Confuseproof
                  
                  Number of slots of droppped equipment: 3-4
                  Number of abilities in dropped equipment: 2-4
                  
                  Strategy: Fenrir is fast, agile, and has two very powerful attacks, one of
                  which is instant death even to Aeons, and the other does 15,000+ damage on
                  top of confusion to a single character. And did I mention, he's FAST? Even if
                  you cast Hastega, you may not be able to keep up with Fenrir. If there was 
                  ever a battle to abuse Mindy's Passado, this is it. He has 99% resistance to
                  Armor Break and Mental Break, but in my opinion, the 1% chance of making a
                  connecting hit outweighs the benefit of inflicting either of these on him. 
                  Alternately, if you're playing the "International" or PAL releases, one
                  multi-hit Overdrive from Anima will send him back to the kennel quickly.
                  
                  Conditions: Capture at least 3 of each monster from the wolf species. These
                  are: Dingo (Besaid Island), Mi'ihen Fang (Mi'ihen Highroad), Garm (Moonflow),
                  Snow Wolf (Macalania Snowfield), Sand Wolf (Sanubia Desert), Skoll (Calm 
                  Lands), and Bandersnatch (Mt. Gagazet).
                  
                  Prize for unlocking: Chocobo Feather x99
                  
                  
                  - b. Lizards: Ornitholestes -
                  
                  Name: Ornitholestes
                  HP: 800000 (Overkill: 99999) 
                  AP: 10000 (Overkill: 10000)
                  Steal: Rename Card x1 (common), Chocobo Wing x1 (rare)
                  Cost: 8000 gil
                  Drop: Gambler's Spirit x2 (common) x4 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 83       | 55       | 30       | 170      | 130      | 80       |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | Absorb    | N/A       | Null      | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Double Overdrive
                  Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
                  
                  Number of slots of droppped equipment: 2-3
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: Ornitholestes has a high evade rate, but low speed and physical
                  attack power compared to most of the other Species Creations. So consider this
                  an easy fight. However, if you fight him on lower levels, you may run into
                  one of two attacks: a) a damage plus poison attack that never misses unless 
                  you have [Poisonproof] armor, or b) an HP-draining attack. Don't worry too 
                  much about the latter attack, instead worry about curing the poison before it 
                  has a chance to really damage you. As a last resort, use Doom (count: 200).
                  
                  Conditions: Capture at least 3 of each monster from the lizard species. These
                  are: Dinonix (Kilika Forest), Ipiria (Mi'ihen Highroad), Raptor (Mushroom Rock
                  Road), Melusine (Thunder Plains), Iguion (Macalania) Yowie (Cavern of the 
                  Stolen Fayth), and Zaurus (Omega Ruins).
                  
                  Prize for unlocking: Stamina Spring x99
                  
                  
                  - c. Birds: Pteryx - 
                  
                  Name: Pteryx
                  HP: 100000 (Overkill: 99999)    
                  AP: 10000 (Overkill: 10000)
                  Steal: Smoke Bomb x4 (common), Candle of Life x1 (rare)
                  Cost: 8000 gil
                  Drop: Evasion Sphere x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 90       | 100      | 5        | 100      | 60       | 60       |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
                  Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
                  
                  Number of slots of droppped equipment: 2-4
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: High evade rate, medium speed, extremely low HP, constantly in 
                  Regen status, vulnerable to Doom (count: 200) and all four 'Breaks'. The one 
                  attack that's even worth mentioning is Pteryx's beak attack, which curses you.
                  Yawn. Next?
                  
                  Conditions: Capture at least 4 of each monster from the bird species. These 
                  are: Condor (Besaid Island), Simurgh (Djose Highroad), and Alcyone (Sanubia
                  Desert).
                  
                  Prize for unlocking: Mega Phoenix x99
                  
                  
                  - d. Insects: Hornet -
                  
                  Name: Hornet
                  HP: 620000 (Overkill: 50000)    
                  AP: 10000 (Overkill: 10000)
                  Steal: Poison Fang x4 (common), Cleaning Salts x2 (rare)
                  Cost: 8000 gil
                  Drop: Accuracy Sphere x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 63       | 70       | 88       | 95       | 102      | 17       |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
                  Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
                  
                  Number of slots of droppped equipment: 2-4
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: Wouldn't you know it, another monster with a high evade rate!
                  Heavens to Betsy! He hits pretty hard for an overgrown insect, including a
                  poison stinger, and instant death stinger attacks, and never misses (there's
                  a reason the Hornet drops Accuracy Spheres) but all of his attacks target a 
                  single character. His standard non-stinger physical attack inflicts Sleep, 
                  Silence, Blind, and Death on a single character.
                  
                  Conditions: Capture at least 4 of each monster from the insect species. These
                  are: Killer Bee (Kilika Forest), Bite Bug (Moonflow), Wasp (Macalania Forest),
                  and Nebiros (Calm Lands).
                  
                  Prize for unlocking: Mana Tonic x60
                  
                  
                  - e. Floating Wizards: Vidatu -
                  
                  Name: Vidatu
                  HP: 95000 (Overkill: 10000)
                  AP: 10000 (Overkill: 10000)
                  Steal: Lightning Gem x4 (common), Mana Tonic x1 (rare)
                  Cost: 8000 gil
                  Drop: MP Sphere x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 12       | 230      | 77       | 230      | 33       | 80       |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       |  N/A      | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Double AP
                  Auto-abilites of dropped armor: MP 10%, MP +20%, MP +30%
                  
                  Number of slots of droppped equipment: 2-3
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: Don't bother using elemental spells on Vidatu, because his constant 
                  Nul-All and Regen status will nullify all of them. I believe he's also in
                  Shell status, so non-elemental spells aren't very powerful either. Take him 
                  down in a single hit if you can hit for 99,999 damage.
                  
                  Conditions: Capture at least 4 of each monster from the floating wizard 
                  species. These are: Gandarewa (Mushroom Rock Road), Aerouge (Thunder Plains), 
                  and Imp (Mt. Gagazet or Cavern of the Stolen Fayth).
                  
                  Prize for unlocking: Mana Spring x99
                  
                  
                  - f. Eyeballs: One-Eye -
                  
                  Name: One-Eye 
                  HP: 150000 (Overkill: 15000) 
                  AP: 10000 (Overkill: 1000)
                  Steal: Lunar Curtain x3 (common), Blessed Gem x1 (rare)
                  Cost: 8000 gil
                  Drop: Magic Defense Sphere x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 55       | 58       | 77       | 183      | 38       | 10       |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | Null      | Null      | Null      | Null       | Null       |
                  
                  Auto-abilites of dropped weapons: Triple AP
                  Auto-abilites of dropped armor: MP +10%, MP +20%, MP +30%
                  
                  Number of slots of droppped equipment: 2-3
                  Number of abilities in dropped equipment: 1-3
                  
                  Stategy: If One-Eye has the first move, he'll use an attack called Shock Wave,
                  which is every status abnormality in the book, on top of 9,999+ damage to 
                  every character. When fighting One-Eye, make sure at least one person in your 
                  active part is equipped with a weapon bearing [First Strike], and if he gets the 
                  jump on you, simply swap that character out for Yuna, who will summon. The only 
                  other attack of One Eye's worth mentioning is a staring contest he has with one 
                  character - standard to all of the One-Eyed fiends, that inflicts Curse status.
                  
                  Conditions: Capture at least 4 of each monster from the eyeball species. These
                  are: Floating Eye (Mi'ihen Highroad), Buer (Thunder Plains), Evil Eye 
                  (Macalania Snowfield), Ahriman (Mt. Gagazet or Inside Sin), and Floating Death
                  (Omega Ruins).
                  
                  Prize for unlocking: Stamina Tablet x60
                  
                  
                  - g. Flans: Jumbo Flan -
                  
                  Name: Jumbo Flan
                  HP: 1300000 (Overkill: 99999)
                  AP: 10000 (Overkill: 10000)
                  Steal: Lunar Curtain x4 (common), Mana Tablet x1 (rare)
                  Cost: 8000 gil
                  Drop: Magic Sphere x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 3        | 255*     | 98       | 80       | 60       | 0        |
                  
                  *Despite Jumbo Flan having a finite Defense statistic, physical attacks will
                  do no damage.
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | Absorb    | Absorb    | Absorb    | Absorb     | Absorb     |
                  
                  Auto-abilites of dropped weapons: Magic Booster
                  Auto-abilites of dropped armor: Fire Eater, Water Eater, Ice Eater
                  
                  Number of slots of droppped equipment: 2-4
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: Jumbo Flan is HARD... well technically he's jellylike, and probably
                  soft and squishy to the touch, but he's hard to defeat. Would you want to 
                  touch him, anyway? I wouldn't. Jumbo Flan absorbs all kinds of elemental 
                  spells, and has high Magic Defense to boot, so non-elemental spells don't do 
                  much damage. Don't even think about using physical attacks - no matter how 
                  high your strength is, all weapon-based techniques do 0 damage. Jae kindly
                  informed me via email to try to use Ultima in conjunction with Doublecast
                  and Copycat, and having road tested this, can confirm he's correct. To make
                  this battle even easier, Slow Jumbo Flan by casting Reflect on one of your
                  party members, then Slow on that same member. (Jumbo Flan is constantly in
                  Reflect status, and casting slow on him directly will bounce it back to you
                  - that's why you want to Reflect your Slow spell off a party member.)
                  Besides Slow, Jumbo Flan is also vulnerable to Blind and Doom (count: 200),
                  although seeing as he never uses a physical attack, and magic circumvents
                  Blind status, I don't know why you'd want to use the former on him.
                  
                  Alternately, make sure Anima knows Haste, Ultima, Lancet, and _maybe_ Shell
                  and Dispel. Summon her, Haste and Shell her, and have her use "Pain"
                  repeatedly, which is not weapon-based and will therefore do 99,999 damage if
                  Yuna is moderately built up. If Jumbo Flan whittles Anima's HP down, use
                  Lancet to heal her. When Jumbo Flan is close to dying, he'll cast Regen on
                  himself, which you can Dispel if you like, or keep Paining him, and he'll
                  probably die in two rounds at most. This is the fastest way to defeat Jumbo 
                  Flan, period. Credits to Crimson Shadow and Billy Auyang for submitting this.
                  
                  Conditions: Capture at least 3 of each monster from the flan species. These 
                  are: Water Flan (Besaid Island), Thunder Flan (Mi'ihen Highroad), Snow Flan
                  (Moonflow), Ice Flan (Macalania Lake or Snowfield), Flame Flan (Calm Lands),
                  and Dark Flan (Gagazet Cavern or Zanarkand Ruins).
                  
                  Prize for unlocking: Twin Stars x60
                  
                  
                  - h. Elements: Nega Elemental -
                  
                  Name: Nega Elemental
                  HP: 1300000 (Overkill: 15000)    
                  AP: 10000 (Overkill: 10000)
                  Steal: Star Curtain x4 (common), Twin Stars x1 (rare)
                  Cost: 8000 gil
                  Drop: Twin Stars x2 (common) x2 (Overkill)
                  Dark Matter x2 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 0        | 140      | 80       | 62       | 44       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | Absorb    | Absorb    | Absorb    | Absorb     | Absorb     |
                  
                  Auto-abilites of dropped weapons: Firestrike, Thunderstrike, Waterstrike,
                  Icestrike
                  Auto-abilites of dropped armor: Fire Eater, Lightning Eater, Water Eater, 
                  Ice Eater
                  
                  Number of slots of droppped equipment: 2-4
                  Number of abilities in dropped equipment: 2-4
                  
                  Strategy: Nega Elemental counterattacks all physical attacks with Ultima,
                  even Overdrives, so don't use those unless your Magic Defense is 255. You
                  cannot get around this by casting Reflect on your party, either, because 
                  Ultima penetrates Reflect. Instead, use the same strategy you used to kill 
                  Jumbo Flan above - Doublecast Ultima, and Copycat like it's going out of style,
                  or summon Anima and have her use Pain, because Pain is not a physical attack. 
                  Nega Elemental's regular attacks are insignificant compared to its Ultima 
                  counter, and all they consist of is a weak Drain, and Reflect when its HP is 
                  getting low.
                  
                  Conditions: Capture at least 3 of each monster from the elemental species. 
                  These are: Yellow Element (Kilika Forest), White Element (Mi'ihen Highroad), 
                  Red Element (Mushroom Rock Road), Gold Element (Thunder Plains), Blue Element
                  (Macalania Forest), Dark Element (Cavern of the Stolen Fayth), and Black 
                  Element (Omega Ruins).
                  
                  Prise for unlocking: Star Curtain x99
                  
                  
                  - i. Armored Moles: Tanket -
                  
                  Name: Tanket
                  HP: 900000 (Overkill: 10000)   
                  AP: 10000 (Overkill: 10000)
                  Steal: Light Curtain x4 (common), Lunar Curtain x4 (rare)
                  Cost: 8000 gil
                  Drop: Defense Sphere x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 103      | 100      | 3        | 250      | 41       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
                  Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
                  
                  Number of slots of droppped equipment: 2-4
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: Despite being the ultimate armored mole, Tanket's defense doesn't
                  seem to be much higher than any of the rest of these bosses. To level the
                  playing field and reduce his defense to zero, use Auron's Banishing Blade
                  Overdrive, or a Frag Grenade item. Tanket has very high magic resistance, and 
                  only a basic bodyblow attack, which also Berserks the target. You do NOT want 
                  your bearers of [Auto Phoenix] to become Berserked, because this will prevent 
                  them from using a Phoenix Down on a fallen party member! Also, when only one 
                  party member is left alive, Tanket will repeatedly bodyblow them until they die,
                  without giving you a turn, or chance counterattack. If you can kill him without 
                  any of the above transpiring, it's such a cheap and easy way to get Defense 
                  Spheres, I almost feel sorry for the little guy.
                  
                  Conditions: Capture at least 3 of each monster from the armored mole species.
                  These are: Raldo (Mi'ihen Highroad), Bunyip (Djose Highroad or Moonflow), 
                  Murussu (Macalania Forest), Mafdet (Macalania Snowfield), Shred (Calm Lands), 
                  and Halma (Omega Ruins).
                  
                  Prize for unlocking: Gold Hourglass x99.
                  
                  
                  - j. Dragons: Fafnir -
                  
                  Name: Fafnir
                  HP: 1100000 (Overkill: 13000)   
                  AP: 10000 (Overkill: 10000)
                  Steal: Gold Hourglass x2 (common), Stamina Spring x2 (rare)
                  Cost: 8000 gil
                  Drop: Light Curtain x20 (common) x40 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 76       | 30       | 109      | 130      | 38       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | Absorb    | Absorb    | N/A       | Absorb     | N/A        |
                  
                  Auto-abilites of dropped weapons: Firestrike, Thunderstrike, Waterstrike, 
                  Icestrike
                  Auto-abilites of dropped armor: Fire Eater, Water Eater, Ice Eater
                  
                  Number of slots of droppped equipment: 2-4
                  Number of abilities in dropped equipment: 1-4
                  
                  Strategy: Fafnir is like any other dragon you've fought - it has a physical
                  attack, mauling one character, and an elemental breath attack. Generally on 
                  its first and second turns, it'll use a physical attack against a single
                  character, but on subsequent attacks, will use a "Three Stage Attack" move.
                  The first "stage" is a physical attack, the second is a random elemental 
                  breath that can be blocked with any of the Nul-spells or appropriate [Element
                  Eater] armor abilities, and the the third is another physical attack. Lastly,
                  Fafnir has 95% resistance to all four 'Breaks', and 0% resistance to Doom
                  (count: 200).
                  
                  Conditions: Capture at least 4 of each monster from the dragon species. These
                  are: Vouivre (Mi'ihen Highroad), Lamashtu (Mushroom Rock Road), Kusariqqu 
                  (Thunder Plains), Mushussu (Sanubia Desert), and Nidhogg (Cavern of the Stolen
                  Fayth or Mt. Gagazet).
                  
                  Prize for unlocking: Purifying Salt x99
                  
                  
                  - k. Fungus: Sleep Sprout -
                  
                  Name: Sleep Sprout
                  HP: 98000 (Overkill: 10000)           
                  AP: 10000 (Overkill: 10000)
                  Steal: Poison Fang x4 (common), Farplane Wind x1 (rare)
                  Cost: 8000 gil
                  Drop: Teleport Sphere x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 3        | 167      | 112      | 203      | 26       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | 1.5x      | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Sleepstrike, Silencestrike, Darkstrike, 
                  Poisonstrike, Stonestrike, Zombiestrike, Slowstrike
                  Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof, 
                  Stoneproof, Poisonproof, Zombieproof, Slowproof
                  
                  Number of slots of droppped equipment: 3-4
                  Number of abilities in dropped equipment: 1-4
                  
                  Strategy: The first rule of Sprout Club is, YOU DO NOT ATTACK SLEEP SPROUT. 
                  The second rule of Sprout Club is, YOU DO NOT ATTACK SLEEP SPROUT. When in 
                  doubt, refer to rule 1. If you attack Sleep Sprout, it will automatically 
                  counter with a spore attack that's quite similar to the Malboro's Bad Breath.
                  ("Goodnight", indeed.) These rules don't apply if you can hit for 99,999 
                  damage every time, in which case, attack away! Tip: use Aeons to do the dirty
                  work for you at low levels, because they're immune to Goodnight's deleterious
                  status effects. Sleep Sprout has no resistance to Power Break or Doom (count: 
                  200), but the fact that it never uses physical attacks makes Power Breaking it
                  pointless. Apart from Goodnight, Sleep Sprout uses Firaga, Thundaga, Waterga, 
                  Blizzaga, Flare, and Ultima, but you'll probably kill it so quickly, that it
                  won't have the opportunity to use these spells.
                  
                  Conditions: Capture at least 5 of each monster from the fungus species. These
                  are: Funguar (Mushroom Rock Road or southern Djose Highroad), Thorn (Cavern of
                  the Stolen Fayth), and Exoray (Inside Sin).
                  
                  Prize for unlocking: Healing Spring x99
                  
                  
                  - l. Bombs: Bomb King -
                  
                  Name: Bomb King
                  HP: 480000 (Overkill: 10000)           
                  AP: 10000 (Overkill: 10000)
                  Steal: Fire Gem x4 (common), Shining Gem x1 (rare)
                  Cost: 8000 gil
                  Drop: Door to Tomorrow x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 73       | 200      | 71       | 200      | 46       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | Absorb    | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
                  Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
                  
                  Number of slots of droppped equipment: 2-4
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: Bomb King is a strange one. Unlike his bomb brethren, normal 
                  attacks don't automatically make him swell... sometimes. Christian Washington
                  postulated that when you deal a certain amount of damage to Bomb King, 
                  regardless of whether it was a physical or magical attack, he will swell.
                  When Bomb King swells a fourth time, every attack you do will make him 
                  counter with Ultima. Bomb King's other attacks include Fire, Fira, and Firaga.
                  An easy way to defeat Bomb King is to make sure all of your characters are 
                  equipped with weapons that have [Magic Counter], and possibly armor with [Fire
                  Eater] for the sake of keeping everyone at full health, then Haste the Bomb 
                  King, Shell your party members to offset some of Bomb King's magic damage, and
                  have them defend. Whenever Bomb King attacks, your characters will 
                  automagically counterattack. However, these counterattacks by your party do 
                  not make Bomb King swell. Again, credit to Christian Washington for this 
                  strategy.
                  
                  Conditions: Capture at least 5 of each monster from the bomb species. These
                  are: Bomb (Mi'ihen Highroad), Grenade (Mt. Gagazet), and Puroburos (Omega 
                  Ruins).
                  
                  Prize for unlocking: Turbo Ether x60
                  
                  
                  - m. Horned: Juggernaut -
                  
                  Name: Juggernaut
                  HP: 1200000 (Overkill: 15000)   
                  AP: 8000 (Overkill: 8000)
                  Steal: Lunar Curtain x4 (common), Shining Gem x1 (rare)
                  Cost: 8000 gil
                  Drop: Strength Sphere x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 98       | 140      | 70       | 62       | 42       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | Absorb    | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
                  Auto-abilites of dropped armor: Defense +5%, Defense +10%, Defense +20%
                  
                  Number of slots of droppped equipment: 2-4
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: Juggernaut isn't hard, it's just hard to wear down. Immediately cast
                  Hastega upon entering the battle, and use Quick Hit until Juggernaut's second 
                  turn comes up. You actually get a free turn - the first move Juggernaut will make
                  is to charge up for a multiple-character fire breath attack, which is the second 
                  move. If you're swift about it, you can probably kill Juggernaut before it has a 
                  chance to unleash this move, but if you're not, swap one of your characters for 
                  Yuna, and have her summon an Aeon to take the brunt of Juggernaut's fire breath 
                  attack. Alternately, armor with [Fire Eater] will absorb its breath, and NulBlaze 
                  and [Fireproof] armor will nullify the breath altogether. During subsequent turns,
                  Juggernaut may charge up for another fire attack, thus forfeiting its turn, or 
                  (more likely) it will rush up to one or more characters and maul them, like Fafnir
                  above likes to do. Juggernaut has 95% resistance to all four 'Breaks', and 0% 
                  resistance to Doom (count: 200).
                  
                  Conditions: Capture at least 5 of each monster from the horned species. These
                  are: Dual Horn (Mi'ihen Highroad), Valaha (Cavern of the Stolen Fayth), and
                  Grendel (Gagazet Cavern or Zanarkand Ruins).
                  
                  Prize for unlocking: Light Curtain x99
                  
                  
                  - n. Iron Giants: Ironclad -
                  
                  Name: Ironclad 
                  HP: 2000000 (Overkill: 99999)           
                  AP: 10000 (Overkill: 10000)
                  Steal: Light Curtain x4 (common), Stamina Tablet x1 (rare)
                  Cost: 8000 gil
                  Drop: HP Sphere x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 100      | 220      | 0        | 180      | 65       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | Null      | Null      | Null      | Null       | N/A        |
                  
                  Auto-abilites of dropped weapons: Str +5%, Str +10%, Str +20%
                  Auto-abilites of dropped armor: HP +10%, HP +20%, HP +30%
                  
                  Number of slots of droppped equipment: 2-4
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: Like Vorban, Ironclad is armored, and Armor Break only works 5% of 
                  the time, so use Auron's Banishing Blade Overdrive or a Frag Grenade instead 
                  to crack his armor. Whenever you attack Ironclad, he'll automatically 
                  counterattack with Reppageki, but if your evade rate is high enough, he'll 
                  never hit you! It's a very good idea to kill Pteryx lots before taking Ironclad 
                  on - or any of these bosses, really. Ironclad's pattern of attack, eschewing 
                  couterattacks, is thus: Reppageki (medium damage attack against a single 
                  character), then Bushinzan (large damage to all characters plus reduces MP to 0),
                  then Shinryudan (large damage to a single character). After he preforms all 
                  three, he starts over with Reppageki again.
                  
                  Conditions: Capture 10 of each from the iron giant species. These are: Iron
                  Giant (north part of Thunder Plains), Gemini A (Inside Sin or Omega Ruins, 
                  armed with a sword), and Gemini B (Inside Sin or Omega Ruins, armed with a 
                  club). Each Gemini counts as a seperate monster!
                  
                  Prize for unlocking: Mana Tablet x60
                  
                  
                  -- VII. Original Creations --
                  
                  - a. Earth Eater -
                  
                  Name: Earth Eater
                  HP: 1300000 (Overkill: 99999)           
                  AP: 50000 (Overkill: 50000)
                  Steal: Gambler's Spirit x1 (common), Level 1 Key Sphere x1 (rare)
                  Cost: 15000 gil
                  Drop: Fortune Sphere x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 117      | 200      | 186      | 210      | 47       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Triple Overdrive
                  Auto-abilites of dropped armor: Auto Potion
                  
                  Number of slots of droppped equipment: 3-4
                  Number of abilities in dropped equipment: 1
                  
                  Strategy: When standing upright, the Earth Eater will attack (AND 
                  counterattack) with Megaton Punch, which inflicts Death on one character if 
                  the damage doesn't kill them outright. [Deathproof] armor and Protect status
                  will help tremendously. If you do enough damage to the Earth Eater 
                  cumulatively or all at once, you'll knock it on its back - I believe something
                  in the neighborhood of 100,000 damage is required to knock the Earth Eater 
                  down. When it is on its back, it cannot attack you, or do anything except roll
                  back and forth looking pitiful... unless you attack it, which will net you an
                  automatic Flare counterattack directed at a random character. Luckily this 
                  Flare does not break the damage limit, in other words, 9999 damage is the most
                  that it can do, but this is still quite punishing at low levels. Cast Shell on
                  your party while the Earth Eater is trying to pick itself up to halve the Flare
                  damage.
                  
                  Conditions: Capture the nescessary number of monsters to conquer 2 areas.
                  
                  Prize for unlocking: Three Stars x60
                  
                  
                  - b. Greater Sphere -
                  
                  Name: Greater Sphere
                  HP: 1500000 (Overkill: 99999)           
                  AP: 50000 (Overkill: 50000)
                  Steal: Gambler's Spirit x1 (common), Return Sphere x1 (rare)
                  Cost: 15000 gil
                  Drop: Luck Sphere x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 87       | 130      | 102      | 120      | 55       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | Varies    | Varies    | Varies    | Varies     | Varies     |
                  
                  Auto-abilites of dropped weapons: One MP Cost
                  Auto-abilites of dropped armor: Auto Phoenix
                  
                  Number of slots of droppped equipment: 2-4
                  Number of abilities in dropped equipment: 1
                  
                  Strategy: If there was ever a poster child for [Auto-Protect] armor, it would
                  be Greater Sphere. Even at very high levels, Greater Sphere still gave me lots
                  of trouble, because it constantly randomly counterattacks with Aqua Press or 
                  Ultima, and the former does ridiculously high damage even at 255 defense - 
                  Protect makes it barely survivable. Besides that, obsessively keeping your 
                  party in Auto-Life status will save your rear. Luckily, Greater Sphere doesn't
                  have much HP, so a few 12-hit Attack Reels at 99,999 per hit should dispose of
                  it, or if you have the patience to wait 255 turns, it's vulnerable to Doom.
                  
                  Conditions: Capture the nescessary number of monsters to conquer 2 species.
                  
                  Prize for unlocking: Supreme Gem x60
                  
                  
                  - c. Catastrophe -
                  
                  Name: Catastrophe
                  HP: 2200000 (Overkill: 99999)           
                  AP: 50000 (Overkill: 50000)
                  Steal: Gambler's Spirit x1 (common), Level 2 Key Sphere x1 (rare)
                  Cost: 15000 gil
                  Drop: Designer Wallet x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 120      | 80       | 77       | 80       | 34       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Sleepstrike, Silencestrike, Darkstrike, 
                  Poisonstrike, Stonestrike, Zombiestrike, Slowstrike
                  Auto-abilites of dropped armor: Sleepproof, Silenceproof, Darkproof, 
                  Stoneproof, Poisonproof, Zombieproof, Slowproof
                  
                  Number of slots of droppped equipment: 3-4
                  Number of abilities in dropped equipment: 1-4
                  
                  Strategy: Catastrophe begins the battle in its shell, and won't come out until
                  you've inflicted about 500,000 damage upon it. While in its shell, its defense
                  is slightly higher, and it will attack all of your characters with a 
                  combination Poison/Confusion/Curse attack if given the chance. Hastega at the 
                  beginning of the fight, and proceed to attack Catastrophe until it comes out of
                  its shell.
                  
                  Once you've coerced Catastrophe out of its shell, its pattern of attack goes: 
                  Toxic Spray -> Demi -> Hundred Thorns. Toxic Spray does minimal damage to a 
                  single character, and puts them in in Power Break, Magic Break, Armor Break, 
                  and Mental Break status. Demi is a standard Demi - it reduces your party's HP 
                  by 1/4. Lastly, Hundred Thorns hits all of your party members for large damage,
                  which at low defense does upwards of 30,000 damage - half that with protect -
                  and clues you into why this boss is called "Catastrophe". This is the easiest 
                  battle of the Original Creations, easier than most of the Species Creations too,
                  and only the fact that Catastrophe has 2.2 million HP would prevent you from 
                  winning this battle before you can hit for 99,999 damage.
                  
                  Conditions: Capture the nescessary number of monsters to conquer 6 areas.
                  
                  Prize for unlocking: Door to Tomorrow x99
                  
                  
                  - d. Th'uban -
                  
                  Name: Th'uban
                  HP: 3000000 (Overkill: 99999)           
                  AP: 50000 (Overkill: 50000)
                  Steal: Gambler's Spirit x1 (common), Teleport Sphere x1 (rare)
                  Cost: 15000 gil
                  Drop: Underdog's Secret x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 102      | 80       | 212      | 80       | 53       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Triple AP, Triple Overdrive
                  Auto-abilites of dropped armor: HP +10%, HP +20%, HP +30%
                  
                  Number of slots of droppped equipment: 3-4
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: Fighting Th'uban is lots of fun, if your idea of fun is DYING
                  QUICKLY AND REPEATEDLY. Th'uban annoyingly counterattacks every physical and 
                  magical attack with a tail swipe that instantly removes any protective 
                  statuses from your whole party, like Regen, Haste, Protect, etc, unless that
                  character has [Auto Regen], [Auto Haste], [Auto Protect], etc, in their armor.
                  He also has a Pulsar Shockwave-esque attack that does 99,999 damage to one 
                  character, regardless of defense, and a vicious wing attack called Rainbow, 
                  which hits all characters multiple times, on top of cursing them. (Speaking 
                  of cursing, that's what I do every time Th'uban kills me. #$@&@*!!!)      
                  
                  To defeat Th'uban the legitimate way, you'll probably want to employ Blitz Ace,
                  Attack Reel, Passado, and a little bit of luck. If you don't mind cheating, 
                  however, and have lots of patience, there's a dirty trick you can use...
                  Th'uban is vulnerable to Death Sentence. You can sentence him by using Kimahri's
                  "Doom" Ronso Rage, or a Candle of Life item. To ensure that you'll win the 
                  battle, keep everyone in Auto-Life status, and defend for all of the 255 turns
                  that it will take for Death Sentence to automatically kill him. Do NOT attack
                  him while you're Auto-Lifed, otherwise his tail swipe counterattack will remove
                  the Auto-Life, along with any other positive statuses.
                  
                  Conditions: Capture the nescessary number of monsters to conquer 6 species.
                  
                  Prize for unlocking: Gambler's Spirit x99
                  
                  
                  - e. Neslug -
                  
                  Name: Neslug
                  HP: 4000000 (Overkill: 12000)           
                  AP: 50000 (Overkill: 50000)
                  Steal: Gambler's Spirit x1 (common), Friend Sphere x1 (rare)
                  Cost: 15000 gil
                  Drop: Pendulum x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 130      | 80       | 130      | 80       | 43       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Piercing (Kimahri, Auron), Triple AP
                  Auto-abilites of dropped armor: HP +10%, HP +20%, HP +30%
                  
                  Number of slots of droppped equipment: 2-3
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: Besides having fallen out of the ugly tree and hit every branch on
                  the way down, the Neslug likes to retreat into its shell and regenerate large
                  amounts of HP per turn with Curaga and Regen when you've depleted some of its
                  life. While in its shell, it becomes impervious to all weapon-based attacks. 
                  (In other words, Mindy's Passado doesn't work. Boo hoo!) So what do you do?
                  
                  First, make sure at least one person knows Ultima and Doublecast, everyone 
                  knows Copycat, and you've got a good supply of Turbo Ethers. Cast Hastega at
                  the beginning of the battle, and Quick Hit, Attack Reel, or Blitz Ace the 
                  Neslug until it retreats into its shell. If you're quick enough, the Neslug 
                  won't even get a change to attack you before it goes into its shell. The
                  Neslug will not come out of its shell until it is completely healed, so don't
                  wait for it to come out, and thereby negate all of your hard work. Instead, 
                  Doublecast Ultima, and Copycat until its shell shatters, stopping only to 
                  replenish the MP of a party member who's low. Alternately, despite Blitz Ace 
                  being weapon-based, it still does damage. You could go into battle with 
                  everyone's Overdrive bars full, and Entrust them to Tidus so that he can Blitz
                  Ace over and over. When the shell shatters (and this is a pretty cool 
                  animation, IMHO), you'll know the Neslug only has about one million HP left. 
                  Obviously it cannot retreat into its shell anymore, so eleven hits at 99,999 
                  damage later, you've won! Congrats.
                  
                  On the other hand, Ultima Gamer (ultimagamer@hotmail.com) submitted the 
                  following, which I am paraphrasing: go into battle with Wakka and any other 
                  two characters. Wakka and the other two characters must have a strength of 255,
                  or near to it, and everyone must have full Overdrive gauges. Wakka must know 
                  Attack Reel, and you must be skilled at lining up the "2 Hit" slots. The other 
                  two characters must know Entrust, and someone must know Hastega. Cast Hastega at 
                  the start of the battle, and use Wakka's Attack Reel. If you successfully lined
                  up three slots of "2 Hit", Attack Reel will hit Neslug 12 times. Then use Quick
                  Hit 8 times, for a total of 20 hits. Now, these numbers are very precise for a 
                  reason - Neslug automatically goes into its shell when you've dealt 2,000,000 
                  damage to it. 20 hits at 99,999 equals 1,999,980 damage, which is just barely 
                  enough for the Neslug to stay out in the open. Immediately Entrust one of your 
                  character's Overdrive gauges to Wakka, and have him use Attack Reel once more. 
                  This should break the shell before Neslug has even had a chance to retreat
                  into it! Finally, use Quick Hit until Neslug dies. This is an awesome strategy,
                  and takes a fraction of the time my strategy above does, so please send Ultima 
                  Gamer your praises for it.
                  
                  One warning, however, that applies to both strategies - kill the unshelled 
                  Neslug as quickly as possible, because once its shell is broken, it will only 
                  attack you with an ultra powerful Slime attack that does large damage to your
                  entire party, plus puts everyone in Poison, Curse, Armor Break, Mental Break,
                  and Delay attack status. ...Unless you Silence it, in which case it will only
                  use Megaton on a single character when its turn comes up. Megaton does a good 
                  bit of damage and inflicts Confusion status, but it isn't nearly as bad as 
                  Slime's multiple status ailments. Neslug has no resistance whatsoever to 
                  Silence status, by the way, so it's not difficult at all to shut its gaping 
                  trough of a mouth. Silencing Neslug won't prevent it from using Regen while
                  in its shell, but it will prevent it from using Regen AND Curaga.
                  
                  Conditions: Conquer all areas. This means you need to pretty much capture one
                  of each monster.
                  
                  Prize for unlocking: Winning Formula x99
                  
                  
                  - f. Ultima Buster -
                  
                  Name: Ultima Buster
                  HP: 5000000 (Overkill: 99999)           
                  AP: 50000 (Overkill: 50000)
                  Steal: Gambler's Spirit x1 (common), Level 3 Key Sphere x1 (rare)
                  Cost: 15000 gil
                  Drop: Winning Formula x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  Ultima Buster
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 168      | 60       | 178      | 71       | 72       | 0        |
                  
                  Ultima Buster's Head and Arms
                  |----------|----------|
                  | Defense  | M. Def.  |
                  |----------|----------|
                  | 1        | 1        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Triple AP, Overdrive -> AP, Triple Overdrive
                  Auto-abilites of dropped armor: Break MP Limit
                  
                  Number of slots of droppped equipment: 3-4
                  Number of abilities in dropped equipment: 1-3
                  
                  Strategy: This isn't nescessarily a hard battle, just a long-ish one. First, 
                  cast Hastega, and if you can spare the turn, Auto-Life at least one party 
                  member. Then destroy its arms and head with Quick Hit, and continue to use 
                  Quick Hit until Ultima Buster's turn comes up - if your Magic Defense statistic
                  isn't at least equal to Ultima Buster's Magic Power statistic, immediately have
                  Yuna summon an Aeon to bear Ultima Buster's attack, which 4 out of 5 times will 
                  be an extremely powerful Ultima spell. The other time, it will bodyslam a 
                  single character for 10,000+ damage, but because this is so unpredictable, use 
                  Aeons as damage absorbers just in case. Ultima and the bodyslam attack may be 
                  halved by Shell and Protect, respectively. The reason for killing the arms is 
                  self-evident - they shield Ultima Buster from your attacks - but the idea behind
                  killing the head as well, is because every third turn, it will preform an attack
                  that causes more damage than Ultima Buster's Ultima spell, and inflicts Slow, 
                  Poison, Confusion, Zombie, Power Break, Magic Break, Armor Break, and Mental 
                  Break. Very nasty.
                  
                  Conditions: Capture at least 5 of each monster.
                  
                  Prize for unlocking: Dark Matter x99 (!!)
                  
                  
                  - g. Shinryu -
                  
                  Name: Shinryu
                  HP: 2000000 (Overkill: 99999)           
                  AP: 50000 (Overkill: 50000)
                  Steal: Gambler's Spirit x1 (common), Three Stars x1 (rare)
                  Cost: 15000 gil
                  Drop: Wings to Discovery x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 92       | 60       | 86       | 98       | 70       | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | N/A       | N/A       | N/A       | N/A        | N/A        |
                  
                  Auto-abilites of dropped weapons: Double AP
                  Auto-abilites of dropped armor: Auto Med
                  
                  Number of slots of droppped equipment: 2-4
                  Number of abilities in dropped equipment: 1
                  
                  Strategy: Because this battle takes place underwater, you can only use Tidus, 
                  Wakka, and Rikku. Shinryu will counterattack with his claw whenever he is
                  attacked, which does about 8000+ damage to one character with 120 defense, but 
                  so long as one of your other party members has [Auto Phoenix] in their armor, 
                  this doesn't matter. Some people recommend killing off Tidus and Rikku, and 
                  letting Wakka take care of Shinryu with his Attack Reel Overdrive, because 
                  Shinryu won't use Eraser - his infamous petrification and shattering attack - 
                  if only one of your party members is alive. Barring that strategy, if your 
                  speed is high enough, just cast Hastega, and Quick Hit, Attack Reel, or Blitz 
                  Ace him to death. Shinryu's other offenses pale in comparison to Eraser, but
                  they include Shining, which hits all of your party members multiple times for
                  small damage, and a simple claw attack to one character, the same as his claw
                  counterattack. There isn't any pattern to his attacks, and ideally your stats
                  are high enough that you'll be able to kill him within one turn.
                  
                  Conditions: Capture at least 2 Splashers, 2 Achelous, and 2 Maelspikes from 
                  the flooded portion of Gagazet Cavern.
                  
                  Prize for unlocking: Mega Elixir x30
                  
                  
                  - h. Nemesis (or "Omega Gold") -
                  
                  Name: Nemesis (aka Omega Gold, aka Subete Wo Koeshimono)
                  HP: 10000000 (Overkill: 99999)           
                  AP: 50000 (Overkill: 50000)
                  Steal: Level 4 Key Sphere x1 (common), Warp Sphere x1 (rare)
                  Cost: 25000 gil
                  Drop: Warp Sphere x1 (common) x2 (Overkill)
                  Dark Matter x1 (rare) x2 (Overkill)
                  
                  |----------|----------|----------|----------|----------|----------|
                  |  Power   | Defense  | M. Power | M. Def.  |  Speed   | Evade %  |
                  |----------|----------|----------|----------|----------|----------|
                  | 255      | 150      | 255      | 150      | 200      | 0        |
                  
                  |-----------|-----------|-----------|------------|------------|
                  |   Fire    |  Thunder  |   Water   |    Ice     |    Holy    |
                  |-----------|-----------|-----------|------------|------------|
                  | Absorb    | Absorb    | Absorb    | Absorb     | Absorb     |
                  
                  Auto-abilites of dropped weapons: Break Damage Limit
                  Auto-abilites of dropped armor: Break HP Limit
                  
                  Number of slots of droppped equipment: 3-4
                  Number of abilities in dropped equipment: 1
                  
                  Strategy: First of all, you don't need high HP or even Auto-Life to defeat 
                  Nemesis, all you'll need is to be able to hit for 99,999 damage, and an 
                  agility stat of at least 170 to pull this off in a reasonable amount of time -
                  220+ is ideal. If you don't, stop reading this strategy right now and go 
                  slaughter Fenrir until you do. ...Done? Good. Nemesis counters Overdrives, 
                  but nothing else. Using whomever you like, cast Hastega at the beginning of 
                  the battle. Use Quick Hit until Nemesis' turn comes up, and swap someone out 
                  for Yuna, who will immediately summon an Aeon to act as a sacrificial lamb. 
                  (If you're already using Yuna as one of your three characters, even better.) 
                  One hit from Nemesis will probably kill your Aeon, but this is okay, because 
                  doing so will bring the turn to move back to you, even if Nemesis had two or
                  more turns in a row after your Aeon! At 220+ agility, you should be getting 
                  18-20 Quick Hits between each of Nemesis' turns. Seven dead Aeons later, 
                  Nemesis will turn into pyreflies and that sweet "Overkill" will appear on 
                  your television. Congratulations, you've just beaten the "hardest" boss in 
                  Final Fantasy X. The moral of the story is, HP size doesn't matter, it's the
                  motion of the Quick Hit ocean. I'm not claiming this is the end-all be-all 
                  strategy for defeating Nemesis, but it IS the only way that's worked 
                  consistently for me. Best of luck to you!
                  
                  Conditions: Capture 10 of each monster, and beat all of the bosses at the 
                  Monster Arena.
                  
                  Prize for unlocking: Master Sphere x10
                  
                  
                  
                  -- VIII. Zen, and the art of Encountering Rare Monsters -- 
                  
                  Monster encounters work like this - there are preset enemy parties for every 
                  environ that appear at random. You'll never see a party of a Xiphos and 2 Blue
                  Elements in Macalania Forest together, for example, or 3 Snow Flans in the same
                  party along the Moonflow. You will however encounter Xiphos by their lonesome, 
                  or with 2 Wasps, and Snow Flans exclusively keep company with Garms and Bunyips.
                  These are just three examples of the hundreds of preset enemy parties.
                  
                  You will always encounter the same combinations of monsters in a given area (ie,
                  the same preset enemy parties), but the order in which you encounter the parties
                  will always be random. There is no way to increase the chances of encountering a 
                  certain group of fiends, but because encounters are ranomly generated, saving 
                  your game, then resetting will give you a new random order of fiends you've yet
                  to encounter.
                  
                  In plain English, encounter rates are randomly decided every time you load up a
                  new game. If you haven't encountered the fiends you're looking to capture within
                  10-15 battles, simply save your game, reset, and the encounter rates should be
                  different. Not nescessarily more favorable, just different. Changing party members
                  and member positions also seems to affect encounter rates in practice, although
                  I haven't hacked the game files, and therefore don't know why it would help in
                  theory.
                  
                  There are a few exceptions to these rules, however. They are: Simurgh, Qactuar, 
                  Cactuar, and "rare" monsters in the Calm Lands and Omega Ruins.
                  
                  If you're lucky enough to have encountered a Simurgh without tearing your hair
                  out looking for one, you may notice that the terrain on the battle screen has
                  little sunny spots on it, unlike the rest of Djose Highroad. This clues you in
                  to the factoid that Simurghs appear where the patches of sunlight are. The 
                  largest sunny area is near Djose Temple at the north end of the highroad. It is
                  therefore suggested that you do your Simurgh hunting there.
                  
                  The Qactuar is a special fiend found in the Thunder Plains, that you will ONLY
                  encounter after you've prayed to one or more _glowing_ Qactuar glyphs. Pray to 
                  one stone, and you'll meet parties of singular Qactuars. Pray to two stones, and
                  you'll meet parties of two Qactuars. Pray to three Qactuar stones, and... need
                  I continue?
                  
                  Cactuars are encountered in small amounts all over Sanubia Desert, but as one 
                  would infer after playing the "Village of the Cactuars" minigame, you can find
                  them most frequently in the village itself. This is located in the sandstorm
                  area, which becomes available after the minigame has been completed. It's also
                  a fantastic place to level up - if you have the Wings to Discovery to spare,
                  you can put [Triple AP] on your [Capture] weapon and really clean up.
                  
                  As for the rare Calm Lands monsters (Ogre, Malboro, Chimera Brain), the Monster 
                  Arena trainer throws you a bone to make learning this minigame easier, and tells 
                  you specifically that "the rarest fiends spawn in the northwest".
                  
                  The hardest and rarest fiends in the Omega Ruins are found on the basement level, 
                  accessable after defeating (or intelligently Bribing!) the Ultima Weapon. Prior 
                  to defeating Omega, the encounters will always occur at the center of the 
                  circular areas, and never on the slopes between them. This does not affect the 
                  type of fiend encountered, only the location.
                  
                  
                  
                  -- IX. Frequently Asked Questions --
                  
                  1. Where can I find [name of monster]? They're so rare!
                  
                  Skip back to the section above. I didn't write it for my health. ;)
                  
                  
                  2. What about Land Worms?
                  
                  Land Worms only appear in the very last part of the very last dungeon, past
                  where you may backtrack from. So obviously, you can't capture them. Thank 
                  you, drive though!
                  
                  
                  3. Which monsters appear in more than one area, and which area do they count
                  towards when I capture them?
                  
                  I specified when monsters appear in more than one area earlier in this FAQ, 
                  but for the sake of reiteration, here we go again. Thunder Flan appears in
                  both the "Old" part of Mi'ihen Highroad, and southern Mushroom Rock Road,
                  and counts towards Mushroom Rock. Red Element, Funguar, and Gandarewa appear
                  in both Mushroom Rock Road and Djose Highroad, and all count towards Mushroom
                  Rock. The Coeurl and Malboro appear in the Calm Lands and Cavern of the 
                  Stolen Fayth, and both count towards the Calm Lands. The Imp and Nidhogg
                  appear in the Cavern of the Stolen Fayth and Mt. Gagazet, and both count 
                  towards the Cavern of the Stolen Fayth. Lastly, the Geminis (both colors), 
                  Adamantoise, Wraith, Great Malboro, and Demonolith appear in Sin and the 
                  Omega Ruins, and all count towards Sin.
                  
                  
                  4. What is this "Passado" trick you keep mentioning?
                  
                  "Passado" is Mindy's unique attack, like Meteor Strike is Ifrit's unique 
                  attack, or Pain is Anima's unique attack. It consists of 15 (?) bee stingers 
                    fired at an enemy for up to 99,999 damage apiece, which if Yuna is leveled up
                    enough, is sufficient to defeat almost all of the Area and Species Creation 
                    bosses in one shot. The problem is that the Magus Sisters are so 
                    unpredictable, when you tell Mindy to attack, she may do a standard attack, 
                    Passado, or cast a black magic spell. I suppose that's the tradeoff for such
                    a cheap attack, no? If Passado is only doing mediocre damage for you, level
                    Yuna up. The strength of any Aeon is tied to the strength of the summoner.
                  
                  
                  5. What is the purpose of the Mark of Conquest?
                  
                    The "Mark of Conquest" does nothing other than take up space in your Key 
                    Items inventory, and is proof that you defeated Nemesis. If you played Final
                    Fantasy VIII, you may remember recieving a similar item for defeating the 
                    Omega Weapon, the "Proof of Omega". The description for this item goes "For 
                    those who have surpassed mortal bounds"; this is an obvious allusion to 
                    Nemesis' name in the Japanese import, Subete Wo Koeshimono, which translates
                    to "He who has surpassed all". Makes sense, seeing as you have to "surpass"
                    all of the Monster Arena bosses to obtain the item.
                  
                  
                  6. Is there a difference between the Cavern of the Stolen Fayth and the Sunken
                  Cave?
                  
                    No, they're two names for the exact same location. "Cavern of the Stolen
                    Fayth" is kind of a long name, and wouldn't fit into the tiny text box. Hence,
                    Sunken Cave.
                  
                  
                  7. I don't like your strategy, nyah nyah. Why don't you write a different one?
                  
                    Gee, I forgot that writing a _free_ guide required me to bend to your every
                    whim. If the strategies I've given don't work for you, you're not of a high 
                    enough level - and how are your lousy stats a mistake on my part? Most of 
                    these bosses do not require that you have 255 on every stat - all of the 
                    Area and Species Creations, and a few of the Original Creations can be 
                    defeated with stats between 100 - 200. Only the harder Original Creations 
                    require stats above 200. Short of coming to your house and playing the game 
                    for you, I don't know how I could possibly be more specific.
                  
                  
                  8. What is the Sphere Distiller trick?
                  
                    At some point in the game, especially if you use one of the ubiquitous "AP
                    Tricks", you'll probably run out one or more of the common Sphere types. To
                    get 20-40 in one fight, simply use a Sphere Distiller on Kottos or Fafnir,
                    who will then drop 20 after the fight for a standard kill, and 40 for an
                    Overkill. If they only drop two of that type of Sphere, consider it bad luck
                    - they would have dropped two Dark Matter otherwise.
                  
                  
                  9. What do Reppageki, Bushinzan, and Shinryudan mean?
                  
                    I've never studied Japanese formally, and thus don't claim to be fluent, but
                    here are my best attempts at translation:
                  
                    - Reppageki: Violent Tearing Attack (retsu ha geki)
                    - Bushinzan: Weapon God Slicing (bu shin zan)
                    - Shinryudan: Divine Dragon Judgement (shin ryuu dan)
                  
                    Any dissimilarities between the spoken reading of the kanji, and the English
                    translation were probably just shortenings of the long kanji compounds due 
                    to a limited number of spaces in the battle window. What might only take
                    three spaces in Japanese can take up to 10 in English, as demonstrated in
                    the example above.
                  
                  
                  10. Am I missing out on anything if I don't fight Chimerageist on my first
                  visit to the Calm Lands?
                  
                    No, you're not missing anything if you wait until later to fight
                    Chimerageist (except maybe a quick death for your party :), so yes, feel
                    free to wait. You can also level up around the Yevon Dome before fighting
                    Yunalesca and backtrack to the Calm Lands if need be - the Defender Z's in 
                    the Dome drop Level 2 and Level 3 Key Spheres, allowing you to unlock 
                    previously inaccessable parts of the Grid, and the groups of 3 robots give 
                    out ridiculously high AP. If you're concerned about the time it would take 
                    to backtrack, you can win [No Encounters] armor from Ghosts in the Cavern of
                    the Stolen Fayth, or steal Purifying Salts from zombie Yevon monks in the
                    Dome to make your own [No Encounters] armor, ergo cutting your walking time 
                    to a fraction or what it would otherwise be.
                  
                  
                  11. What about other bosses? Is there a benefit to fighting them immediately 
                  after unlocking them?
                  
                    The only benefit to fighting bosses immediately as they're unlocked is that
                    you may do so for free. They're not easier, nor do they drop better items.
                  
                  
                  12. I supposedly completed all of the requirements to unlock Nemesis, and he's
                  still not on the list! Why?
                  
                    There are several possibilities: one, you didn't really defeat all of the 
                    Area, Species, and Original Creations. Two, you don't really have 10 of 
                    every capturable monster - compare your list with the monsters I listed in 
                    every area, and remember that some areas have two pages' worth of monsters. 
                    Or finally, barring both of those possibilities, there seems to be a bug 
                    where if you unlock Nemesis after defeating one or several Creations and 
                    not saving or leaving the arena after doing so, the trainer won't
                    acknowledge that you have until you do just that. So if you're positive that
                    you've captured 10 of each monster, and defeated every creation at least 
                    once, and there's no Nemesis on your list, keep leaving the arena, returning,
                    and chatting with the trainer until he says "I've created a monster!"
                  
                  
                  13. I'm playing an NSG (No Sphere Grid) game, can I still make good use of the
                  Monster Arena?
                  
                    Certainly, I don't see why not. Capturing monsters doesn't require much
                    strength, and the rewards for doing so will allow you to build lots of great
                    equipment, as well as give you reagents for Rikku's Overdrive. If you choose
                    to fight in the arena for the dropped equipment that the Creations yield, 
                    you'll definitely need to use powered up Aeons to participate in the melee 
                    for you. Best of luck with your NSG game!
                  
                  
                  14. Are there any significant Monster Arena changes between the original
                  Japanese release, the US release, and the "International"/PAL release?
                  
                    Gameplay mechanics-wise, the Monster Arena functions exactly the same in all
                    four commercially released versions of Final Fantasy X. The most welcome 
                    change is that while there was not a save point at the Monster Arena in the 
                    original Japanese import, there IS one in the US, "International", and PAL 
                    releases - it was a real pain to have to backtrack all the way to the Calm 
                    Lands trading post between boss fights to save and heal, let me tell you. ;) 
                    The observant player will also note that Behemoth King counterattacks with 
                    Meteo when you capture him in the original Japanese and US releases, but does
                    not counterattack when captured in the "International" or PAL releases.
                  
                    There were also name changes; omitting the minor ones that could be
                    attributed to different romanizations of the kana, they are: 
                  
                    - Marlboro Worst became Malboro Menace
                    - T? Oni (translation: Fighting Demon) became Kottos
                    - Wizerusha became Vidatu
                    - Jumbo Purin* became Jumbo Flan (*all Flans in the Japanese release were
                      called "Purin")
                    - Elemental Nega became Nega Elemental
                    - Nemuridake* became Sleep Sprout
                    - Huge Sphere became Greater Sphere
                    - Brachioredos became Th'uban
                    - Subete Wo Koeshimono became Nemesis
                  
                  
                  15. Were there any original boss designs for the Monster Arena?
                  
                    Neslug has the only original boss design, the rest of the Area, Species, and
                    Original Creations are just palette-swapped versions of other bosses. 
                  
                  
                  16. What's in the treasure chest in front of the Monster Arena, and how do I 
                  open it?
                  
                    Yuna's Celestial Weapon, the Nirvana, is in the chest. To open it, you'll
                    need to obtain the Celestial Mirror. Read my Ultimate Weapons Guide for in-
                    depth information.
                  
                  
                  17. Does Zanmato work on Monster Arena bosses?
                  
                    Yes it does! However, all Monster Arena bosses have a whopping Zanmato 
                    resistance level of 5, which translates to a very high affection level and
                    lots of gil needed to preform it. Azure Edge's superb Yojimbo FAQ contains
                    everything you could possibly wonder about Yojimbo, and then some. 
                  
                  
                  

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