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Before you make any mistakes, be duly warned that the Dark Aeons are NOT for the faint of heart. They require an enormous amount of time and character optimization with both equipment AND the Sphere Grid, and are incredibly difficult fights in their own right (unless you take the time to maximize your characters' potential beforehand).

The Dark Aeons are a group of very difficult superbosses which are the prerequisites to fighting Penance, the hardest battle the game has to offer. They are all essentially "Dark" versions of Yuna's Aeons with the exception that they are all way more powerful and tough in comparison. Their stats are all extremely high, and they have very powerful attacks, and some even start out the battle with a full Overdrive.

Note: The dark Aeons are only available for Playstation 2 on the 'International' and PAL version of FFX (the European version). They are available on the Playstation 3 and Vita versions as well.

Dark Valefor[edit]

Preparation[edit]

Before going into the battle with Dark Valefor, Yuna should have a full overdrive gauge. To fill it quickly, set Yuna's overdrive mode to "Healer". Go get into a battle somewhere the fiends are weak enough to totally ignore during the fight (Suggestion: Besaid). Have one party member kill another party member, then have Yuna Full-Life the dead party member. Half her gauge will go up. Do this twice and she should have a full gauge. Finish off whatever piddly fiend you entered battle to, then hit the airship. Don't forget to save. Go back to Dark Valefor.

Now, before the battle, have someone that has first strike in your starting formation so you can immediately swap out with Yuna. This effectively ensures that she goes first.

For an easy defeat:

Enter battle, and immediately swap in Yuna. Grand summon "Yojimbo". Pay Yojimbo big money (don't be a cheapskate, the more the better) and pray he will use "Zanmato" on Dark Valefor. If his gauge was already full, this gives you a second chance if it fails. Try again if you can.

If that fails, and he is brutally murdered, read on...

Defeating Dark Valefor[edit]

Location: Besaid Island

With Anima (and possibly the Magus Sisters, if you want to make things really easy) in tow, you should be able to win this battle in just a few hits. Start the battle with Yuna (with a full overdrive), your strongest character (probably Auron), and your fastest character (Probably Tidus). It's advised that one character should have above 9,999 HP, as this is how much damage Energy Ray does.

If you've trained a decent amount, you should be able to get a turn with Yuna before Dark Valefor can do anything. If not, either cast Haste on her, or, if she happens to be killed in Valefor's first attack, revive her with another character. Any spare turns in between should be used for either Hastega, or getting as much damage on Valefor as possible before using Grand Summon.

On Yuna's first turn, Grand Summon Anima. Use Oblivion, and you should do at least 500,000 damage. (If you've been training, 700,000 is possible, and much better.) This will force Dark Valefor to have 4-6 turns to attack Anima before you can do anything about it. If it does not kill Anima, use Pain on Dark Valefor (it never misses, and will commonly do 99,999 damage). You could very easily Overkill Valefor at this point if all your attacks have done as much damage as possible until now.

The Dark Aeons: Part 1: Dark Valefor (3:20)
Beating Dark Valefor the easy way

If Anima died after the attacks from Valefor, either choose one of the following paths:

  1. Summon the Magus Sisters, and launch an all out offensive - their attacks should destroy Valefor quickly.
  2. Summon any other Aeons you wish. Yojimbo's attacks all do substantial damage at a high level.
  3. Use your full force with your strongest character - much more difficult than using Aeons.

After the battle, you'll gain either a Master Sphere or Dark Matter (Two if you overkill), and a piece of armor that contains any of the below auto-abilities:

  • Break Damage Limit
  • Break HP Limit
  • Ribbon
  • Waterstrike

Without Anima[edit]

Given Dark Valefor's position, you can't get back into Besaid until it's dead. This means if you missed the Destruction Sphere treasure in the temple needed for Anima, then you are going to have to beat this horrifically hard boss first. At any level, this can be done, but it will take a while. First, you will need to ensure the following things:

  • Someone in your party other than Yuna has a weapon with First Strike on it.
  • You have Yojimbo (see the Cavern of the Stolen Fayth page if not).
  • You have between 2,000,000 and 3,000,000 Gil (get a weapon with Gillionaire and fight Mimics in Omega Ruins if you don't). The more Gil, the better. (You may not necessarily need that much Gil; it may work with as little as 100,000 Gil if you offer all you have.)

Firstly, use Yojimbo in normal battles, paying him enough so that he uses Wakizashi and doesn't die to in order to raise his disposition towards you; 25 battles will suffice. Then, get him into Overdrive, but after that do not use any moves (Dismiss him or Grand Summon him if necessary). Create a party with any three characters, with one of them having the First Strike weapon. Now, go and confront Dark Valefor (save in the Promontory area with the Save Sphere).

On the first turn, switch the party member with First Strike out for Yuna and have her Summon/Grand Summon Yojimbo. Pay him every little bit of Gil you have and hope for Zanmato. This is entirely possible, but the chance is around about 3% even by paying him upwards of 2 million Gil. The various things like increased disposition, Overdrive, and the option you chose when you got him will all have an effect on the Zanmato chance. If it isn't Zanmato (which it most likely won't, but it will always be Wakizashi otherwise) then do the handy soft reset with L1 button + L2 button + R1 button + R2 button + Start button + Select button, reload from the save, and try again. Eventually, you will get lucky and Zanmato him, netting you a lot of nice drops (hopefully) and access to the Besaid Temple once more.

This method does take a while but it is arguably quicker than leveling up your characters to the point where they would be able to confront Dark Valefor and win without Zanmato. (Note that if you are playing the International or PS3 version or you choose the option "to defeat the most powerful of fiends" when choosing Yojimbo it will be a lot easier to use Zanmato on Dark Valefor).

Dark Valefor
HP: 800,000 MP: 999
Stats
Strength: 148 Defense: 120
Magic: 186 Magic Defense: 220
Agility: 105 Accuracy: 250
Evasion: ? Luck: ?
Attacks: Damage relative to stats and HP
Energy Ray - Damages all Energy Blast - Damages all
Physical Attack - Damages one Sonic Wings
Elemental
Fire Damage: Halved Ice Damage: Halved
Thunder Damage: Halved Water Damage: Halved
Holy Damage: Halved
Drops
Steal: X-Potion/Elixir Drop: Dark Matter/Master Sphere
AP: 10,000 Gil: 0
Weapon Drop
First Strike, Firestrike, Lightningstrike, Waterstrike, Icestrike, Break Damage Limit
Armor Drop
Auto-Regen, Break HP Limit, Ribbon
Immune to:
Sensor, Silence, Sleep, Darkness, Poison, Petrification, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Doom, Distil, Scan, Gravity, Delay, Eject
Resistances:
Zanmato Lv. 5

Dark Ifrit[edit]

Preparation[edit]

Skill Requirements:

  • Auto-Life
  • Hastega
  • Quick Hit

Weapon / Armor Requirements:

  • A weapon that can Break Damage Limit, and will allow the user to hit above 80,000. Masamune works best.
  • A weapon that gives your Auto-Life user One MP Cost (Preferred: Yuna, with Nirvana)

Other Recommendations:

  • Auto-Haste is a nice feature - it'll save you some time.

Defeating Dark Ifrit[edit]

Location: Bikanel Island

Start the battle by casting Hastega on your party. This will allow you more actions in between Ifrit's Meteor Strikes, which can instantly kill you if your HP isn't into the 20,000s. Have someone cast Auto-Life on themselves, or customize Auto-Phoenix on armor for 20 Mega Phoenixes (one of these are vital - without them, you can't quickly bring your party back to life and more than likely will get Game Over). If you have time before Ifrit's attack, cast Auto-Life on your strongest character. Unless the third character is strong, or can use healing magic, he should just be there for support, and may not need Auto-Life.

If you're using Auron and his Masamune, Auto-Life is absolutely crucial. You'll find that Auron does far more damage with 1/4 of his HP that Auto-Life provides, rather than full health. Using this, you can get 99,999 easily with Quick Hit.

When Dark Ifrit's overdrive is full, summon an Aeon. Anima works well. Immediately Shield the Aeon, and they should survive the attack. If the Aeon survives, attack Ifrit with it. If you're using Anima, use Pain, which can do 99,999 pretty early in the game. Overdrives also work well. When the Aeon is killed, repeat this strategy. You should be able to finish Ifrit in less than three of his overdrives, even if you have no characters above 9,999 HP.

Optional Additions

If you Steal from Dark Ifrit, you can easily gain two Mega Phoenixes. Be warned, though, stealing will cause Ifrit to counter attack. Handy items, but if you don't have enough HP to cope with the counter strike, you shouldn't bother, as it will just complicate things.

Dark Ifrit
HP: 1,400,000 MP: 999
Stats
Strength: 220 Defense: 173
Magic: 177 Magic Defense: 163
Agility: 124 Accuracy: 230
Evasion: ? Luck: ?
Attacks: Damage relative to stats and HP
Meteorstrike - Damages one Hellfire - Damages all
Physical Attack - Damages one
Elemental
Fire Damage: Absorb Ice Damage: Halved
Thunder Damage: Immune Water Damage: Immune
Holy Damage: -
Drops
Steal: Mega-Potion/Elixir Drop: Dark Matter/Master Sphere
AP: 20,000 Gil: 0
Weapon Drop
Firestrike, Break Damage Limit
Armor Drop
Fire Eater, Break HP Limit, Ribbon
Immune to:
Sensor, Silence, Sleep, Darkness, Poison, Petrification, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Doom, Distil, Scan, Gravity, Delay, Eject
Resistances:
Zanmato Lv. 5

Dark Ixion[edit]

Preparation[edit]

Dark Ixion has several deadly attacks in his arsenal: 'Thundaja', which is a non-elemental attack that ignores Auto-Abilities such as 'LightingProof'; 'Aerospark', which negates any beneficial effects like Haste and of course his Overdrive, 'Thor's Hammer'. In addition, he also counter attacks every action in the first round, and your characters Overdrives will do less damage than usual. To make matters worse, you have to fight Dark Ixion twice! Fortunately you can save and heal after the first round...

HOWEVER, by using the same strategy as you did with the other Dark Aeons, you'll have a fighting chance:

  • Auto Life/Auto Haste are vital!!
  • Break HP/Break Damage Limit is also important
  • Ribbon is necessary in case Dark Ixion has any nasty surprises

While not really necessary, its best to have your stats over a 100 (except Luck) at the very least, chances are you'll be able to finish Dark Ixion off by using Wakka's 'Attack Reels', Yunas 'Grand Summons' (Preferably Anima, Bahamut, The Magus Sisters and possibly Valefor if you're brave enough...)and Tidus' 'Blitz Ace'. Again, while Overdrives wont do much damage, chances are you'll hit him with those and the odds will improve if all three have the Comrade setting, Auto-Phoenix and if at least one character has Auto-Haste.

NOTE: If you're extremely lucky enough to have a full overdrive, a lot of luck and a lot of Gil, you can easily use Yojimbo's Zanmato, but isn't recommended due to having to fight Dark Ixion twice

Defeating Dark Ixion[edit]

Location: Thunder Plains

Best to use Auto-Life and Auto-Phoenix. Equip Sleepproof or Ribbon (Dark Ixion's Physical attacks cause sleep). Will need to be fought twice. First fight, he will only cast Aerospark when overdrive is fully charged. During second, he will cast Thor's Hammer. During second battle, he is also slower. Can be taken down with strong physical attacks, but will counter. Quick Hits should be sufficient. Use Aeons if HP gets low. Can be killed with Yojimbo's Zanmato.

Dark Ixion
HP: 1,200,000 MP: 999
Stats
Strength: 176 Defense: 220
Magic: 133 Magic Defense: 188
Agility: 180 Accuracy: 254
Evasion: ? Luck: ?
Attacks: Damage relative to stats and HP
Thundaja - Damages one Aerospark - Damages all
Physical Attack - Damages one + Sleep Thor's Hammer
Elemental
Fire Damage: Immune Ice Damage: Immune
Thunder Damage: Absorb Water Damage: Halved
Holy Damage: -
Drops
Steal: Stamina Tablet/Elixir Drop: Dark Matter/Master Sphere
AP: 20,000 Gil: 0
Weapon Drop
Lightningstrike, Break Damage Limit
Armor Drop
Lightning Eater, Break HP Limit, Ribbon
Immune to:
Sensor, Silence, Sleep, Darkness, Poison, Petrification, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Doom, Distil, Scan, Gravity, Delay, Eject
Resistances:
Zanmato Lv. 5

Dark Shiva[edit]

Preparation[edit]

Skill Requirements:

  • Auto-Life
  • Quick Hit
  • Aim

Weapon / Armor Requirements:

  • Auto-Haste
  • Auto-Phoenix

Other Recommendations:

  • Best if Party has a high Defense and Agility

Defeating Dark Shiva[edit]

Location: Macalania Temple

  • Summon Aeon when Overdrive is full
  • Shiva doesn't counter, standard physical attack dispels auto-life
  • Relatively low HP for Dark Aeon
  • Wakka's Attack Reels & Break Damage Limit Weapon
  • Can be killed instantly with Yojimbo's Zanmato
Dark Shiva
HP: 1,100,000 MP: 999
Stats
Strength: 173 Defense: 163
Magic: 244 Magic Defense: 255
Agility: 255 Accuracy: 250
Evasion: ? Luck: ?
Attacks: Damage relative to stats and HP
Diamond Dust - Damages all Physical Attack - Damages one
Heavenly Strike - Inflicts Instant Death/KO
Elemental
Fire Damage: Halved Ice Damage: Absorbs
Thunder Damage: Immune Water Damage: Immune
Holy Damage: -
Drops
Steal: Mana Tablet/Elixir Drop: Dark Matter/Master Sphere
AP: 20,000 Gil: 0
Weapon Drop
Icestrike, Break Damage Limit
Armor Drop
Ice Eater, Break HP Limit, Ribbon
Immune to:
Sensor, Silence, Sleep, Darkness, Poison, Petrification, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Doom, Distil, Scan, Gravity, Delay, Eject
Resistances:
Zanmato Lv. 5

When you have defeated her, you will get attacked by guado until you out run them like the first time. Afterwards you will be able to return to the temple.

Dark Bahamut[edit]

Preparation[edit]

Skill Requirements:

  • Auto-Life
  • Quick Hit

Weapon / Armor Requirements:

  • Auto-Phoenix
  • Auto-Haste
  • Ribbon
  • Stoneproof
  • Auto-Protect

Other Recommendations:

  • Party should have high HP and Defense

Defeating Dark Bahamut[edit]

Location: Zanarkand Ruins; Same area as battle with Yunalesca

  • Long Battle
  • One of the most difficult Dark Aeons to defeat
  • Counters after every fifth player attack
  • Counters with Impulse - will cause Petrify
  • Inflicts Slow, Full Break, and Delay
  • Without Ribbon or Stoneproof, equip Counterattack or Evade and Counter. Use Aim and wait for Bahamut to attack.
  • Bahamut has high evade rate for physical attacks - if having trouble with this, set overdrive mode to stoic and farm Impulse attacks. Dispelling Full Break as needed.
  • Summon Aeon when overdrive is full. Bahamut will use Impulse for Overdrive, immediately followed by Mega Flare (Mega Flare more often than not will kill party).
Dark Bahamut
HP: 4,000,000 MP: 999
Stats
Strength: 245 Defense: 234
Magic: 222 Magic Defense: 233
Agility: 255 Accuracy: 250
Evasion: ? Luck: ?
Attacks: Damage relative to stats and HP
Mega Flare - Damages all Physical Attack - Damages one
Impulse - Damage + Slow, Full Break, Petrify on all
Elemental
Fire Damage: Halved Ice Damage: Halved
Thunder Damage: Halved Water Damage: Halved
Holy Damage: Halved
Drops
Steal: Twin Stars/Elixir Drop: Dark Matter/Master Sphere
AP: 30,000 Gil: 0
Weapon Drop
One MP Cost, Double AP, Double Overdrive, Break Damage Limit
Armor Drop
Auto-Protect, Break HP Limit, Ribbon
Immune to:
Sensor, Silence, Sleep, Darkness, Poison, Petrification, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Doom, Distil, Scan, Gravity, Delay, Eject
Resistances:
Zanmato Lv. 5

Dark Yojimbo[edit]

Preparation[edit]

Skill Requirements:

  • Auto-Life
  • Quick Hit

Weapon / Armor Requirements:

  • Auto-Haste
  • Auto-Protect
  • Auto-Phoenix
  • Ribbon
  • Stoneproof
  • First Strike

Other Recommendations:

  • Party should have high or maxed out Strength, Defense, and Agility

Defeating Dark Yojimbo[edit]

Location: Cavern of the Stolen Fayth

  • Must be defeated 5x consecutively to defeat - can be fought as many times as player wishes by leaving the cave and returning. If player doesn't leave cave, can use the save sphere near Yojimbo to heal in between battles but if player gets Game Over or Reloads, must start again from first battle.
  • Always Ambushes Party even with initiative, first strike works
  • Rikku's Ultra NulAll ( ) can be useful
  • Wakizashi damage can be reduced under 9,999 using protect, cheer, and defense plus?
  • Only way to survive Zanmato is to call an aeon (Aeon with high defense using shield may survive). Auto-Life doesn't work against this attack.
  • Possible to defeat with an Aeon, Magus Sisters and Anima. Anima with 255 Strength can defeat (with possible overkill) with 2 Oblivions.
  • Dark Yojimbo has low Magic Defense, so if physical attacks won't connect, Double Cast Ultima and Copycat.
  • Attack Reels, Blitz Ace.
Dark Yojimbo
HP: 1,600,000 MP: 999
Stats
Strength: 244 Defense: 210
Magic: 131 Magic Defense: 144
Agility: 243 Accuracy: 255
Evasion: ? Luck: ?
Attacks: Damage relative to stats and HP
Daigoro - Damage + Petrify to one Wakizashi - Damages all
Kozuka - Damage + Full Break, Curse to one Zanmato - Inflicts Instant Death/KO to all
Elemental
Fire Damage: Normal Ice Damage: Normal
Thunder Damage: Normal Water Damage: Normal
Holy Damage: Normal
Drops
Steal: Stamina Tonic/Elixir Drop: Dark Matter/Master Sphere
AP: 8,000 Gil: 0
Weapon Drop
Counter-Attack, Magic Counter, Overdrive → AP, Break Damage Limit
Armor Drop
Curseproof, Break HP Limit, Ribbon
Immune to:
Sensor, Silence, Sleep, Darkness, Poison, Petrification, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Doom, Distil, Scan, Gravity, Delay, Eject
Resistances:
Zanmato Lv. 5

Dark Anima[edit]

Preparation[edit]

Skill Requirements:

  • Hastega
  • Auto-Life
  • Quick Hit
  • Aim

Weapon / Armor Requirements:

  • Auto-Haste
  • Ribbon
  • Stoneproof
  • Auto-Phoenix

Other Recommendations:

  • Party should have high Strength, Defense, and Agility

Defeating Dark Anima[edit]

Location: Mt. Gagazet; Play Wakka's ball challenge in the caves in order to make Dark Anima appear at the mountain summit (needs to be checked)

  • Long, Difficult Battle
  • Summon Aeon to block overdrive attack
  • Pain ko's even with Deathproof, Aeons aren't immune either
  • High evasion - use Aim
  • if petrify is inflicted with physical attack, shatter always happens
  • Cheer, Aim, Luck, Rikku's Ultra NulAll ([Healing Water, Chocobo Feather, Chocobo Wing], [Tetra Elementa, Chocobo Feather, Chocobo Wing], [Healing Spring, Healing Spring, Hypello Potion, Light Curtain, Lunar Curtain, Mana Spring, Musk, Purifying Salt, Shining Thorn, Soul Spring, Stamina Spring, Star Curtain]) can be used to boost character stats
  • If oblivion is cast, summon Aeon
  • can be killed instantly with Yojimbo's Zanmato
Dark Anima
HP: 8,000,000 MP: 999
Stats
Strength: 155 Defense: 230
Magic: 255 Magic Defense: 255
Agility: 183 Accuracy: 255
Evasion: ? Luck: ?
Attacks: Damage relative to stats and HP
Pain - Damage + Inflicts Instant Death/KO to one Mega-Graviton - Damage + Sleep, Blind, Doom, Silence to all
Physical Attack - Damage + Petrify, Curse to one Oblivion - Inflicts KO/Instant Death + Osmose to all
Elemental
Fire Damage: Immune Ice Damage: Immune
Thunder Damage: Immune Water Damage: Immune
Holy Damage: -
Drops
Steal: Three Stars/Elixir Drop: Dark Matter/Master Sphere
AP: 30,000 Gil: 0
Weapon Drop
Deathstrike, One MP Cost, Triple AP, Break Damage Limit
Armor Drop
Deathproof, Break HP Limit, Ribbon
Immune to:
Sensor, Silence, Sleep, Darkness, Poison, Petrification, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Doom, Distil, Scan, Gravity, Delay, Eject
Resistances:
Zanmato Lv. 5

Dark Magus Sisters[edit]

Preparation[edit]

Skill Requirements:

  • Auto-Life
  • Quick Hit

Weapon / Armor Requirements:

  • Auto-Phoenix

Other Recommendations:

  • Party should have maxed out stats/completed most-all of the Sphere Grid.

Defeating the Dark Magus Sisters[edit]

Location: Mushroom Rock Road

  • Sisters will be found together, but can be fought alone if player defeats 2, escapes and returns
  • All can be killed instantly with Yojimbo's Zanmato
  • Against Cindy; high Accuracy, Agility, Strength, Defense, for party
  • Cindy only targets one character at a time
  • When alone each sisters overdrive is Mega-Graviton. It causes gravity as well as status ailments. When together, overdrive is Delta Attack. It causes 99,999 damage with each blast and Auto-Life is ineffective against it.
  • Passado targets only one
  • Mindy's evasion is high, Aim isn't too effective
  • Sandy is powerful but also only attacks one at a time.
  • Against Sandy; high accuracy, agility, Strength, and Defense for party
  • Sisters are best fought alone
  • Magus sisters start battle with a full overdrive, best to cast haste and autolife, then summon an Aeon - Anima & use Oblivion overdrive
  • take out Mindy first
  • Blitz Ace, Attack Reels
Dark Cindy
HP: 3,000,000 MP: 999
Stats
Strength: 175 Defense: 223
Magic: 171 Magic Defense: 105
Agility: 185 Accuracy: 255
Evasion: 0 Luck: ?
Attacks: Damage relative to stats and HP
Camisade - Instant Death/K0 + Osmose to one Mega-Graviton - Damage + Sleep, Blind, Doom, Silence to all
Delta Attack (Overdrive - only available with other sisters) - Game Over
Elemental
Fire Damage: Normal Ice Damage: Normal
Thunder Damage: Normal Water Damage: Normal
Holy Damage: Normal
Drops
Steal: Return Sphere/Elixir Drop: Dark Matter/Master Sphere
AP: 10,000 Gil: 0
Weapon Drop
Alchemy, Triple Overdrive, Gillionaire, Break Damage Limit
Armor Drop
Auto-Phoenix, Break HP Limit, Ribbon
Immune to:
Sensor, Silence, Sleep, Darkness, Poison, Petrification, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Doom, Distil, Scan, Gravity, Delay, Eject
Resistances:
Zanmato Lv. 5
Dark Mindy
HP: 2,000,000 MP: 999
Stats
Strength: 148 Defense: 187
Magic: 248 Magic Defense: 132
Agility: 233 Accuracy: 255
Evasion: 240 Luck: ?
Attacks: Damage relative to stats and HP
Passado - Instant Death/K0 to one Mega-Graviton - Damage + Sleep, Blind, Doom, Silence to all
Calamity - Cast Poison, Blind, Full Break, Silence to one Delta Attack (Overdrive - only available with other sisters) - Game Over
Elemental
Fire Damage: Normal Ice Damage: Normal
Thunder Damage: Normal Water Damage: Normal
Holy Damage: Normal
Drops
Steal: Teleport Sphere/Elixir Drop: Dark Matter/Master Sphere
AP: 10,000 Gil: 0
Weapon Drop
Magic Booster, One MP Cost, Triple Overdrive, Break Damage Limit
Armor Drop
Auto-Haste, Break HP Limit, Ribbon
Immune to:
Sensor, Silence, Sleep, Darkness, Poison, Petrification, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Doom, Distil, Scan, Gravity, Delay, Eject
Resistances:
Zanmato Lv. 5
Dark Sandy
HP: 2,500,000 MP: 999
Stats
Strength: 186 Defense: 201
Magic: 207 Magic Defense: 168
Agility: 201 Accuracy: 255
Evasion: 100 Luck: ?
Attacks: Damage relative to stats and HP
Razzia - Instant Death/KO to one Mega-Graviton - Damage + Sleep, Blind, Doom, Silence to all
Physical Attack - Damage + Petrify to one Delta Attack (Overdrive - only available with other sisters) - Game Over
Elemental
Fire Damage: Normal Ice Damage: Normal
Thunder Damage: Normal Water Damage: Normal
Holy Damage: Normal
Drops
Steal: Friend Sphere/Elixir Drop: Dark Matter/Master Sphere
AP: 10,000 Gil: 0
Weapon Drop
Evade & Counter, Magic Counter, Triple Overdrive, Break Damage Limit
Armor Drop
Auto-Shell, Break HP Limit, Ribbon
Immune to:
Sensor, Silence, Sleep, Darkness, Poison, Petrification, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Doom, Distil, Scan, Gravity, Delay, Eject
Resistances:
Zanmato Lv. 5

Penance[edit]

In order for fighting Penance to even become available you must defeat all of the Dark Aeons. When you have, Penance will become a location somewhere above the Calm Lands that you can travel to using your Airship. Penance is one of the single most difficult and statistically powerful superbosses any RPG game-maker has ever devised, with an absolutely staggering 12 million HP and two forms (split into 3 million and 9 million respectively).

Preparation[edit]

Skill Requirements:

  • Auto-Potion
  • Auto-Haste
  • Auto-Protect
  • Defense +20

Status requirements:

  • Attack: 255
  • Defense: 255
  • Agility: over 170(even if you have 255 your agility will be the same at 170)
  • Luck: 255(luck is evasion and accuracy together)
  • Magic defense: 255

Weapon / Armor requirements:

  • All Celestial weapons fully charged

Other recommendations:

  • Party should be Tidus (Slice and Dice), Wakka (Attack Reels) and Rikku (Mix combo)/ Kimahri or Auron.

Fighting Penance[edit]

Location: Airship - Found only after all Dark Aeons have been defeated

  • Haste/Auto-Haste
  • Auto-Phoenix/ Auto-Life
  • Kill Left Arm First then Double Cast Ultima (Copycat) repeatedly
  • Summon Aeons for overdrive
  • use Dispel or Purify Salt when Right Arm Casts Mighty Guard
  • Yojimbo's Zanmato will Instant KO
  • Luck must be 120+ or Penance will evade
  • HP must be over 40,000
  • Mix (Hyper-Mighty Guard, Ultra-NulAll), Blitz Ace, Attack Reels
  • Quick Hit
  • Kill Arms as they regenerate, if all 3 are alive Judgement Day will be cast.
  • Counter Attacks
  • Very Long Battle
  • Max Stats recommended
  • Absorbs Magic
  • 2 stages; first stage main attack is Obliteration (inflicts slow. protect, cheer, etc can reduce damage from this attack.) after 3 mil Hp is lost, second stage occurs. Penance will cast Immolation
  • Ultimate attack is Judgment Day - Hits party members for 99,999 HP & 999 MP, both arms required. Auto-Life can be used against this. Secret counter for this move? 19? Increases when attacked and when Immolation is used.
  • Penance has Auto-Protect and High Defenses.. best to use Celestial Weapons.
  • Second stage he casts haste, this can be dispelled
  • arms do most the damage
  • Ribbon/Stoneproof - Ribbon recommended against arms
  • Auto Regen - Auto Potion
  • Useful items : Three Stars, Stamina Tonic, Purifying Salt, Healing Water, Megalixir
Penance
HP: 12,000,000 MP: 999
Stats
Strength: 255 Defense: 240
Magic: 255 Magic Defense: 200
Agility: 255 Accuracy: 255
Evasion: 0 Luck: ?
Attacks: Damage relative to stats and HP
Obliteration - Heavy Damage + Slow to all
Immolation - Damage + Osmose, Armor & Mental Break to one
Elemental
Fire Damage: Absorb Ice Damage: Absorb
Thunder Damage: Absorb Water Damage: Absorb
Holy Damage: Absorb
Drops
Steal: Elixir/Megalixer x2 Drop: Master Sphere
AP: 60,000 Gil: 0
Weapon Drop
Break Damage Limit
Armor Drop
Ribbon
Immune to:
Sensor, Silence, Sleep, Darkness, Poison, Petrification, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Doom, Distil, Scan, Gravity, Delay, Eject
Resistances:
Zanmato Lv. 6, Doom (200)
Penance (Right Arm)
HP: 500,000 MP: 999
Stats
Strength: 255 Defense: 200
Magic: 150 Magic Defense: 200
Agility: 150 Accuracy: 255
Evasion: 120 Luck: ?
Attacks: Damage relative to stats and HP
Calamity - Casts Poison, Blind, Silence, Full Break to one Physical Attack - Damage to one
Mighty Guard - Cast Shell, Protect, Regen to Penance Body
Elemental
Fire Damage: Absorb Ice Damage: Absorb
Thunder Damage: Absorb Water Damage: Absorb
Holy Damage: Absorb
Drops
Steal: Elixir Drop: Dark Matter/Master Sphere
AP: 10,000 Gil: 0
Weapon Drop
None
Armor Drop
None
Immune to:
Sensor, Silence, Sleep, Darkness, Poison, Petrification, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Doom, Distil, Scan, Gravity, Delay, Eject
Resistances:
Zanmato Lv. 6
Penance (Left Arm)
HP: 500,000 MP: 999
Stats
Strength: 255 Defense: 200
Magic: 150 Magic Defense: 200
Agility: 150 Accuracy: 255
Evasion: 120 Luck: ?
Attacks: Damage relative to stats and HP
Physical Attack - Damage to one
Tetra-Gravaton - Massive Damage + Ailments to all
Elemental
Fire Damage: Absorb Ice Damage: Absorb
Thunder Damage: Absorb Water Damage: Absorb
Holy Damage: Absorb
Drops
Steal: Elixir Drop: Dark Matter/Master Sphere
AP: 10,000 Gil: 0
Weapon Drop
None
Armor Drop
None
Immune to:
Sensor, Silence, Sleep, Darkness, Poison, Petrification, Slow, Zombie, Power Break, Magic Break, Armor Break, Mental Break, Threaten, Death, Provoke, Doom, Distil, Scan, Gravity, Delay, Eject
Resistances:
Zanmato Lv. 6