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If you're either not interested in, or have already done, most of the sidequests that Final Fantasy 10 has to offer, then this will be the final stop for you. If you've not done most of the smaller sidequests, before you make any progress through Sin you should go and do them; the fiends inside Sin are quite difficult in their own right and the bosses are even harder. However, it is a good idea that if you are intending to get a full experience out of this game and challenge the likes of the Monster Arena and the Dark Aeons, then take the liberty of completing this game before you get too powerful; otherwise the bosses become far too easy and it makes the ending seem a little anticlimactic.
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First of all, you've got a sort of endless sea to navigate. You'll be on a watery pathway surrounded by various glyphs and symbols as you make your way northwards towards the arrow. Make sure to explore this place fully; the experience from the monsters will help tremendously (they all have a high AP yield) and there are a lot of good items to get. There is a Phantom Ring and Special Sphere on the left-hand side, and a Wizard Lance and a Level 3 Key Sphere on the right. There are several new monsters here:
Note that if you've got Yuna's Nirvana by now (which is entirely possible even with only a little amount of time spent doing sidequests) and all her Aeons she will easily be the most powerful attacker, with her Holy costing 1MP and inflicting anything up to around about 20000 damage.
Also, you may be wondering where to take your characters after they've finished their Sphere Grid sections:
Keep heading north and you'll find a save sphere at the base of some stone steps. Save, then equip all of your best elemental resistance armours and head up them. That's right folks, he's survived death three times and now he's back deadlier than ever. Say hello to…
Seymour's a little more powerful than before. Just a little bit. And he's gone a little crazy.
He's got 80,000 HP, firstly. This is a lot, but thankfully you've still got the one-turn grace of an Aeon with which to use an overdrive if you have one ready. Seymour's defences are pretty high so don't expect them to do that much damage, not to mention some are capped at 9,999 a hit, you've got to take into account Seymour's current elemental resists, and the Mortiphasms won't take more health off Seymour for you.
The Mortiphasms (the large circles around Seymour with the coloured circles on them) will help you determine his current elemental power:
This is the same with all the other elements. However, he will also, with each attack, cast four Firagas at your party; this hindsight is necessary for giving Yuna long enough to add the appropriate Nul spell to counter his pretty vicious magical attacks. Seymour doesn't quit there, either; he's got Flare and Ultima to back them up (Ultima does about 5,000 to everyone — ouch) and, to top it off, Dispel (to eliminate your protection). The elemental resistance armours like the Phantom Bangle, Phantom Ring and Victorious are absolutely crucial in granting your party protection from his elemental attacks when the Nul spells can't save you (he tends to counter with his other spells a lot, but mainly Flare and Dispel). Thankfully, you'll get a warning when Ultima's on its way (he'll say a little speech, glow red, and Dispel your party); use an Aeon to throw Seymour's turn out of whack (he may even cast it on your Aeon, who can soak up Ultima far better than your party can).
The specifics of the Mortiphasms are as follows.
As for damaging Seymour, Overdrives, Aeons (note: you can summon Anima for an interesting retort; remember who Anima actually is?), and not forgetting Holy, are all excellent ways. He's immune to pretty much every status effect like Slow, Delay, Silence, Darkness, Sleep and Power, Magic and Armour Break. Seymour has, unfortunately, finally fixed his random weakness to Poison but he isn't immune to Mental Break.
Once you've beaten him, Yuna will send him, and you'll get the after-battle screen, then progress into a new area of Sin. There are quite a few new enemies to contend with now, as well as returning ones from the Sea of Sorrow section:
In the first area of the City, stick around by the glyph on the right until you've killed a total of 30 fiends; then it'll open for you, revealing a chest containing a Level 4 Key Sphere. At the bottom of a long slide to another area of the city further along is a Laevatein in a chest, behind a glyph wall in a secret alley on the left hand side of the area is a Megalixir and at the bottom of a small lower section in one of the open areas is a chest with 20,000 Gil. Carry on along to either red arrow (there are two pathways you can take out of this area) until you get to the long path leading to a seemingly endless section of the city. As you approach, a giant tower covered in glyphs will drop from the sky.
WARNING: THIS IS THE POINT OF NO RETURN. THE MOMENT YOU TOUCH THE BIG CENTRAL GLYPH AND ENTER THE TOWER, YOU ARE INSIDE THE NUCLEUS AND CAN NO LONGER RETURN TO YOUR AIRSHIP OR ANY OTHER PART OF SPIRA. IF THERE IS ANYTHING YOU WANT TO DO IN THE GAME IN TERMS OF SIDEQUESTS, GO BACK TO THE SAVE SPHERE AND USE IT TO BOARD YOUR AIRSHIP AGAIN. REMEMBER, YOU CANNOT RETURN BEYOND THIS POINT.
Touch the big central glyph and you will be enter Sin's Nucleus.
If you remember the Battle of Mushroom Rock from earlier, you will have seen a load of Crusaders as well as Luzzu walking and running around hopelessly inside here. As you can imagine, the fact that there's so many unsent in such a small area creates a lot of rather powerful fiends. The "random" encounters increase in difficulty the further you get into Sin; in the Sea section it wasn't too bad, it became a lot harder in the city, but now you can even encounter the likes of three Demonoliths in one go and even some new enemies that you can't capture.
Your aim is to collect 10 of the glowing spheres which appear and disappear around the Nucleus from time to time, whilst dodging the spikes of ice which shoot out of the ground; touching one of these triggers an enemy encounter. As you collect more of the spheres (all of them give you pretty good stuff, it has to be said) the frequency and speed at which the spikes appear increases until it becomes pretty difficult to avoid them. Once you've collected 10 however, you'll be transported out of there and into another section of Sin.
Go through the long scene and you'll start the battle with Jecht, who has taken on a more…dangerous form.
Braska's Final Aeon has 60,000 HP in his first form, which is not too bad, but it wouldn't be the proper final battle if it was easy. Accompanying it are two Yu Pagodas; creepy-looking segmented rotating pillars. These are unique enemies indeed, as they cannot actually permanently die. They both start off initially with 5,000 HP but the attack which "kills" them (makes them stop functioning for a few turns, basically) will become the total HP it has next time around. For instance, hit one at the start for 7000 damage and next time it starts functioning, it'll have 7,000 HP.
However, this is not the problem. The Yu Pagodas have a move called Power Wave which heals Braska's Final Aeon for 1500 precisely, removes any negative status effects from him, and raises his Overdrive gauge by just under 1/5. Yes, Braska's Final Aeon has an Overdrive, and whereas it isn't particularly problematic in the first form it becomes DEADLY in the second. They often get turns together, so expect more often than not to see two Overdrive raises and 3000 HP healed. They will also retaliate with Curse (which inflicts Curse, Poison, Silence and Darkness) when either dies or with a variety of other moves depending on what you use against them.
Contrasting with most bosses, Braska's Final Aeon is weak to an assortment of different status effects, namely Poison, Zombie, Power and Armour Break, Confusion and Berserk. This means that Kimahri's Bad Breath Ronso Rage is useful, as well as Auron's Banishing Blade Overdrive and Zombie Attack. However, remember that you'll only be able to take advantage of this until the next Yu Pagoda turn comes up, because they will use Power Wave and remove all of them.
As for attacks, Braska's Final Aeon uses Jecht Beam which does up to about 1000 damage to one person and inflicts Petrification, a normal physical attack which can hit for 2000 and will reliably shatter a petrified party member (keep everybody healed up with Esunas, Softs or Remedies). His Overdrive is Triumphant Grasp, which does up to 4000 damage to one character. With regards to Aeons, Jecht will use Jecht Bomber, which also does up to 4000 damage, so watch out.
For this battle you can use a variety of strategies, but you'll want to try and keep everyone in Haste in order to give yourself enough turns. Try not to use too many attacks which push characters down the turn list, although Overdrives are acceptable. Blitz Ace/Attack Reels/Banishing Blade all work well, and Grand Summoned Anima, Bahamut or Magus Sisters will help in a pinch too. Providing you know what you're doing, Mix can help to give your party some vital assistance (especially with the Mighty G series of mixable items), as well as the aforementioned Bad Breath from Kimahri. Lulu might not be that useful for this fight, unless she's got a decent Magic stat beyond what she'd normally have by the end of her Grid section and has learnt Ultima and Doublecast, and preferably have a Half MP/One MP Cost ability on her weapon.
If the Pagodas are giving you trouble kill them both off to give you time to damage Braska's Final Aeon, or better yet cast Slowga. The main boss is immune to it, but the Pagodas are not and this will make them a lot less dangerous as they won't get nearly as many turns, they can be further Delayed, and the other Pagoda won't counter-attack, since you won't kill them off.
Lastly, Tidus has a trigger command, "Talk" for this battle (both forms). Do NOT use it in the first form. Triumphant Grasp is survivable. The Ultimate Jecht Shot is not.
Now it pulls a giant sword out of its chest and doubles its maximum HP to a whopping 120,000. That's only 20,000 less than Sin Overdrive, and this guy's a lot more resilient to damage. The first form is really a warm up for this one.
He has Jecht Beam still, and Jecht Bomber is reserved for Aeons again, but now Triumphant Grasp becomes a normal attack, his ordinary physical attack now does more damage, hits everyone, and has a delaying effect, and his Overdrive is replaced by the Ultimate Jecht Shot which is enormous and probably unsurvivably large amounts of damage to everyone. This is where "Talk" becomes useful.
"Talk" can be used a total of three times and will reduce Jecht's Overdrive gauge back to empty. This is good, because then you won't die when it uses its Overdrive on the next go. However, you must still be quick in damaging Braska's Final Aeon, as the Yu Pagodas will give you no respite from Power Wave and once you've run out of Talks you'd better get your highest-HP character out, Protect and Shell them, and hope for the best by defending. This may very well be Auron or Tidus, but there's no guarantee they'll survive.
Saving Overdrives for this battle might be a good move as Jecht does not get any faster and Slow will carry over on the Pagodas (providing you don't kill them). And, of course, taking the repeated battering from Braska's Final Aeon's attacks is now harder so you'll want to finish it off quicker.
Defeating Jecht will trigger another scene, and you'll be off into the true heart of Sin to fight the perpetuator of this whole nightmare, Yu Yevon.
No need to worry about death, any more; all of your characters are in permanent Auto-Life status from this point onwards so none of them can actually ever die. They'll just get back up whenever they lose all their HP.
As requested by the fayth back in Bevelle, Yuna will summon all of her Aeons in turn (including the secret ones), who in turn will be possessed by Yu Yevon. Aeons are immune to all status effects including Sensor and Scan (the only one they aren't immune to is Curse, but you never get any attack which can inflict this). However, they have exactly the same stats and movesets as the original Aeons, so you can predict how tough they're going to be. You can choose what order you fight them in, but it doesn't matter since you have to fight all of the ones you have regardless. The Yu Pagodas are also present in this battle but since your party members won't inflict much less damage than normal against the Aeons, each of them probably won't survive long enough to get a go, but just in case they do it'll be another pair of Power Waves which have exactly the same properties as before. Finish off the last one (make sure you do Sensor them, as they have a somewhat saddening parting phrase in the sensor bar) and Yu Yevon will show his true form.
Yeah. He's not that powerful at all, is he? The Yevon symbol on an overgrown spider. Really lethal. He has 99,999 HP exactly, and he's got three attacks; the first one is Gravija which hits for a slightly larger proportion of your current HP than Demi does and which he will use on every turn he gets, secondly he has Ultima (which he will rarely use) which will most likely cause 9999 damage to al your party members (bearing in mind they're constantly in auto-life) and finally he can use a Curaga counter which heals him for 9999. There are two pitifully easy ways to kill this guy (bearing in mind that Yojimbo died so you can't Zanmato him).
That's right, he's weak to Zombie and instant death by Life. Failing that, he won't use the Curaga counter every time and the damage you can inflict on him will probably be greater than he can restore. If you have a Break Damage Limit weapon, especially with Wakka, and a full Overdrive you can smash Yu Yevon into oblivion with it. And don't forget; everybody's got permanent Auto-Life, so if by some miracle you wind up selecting one of your own characters as an attack target by accident and killing them, they'll just come back. In fact, a Yu Pagoda Curse counter is by far the most dangerous move in this battle, and the chances are it won't last long enough to happen.
Defeat Yu Yevon and you have killed Sin once and for all, forever. Isn't that great? You'll be treated to a nice long series of closing movies, and can re-load your last save to carry on with the sidequests, as if your daring defeat of Sin never happened. There are many extra parts to this game, and the Monster Arena/Dark Aeons/Penance are all there for you to test your mettle against the toughest enemies Square has come up with for a long time.