The Monster Arena is a place at the far eastern side of the Calm Lands area where you can fight fiends from all over Spira. However, when you first get there, the old man running it says all of the fiends escaped. So, prepare to do a nice big tour of Spira collecting them for him again!
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In order to "capture" a fiend, you need to land the killing blow with a weapon that has the Capture auto-ability. This cannot be customised; instead, you need to buy it from the guy running the Monster Arena for 9075 Gil (there's a capture weapon for every character). All of these weapons come with Capture and one empty slot for you to customise.
You can't capture a fiend by killing it with a spell from a character who has their capture weapon equipped, or by using an Overdrive on it. You can, however, use a skill (like Mug or Dark Buster) to capture them.
There are numerous abilities that will make capturing fiends (especially the tougher ones) a lot easier:
Below is a list of all the fiends in each area or category (and their species type), and any other information about them.
Note: Ipirias generally only appear along the Oldroad.
Note: Thunder Flans also appear along Mi'ihen Oldroad.
Note: Simurghs and Basilisks generally only appear along the road leading away from the Battle Site. Ochus only appear along the road between the fork and the Moonflow.
Note: Iron Giants only appear in the northern section of the plains, and Qactuars appear more frequently after you've prayed at the Qactuar stones.
Note: Snow Wolves, Evil Eyes, Ice Flans and Mafdets appear in the Lake section, whereas the rest in the Forest part.
Note: Ogres, Anacondaurs and Malboros appear more often in the northwest.
Note: The Nidhogg and Imp also appear on Mt. Gagazet, and Tonberries are quite rare (search in the green room right before entering The Chamber of the Fayth to find the highest encounter rate).
Note 1: Bashuras, Ahrimans, Grendels, Mandragoras, Dark Flans, and Behemoths also appear in Zanarkand Ruins, otherwise they are only encountered inside Mt. Gagazet.
Note 2: Splashers, Achelouses and Maelspikes are encountered in the underwater sections of Mt. Gagazet.
Note 1: Demonoliths, Great Malboros and Barbatoses are only encountered in the "City of the Dead" section of Sin (where you enter).
Note 2: Geminis always come in pairs, one of them carries a sword, the other a club. Both count as a unique fiend, so you have to capture both types in order to complete the list.
Note 1: Great Malboros will appear here; however, unlike the ones inside Sin, these will always ambush you and their first move is always Bad Breath, so watch out.
Note 2: Demonoliths counter with Pharaoh's Curse, which inflicts poison, curse, darkness, silence, so use Hastega and Quick Hit. They will use Breath to petrify your party, so equip stoneproofs. Adamantoises will appear here too, more often on the second area of the ruins (the series of platforms leading to Omega Weapon).
Note 3: Watch out for the Master Tonberry's everything-counter, Karma. Use Tidus or Rikku to avoid a 1-hit KO. Hastega and Auto-Pheonix are vital.
These are unlocked for capturing at least one of every fiend in a particular area.
These are unlocked for getting a capturing a specific amount of all of a species of fiend.
These are unlocked when specific conditions are met.
To even have a chance against almost any of the monster arena creations requires you to be considerably more powerful than you need to be to complete the main storyline. To achieve this powerful status will require 3 things:
Although described below is a method to fully meet these 3 objectives, bear in mind that you will be able to defeat the area creations after getting the weapons required and covering less than half of the sphere grid, the species creations after covering a bit more of the sphere grid (you will need to be able to hit for 99999) and the original creations with good armour and most of the sphere grid covered. You will only need to max out the sphere grid if you plan to take on the later Dark Aeons (the final 4) and Penance. (Only on International version)
The celestial weapons are the way to go here. You will want to try and fully upgrade as many of the 7 weapons here as possible, or at least half upgrade them so the respective aeon can break the damage limit. The process to go through to upgrade each character's weapon is detailed on their individual character page.
You may notice that, with the celestial weapons, everybody's favourite big hitting character Auron does considerably less damage than the other 2 main attackers Tidus and Wakka. This is because while their weapons do more damage when they are at full HP, Auron's does more when he's on low HP. The direct effect of this is that Auron cannot be effectively used for the monster arena or beyond. In fact, the only characters you will need are Tidus, Wakka, Yuna and Rikku. At this point in the game as you will be getting everyone to cover the sphere grid the only thing that sets them apart are their overdrives, celestial weapon and in Yuna's case ability to summon.
Tidus should have his Blitz Ace overdrive, Wakka should have attack reels (which you should be able to get 12 hits every time with), Yuna should have all her aeons and Rikku has her mix overdrive. It is these features that sets these characters apart, and they are all you need for this part of the game (if you only intend to do the Monster Arena you will only need one of Yuna or Rikku).
You will most likely require two sets of armour for the monster arena, a general set and a set which protects against certain status ailments. To get the required armour you will need to obtain (either from defeating powerful fiends or more likely buying from Wantz in Macalania) a piece of armour with 4 free slots for each character. The anti-status ailments armour should be customised to include:
The general armour should consist of 4 of:
For your general armour you will want to choose between auto-phoenix and auto-haste. You will want auto-phoenix on at least one person in your chosen 3, but if you choose to put it on 2 then there is the advantage that you cannot die from enemies without multiple target attacks. However if you don't put auto-haste on, it means you will need to cast haste again every time someone is resurrected. If you choose to have just one character with auto-phoenix make sure they are always in auto-life status.
Finally, you will notice an awful lot of gil is required to obtain a lot of the items needed for customisation here. There are 2 ways the obtain it, the easiest of which (to start with) is to kill mimics in the omega ruins which give 50 000 gil each (and 100 000 gil if you hit them with a gillionaire enabled weapon such as the Godhand). When you are powerful enough to defeat One Eye he regularly drops equipment with triple AP on it which can be sold for upwards of 60 000 gil, and you don't have to go round looking for random encounters to fight him.
This section will cover how to max out the sphere grid, however this is not entirely necessary for the monster arena. With around 200 strength and magic, 150 or so defence, magic defence and agility and around 100 for the other stats you will be able to complete the monster arena. These stats are obtainable without having to clear any of the sphere grid, so only if you are a completest or if you intend to fight the Dark Aeons and Penance will you need to max out everyone's stats.
To fight the Area Creations you need a powerful Yuna and you can let the Aeons do the hard work for you, however the species and original creations (with a couple of exceptions) will require your party to reliably hit for 99999 a go. This is not as intimidating as it sounds, and in most cases with the celestial weapons requires a strength of just above 100.
When you have learned Holy for Yuna she should progress by going along Auron's grid area. After this you should traverse Lulu's grid area ensuring to learn Doublecast and Ultima. Then she should be put along Tidus then Wakka's grid areas. Tidus, Wakka and Rikku should be taken along Auron's path, then each other's and finally along Yuna's then Lulu's. By the time you have done this you will most likely be powerful enough to take on the species and possibly original creations.
Some abilities you need to make sure all characters have are as follows:
Attacks like full break, bribe, zombie attack and holy would help but it is not necessary to have every character with these attacks. The overdrives Blitz Ace, Attack Reels and Banishing Blade are also a necessity.
Of course this requires a ridiculous amount of sphere levels which at first will be hard to get, so at low levels (where people have only just reached the end of their tracks on the sphere grid) your best bet would be to power Yuna up (especially in strength) as the Aeons will increase in power considerably. This will probably allow the likes of Anima, the Magus Sisters and Yojimbo to help you to defeat a fair proportion of the area creations.
After a bit of fighting you will be able to defeat the species creations One Eye and Pteryx with the help of the aeons which will open up the opportunity to collect huge amounts of AP. Pteryx will drop evasion spheres which will help you through a lot of the battles to come, but more importantly One Eye drops not only magic defence spheres but also weapons with triple AP. You will need to fight One Eye until you have a weapon of this type for each of the characters you want to level up.
If you have the time add double or triple overdrive onto your triple AP weapons, but most importantly add Overdrive->AP. This requires 10 doors to tommorow, 2 of which can be bribed from mech leaders on Mt. Gagazet for 74 000 gil or capture every monster in 6 areas and you will be rewarded with 99 of them. Now you will need to choose a sacrificial character (Kimhari would be a good choice) and if possible get rid of his HP nodes using clear spheres.
Next you must ensure he has defeated as many enemies as possible. The easiest way to do this is by constantly killing Dingos in the monster arena (which can easily be done by giving him a weapon with first strike and using a turbo controller). Now you must put your sacrifice in the first 3 with two other characters you wish to level up. Set their overdrive modes to Comrade (if they weren't already), equip your levelling up weapon and fight Don Tonberry.
Attack Don Tonberry with your sacrifice and he will counter with Karma which will hit for 99999 (if it doesn't you haven't killed nearly enough enemies). This would normally cause the overdrive bars to instantly fill, but you have Overdrive->AP on your weapons so instead you will have earned a copious amount of AP. At this point you can use flee and reap your rewards. If you haven't earned 99 sphere levels then either kill more Dingos or revive the sacrifice in the battle and repeat the process a few times until you do earn enough sphere levels.
You can use this tactic to earn as many sphere levels as you wish, but you will soon run out of power, mana and speed spheres (fortune spheres are another matter). To get more fight Kottos and use the relevant distil attack on him and, provided you overkill him, you will get 40 of the require sphere type from him.
You get specific prizes for unlocking Area, Species, and Original Creations:
Area:
Species:
Original: