Final Fantasy X/Via Purifico: Difference between revisions

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This is Via Purifico, Bevelle's supposedly inescapable dungeon which the party has found themselves in; or rather as two groups. There's Yuna, Kimahri, Lulu and Auron in the dry section and Tidus, Wakka and Rikku in the underwater section.
This is Via Purifico, Bevelle's supposedly inescapable dungeon which the party has found themselves in; or rather as two groups. There's Yuna, Kimahri, Lulu and Auron in the dry section and Tidus, Wakka and Rikku in the underwater section.
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Before you carry on out the top of Via Purifico search around for some chests to pick up stuff you can't come back and get, and if you look on your mini-map other arrows indicate your other party members so pick them up as soon as possible. In the same room as Kimahri there is a chest with a Mega-Potion, and he's located on the right-hand side of the dungeon. Auron's at the top of the area (he says that you need to search for the exit but the idiot's standing right next to it) by the Save Sphere. Lulu is on the left-hand side of the dungeon right next to a chest with a White Magic Sphere (very useful indeed). In the bottom left room there is a Destruction Sphere glyph you can touch (this is significant) and a chest with an Elixir.
Before you carry on out the top of Via Purifico search around for some chests to pick up stuff you can't come back and get, and if you look on your mini-map other arrows indicate your other party members so pick them up as soon as possible. In the same room as Kimahri there is a chest with a Mega-Potion, and he's located on the right-hand side of the dungeon. Auron's at the top of the area (he says that you need to search for the exit but the idiot's standing right next to it) by the Save Sphere. Lulu is on the left-hand side of the dungeon right next to a chest with a White Magic Sphere (very useful indeed). In the bottom left room there is a Destruction Sphere glyph you can touch (this is significant) and a chest with an Elixir.


If you head along the middle of the dungeon in a side room with a chest containing a Black Magic Sphere is another Destruction Sphere glyph you can stand on, which will cause a warp pad to move. Follow it to the top left of the area and use it to get past the gate into a side room. Here you can pick up a Lucid Ring, Skill Sphere, and to your south is a chest containing 10000 gil. Now, head on up and out the top (through the path with the red lights). You'll meet with Isaaru at the end, who's been ordered by the temple to rub you out. He's gonna use his aeons to do it, so you're going to have to beat him in an aeon duel to the death.
If you head along the middle of the dungeon in a side room with a chest containing a Black Magic Sphere is another Destruction Sphere glyph you can stand on, which will cause a warp pad to move. Follow it to the top left of the area and use it to get past the gate into a side room. Here you can pick up a Lucid Ring, Skill Sphere, and to your south is a chest containing 10000 gil. Now, head on up and out the top (through the path with the red lights). You'll meet with Isaaru at the end, who's been ordered by the temple to rub you out. He's going to use his aeons to do it, so you're going to have to beat him in an aeon duel to the death.


===Isaaru's Ifrit, Grothia===
===Isaaru's Ifrit, Grothia===
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==Tidus' Section==
==Tidus' Section==


This isn't really a section, more like a series of random encounters with remotely strong underwater fiends up to another save sphere and a pitifully easy boss battle. So, just get Tidus and swim along to the large doors into an open section (save along the way). If the monsters down here are giving you a bit of trouble, Tidus' Slowga is a godsend and will give you lots and lots of turns. Save again and enter the open area, and you'll meet an old friend....
This isn't really a section, more like a series of random encounters with remotely strong underwater fiends up to another save sphere and a pitifully easy boss battle. So, just get Tidus and swim along to the large doors into an open section (save along the way). If the monsters down here are giving you a bit of trouble, Tidus' Slowga is a godsend and will give you lots and lots of turns. Save again and enter the open area, and you'll meet an old friend…


===Boss Battle: Evrae Altana===
===Boss Battle: Evrae Altana===
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If Evrae Altana was anywhere remotely close in strength as he was when you fought him last this battle would be nightmarishly hard with just Tidus, Wakka, and Rikku. Although there's a 'proper' way you can fight this, the easiest and cheapest way to beat this guy is to use two Phoenix Downs on him. Each one will hit for precisely 8192 damage which is exactly half of his 16384 HP. Therefore, two kills him. If you're feeling nice, however, you can choose to fight this guy the other way, which is to beat him down. Watch out for Stone Gaze since this will instantly petrify and shatter a character if it connects, which it will most of the time (without intervention by armour with Stone Ward or Stoneproof). Since you've only got three to choose from and nobody else this is even worse than it was on the Airship.
If Evrae Altana was anywhere remotely close in strength as he was when you fought him last this battle would be nightmarishly hard with just Tidus, Wakka, and Rikku. Although there's a 'proper' way you can fight this, the easiest and cheapest way to beat this guy is to use two Phoenix Downs on him. Each one will hit for precisely 8192 damage which is exactly half of his 16384 HP. Therefore, two kills him. If you're feeling nice, however, you can choose to fight this guy the other way, which is to beat him down. Watch out for Stone Gaze since this will instantly petrify and shatter a character if it connects, which it will most of the time (without intervention by armour with Stone Ward or Stoneproof). Since you've only got three to choose from and nobody else this is even worse than it was on the Airship.


Each one of Evrae Altana's physical attacks can do about 900-1000 damage to one person. Photon Spray got a minor power upgrade from the airship one, now doing about 150-200 damage per hit, and hitting more often. It's lost Poison Breath however, which is good. Evrae still has an annoying habit of counterattacking, but it's not nearly as bad as it was on the Airship (it can't use Haste either, which is a bonus, and its resistances to Slow and Darkness have been dropped a little). Opening gate locks will cause the battle to begin anew further along, although you miss out on stuff by doing so. Use this if you're in trouble, since the restarting of the battle (Evrae stays at the same health as he was when you fled) will bring back any shattered characters and any KOed characters with 1 HP.
Each one of Evrae Altana's physical attacks can do about 900-1000 damage to one person. Photon Spray got a minor power upgrade from the airship one, now doing about 150-200 damage per hit, and hitting more often. It's lost Poison Breath however, which is good. Evrae still has an annoying habit of counter-attacking, but it's not nearly as bad as it was on the Airship (it can't use Haste either, which is a bonus, and its resistances to Slow and Darkness have been dropped a little). Opening gate locks will cause the battle to begin anew further along, although you miss out on stuff by doing so. Use this if you're in trouble, since the restarting of the battle (Evrae stays at the same health as he was when you fled) will bring back any shattered characters and any KOed characters with 1 HP.


Ultimately there is absolutely no point in fighting this battle properly, so just go ahead and beat Evrae Altana with two Phoenix Downs. You know it makes sense. Just make sure you let everyone take a turn and congratulations, you get an Overkill and two Black Magic Spheres. The chests along the first section of the underwater tunnel contain a Rematch and an Avenger (weapons for Wakka and Tidus respectively). Once you get to the end you'll be reunited with the rest of your party. Unfortunately, Seymour shows up, and you'll see him get a little bit of an upgrade...well, quite a big one.
Ultimately there is absolutely no point in fighting this battle properly, so just go ahead and beat Evrae Altana with two Phoenix Downs. You know it makes sense. Just make sure you let everyone take a turn and congratulations, you get an Overkill and two Black Magic Spheres. The chests along the first section of the underwater tunnel contain a Rematch and an Avenger (weapons for Wakka and Tidus respectively). Once you get to the end you'll be reunited with the rest of your party. Unfortunately, Seymour shows up, and you'll see him get a little bit of an upgrade…well, quite a big one.


==Fighting along the Highbridge==
==Fighting along the Highbridge==
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===Boss Battle: Seymour Natus and Mortibody===
===Boss Battle: Seymour Natus and Mortibody===


Tricky. Seymour banishes aeons a turn after they appear (instant death, unavoidable) so that's only time for an overdrive. Even then it takes quite a bit to defeat Seymour, since not all of their overdrives will do 9999 and Seymour Natus has 36000 HP. The Mortibody is a separate boss that can't be defeated - it has 4000 HP initially and every time you deplete that amount, it'll use Mortibsorption and take a decreasing amount from Seymour. It starts at 4000, then 3000, then 2000, then 1000, and will remain at 1000 until Seymour dies. This is a good way of dealing damage to Seymour, by using multi-target attacks and letting the Mortibody deal some more damage for you.
Tricky. Seymour banishes aeons a turn after they appear (instant death, unavoidable) so that's only time for an overdrive. Even then it takes quite a bit to defeat Seymour, since not all of their overdrives will do 9999 and Seymour Natus has 36000 HP. The Mortibody is a separate boss that can't be defeated it has 4000 HP initially and every time you deplete that amount, it'll use Mortibsorption and take a decreasing amount from Seymour. It starts at 4000, then 3000, then 2000, then 1000, and will remain at 1000 until Seymour dies. This is a good way of dealing damage to Seymour, by using multi-target attacks and letting the Mortibody deal some more damage for you.


However, this also means that Seymour's got two ways he can hurt you. The Mortibody's attacks always compliment what Seymour uses, and that can be any number of things. Seymour has kept his black magic spells and will cast multi-ara spells on two people for about 1000-1500 damage. The Mortibody will use the lowest black magic spell of the same element on everyone, but it does less damage (about 300). If you think about it, this will rid your party of the Nul spells if you cast any leaving you wide open for Seymour. If Seymour starts using Break or the Mortibody starts using Shattering Claw then that demands a new strategy. Get Rikku out and have her repeatedly use Al Bhed Potions (or Softs) to get rid of the petrification because Break inflicts it with almost a perfect success rate (without any resistance from armour, that is) and Shattering Claw does exactly what it says - shatters people if they're petrified, otherwise doing about 300 damage.
However, this also means that Seymour's got two ways he can hurt you. The Mortibody's attacks always compliment what Seymour uses, and that can be any number of things. Seymour has kept his black magic spells and will cast multi-ara spells on two people for about 1000-1500 damage. The Mortibody will use the lowest black magic spell of the same element on everyone, but it does less damage (about 300). If you think about it, this will rid your party of the Nul spells if you cast any leaving you wide open for Seymour. If Seymour starts using Break or the Mortibody starts using Shattering Claw then that demands a new strategy. Get Rikku out and have her repeatedly use Al Bhed Potions (or Softs) to get rid of the petrification because Break inflicts it with almost a perfect success rate (without any resistance from armour, that is) and Shattering Claw does exactly what it says shatters people if they're petrified, otherwise doing about 300 damage.


Flare is Seymour's other trick, which is complimented by Dispel or Desperado from the Mortibody. Dispel removes all positive status effects from you party, and Desperado does that as well but inflicts about 800 damage to everyone alongside. Flare does about 3000 damage to one person so this is pretty tough to survive since Shell will most likely be taken off by the Mortibody before Seymour uses Flare. Unloading Overdrives on Seymour is therefore the best way to go about fighting this battle, and make sure you end it quickly since as your party becomes weaker it becomes harder to keep up with Seymour's attacks and the Mortibody's complimentary moves. Outside of Seymour's usual chain of attacks he may cast Protect or Shell on himself. Talk can raise some stats, but it's not really worth it.
Flare is Seymour's other trick, which is complimented by Dispel or Desperado from the Mortibody. Dispel removes all positive status effects from you party, and Desperado does that as well but inflicts about 800 damage to everyone alongside. Flare does about 3000 damage to one person so this is pretty tough to survive since Shell will most likely be taken off by the Mortibody before Seymour uses Flare. Unloading Overdrives on Seymour is therefore the best way to go about fighting this battle, and make sure you end it quickly since as your party becomes weaker it becomes harder to keep up with Seymour's attacks and the Mortibody's complimentary moves. Outside of Seymour's usual chain of attacks he may cast Protect or Shell on himself. Talk can raise some stats, but it's not really worth it.

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