When you initially arrive in the Farplane, you’ll find a long, linear path before you. Follow it for a while and you’ll find the one intersection along it, which yields two Mega-Potions if you head west. Otherwise, go along the other path; as you approach the large platform, heal before the boss!
BOSS - Dark Shiva¶
Dark Shiva | Details |
---|---|
Max HP / Max MP | 14,800 / 9,999 |
Elem. Weak / Resis / Immunity / Absorb | Fire / None / Gravity / Ice |
EXP / GIL / AP | 8,000 / 2,000 / 15 |
Common Steals / Rare Steals | Snow Ring / None |
Common Item Drops / Rare Item Drops | Crystal Gloves / Regal Crown |
Boss Analysis : Yet another predictable boss if you played Final Fantasy X. Shiva is limited to her Attack, Heavenly Strike (removes half of your current HP/MP and Stops), Blizzaga, and Diamond Dust (non-elemental, heavy damage to all - yes, it is non-elemental).
Main Strategy: Coming into this battle with stuff to prevent Stop is a great idea; these include the Kinesis Badge, Ribbon, and Shmooth Shailing accessories. Dark Shiva will use Heavenly Strike quite a bit and, while it cannot kill you, it can easily bring you to the point of being killed by something else since you’ll be stopped for a bit. In general, you’ll want to keep yourself above 1,000-1,500 HP, mostly dependent on how much you’ve done insofar.
Opening with Mighty Guard is a great way to lessen the damage you take as well, and Power and Magic Break will further this. Armor/Mental Break also work if you’re having trouble. In any case, once you have Mighty Guard and any of the Breaks you want set up, there’s not much else to say beyond using a high-damage offense. Black Mages with Firaga can work reasonably well, as can any good physical unit with the Tetra Gloves, Force of Nature, or anything else with the Firestrike ability. We just kept using the tried-and-true Dark Knight formula: two Dark Knights using Darkness while being healed by a White Mage’s Curaga.
After the battle, save and continue onto the next of the large platforms. They’re large for a reason, especially in this case.
BOSS - The Dark Magus Sisters¶
Dark Sandy | Details |
---|---|
Max HP / Max MP | 10,330 / 9,999 |
Elem. Weak / Resis / Immunity / Absorb | None / None / Gravity / None |
EXP / GIL / AP | 3,000 / 1,000 / 8 |
Common Steals / Rare Steals | Potpurri / None |
Common Item Drops / Rare Item Drops | Pixie Dust / Crystal Gloves |
Dark Mindy | Details |
---|---|
Max HP / Max MP | 9,788 / 9,999 |
Elem. Weak / Resis / Immunity / Absorb | None / None / Gravity / None |
EXP / GIL / AP | 3,000 / 1,000 / 8 |
Common Steals / Rare Steals | Chaos Shock / None |
Common Item Drops / Rare Item Drops | Faerie Earrings / None |
Dark Cindy | Details |
---|---|
Max HP / Max MP | 12,240 / 9,999 |
Elem. Weak / Resis / Immunity / Absorb | None / None / Gravity / None |
EXP / GIL / AP | 3,000 / 1,000 / 8 |
Common Steals / Rare Steals | White Cape / None |
Common Item Drops / Rare Item Drops | Faerie Earrings / Pixie Dust |
Boss Analysis: FFX vets probably have bad memories of whatever times they’ve had to fight the Magus Sisters - especially the Dark Magus Sisters in FFX HD - and for good reason: they’re the only three-Aeon Summoning, and also the strongest. In any case, their offense is strongly limited in FFX-2. Sandy can use an Attack and Razzia (which is magical). Mindy can use any “-ga” Black Magic and Passado (rips off 81.5% of someone’s HP). Cindy plays the supportive role. She can use Camisade , Absorb (Drain + Osmose), Demi (rips off 25% of your current HP), Regen, and White Highwind (heals many ailments and 3/8 of their max HP).
The biggest danger in this fight, however, is Delta Attack . Just as in FFX, all three Sisters must be alive to use it, but it is very, very deadly: it will reduce your current HP to 1, no matter how high (be it 9 or 99,999). That is very problematic in this environment since you’ll be fighting two other Sisters still and they could be just about to use an attack. Luckily, Mindy’s magic is always single-target, but nonetheless you can still end up with just one character soon after the attack.
Strategy: Open the fight with Mighty Guard from a Gun Mage, and leave it at that for the moment. Your highest priority at the moment is, as noted in the previous paragraph, to eliminate the threat of Delta Attack. For that, you must kill one of the Magus Sisters; any will do. Mindy clearly is the most fragile of the group, so if you don’t plan on using party-wide attacks, focus on her. (Spare Change of around 300,000 Gil is an insta-kill for her, but a costly one.) Otherwise, we would recommend you open with two Dark Knights whilst the Gun Mage also becomes a Dark Knight, all three using Darkness. Within four or five uses of that attack, surely, Mindy should be dead at least, and the threat of Delta Attack eliminated.
What you do from there on is mostly up to you. Darkness does hit everyone so, if Mindy’s dead, Sandy and Cindy shouldn’t have much more than 1,000-3,000 HP left each, while most of the random encounters insofar in the Farplane have been bulkier than that. You could just use Darkness a few more times, or switch the ex-Gun Mage to a White Mage since Darkness can take a toll on your HP (unless you’ve gained three Ragnaroks from NG+ or the Colosseum). In any case, Darkness makes this laughable eventually.
Backtrack to the previous Save Sphere and use it for the free healing (with a Charm Bangle equipped if you’re in danger), then continue on. At the next large platform is - you guessed it - another Dark Aeon.
BOSS - Dark Anima¶
Dark Anima | Details |
---|---|
Max HP / Max MP | 36,000 / 9,999 |
Elem. Weak / Resis / Immunity / Absorb | Holy / All / Gravity / None |
EXP / GIL / AP | 6,000 / 2,000 / 15 |
Common Steals / Rare Steals | Fury Shock / None |
Common Item Drops / Rare Item Drops | Tetra Band / None |
Boss Analysis: Anima is also one of the more difficult Dark Aeons to deal with; moreso here than in FFX, really, although she made a great ally… Her offense is limited to her Attack (which is unblockable and poisons), Pain (which hits you magically and puts up Poison, Silence, Itchy, and lowers your stats by one level), and Oblivion (16 hits to everyone). Hey, it could be worse: Pain was inherently Death-inducing in FFX.
Main Strategy: The main thing, early in the battle, is to get Shell up on everyone as soon as possible. Mighty Guard or Lunar Curtains will be the quickest way of doing it; what of Anima’s offense you can block is all magical. Coming into the battle with Ribbons or Shmooth Shailing on the girls you define as “critical to the battle” will also be a very valuable idea, since it seems Anima’s main strategy is to troll you with ailments, bogging you up in the healing process. If you can’t prevent any of the ailments, then it’s best to just tough through those you can; they won’t stop coming.
After Shell’s up, you need that person to be a White Mage - if not already - and begin throwing up Curaga and/or Esuna with every turn that passes. (Shell weakens Curaga, but you need the versatility. Then again, Alchemists work, too.) From there, you mostly have to tough through it with the other two girls. As usual, our job of choice was the Dark Knight for the Defense-piercing Darkness attack.
Winning the battle will net you the Immortal Soul Garment Grid .
Chapter 5 - Farplane Abyss, Part One¶
After a cutscene, you’ll find Yuna in the middle of a familiar meadow. Go and speak with the other person nearby for another save, then use the Save Sphere. Save, then return to the Celsius - yes, you can go back, and you’ll need it for 100%.
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