Prima Games eGuides Final Fantasy XII: The Zodiac Age eGuide

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Final Fantasy XII: The Zodiac Age eGuide Trial Mode

Trial Mode

What is Trial Mode?

Trial Mode is a sprawling “boss rush” style mode that combines many of the game’s meanest and rarest adversaries into interesting and grueling scenarios. Trial Mode was not in the original release of Final Fantasy XII, so this is a real treat for fans both old and new.

Getting Started

A Trial Mode run begins from the title screen. Select Trial Mode and the game will prompt you to choose save data. (Of course, you must have main game save data in progress to enjoy Trial Mode.)

Whichever data you select, your party from this save file will enter Trial Mode on Stage 1, fighting Dire Rats in Garamscythe Waterway just as Vaan does at the outset of the adventure proper. Don’t expect it to remain that sedate; Trial Mode ramps up the threat with dizzying speed.

Stages progress through a variety of small environments that represent territories all over Ivalice. All Stages have targets that you must defeat in order to advance. Many stages also have optional creatures in evidence. These can be pesky helpers to the main boss, or hidden enemies you can uncover by fully exploring the small maps. Optional Trial Mode enemies are usually tougher than the required enemies on their stage, and carry exceptional gear to Steal. A few Stages feature allied creatures who will assist the party, like during certain clan hunts. And, if a special limited effect hampered the battlefield during the original boss fight, then it’s present during Trial Mode too. Whether HP and MP sapping fields, Attack/Item/Magicks/Technicks command restrictions, or magnetic forces weighing down metallic heavy armors and accessories, the same conditions are in effect.

What Do I Get?

Aside from the privilege of taking on variations on all of the game’s most challenging and dynamic fights in a row, not to mention putting your gambit palettes and equipment sets through the ultimate stress test, there are lots of material gains to be had in Trial Mode. The only caveat to get out of the way up front is that you don’t gain EXP.

Stealing: Stealing works as normal. Be careful with this; you’re not wandering through Giza Plains anymore. Steal manually rather than with a gambit. Steal results from monsters are different in Trial Mode than in the normal game. Some of the rarest and most sought-after pieces of gear can be found as rare Steal results here!

Swap in Thief’s Cuffs before Steal attempts to increase your shot at rarer drops, along with creating the possibility of swiping stuff from different rarity tiers—you might snag the common, uncommon, and rare items all at once. The Stage breakdown in this chapter lists any exceptional pieces available from a given enemy, ordered from most common to rarest. Aside from what’s listed here, enemies also carry various disposable items and spell motes—Potions, Ethers, status-restoring items, Soleil Fangs, Shock Motes, and so on.

Thanks to the new per-Stage autosave, it’s possible to target specific Stages for certain spoils, Stealing and reloading until the desired item comes to hand.

Drops: Defeated foes may leave drops behind, which you can pick up. You’ll miss out against solo foes or the last enemy on any given Stage, however, since the action freezes and the Stage advances when the last foe’s HP is depleted. On some Stages where normal enemies respawn repeatedly, this can be exploited to collect drops and build up a battle chain. Don’t underestimate battle chain potential during some stretches of Trial Mode—higher battle chains begin randomly replenishing party HP and MP.

Drops from defeated enemies are mostly disposable items and motes, but a few specific enemies can drop something more, mostly Elixirs or Dark Matter. Where Dark Matter appears in Exceptional Treasure or Spoils in Stage breakdowns, it requires you have the Canopic Jar (The ‘Morbid Urn’ Bazaar recipe, which unlocks the ultimate loot-quality-boosting Grimoire; see the Bazaar chapter for more).

Treasure: Hovering crystal treasure chests can be seen across all Stages. They contain all kinds of useful disposable items—from Potions and Ethers to Bubble Motes and Elixirs. Certain Stages have treasure chests that contain something more, if you open them with Diamond Armlet equipped. The Stage breakdown shows what’s available with the Diamond Armlet throughout Trial Mode. Amusingly, if you don’t have a Diamond Armlet, it’s no problem—search treasure chests in Stage 1 to find one, a pretty strong hint that you’ll want to wear it while opening chests for the rest of Trial Mode.

When opening treasure chests, you must refrain from defeating all the required targets on the current Stage. You can easily Flee around a Stage to look for treasure without risking a premature victory, but once you find a chest it can be hard to actually pick up the treasure while hostile creatures prod the party. To make it easy, disable gambits for the party leader, so he or she goes inactive and treasure pickup is prioritized. If you want to make sure your allies don’t defeat the foes before you’ve picked up all the treasure you want, you’ll need to temporarily disable everyone’s gambits. Luckily, this is quick and easy to do right from the battle menu. Be sure to keep an eye on the party’s health while trying to open treasure chests with gambits off, and manually issue healing commands if necessary.

As with Steal results, the new autosave system allows you to exit Trial Mode and reload the current Stage if treasure chest results are unsatisfactory.

LP: Enemies grant their normal LP totals. Defeating boss after boss on demand in Trial Mode piles up LP much faster than normal adventure gameplay.

Rewards Every 10 Stages: Every 10 Stages, you’ll receive some gil and useful disposable items. Here, you’ll also have the opportunity to save the game. These saves are more permanent than autosaves, which can easily be overwritten.

System Trophies: It’s possible to defeat many of the game’s elite marks and superbosses in Trial Mode before you’ve even seen them in the main adventure. If you do, this will unlock the Trophy like normal. Similarly, Trial Mode can help fill out the Clan Primer’s Bestiary entries for rare monsters you haven’t encountered normally. The rare monsters that unlock Trophies are required for the Order of Ambrosia, Clan Centurio’s highest rank.

“Weak Mode” New Game-: While level 90 New Game+ mode is unlocked by beating the main adventure, low-level New Game- mode is unlocked by beating Stage 100 in Trial Mode. Save the game when prompted, and a playthrough on this data will proceed as though each character wears a Firefly accessory—no EXP will be gained, so allies remain at the level they’re at when joining. The inspiration for this ultimate FFXII challenge comes from the so-called “122333 challenge,” in which fans seeking extra challenge in the original release kept Fireflies equipped on allies to prevent level-ups.

As you progress through the main adventure, you can use Trial Mode as an occasional action-filled breather and LP/item-farming opportunity between story events, seeing how far your party can progress before they bite off more than they can chew. Whenever you hit a GAME OVER screen, go to Load Game from the title screen menu, load the Trial Mode autosave from whichever Stage consumed your party, and continue the main adventure, Trial Mode spoils intact.

Trial Mode Saves

Trial Mode will autosave at the beginning of the most recent floor. If you fall in battle, you’ll be able to reload this autosave in Trial Mode for another crack at it. You can also exploit this autosave to repeatedly Steal from Trial Mode targets, waiting to move on till you get what you want.

Trial Mode gives you an opportunity to create a manual save file every 10 stages. This save can also be reloaded in Trial Mode to pick up wherever you left off on the march to stage 100.

Returning to the Main Game From Trial Mode

Trial Mode save files (and autosaves) can be loaded from the normal “Load Game” option at the main title screen. If you load a Trial Mode save this way, you’ll return to the main adventure of FINAL FANTASY XII, carrying with you any license points and items earned up to that point in Trial Mode. However, your Trial Mode progress disappears.

You can return to the 100 Stage climb anytime by saving your ongoing main adventure normally, then loading that save in Trial Mode, but you’ll start again at Stage 1.

Acquitting Yourself—Trial Counseling

Don’t worry if it takes some time before you can climb high in Trial Mode. The upper echelons here are intended to be even more challenging than the stoutest foes of the main adventure. Before you can realistically tackle the upper reaches here, you’ll want a party with Job combos that enhance survivability, full license boards, and Espers well-distributed between allies. Various powerful strengthening and enfeebling magicks should all come standard, like Bubble, Bravery, Faith, Blind, Protectga, and so on. For a frame of reference, once you can beat the last bosses in the main adventure (which, for most first-time adventurers, occurs with party member’s levels at 40-45), you can probably plow to about halfway through Trial Mode, Stage 50 or so (with such a run taking about a half hour or so, depending on how liberally you use x4 Speed Mode Multiplier). Ascending farther still requires honing your party in certain ways.

Bring a Guest: If a guest character is accompanying the party in the save date that you use to initiate Trial Mode, then that guest will tag along. It will probably not shock you if we strongly recommend bringing guests, when available. Depending on where you are in the adventure, you may bring Vossler, Larsa, or Reddas into Trial Mode, with Reddas the most likely choice for lengthy Trial Mode plunges, if only because he’s a member of the party furthest along in the main adventure.

Collect Three of Each “Immune” Accessory/Totally Refill Status-Curing Items Every Run: Often, the key to a stage will be quickly swapping in accessories and gambits that block a devastating effect, like Stop or Disable. It can also be quickly adjusting your strategy in a crucial way, like: if your damage is focused on Black Mage nukes, you’d either better cool it, put on an Opal Ring, or swap to using spell motes against monsters protected by Reflect, lest you want to melt your own party member’s faces.

Blocking Status Ailments
Accessory Immunity Acquisition

Argyle Armlet

Blind

Shop in Barheim Passage, Dreadnought Leviathan, Dalmasca Westersand, Nam-Yensa Sandsea

Black Belt

Immobilize, Disable

Shop in Dalmasca Westersand, Jahara, Eruyt Village, Mt Bur-Omisace

Bowline Sash

Confuse

Shop in Mt Bur-Omisace, Phon Coast, Balfonheim

Diamond Armlet

Lightning

Treasure in Dalmasca Westersand, Zertinan Caverns, Pharos – Subterra; Drops from Mom Bomb; Shop in Phon Coast

Fuzzy Miter

Petrify

Shop in Mt Bur-Omisace, Phon Coast, Balfonheim

Gillie Boots

Oil

“A Chase Through the Woods” hunt; treasure in Mosphoran Highwaste, Ridorana Cataract, Pharos – Subterra; Ninja Footgear Bazaar recipe

Nishijin Belt

Sleep

Shop in Nam-Yensa Sandsea, Tomb of Raithwall, Eruyt Village, Mt Bur-Omisace

Power Armlet

Stop

Shop in Phon Coast, Balfonheim, Necrohol of Nabudis

Quasimodo Boots

Sap

Treasure in Lhusu Mines, Pharos – Second Ascent, Pharos – Subterra; Shoes of the Dead Bazaar recipe

Ribbon

Everything

Treasure in Henne Mines, Pharos – Subterra; Drops from Lv.99 Red Chocobo, Vishno; Phon Coast Hunt Club

Rose Corsage

Silence

Shop in Dalmasca Westersand, Tomb of Raithwall, Jahara, Eruyt Village

Sash

Slow

Treasure in Giruvegan, Pharos – Second Ascent, Pharos – Subterra; obtained during story events

Tourmaline Ring

Poison, Sap

Shop in Dreadnought Leviathan, Dalmasca Westersand, Tomb of Raithwall, Jahara

Prepare for Heavy Elemental Magick Threats: Particularly when you run into almost ten solid stages of notorious elemental monsters late in Trial Mode, you’ll be glad to have some way to mitigate their constant area-of-effect attacks. Sadly, there aren’t armor pieces for every possible elemental threat, so you’ll have to consider using Shellga, Faith, and gear with higher Magick Resist as needed. Reflect can come into play, if you have solutions for curing the party through magick walls (like with an item-using primary healer equipped with Pheasant Netsuke, or a magick-using primary healing equipped with Opal Ring).

Absorb—Crucial Against Holyja/Darkja
Armor Element Absorbed Acquisition

Black Mask

Dark

Treasure in Cerobi Steppe, Pharos – First Ascent; Drop from Banshee; Black Vestments Bazaar recipe; Phon Coast Hunt Club

Demon Shield

Dark

“The Child Snatcher” hunt; treasure in Cerobi Steppe, Pharos – First Ascent; Drop/Steal from Abysteel; Forbidding Shield Bazaar recipe

Gendarme

Everything

Treasure in The Great Crystal/Crystal Peak: acquire Excalibur from original chest, zone back out and return for rare chance at another chest (open with Diamond Armlet)

White Mask

Light

Treasure in Cerobi Steppe, Necrohol of Nabudis; Drop from Juggernaut; White Vestments Bazaar recipe; Phon Coast Hunt Club

Immune—Great for Hashmal and Elementals
Armor Elemental Immunity Acquisition

Dragon Shield

Earth

Treasure in Dalmasca Estersand, Mosphoran Highwaste, Phon Coast, Tchita Uplands; Shop in Mosphoran Highwaste, Phon Coast

Rubber Suit

Lightning

Treasure in Cerobi Steppe, The Great Crystal; Poach from Abaddon/Bull Abaddon; Nature’s Armory Bazaar recipe

Viking Coat

Water

Treasure in Dalmasca Estersand, Phon Coast; Poach from Blood Gigas; Shop in Mt Bur-Omisace, Mosphoran Highwaste

Zodiac Escutcheon

Lightning

Treasure in Sochen Cave Palace; Phon Coast Hunt Club

Damage Halved
Armor Element Halved Acquisition

Adamant Hat/Vest

Fire (weak to Ice)

Treasure in Phon Coast, Tchita Uplands; Light & Sturdy Garb Bazaar recipe; Shop in Phon Coast, Archades; Steal Hat from Malboro Overking; Steal Vest from White Chocobo

Bone Helm/Mail

Dark (weak to Light)

Treasure in Dalmasca Estersand; Drops from Wild Saurian; Shop in Mt Bur-Omisace, Mosphoran Highwaste

Flame Shield

Fire

Treasure in Henne Mines, Paramina Rift; Steal from Ixtab; Shop in Eruyt Village, Mt Bur-Omisace

Ice Shield

Ice

Treasure in Tomb of Raithwall, Paramina Rift, Stilshrine of Miriam; Drops from Redmaw; Burnished Protectives Bazaar recipe

Lamia’s Tiara

Ice

Treasure in Barheim Passage, Paramina Rift, Phon Coast; Steal from Barmuu; Alluring Finery Bazaar recipe; Shop in Mt Bur-Omisace

Windbreaker

Wind

Treasure in Ogir-Yensa Sandsea; Shop in Rabanastre, Bhujerba, Balfonheim

Get Comfortable Swapping Gear Often: Most Final Fantasy games don’t allow access to the full party menu during combat, but FFXII does. Fans of FFXI will be extremely comfortable with this idea. Thief’s Cuffs or Diamond Armlet should be equipped only as long as it takes to get an item. The status/elemental immunity items mentioned previously might be equipped for the duration of battles against particular foes, or you might swap in defensive gear on reaction to system notices or enemy animations, only leaving the gear on long enough to stave off an incoming attack. After absorbing the blow, you can quickly swap back in your preferred moment-to-moment equipment.

This is all part of a Trial Mode theme: you’ll be more hands-on, managing individual actions more often, even to swap gear just for magicks or technicks, and relying on gambits less.

Upgrade Equipment and Abilities: Great gear and accessories are a must, as are up-to-date technicks and magicks. If you’re far in the main adventure, and have access to Cerobi Steppe, then you can wander that region wearing a Diamond Armlet, collecting exceptional rare treasure while gaining EXP and levels. Also explore the game’s forbidding optional regions, the Zertinan Caverns, Nabreus Deadlands, Necrohol of Nabudis, and Pharos – Subterra (treasure maps for all these optional high-level areas are located in this guide’s Sidequests chapter.) The game’s choicest pieces of gear, most powerful marks, and rarest abilities are found in these challenging depths.

Ultimate Items: During your preparation, note the very best pieces of gear in the game: the sword Great Trango, the bow Seitengrat, and the shield Gendarme. (None of which require a license—any Job can use them.) Great Trango can be stolen from the ultimate Esper, Zodiark. Otherwise, the sword and the other ultimate items are the rare spoil found in rarely spawning treasure chests that must be opened with the Diamond Armlet equipped.

With the Diamond Armlet on, Great Trango can be found in a rare treasure chest in Pharos – Subterra. Gendarme rarely appears in a treasure chest that appears in The Great Crystal, where the Ultima battle takes place. And strangely, Seitengrat can be found in an invisible treasure chest that rarely exists on the Skyferry between Nalbina and Rabanastre. To check, board the ferry, equip the Diamond Armlet, head to the top of the Air Deck, then walk along the back of the ferry’s top deck, near the tall blue engine tail. You won’t receive the contextual “!” tip that indicates a treasure chest is nearby, but you will have your progress impeded by the invisible chest if it’s there. Make sure the Diamond Armlet is equipped, cross your fingers, and press X for a (very long) shot at the game’s best weapon. If there’s no chest (which will be the case 99 times out of 100), you’ll have to zone out of the Air Deck and return to try again.

Cross your fingers…

Before seeking any of these out, bear in mind that they’re extremely rare, and getting them is sheer chance. You could conceivably get six of each for all your allies, or never see any of them. It’s totally possible to clear everything in the game without them… However, these items are absurdly nice to have, if you get lucky. Other ultimate weapons are more than enough, and are listed here.

Many of the more-easily-obtained ultimate weapons are acquired through rare Bazaar recipes. These recipes used to be for the ultimate weapons of the original release of FFXII. That original selection of ultimate weapons is still present in the game, usually now as remote treasure chests or steal results from rare game monsters. For example, the original ultimate Masamune was a Bazaar recipe, but is now found in a chest deep in Lhusu Mines; the old Bazaar recipe of Gemsteel x2, Orichalcum x3, and Mallet x2 now unlocks an even better ultimate katana, named Kumbha, a more powerful one-handed version with a very high combo rate! Some of the other “best” weapons can also be found in the optional regions mentioned before (Nabreus Deadlands, Necrohol of Nabudis, Zertinan Caverns, Pharos – Subterra), or even as extremely rare results in Cerobi Steppe. And finally, of course, these items are also present here in Trial Mode, as rare Steal results from specific bosses throughout.

Legendary Weapons
Name Type Acquisition

Karkata

Swords

Crimson Blade Bazaar recipe; Trial Mode Stage 3

Simha

Swords

Well-Forged Blade Bazaar recipe; Trial Mode Stage 86

Shikari Nagasa

Daggers

Treasure in Cerobi Steppe; Steal from Vagrant Soul; Trial Mode Stage 72

Mina

Daggers

Rare drop from Larva Eater in The Great Crystal; Trial Mode Stage 88

Scorpion Tail

Axes & Hammers

Treasure in Cerobi Steppe; Drop from Glaring Eye

Vrscika

Axes & Hammers

The Scorpion Bazaar recipe

Bonebreaker

Maces

Treasure in Cerobi Steppe; Drop from Omega Mark XII; Trial Mode Stage 99

Bone of Byblos

Maces

Treasure in Lhusu Mines, Cerobi Steppe; Steal from Yiazmat; Trial Mode Stage 59

Euclid’s Sextant

Measures

“A Wild Stench” Clan Hunt; Treasure in Cerobi Steppe; Trial Mode Stage 82

Wyrmhero Blade

Greatswords

Dragon Crest Bazaar recipe; Trial Mode Stages 50, 94

Excalibur

Greatswords

Treasure in The Great Crystal; Trail Mode Stages 64, 87, 99

Tournesol

Greatswords

The Sunflower Bazaar recipe; Trial Mode Stage 100

Masamune

Katana

Treasure in Lhusu Mines; Phon Coast Hunt Club; Trial Mode Stages 72, 94

Kumbha

Katana

Master-crafted Blade Bazaar recipe; Trial Mode Stage 94

Yagyu Darkblade

Ninja Swords

Treasure in Cerobi Steppe, The Great Crystal; Drop from Bombshell; Trial Mode Stage 98

Mesa

Ninja Swords

Serpent Blade Bazaar recipe; Trial Mode Stage 98

Vrsabha

Spears

Drops from Evil Spirit; Trial Mode Stage 72

Zodiac Spear

Spears

Treasure in Henne Mines; Phon Coast Hunt Club; Trial Mode Stage 62

Whale Whisker

Poles

Treasure in Lhusu Mines, Cerobi Steppe; Trial Mode Stage 66

Kanya

Poles

Whisker of the Beast Bazaar recipe

Holy Rod

Rods

Treasure in Cerobi Steppe, The Great Crystal

Rod of Faith

Rods

Treasure in Cerobi Steppe; Bonus reward after Behemoth King clan hunt; Trial Mode Stage 68

Cloud Staff

Staves

Treasure in Cerobi Steppe, The Great Crystal; Mystic Staff Bazaar recipe; Trial Mode Stage 67

Staff of the Magi

Staves

Treasure in Cerobi Steppe, The Great Crystal; Drop from Oversoul

Sagittarius

Bows

Treasure in Cerobi Steppe; Steal from Luxollid; Trial Mode Stage 71

Dhanusha

Bows

Silver Bow Bazaar recipe; Trial Mode Stage 71

Artemis Arrows

Ammunition

Treasure in Cerobi Steppe; Arrows of the Moon Goddess Bazaar recipe; Phon Coast Hunt Club; Trial Mode Stage 71

Gastrophetes

Crossbows

Treasure in Cerobi Steppe; Steal from Pallicant; Trial Mode Stage 55

Tula

Crossbows

Treasure in Pharos – Second Ascent; Phon Coast Hunt Club

Grand Bolts

Ammunition

Treasure in Cerobi Steppe; Piercing Bolts Bazaar recipe; Phon Coast Hunt Club; Trial Mode Stage 51

Fomalhaut

Guns

Treasure in Henne Mines, Cerobi Steppe; Trial Mode Stage 86

Mithuna

Guns

Mudslinger Bazaar recipe; Trial Mode Stage 86

Stone Shot

Ammunition

Treasure in Cerobi Steppe; Stone Shot Bazaar recipe

Volcano

Hand-bombs

“Paying for the Past” Clan Hunt; Treasure in Cerobi Steppe; Trial Mode Stage 69

Makara

Hand-bombs

Treasure in Henne Mines (x2)

Castellanos

Ammunition

Devastating Incendiaries Bazaar recipe; Trial Mode Stage 67

Freshen Up Your Tactics: In virtually all the higher-level Stages, powerful tactics will be a boon, if not an outright necessity. You should have a purpose for your party, and gambits that accomplish most of this automatically. A heavy armor wearer should be in mind as the tank, so Decoy is upkept on them, along with Bubble, Bravery, and Protect. Either a Shield or Pole is strongly recommended for the Evasion benefits. Depending on Job, this ally might just be a meatshield and damage-dealer (like Foebreaker, Uhlan, or Shikari), or might be able to handle some party upkeep and healing too (like Knight or Monk). The other two slots will be down to your preference, but you’ll want characters filling out the party with impactful healing, buffing, and damaging abilities. The Zodiac Job System chapter in this guide has extensive tips for choosing Job combos and assembling strong, synergistic parties, capable of clearing the toughest marks and Trial Mode.

It’ll help to get creative with your ideas of what constitutes healing, offense, and defense.

With Reverse status applied to the tank, your whole approach can change radically. Suddenly, enemies that output tremendous single-target damage, usually chewing through your party members mercilessly one-by-one, are rendered basically harmless if you do not let Decoy or Reverse status drop off your designated tank. You must also be very careful to tailor your gambits so other party members don’t use typical healing actions on the tank. You must also be careful about the rare enemies judicious enough to respond to Reverse by healing your party…

With the Nihopalaoa accessory equipped on a character with all the Remedy Lore licenses, suddenly Remedies become status bombs, like throwing a tiny Malboro at the enemy. Like with Reverse, you must now take care to make sure this character never throws curative items at an ally—one universal avenue for healing is cut off for users of this accessory. But it can be a small price to pay, when Remedy inflicts every status effect a target isn’t immune to. This can pay off even in the roughest fights in the game, especially against the imperius group found in the final Stage.

With spell motes, anyone can nuke or buff in a pinch, without MP, and taking less charge time. Moreso than the main game, battles in Trial Mode illustrate the real advantages of magick motes, like Hastega Motes, Bubble Motes, Scathe Motes, and so on. These are a pathway to buffs for party configurations that don’t have access to those abilities, and a way to situationally apply strong buffs without committing the gambit slots or MP. You’ll have to get by on the motes you acquire along the way for awhile, until you unlock Clan Centurio’s ultimate rank, Order of Ambrosia. This rank is quite a task in and of itself, requiring over a million clan points, the completion of every clan hunt (along with optional superboss Hell Wyrm), acquisition of every magick and technick, the triggering of every Quickening Concurrence at least once, and completion of the Clan Primer Bestiary, among other miscellaneous minor odds and ends—basically every system trophy except those for Trial Mode completion. Once max clan rank is attained, the Muthruu Bazaar clan provisioner begins selling every type of spell mote. This is a tremendous boon to Trial Mode once it’s available, so make sure to stock up between runs.

Important magicks like Bubble, Syphon, and Reverse also become available here during your clan rank-ups along the way, so whenever you’re checking in with Montblanc at Clan Centurio, make a point of checking out the Muthruu Bazaar as well.

Dark Energy: When all else fails, Dark Energy will light the way. This rare and powerful disposable item deals incredible, instant damage to all foes in sight, damage on par with Zodiark’s Final Eclipse, or a Black Hole Quickening Concurrence. With enough Dark Energy items to burn, even Stage 100 doesn’t hold up long.

It’s time-consuming to amass a reserve of Dark Energy, however. Dark Energy has several repeatable treasure chest locations, all of which require Diamond Armlet equipped, and all of which have low odds to appear, and to contain Dark Energy.

Three Dark Energy locations are spread throughout Cerobi Steppe. There’s a rare Dark Energy chest dead center in Archades/Grand Arcade (which you cannot enter without a Sandalwood Chop). And there’s a rare Dark Energy chest in the far southeast tip of Mt Bur-Omisace/Temple Grounds.

Finally, the Mysterious Substance Bazaar recipe also awards Dark Energy, and can be repeated.

It’s less likely that you have a piles of Dark Energy ready to bowl over anything, and more likely that an occasional prudent use of Dark Energy gets you over a dangerous hump. They’re like offensive Megalixirs that way. A single Dark Energy works well to add an instant final punch when you’ve spent everyone’s Mist Charges for Zodiark’s Final Eclipse followed by a Quickening chain into Concurrence. Dark Energy can be thought of as the (incredibly rare) item version of those abilities.

Stage Breakdown

Stages 1-10

A good place to take a first plunge into Trial Mode is just after events at the Tomb of Raithwall. Although, almost every Stage of Trial Mode is made of bosses, each tenth floor is a kind of Trial Mode boss, and Stage 10 ends where the Tomb of Raithwall does.

Nothing in the first ten Stages is particularly tricky. Eventually, using 4x Speed Mode Multiplier, you’ll blaze through these stages in just the first couple minutes of a larger attempt.

Stage Exceptional Treasure (Diamond Armlet required unless noted) Target Class HP Exceptional Spoils

1

Headguard, First Aid; without Armlet: Diamond Armlet

Dire Rat x6

Standard

78

2

Fire, Headguard

Thextera

Mark

353

Alpha Hyena

Standard

158

Alpha Wolf

Standard

111

3

Flowering Cactoid

Mark

532

Steal: Longsword, Mythril Blade, Karkata

Cactoid x2

Standard

274

Cactite x4

Standard

199

(Optional) Ripe Rampager

Rare Game

989

Steal: Bronze Shield, Gauntlets, Round Shield; Drop: Elixir, Dark Matter

4

Onion Arrows, Pointy Hat

Razorfin

Rare Game

937

Ichthon x4

Standard

506

5

Nekhbet

Rare Game

853

Werewolf

Standard

1777

Steal: Windbreaker, Chainmail, Berserker Bracers

Cockatrice x4

Standard

389

6

Onion Bolts, Bronze Helm

Cluckatrice

Elite Mark

1452

Chickatrice x4

Standard

532

7

Bronze Armor, Libra

Judge x2

Imperial

2046

(Optional) Imperial Magus

Imperial

584

(Optional) Imperial Swordsman x2

Imperial

630

8

Bangle, Onion Shot

Bagoly x6

Standard

3003

(Optional) Imdugud

Rare Game

4125

Steal: Killer Bow, Sirius, Paramina Crossbow; Drop: Elixir, Dark Matter

9

Argyle Armlet, Onion Bombs

Liches x3

Standard

1325

Steal: Agate Ring, Magick Gloves

(Optional) Cultsworn Lich

Rare Game

7634

Steal: Golden Shield, Flame Shield, Lamia’s Tiara; Poach: Dark Matter; Drop: Elixir, Dark Matter

10

Steel Gorget, Parallel Arrows

Belias

Esper

21384

Steal: Sword of Kings, Goddess’s Magicite

Reward-1000 gil, Hi-Potion x10, Handkerchief x15

Stages 11-20

Compared to the first ten Stages, enemies starting here are considerably stronger. Monsters like Tiamat and Elder Wyrm are intimidating for a long time simply by virtue of being dangerous bosses, and rooms filled with Jellies or Petrifying Panthers can overwhelm the battle party. A trio of Mindflayers capable of using Stop on the whole party are a rude introduction to monsters who will wipe your run very quickly without adequate preparation. The same fight also features the first deleterious field effect, an area wide MP drain that will leave the party totally depleted at the end of a tough fight.

Be ready to spend the beginning of the next fight after an MP-Drain field recovering with Charge, Ethers, and Hi-Ethers. Don’t be shy about disposables here. Unfortunately, Trial Mode monsters are Syphon-immune, but you can have mages Syphon allies who don’t need MP. (A melee-centric character using some Job duo from Uhlan/Foebreaker/Shikari/Bushi/Machinist/Archer can be a kind of MP backpack for allies this way.) You might be tempted to just swap to fresh reserve members rather than refill allies with low resources, but if so, be sure to replenish those depleted reserves when you find a safe moment. It can also be difficult to promptly swap to reserve members in the midst of battle, without manually disabling a character’s gambits and waiting for them to become inactive.

Stage Exceptional Treasure (Diamond Armlet required unless noted) Target Class HP Exceptional Spoils

11

Leather Headgear, Immobilize

Croakadile

Mark

15348

Steal: Fiery Arrows, Long Bolts, Aqua Shot

12

­­—

Jelly x8

Standard

1406

Steal: Aqua Shot

(Optional) Melt

Trophy Rare Game

10740

Steal: Golden Armor, Shielded Armor, Shell Shield

13

Dark, Topkapi Hat

Tiamat

Boss

18532

Steal: Assassin’s Dagger

14

Kilimweave Shirt, Long Bolts

Panther x5

Standard

1855

15

Silent Shot, Sallet

Elder Wyrm

Boss

32154

Steal: Shell Shield

(Optional) Treant x2

Standard

4250

Poach: Gillie Boots; Drop: Dark Matter

16

Scale Armor, Poach

Mateus

Esper

28546

Steal: Ice Shield, Icebrand

(Optional) Ice Azer x5

Standard

1248

Drop: Dark Matter

17 - MP Drain Field

Bronze Shield, Poison Bombs

Mindflayer x3

Mark

8654

Steal: Rose Corsage, Power Armlet, Maduin Gear

18

Tourmaline Ring, Thunder

Ring Wyrm

Mark

64318

Steal: Bone Helm, Pirate Hat, Black Cowl

19

Leather Gorget, Fiery Arrows

Earth Tyrant

Boss

39546

Steal: Broadaxe, Hornito, Main Gauche

20

Stone Bolts, Rose Corsage

Vulture x6

Standard

4774

Reward-2000 gil, Phoenix Down x10, Domaine Calvados x5

Stages 21-30

These stages are mostly a reprisal of the surprisingly slapstick Sochen Cave Palace boss battle against a goofy group of aggressive vegetables. As such, the primary threat is getting slowed down by a stream of the lesser enfeebling status effects—Sleep, Oil, Poison, and Blind. You’ll also have to contend with numerous small foes scampering separately around a big room. Focus fire and take out any of them that wander by to minimize how much you have to chase half-damaged onions around.

Stage Exceptional Treasure (Diamond Armlet required unless noted) Target Class HP Exceptional Spoils

21

Horned Hat, Vox

King Bomb

Boss

21548

Steal: Onion Bombs, Flametongue, Oil Bombs

(Optional) Bomb x3

Standard

2635

22

Ringmail, Horology

Topstalk

Boss

7751

Deadly Nightshade x8

Standard

4701

23

Calot Hat, Blizzard

Pumpkin Star

Boss

7751

Pumpkin Head x8

Standard

4531

24

Aqua Shot, Shepherd’s Bolero

Mandragora Prince

Boss

7751

Mandragora x8

Standard

4531

25

Poisona, Iron Helm

Onion Queen

Boss

7751

Wild Onion x8

Standard

4531

26

Iron Armor, Protect

Alraune King

Boss

7751

Alraune x8

Standard

4407

27

Shell, Gauntlets

Topstalk

Boss

8139

Steal: Black Belt

Pumpkin Star

Boss

8139

Steal: Nishijin Belt

Mandragora Prince

Boss

8139

Steal: Sash

Onion Queen

Boss

8139

Steal: Bowline Sash

Alraune King

Boss

8139

Steal: Pheasant Netsuke

28

Stun Bombs, Black Belt

Wendice

Trophy Rare Game

12989

Steal: Lightning Arrows, Black Bolts, Stun Bombs

Striker x2

Standard

9099

(Optional) Cubus

Rare Game

25162

Steal: Six-fluted Pole, Halberd, Mirror Mail; Drop: Chaos Mace, Elixir, Dark Matter

29

Bamboo Arrows, Nishijin Belt

Ahriman

Boss

32586

Steal: Thief’s Cap, Hypnocrown, Black Robes

(Optional) Ahriman clones

Standard

6581

30

Lead Bolts, Blazer Gloves, Bangle

Gil Snapper

Elite Mark

22584

Steal: Turtleshell Choker, Thief’s Cuffs

(Optional) Storm Elemental x3

Standard

7164

Drop: Dark Matter

(Ally) Bansat

Ally

3859

Reward-3000 gil, Ether x10, Echo Herb x15

Stages 31-40

Several enemies in this group come with Reflect active, so they’ll bounce back damage, probably fatally, if you’re using strong black magicks like Shock, Flare, or Scathe. The Espers in Trial Mode are just as strong as their normal-game counterparts, and have the same tricks up their proverbial sleeves—Adrammelech floats, afflicts the party with Stop, and applies Perfect Defense to himself, Zalera can be quite dangerous if Prime Level Death catches your party with the wrong arrangement of level values, and Shemhazai can bathe the party in numerous negative status effects.

Stage Exceptional Treasure (Diamond Armlet required unless noted) Target Class HP Exceptional Spoils

31

Steel Gorget, Argyle Armlet, Traveler, Tourmaline Ring, Balaclava

Bansat

Ally

18450

Seeq Fisher x4

Ally

6809

(Optional) Apsara

Rare Game

17336

Steal: Power Rod, Multiscale; Poach: Crown of Laurels; Drop: Diamond Shield, Platinum Armor, Elixir, Dark Matter

32

Disable, Leather Gorget, Windbreaker

Zalera

Esper

41310

Steal: Time Bolts, Doom Mace, Hunting Crossbow

(Optional) Dead Bones

Standard

3342

33

Wizard’s Hat, Wyrmfire Shot

Scythe Mantis x4

Standard

6593

34

Aqua, Wizard’s Robes

Marilith

Mark

35550

Steal: Platinum Shield, Platinum Helm, Platinum Armor

(Optional) Bogey x3

Standard

6318

Drop: Dark Matter

35

Barbut, Rose Corsage, Gauntlets, Oil Bombs

Adrammelech

Esper

41663

Steal: Ras Algethi, Traitor’s Bow, Rubber Suit

(Optional) Skulwyrm x2

Standard

14448

Drop: Platinum Sword, Dark Matter

36

Black Belt, Raise, Linen Cuirass

Dreadguard

Trophy Rare Game

21830

Mirrorknight x4

Standard

6492

37

Amber Armlet, Round Shield

Behemoth x5

Standard

10158

Steal: Hammerhead

38

Miter, Steel Poleyns

Mythril Golem x3

Standard

10834

Steal: Gold Hairpin

39

Main Gauche, Magick Gloves; without Armlet: Dark Matter

Shemhazai

Esper

42685

Steal: Treaty-Blade, Dawn Shard

(Optional) Ose x2

Standard

6304

Drop: Dark Matter

40

Slasher, Agate Ring

Gavial

Trophy Rare Game

19696

Steal: Thief’s Cuffs

Baritine Croc x2

Standard

10804

Reward-4000 gil, Phoenix Down x10, Reverse Mote x3

Stages 41-50

Cúchulainn’s stage gives you a taste of an HP-Down field, a fast-acting Sap effect across the whole area. Antlion’s Stage highlights the importance of removing Bravery from enemies with Dispel. It’s also a hurried crowd-control scenario—Antlion will try to kill its brood of insects as fast as you will, cannibalizing helpers to boost its own power. More Espers round out this grouping of levels. Hashmal can dish out Disease, which seriously degrades party stability left unchecked.

Stage Exceptional Treasure (Diamond Armlet required unless noted) Target Class HP Exceptional Spoils

41

Aero, Soldier’s Cap

Orthros

Elite Mark

30625

Steal: Wyrmfire Shot, Defender

White Mousse x3

Mark

19740

42 - HP Sap Field

Souleater, Heavy Coat

Cúchulainn

Esper

47683

Steal: Cameo Belt, Indigo Pendant, Hermes Sandals

(Optional) Foobar x4

Standard

4855

Drop: Dark Matter

43

Iron Pole, Lambent Hat

Deathclaw x4

Standard

12424

(Optional) Pallicant

Rare Game

30870

Steal: Minerva Bustier, Magepower Shishak, Dragon Mail; Drop: Penetrator Crossbow, Kaiser Shield, Elixir, Dark Matter

44

Chanter’s Djellaba, Magoroku

Antlion

Elite Mark

41800

Steal: Dragon Shield

Killer Mantis x4

Standard

6824

45

Cura, Winged Helm

Vishno

Rare Game

42150

Steal: Judicer’s Staff, Maximillian

Brainpan x2

Standard

9360

Poach: Runeblade; Drop: Dark Matter

Deidar x2

Standard

9360

Poach: Sweep; Drop: Dark Matter

(Optional) Crusader

Standard

5022

Drop: Dark Matter

46

Recurve Crossbow, Chainmail

Purobolos x6

Standard

3740

47

Betelgeuse, Golden Shield

Aeronite x2

Standard

7142

48

Bowline Sash, Elfin Bow

Tower

Rare Game

58120

Steal: Assassin’s Arrows

(Optional) Zombie Warlock x2

Standard

4266

Drop: Dark Matter

49

Storm Spear, Storm Staff

Hashmal

Esper

37620

Steal: Elixir, Ribbon

(Optional) Reaver x2

Standard

13562

Drop: Dark Matter

50

Demonsbane, Gaia Rod

Famfrit

Esper

49185

Steal: Elixir, Wyrmhero Blade

(Optional) Abaddon x3

Standard

12036

Drop: Dark Matter

Reward-5000 gil, X-Potion x10, Chronos Tear x15

Stages 51-60

The first Stage here can be really annoying, as Oversouls use MP Annul to wipe your party member’s Mist Points away. An MP-Drain field also exists on Stage 55, enhancing the magick strain in this sequence. Item-based healers with Pheasant Netsuke equipped lessen worry here a lot. The next Stage, against a group of dangerous demons, you’ll have to be ready to remove or prevent Disable, while Dispelling Bravery from all enemies. Stage 57 features unique robots from Sky Fortress Bahamut, who will blanket allies with Stop, Sap, and Blind. Stage 60 begins on an industrial scaffold like in the Sandseas, with no enemies in sight. This is one of the very few spots for a safe breather anywhere in Trial Mode, a great time to assess gear and gambit approaches so far without any threat of harassment or interruption. Keep one well-stocked healing mage in the battle party, swap all five other fighters to the reserve party, then use the solo active ally to restore everyone in reserve at once!

Stage Exceptional Treasure (Diamond Armlet required unless noted) Target Class HP Exceptional Spoils

51

Stop, Green Beret

Helvinek

Rare Game

41226

Steal: Chaos Bombs, Dark Shot, Grand Bolts

Oversoul x2

Standard

38923

52

Survival Vest, Lightning Arrows

Catoblepas

Mark

112240

Steal: Golden Axe

(Ally) War-Chief Supinelu

Ally

16940

53

Feathered Cap, Bleed

War-Chief Supinelu

Ally

36940

Steal: Dragon Whisker

Garif Adventurer x2

Standard

10212

54

Black Bolts, Traveler’s Vestment

Deathscythe

Rare Game

15328

Steal: Black Robes

Reaper x2

Standard

31467

Steal: Crown of Laurels

55 - MP Drain Field

Mud Shot

Tyrant

Boss

71168

Steal: Artemis Bow, Gastrophetes

Piscodaemon x3

Mark

6600

Steal: Black Mask

56

Fira, Golden Armor

Larva Eater

Rare Game

39235

Elvoret x4

Standard

11544

57

Stona, Ice Shield

Helm-Rook x2

Standard

16390

Spinner-Rook x2

Standard

16390

Sphere-Rook x2

Standard

16390

58

Chaos Bombs, Fuzzy Miter

Trickster

Elite Mark

52980

Steal: Hermes Sandals, Bubble Belt

Green Chocobo

Standard

20056

Brown Chocobo

Standard

20056

Red Chocobo

Standard

20172

Black Chocobo

Standard

20172

59

Thief’s Cuffs, Break

Ba’Gamnan

Boss

68060

Steal: Elixir, Caldera, Bone of Byblos

(Optional) Rinok

Boss

37326

(Optional) Gijuk

Boss

37326

(Optional) Bwagi

Boss

37326

(Ally) Monid

Ally

20010

60

Power Armlet, Assassin’s Arrows

(Ally) Monid

Ally

52274

Steal: Magepower Shishak, Brave Suit

Bangaa Hunter x2

Ally

25140

Steal: Onion Shot

Rabanastre Watch x2

Ally

28342

Reward-6000 gil, Phoenix Down x10, Scathe Mote x3

Stages 61-70

The Baknamy fight hearkens back to the dogpiles of Jellies and Panthers in the first 10 Stages. Stage 62 against Vorpal Bunny takes place on the biggest arena of Trial Mode, a full stretch of jungle replete with dozens of respawning Vampyr bats and a rare Biding Mantis. Take out Vorpal Bunny as soon as possible before it escapes and forces you to track it down again. The battle in Stage 65 against two looming Vyraals and a Deathgaze all together can get out of hand quickly, with the monsters inflicting Disease and Confuse. During Stage 68, the Esper Exodus imposes an Item Restriction on the battlefield, while shielding itself with Reflect magick. Be ready to Dispel his magick mirror or equip Opal Rings before attacking with magick, if you’re going that route.

For the final two Stages in this group, you’ll face almost certainly the most arduous fights so far: scrums against groups of Malboro creatures, always some of the most nightmarish foes in any Final Fantasy game. In both fights, the Malboro mob will unleash Bad Breath or Putrid Breath one after another in a chain, repeatedly, disastrously inflicting the party with Disease, Slow, Immobilize, Disable, Blind, Poison, Oil, and Sap. This is, if it needs to be indicated, very bad, and cannot be fully guarded against without the Ribbon accessory (available from the Phon Coast Hunt Club, Henne Mines, Pharos – Subterra, and from the ultra-rare Lv.99 Red Chocobo who can spawn in Ozmone Plain). If you manage to farm up two or three Ribbons, disregard any mention here about these battles being difficult. Wipe out all the minor Malboros ASAP and focus on the gigantic one with whatever it takes—Scathe spells and Scathe Motes, Quickening chain Concurrence effects, Esper ultimate technicks, anything strong and area of effect. Go full-blast immediately with all characters and push all the small Malboros down. If using Quickening chains or Esper ultimate technicks, keep in mind that this is basically the same stage twice, and pace your Mist Charges expenditure.

Stage Exceptional Treasure (Diamond Armlet required unless noted) Target Class HP Exceptional Spoils

61

Time Bolts, Red Cap

Baknamy (Sword) x2

Standard

10017

Baknamy (Gun) x3

Standard

8228

Baknamy x3

Standard

10017

62

Brigandine, Nishijin Belt, Blazer Gloves, Thundara

Vorpal Bunny

Mark

26620

(Optional) Biding Mantis

Trophy Rare Game

51471

Steal: Orochi, Zodiac Spear

(Optional) Vampyr

Standard

7446

63

Darkra, Mage’s Hat

Fury

Boss

38830

Drop: Dark Matter

Vorpal Bunny

Mark

36228

Drop: Dark Matter

Wyrdhare

Standard

27072

Drop: Dark Matter

Ozmone Hare

Standard

30534

Drop: Dark Matter

Mu

Standard

33748

Steal: Cat-ear Hood

64

Quasimodo Boots, Berserker Bracers

Humbaba Mistant x2

Boss

70320

Steal: Ultima Blade, Excalibur

(Optional) Vorres

Trophy Rare Game

41712

Steal: Elixir

65

Mage’s Habit, Windslicer Shot

Deathgaze

Mark

54880

Steal: Tourmaline Ring, Genji Shield, Aegis Shield

Vyraal x2

Mark

44880

Steal: Demon Shield; Poach: Dragon Shield

66

Burgonet, Berserk

Saloon Steward

Ally

64288

Steal: Amber Armlet, Whale Whisker

Bangaa Pugilist x5

Ally

21710

67

Stink Bombs, Shielded Armor

Shield Wyrm

Standard

47712

Steal: Ring of Renewal

Dheed

Trophy Rare Game

71568

Steal: Diamond Armlet, Cloud Staff, Castellanos

68

Flame Shield, Judicer’s Staff; without Armlet: Elixir

Exodus

Esper

76430

Steal: Elixir, Rod of Faith, Golden Skullcap

(Optional) Golem x2

Standard

48622

Drop: Dark Matter

69

Blizzara, Winged Boots

Wild Malboro

Mark

73129

Steal: Volcano

(Optional) Cassie x4

Standard

18678

Drop: Dark Matter

(Optional) Spee

Rare Game

22222

Drop: Cat-ear Hood, Elixir, Dark Matter

70

Empyrean Rod, Sash

Carrot

Elite Mark

81396

Steal: Nihopalaoa

(Optional) Vivian x4

Standard

18678

Drop: Dark Matter

(Optional) Crypt Bunny

Rare Game

33333

Drop: Cat-ear Hood, Elixir, Dark Matter

(Ally) Krjn

Ally

14685

Reward-7000 gil, Hi-Ether x10, Serum x15

Stages 71-80

This set of Stages is a clear test of elemental mettle in Pharos-like settings against the gnarliest incarnations of Elementals in all of Ivalice. The attendant minor Elementals in each stage will spam Silencega and middle-tier elemental nukes on your whole party, while the swelling Entite creatures unleash the most powerful elemental magicks. Reflect won’t help you—Elementals getting their school of magick reflected back onto them will simply be healed—but Shellga and Faith will. Maximizing your chance of success involves collecting various elemental resistance/absorption gear to swap between (a table early in this chapter displays this equipment). Do this, and you’ll go most of the way toward streamlining these battles. If you don’t have enough pieces of reistance gear on a given floor to afford some measure of protection to the whole party, you might also consider spending Mist Charges on an Esper summon who will absorb the spells of whichever Entite you’re fighting (for example, Hashmal will soak up Gnoma Entite and Earth Elemental magicks, or Belias will soak up Salamand Entite and Fire Elemental casts). Then just make sure the summoner is equipped with resistant gear, and focus on keeping the Esper up and running while it spews counter-technicks and magicks at the Elemental horde.

Stage Exceptional Treasure (Diamond Armlet required unless noted) Target Class HP Exceptional Spoils

71

Curaga, Headband

Krjn

Ally

82005

Steal: Artemis Arrows, Sagittarius, Dhanusha

Viera Hunter x5

Ally

42490

72

Jujitsu Gi, Francisca

Diabolos

Mark

57675

Steal: Power Armlet, Dragon Whisker, Vrsabha

Avenger

Trophy Rare Game

83250

Steal: Argyle Armlet, Muramasa, Masamune

Overlord

Mark

74095

Steal: Blazer Gloves, Zwill Crossblade, Shikari Nagasa

73

Lamia’s Tiara, Bio

Salamand Entite

Standard

53590

Steal: Elixir

Fire Elemental x4

Standard

26820

74

Aldebaran, Enchanter’s Habit

Mardu Entite

Standard

53590

Steal: Elixir

Storm Elemental x4

Standard

26820

75

Close Helm, Berserker Bracers

Leshach Entite

Standard

53590

Steal: Elixir

Ice Elemental x4

Standard

26820

76

Demon Mail, Vanishga

Gnoma Entite

Standard

53590

Steal: Elixir

Earth Elemental x4

Standard

26820

77

Golden Amulet, Diamond Shield

Undin Entite

Standard

53590

Steal: Elixir

Water Elemental x4

Standard

26820

78

Pheasant Netsuke, Ruby Ring

Sylphi Entite

Standard

53590

Steal: Elixir

Air Elemental x4

Standard

26820

79

Battle Harness, Opal Ring

Luxollid

Rare Game

68480

Steal: Dark Matter

Daikon Entite x2

Standard

53710

80

Sage’s Ring, Aeroga

Vagrant Soul

Rare Game

68480

Steal: Dark Matter

Leamonde Entite x2

Standard

53710

Reward-8000 gil, Elixir x3, Bubble Mote x2

Stages 81-90

More Espers impose field restrictions here. Zeromus cuts off magicks on Stage 81, and Chaos cuts off standard attacks on Stage 84. In both stages, the Espers are accompanied by many minor enemies, who can pile up and create a lethal distraction. Keeping surrounding hordes at bay is the top priority, while also working around the limitations imposed by the restriction. In both cases, the crucial usefulness of disposable magick mote items is demonstrated. Very hard fights become fairly pedestrian, as long as you’re willing to make it rain with motes. Along these Esper battles is a trio of fights against absolutely hulking groups of fierce monsters, from a swarm of upright Behemoth-types, to a group of spectral, otherworldly creatures from The Great Crystal, finally to a terrifying group of Tyrant type bosses. These are followed by another overwhelming-style fight against Reddas’s old sky pirate crew, eight strong. These fights against squads of overpowering physical threats highlight more than any Stages before how useful Reverse and Decoy are on a sturdy ally. Reddas’s pirate crew in particular will shred parties who aren’t ready to deflect or mitigate huge, Omega-like damage output.

The last few Stages then focus on towering individual threats, some of the game’s strongest marks. These enemies are as fearsome as their normal versions, but have considerably less HP. Hell Wyrm (who is basically a warm-up for Yiazmat) has 1.326 million HP, way down from about 9 million HP as an optional boss alongside the main adventure. Fafnir is reduced to 622,840 HP (from 1.39 million), and Behemoth King is reduced to 751,545 HP (from 1.68 million). This gauntlet of superbosses toward the end of Trial Mode is grueling, but it’s not as grueling as it could be. Again, Reverse and Decoy go most of the way toward making these brutes manageable. In between the brute Stages, Stage 88’s undead horde gives you a chance to Steal the ultimate dagger, Mina, from a hidden ghost, Evil Spirit. Don’t pass this up, since Mina’s location in the normal game is in The Great Crystal, from the egregiously rare monster Larva Eater.

Stage Exceptional Treasure (Diamond Armlet required unless noted) Target Class HP Exceptional Spoils

81 - Magicks Disabled

Halberd, Pirate Hat

Zeromus

Esper

86924

Steal: Elixir, Circlet

(Optional) Dark Lord

Standard

15262

82

Penetrator Crossbow, Viking Coat, Steel Poleyns

High Reaver x2

Standard

44234

Reaver x3

Standard

31671

(Optional) Crystal Knight

Trophy Rare Game

51838

Steal: Euclid’s Sextant, Golden Skullcap

83

Sorcerer’s Hat, Doom Mace, Magick Gloves

Giruveganus x3

Standard

114000

84 - Attacks Disabled

Agate Ring, Sorcerer’s Habit, Esuna

Chaos

Esper

117150

Steal: Elixir, Glimmering Robes, Sage’s Ring

Wind/Earth/Fire/Water Chaosjet

Standard

26700

Steal: Elixir (Wind/Fire Chaosjets)

85

Bowline Sash, Orichalcum Dirk, Bone Helm

Pylraster

Mark

129740

Steal: Renewing Morion, Brave Suit

Abelisk

Trophy Rare Game

66600

Steal: Maximillian

Terror Tyrant

Trophy Rare Game

78980

Steal: Magepower Shishak

86

Bone Mail, Burning Bow, Cat-ear Hood

Rikken

Ally

133550

Steal: Durandal, Simha

Elza

Ally

78360

Steal: Fomalhaut, Mithuna

Pirate x6

Ally

29610

Steal: Onion Shot; Poach: Onion Shot

87

Darkga, Platinum Shield, Power Armlet, Fuzzy Miter

Hell Wyrm

Boss

1326600

Steal: Jade Collar, Excalibur

88

Zephyr Pole, Winged Boots, Turtleshell Choker

Disma

Trophy Rare Game

100598

Steal: Demon Shield, Aegis Shield, Ensanguined Shield

(Optional) Forbidden

Standard

23430

(Optional) Evil Spirit

Rare Game

72894

Steal: Demon Shield, Sage’s Ring, Mina; Drop: Elixir, Dark Matter

89

Yakei, Firefly

Fafnir

Mark

622840

Steal: Elixir, Grand Helm; Poach: Grand Armor

90

Runeblade, Hermes Sandals

Behemoth King

Elite Mark

751545

Steal: Grand Helm, Grand Armor

Reward-9000 gil, Megalixir x2, Remedy x15

Stages 91-100

Beware the diabolical Magick Pot in Stage 91, which is absurdly dangerous if you attack it like any other monster, but it is docile and agreeable if you feed it an Elixir before attacking. You must also be respectful of the Red Chocobo trio, who have equally high-octane offense and stats to match. In between those fights, the Shadowseer returns. Here, instead of summoning powerful helpers one after another, Shadowseer calls forth the Pharos guardians all at once! After the Red Chocobo trio comes Gilgamesh, as during the Gilgamesh clan hunt, you won’t want to miss Stealing from him and his hound, Enkidu. The Esper battle that follows on Stage 95, against saintly Ultima, is challenging both because of the Esper’s powerful holy assault and the stage’s rotating field restriction. Alternatively, different abilities will be disabled, or either HP or MP will be rapidly sapped from everyone.

Holy Esper Ultima is followed by dark Esper Zodiark a couple Stages later, with an Abysteel interlude between them. As when approaching Zodiark in the normal game, you should consider preparing toward the end of Stage 96 by having only one character in the active party, equipped with dark-absorbing gear. Zodiark always begins fights with Darkja, and one person eating it is better than three. Swap everyone in right after Zodiark fires this first salvo.

The gauntlet of fights starting with Zodiark is intense, to put it lightly. The ultimate Esper, Zodiark, leads to the ultimate mark, Yiazmat. Endure through Yiazmat, and it’s time for the ultimate monster, Omega Mark XII. Ultima and Zodiark have just a small reduction of HP from their normal game versions. Yiazmat has a tremendous reduction in its HP, down to under four million HP, way down from about fifty million. So if you saw Yiazmat on the Stage list and got worried about time, don’t be, since this version falls far quicker. But, giant mimic legs girding the penultimate Stage, Omega Mark XII is the same hyper-lethal monster as in The Great Crystal.

The challenge of Omega Mark XII here, besides the laser death it outputs regularly, is that Reverse is tremendously helpful for surviving Omega’s attacks consistently, but you really do not want to finish Omega Mark XII with Reverse status active on anyone if you can help it.

Stage Exceptional Treasure (Diamond Armlet required unless noted) Target Class HP Exceptional Spoils

91 - Technicks Disabled

Icecloud Arrows, Ruby Ring, Sash, Goggle Mask

Magick Pot

???

30000

(Optional) Hecteyes

Standard

26806

Drop: Dark Matter

92

Sapping Bolts, Metal Jerkin, Opal Ring

Shadowseer

Elite Mark

176605

Steal: Elixir

Fenrir

Boss

119490

Slyt

Boss

90003

Pandaemonium

Boss

101040

Phoenix

Boss

69960

93

Dark Shot, Black Cowl; without Armlet: Elixir

Lv.99 Red Chocobo x3

Rare Spawn

67700

Steal: Elixir, Megalixir, Ribbon

94

Water Bombs, Black Garb, Sage’s Ring

Gilgamesh

Elite Mark

823246

Steal: Masamune, Kumbha, Wyrmhero Blade

Enkidu

Loyal Hound

280162

Steal: Genji Helm, Genji Shield, Genji Armor

95 - Rotating Restriction

Ultima

Esper

217200

Steal: White Mask, White Robes, Lordly Robes

96

Diamond Helm, Diamond Armor

Abysteel (many)

Standard

20894

(Optional) Glaring Eye

Rare Spawn

175195

Steal: Dark Matter; Poach: Dark Matter; Drop: Elixir, Dark Matter

97

Hermes Sandals, Turtleshell Choker, Firefly, Dragon Shield

Zodiark

Esper

247200

Steal: Black Mask, Black Robes, Lordly Robes

98

Yiazmat

Elite Mark

3777216

Steal: Yagyu Darkblade, Mesa

99

Elixir, Megalixir

Omega Mark XII

Boss

1037069

Steal: Bonebreaker, Ribbon, Excalibur

100

Cameo Belt, Jade Collar, Ribbon; without Armlet: Elixir

Gabranth

Imperial

343243

Steal: Tournesol

Judge Ghis

Imperial

123244

Steal: Circlet

Judge Bergan

Imperial

382348

Steal: Genji Gloves

Judge Drace

Imperial

224843

Steal: Megalixir

Judge Zargabaath

Imperial

194543

Steal: Grand Armor

Stage 100: Imperial Court

A dreadful sight unknown in the normal game, all five Judge Magisters of Archades assembled to bring the insurgency down.

The game’s most challenging battle isn’t the endurance test of Hell Wyrm or Yiazmat, but more like the challenge of staying alive against Omega Mark XII or Reddas’s Stage 86 pirate crew.

The Judges have Gabranth and Bergan as the frontline, and Ghis, Drace, and Zargabaath as support. They are all capable of Potion healing except Bergan. Ghis is the main enfeebler. Drace serves as the party’s primary buffer, also throwing in some nukes. Zargabaath also uses enhancing magick on the Judges, and will aggressively heal Gabranth.

If you attempt to use Reverse against them, all the Judges except Bergan will bombard the Reverse tank with Elixirs and X-Potions, making comically short work of that strategy. This is vexing since Reverse is great against Omega Mark XII, the previous opponent. Part of the difficulty of the Judge fight is making a smooth hand-off from the end of Stage 99, finishing off Omega in its last-gasp desperation without limping before the Judges with Reverse still active and resources heavily taxed. Instead of Reverse, you want the best armor you can get and Bubble active. The magick, not the Belt—you’ll need accessory slots for Nihopalaoa.

Nihopalaoa turns status-restoring items into their opposite, so Serums become Disease, Prince’s Kiss causes Sleep, and Remedy causes, well, everything. That’s vital here, because most of the Judges have important status weaknesses. When enfeebling Judges with items, if you have two or three Nihopalaoa, equip them on everyone and have each party member enfeeble a different Judge at once. This makes victory much more likely than if you have to rely on one Nihopalaoa-user to spend turn after turn trying to hamper Judges. Besides Ghis, the Judges most tamable with different ailments are Zargabaath, who is susceptible to Sleep, Bergan, who can be Confused, and Drace, who can be Immobilized. Gabranth is mostly immune to status effects, so you’ll just have to deal with him.

Ghis has the lowest HP, inflicts dangerous status effects on the party, and can cast Dispelga, so he should be the first priority. Taking out Ghis while surviving the Judges' first contact with the party is the real test of the battle. When all the Judges are still alive, inflicting Disease on the current target is important because otherwise they’ll heal each other. Throw a Serum or Remedy on Ghis with Nihopalaoa equipped, then dogpile him with everything you’ve got (Meterorite (B) will also inflict Disease). If you have Mist Charges to spare, you may consider unleashing Zodiark’s Final Eclipse, or the best Quickening chain you can muster, or both. If you want to reload Zodiark for one summoner, feed them an Elixir. To reload everyone's Mist Charges for Quickening chains, use a Megalixir.

When Judge Ghis is down, the Judges lose their main Reverse Elixir-bomber—Gabranth and Zargabaath will use Elixirs on each other, but not on your party members, Drace uses Potions, and Bergan doesn’t use items at all. Immobilize Drace (Nihopalaoa plus Remedy) and pull the battle away from her. If she’s in range, she’ll buff other Judges with protective “-ga” magicks, and can use offensive magick to nuke the party. Far away from Drace, inflict Disease on Bergan with Meteorite (B) or an inverted Serum or Remedy, then go full steam again to knock him out. The Wither technick can be used repeatedly on Bergan (and Gabranth) to weaken their physical attacks. Bergan is the strongest physical threat from the Judges, and Zargabaath will make him more dangerous with Bravery and Berserk, so keep Zargabaath asleep with Nihopalaoa and Prince’s Kiss.

When Judge Bergan falls, turn your attention back to Drace, inflicting Disease before starting your attack. When Drace is defeated, it’s down to Judge Gabranth and Zargabaath. Continue keeping Zargabaath asleep so he can’t heal Gabranth, and whittle down Gabranth’s stats with repeated use of both Expose and Wither. At low HP, Gabranth enrages, gaining rapid, last-gasp attack speed. Once Gabranth is subdued, Zargabaath will be the only Judge left… Trial Mode imitates story mode? Use Expose several times to reduce his defense, then focus all allied fire to take down the final Judge, conquering Trial Mode!

Reward—New Game-: “Weak Mode” prevents allies from leveling up! Stats can only be increased with equipment and licenses. (In an interesting twist, what is probably the normal game’s weakest Job becomes crucial in Weak Mode, because Machinists wielding Guns ignore the enemy’s defense.) Clearing the adventure with floored levels is the penultimate FFXII challenge. The ultimate challenge? Taking your “Weak Mode” party into “Weak” Trial Mode!