Final Fantasy IX (PSX) Title : The Last Minutes Of Ozma (Hints & Strategies) Written by : Michael Chan Email : [email protected] Version : 1.00 Date : March 28, 2001 *All Rights Reserved* Preface For the last few days I've been "gambling" with the most colorful yet most dangerous and devastating boss in FFIX. Through out those tiring and exhausting hours, I've come to experience something that you might have overlooked. There's no way you can be 100% sure in beating this beautiful sphere. However, I may give you some hints so as to raise your chances of winning to 95%. If you have confidence in me please read on. And for those who said they could beat Ozma below level 50, I really am impressed. Yes, I do. You are great! Well, I suppose that you've finished the Chocobo Hot & Cold Game and have all the items obtained. Now let's go through some of the things you might have failed to notice. Contents I. Preparations - A. Random Battles B. Abilities II. Reasons to choose high HP level characters - A. HP regain from Auto-Regen B. Interval of Auto-Regen C. Power of Resistance D. Max. HP values at EXP level 99 III. Able Characters - A. Requirement B. Combination IV. Ozma's Attacks - A. Major Attacks B. Minor Attacks V. Counter Attacks - A. Under Normal Status B. Under Mini Status VI. Make Use Of Trance In "The Battle" - A. Build Up Your "Trance Bar" B. Different "Trance Bar" Set Ups VII. Something About "The Battle" - A. Case One B. Case Two C. Case Three D. Case Four E. Case Five VIII. The Seventh Round IX. The Reward X. Copyright I. Preparations A. Just after finishing the Hot & Cold Chocobo game, head directly to the Memoria entrance. Choose Steiner, Zidane, Freya and Armarant. Equip them with the unlearned abilities' items and start fighting that time-consuming and boring Random Battles as many as possible until they reach an EXP level over 6000. You'll notice that it takes some more EXP to reach up another level while you may just get one or two more HPs. Yes, if you haven't killed Hades. Go kill him and come back to the entrance to continue the "bore-fights". However, you'll realise the importance of attaining high EXP levels later on and why I choose those four characters. B. If you haven't taken Freya and Armarant into your party before, you can start right now. It's not too late. You'll find that they catch up quite fast since they are in low EXP levels and they need less EXPs to reach up one level. Don't forget to change their equip- ments once they learn an ability. II. Reasons to choose high HP level Characters A. I'm sure you have noticed that there's a number, in green color, coming up from the bodies of the characters after they learned the ability called Auto-Regen during a fight. Let's call this number the "Regain Value". B. Now, have you ever noticed how long does it take for the "Regain Value" to appear each time? I'm sure not many of you have. Never mind. Let's call this very short duration of time the "Regain Interval". C. These are two of the many extremely important factors to resist Ozma's attack. Since you have to spend such a long time in the Memoria entrance to pile up the EXP levels for the characters, why not write down the figures of the "Regain Value" and the approximate time of each "Regain Interval" for all the members so that you can do a comparsion after you pile up another 8 or 10 levels. Definitely, you'll see the big difference. Of course, equipments, abilities both active and support also share equal importance in this respect. Now you know this is the way how you can strengthen the characters' power of resistance. D. For those who are interested to know the maximum HP values of each character when reaching level 99, we don't need to go to this high number though, it definitely will give you a little more advantage when facing Ozma. Here you are : 1. Zidane - 6840 2. Steiner - 7881 3 Armarant- 7284 4. Freya - 7402 5. Dagger - 5066 6. Vivi - 5066 7. Eiko - 4795 8. Quina - I haven't trained Quina ever since. I don't have a good impression towards her. This is merely personal. I'm sure her max. EXP value should be somewhere just over 5000, similar to those of Dagger and Vivi's. Now you are well aware that why I discarded the last four characters. They are not capable of obtaining high power of resistance. That's the reason. Besides Quina, whom I don't know much about, none of the other three are able to produce a 9999 attack. Am I right? As a matter of fact, I like Eiko very much. She is small, swift. And the way she moves, after getting a battle command, is exactly like dancing to the music. She is simply adorable. III. Able Characters A. As you've realized the significance of what we called "Regain Value" and "Regain Interval". Let's see the following comparisons :- -------------------------------------------------------------------------------- (RV) (RI) HP Level HP Value Regain Value Regain Interval 1.Freya 86 6522 407 around 3.0 secs 2.Armarant 86 6522 407 " 3.5 " 3.Dagger 99 5066 316 " 4.0 " 4.Eiko 99 4795 299 " 4.0 " -------------------------------------------------------------------------------- So "Able Characters" means those who can be better trained and be able to attain high HP values, high Regain Values, short Regain Intervals. Among all the others, Steiner wins in each of the respective area to a high degree. He is absolutely outstanding. Well, Zidane is just okay. Freya and Armarant are a lot better than the rest of the party. B. You are right! You don't have much of a choice. My character combination is thus obvious. Steiner, Zidane, Freya, Armarant are the best in the selection. Remember I asked you to go to the Memoria entrance to fight the Random Battles and all that? There's no definition of what are the best EXP levels. Only that the higher you get to, the more you'll be benefited both "physically" (to the characters) and psychologically (to yourself). Here are the characters selected and their respective equipments : - 1. Zidane - all abilties learned and on Level - 93 HP - 6362 MP - 344 RV - 397 RI - around 2.8 secs Weap - Ultimate Weapon Head - Circlet Wrist - Bracer Armor - Brave Suit Attch - Protect Ring 2.Steiner - all abilities learned, MP Attack off, Swd Skill learened Level - 91 HP - 7345 MP - 312 RV - 459 RI - around 2.5 secs Weap - Ragnarok Head - Grand Helm Wrist - Venetia Shield Armor - Grand Armor Attch - Rosetta Ring (Ribbon is okay) 3. Freya - abilities all learned, MP Attack off, Dragon learened Level - 86 HP - 6522 MP - 347 RV - 407 RI - around 3.0 secs Weap - Dragon's Hair Head - Grand Helm Wrist - Venetia Shield Armor - Grand Armor Attch - Protect Ring 4.Armarant- abilities all learned, MP attack & Healer off Level - 86 HP - 6522 MP - 272 RV - 407 RI - around 3.5 secs Weap - Rune Claws Head - Circlet Wrist - Bracer Armor - Brave Suit Attch - Protect Ring IV. Ozma's Attacks : They must be over 10 different types. I don't want to list them all out. You won't meet them all in just a few fights anyway. I'll show you the common ones of course. By the way, some of my son's friends just called, asking me where the hell that Ozma was (my son is 25. Can you believe it). Well, Ozma is hidden in the mountain on the far side island in the Chocobo Air Garden. Of course you need finishing the Chocobo Hot & Cold game and have learnt how to fly or else you'll never see HIM for the rest of your life. A. The first attack must either be Meteor, Doomsday or Flare Star. I call these "Major Attacks". "Curse" is quite hard to classify. It's deadly sometimes. But don't worry. I'll show you how to counteract this attack later. It's simple but it costs time too. B. Other than the above mentioned four, none other attacks can wipe the whole party out. So, they don't mean anything to you as long as you've learned all the abilities beforehand like I said. V. Counter Attacks A. Under normal status every one is living happily, using his/her best skill to greet the FRIEND. 1. Zidane - ATTACK is the only way. Don't blame him . He's just a thief. He is no famous knight nor fighter like his partners. Anyhow, with the "MP attack" on, he can execute 9999 power attacks most of the time if he is in a high EXP level. 2. Steiner- His loyalty really touches me. He's strong. He's out- standing in the area of achieving high HP value. His sword art is peerless. He always has the ability in producing a 9999 power attack by using SHOCK. 3. Freya - She's the best amongst her partners. She's faithful. Her performance is stable no matter under what kind of situation. Her Dragon Breath never lets you down. 4.Armarant- He is my admirer. He got spirits. He's brave. Once he sacrificed himself just to save the lives of his comrades to let them win the battle. I saw it with my own eyes. Trust me! And his unique capability of throwing Wing Edge(s) to the enemy shows himself a real Pro. B. Under Mini Status : Status under the Curse of Ozma 1.Zidane : THIEVERY is the best trick to fight the Enemy. The damaging power is around 2400. 2.Steiner : CLIMHAZZARD is the only choice. It's power is about 3500. I couldn't find any thing better than this. 3.Freya : She's really good. The DRAGON BREATH still has the 9999 power attack. Lovely! 4.Armarant: Use CURSE continuously since DEMI SHOCK seems to have no effect and COUNTDOWNs always miss. NO MERCY dosen't help much with only 111 damaging power. Still, I like him. He knows how to return Ozma's gifts back to Him when he feels doesn't like them. VI. Make use of Trance in the Battle A. You know what trance is, don't you? If you don't. Play the game once again and be sure to read every line of the con- versations. During Random Battles if one of the characters is being hit by an enemy, you may notice that the red bar of this particular character under ATB gets longer. Good, as you are in the Memoria entrance area, go find the Iron Man. As soon as you see him, command every character to Defend mode (look, how cute Eiko and Quina are). Let the Iron Man do the attacks. Just sit and pay attention to those red bars. Oh! I almost forget to tell you, do this only after you have raised the levels of the team to the levels you think best or enough for the Fight. When you find that all the Trance bars are getting longer and longer until every one of them reaches about 90% of its total length, except Zidane's, use Flee or Attack, as you wish, to end the fight. B. In reality, it's very hard to increase the lengths of these bars to 90% of their total lengths all in one time, in one fight. It really depends on the Trance situation of each individual character. You can get help or take turns, I should say, with Dagger, Eiko or Vivi to finish off the work. The arrangements are flexible. As to Zidane's Trance bar, its best to set it to 80 to 85%. The reason for these different settings is to cope with the combination attacks of Ozma. The "90%" means immediate transformation to Trance status after one attack. "80-85%" means effective after two majors or one major plus a Curse. If you want to lower all Trance bars down to zero, go to meet the Iron Man. He'll do it for you. VII. Something About the Battle After over 280 consecutive encounters with Ozma, I did experience something. As I've mentioned earlier, the first attack must be a major one including Doomsday, Meteor and Flare Star. The second attack might well be Berserk, Mini or Berserk, Berserk. The third one might be Lv 5 Death, Lv 4 Holy or Curse or another Major, anything! Doomsday hurts more evenly to the team. It might cut out over 4300 HP from one or two members. Flare Star is quite similar to Doomsday but it seems a little bit less damaging in some cases. Meteor, the strongest one I believe, may put one or two characters to immediate death. A. Case One Doomsday followed by Minors- your chance of winning is 100%. B. Case Two Flare Star followed by Minors- you' ll surely win. C. Case Three Meteor followed by Minors resulting deaths of one or two members - it takes longer to win. D. Case Four Either Doomsday or Flare Star followed by Curse – The winning time will be much longer. E. Case Five Meteor followed by Curse – if all members died after the first Major when Trance couldn't save you either. "Curse" will end the game for you. This is the 5% no one can off set or this is how the game was programmed. Remember this is purely an attacking battle. If you don't cut off Ozma's HP level within the first two rounds, you'll be in trouble. That's why its second Major Attack less damaging and even misses one or two targets in the third one. Therefore, when you find that one or two members are dead after the first Major Attack, don't try to save them at once. Remember every turn of yours should be an attacking one. If you waste your precious chance to hurt your enemy then you might be badly hurt or demolished before the next turn. Ozma has a very high damaging as well as healing power. Sometimes Ozma might issue a Major Attack before it dies. Don't mix up. Always calculate by heart the approximate HP difference between the damages you lay upon Ozma and the HP it regains. Do the saving when you feel safe. This is a rare case I can assure you. Yes. Zidane's Trance bar set up is a compromise. The other members may get into Trance right after the first Major Attack in order to give more time for the whole team to regain the HP level ( Mind you, the time when one member gets into Trance plus four members' processes to finish the Auto Potion procedure takes over 33 seconds). And if the second attack issued by Ozma is a Curse then Zidane will still be in his normal status to show his best performance. Of course, you can substitute Zidane with Armarant or you can set both of them with the same Trance level. It won't make too much of a difference. VIII. The Seventh Round This is something I really don't understand. I use the same save to reload the game every time I beat Ozma (I have quite a many saves in different levels). I always find that the 7th, 17th, 27th 37th and so on, the hardest one to beat. This really puzzles me. Never mind. Let's go to see what you can get after the victory. IX. The Reward As long as Ozma is beaten, you won't really care what you will be rewarded I am sure. Anyway, here are the things you deserve to know. A. a pumice or a pumice plus a dark matter B. 16383 EXP C. 18312 Gil D. 100 AP E. a Strategy Guide (on cards) from Mene F. an Ozma card from Mene G. Mene will have your characters' MP & HP restored, status effects removed Finally I want to say that the % of the length of the Trance bar is a real measurement and calculation on my TV screen. Whereas the times of the Regain Interval are the best possible estimation from my sight. It might not be too exact but the proportions are right. I did these all by myself alone. Nobody assisted me. X. Copyright This article is under the protection of the Copyright Laws, U.S. 2001. It is not allowed for person or persons or parties of any form to republish it wholly or partially or to use it as means of profit- making without the prior consent of the writer, Michael Chan.