You will soon reach another crossroads, continue forwards if you want to reach a chest containing a hard-to-get Fortune Sphere. 2 Key Sphere, return to the junction, and head left. Choose the right path, to reach a room with a chest containing a Lvl.
Continue forwards until you reach a room where you get a short cut scene, and then just continue onward until you get to the crossroads. Choose the fork to the right, when you'll see a dead end and a chest that has the item Megalixir in it. When you first enter, there aren't any other paths, so just continue forward until you reach a fork in the road. Now, we enter the Cavern of the Stolen Fayth. There you'll find a Save Sphere, so save if you like.
It is located after the northeastern exit of the Calm Lands, cross the bridge and then turn right and head down into the valley.
The player may need to encounter Critical Bug in battle before this can occur.The Cavern of the Stolen Fayth is an optional area you can visit either while on your way to Zanarkand, or when you get free reign of the airship. Yojimbo can be added to the Fiend Arena by capturing a Critical Bug in Bevelle with an M pod and raising it by 5 levels, then releasing it. Failing to counterattack may require a Haste substitution.ĭepending on whether everyone has Poisonproof, and how long Yojimbo holds off on using Zanmato, it is possible to have everyone as Dark Knights and use Darkness each turn for over 1,000 damage, without pausing to heal, until Yojimbo falls. Combining this with the Bloodlust ability can make short work of Yojimbo, but one must mind the Poison in return. As Yojimbo's attacks are physical, the player can deal double the damage output with every attack from a basic hit or by a counterattack.
The battle is also made easy by using special dresspheres, the best option being the Fiers attack with Paine's Full Throttle.Īnother good choice is the Berserker with automatic counter abilities. If fought in Chapter Five and after defeating the Black Elemental, one can also equip the accessory Cat Nip to one of the girls and get her to HP Critical health and use the Gunner's Trigger Happy this no longer works in the International and HD Remaster versions as Cat Nip gives Auto-Berserk. Should one of the characters get KO'd, the party can use a Phoenix Down to revive them. When Yojimbo uses Zanmato, Alchemist can either use a Mega-Potion from the inventory, or mix a Potion and a Hi-Potion. The two attacking characters should use their strongest attacks while the Alchemist heals. It is best to equip each character with an accessory that protects against Poison (such as Star Pendants and Glass Buckles) and to have two strong dresspheres, such as the Dark Knight or Samurai, and one Alchemist. This gesture was demonstrated before every attack in Final Fantasy X. This attack is signaled by a subtle visual cue: Yojimbo holds the right hand up in front of him, with his palm facing left. If the player fails to heal on time, Yojimbo will follow up with Daigoro to finish the player off. Yojimbo's ultimate attack is Zanmato, which will take everyone in the party down to 1 HP and 1 MP. He can inflict status effects, such as Poison, with his Daigoro and Kozuka attacks. Yojimbo can drain 1/4th of MP with his Kozuka attack. Daigoro, his dog, usually follows up with a non-elemental attack, but cannot be targeted by the player it is considered one of Yojimbo's weapons. Yojimbo's main attack is Wakizashi, a sword slash for non-elemental damage.