******************************************************************************* * * * Final Fantasy X-2 -- The Last Mission * * General Information and Playthrough Guide * * * ******************************************************************************* Written by Bill Russell Final Fantasy X-2 is copyright 2001 - 2004 by Square Enix Co., Ltd. Final Fantasy X-2 HD Remaster is copyright 2013, 2014 by Square Enix Co., Ltd. This FAQ is copyright 2014 -- Bill Russell This publication is protected by United States copyright law. It may not be placed on any web site or otherwise distributed publicly without advance written permission of the author. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. If you wish to post this FAQ or any portion of it to any other site, please write to me. Questions or comments can be sent to me at auron402@gmail.com If you intend to give this review either a "Yes" or a "No" recommendation, I would very much appreciate it if you would read the next-to-last paragraph in this guide before doing so. ****************************************************************************** * I. Revision History (LM01) * ****************************************************************************** Version Completed 1.00 13 October 2014 1.10 20 October 2014 * Added information about DS with long-range attacks. * Added complete chart of Auto-Abilities, Accessory names, and AP. * Fixed the erroneous copyright information, caused by my sloppy cut-and-paste job from a previous FAQ. * Thoroughly re-wrote and re-organized the Accessories section. * Added information about the Cursed Seal, which somehow got left out of my original list of Traps. * Added advice about finding a secondary DS to complement your primary DS. 1.20 * Added a couple of basic controller features that might not be obvious. * Added information about using the Berserker, Black Mage, and Festivalist as your primary DS. * Added floor-by-floor listing of enemies. * Added information about the different Magic spells available based on your choice of Yuna, Rikku, or Paine. * Added a note about when secondary DS actually level up your character. * Added specifics about optimizing use of Accessory slots. * Added information about enemy attacks and abilities. I haven't double-checked this yet, so I'm sure that there are some mistakes. I'll iron those out in the next update. * Added some ideas for challenge runs. * Expanded the information about Cactuars. * Added an observation about a possible "hidden" influence on effectiveness in battle. * Added information about "P," "M," and "D" abilities. * Made a whole lot of other changes that I forgot to record as I did them. 1.30 13 April 2015 * Expanded on uses of the Songstress' Change Out ability. * Re-wrote description of Confusion status. * Added a "big picture" strategy. * Added a lot of enemy Abilities that I failed to notice and/or record on previous runs. * Added information about Yuna's "Dig" ability, particularly Accessories that are only available from using this command. 1.31 28 May 2019 * Added information about the appearance of the Founder. * Added Trainer to the list of top candidates for your primary DS. * Added some information about the attack pattern of Protean Gels and how to approach them safely. 1.40 09 August 2019 * Outlined all of the possibilities for ending F77, F78, and F79. ****************************************************************************** * II. Introduction (LM02) * ****************************************************************************** I, like many people, played the Last Mission add-on game in FF-X2 primarily to earn the trophies. As I embarked on my first run through the tower, I was surprised by the scarcity of information about the game. This led to a certain amount of frustration trying to figure out just what I was supposed to be doing and how I was supposed to do it. As I picked up items whose purposes eluded me, got snared by annoying traps, and lost key items at the hands of pesky enemies, my irritation grew. In time, though, I found some useful information about the game, and as I progressed through the Tower, I have to admit that I began to get into the game. Upon the conclusion of my first successful run, I had this inexplicable desire to attempt another run, even though I had already earned all 6 trophies. Like most such games, the Last Mission has strategies, concepts, and trade- offs. On my second run, I began to piece together how the game worked -- information that I would have found very useful before undertaking my first run. Additionally, I found that my experiences contradicted some of the information that I had gathered elsewhere. In an attempt to help other adventurers get past the game's frustrations and appreciate its strengths, I decided to undertake my 6th game guide. The Last Mission is actually a decent game in its own right. Similar to (but not nearly as deep as) the Ancient Cave of Lufia II, Last Mission forces you to use only items that you find within the Tower. Managing these limited resources is the main difficulty of the game. With a plethora of items available yet a capacity for carrying a mere 20 items, Last Mission challenges you to make tough decisions at every turn. There is something very pure about navigating a dungeon using only the items that you find within. Even after I save my progress, planning to stop playing for a while, I find myself running around the next floor checking out the items to see if anything useful shows up, even though I plan on shutting off the deck, thereby losing those items. It is that anticipation of the unknown that really draws you into this game. This is good because, quite frankly, the challenge level is rather low. Your chance of successfully completing your first run is probably around 90%, and your chances on successive runs are probably very close to 100% -- especially with the useful information you are about to receive. Although I will make suggestions along the way, my intention is not to espouse a single strategy for the game but rather to give the adventurer sufficient information to make educated decisions. If Last Mission has replay value, it lies within the flexibility of the game. There are 16 choices for your primary dressphere, and each represents a strategy for reaching the apex of the Tower. Feel free to choose a direction that appeals to you. ****************************************************************************** * III. What This Guide Is and What It Isn't (LM03) * ****************************************************************************** My primary purpose in writing this guide is to provide information about how the game works. I will examine various elements of the game in detail, trying to give you enough information that you can make informed decisions as you play through the game. I will then divide the Tower up into groups of 5 - 10 floors and describe things to keep in mind as you progress through those particular floors. I will do my best to keep my editorializing to a minimum, although I make no promises. This guide is most decidedly NOT a bunch of lists. If you want lists of all available Accessories, all Items, etc., I would refer you to the Last Mission guide by Wnyerv, which can be found on GameFAQs.com. This guide does a very thorough job of detailing these lists for you, and I see no reason to duplicate those efforts. My purpose, instead, is to provide information that is not readily available elsewhere. ****************************************************************************** * IV. Contents (LM04) * ****************************************************************************** I. Revision History (LM01) II. Introduction (LM02) III. What This Guide Is and What It Isn't (LM03) IV. Contents (LM04) V. Overview (LM05) VI. Developing Your Character (LM06) VII. YRP's Level (LM07) VIII. Dressphere Levels (LM08) IX. Choosing Your Primary DS (LM09) X. Navigating the Tower (LM10) XI. Traps (LM11) XII. Stones (LM12) XIII. Shops (LM13) XIV. Accessories and Auto-Abilities (LM14) XV. Items (LM15) XVI. Inventory Control (LM16) XVII. The Founder (LM17) XVIII. Tower Climbing for Fun and Profit (LM18) XIX. Walkthrough (LM19) F01 - F10 (WF01-F10) F11 - F15 (WF11-F15) F16 - F20 (WF16-F20) F21 - F25 (WF21-F25) F26 - F30 (WF26-F30) F31 - F35 (WF31-F35) F36 - F40 (WF36-F40) F41 - F45 (WF41-F45) F45 - F50 (WF46-F50) F51 - F55 (WF51-F55) F56 - F60 (WF56-F60) F61 - F65 (WF61-F65) F66 - F70 (WF66-F70) F71 - F75 (WF71-F75) F76 - F80 (WF76-F80) XX. Final Words (LM20) ****************************************************************************** * V. Overview (LM05) * ****************************************************************************** I'm going to begin by outlining the basics of the game and some of the abbreviations that I will be using throughout this guide. * In the Last Mission (LM) you start on Floor 1 (F1) of a Tower. * Your goal is to reach F80 and defeat the boss there. * Bosses also appear on F20, F40, and F60. * You may Save your game on every 5th floor (F5, F10, etc.) or by using a found item called a Save Memo when taking any elevator. * The elevators on floors whose numbers are multiples of 5 but are not multiples of 20 (i.e., F5 and F15 but not F40) are locked. To unlock these elevators, you must meet certain requirements (which I have detailed for you in the Walkthrough section.) These requirements are usually some combination of defeating a certain number of enemies, using certain items, and performing various actions a certain number of times. * Each floor contains enemies to defeat. Doing so yields Experience (EXP) and Ability Points (AP). * AP are used to create Accessories that bestow abilities if equipped. Your character -- Yuna, Rikku, or Paine (YRP) can equip up to 2 Accessories at a given time. * Each floor contains items that you may pick up and/or use. However, you can only carry a total of 20 items at any one time. * You can equip up to 5 Dresspheres (DS). You must choose one as your primary DS (the game calls it your "Base" DS), while the other 4 are secondary. * Each equipped DS bestows unique abilities AND contributes to your overall stats. * When you are damaged by an enemy, your primary DS loses Hit Points (HP.) If a DS's HP reaches 0, that DS is destroyed and your next DS in line will become your primary DS. You REALLY don't want this to ever happen. * Your character YRP also has HP and Magic Points (MP). YRP's HP may be spent on using certain abilities (such as Doom). YRP's MP may be used for other abilities, such as recovering HP. * Play is turn-based. A turn consists of moving one square in any direction (including diagonally), using an Ability, attacking an enemy, using an item, or rearranging your DS's. Once you have taken an action, every enemy in the room can then take an action before you get another turn. I feel that I should also mention a couple of important controller functions, just in case you didn't read through the tutorial outside of the Tower. I'm always amused when FAQs detail every single function of the controller -- as if you couldn't figure out that the left analog stick causes your character to move. However, the following functions are quite important and are not necessarily all that intuitive. R2 and L2 -- Rotate YRP to aim at a target. YRP must be pointed in the correct direction in order to land an attack. When an enemy attacks YRP, she will automatically rotate to face the attacking enemy. If she is attacked by more than one enemy, she will face the last enemy that attacked her. Triangle -- Calls up the menus for Items, Dresses, and the like. The Check option at the bottom allows you to take an elevator or inspect an item under your feet it your inventory is full. Notice also that if you scroll Right from the primary menu, you can reach another set of options, such as checking your character's Status, Sorting items, etc. Circle + Select -- Allows you to pass a turn without taking an action. You're probably wondering why on earth you would want to do this, but it actually is a surprisingly useful tool. For example, if you're trying to enter a room but an enemy is blocking your entrance, passing a turn might make that enemy move aside and let you in. Once inside a room, passing a turn can be useful in giving you the first attack. For example, if there is one empty square between you and an enemy and you move into that square, the enemy will probably attack you. However, if you pass a turn, that enemy might (or might not) move into that square, allowing you to attack first and ultimately take one less hit. I'm going to assume that you can figure out the rest of the controls for yourself. Let's move on to ways to develop your character. ****************************************************************************** * VI. Developing Your Character (LM06) * ****************************************************************************** Your primary goal while ascending the Tower is to improve your character's stats for the more difficult battles that lie ahead. So, let's next unravel the mysteries about how your character's stats are calculated and what you can do to increase them, thereby making her more powerful. Before starting, let's make note of all available stats. Their names are pretty much self-explanatory if you have ever played an RPG. HP = Hit Points MP = Magic Points PA = Physical Attack PD = Physical Defense MA = Magic MD = Magic Defense EVA = Evasion ACC = Accuracy Note that there is no Agility stat. This is because play is turn-based rather than time-based. Gil can be found lying on the ground like other items or can be earned by defeating defenseless Gold statues (Section XII) that appear randomly in rooms. You do not receive gil for defeating enemies. The stats that you have in battle work like this: * Your available HP are the HP of your primary DS * Your available MP are the MP that YRP has * For all other categories, your stats are the SUM of YRP's stats and the combined stats of all equipped DS. As usual, stats increase by leveling up, but the way that this works in LM is kind of unusual. Basically, you can level up YRP and you can also independently level up your DS, as detailed in the next 2 sections. ****************************************************************************** * VII. YRP's Level (LM07) * ****************************************************************************** YRP can increase levels in two ways. The easy way is by finding and drinking potions that increase levels. Enhancing Potion raises YRP by 1 level; Growth Tonic raises her by 2 levels; and Evolutionary Water raises her by 3 levels. Most often, these are found as items lying on the ground, but sometimes they can be purchased at a Shop or stolen from an enemy. Needless to say, you NEVER pass up one of these potions. If your inventory is full, you can still drink one lying on the ground without using up inventory space. Unfortunately, if you find one in a Shop you can only buy it if you have space in your inventory. Generally, I'd advise you to sell off something that you can live without and then buy the Potion. The other way YRP gains level is by amassing EXP earned by defeating enemies. This works in the usual RPG fashion. EXP points and leveling potions are both relatively plentiful. If you are diligent about defeating enemies for EXP and drink every leveling potion in sight, YRP's level should be very close to the floor number you are on at any time. Please note that defeating an enemy by using Doom does NOT yield any EXP and consequently does not help YRP level up. Every time YRP levels up, she gains HP and MP. She will also increase ONE of the other six stats, chosen more or less randomly, by anywhere from 1 - 3 points. I say "more or less" because certain combinations of DS will make YRP more likely to increase one stat than the other 5. However, as long as you keep leveling up YRP, over time your character's stats will all increase. Remember that while YRP's MP can be used during your turns, YRP's HP increases do not increase the HP of your primary character in battle. The HP you have in battle are determined by your primary DS. YRP's HP are like MP -- they can be spent to use abilities but are not decreased when you take damage from an enemy unless you have no DS equipped. ****************************************************************************** * VIII. Dressphere Levels (LM08) * ****************************************************************************** DS level up by finding similar DS and Fusing them into a new DS with a higher level. For example, if your primary DS is a Level 10 Dark Knight and you find a Level 2 Dark Knight DS, you can fuse those together to make a Level 12 Dark Knight DS PROVIDED that you have a Folio (basically a book) called "Dress Fusion Secrets." These Folios are found as items, can be purchased in a Shop, or can be stolen from enemies. New DS for fusing can be found as items, purchased at the Dress Shop (again, the proper Folio is required to access the Dress Shop) or stolen from the Founder (more on him in Section XVII.) DS -- unlike YRP -- level up in a predictable fashion. Each DS will only increase certain stats, one of which is always HP. Leveling up a DS will never increase MP, as MP come exclusively from YRP's level. In a moment, I'll show you a table of which DS increases which stats, but first we need to consider one other factor. Your primary DS increases stats exactly twice as much as your secondary DS. So, for example, raising a Dark Knight DS by 2 levels will increase your PD by 1 point if that DS is in a secondary position, but those same 2 levels will raise PD by 2 points if that DS is in the primary position! Clearly, you want to choose your primary DS carefully and make it the primary target of leveling up, as you get twice the bang for your buck. I should also observe that secondary DS HP do not increase the HP that you have available in battle, as that number is determined solely by your primary DS. So, if your character shows a maximum HP of 300 and you increase the level on a secondary DS, you still only have 300 HP in battle. OK -- here is the table showing what increases you get for which stat with which DS. These numbers assume that the DS in question is in the PRIMARY position. Remember that SECONDARY DS will only increase half as much. ******************************************************************* * DRESSPHERE * PA * PD * MA * MD * EVA * ACC * ******************************************************************* * Alchemist * 0 * 0 * 1 * 1 * 0 * 1 * ******************************************************************* * Berserker * 2 * 0 * 0 * 0 * 1 * 0 * ******************************************************************* * Black Mage * 0 * 1 * 1 * 1 * 0 * 0 * ******************************************************************* * Dark Knight * 0 * 1 * 1 * 0 * 0 * 1 * ******************************************************************* * Festivalist * 1 * 0 * 1 * 0 * 0 * 1 * ******************************************************************* * Gun Mage * 1 * 0 * 1 * 1 * 0 * 0 * ******************************************************************* * Gunner * 0 * 1 * 0 * 0 * 0 * 2 * ******************************************************************* * Lady Luck * 0 * 0 * 1 * 1 * 1 * 0 * ******************************************************************* * Mascot * 0 * 1 * 0 * 2 * 0 * 0 * ******************************************************************* * Psychic * 0 * 0 * 1 * 0 * 0 * 2 * ******************************************************************* * Samurai * 1 * 0 * 0 * 1 * 1 * 0 * ******************************************************************* * Songstress * 0 * 1 * 0 * 1 * 1 * 0 * ******************************************************************* * Thief * 0 * 0 * 0 * 0 * 2 * 1 * ******************************************************************* * Trainer * 1 * 0 * 0 * 1 * 0 * 1 * ******************************************************************* * Warrior * 1 * 2 * 0 * 0 * 0 * 0 * ******************************************************************* * White Mage * 0 * 1 * 1 * 0 * 1 * 0 * ******************************************************************* In most cases, the stat increases for secondary DS occur when the DS goes from an even level to an odd level. For example, if a White Mage DS in a Secondary position levels from 3 to 4, you will see no increases in stats. When that same White Mage levels from 4 to 5, PD, Magic, and EVA will all increase by 1. The exception to this is DS that double up on certain stats. For example, when a Warrior DS levels up from 3 to 4, PD will increase by 1. When that same Warrior DS levels up from 4 to 5, PA and PD will each increase by 1. In practice, there seems to be more to stats than I have detailed here. In actually gameplay, it appears that increasing YRP's levels causes increases even in at least some of the 5 stats that are not specifically leveled up. For example, at the beginning of the game, YRP is at Level 1. Let's say for sake of argument that at that point, your character is consistently hitting a Coyote for 4 HP damage per turn. After a while, YRP gains enough EXP to advance to Level 2, and let's say that the text tells you that the only stat that is increased (other than her HP and MP) is PD. Even though PA did not specifically increase, you will find that your character now consistently hits Coyotes for 6 HP damage per turn instead of 4 HP. Watch closely for the first couple of floors, and you will see what I mean. I can only hypothesize that some other factor -- perhaps YRP's HP -- has an "invisible" effect on your character's effectiveness in battle. ****************************************************************************** * IX. Choosing Your Primary DS (LM09) * ****************************************************************************** Part of the depth of the LM is that your choice of primary DS to a large extent determines how your run will progress. There is certainly a school of thought that Dark Knight is the primary DS of choice because of high HP, high PD stat and availability of the Doom Ability. This is the strategy that I used for my first run, but it certainly had its drawbacks. Here are a few: * Many enemies -- mostly mechs and machina -- cannot be defeated by Doom, so sooner or later you're going to have to slug it out with your enemies. * Since Dark Knight doesn't level up the PA stat, your PA will be very low and these battles become very tedious. * You get no EXP from killing an enemy using Doom. Thus, your PA, MD, and EVA stats aren't going to grow very quickly because YRP's levels will increase slowly. * You can put your Dark Knight DS in a secondary slot and still have access to Doom when you need it, so there is no compelling reason to make it your primary DS. * Using Doom over and over again gets really boring really quickly. I'd estimate that a run to the top of the Tower takes about twice as long if you rely primarily on Doom and is at most half as fun. If you want to try this approach, by all means do so. Here are some observations about other possibilities. * A good PA stat is worth developing. Regardless of the strategy that you choose, eventually you are going to have to defeat enemies with physical attacks. * Don't overlook Accuracy. A huge PA stat won't do you much good if you can't hit your target. You will want to develop ACC in almost every run. * In general, you need to develop your character's PD or EVA but probably not both. If you choose a primary DS that increases EVA when it levels up, you will eventually get to the point where almost all physical attacks miss, and you don't take damage if your enemies can't hit you. Also, if you choose a primary DS that has a long-range weapon, you can often defeat enemies before they can get close enough to damage you. Be aware, however, that some physical attacks cannot be evaded, so you generally don't want to rely solely on EVA. * On the other hand, MD is crucial. Magic attacks ALWAYS hit, and there are many enemies that just pound you with Magic until they run out of MP. With a good MD stat, this isn't a problem. ALWAYS develop MD. * If you choose a primary DS that uses a long-range attack (e.g. Gun Mage), a high MD stat is especially important. If an enemy is in your line of fire, then you are in his as well and some Magic-casting enemies will get in plenty of attacks before you finish them off. * For what it's worth, when you get right next to a Magic-casting enemy, it will often stop throwing Magic at you and resort instead to Physical Attacks. Some don't even have a PA, meaning that once you get right next to them, you can pound on them at will. * Unless your strategy is going to involve barraging your enemies with Magic, the MA stat is of lesser importance. However, you generally want your MA stat to be high enough to knock out a Cactuar with one spell. Keep in mind that whatever you choose for your primary DS, it will have weaknesses. The awesome physical attacks of the Berserker won't do you much good if your Accuracy is so low that your attacks seldom connect. Thus, it is equally important to find a secondary DS that has strengths to offset the weaknesses of your primary DS. So, continuing with the example of having a Berserker as your primary DS, both the Alchemist and Trainer DS will add to your ACC and MD, thus helping balance out your character's stats. All DS except Alchemist, Gun Mage, Gunner, and Lady Luck have a basic attack with a range of 1 square in any direction. These 4 exceptions all have long- range weapons with a reach of 3 squares in any direction. The first 3 have long-range attacks because they are clearly equipped with guns. Lady Luck seems to damage foes from a distance by throwing cards at them, apparently inflicting very painful and potentially fatal paper cuts. Here are a couple of personal favorites for your primary DS. * Samurai -- For a well-rounded character, the Samurai is hard to beat. As Samurai gains levels, it increases the near-perfect combination of PA, MD, and Evasion. Add a Gunner or Thief to boost Accuracy, and you've got it all -- strong physical attacks that rarely miss; good defense against long-range Magic attacks; and the ability to dodge just about any physical attack. Oh, yes and lots of HP as you level up. Perfect, especially for early runs. * Trainer -- The only DS with a better combination of abilities than the Samurai is the Trainer. As the Trainer gains levels, it increases PA, MD, and ACC. Your character gets stronger and more accurate while building defense against Magic. This DS is necessary for developing the essential Doomproof ability and for some secondary abilities such as Lightningproof and Detect all Traps that you may want to use occasionally. As a bonus, if you change your main character to Yuna, you get the awesome Dig ability, which can give you access to additional items, including the most desirable Folio in the game. Add a Black Mage and a Dark Knight, and you will also develop PD as well as a powerful Magic attack for defeating enemies from a distance. * Gun Mage -- Using a long range weapon is less of an advantage than you might think. You have a big edge over enemies that can only execute PAs from one square away, but you're still going to get pounded by anything that slings Magic. I do have to admit that it is mighty satisfying to blast a Cactuar from the relative safety of 3 squares away, but you have to be careful. Cactuars have high Evasion and can dodge your attacks unless your ACC stat is high, which it likely isn't the first couple of time that you encounter Cactuars. As a rule, Magic is a more reliable way of dealing with Cactuars. Still Gun Mage is worth trying. Leveling up still boosts PA and MD, but also boosts the relatively useless MA stat. A well-developed Thief DS can complement your Gun Mage by adding both Evasion and Accuracy. * Berserker -- Although the attack animation is somewhat annoying, the Berserker just can't be beat for raw power. Every level up gives you +2 PA -- WOW! You also get +1 Evasion, meaning that at sufficiently high levels, physical attacks will rarely hit you. For balance, you will need Accuracy and MD. The logical choice is Trainer, which will also boost PA. Berserker is pretty useless for Auto-Abilities, but Trainer is necessary for Doomproof. Add a Dark Knight (boosts Accuracy) and a Samurai (boosts PA and Evasion), and you will always be Doomproof and will have just awesome power and Evasion. Trainer also has the very useful Long Shot ability that allows you to pick off Cactuars (or any other enemy, for that matter) from ANY distance (provided, of course, that you are in line with them) for a paltry 4 MP! * Black Mage -- Your initial reaction to relying on a Black Mage's Magic attacks is probably fear of running out of MP. This is easily managed by making a Waxing Moonstone (Black Mage + Dark Knight + Gun Mage) as soon as possible, as this Accessory will heal your MP slowly over time. What you get in return is the awesome power of Magic attacks. The Magic element that you get depends on your YRP choice -- Rikku comes with Thundaga, Yuna comes with Firaga, and Paine has the Blizzaga attack. Magic will one-hit kill just about any enemy from up to 3 squares away -- hitting for at least double the damage of physical attacks -- and its accuracy is 100%. As a Black Mage, you will never fear a Cactuar again, for you can reliably one-hit kill them from a safe distance. In addition to Magic, Black Mage also boosts the very useful PD and MD stats, so you're going to take very little damage. Unfortunately, in the later floors you will encounter some enemies with very high MD, and some enemies are healed by specific Magic. Worst of all, the final boss is also healed by Thundaga, leaving you to slug it out hand-to-hand. A Trainer is a good choice for a secondary DS as it boosts the PA and ACC stats that you are going to need. As a bonus Black Mage + Trainer makes you immune to Lightning attacks. Black Mage is definitely a greater challenge than Samurai or Berserker, but it also adds a new dimension, and for that reason is definitely worth trying at least once. ****************************************************************************** * X. Navigating the Tower (LM10) * ****************************************************************************** The Tower consists of 3 main elements -- rooms, hallways, and doorways. Here are the characteristics of each. ROOMS, as the name implies, are open areas. Rooms will almost always contain enemies and may contain Traps (covered in the next section.) On your map, enemies are indicated in red; items are indicated in white; the flashing light blue square is your location; the dark blue squares indicate your range of attack with your weapon or the action that you have chosen; and Traps that have been revealed are indicated with a yellow "X." Be aware that most Traps are concealed and will not show up on your map until you step on them unless you have an Accessory or combination of DS that reveals them to you. New enemies can spawn in any room. However, there seems to be a limit to the number of live enemies on a given floor at any time. Thus, sometimes you will run around and have enemies spawn right next to you, and other times you can run around almost endlessly without a new enemy spawning anywhere on that floor. Remember that within rooms you can move in any direction, including diagonally. If you are as inept at moving the analog stick diagonally as I am, try rotating the view 45 degrees (right analog stick) and then moving forward, backwards, or sideways. Even I can do that correctly! Generally, you want to avoid being in line with enemies that cast Magic, as they can damage you from as much as 3 - 4 squares away diagonally. Learn to read the map and move so that you are not in their line of fire because Magic attacks cannot be Evaded -- they connect 100% of the time unless you have an Accessory or DS combination that makes you immune. Again, once you move adjacent to Magic-using enemies, they will almost always resort to physical attacks instead of using Magic. If you work on raising your Evasion stat, you can often dodge these Physical Attacks. I find this especially entertaining when an enemy spends a turn boosting its Magic and then never using it because you moved next to it without ever previously getting in line with it. Some enemies breathe fire or other attacks over a broad range of area. Just accept that you're going to take some damage getting up next to them and move in as efficiently as possible. As a rule, diagonal movement is the quickest route to your destination. HALLWAYS are those narrow corridors that connect rooms or, sometimes, lead to dead ends. Grrrrrrr! I hate wasting time going down dead end halls. Hallways never contain Traps, and they never contain items (unless you drop one there), but they sometimes contain enemies. A given hallway will either contain enemies or not. If you pass through an entire hallway without ever encountering an enemy, chances are that enemies will never spawn in that hallway. Extremely long hallways that seem to go nowhere usually do. If you have Thief + Trainer equipped, you will have the "Detect All Traps" Auto-Ability and will see little yellow x's everywhere that a Trap is located. If a long hallway leads to an area with no yellow x's, chances are that said hallway leads to a dead end since almost every room contains at least one Trap, especially on the higher floors (see Section XI.) The places where hallways take right-angle bends are unusual. Consider the rather rudimentary picture below: ----------------- | 1 | 2 | 3 | 4 | ----------------- | 5 | ----- Assume that this hallway continues left from square 1 and down from square 5. If an enemy is on square 3, you can attack it diagonally from square 5, just as if you were in a room. However, you cannot move directly from square 5 to square 3 (or vice versa.) Either way, you must first pass through square 4. Your enemies, by the way, CAN move directly from square 3 to square 5. Go figure. This is especially important to remember if you find a Cactuar in a hallway (where they seem to LOVE to reside) and hit it with Doom. Doom has a reach of 3 squares, and the Cactuar's X-Needles attack has a reach of 1 square. Suppose that the Cactuar is on square 1 and you are on square 3. You cast Doom (from only 2 squares away) and the Cactuar moves to square 2. You would like to move to square 5, but since that move isn't possible, you retreat to square 4. The Cactuar responds by moving to square 3. You retreat to square 5. Now instead of being 2 squares away from the Cactuar, you are only one (diagonal) square away. The Cactuar can now hit you with his dreaded X-Needles attack, which is exactly what you are trying to avoid. The moral is that whenever possible, make sure that you are 3 squares away from Cactuars that you are hitting with Doom. DOORWAYS have "magic barriers" that prevent attacks across them. If you are in a hallway, you cannot attack an enemy that is in a room and vice versa. Likewise, an enemy that is in a hallway cannot follow you into a room or vice versa. This is both good and bad. The good news is that if you enter a room and find yourself surrounded by enemies, you can retreat into the hallway. Having entered the room once, the map of that room is now activated and you can track the enemies' locations from the safety of the hallway. The bad news is that enemies have the extremely annoying habit of hovering in front of doorways, thus preventing you from entering or exiting a room. This forces you to pass turns (Select + Circle) waiting for them to get out of your way. As a rule, wasting turns is not something that you want to do until you are ready to move to the next floor. And, let us not overlook that possibility that while you are standing in a hallway passing turns and waiting for the entrance to clear, an enemy can spawn right behind you in the hallway, thus boxing you in. It is also worth noting that if you Doom an enemy and then retreat into a hallway, that enemy's Doom counter stops once you exit the room. The counter only goes down for turns in which the enemy has the opportunity to act against you, whether by attacking or moving in for an attack. It is possible to run down an enemy's Doom counter by entering a room and then exiting after the enemy gets a turn. As long as you are not within the enemy's line of attack when you enter, you are safe doing this. However, this can be tricky and time- consuming. I'd advise only using this strategy for Cactuar emergencies. Doorways are also prime locations for Traps, so let's look at Traps next. ****************************************************************************** * XI. Traps (LM11) * ****************************************************************************** I'm going to open with a rant about why I hate Traps. Feel free to skip this paragraph altogether. Traps are a completely unnecessary annoyance in the Last Mission. It's not like the game isn't hard enough already, and it isn't as if you have no defense against them. I just resent having to allocate some of my extremely limited resources defending against these totally arbitrary elements of the game. Traps do not make the game more challenging or more fun -- they just make it more frustrating. There -- I feel much better now for getting that off my chest. Traps can appear in any room (except rooms with Bosses) but never appear in hallways. Very few rooms contain no Traps at all, and rooms with 5 - 6 Traps in them are quite common, and I've seen relatively small rooms containing as many as 8 Traps. It seems that they are especially prevalent on that one tile on which you must step to pass from a doorway to a room, thus making them unavoidable. Other times a line of 3 Traps will block passage from a room into a hallway, again making them unavoidable. Traps do not always activate when you step on them. Honestly, I have no idea what determines whether Traps activate or not. When they do not activate, I breathe a sigh of relief. When the do activate, I tend to curse out loud. Enemies, of course, can pass freely across Traps without getting -- well -- Trapped, which really doesn't seem logical or fair. How little tiny Rikku can set off a trap that some huge Gigas stomps on damage-free is beyond me, but such is the Physics of video games. The bottom line is that I despise Traps SO much that I'm willing to make the Stealth Cape -- an Accessory that makes you immune to Traps -- a high priority in the game. This is not so much to preserve life as it is to preserve sanity. Thief + Trainer will give you the Auto-Ability to detect all Traps, and Black Mage + Lady Luck will give you the Auto-Ability to detect nearby Traps. There is also a Seeing Book Folio that will display all Traps on your map. All of these are very nice but do you absolutely no good if, as described above, the Traps lie in a location that you cannot avoid traversing. There is a Trap Evading Primer that will disable all Traps on a floor, but I certainly wouldn't waste the inventory space to carry one. If you find one of these Primers before you get your Stealth Cape, read it to disable the Traps on that floor but leave it behind when you advance to the next floor unless you still have oceans of space in your inventory. Your only true salvation is the Songstress + Thief + Psychic DS combination that allows you to pass over Traps without setting them off. Unfortunately, 2 of these 3 DS are otherwise useless wastes of inventory space. Equip this combo long enough to build a Stealth Cape, then discard the Songstress and Psychic DS. Keep this Accessory equipped at all times and you will actually feel your stress level diminishing as the game suddenly becomes much more enjoyable. Two types of Traps (see below) will compromise items in your inventory. This status can only be removed with the Alchemist's "Item Esuna" ability. My advice is to keep an Alchemist DS in inventory until you get the above combination of DS necessary for the Evade Traps ability. Once you build yourself a Stealth Cape, you can discard the Alchemist DS. Below is a list of Traps, what they do, and why I hate them. Biospray -- Inflicts Poison until it wears off (about 6 turns.) Aggravating to be sure but not lethal. Bomb's Wrath -- Puts a timed Bomb on one of your items. If you do not remove that Bomb with the Alchemist's Item Esuna ability, after a certain number of turns that item will explode and disappear. I guess that's one way to free up space in your inventory -- just not a recommended one. Boo! Tile -- Takes random items from your inventory and spreads them around the room. You can pick them up and reclaim them unless, of course, you step on a Pit Trap in the process, in which case all unclaimed items are lost forever. Cursed Seal -- Causes one random item from your inventory to be Cursed. Cursed items cannot be used and Cursed DS cannot be equipped or unequipped. Cursed items can be cured using the Alchemist's Item Esuna ability or by reading a Cursebreaking Folio. NOTE: Although Cursed items cannot be used, they CAN be sold in Shops. So, if one of your equipped DS gets Cursed -- especially if it is Level 1 or 2 -- and you have no means to remove the Curse, you can sell it off at a Shop, thereby unequipping it! Nefarious Pit -- Unequips all DS. You can, of course re-equip all of these in a single turn. This is really only a problem if you get attacked before you can re-equip. Again, this Trap is annoying but probably not fatal. Pit Trap -- Causes you to fall down to the previous floor. This is the absolute worst. Once I was literally 2 steps from getting on an elevator when I stepped on a Pit Trap. Before I could find the elevator to get back up, I stepped on another Pit Trap and regressed yet another floor. These things are really -- well -- the pits. Plummet -- Damages YRP's HP. If you are using Doom a lot and fail to replenish YRP's HP regularly, this can cause you to be ejected from the Tower. This is a good argument for keeping up with YRP's HP at all times. Sticky Trap -- Immobilizes you for 6 turns. You'd think that this wouldn't be much of a problem, but here is a counterexample. Once I got caught in a Sticky Trap and thought, "Hey -- no big deal." After one turn, a Cactuar spawned right next to me. Unfortunately, this happened before I learned that Cactuars never attack unless provoked, so I foolishly attacked it. Before I could kill it, the Cactuar's X-Needles attack wiped out my main DS. Bad luck? Sure. Irritating? Extremely. Trampoline -- Launches you into a different room on the same floor. I especially love seeing these on those tiles in front of doorways leading to the elevator. You have no way to go forward without getting flung back further away from your destination. Truly annoying. Wind Slash -- Does mild damage to all equipped DS and to YRP. After about F20, the damage is hardly noticeable. On lower floors when your HP are low and healing is at a premium, this can be more of a problem. ****************************************************************************** * XII. Stones (LM12) * ****************************************************************************** While navigating the Tower, you will encounter 2 types of stones -- regular gray-colored ones and gold-colored ones. Both appear as red squares on your map, although neither can attack you or do you any damage. Gold stones can appear in any room but never in hallways. Attack them with your weapon and your gil will increase by 1 for every HP damage you do to them. Each gold stone appears to have a maximum number of HP, but that number seems to increase as you ascend the Tower. You do not earn AP for defeating a gold stone, and there is never an item underneath one. Gray stones may appear in any room or hallway. Each time you attack one, you do 1 HP damage, regardless of your PA stat. All gray stones (except those in Secret Rooms) have 9 HP. Defeating one earns you 1 AP but no EXP. In hallways, these stones are just barriers that need to be removed to continue. In rooms, you will often see an elevator beneath one, so the stone is basically just blocking your access to that elevator (as well as your ability to see the elevator on your map.) However, gray stones that are in rooms but not on top of elevators nearly always have an item hidden underneath, so be sure to - well - leave no stone unturned. ****************************************************************************** * XIII. Shops (LM13) * ****************************************************************************** There are 2 types of shops in the Last Mission -- Item Shops and Dress Shops. Dress Shops sell DS and can ONLY be accessed by finding and using a Dress Shop Guide Folio as described in the section below on Inventory Control. At any one time, perhaps 6 DS are available for sale, all either Level 1 or Level 2. Item Shops can be accessed 2 ways: 1) Find and use a Shop Guide Folio. 2) At random times when taking an elevator, you will stop at an Item Shop between floors. Interestingly, the locations of these shops are designated with "0.5" floor levels. For example, if you go to an item shop on your
    way from F32 to F33, that shop will show "F32.5" as its location (indicated 
    in the upper left corner of the screen.)

Items available in Item Shops vary considerably.  Generally, you can buy 
certain Folios and Potions but not DS or Accessories.  The exception to this 
rule concerns an Accessory called the "Special Pass."  If you have this 
Accessory equipped when you land in an Item Shop, certain expensive but exotic 
Accessories may appear.  Most of these, by the way, are useless. When you need 
them, they are out of your price range, and when you can afford them you no 
longer need them.

While in an Item Shop you may sell items you possess or you may buy items, but 
you cannot manipulate your inventory in any way.  For example, if you have 2 
similar DS and a Dress Fusion Secrets Folio, you cannot Fuse those DS while in 
the shop. Also, you do not have access to the descriptions of items either in 
your inventory or for sale.  You just have to know what everything is and does.

You can only buy one of any given item.  For example, if the shop happens to 
have an Enhancing Potion for sale and you buy it (as well you should!) that 
spot in the item shop list goes blank, indicating that you cannot buy another 
during that visit.  Of course, another might appear the next time that you 
visit an item shop.  Also, as earlier described, you cannot then drink that 
potion to free up an inventory slot. You have to wait until you exit the shop 
and progress to the next floor before you can drink that potion. 

******************************************************************************
*                  XIV.  Accessories and Auto-Abilities (LM14)               *
******************************************************************************

The game offers you a wealth of different Accessories that instill various 
auto-abilities.  Your character can only equip up to 2 Accessories at a time.   

Accessories come from 3 main sources:

*  Some can be purchased in Item Shops.
*  Some can be stolen from the Founder.
*  Some can be created by gaining AP while certain combinations of DS are 
   equipped.

Accessories in Item Shops are relatively rare.  As previously mentioned, there 
is an Accessory called "Special Pass" that makes some rare Accessories appear 
in shops.  However, since access to shops is so unpredictable and random, I'm 
not sure that you want to tie up an inventory slot with this item.  The bottom 
line is that you shouldn't depend on item shops for Accessories.

For the record, the following 4 Accessories are available in Item Shops as rare 
items and are not available elsewhere.

Growth Seed -- Doubles AP earned in battles.

Magic Lip Gloss -- Restores HP while walking.

Safety Pouch -- Protects items from Bomb's Wrath Traps.

Sharp Spectacles -- Lets you see the positions of all items on the current 
floor.

I consider all of these Accessories to be worthless overpriced garbage, but hey 
-- it's your gil so spend it as you see fit.

There are also Accessories that are only available by using the Dig Ability, 
which can only be used when Yuna is your character and her primary DS is 
Trainer.  Once, by Digging, I obtained a "Fire King's Ring," which "Absorbs 
fire damage and restores HP," and in later runs I unearthed an "Ice Spirit 
Ring" that absorbs Ice damage and "Lightning Dragon Ring" that absorbs 
Lightning damage.

Stealing from the Founder can yield some items that can be created using AP as 
well as a couple of Accessories that can only be obtained from the Founder. To 
the best of my knowledge the 3 Accessories available only from the Founder are:

Triple Tiara -- Allows you to attack THREE times in every turn. This is the 
single best Accessory in the game and is not to be missed.  It is available for 
sure on F44 and possibly on F66 as well.  For details, please refer to the 
Walkthrough section.

Valkyrie Nails -- Increases the chances of critical hits. This is available on 
numerous floors.  Early in the game and late in the game when you have plenty 
of space in your inventory, this might be worth having, but I wouldn't advise 
carrying one through the middle portion of the Tower when space is at a 
premium.

Ace Gloves -- Doubles the damage from Thrown objects.  Ugh!  What a waste of 
space.  Sell these when you get a chance.  

When the right combination of DS is equipped, your character has the given 
Auto-Ability.  For example, as long as you have Dark Knight + Trainer + Samurai 
equipped, you have the "Doomproof" ability.  In addition, while that 
combination is equipped, the AP earned by defeating enemies goes towards 
creating an Accessory that bestows the same ability.  Once you gain enough AP 
to create the Accessory, you can either discard an unwanted DS and just use the 
Accessory when you need the ability or you can keep the DS and discard (or just 
never pick up) the Accessory.

Even though I said at the outset that this guide was not about lists, I 
consider the list below to be valuable enough that it is worth including.  The 
list below shows all 41 Auto-Abilities in the game; the DS combination that 
bestows each Auto-Ability; the Accessory that bestows the Auto-Ability; and how 
many AP are necessary to create the Accessory.

The table is alphabetized by the Auto-Ability name.

So if, for example, you are about to face a slew of enemies such as Protean 
Gels that cast Blizzard, use the table to see that if you equip Berserker + 
Songstress, you will be immune to ice attacks.  Very handy indeed!

Most of the Ability names I would consider to be self-explanatory.  The 
exceptions to this rule are marked with ( ) and are explained underneath the 
table.

                        Abbreviations Used for DS

   AL = Alchemist     FE = Festivalist    MA = Mascot       TH = Thief
   BE = Berserker     GM = Gun Mage       PS = Psychic      TR = Trainer
   BM = Black Mage    GU = Gunner         SA = Samurai      WA = Warrior
   DK = Dark Knight   LL = Lady Luck      SO = Songstress   WM = White Mage


***************************************************************************
* DS1 | DS2 | DS3 |       Auto-Ability       |       Accessory      |  AP *
***************************************************************************
* DK  | SA  | WA  | 50% Discount             | VIP Card             |  70 *
***************************************************************************
* GM  | SO  |     | Accuracy Training(1)     | Third Eye Rune       |  50 *
***************************************************************************
* FE  | TH  |     | Berserkproof             | Flower Hairpin       |  40 *
***************************************************************************
* DK  | GU  |     | Confuseproof             | Rune of Sanity       |  55 *
***************************************************************************
* FE  | LL  |     | Curse Guard              | Hex Ward             |  40 *
***************************************************************************
* FE  | SA  |     | Darkproof                | Radiant Mascara      |  55 *
***************************************************************************
* DK  | GM  |     | Darktouch                | Dusk Choker          |  60 *
***************************************************************************
* SO  | WA  |     | Defeat to Heal HP        | Asuran Seal          |  65 *
***************************************************************************
* FE  | GU  |     | Defeat to Heal MP        | Larva Claw           |  75 *
***************************************************************************
* BE  | TH  |     | Defensive Training       | Fighter Headband     |  50 *
***************************************************************************
* TH  | TR  |     | Detect All Traps         | Trap Sensor          |  75 *
***************************************************************************
* AL  | MA  |     | Detect Enemies           | Moongoggles          |  40 *
***************************************************************************
* BM  | LL  |     | Detect Nearby Traps      | Ninja's Comb         |  50 *
***************************************************************************
* DK  | SA  | TR  | Doomproof                | Longevity Charm      |  60 *
***************************************************************************
* FE  | PS  |     | Double Gil               | Sure Hands           |  50 *
***************************************************************************
* DS1 | DS2 | DS3 |       Auto-Ability       |       Accessory      |  AP *
***************************************************************************
* AL  | SO  |     | Dress Guard(2)           | Body Chains          |  40 *
***************************************************************************
* PS  | SO  | TH  | Evade Traps              | Stealth Cape         |  75 *
***************************************************************************
* LL  | MA  |     | Evasion Training         | Steel Sandals        |  50 *
***************************************************************************
* GU  | WM  |     | Fireproof                | Extinguisher Hood    |  30 *
***************************************************************************
* SA  | TH  |     | Gil for Damage           | Thrifty Purse        |  60 *
***************************************************************************
* GU  | PS  |     | Gil for EXP              | Silver Spoon         |  60 *
***************************************************************************
* MA  | SA  |     | Gil Guard                | Purse String         |  40 *
***************************************************************************
* PS  | SA  |     | Grace Under Pressure(3)  | Swan Feather         |  45 *
***************************************************************************
* GM  | MA  | WM  | Half Damage              | Soldier's Bandana    |  87 *
***************************************************************************
* MA  | TR  | WM  | HP Heal Over Time        | Bandage              |  65 *
***************************************************************************
* BE  | SO  |     | Iceproof                 | Heating Pad          |  30 *
***************************************************************************
* PS  | WA  |     | Immobileproof            | Windy Pedicure       |  40 *
***************************************************************************
* BE  | PS  | WA  | Impenetrable Front       | Armored Vest         |  97 *
***************************************************************************
* BM  | TR  |     | Lightningproof           | Lightning Rod        |  30 *
***************************************************************************
* AL  | BM  |     | Magic Defense Training   | Spirit Emblem        |  50 *
***************************************************************************
* DS1 | DS2 | DS3 |       Auto-Ability       |       Accessory      |  AP *
***************************************************************************
* DK  | WM  |     | Magic Training           | Witch Earrings       |  50 *
***************************************************************************
* AL  | GM  | GU  | Marksman(4)              | Sniper Cuffs         |  75 *
***************************************************************************
* GM  | TR  |     | MP Cost Protection(5)    | Fiendlord Sigil      |  40 *
***************************************************************************
* BM  | DK  | GM  | MP Heal Over Time        | Waxing Moonstone     |  75 *
***************************************************************************
* TR  | WA  |     | Physical Training        | Wristband            |  50 *
***************************************************************************
* BE  | WM  |     | Poisontouch              | Viper Fang           |  70 *
***************************************************************************
* FE  | MA  |     | Secret Items(6)          | Special Pass         |  60 *
***************************************************************************
* GU  | LL  | TH  | Shoplift(7)              | Thief's Card         |  75 *
***************************************************************************
* BM  | SO  |     | Silenceproof             | Megaphone            |  40 *
***************************************************************************
* AL  | BE  |     | Sleepproof               | Vigilance Sash       |  55 *
***************************************************************************
* LL  | WM  |     | Slowproof                | Fairy Socks          |  55 *
***************************************************************************

(1) Accuracy Training means that having this Accessory equipped makes YRP's 
    Accuracy stat more likely to increase on level-ups.  Ditto for all other 
    Abilities containing the word, "Training."
(2) Prevents DS from being Removed, e.g., by Boo Traps.
(3) Deal double damage when HP are critical.
(4) Attacks never miss.
(5) Protects against Double MP Cost status effect.
(6) Shops will have rare items for sale.
(7) Chance of stealing items when leaving a Shop. 

For me, there are 2 must-have Accessories that can be made by accruing AP.  
They are as follows:

*  Mascot + Gun Mage + White Mage = Soldier's Bandana (1/2 damage)
*  Songstress + Thief + Psychic = Stealth Cape (Evade all Traps)

The following 3 Accessories are highly desirable but are optional depending on 
what your primary DS is.  Please read the last paragraph in this section for an 
explanation:

*  Dark Knight + Gunner = Rune of Sanity (Confuseproof)
*  Dark Knight + Trainer + Samurai = Longevity Charm (Doomproof)
*  Black Mage + Dark Knight + Gun Mage = Waxing Moonstone (MP heal over time.)

For the record, the Longevity Charm can also be stolen from the Founder.

You should be aware that when an Accessory is created, that Accessory is NOT 
automatically added to your inventory.  Instead, the Accessory will simply drop 
on the ground nearby.  It will show up as a white square on your map, and a 
message will appear in the text box alerting you that it has been made.  It is 
important to monitor both the map and the text box, because otherwise you might 
miss an Accessory that you spent several floors creating.  From my experience, 
created Accessories blend in with the floor awfully well, and it is very easy 
to overlook them.

Additionally -- this may seem really obvious -- but Accessories don't work 
unless you Equip them. To do so, select the item from your inventory and choose 
Equip.  Simple, right?  Well for some reason, on my first run, I believed that 
as long as an Accessory was in my inventory that I received its protection.  I 
had made my Longevity Charm and even remembered to pick it up, and was 
strolling merrily through rooms full of Doom-casting enemies, confident in my 
immunity to their diabolical attacks.  Imagine my surprise the first time I saw 
that counter over my head counting down!  Be smarter than I was and Equip your 
Accessories.

My usual strategy for Accessories runs something like this:

*  In the early floors, I try to make a Soldier's Bandana.  Healing is at a 
   premium and your character will be especially weak.  This Accessory can help 
   you survive.  Once you have the Accessory, dump the Gun Mage DS unless you 
   have decided to use it as your primary DS or want it for other Abilities.
*  Next, if at all possible, use your AP to make a Stealth Cape.  Keep it 
   equipped continuously until the end of the game and you will enjoy the game 
   immeasurably more.
*  Round up the DS for Confuseproof next and have them equipped by F17, 
   which is the first floor where you can get Confused.  However, I'm not sure 
   that it is necessary to actually create a Rune of Sanity.  See the paragraph 
   below for explanation.  
*  By F25, have the DS for Doomproof, as you will encounter enemies that will 
   Doom you.  Again, I'm not convinced that you need an actual Longevity Charm 
   because you may find it more efficient to just keep the necessary DS in 
   inventory.
*  On F44, steal a Triple Tiara from the Founder, and keep it equipped as much 
   as possible.  At this point you can probably unload your Soldier's Bandana.  
   Your HP will be high enough that you can withstand some damage, and with 3 
   attacks per turn, your enemies won't be hitting you much anyway.  Besides 
   that, your 2 Accessory slots will be filled with your Stealth Cape and your 
   Triple Tiara, so you'll have nowhere to equip the Soldier's Bandana anyway.
*  After you get the Tonberry Treasures on F61, if you happen to steal a 
   Valkyrie Nails from the Founder, you should consider keeping it.  This 
   accessory can be helpful in the final battles, and at that point you should 
   have plenty of room in your inventory.

Let me give you an example of the trade-off between getting an ability from 
your equipped DS and getting it from an Accessory.  You probably want 
protection against Confusion available for when you encounter enemies that can 
Confuse you.  Using an Accessory occupies one slot in your inventory and also 
uses one of only two available slots for Accessories.  You can get the same 
ability from equipping Dark Knight + Gunner.  I never use the Gunner as my 
primary DS, but I ALWAYS have a Dark Knight available, primarily for its Doom 
ability.  So, by using DS for this ability, I still use one extra inventory 
slot (for the Gunner DS), but instead of using one of only 2 Accessory slots, I 
use one of 5 available DS slots and can just equip the Gunner DS when I know 
Confusing enemies are imminent.  As a bonus, the Gunner DS will increase ACC 
and PD stats.  

By contrast, the Evade Traps ability requires Songstress + Thief + Psychic. As 
a rule, I only keep one of these 3 DS (Thief) around, primarily for its Steal 
Item ability.  Thus, using DS takes up 2 additional inventory slots.  By using 
the Stealth Cape Accessory instead, I use one less inventory slot.  Moreover, 
Evade Traps is an ability that I want at ALL times (except when fighting 
Bosses), so I can just keep that Accessory equipped and ditch the 2 junk DS 
required for the ability.

Again, I'm not necessarily trying to espouse a particular philosophy about 
which DS or Accessories to use.  Rather, I'm trying to illustrate how to decide 
between using DS and using Accessories for an ability.

Since there are only 2 Accessory slots -- and there are usually obvious choices 
for these slots -- my current mindset is to keep my inventory of Accessories to 
a minimum and use inventory space for DS instead. One of those 2 slots should 
ALWAYS be allocated for your Stealth Cape so that Traps don't drive you crazy.  
From F44 on, the other should almost always be dedicated to the Triple Tiara.  
This means that you are going to need to keep around the DS necessary for other 
Auto-Abilities and just shuffle your DS to adjust for the enemies on any given 
floor.  For most runs, the only other Auto-Ability that you absolutely must 
have is Doomproof since Doom is unavoidable and incurable.  Getting Confused is 
annoying, but survivable.  No other status effects are really deadly, so 
carrying Accessories to prevent them is generally not a good use of space.

******************************************************************************
*                              XV.  Items (LM15)                             *
******************************************************************************
Aside from Accessories, there are 3 types of items in the Last Mission -- 
Potions, Dresspheres, and Folios (books).  First I'll describe these items in 
general, then in the next section I'll make suggestions about which to 
prioritize in your inventory.

POTIONS

Potions are the green bottles you see on the floors of rooms.  They are 
generally divided into 2 types -- good and bad. Good potions cure status 
ailments, boost levels, restore HP and MP, and the like.  Bad potions reduce 
levels or inflict status ailments.

I cannot see any possible use for potions that reduce levels.  In theory, it 
would appear that potions that inflict status ailments are intended to be 
thrown at enemies, thus inflicting that ailment on them.  My advice is to never 
ever pick up bad potions.  Bad potions are like personal handguns -- they are 
far more likely to harm the owner than they are to harm an enemy.  First of 
all, they seem to have little effect on enemies (enemies inflicted with Dark, 
for example, still seem to connect with Physical Attacks just fine.)  Moreover 
if you happen to get Confused and these bad potions are in your inventory, you 
very well might drink one.  The bottom line is to let these things be.  If you 
pick one up, put it back down immediately.

Most good potions are not good enough to warrant one of your 20 precious 
inventory slots.  However, you can consume them immediately to get their 
benefits without tying up inventory space.  While standing on the item, hit 
Triangle, then choose Check > (Potion) > Drink.  Very handy!  

In the early floors (up to about F20), you may want to carry a potion or two to 
restore MP.  Your maximum MP will be rather low, and you will need MP for 
Stealing and for recovering HP.  Otherwise, the only exception to the rule of 
not carrying potions is Elixir, which completely restores HP and MP to YRP and 
to all of your DS.  Keep one on hand for emergencies.  Otherwise, either 
consume potions immediately or leave them behind.  You have more important uses 
for your inventory space.

DRESSPHERES

The yellow balls you see lying around in rooms are DS.  Any DS you find in a 
room or in a Store will be either Level 1 or Level 2.  Level 4 DS can be stolen 
from the Founder.  A Lady Luck Level 15 DS can be found in a Secret Room.  As 
far as I know, these are the only Levels in which DS occur before Fusing.  

There are 2 main reasons to pick up and carry a DS:

1)  You need to equip that DS for an ability or to create an Accessory.
2)  You want to Fuse that DS with another like DS to boost levels.  This is 
    usually only something you want to do with DS that you will have equipped 
    long-term, such as your primary DS.

For some reason, you cannot fuse a DS that is equipped.  Thus, every time you 
want to upgrade an equipped DS you have to unequip it, upgrade it, and then re-
equip it.  Make sure that you are in a safe place when you do this.  You don't 
want to be attacked when you have a Level 1 Psychic temporarily equipped as 
your primary DS instead of, say, a Level 16 Samurai.

Unless you meet condition 1) or 2) above, leave DS alone.  In the next section, 
I'll give you some guidance about which DS you probably want to keep.

FOLIOS

Folios are the books that you see lying around in rooms.  Folios will have a 
number in parentheses after their title, such as "Save Memo(2)."  This means 
that you can use this ability twice.  After using it once, it will change to 
"Save Memo(1)," and after a second use it will disappear from your inventory.

Some Folios are crucial to the development of your character, and others are 
crap.  In the next section, I'll identify those Folios that warrant your 
consideration.  

******************************************************************************
*                          XVI.  Inventory Control (LM16)                    *
******************************************************************************

I would like to repeat that the most challenging element of the game is that 
your total inventory is limited to 20 spaces.  This includes all DS, 
Accessories, Potions, and Folios.  Managing these 20 spaces is a constant 
juggling act of prioritizing your immediate needs while preparing for your 
long-term needs.

Here is my list of Items to prioritize in your inventory.  I am well aware that 
there are more than 20 items in this list, but it is not necessary to possess 
all of these items simultaneously.  I will try to also give you guidelines for 
when it is okay to ditch a seemingly high-priority item.

PRIORITY POTIONS

There is only one Potion that you need to carry in inventory, and that is an 
Elixir for emergencies.  You may need to carry ethers for the first 20 floors 
or so -- especially F13 - F16 when you will need lots of Magic so that you can 
steal from Protean Gels -- but otherwise don't carry ethers -- use them as you 
encounter them. Likewise, you will want to use all level-raising Potions 
immediately.

PRIORITY DRESSPHERES

The first 3 DS listed (and marked with **) are indispensable and deserve 
inventory space from whenever you find them until you defeat the final boss. 

**Thief -- Allows you to steal from the Founder and from enemies.  If you 
choose Rikku as your character, you get this automatically.  I would definitely 
do so and keep a Thief DS from the beginning of the game to the end.

**White Mage -- Has the Curaga and Esuna abilities and is necessary for 1/2 
Damage ability and Accessory.  Again, I would keep this one around always, even 
if you only equip it when you need it.  With a White Mage in your inventory, 
your need to carry healing Folios diminishes quickly as YRP levels up and you 
gain more MP.  As you get more accustomed to the game, you find that your need 
for a White Mage diminishes as you will learn to take less and less damage, but 
until then, it is comforting to have access to one.

**Black Mage -- The Black Mage's Magic attack is the single most effective 
way of eliminating Cactuars.  It hits from up to 3 squares away and its 
accuracy is 100%.  With even a modest MA stat, many enemies are wiped out with 
a single Magic attack.    

The rest of these DS may or may not be in your inventory long-term.

Gun Mage -- Necessary for the 1/2 Damage ability and Accessory.  Once the 
Accessory is created, you can dump this DS unless you want it for your primary 
DS.

Mascot -- Necessary for the 1/2 Damage ability and Accessory.  Mascot also has 
the Mini-Demi ability which is handy for dealing with bosses, especially on 
your first run.  On subsequent runs, I would ditch this DS as soon as the 
Soldier's Bandana Accessory is made.

Gunner -- Necessary for Confuseproof, which you will want by F17.

Dark Knight -- Necessary for the Doomproof, Confuseproof, and MP Heal Over Time 
Auto-Abilities.  Its Doom attack, while not the preferred way of dispatching 
enemies, works on almost all enemies and hits from a safe distance.  Dark 
Knight is one of your most versatile DS, and I am rarely without one. 

Samurai -- A top choice for your primary DS and necessary for Doomproof.  
Samurai also makes a great secondary DS as it increases PA, EVA, and MD, a 
great combo of stats.

Trainer -- Necessary for Doomproof.  Depending on whether or not you want to 
keep a Samurai DS around, you may want to equip this instead of the Doomproof 
Accessory.  Trainer is also a great secondary DS as it boosts PA, MD, and ACC.

Songstress -- Necessary for the Evade Traps ability and Accessory.  You should 
definitely make the Accessory and then decide if you want to keep the DS.  
Songstress has the rather interesting Change Out ability that, for 2 MP, allows 
you to change characters.  For example, if you're playing as Rikku, then you 
can switch to either Yuna or Paine.  All items and stats remain the same.  This 
may seem a pointless waste of MP, but there are at least 3 reasons you would 
want this ability:

1)  Maybe 40% of the time that you use this ability, you will get the message, 
    "Changing characters has granted a perk."  This means that a new item has 
    appeared somewhere on the floor that you currently occupy.  Often, these 
    items are crap or are so far away as to be inaccessible.  However, I have 
    had Growth Tonics (+2 levels!) drop right at my feet which, you'll have to 
    admit, is pretty awesome.  There seems to be a maximum of about 5 items per 
    floor from using this ability, and the probability of getting a "perk" 
    seems to decrease as the number of perks on that floor increases.
2)  Change Out allows you to get maximum benefit from your Black Mage DS which, 
    as previously mentioned, you will ALWAYS want to have on hand.  As 
    previously described, The Black Mage has 3 elemental attacking spells, but 
    each of these is only available to one character.  Only Rikku can cast 
    Thundaga; only Yuna can cast Firaga; and only Paine can case Blizzaga.  So, 
    for example, if you encounter an enemy such as a Bomb that is clearly Fire-
    based, you would hopefully know better than to attack it with Yuna's Firaga 
    spell.  However, if you Change Out to Paine, you can hit it with Blizzaga, 
    to which it is weak.
3)  The Trainer DS also has unique abilities depending on whether you are 
    playing as Yuna, Rikku, or Paine.  Only Paine can command her pet to steal 
    EXP; only Rikku can command her pet to steal an item while attacking; and 
    only Yuna can command her pet to dig up an item.  Since EXP is plentiful 
    anyway, Paine's ability is of questionable use.  Rikku's Mug ability can be 
    useful against Protean Gels, who often carry Dress Fusion Secrets Folios, 
    but otherwise isn't a lot of help.  However, some very useful items -- 
    including Copying Techniques, the best item in the game -- can be unearthed 
    by using Yuna's Dig command.  Be aware that these abilities are only 
    available if Trainer is equipped as your primary (Basic) DS.  

The bottom line is that if you have a spare item slot, you should consider 
carrying a Songstress DS whenever possible.  If you need the space, just dump 
it without regret and pick up the next one that comes your way.

Psychic -- Same as Songstress.  Make the Accessory and then dump the DS.

Alchemist -- The only reason I can see to keep an Alchemist is to have the Item 
Esuna ability.  If you step on a Trap that either Curses an item or plants a 
bomb on it, you will need this ability to liberate that item.  Once you have 
your Stealth Cape, you can dump this DS.

Okay -- that's 12 useful DS, but you can use and discard 6 of them, thereby 
tying up only 6 inventory slots in the long term.  You can afford that.


PRIORITY FOLIOS

This is where things get tricky.  There are lots of great Folios, some of which 
you're going to have to carry around for a LONG time.

Remember to trade up whenever possible.  For example, if you are carrying a 
Basic Healing(2) Folio and find an Essence of Healing(2) Folio, dump the former 
and pick up the latter.  I definitely would not carry more than one healing 
Folio at a time except possibly at the very beginning of the game.  If you find 
a lesser healing Folio, use it and then leave it behind.  If you find a better 
one, use the lesser one to heal as much as necessary before leaving it behind 
and picking up the better one.

Here are my picks for the most important Folios:

Copying Techniques -- The single best item in the game.  It is available 
immediately prior to entering the Tonberry Room and by using Yuna's Dig command 
when she has Trainer equipped as her primary DS.  Its awesomeness and use are 
described in the Walkthrough portion of this guide, but do whatever is  
necessary to make room for this incomparable gift.

Interesting discovery -- I originally thought that you could only get one 
Copying Techniques (2) Folio per game, but in a recent run, I actually got 2 of 
them! I'm not sure that I know what caused this to happen, but I can recall the
sequence of events for you.  First, I followed my own advice (see WF61-F65) and 
got this Folio by the usual method.  I then continued to go to Secret Rooms 
until I got the Lady Luck Level 15 DS from the Hexapod Special Room and the 
Dress Fusion Secrets (9) Folio from the Cactuar Special Room.  I continued as 
usual until I got to F76, where I found a Finding Secret Rooms(2) Folio.  When 
I used this, it returned me to the elevator room that has exits to the O. X, 
and Triangle Special Rooms.  I went in the direction that leads to the Tonberry 
Room elevator, and there at the entrance to that room -- exactly where I found 
the first one -- was another Copying Techniques(2) Folio!  When I returned to 
this room a third time, the entrance to that room was empty, i.e., there was no 
third copy of this Folio.  I will investigate further on my next run and see if 
I can repeat this process and find exactly what circumstances are necessary to 
make the second copy appear.

Notebook -- Allows you to copy (almost) any Folio.  Thus, if you have a 
Notebook(2) and a Dressmaker(1), you can copy the Dressmaker onto both pages of 
your Notebook and turn it into a Dressmaker(2) so that you now have 3 
Dressmaker abilities. Unfortunately, you cannot use a Notebook to copy the 
Copying Techniques Folio.  As a rule, use Notebooks to duplicate Dressmaker or 
Dress Fusion Secrets Folios, as these are your keys to developing your 
character. However, you may need to use one to copy a Finding Secret Rooms 
folio if you can't find 3 through conventional means.  Never pass up a Notebook 
-- it is a Folio Wild Card.

Dressmaker -- Allows you to make a Level 1 DS of any type.  Absolutely crucial 
for raising the levels of your DS.  Never leave one of these behind.  In fact, 
it's not a bad idea to always carry one of these in inventory rather than use 
your last one.  This way, if you find a Notebook, you will have one to copy.

Dress Fusion Secrets -- Necessary for upgrading your DS.  This is often the 
limiting factor in the development of your DS collection.  You can steal these 
from Protean Gels (F13 - F16) and Amorphous Gels (F70 - F71), buy them from 
Item Shops, or find them in rooms.  This is a very high priority item, so carry 
all that you can.  Also remember to trade up.  If you have a Dress Fusions(1) 
and find a Dress Fusions(2) but cannot carry both, dump the (1) and pick up the 
(2).

Finding Secret Rooms -- You will need 3 of these to access the Tonberry Room 
and earn your Copying Techniques Folio.  A fourth one will allow you to get a 
Dress Fusion Secrets(9) Folio (!), and a fifth one can yield you a level 15 
Lady Luck DS.  Hold on to these like grim death, as they are extremely rare but 
extremely helpful.

Save Memo -- Allows you to Save when using an elevator.  You will need at least 
2 of these to access the Tonberry Room without going insane.  After you get 2 
(hopefully in the same Folio so that you're only using one inventory slot), I'd 
advise leaving all others behind.  If you are stealing from the Founder (as you 
should be) you can't use these anyway, and you can still Save for free on every 
5th floor.

Hope--A Memoir - This is an insurance policy for your primary DS as it acts 
similar to the "Auto-Life" ability.  If one of your DS gets wiped out, this 
Folio automatically restores it.  You do not even have to equip this to get the 
ability -- just have one in your inventory. This provides a nice safety 
cushion, especially on floors that have Cactuars or enemies that cast Doom or 
Damnation.  I would carry one at all times and trade up any time you encounter 
one with more pages than the one you are currently carrying.

Fleeing Manual -- This Folio allows you to teleport to the room that contains 
the elevator.  Although carrying one of these is a luxury, to be sure, having 
one in my inventory always makes me braver about venturing to far-away rooms to 
kill enemies and accumulate EXP.  These are especially useful on those last few 
floors that seem to be considerably more spread out than their lower 
counterparts (although from an engineering standpoint, wouldn't it be more 
logical for the floors of the tower to get progressively smaller, lest the 
structure become top-heavy?)  Video game physics aside, I will usually carry 
one of these when I can but dispose of it with few regrets if something better 
comes along to take its space in inventory.  

Shop Guide and Dress Shop Guide -- These are unusual items that teleport you to 
the indicated Shop.  The Dress Shop Guide is the ONLY way to access a store 
that sells DS.  The bad news is that only about a half dozen randomly chosen DS 
are available at any given time.  It is possible to use all 3 pages of a Dress 
Shop Guide(3) without ever seeing a DS that you need.  Likewise with the Item 
Shop.  It seems that they are always selling Dress Fusion Secrets(2) when you 
have a ton of them in inventory, but they are never selling them when you need 
them.

You can use Shop Guides and Dress Shop Guides to repeat floors thereby milking 
extra items and EXP from the game. Here's how:  Pick up the Folio and clear the 
floor of all useful items.  Then use the Folio to go to the Shop and buy 
anything useful that you can squeeze into your inventory.  When you exit the 
Shop you will go to a new floor with the same number as the one that you left 
but with new layout and items.  Then just repeat the process.  Hopefully, you 
can buy/find some DS and Dress Fusion Secrets to upgrade your DS collection 
while gaining some EXP by whacking additional enemies.  The same basic process 
works with Finding Secret Rooms Folios, although I would advise against doing 
this before you attain the Tonberry Room circa F61 (see Walkthrough for 
explanation.)  With Secret Rooms, you can even use a Save Folio before 
returning to the Tower proper.  I've spent literally hours on a single floor, 
picking up some really useful items and gaining several levels in the process.

Shop Guides and Dress Shop Guides can also be used in much the same way as 
Fleeing Manuals.  If you find yourself a long ways away from the elevator when 
you get your first message that the Founder is near (see next section), you can 
just read one of these Folios to keep from getting booted from the Tower.

Most other Folios are either total crap or otherwise do not merit a spot in 
your inventory.  Remember that Folios, like Potions, can be used without being 
picked up.  Again, start with Triangle and go through the Check menu.  For 
example, the Bedtime Stories Folio (puts all enemies in a room to sleep) can be 
really useful if you find one in a room that contains many enemies.  Read the 
Folio, thereby putting all enemies to sleep, and then mop them up one by one - 
all without using any inventory space.

******************************************************************************
*                            XVII. The Founder (LM17)                        *
******************************************************************************

If you stay too long on any floor (except those that are multiples of 20), the 
Founder will appear.  This is both good and bad.  The good news is that you can 
Steal some very useful items from him if you plan ahead and act very 
cautiously.  The bad news is that if you aren't careful, the Founder can kick 
you out of the Tower, forcing you to either reset your game or start over from 
F1.

I read this information before beginning my inaugural run through the Tower, 
and I recall being so afraid of the Founder that I avoided him at all costs. 
Having gained some experience, though, my strategy now is to encounter him at 
every possible opportunity and Steal from him every chance I get.  Often you 
will get items that you don't really need, but the chances of getting booted 
from the Tower are very slim unless you are half asleep.

You also need the Founder to transport you from F77 to F80 for the final Boss 
battle, but we'll discuss that when we get there.

The items that you can steal from the Founder are generally rather random, and 
you can end up with some useless items like Ace Gloves, Tidying Up Folios, and 
Goon Bookmark Folios.  However, you can also get Level 4 DS, and if those 
happen to be DS that are in your preferred setup, you can bump up their levels 
by 4 with a single Dress Fusion Secrets Folio!  You can also get great items 
like Enhancing Potions, Evolutionary Waters, and Dressmaker Folios.  The time 
investment is minimal and the returns are variable, but the good items make 
this a worthwhile undertaking.

Next, I'll detail for you how to steal from the Founder.  I hasten to add that 
as many times as I've done this and as tricky as I know that this process can 
be, I still screw it up about one time out of 10.  On any floor, you have only 
one chance to Steal from the Founder, so you have to make it count.  My point 
is that you should not take this process for granted, so follow the directions 
below carefully.

I should also add that if you steal from the Founder, then you will not be able 
to access your items until after you use the elevator.  Thus, unless you are on 
a floor that is a multiple of 5, you cannot Save after Stealing because you 
won't have access to your Save Memo items.

1)  As soon as you have completed your business on a given floor, head to the 
    room with the elevator and wipe out any enemies that lurk within.  If any 
    further enemies spawn in that room, take them out as well (provided, of 
    course, that you can do so without compromising your mission of stealing 
    and escaping safely.)
2)  I strongly advise you to have the Stealth Cape equipped so that you don't 
    activate any Traps.  You know how I feel about Traps.
3)  Make sure that you have at least one empty slot in your inventory.  If your
    inventory is full, you will not be able to Steal successfully.
4)  Make sure that you have a Thief DS equipped.
5)  Make sure that you have at least 3 MP for the Steal Item ability.
6)  Once you are prepared, run back and forth in the room to use up turns.  
    Eventually a message will appear in the text box that reads, "Eerie 
    laughter rings out from afar..."  This is the first of 3 messages that you 
    will receive about the Founder's presence.
7)  Now limit your movement to no more than ONE square away from the elevator. 
    When the Founder appears, you want to be ON the elevator, as he can appear
    very quickly.
8)  Within 20 turns or so, you will see a message in the text box that reads, 
    "The eerie laughter is coming closer..."  As soon as this happens, stand on
    the elevator and pass turns (Select + Circle) until you get the third 
    message, "An intense aura can be felt from somewhere on this floor!"
9)  This third message means that the Founder has materialized somewhere on 
    your current floor (thanks to alert reader "Tenshi" who pointed this out to 
    me.)  If the Founder is not in the same room as YRP, then as you pass 
    turns, he will eventually warp to that room.  If he is in the same room as 
    YRP, then he will advance one step towards her every time you execute an 
    action.
10) Therefore, once this third message appears SLOW DOWN! When the Founder 
    makes his way to your room, he materializes very slowly, often right next 
    to you.  If you pass turns too quickly, he will materialize and then attack 
    you before you have a chance to steal.
11) Pass turns at about 5 -second intervals.  Every time you pass a turn, look 
    on the map.  The Founder will appear on the map in the elevator room as a 
    red square, but again, he materializes very slowly.  
12) Once you have located the Founder, pass turns very slowly and track his 
    progress as he makes his way to you.  When he is standing one square away 
    from you, make sure that you are facing in the proper direction and then 
    execute your Steal Item ability.
13) The Founder will then attack you, turning you into a Goon.  Use the 
    elevator immediately to avoid getting hit again and ejected from the Tower.

Passing turns is boring and causes you to lose your focus.  Have laser-like 
concentration from the time that the second message appears, and you will 
successfully acquire some very useful items.

Instead of actually passing turns (Select + Circle), you might consider 
executing fake attacks.  While standing on the elevator, hit the X button and 
watch the map.  The blue area that indicates your possible range of attack will
go away and then reappear when you can take another turn.  When the Founder 
appears, there will be a noticeable pause before that blue area reappears.  You 
should then see a new red square on the map, indicating the Founder's location. 

******************************************************************************
*              XVIII.  Tower Climbing for Fun and Profit (LM18)              *
******************************************************************************

Your overall plan should look something like this:  Comb every corner of every 
floor thoroughly for treasure.  Add desired items and toss lesser items as you 
go.  You also want to kill as many enemies as you possibly can (thus maximizing 
EXP) and still get to the elevator before the Founder appears.

Don't overdo the whole "harvesting enemies for EXP" thing.  If you are even 
moderately attentive to gathering EXP, YRP's final level should be around 90, 
which is more than sufficient.  Once you have covered every room on a floor 
twice, you should be thinking about sticking pretty close to the elevator room. 
If you are quite a ways away from the Elevator room when you get the first 
warning of the Founder's presence, don't panic because you do have a few 
options.  Using a Fleeing Manual Folio is often your best option.  However, 
remember that Shop Guides and Dress Shop Guides will also whisk you away and 
out of danger.  All of these are handy Folios to keep around for such 
emergencies.  If you have none of these, be especially cautious about how far 
you stray from the elevator room, particularly if you have been on a floor for 
a while.  

Finally, here are a couple of basic things to keep in mind.

1)  First of all, don't be in any hurry.  The journey is more important than 
    the destination.  
2)  Try to extract all valuables that you can from each floor. Be sure to 
    examine each treasure on every floor so that you don't miss any chances to 
    build up your character.
3)  It is good to have a plan, but throughout the game you are going to 
    have to stay flexible.  You may decide going in that you want your primary 
    DS to be Samurai, but if you get a Level 4 Berserker from the Founder on 
    F01, then that should be your primary DS at least for a while.  In other 
    words, keep an open mind and make the most of what the game offers you.
4)  Above all, remember that games are supposed to be fun.  Laugh at your 
    setbacks and celebrate your turns of good fortune.  Above all, enjoy 
    your trek to the top of the Tower.
 
******************************************************************************
*                            XIX. Walkthrough (LM19)                         *
******************************************************************************

Before getting to the Tower itself, I should say a word about the storyline, 
and that word is "don't."  If there is anything more annoying than the Traps 
inside the Tower, it is the feeble attempt at framing your quest within some 
kind of story.  There are scenes at the beginning and end of the game and 
scattered throughout your climb to the top, but my advice is that if you wish 
to keep down whatever food you last ate, for the love of God do NOT listen to 
what passes for dialogue in these scenes.  Without giving anything away, I can 
say that the girls bicker and bicker and then they bicker about WHY they bicker
until you just want to pull the DVD out of your console and light it up with a 
blowtorch.

Fortunately, all scenes can be skipped by hitting Start and then Square.  
Remember this sequence -- it could save your life.  Watch the scenes and listen
to the dialogue if you so choose, but don't say that you weren't warned. 

As you go, I'll give some guidance about things to watch for.  For each floor, 
I'll list the enemies that you will encounter, and for each group of 5 floors, 
I will list the attacks and abilities of all enemies encountered.  For the 
record, "PA (Slow)" means that an enemy's Physical Attack may inflict Slow on 
YRP.  I will also identify abilities using the same classifications used in the 
game.  The explanations of these classifications, copied verbatim from the 
game, are given below.

(P) = Physical:  Abilities that get stronger with higher physical attack.  Does 
less damage to enemies with higher physical defense.  Magic and magic defense 
are non-factors.

(M) = Magic:  Abilities that do more damage and have stronger effects with 
higher magic.  Magic defense decreases damage.  Physical attack and defense are 
non-factors.

(D) = Double:  Ability affected by both physical attack and magic.  Both 
physical defense and magic defense affect its effectiveness.

(-) = None:  Stats do not affect the effectiveness of the ability.

At the end of each section, I'll detail how to unlock the locked 
elevator.

OK -- let's climb that Tower 

******************************************************************************
*                              F01 - F10 (WF01-F10)                          *
******************************************************************************
Bullet Points:
*  Choose Rikku as your starting character.
*  Steal from the Founder at every opportunity.
*  Try to gather Mascot + Gun Mage + White Mage for 1/2 damage auto-ability.
*  Try to gather Psychic + Songstress + Thief for Evade Traps auto-ability.
*  Beware of Lesser Drakes (F06 - F08) and their Fire-based attacks.  They also 
   have high Evasion and can be difficult to hit with physical attacks.

Enemies Floor by Floor:

F01 -- Coyote, Divebeak
F02 -- Coyote, Divebeak
F03 -- Coyote, Divebeak, Ahriman
F04 -- Coyote, Divebeak, Ahriman
F05 -- Ahriman, Lesser Drake, Sallet
F06 -- Ahriman, Lesser Drake, Sallet 
F07 -- Lesser Drake, Sallet, Vespa
F08 -- Lesser Drake, Sallet, Vespa 
F09 -- Machina Hunter, Bully Cap, Vespa
F10 -- Machina Hunter, Bully Cap, Vespa 

Enemy Abilities:

Coyote -- PA only.
Divebeak -- PA only.
Ahriman -- Gaze(P) -- 3-square range -- never misses 
Lesser Drake -- PA, Flame Breath(D)
Sallet -- PA (Berserk)
Vespa -- PA (Silence)
Machina Hunter -- PA(MP x 2)
Bully Cap -- (No PA), Thunder(M)

Often in an RPG, the beginning is the hardest part.  Your character is weak and 
you have very few resources for restoring lost HP or dealing with status 
effects.  The Last Mission is no exception to this rule.  For the first few 
floors, you will have very few DS and very few options for strengthening your 
character.  You need to be especially cautious for a while and take advantage 
of any opportunities presented to you.

Your first problem is that your starting DS has a paltry 25 - 30 HP and is very 
vulnerable.  There will be at least one Healing book on the first floor or two, 
but you'd really like to have a bit more HP reserve.  The easy solution is to 
steal Level 4 DS from the Founder before boarding the elevators.  Be sure to 
choose Rikku as your starting character so that you have the Steal Item ability 
from the get-go, then just steal from the Founder as previously described every 
chance you get.  A Level 4 DS will roughly triple your HP compared to a Level 1 
DS.  You may not get the specific DS you want, but YRP's stats will pull you 
through these first few floors.  Of course, the item that you steal may not be 
a DS at all, but if it is, your life will improve noticeably. 

Until you get that HP boost, though, learn the art of passing turns to lure 
enemies into your attack range so that you can strike first.  You are likely to 
have minimal access to healing, so you need to avoid unnecessary loss of life.  
Please refer to Section V if you don't understand the notion of passing turns. 

You can avoid enemies like Ahriman with long-range attacks by moving towards 
them so that you are not in line with them or by moving outside their 
peripheral vision.  This takes some practice but is worth learning.

The enemies shouldn't give you much trouble, except for Lesser Drakes (F5 - 
F8). These beasts are have a fire-based attack that covers a 4 x 4 grid in 
front of the critter.  More annoying, their attack can even penetrate walls!  
If you are fortunate enough to have the Gunner + White Mage combination, you 
will be immune to their fire attacks, but good luck with that at this stage of 
the game.  

The Machina Hunter (F9 - F10) can hit you for 10 HP a pop and inflict MP x 2, 
causing you to expend double MP for 6 turns or so, but you probably won't be 
using MP anyway, so who really cares?  Likewise, the Vespa (F7 - F10) can 
Silence you, but again, this is no issue if you aren't using MP.  Bullycaps 
(F10 - F12 can be annoying because they pound you with Thunder attacks from up 
to 3 squares away.  If you equip Black Mage + Trainer, you will be 
Lightningproof and will take zero damage from their attacks.  In general, just 
collect everything you find, equip every DS you find (until you  hit your 
maximum of 5), and don't get careless and lose HP unnecessarily.

Unlocking the F05 Elevator -- Kill 3 enemies, then perform any action except 
moving.
Unlocking the F10 Elevator -- Kill 10 enemies, then perform any action except 
moving.

******************************************************************************
*                            F11 - F15 (WF11-F15)                            *
******************************************************************************

Bullet Points:
*  Steal Dress Fusion Secrets(2) from Protean Gels
*  Start building up your primary DS.
*  Make sure that you have a Black Mage or Dark Knight DS by F15.
*  Beware of Cactuars (F15 - 19)!

Enemies Floor by Floor:

F11 -- Machina Hunter, Bully Cap, Gecko
F12 -- Machina Hunter, Bully Cap, Gecko
F13 -- Protean Gel, Gecko
F14 -- Protean Gel, Gecko 
F15 -- Protean Gel, Cactuar, White Fang

Enemy Abilities:

Machina Hunter -- PA (MP x 2)
Bully Cap -- (No PA), Thunder(M)
Gecko -- PA only
Protean Gel -- (No PA), Blizzard(M)
Cactuar -- PA, X-Needles(-)
White Fang -- PA only

On F13 - F15, you will encounter Protean Gels, which aren't nearly as fearsome
as they are in FFX-2's main quest.  They will pound you with Blizzard from up 
to 4 squares away until they run out of MP, and then are powerless.  If you 
equip a Berserker + Songstress, you will have the Iceproof ability, and the 
Blizzard attacks will cause you no damage.  Best of all, some of these 
enemies carry Dress Fusion Secrets (2), which can be stolen.  Since these are 
often the limiting factors in the development of your main DS, stockpile all 
that you have room to carry.  I would advise having at least 5 of these (2) 
Folios before exiting F16 and bidding farewell to Protean Gels forever.

Protean Gels have an interesting weakness, which is that there are certain 
positions in the normal Magic attack grid from which they will not attack you.  
Suppose in the picture below, the "g's" represent the 9 squares occupied by a 
Protean Gel.  The gel can and will cast its blizzard spell if you are standing 
on any of the squares marked with a "+" but will leave you alone if you are 
standing on any of the squares marked with a "-".

                       A B C D E F G H I
                     1 + - - - + - - - +
                     2 - + - - + - - + -
                     3 - - + - + - + - -
                     4 - - - g g g - - -
                     5 + + + g g g + + +
                     6 - - - g g g - - -
                     7 - - + - + - + - -
                     8 - + - - + - - + -
                     9 + - - - + - - - +         

So, if you are standing in line with one of the Gel's corners either 
horizontally (rows 4 and 6) or vertically (columns D and F), you are safe from 
attack.  This is a HUGE plus, especially if the Gel is in an area that is only 
3 squares wide such that it cannot move laterally.  Use this grid to plan your 
approach when attempting to steal, always moving so that you are in line with 
one of the edges either vertically or horizontally, and your character will 
take considerably less damage.           

On F15, you will encounter your first Cactuars.  For the uninformed, these are 
the scariest enemies in the game.  They have high Evasion and consequently are 
hard to hit.  Moreover, they have an attack called "X-Needles" that never 
misses and will wipe out your primary DS in one hit regardless of your levels 
and stats!  A Cactuar can only launch this attack from a square adjacent to 
you, so you generally want to avoid getting too close.

As scary as the above prospect sounds, you will stop fearing Cactuars as soon 
as you understand 3 facts about them:

Fact #1 -- Cactuars have no long-distance attacks.  They can only attack you 
from a square adjacent to where you are standing.

Fact #2 -- Cactuars will never attack you unless provoked. As long as you leave 
them alone, they will leave you alone.  However, if you attack one, Doom it, 
try to steal its MP, throw something at it, or take any other action against a 
Cactuar, then you'd best be prepared to finish it off, because once engaged it 
will pursue you doggedly.  So your next problem is how to take out a Cactuar 
before it has a chance to retaliate.  This brings us to . . .

Fact #3 -- One Magic attack will eliminate a Cactuar 100% of the time, provided 
that your character has a decent Magic stat.  If you have a Black Mage DS, all 
you have to do to eliminate a Cactuar is hit it with a bolt of Thundaga.  Magic 
never misses, and you can cast it from the safety of 3 squares away.  With 
sufficiently high Magic, one shot should take out the Cactuar.  Problem solved.

If you don't have a Black mage DS, then your next best option is probably the 
Dark Knight's Doom (which also has a range of 3 squares and never misses.) 
However, with Doom you have to spend 5 turns running away from the Cactuar, 
while Thundaga ends the battle immediately AND gives you EXP into the bargain.

A physical attack against a Cactuar is generally not a good idea, especially at 
this stage of the game.  Your Accuracy stat is just too low to reliably 
overcome a Cactuar's high Evasion, and your attacks will miss more often than 
they connect.

I have read tips that advise that you deplete their Magic using Lady Luck's MP 
Dice (the x-Needles ability requires Magic), but that is risky and time-
consuming.  Whatever you do, NEVER let a Cactuar occupy a square adjacent to 
you after you have attacked it or your primary DS may be history.

Unlocking the F15 Elevator -- Kill 5 enemies and drop (then pick up if desired) 
2 items.

******************************************************************************
*                            F16 - F20 (WF16-F20)                            *
******************************************************************************

Bullet Points:
*  Cactuars on every floor, so, as usual, BEWARE!
*  F16 is your last chance to steal Dress Fusions Secrets for a LONG time, so 
   stock up and use whatever you can now.
*  On F17, equip Gunner + Dark Knight to protect against King Takoubas, which 
   can confuse you.

Enemies Floor by Floor:

F16 -- Protean Gel, Cactuar, White Fang 
F17 -- Cactuar, White Fang, King Takouba -- PROTECT AGAINST CONFUSION
F18 -- Cactuar, Death Dauber, King Takouba -- PROTECT AGAINST CONFUSION 
F19 -- Cactuar, Death Dauber, King Takouba -- PROTECT AGAINST CONFUSION
F20 -- Death Dauber, Ochu

Enemy Abilities:

Protean Gel -- (No PA), Blizzard(M)
Cactuar -- PA, X-Needles(-)
White Fang -- PA only
King Takouba -- PA (Confusion)
Death Dauber -- PA (Silence)
Ochu -- PA only

You should be well on your way to getting your 1/2 damage accessory.   
Enemy-wise, there are a LOT of King Takoubas from F17 - F22, and their 
attacks can Confuse you.  I have never seen a Confused character attack 
herself, but Confusion can nonetheless be very damaging and potentially fatal.  
Confused characters can randomly attack or use abilities, but more than 
anything, they tend to Throw items from inventory.  Thrown items that don't 
contact enemies can be recovered after the battle ends.  However, if an item is 
thrown towards an enemy from 3 or less squares away, it will damage the enemy 
slightly but will be gone forever!  Even equipped items -- DS and Accessories -
- can be lost this way. Continued attacks from the enemy will prolong the 
Confused status, often resulting in the loss of several precious items and 
possibly even your primary DS!  You really don't want this to happen.

You have 3 possible strategies for dealing with enemies like King Takouba that 
can Confuse you.  If you have a Black Mage DS, your best choice is probably to 
blast the enemy with Thundaga, thus knocking it off in one turn.  Second, if 
you have a primary DS with a long-distance weapon (like a Gun Mage) and decent 
accuracy and PA stats, you should be able to take the enemy out from a 
distance.  As a last resort, you can use the Dark Knight's Doom ability.   

Cactuars remain your single biggest threat. Proceed slowly and keep an eye out 
for them at all times, especially in hallways.

Before riding the elevator from F19 to F20, prepare for the upcoming boss 
battle, because that battle will begin as soon as you ascend.  In addition to 
your primary DS, you probably want Dark Knight (for Doom) and White Mage (for 
healing.) Cast Curaga on your primary DS and on YRP if her HP are low, and get 
your Magic as full as possible.

It's also a good idea to dump any unnecessary items from your inventory.  After 
the battle (and the inevitable squabbling among YRP) you will have access to a 
treasure chest which can award you up to 6 random items, provided that you have 
the space for them.  Personally, I have never received anything worthwhile from 
these chests, but others have written of getting Notebooks on a semi-regular 
basis.  The prospect of that alone would make purging your inventory worth your 
while.

The boss on F20 is an Ochu accompanied by a Death Dauber.  You can Doom the 
wasp or just smack it a couple of times and it will go down.  If you have any 
kind of PA stat at all, the Ochu will offer little resistance.  You will get 3 
turns for every turn the Ochu gets, and this so-called "Boss" on has about 400 
HP anyway.  You will be amazed at how quickly this battle ends.  On a good day, 
Ochu will go down without ever landing a punch.  

When the "battle" is over, take the elevator up and Save.  And, of course, if 
you value your sanity, skip through the scene between F20 and F21.

******************************************************************************
*                            F21 - F25 (WF21-F25)                            *
******************************************************************************

Bullet Points:
*  Armets (F23 - F26) can Berserk you. 
*  On F25 you will encounter Pairkas, which can cast Doom.  Equip Dark Knight +
   Trainer + Samurai, or your primary DS will quickly be history.
*  Consider using Magic or Doom on Creepers.  

Enemies Floor by Floor:

F21 -- Flan Azul, Scout Machina, King Takouba -- PROTECT AGAINST CONFUSION
F22 -- Flan Azul, Scout Machina, King Takouba -- PROTECT AGAINST CONFUSION
F23 -- Armet, Creeper, Flan Azul
F24 -- Armet, Creeper, Flan Azul
F25 -- Gigas, Armet, Pairka -- PROTECT AGAINST DOOM

Enemy Abilities:

King Takouba -- PA(Confusion)
Flan Azul -- PA, Blizzard(M)
Scout Machina -- PA (MP x 2)
Armet -- PA(Berserk)
Creeper -- PA(Darkness), Kaboom(P) (see below)
Gigas -- PA(Slow)
Pairka -- (No PA), Doom(-), Thunder(M), Blizzard(M), Fire(M)

As mentioned above, a physical attack from an Armet can Berserk you.  This 
actually expedites disposing of the enemy, but your character will run around 
the room attacking nothing until Berserk wears off.  Unless you are surrounded 
by enemies -- a situation you should know enough to avoid -- this really isn't 
a problem.

Creepers aren't so much dangerous as they are annoying.  They die easily but 
are very hard to kill.  (How's THAT for a confusing statement?)  As soon as you
hit them once, they will latch onto you and go "Kaboom," exploding and causing 
damage without having the decency to let you finish them off.  Treat them like 
less dangerous Cactuars.  If you have a Black Mage DS, hit the Creeper with 
Thundaga.  If not, use your Dark Knight to "Doom and Dodge" them.  Don't do 
physical attacks -- even from a distance -- unless you have the muscle to one-
hit kill these vermin.  

You want to be sure to be prepared for Pairkas.  They cast Doom, which can be 
prevented but cannot be cured.  If Doom connects, your primary DS is history 
unless you have a "Hope -- a Memoir" Folio in your inventory. Equip the DS 
combination mentioned above.  You'll get protection from Doom while building up 
a Doomproof Accessory.

Unlocking the F25 Elevator -- Kill 8 enemies and throw 2 items.

******************************************************************************
*                            F26 - F30 (WF26-F30)                            *
******************************************************************************

Bullet Points:

*  Cactuars reside from F27 - F30.
*  Fly Eyes can put you to Sleep, so keep your HP up.
*  Pairkas are still around, so keep up your Doom protection.

Enemies Floor by Floor:

F26 -- Gigas, Armet, Pairka -- PROTECT AGAINST DOOM
F27 -- Gigas, Cactuar, Pairka -- PROTECT AGAINST DOOM
F28 -- Gigas, Cactuar, Pairka -- PROTECT AGAINST DOOM 
F29 -- Peregrine, Fly Eye, Cactuar
F30 -- Peregrine, Fly Eye, Cactuar 

Enemy Abilities:

Gigas -- PA(Slow)
Armet -- PA(Berserk)
Pairka -- (No PA), Doom(-), Thunder(M), Blizzard(M), Fire(M)
Cactuar -- PA, X-Needles(-)
Peregrine -- PA(Dark)
Fly Eye -- Gaze(P) -- 3-square range -- never misses, Sleep(-)

You have one last wave of Cactuars to survive, and then they will be gone for 
the next 40 floors or so.  You know the drill.

Otherwise, the only new threat is Fly Eyes, which can put you to sleep and then
pound you with their Gaze attack.  If you let your HP slip, this barrage of 
unanswered attacks can be fatal.  Keep up your Doom protection until you clear 
B28, after which you'll not see Pairkas again.

Unlocking the F30 Elevator -- Kill 8 enemies and drink 2 potions.

******************************************************************************
*                            F31 - F35 (WF31-F35)                            *
******************************************************************************
Bullet Points:

*  Relatively easy enemies.
*  Use this opportunity to finish creating vital accessories.
*  Continue to steal from Founder.

Enemies Floor by Floor:

F31 -- Peregrine, Fly Eye, Canis Major 
F32 -- Peregrine, Fly Eye, Canis Major 
F33 -- Canis Major, Flan Blanco, Boris 
F34 -- Canis Major, Flan Blanco, Boris 
F35 -- Flan Blanco, Assassin Bee, Boris 

Enemy Abilities:

Peregrine -- PA (Dark)
Fly Eye -- Gaze(P) -- 3-square range -- never misses, Sleep (-) 
Canis Major -- PA only
Flan Blanco -- PA, Thundaga(M)
Boris -- PA only
Assassin Bee -- PA (Silence)

Enemy-wise, these 5 floors are fairly easy.  Peregrines' attacks can inflict 
Dark.  You can wait for Dark to wear off, cure it with Esuna, or just zap the
darned birds with Thundaga.  Flan Blancos will hit you with Magic from up to 3 
squares away but will use physical attacks (which you might be able to Evade) 
if you are right next to them.  Fly Eyes can put you to Sleep, so keep your HP 
up because you may lose several turns.  Otherwise, have no fear -- most enemies 
will go down with 2 - 3 swats.

You should be very nearly finished needing AP.  You should have a Soldier's 
Bandana (1/2 damage), a Longevity Charm (prevents Doom), a Rune of Sanity 
(prevents Confusion) and a Stealth Cape (protects you from traps.)  You might 
consider dumping your Rune of Sanity if you find a Gunner DS.  Each occupies 
one inventory slot, but you can trade using one of your 5 DS slots for one of 
your 2 Accessory slots.

Unlocking the F35 Elevator -- Kill 8 enemies; Drop 3 items; Fake 3 attacks.

******************************************************************************
*                             F36 - F40 (WF36-F40)                           *
******************************************************************************
Bullet Points:

*  Takoubas (F37 - F39) can confuse you, so protect yourself accordingly.
*  Nashorns (F37 - F39) can inflict Dark.
*  Assassin Bees (F35 - F39) can Silence you, but really, so what?
*  Remember to prepare for the Boss battle before taking the elevator from F39 
   to F40.

Enemies Floor by Floor:

F36 -- Flan Blanco, Assassin Bee, Boris 
F37 -- Nashorn, Assassin Bee, Takouba -- PROTECT AGAINST CONFUSION
F38 -- Nashorn, Assassin Bee, Takouba -- PROTECT AGAINST CONFUSION 
F39 -- Nashorn, Assassin Bee, Takouba -- PROTECT AGAINST CONFUSION 
F40 -- Wild Wolf, Nashorn, Stalwart

Enemy Abilities:

Flan Blanco -- PA, Thundaga(M) 
Assassin Bee -- PA (Silence)
Boris -- PA only
Nashorn -- PA (Dark)
Takouba -- PA (Confusion)
Wild Wolf -- PA only
Stalwart -- PA, Gigancannon (P) -- large range

You will note that most enemies in these floors inflict status effects. The 
only concern should be confusion.  You should have a Rune of Sanity by now to 
protect against Confusion, so be sure to equip it.  Your other 2 Auto-
Abilities should probably be 1/2 Damage and protection against Traps.

Nashorns look like they can breathe fire at you, but if so, I have been unable 
to provoke them into doing so.  They seem to only have a PA from one square 
away.

At this point, I had the 4 Accessories that I wanted, so I had no further need 
for AP.  I sold my Songstress and Psychic DS's and equipped the Stealth Cape, 
thus freeing up 2 inventory slots.  This is good, because on F44, we are going 
to steal a great Accessory and will need room for it.

When you get to the elevator on F39, remember to equip for battle.  You will be
fighting 4 Wild Wolfs, then 2 Nashorns, then a Stalwart.  None of these enemies
can Confuse or Doom you, and there are no Traps, so I'd go with the Soldier's 
Bandana for sure and maybe a Valkyrie Nails if you have one lying around.  You 
probably want a White Mage for Curaga and/or Esuna, since you may get hit with 
Dark.  Mascot can be useful if you want to use Mini-Demi, but if you have been 
developing a primary DS with any kind of PA stat, you should be able to 
slaughter everything in sight with just your weapon.

As I advised before fighting the boss on F20, throw away any garbage in your 
inventory in hopes that it gets replaced with better items after you defeat the 
Boss.

The Wild Wolfs will cluster around you, but usually no more than a couple will 
attack you at a time.  Focus on finishing off one at a time.  Two or three 
attacks each should do the trick.  If you get overwhelmed, cast Doom on one or 
two of them, heal yourself, and then back away until they expire.  If your 
primary DS is a Black Mage, just cast Ultima once and everything except the 
Stalwart will be gone in one turn.

Deal with the Nashorns the same way you did in the earlier Floors.  If they hit
you with Dark, you can either wait it out, cast Esuna, or zap them with a Magic 
spell.  When only the Stalwart remains, you can either use Mini-Demi or just 
attack until he goes down.  My first Mini-Demi hit for about 130 HP, and my 
Physical Attacks were landing for about 75, so I'm not sure that I'd waste the 
Magic using Mini-Demi.  As always, 5 MP for a Curaga seems like a real bargain.

******************************************************************************
*                            F41 - F45 (WF41-F45)                            *
******************************************************************************
Bullet Points:  

*  Steal Triple Tiara from Founder on F44
*  Zurvan (F41 - F44) casts Doom, so protect accordingly.
*  Bicocette (F43 - F46) can Berserk you with its physical attacks.
*  By F45, Zurvans are gone, but Protochimeras (which can Confuse you) appear.
*  Bombs (F45 - F48) will explode and damage you if you don't finish them off 
   in one turn.

Enemies Floor by Floor:

F41 -- Wild Wolf, Flan Amarillo, Zurvan -- PROTECT AGAINST DOOM!
F42 -- Wild Wolf, Flan Amarillo, Zurvan -- PROTECT AGAINST DOOM!
F43 -- Bicocette, Flan Amarillo, Zurvan -- PROTECT AGAINST DOOM!
F44 -- Bicocette, Flan Amarillo, Zurvan -- PROTECT AGAINST DOOM!
F45 -- Bicocette, Bomb, Protochimera -- PROTECT AGAINST CONFUSION.

Enemy Abilities:

Wild Wolf -- PA only
Flan Amarillo -- PA, Thunder(M), Sleep(-)
Zurvan -- PA, Doom, Thunder(M), Fire(M), Blizzard(M), can buff itself with 
Magic Boost and Physical Boost
Bicocette -- PA (Berserk)
Bomb -- (No PA), Firaga(M)
Protochimera -- PA (Confusion), Firaga(M), Thundaga(M), Blizzaga(M)  

Again, status effects are the only real annoyances here.  Happily you do not 
have to simultaneously protect against Doom and Confusion, so only one of those
Accessories needs to be equipped at any time.  Make sure you are protected 
against Doom until you hit F45, and which point change to Confuseproof. 
Bicocettes can inflict Berserk, but that won't kill you, so just deal with it.

The most important thing to do is to steal a Triple Tiara from the Founder on 
F44.  The items that you can steal from him on a given floor are basically 
random, but this one item is ALWAYS available on F44.  Please refer to the 
section on the Founder for details and cautions about stealing.  Pass your 
turns slowly and carefully, and one of the best Accessories in the game will be
yours.  

The Triple Tiara allows you to execute THREE physical attacks in one turn!  
Obviously, this gives you a HUGE advantage, and enemies will now go down in 
just 1 - 2 turns, depending on how often your attacks miss.  In fact, once you 
have the Triple Tiara, you might as well sell off your Soldier's Bandana.  You 
probably won't be able to equip both at once, and triple attacks seem to trump 
half damage.

The Triple Tiara also solves the problem of exploding enemies.  With 3 attacks 
(instead of just one) you can often finish off Bombs and their ilk before they 
even get a turn!

Unfortunately, you probably can't have much fun with your new Accessory until 
F49.  Depending on what DS you have equipped, you're probably going to need to 
use your 2 Accessory slots for your Stealth Cape and your Rune of Sanity. 

If you screw up and miss this Accessory, another one will be available on F66, 
but wouldn't you rather have its awesome power now?

Unlocking the F45 Elevator -- Kill 8 enemies, read 2 books, fake 5 attacks.

******************************************************************************
*                            F46 - F50 (WF46-F50)                            *
******************************************************************************
Bullet Points:

*  Spine Drake (F49 - F52) has an Ice Breath attack that covers a 4 x 4 grid.  
   Move in quickly.
*  Finish collecting the necessary items for getting the Tonberry Room 
   Treasures -- Save Memo x 2 and Find Secret Rooms x 3.
*  Once you hit F49, equip your Triple Tiara and marvel at how amazingly 
   powerful you now are.

Enemies Floor by Floor:

F46 -- Bicocette, Bomb, Protochimera -- PROTECT AGAINST CONFUSION 
F47 -- Guard Machina, Bomb, Protochimera -- PROTECT AGAINST CONFUSION
F48 -- Guard Machina, Bomb, Protochimera -- PROTECT AGAINST CONFUSION 
F49 -- Spine Drake, Guard Machina, Coeurl
F50 -- Spine Drake, Guard Machina, Coeurl

Enemy Abilities:

Bicocette -- PA (Berserk)
Bomb -- (No PA), Fire(M), Kaboom (PA -- blows itself up) 
Protochimera -- PA (Confusion), Firaga(M), Thundaga(M), Blizzaga(M)
Spine Drake -- PA, Ice Breath(D)
Guard Machina -- PA (MP x 2)
Coeurl -- (No PA), Blaster(M) -- 3-square range, Quake(P)

As mentioned above, Spine Drake can attack over a HUGE area, so move diagonally
towards them ASAP or exit the room and let them come closer to the doorway.  
When adjacent to you, they will do physical attacks.

Coeurls -- which were so scary in FFX-2 itself -- are lethargic punching bags. 
They have a Blaster attack that can hit you from 2 or 3 squares away (if they 
happen to notice you, which they won't if their backs are turned) but oddly 
enough if you are adjacent to them they will almost never attack.  Avoid 
getting in line with them while moving right up next to them and you can finish 
them off without taking any damage at all.

You are going to start feeling especially cramped for inventory space about 
now.  In addition to your Accessories, DS, and routine books that you are 
carrying, you need to allocate at least 2 slots for the items necessary to 
collect the Tonberry Room treasure.  Trust me when I tell you that getting 
these items is worth the sacrifice now.  You can probably get by without any 
Healing books if you have a White Mage DS, and you really don't need any 
potions at all.  Keep making those tough choices for another 10 floors.  After 
that, we'll free up some space and quadruple the level of your primary DS, so 
be patient.

Unlocking the F50 Elevator -- Kill 10 enemies and pass for 5 turns.

******************************************************************************
*                            F51 - F55 (WF51-F55)                            *
******************************************************************************
Bullet Points:

*  Bolt Drakes (F51 - F54) can hit you with a Thunder attack over a 4 x 4 grid.
*  Mycotoxins (F55 - F57) can put you to Sleep and then pound you with Magic.

Enemies Floor by Floor:

F51 -- Spine Drake, Bolt Drake, Agama 
F52 -- Spine Drake, Bolt Drake, Agama 
F53 -- Bolt Drake, Agama, YSLS-99
F54 -- Bolt Drake, Agama, YSLS-99
F55 -- Mycotoxin, YLS-99, YAU-28

Enemy Abilities: 

Spine Drake -- PA, Ice Breath(D) 
Bolt Drake -- PA, Thunder Breath(D)
Agama -- PA (Silence)
YSLS-99 -- PA (Slow)
Mycotoxin -- PA, Sleep(-), Thundaga(M)
YAU-28 -- PA (MP x 2)

No real changes for these 5 floors.  The above noted enemies can annoy you but
certainly shouldn't kill you.  Keep managing your inventory and stockpiling 
items for the Tonberry Room treasures.  Other than that, just move on.

Unlocking the F55 Elevator -- Kill 8 enemies, read 2 books, fake 3 attacks, and 
pass 5 turns.
                  
******************************************************************************
*                            F56 - F60 (WF56-F60)                            *
******************************************************************************
Bullet Points:

*  Pop Frys (F57 - F59) are royal pains.
*  Sahagins (F58 - F59) have a Water Cannon attack that can inflict Dark.

Enemies Floor by Floor:

F56 -- YAU-28, YSLS-99, Mycotoxin
F57 -- YAU-28, Pop Fry, Mycotoxin 
F58 -- Pop Fry, Sahagin, YAU-28
F59 -- Pop Fry, Sahagin, YAU-28
F60 -- Sahagin, Tomb, Ultima Weapon

Enemy Abilities: 

YAU-28 -- PA (MP x 2)
YSLS-99 -- PA (Slow) 
Mycotoxin -- PA, Sleep(-), Thundaga(M) 
Pop Fry -- (No PA), Holy(M), Meteor (P), Fire(M), Firaga(M), Blizzard(M), 
Blizzaga(M), Thunder(M), Thundaga(M)
Sahagin -- PA, Water Cannon(P) -- 6(?)-square range and inflicts Dark.
Tomb -- PA, Meteor(P) 
Ultima Weapon -- PA, Judgment(P), Dawn of Ruin (M), Final Abyss(D)


These floors are considerably less fun than the previous 5.  I have a 
particular dislike for Pop Frys.  They block doorways with their huge size; 
their attacks can hit from a long ways away; and they will keep hitting you 
with Magic until you finish them off or they run out of Magic.  The only good 
news is that once their MP are depleted, they are powerless as they have no PA.

If you are more than one square away from a Sahagin, it will hit you with Water
Cannon, which inflicts Dark.  Once you move adjacent to it, it will use a PA 
instead.  Take your punishment while moving in, cast Esuna once you are 
adjacent, and then finish off these pests.  Festivalist + Samurai will make you 
Darkproof.

At F59, remember to equip for a Boss fight.  You don't have to protect against 
Traps, Doom, or Confuse.  Equip your Triple Tiara for sure.  If you still have 
a Soldier's Bandana or Valkyrie Nails, either would be a good choice for your 
second Accessory.  

On F60, you will fight Sahagin x 2, Tomb x 1 and Ultima Weapon x 1 in that 
order.  The easiest way to finish off the Sahagins is with Magic.  Even if you 
get hit with Dark, one zap of Magic each should easily rid you of these pests. 
I suppose you could use Doom, but really, why bother? 

While fighting the Sahagins, the Tomb may chime in with a Meteor (which damages
the Sahagins as well as you,) but that attack looks worse than it actually is.
Once the Sahagins are history, move up to the Tomb, whack it a couple of times,
and it will go down.

The Ultima Weapon looks scary, but the worst thing about it is that you will 
suffer many attacks before you can get close enough to land a punch of your 
own.  Its special attacks are called Judgment, Dawn of Ruin, and Final Abyss, 
but none took more than about 50 HP off my main character.  Once you get close 
enough to the Boss to attack, heal if necessary before unleashing sets of 3 
attacks per turn.  You will find that you get 3 turns for every one that 
the Boss gets.  My Level 34 Samurai had a PA stat of 59, and 3 rounds of PA 
with the Triple Tiara laid waste to this big lug without any further damage.

******************************************************************************
*                            F61 - F65 (WF61-F65)                            *
******************************************************************************
Bullet Points:

*  It is finally time to claim your Tonberry Room treasures, which will 
   definitely change your life for the better.
*  After defeating the Tonberrys, keep stealing from the Founder.  If you get a
   Valkyrie Nails Accessory, try to hold on to it for the final battle.
*  Until you hit another patch of Cactuars, you are pretty much invincible.
*  Hug Bugs (F61 - F62) and Detonators (F63 - F64) can explode, but you should 
   be powerful enough to finish them off in one turn.
*  Varans (F65 - F66) can cast Damnation (Doom on steroids), but you should 
   have easy access to Doomproof for protection.

Enemies Floor by Floor:

F61 -- Hug Bug, Flan Palido, King Vermin!
F62 -- Hug Bug, Flan Palido, King Vermin!
F63 -- Detonator, YAU-71, Balivarha
F64 -- Detonator, YAU-71, Balivarha 
F65 -- Iron Giant, Barbuta, Varan -- PROTECT AGAINST DOOM

Enemy Abilities: 

Hug Bug -- PA(Darkness), Kaboom(P) 
Flan Palido -- PA, Blizzaga(M)
King VERMIN! -- PA(Silence)
Detonator -- Kaboom(P), Firaga(M)
YAU-71 -- PA only
Balivarha -- PA(Darkness), Firaga (M)
Iron Giant -- PA only
Barbuta -- PA (Berserk)
Varan --PA, Damnation(-), Blizzaga(M), Firaga(M), Thundaga(M), Magic Boost 

You are now ready to find your way to the Tonberry Room.  This is going to take
a LOT of patience, but believe me when I tell you that it's worth the time and 
trouble.  

For the record, I'm relatively sure that the Tonberry Room can be accessed as 
early as F41.  However, it has been my experience that attempting to do so 
prior to F61 takes much longer.  In both cases, there are 6 possible Secret 
Rooms to which you might be transported.  Three of these are "Special" Secret 
Rooms (O, X, and Triangle) that must be completed in order to access the 
Tonberry Room.  On F61, from my experience, you will ALWAYS encounter these in 
the same order -- O, X, and then Triangle -- without ever repeating any of 
them.  By contrast, on F41, I frequently returned to a Special Room that I had 
already completed, forcing additional resets. Every time I tried getting to the 
Tonberry Room earlier than F61, I gave up from impatience.  My point is that 
you are free to try to claim these treasures earlier if you like, but don't be 
surprised if you find the experience frustrating.

To claim your treasures, do the following:

1)  When you hit F61, check the nearest room for treasures.  Don't go out of 
    your way, since there is about an 80% chance that you will have to reset 
    and try this first step again, but you don't want to leave a useful DS or 
    Folio behind.
2)  Read one of your Find Secret Rooms Folios.  A teleporter will be 
    created.  Stand on the teleporter, Check it, and choose, "Go to Secret 
    Room."
3)  If you land in a room with enemies, reset and try again. Repeat steps 1 - 3
    until you land in a room in which you are surrounded by stones in the shape
    of a circle.  This will probably take several tries, so be patient.
4)  When you find the correct room, destroy the stone in the middle of the 
    arrangement.  An item (a Restart Guide(9) Folio -- Yuck!) will spawn in the 
    room behind you.  Collect the item -- or not-- and get on the elevator back 
    in the main room.  Use one of your Save Memos to save as you return to F61.
5)  Repeat steps 1 - 3 above.  This time, the room you are seeking has stones 
    in the shape of an "X."
6)  Repeat step 4.  This time the item in the room behind you is a Tidying 
    Up(9) -- Double Yuck!)  Be sure to SAVE when you take the elevator!
7)  Repeat steps 1 - 3 again.  This time the room you are seeking has stones in
    the shape of a triangle.
8)  When you find the correct room, kill the stone in the middle of the 
    triangle.  Ignore the elevator in this room. Proceed into the next room, 
    picking up (or not) an item on the way.
9)  Keep going forward, and before entering the next room, you will find Copy 
    Techniques (2), which is far and away the best item in the game.
10) Continue forward and smash the gold stone.  You will be teleported 
    automatically to the Tonberry room.
11) You will be in a large room with 4 Mega Tonberrys and 1 regular Tonberry. 
    BE SURE TO EQUIP PROTECTION AGAINST DOOM because the Megas can cast 
    Damnation, a speeded-up version of Doom.  You have at least 2 options for 
    defeating them.  The wimpy way is to Doom them.  Each counter will start at
    45, and if you move too far away from a Doomed Mega, its counter will stop 
    going down, so this method can definitely take a while.  Alternatively, if 
    you have even a modest PA stat, you can just slug it out with one of them 
    at a time.  Each Mega only has about 1000 HP.  Equipping Dark Knight + Gun 
    Mage will inflict Darkness on your enemies, and their attacks will rarely 
    connect, allowing you to whale on them at will.  If you have done a halfway 
    decent job of developing your character, beating the Megas in a straight-up 
    fight is the easy and infinitely more rewarding way to win this battle. 
12) For the record, you don't actually have to defeat the small Tonberry. After
    defeating one Mega, the elevator will activate, but why give up now?  When 
    the last Mega goes down, you will see an Accessory (Sniper Cuffs -- when 
    equipped, your attacks never miss) materialize in the small back room.  You
    may never use them, but you probably have room to carry them now that 
    you've used your 3 Find Secret Rooms Folios and your 2 Save Memos.

Next time you get a Find Secret Rooms Folio, you should use it to access the 
Cactuar Secret Room to get a Dress Fusion Secrets (9) Folio.  As before, be 
sure to Save before using the Find Secret Rooms Folio, since it will probably 
take you a couple of tries to land in the correct room.  Once you do, you will 
have 6 Cactuars to eliminate.  If you have a healthy Magic stat and a Black 
Mage DS, the easiest way to defeat them is to equip the Black Mage as your 
primary DS and cast Ultima.

Now that you have your Copy Techniques Folio, you have at least 2 choices:

1) You can either copy your primary DS, Fuse it, and then copy it again.  For 
   example, if you have a level 24 DS, the Copy Techniques Folio will make 
   another level 24 DS.  Fuse them together, and you have a level 48 DS.  Copy 
   that level 48 DS and fuse again, and you now have a level 96 DS!

2) Alternatively, you can copy two different DS once each.  

If your primary DS is below about level 30, you should probably take the first 
option.  Your resulting DS will max out at level 99, but at that point, 
depending on what primary DS you have chosen, you should be nearly invincible.
If your primary DS is more like level 35, you should consider the second 
option.  At level 70, your stats should be impressive in at least 3 areas.  By 
copying a different DS, you can develop a more balanced character by boosting 
stats that are different from those that your primary DS boosts.  Additionally, 
you are likely to pick up additional DS over the next 20 floors anyway.  You 
can fuse those to your primary DS for additional boosts in your main stats. 

One way or another, now that you've bumped up your DS levels significantly, 
most of the challenge is gone from the game.  With your Triple Tiara equipped, 
you can finish off most enemies in 1 - 2 turns tops.  You should have ready 
access to Confuseproof and Doomproof and have total protection from Traps. My 
MD was so high that the worst Magic attacks hit me for 3 HP, and my Evasion was 
so high that most Physical Attacks missed. Basically, until you again encounter 
Cactuars, you pretty much rule.

After clearing the Tonberry room, you should have lots of inventory space 
cleared out.  Try to reserve one slot for a Valkyrie Nails Accessory, which you 
will almost certainly be able to steal from the Founder between here and the 
final battle.  This can make those last battles easier, as I will describe when 
we get there.

Unlocking the F65 Elevator -- After you receive the third message that the 
Founder is near ("An intense aura can be felt from somewhere on this floor!") 
perform any action other than moving, such as passing a turn or dropping an 
item.  This will activate the elevator.  If you are in the habit of Stealing 
from the Founder, this will occur naturally.

******************************************************************************
*                            F66 - F70 (WF66-F70)                            *
******************************************************************************

Bullet Points:

*  If you missed the Triple Tiara on F44, you can try again on F66.
*  Enemies are mostly beefed-up versions of earlier fiends inflicting the same 
   status effects as their lesser siblings.

Enemies Floor by Floor:
F66 -- Iron Giant, Barbuta, Varan -- PROTECT AGAINST DOOM
F67 -- Hexapod, Barbuta, Shantak
F68 -- Aranea, Aculeate, Hexapod
F69 -- Purpurea, Aculeate, Taromaiti -- PROTECT AGAINST DOOM!
F70 -- Assault Machina, Amorphous Gel, Purpurea

Enemy Abilities:

Iron Giant -- PA only
Barbuta -- PA (Berserk)
Varan --PA, Damnation(-), Blizzaga(M), Firaga(M), Thundaga(M), Magic Boost 
Hexapod -- PA, Kaboom(P)
Shantak -- PA, Sonic Boom(P) -- covers a large area
Aranea -- PA only
Aculeate -- PA (silence)
Purpurea -- (No PA), Seed Cannon(D)
Taromaiti -- PA, Firaga(M), Damnation(-), Thundaga(M), Blizzaga(M)
Assault Machina -- PA (MP x 2)
Amorphous Gel -- PA, Blizzaga(M)

On my first run through the game, I missed the Triple Tiara on F44, but when I 
stole from the Founder on F66, I got one.  On my second run, I got a TT on F44,
but when I tried to get another on F66 I got an Ether instead.  From this, I'm 
going to speculate that you can only get one TT.  If you miss it on F44, I 
postulate, there will be another on F66.  If, however, you grabbed one on F44, 
there will not be one on F66.  Again, this is just something I inferred from my
two runs.

I'm also guessing that the enemies on these floors inflict the same status 
ailments as their relatives on earlier floors.  I know for sure that Taromaitis
(F69) cast Damnation, and I'm guessing that the Barbutas on F67 can Berserk 
you.  I don't know for sure because at this point, my Evasion stat was so high 
that hardly anything could even hit me.  I can also confirm that Hexapods have 
the same annoying habit as Hug Bugs of blowing themselves up if you damage them
without finishing them off.  This is where a high Accuracy stat would be 
helpful.

On F70 - F71, you will encounter Amorphous Gels which, like Protean Gels, carry
Dress Fusion Secrets Folios for you to Steal.  However, about 80% of the ones 
that I encountered had nothing to steal.  Perhaps I just had a bad run of luck,
but these much-needed items seem less prevalent here than they were in Protean 
Gels.

Otherwise, as I indicated earlier, you should sail through these floors with 
little resistance.  I had high Evasion, high PA, and high Magic Defense, so I 
was finishing off enemies in 1 - 2 turns and was only losing HP to Magic 
attacks and exploding Hexapods, the former doing about 3 HP damage and the 
latter doing about 40 - 50 (because of my relatively low PD stat.)  So, cruise 
your way up to F70, take the elevator and Save.

Unlocking the F70 Elevator -- To activate this elevator, you must first turn 
into a Goon, either by reading a Folio or by getting hit by the Founder.  
However, the seal isn't broken until you perform an action other than moving 
(such as passing a turn or dropping an item) AFTER you've been turned into a 
Goon.  So, if you're going to let the Founder turn you into a Goon, don't waste 
any turns afterwards lest you get ejected from the Tower.  Pass a turn and then 
immediately take the elevator.    

******************************************************************************
*                            F71 - F75 (WF71-F75)                            *
******************************************************************************

Bullet Points:

*  Malboros (F71 - 72) have a Bad Breath attack (imagine that!) that inflicts 
   Poison, Silence, and Slow.
*  Cactuars are back (F75 - F77) and are still able to wipe out even your most 
   advanced DS with a single X-Needles attack.  Continue to treat them with all
   due caution.
*  Rhyos (F75 - F76) can Confuse you, but by now you should have protection 
   against this.
*  Vertigos (F75 - F76) can put you to Sleep.

Enemies Floor by Floor:
   F71 -- Assault Machina, Amorphous Gel, Malboro
   F72 -- Malboro, Machina Soldier, Skink
   F73 -- Queen Coeurl, YSLS-Zero, Skink
   F74 -- Queen Coeurl, YSLS-Zero, Skink 
   F75 -- Vertigo, Cactuar, Rhyos -- PROTECT AGAINST CONFUSION

Enemy Abilities:

Assault Machina -- PA(MP x 2)
Amorphous Gel -- PA, Blizzaga(M)
Skink -- PA(Silence)
Malboro -- Bad Breath(-) -- Inflicts Silence, Slow, and Poison
Machina Soldier -- PA (MP x 2)
Queen Coeurl -- (No PA), Blaster(M) -- 3-square range, Quake(P)
YSLS-Zero -- PA only
Vertigo -- Gaze(P) -- 3-square range, never misses, Sleep(-)
Cactuar --  PA, X-Needles(-)
Rhyos -- PA(Confusion), Firaga(M), Thundaga(M), Blizzaga(M) 

OK -- As we near the top, we get exposed to a "greatest hits" of nasty status 
effects.  Malboros hit you with 3 of them, the worst of which is Slow because 
the Malboro will get 2 turns for every 1 of yours.  With the Triple Tiara 
equipped, you should be able to finish him off in one turn.  Then when Silence 
wears off cast Esuna to minimize damage from Poison.

Vertigo's Sleep attack can be problematic, especially if there is a Cactuar in 
the room.  In one game, I cast Doom on a Cactuar -- which, of course made him 
chase me.  In the process of retreating, I stepped into the path of a Vertigo 
and got put to sleep.  Luckily, the Doom counter reached 0 before the Cactuar 
got within range to use his X-Needles attack, but Needle-ss to say, this was a 
bit too close for comfort.

If you have the Triple Tiara equipped and have a sufficiently high Accuracy 
stat, you should be able to take out Cactuars with Physical Attacks now.  One 
of your 3 attacks is almost certain to connect.  Even so, you should have tons 
of MP at this stage of the game, and if you have a Black Mage DS, zapping the 
Cactuar with Magic is still the quickest and most reliable way to get them out 
of your way.

Otherwise, as long as you don't get Confused, you should cruise up to F75 where
an elevator and Save opportunity await you.

Unlocking the F75 elevator -- Kill 8 enemies, fake 5 attacks, pass 5 turns, Put 
Down 3 items, and Throw 3 items.  The items, of course, do not have to be 
different, and you can pick them up immediately after discarding them.

******************************************************************************
*                            F76 - F80 (WF76-F80)                            *
******************************************************************************

Bullet Points:

*  Cactuars will plague you all the way to the top.
*  Let the Founder hit you twice on F77 to teleport you up to the final battles
   on F80.

Enemies Floor by Floor:
   F76 -- Vertigo, Cactuar, Rhyos -- PROTECT AGAINST CONFUSION 
   F77 -- Cactuar, Volcano, Hrimthurs

Enemy Abilities:

Vertigo -- Gaze(P) -- 3-square range, never misses, Sleep(-)
Cactuar -- PA, X-Needles(-)
Rhyos -- PA(Confusion), Firaga(M), Thundaga(M), Blizzaga(M) 
Volcano -- Kaboom(P), Firaga(M), Holy (M)
Hrimthurs -- PA(Slow)

Enemy-wise, from here on you need only fear Cactuars.  All other enemies will 
offer little resistance to your awesomeness.

The directness of your path from here to the end of your quest depends on your 
actions at the end of F77, as described below.

F77 can end one of 3 possible ways:

1)  You take the elevator to F78 without ever encountering the Founder.

2)  You play this floor in the usual way and get hit by the Founder once and 
    turn into a Goon. He will say, "It is up to you whether you go any further 
    in that form." You think this odd, but you take the elevator to F78 as you 
    normally would anyway.

3)  You get hit by the Founder once and turn into a Goon. He will say, "It is 
    up to you whether you go any further in that form." You let him hit you a 
    second time.  He says, "Well Done, you have found the path" and you are 
    teleported to the final battle on F80. THIS IS WHAT YOU WANT TO DO!

I will outline for you what happens if you end F77 with either option 1) or 
option 2) above, but keep in mind that you only want to do this if you are 
stalling and don't want to get to F80 directly.

F78 can end one of 3 possible ways:

1)  You take the elevator to F79 without ever encountering the Founder.

2)  You play this floor in the usual way and get hit by the Founder once and 
    turn into a Goon. He will say, "It is up to you whether you go any further 
    in that form." You then take the elevator to F79 as you normally would.

3)  You get hit by the Founder once and turn into a Goon. He will say, "It is 
    up to you whether you go any further in that form." You let him hit you a 
    second time, and you are returned to F77.

F79 has no elevator, so it there is only one possible way that it can end. 
Eventually, the Founder will track you down, smack you, and suggest again that 
"It is up to you whether you go any further in that form." (One could argue 
that this isn't accurate since you only have one option here.)  Since you have 
nowhere to go to get away from the Founder, he will eventually find you and hit 
you again, sending you back to F77.  When he does, he will give you the hint 
that, "There is nothing beyond here you fool."

If you are slow to catch on and wind up on F79 again, the second time that the 
Founder hits you, he will ask, "Ahh, did you notice anything?"


It seemed to me that on F77 the Founder appears MUCH earlier than usual, 
perhaps trying to head you off before you foolishly get on the elevator and 
head nowhere productive.

Hopefully you will eventually arrive on F80, so let's prepare for what awaits 
us there.
F80 has no Traps and there is no danger of Doom.  However, the Boss' Quake 
attack can cause Confusion, so you definitely need to protect against that. You 
can do this with an Accessory if you like, but I used both Accessory slots for 
offense and used DS to become Confuseproof.

You are going to have to fight this boss 3 separate times.  Each time he starts 
with 4000 HP.  The wimpy way to fight him is to equip a Mascot DS and use Mini-
Demi until his HP get low enough and then whittle away those last few HP with 
Physical Attacks.  If you have developed a primary DS with a good PA attack, 
you can easily beat this boss with only PA's.  I survived all 3 rounds without 
using Mini-Demi and without ever healing.  You can too.

You'll find that you are going to get about 3 turns for every turn that the 
Boss gets.  If you have the Triple Tiara equipped -- and why wouldn't you? -- 
that gives you NINE attacks for every one of his.  Some of your attacks won't 
connect (unless your Accuracy stat is higher than mine was), but so what? 
Outslugging your opponent by 7 or 8 to 1 is enough of an edge.

To give yourself more of an advantage, try equipping a Valkyrie Nails Accessory 
to up your percentage of critical hits (each of which does 3x damage.)  In each 
set of 9 attacks, you should get at least 1 or 2 critical hits.  As you can 
imagine, this makes the boss go down considerably quicker.

In the second and third battles, the Boss (Quattour) will call in annoying 
little minions called "Fractus" (I'm not sure what the plural of Fractus is -- 
Fracti?)  They will hit you with pathetic Spark attacks that may hit you for a 
deadly 3 HP, or they may sidle up to you and explode, hitting you for maybe 30 
- 40 HP.  Don't waste turns killing them -- they are merely distractions from 
the main task at hand, and when Quattour expires, they will too.  However, 
remember that when they attack you, YRP will rotate towards them.  Be sure to 
rotate back towards Quattour before your next attack lest you waste a turn. 

At the start of the third and final round, you will get hit with "Putrid 
Vapor," which will Silence you for several turns.  As I said, I never needed to 
heal, but if you are concerned then either use an Elixir, wait for the Silence 
to wear off, or be proactive about healing as the end of the second round draws 
nigh.

Ultimately, if you did a decent job developing your primary DS -- or if you 
didn't but have access to Mini-Demi -- these battles will be a breeze.  In the 
end, this final battle is somewhat anticlimactic after all that you went 
through to get here, but take pride nonetheless in your successful run to the 
top of the Tower.

 
A final scene will run, but you've already been warned about the dangers of 
watching these.  Enjoy your success but resist the temptation to view this 
video tripe.

******************************************************************************
*                            XX. Final Words (LM20)                          *
******************************************************************************

Now that you have earned your Trophies, try going through the Tower again with 
a different primary DS.  Try going through as a Black Mage or as something 
truly weird like an Psychic.  Here are some ideas for challenge runs to try:

*  Don't pick up or use the Triple Tiara.
*  Don't pick up or use the Copying Techniques Folio.
*  Never use Doom.
*  Never use a Physical Attack.
*  Use only Physical Attacks, but never use Magic or Doom.
*  Reduce the number of DS you can equip to 4, then 3, then 2.

If you're looking to add some challenge to the game, I strongly recommend that 
you try a run in which you equip no more than 3 DS at a time.  This will allow 
you to get all of the important Auto-Abilities, but you're really going to have 
to put some thought into which DS you have equipped at any given time and which 
DS you develop.  The first 30 floors or so can be particularly harrowing, 
especially if the game is less than generous in the resources that it gives 
you.

You can increase challenge level by combining these conditions.  For example, a 
run with at most 3 DS, no Triple Tiara, and no Copying Techniques will really 
keep you on your toes and make you use your knowledge of the game to survive.

Or, make up your own challenge.  The depth of the game arises from the multiple 
ways of approaching it.  Find a way that interests you. The Last Tower is not a 
great game, and it is perhaps a bit too easy, but it has its merits 
nonetheless.   

I hope that you find the above information useful and understandable.  I have 
invested considerable time and effort researching, writing, and revising this 
guide to make your gaming experience more pleasurable.  Although no guide is 
perfect or 100% complete, I continue to do my best to make this guide the best 
possible.  I ask for no monetary compensation for these efforts, but if you 
feel that this guide's strengths outweigh its shortcomings, I would sincerely 
appreciate it if you would click on the green "Yes" button at the top of 
the page, indicating that you would recommend it to others.  If you are 
compelled to click the red "No" button instead, I hope that you will take a 
moment and drop me an email letting me know what you didn't like so that I can 
try to make this guide better for future readers.

Either way, thanks for reading, and let's do this again sometime soon.