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Old 02-25-2006, 06:07 AM   #32
 
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thien_tai_xxx
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Join Date: Jan 2006
Age: 32
Posts: 52
Smile Re: Final Fantasy IX: Level One Ozma Challenge FAQ

[COLOR=Red]
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+ Chocobo Air Garden / Battle With OZMA +
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BOSS: OZMA
HP: 55,535
MP: 9,999
AP: 100
Steal: Elixir, Dark Matter, Pumice Piece, Robe of Lords

Finally, here is the sole target of our quest after all the effort we have
been through, the strongest creature in FFIX, Ozma. And you are in front of
her with a LEVEL ONE PARTY!!!

In order to conclude the strategies of defeating this nemesis at such a low
level, we must analyze Ozma's attack pattern first before we can advance to
the glorious victory over Ozma.

The following general information is provided by Theoden. It was composed
for a regular game, however, I decided to use and paraphrase part of his
information because it can still help us to decide the strategies we need to
accomplish the goal of defeating Ozma at level one.

Ozma is at level 99 and has 55535 HP and 9999 MP. She is healed by Shadow
unless you gave friendly Yan a diamond, in which case she will be weak
against it. She cannot be reached with the Attack command without "The
Blessing of Spirits". She is weak against Holy, Wind and Bird Killer.

The only negative status effects you can possibly inflict on Ozma are
Darkness and Slow. It is impossible to give her Reflect status, so you can't
make her reflect Curaga on you. Slow has little effect (see below).

Ozma can act even when her ATB bar is not full. If you enter a command in
between Ozma's attacks, her ATB bar will be filled immediately and her next
attack will happen before the command you just entered happens. This makes
Auto-Life especially important, since if a character is KOed and you enter a
command to revive them, Ozma will get another attack first; possibly KO the
character due to carrying out the revival. This ability to preempt your
commands also means Ozma always gets the first move in the battle. Pray it
isn't Meteor. The only way you can enter a command and be sure it will
happen before Ozma's next move, is to enter it during the animation of
Ozma's move. So if, for example, she casts Flare on someone (who doesn't
have Auto-Life or enough HP to survive it), then try to enter your revive
command before the move finishes (before the character is even KOed). This
preemptive ability also means Ozma is hardly affected by the Slow status,
even though he is vulnerable to it.

What makes success so difficult to guarantee against Ozma is the possibility
that she may use Meteor wiping out all your team at once, followed by Curse.
There is no way to guarantee Meteor won't KO everyone, although it will be
less likely if everyone has high HP and/or Shell. If Curse follows it will
almost certainly KO everyone who came back with Auto-Life.

The best way to reduce the risk of Meteor->Curse is to fulfill the
conditions for Ozma's other attacks. The best way to reduce the frequency of
Meteor is to ensure as few characters as possible have the Reflect status,
since he won't use Flare, Death or Holy if all possible targets can reflect.
The only spells you can reflect are Mini and Berserk anyway. Reducing her MP
will also lessen the frequency of Meteor since he will use Absorb MP, but I
don't really recommend this (see below).

To reduce the frequency of Curse, you must fulfill any or all of these
conditions:
- Reduce Ozma's HP below 50% of max.
- Make sure no one is in Mini status.
- Inflict Darkness on Ozma.
- Have at least on non-KOed character whose level is a multiple of 4.
- Have at least on non-KOed character whose level is a multiple of 5.

On an odd numbered turn Ozma can use these attacks. If her MP is 0, he can
only use Flare Star.

- ABSORB MP
Ozma only uses this if at least one character has more MP than her. It
transfers all of a character's MP to Ozma. She is most likely to use it if
you use Magic Hammer to reduce her MP, since initially she has 9999 MP.

- DEATH
Ozma won't use this on anyone who can reflect it. It KOs one character, but
may miss.

- DOOMSDAY
Attacks all participants in battle with Shadow damage. If you gave friendly
Yan a diamond, it will damage Ozma, otherwise it will heal her. Won't hurt
anyone who has any of the following equipped: Egoist's Armlet, Ninja Gear,
Demon's Mail, Pumice Piece. Can be returned on him for good damage. It's a
real breather when he does this.

- FLARE
Ozma won't use this on anyone who can reflect it. Non-elemental damage on
one character.

--FLARE STAR
Does non-elemental damage on all characters. Damage = character's level x
50. May miss. The damage cannot be reduced. It is a nasty attack, but not a
problem if everyone has Max HP.

--HOLY
Ozma won't use this on anyone who can reflect or absorb it (Pumice Piece).
He will use it on characters that can nullify it though (Chimera Armlet).
Does Holy damage on one character.

- METEOR
Ozma's worst attack. Does random damage between 110 and 9999 (usually the
upper end of the scale). The only way to be sure of surviving it is to have
Auto-Life equipped. If everyone has Shell status it will improve your
chances of survival (but won't guarantee it). Note that Ozma's Meteor cannot
miss, unlike Vivi's (at least I've never seen it miss in hundreds of times
I've seen her use it). Similarly if you return it on her, the returned
Meteor will never miss either. Ozma's Meteor also costs just 40 MP, (as seen
if you equip Absorb MP on Quina), so it is a slightly different spell
(Vivi's costs 42 MP).

On even numbered turns Ozma can use these following attacks. If her MP is 0,
she can only use Curse.

- CURSE
Inflicts physical damage on all the party (cannot miss). It also inflicts
status effects Slow, Poison, Confuse, Mini and Darkness. This attack is
lethal if it is used straight after wiping everyone out with Meteor, since
everyone will have low HP and no Auto-Life. For a character who is at the
back row of the party and who has a physical defense of 40, the attack Curse
will cause 1344-2688 damage on him/her (the damage will be halved when
Protect is cast, and increased by 50% when s/he is in Mini status).

- CURAGA
Ozma will only use this if his HP is below 50% of max. Recovers around
5,910~ 9,999 HP.

- ESUNA
Ozma will only use this if she has the Darkness status. Casting Esuna
removes Darkness. Soul Blade + The Ogre is the best way of inflicting
Darkness on Ozma. Darkness doesn't hinder Ozma in any way, but it can really
save your life if he uses Esuna instead of Curse at a critical time.

- LV4 HOLY
Ozma will only use this if there are characters whose levels are a multiple
of 4 (who aren't KOed). Inflicts Holy damage on those characters.

-LV5 DEATH
Ozma will only use this if there is a character whose level is a multiple of
5. Make sure precisely one character fulfills this requirement. That way it
will do minimal damage. LV5 Death KOs one character and is better than Curse
(especially after Meteor).

-MINI
Ozma will use this only if no one is already in Mini status. Inflicts Mini
on everyone.

Ozma can counter with the following moves (provided he has MP):

--BERSERK
Ozma will do this twice during the battle, once when she's targeted with any
command (other than Attack or Item) when her HP is below 40000, and again
when it's below 30000. Inflicts Berserk on the attacker. May miss. Cure with
Gysahl Greens.

--CURAGA
13-50% chance of use (depending on Ozma's HP) against any action that
targets Ozma, even if her HP is full and the attack caused no damage.
Recovers around 6800-9800 HP. Because of this spell, the battle will be
considerably more challenging if you try to steal her items, since even an
unsuccessful Steal attempt can trigger a Curaga counter. It also means even
if you hit Ozma for 6 attacks causing 9,999 damage in one turn (e.g.
Thievery, Dragon's Crest) you are not guaranteed to kill her before he has a
chance to use Curaga, since she could cast it after any and all hits.

Theoden's general information of Ozma ends here.
To be continue ...
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