#39 - FFX - OSGKONENNE - Gagazet Cave part 2

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Published on ● Video Link: https://www.youtube.com/watch?v=oWsTC5-wYJA



Duration: 27:24
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Another late upload, I'm terrible sorry! I had split up the later part of Gagazet Cave in multiple recordings made possible with auto-save. There was just one problem, I got a Game Over against a Grendel at some point after I had continued with the auto-save in the middle. I had to cut that out, but that was much harder than I imagined. I got it in the end though!

For the most part, I'll just sort of repeat what I wrote in the last video, since most of the new batles happened in this one haha.
We continue in Gagazet Cave. There are a few new enemies here who can be quite terrifying or hard to deal with. Not shown in this video, but I made sure that one of my first encounters was a Behemoth so I could catch it and farm for Zombietouch. Without it, the Dark Flan is really tough to catch. The only real way to beat it otherwise is Silencestrike with only 20% chance of working or using Doom, which means you don't have Mighty Guard to cast at the start of the next battle, which is certain death in some cases. I also prepared Rikku to learn the Sufferer Overdrive mode to use in the water sections where Kimahri isn't available. Technically speaking, it's breaking the rules a little, but otherwise, I would have to pray for the 50/50 on Stonetouch working for EVERY monster in here. Normally, in a NSG setting, you would have Sleeping Powder available, but we don't this time because Kimahri is almost always in the party.

With all of this setup, and after preparing a new armor, we're ready for the cave.
The Behemoth is very strong and if you're not at full health when it uses Heave, you're just dead. And that's WITH Protect from Mighty Guard.
The Ahriman + Grendel combination is also quite dangerous. You will need Confusion protection and a way to survive Grendel's Gore which can deal around 1400 damage after Protect. Hitting the Ahriman is dumb, so focus on the Grendel first. Without Haste, these guys get much more turns than one would expect. They didn't appear in this run, but they do later. The Mandragora is also annoying if it decides to use Ochu Dance. Finally, the Sleep Ward will protect against the Bandersnatch.

Once we reach the water, it's up to TWR! And while you can get quite far with Stonetouch, it's not great if it fails on the wrong turn. And that's where the Sufferer Overdrive comes into play! This mode charges 16% every time you get a turn while under a status condition. Couple that with SOS Overdrive and it only takes 4 turns to charge your OD while at yellow HP. Zombie is one of those statuses that doesn't wear off on it's own. For most battles, I just throw a Calamity Bomb. It deals 3500~ damage and inflicts Poison, Darkness, Silence and Sleep for five turns. A good way to catch the Achelous! You have to make sure to not target them more than 3 times, otherwise, you eat a Sonic Wave, which you can survive but is quite the hassle. The Splashers have different HP depending on how many are grouped together, but a Grenade usually takes one out and lowers the HP of the others for a quick capture before they get out of hand. Their attacks are unblockable, even with Evade & Counter. The Maelspike is also quite dangerous due to Maelstrom, which it uses after targeting and being targeted 9 times. Survivable with Shell and double HP on Wakka, sure, but again, too much of a hassle. They are immune to Sleep and Slow. Chaos Grenade is nice for them due to inflicting Darkness, Poison and Full Break (and Slow, Silence and Sleep). With Full Break, some items and Lightningstrike weapons, you can lower it's HP enough for the capture.

The upcoming boss battle requires a lot of preparation and the fight itself will have some parts sped up due to the insane luck that was required. More on that later in the actual video. I'll probably do the preparation and the fight itself in the video to showcase just how stupid it is.

In this challenge I am only allowed to use Kimahri during the game. The other party members will either have to KO themselves or try to run away as soon as possible. When Kimahri is not available in the party, the party must follow NSGNSNENNE rules (No Sphere Grid + No Summons + No Escape + No [No Encounters]). While I am allowing Customizing (the challenge would not be possible otherwise), I am placing certain 'limits' on myself. For example, I won't Customize First Strike or Evade & Counter unless it's absolutely mandatory to get through the fight(s). Combined with the No Escape rules, that should make for an interesting run!

Abbreviations:
OSG = Own Sphere Grid
KO = Kimahri Only
NE = No Escape
NNE = No [No Encounters]







Tags:
Final Fantasy X
FFX
Kimahri
Single Character
Own Sphere Grid
No Escape No Encounters
Challenge