From the entrance to the castle, head up some stairs to find a brightly-colored quadruped - the aforementioned Sphinxaur. Well, this wasn’t hard at all! If you run into the beast, you’ll start a fight. Before that, make sure your junctions are in order - ensure you’re immune (or at least heavily resistant) to blizzard, fire and thunder, and adjust your Status Defenses so you’re immune to Sleep, Slow and Zombie.
Sphinxaur | |
---|---|
Lv: | 1-50 |
HP: | 10,000 |
Weaknesses: | Holy (200% damage) |
Resistances: | – |
Status Resistances: | Immune to most status effects; Regen 30% – Slow 30% – The End 0% |
EXP: | – |
AP: | – |
Draw (Lv1-19): | Blizzard, Fire, Thunder, Cure |
Draw (Lv20-29): | Blizzara, Fira, Thundara, Cura |
Draw (Lv30+): | Blizzaga, Firaga, Thundaga, Curaga |
Mug: | Elixir |
Drop: | – |
Sphinxara | |
---|---|
Lv: | 1-50 |
HP: | 10,000 |
Weaknesses: | Holy (200% damage) |
Resistances: | – |
Status Resistances: | Immune to most status effects; Regen 30% – Slow 30% – The End 0% |
EXP: | – |
AP: | 30 |
Draw (Lv1-19): | Blizzard, Fire, Thunder, Cure |
Draw (Lv20-29): | Blizzara, Fira, Thundara, Cura |
Draw (Lv30+): | Blizzaga, Firaga, Thundaga, Curaga |
Mug: | Elixir |
Drop: | Megalixir x1-2 |
You’ll start out this fight engaged against Sphinxaur, who is honestly so trivial of a threat it’s a wonder why it even exists. Oh right, to give you a weak foe to smack around so you can unlock a power. Generous of Ultimecia. While this critter can range between levels 1-50, its HP remain 10,000 throughout.
As it levels, its spell stocks (and incidentally the spells it casts at you) will increase in potency, as will its stats, but none of them rise high enough to become a threat. Since you probably can’t draw spells yet, you don’t need to worry much about its spells (it only has the three basic elemental spells at various tiers), and since you can’t use Mug, there’s no point in fretting about the Elixir you could otherwise steal.
In fact, given your limitations for this fight, you’ve got little recourse but to simply attack it. 10,000 HP to a sufficiently leveled party should only last it a few hits, at most, and you can speed this up if you junction Holy magic to your Elemental Attack, but it’s by no means necessary.
Defeat Sphinxaur and it’ll be replaced by Sphinxara, who will quickly use its “Magic Summon” ability to summon allies. It’ll only summon one ally at a time, and it will summon, in order, a Jelleye, a Forbidden and a Tri-Face. Killing these monsters won’t earn you any XP, but you will get their item and AP drops. Aside from that, Spinxaur is find of casting Doom, but may also throw in the odd Sleep, Slow or Zombie. Simply cut it down - and its summons, if you care to - and you’ll score a Megalixir after the fight.
Once the battle is over you’ll get to pick a seal to remove, hence freeing up one of your powers. What you should choose depends on how diligent you’ve been about acquiring GFs. Many GFs are missable, often being held by boss monsters. The good news is, if you defeated those bosses without drawing their GFs, you can still get them from Ultimecia’s guardians. This will be your last chance to acquire these GFs, and the next target monster has the Siren GF. If you need her, unseal the “Draw” ability. If you already have the Siren GF, “Magic” is probably your best bet. “Item” is good, too, as is “Limit Break”, but if you can get “Magic” and “Limit Break” unlocked it’ll open up the Aura + limit break option again, which is a fine goal to work towards.
Exit the mansion and save your game if you wish, and replenish your party if necessary. When you’re good to go again, it’s time to move onto the next boss - Tri-Point.
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