Hell Wyrm | Bosses not connected with the plot Final Fantasy XII Guide
Last update: 11 May 2016
To get access to that boss you have to execute an order "Vyraal (rank V)". Give back a backpack to Viera and you'll obtain reward and Vyraal's scale, which was inside the backpack Go with that scale to Cerobi Steppe and check a windmill No 10 (numeration in on the map in "Fishing" part). Give scale to professor. He will give you Ageworn Key. |
Go to Sochen Cave Palace with the key and in Destiny's March area make a circle like arrows show. You will hear the sound of opening doors. Run to the secret corridor to the west.
| At the end of that corridor you will find another door. Open them using Ageworn Key. Hell Wyrm waits inside.
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Hell Wyrm | About 8 500 000 HP | Resistant to Libra, Vulnerable to Holy | Rake, Stone Breath, Invert, Waterga, Blizzaga, Thundaga, Darkga, Aeroga, Judgement |
This opponent has a lot of HP, but I don't have to mention that. Especially for that fight programmers used new life bar. At the top of a screen you can see a bar. Below that bar there's a dotted bar. One bar above is equal to one dot from the lower one.
Because of that huge amount of life, the fight is very boring. But well...
Hell Wyrm beside using strong attacks uses also Stone Breath, that may cause petrify. He also uses Invert when has few life. What's more he has Judgment - attack that wounds all heroes in the room with Holy power. Wyrm may also cause Stop. Moreover when he has less than 50% of life his physical and magical defense increase.
Here's an easy strategy: equip one of your heroes with Masamune, Genji Gloves, Genji Armor. Use Bravery, Berserk, Decoy and Reverse (eventually Haste) on him. Others should be equipped with Sage's Rings.
First person should attract all Wyrm's attacks. Because of Reverse Wyrm will heal our character. Because of equipment and buffs your hero will perform amazing combinations of attacks and will deal huge damage to Wyrm (my best is: 12 hits, 9999 damage each). Others will absorb Judgement Attacks due to Sage's Ring.
Optimal gambits scheme:
Hero I | Hero II | Hero III |
Ally: Any --> Arise | Ally: Any --> Arise | Ally: Any --> Arise |
Self --> Bravery | Ally: "Hero I" --> Reverse | Ally: "Hero I" --> Reverse |
Self --> Berserk | Ally: "Hero III" --> Esuna | Ally: "Hero II" --> Curaga |
Ally: Hero I" --> Stona | Ally: "Hero II" --> Esuna | |
Ally: Hero I" --> Stona | Ally: "Hero I" --> Stona | |
Ally: Any --> Chronos Tear | Ally: Any --> Chronos Tear | |
Foe: Nearest --> Attack* | Foe: Nearest --> Attack* |
* Wizard can use Holy or Scathe
With that setting you can wait to the end of that battle. The only complication can be Stop on both unberserked characters. In that case change one of them with someone from reserve and cure Stop, then put that character back to reserve.
You will get 50 000 gil from Montblanc and possibility of accepting an assignment: "Yiazmat (rank VIII)" (if you completed other hunts).