

Even weapons with an element attached to it can be the source of the healing.

This is more about taking down plenty of enemies all at once. There aren't as many enemies that will bombard you with negative status effects. Personally, this stage was not as dangerous as 11-20. Rewards: 2,000 Gil, Phoenix Down x10, Lowtown Spirit x5 20 - Vulture 圆 - A nice, easy way to end this stage.His most annoying move is Screwtail, but he can be Blinded and Berserked to avoid it. Now is a good time to heal/revive your team while holding him off. 19 - Earth Tyrant - A fairly simple enemy.He will occasionally throw out a disable, but still not as devastating as the Mindflayer's Stop spells. He is weak to fire, so summoning Beilas is an excellent strategy. 18 - Ring Wyrm - He is much more manageable than the Mindflayers.This can inflict a one hit KO especially towards the end of the battle, so never let your guard down! Its other deadly spell is the Balance magick which swaps its MP for your character's HP. The best plan of attack is to take them out as quickly as possible before they can use the Stop ability. You can equip the Power Amulet to become immune, or cast shell to reduce your chance of being affected.

This can quickly shut down your entire plan, leaving your team open to being quickly wiped out. 17 - Mindflayer x3 - The most challenging stage in 11-20! Due to the Mindflayer's deadly Time Requiem ability which inflicts Stop on all players in range.Weak to Thunder, half as vulnerable to Fire, and absorbs Ice. 16 - Mateus, Ice Azer x5 (*) - An esper battle.15 - Elder Wyrm, Treant x2 (*) - Beware the Sporefall attack! It will inflict random status effects such as confuse, blind, sap, confuse, and oil. He can also randomly cast Silence, Slow and Sleep, so make sure your Healer stays alerted, or at least equip a Rose Corsage to make them immune to Silence.14 - Panther x5 - Beware their spells that cause Stona! Other than that they should fall quickly.13 - Tiamat - Weak to Earth, absorbs Air.12 - Jelly x8, Melt (*) - Weak to Fire.11 - Croakadile - Weak to Fire, absorbs Water.Stages 11-14 are fairly basic to get through. This stage is where it will start to get a bit more difficult. Rewards: 1,000 Gil, Hi-Potion x10, Handkerchief x15, Phoenix Down x20 10 - Belias - Weak to Water, absorbs Fire.9 - Liches x3, Cultsworn Lich (*) - Weak to Holy, absorbs Dark.8 - Bagoly 圆, Imdugud (*) - Weak to Earth.7 - Judge x2, Imperial Swordsman x2 (*), Imperial Magus (*) - All elements are half as effective.

