Uploaded March 2019 | Updated September 2026, 3 weeks ago
wOrLd Of StReNgTh
Lowdown on the restrictions of this challenge:
Ability Nodes Only (ANO) - You can only activate ability nodes, no raising characters' stats in anyway.
Own Sphere Grid (OSG) - Each character may not leave their own section of the sphere grid. Note that these rules combined mean you can still use key spheres to e.g. teach Lulu Doublecast, Yuna Auto-Life etc.
No Summons (NS) - Self-explanatory, Aeons are OP meatshields
No Overdrives (NO) - Mainly for getting rid of Rikku's Mix, which is ludicrously OP
No Items (NI) - No using items, in or out of battle. Chakra Drops, Revival Beads, Megido Rocks, all those classic FF staples are banned (you can still customize equipment though)
Initial equipment:
Tidus: (First Strike) + (HP +5%, SOS Haste, Stoneproof)
Yuna/Rikku: (One MP Cost, Magic Booster, Magic +20%, Magic +10%) + (SOS Haste, MP +30%, MP +20%, MP +10%)
Kimahri: (Piercing, First Strike, Initiative) + (lol)
Wakka: (One MP Cost, Slowtouch, Slowstrike, Zombiestrike) + (HP +10%, SOS Haste, Stoneproof)
Not a shitpost, these strats are legit. Kottos is a simple ogre - he punches every turn and counter-punches every time you hit him. There is no way to survive his attacks, and the only reason he's possible at all is his predictable targetting script. He always goes after the character with the highest strength, meaning you can just have a physical attacker take the blows so long as you revive them every turn (fortunately, Hasted Rikku is fast enough to pull this off.)
Rikku only gets a chance to double revive once every 7 turns, so Yuna is our attacker of choice here. She can alternate between applying Auto-Life to herself and attacking with Holy, meaning Rikku doesn't have to worry about rezzing her at all. The resulting battle is still ridiculously long, but this at least keeps it under an hour.
All that remains is the small issue of MP, since we're not allowed to use Ethers. So here's another weird quirk of this game: when a draining move occurs between a character under zombie status and a non-zombie, the values are reversed so the target gains health and the attacker takes damage. Essentially, this means zombie Wakka is an infinite MP repository, as he can Osmose everyone to restore their MP. Since the MP restored is equal to the damage the attack would normally have done, it can't restore more MP than the target currently has - this is important as it means it can't heal a character who has 0 MP. The best tactic is just to heal characters when they've spent around 50% of their MP.
wOrLd Of StReNgTh
Lowdown on the restrictions of this challenge:
Ability Nodes Only (ANO) - You can only activate ability nodes, no raising characters' stats in anyway.
Own Sphere Grid (OSG) - Each character may not leave their own section of the sphere grid. Note that these rules combined mean you can still use key spheres to e.g. teach Lulu Doublecast, Yuna Auto-Life etc.
No Summons (NS) - Self-explanatory, Aeons are OP meatshields
No Overdrives (NO) - Mainly for getting rid of Rikku's Mix, which is ludicrously OP
No Items (NI) - No using items, in or out of battle. Chakra Drops, Revival Beads, Megido Rocks, all those classic FF staples are banned (you can still customize equipment though)
Initial equipment:
Tidus: (First Strike) + (HP +5%, SOS Haste, Stoneproof)
Yuna/Rikku: (One MP Cost, Magic Booster, Magic +20%, Magic +10%) + (SOS Haste, MP +30%, MP +20%, MP +10%)
Kimahri: (Piercing, First Strike, Initiative) + (lol)
Wakka: (One MP Cost, Slowtouch, Slowstrike, Zombiestrike) + (HP +10%, SOS Haste, Stoneproof)
Not a shitpost, these strats are legit. Kottos is a simple ogre - he punches every turn and counter-punches every time you hit him. There is no way to survive his attacks, and the only reason he's possible at all is his predictable targetting script. He always goes after the character with the highest strength, meaning you can just have a physical attacker take the blows so long as you revive them every turn (fortunately, Hasted Rikku is fast enough to pull this off.)
Rikku only gets a chance to double revive once every 7 turns, so Yuna is our attacker of choice here. She can alternate between applying Auto-Life to herself and attacking with Holy, meaning Rikku doesn't have to worry about rezzing her at all. The resulting battle is still ridiculously long, but this at least keeps it under an hour.
All that remains is the small issue of MP, since we're not allowed to use Ethers. So here's another weird quirk of this game: when a draining move occurs between a character under zombie status and a non-zombie, the values are reversed so the target gains health and the attacker takes damage. Essentially, this means zombie Wakka is an infinite MP repository, as he can Osmose everyone to restore their MP. Since the MP restored is equal to the damage the attack would normally have done, it can't restore more MP than the target currently has - this is important as it means it can't heal a character who has 0 MP. The best tactic is just to heal characters when they've spent around 50% of their MP.




![SMT: Nocturne Hardtype - Clotho/Lachesis/Atropos (Low Level)
[creepy ambient music intensifies]
Rules:
- This is a low level run of zomberos hardtype mod: https://www.romhacking.net/hacks/3299/
- The aim is to keep XP gain as low as possible without affecting my sanity.
- Hard mode, obviously
- No stat boosting items
- All other game mechanics are fair game!
Hardtype changes:
- Clotho HP: 2200 → 4200
- Attack → Drain Attack
- Marin Karin/Dia (?) → Stun Needle/Megido
- Diarama now heals considerably more
- Lachesis HP: 2200 → 4200
- Attack → Attack All
- Atropos HP: 2600 → 5000
The main change here is Clotho, who is way more irritating now. Her new improved Diarama heals over 1k even with her magic debuffed all the way, so you can get caught in a heal loop if youre unlucky. However, she doesnt start healing until shes lost about 1k HP, so you can skip over this annoyance altogether with good timing and a lucky crit or 2. We want to max out our defences for her and Lachesis so they dont wipe us out, but this isnt necessary for Atropos who is no threat at all to a team without elemental weaknesses. Still a rather easy gauntlet overall. The use for Nozuchi and Inugami will become clear in the next video. SMT: Nocturne Hardtype - Clotho/Lachesis/Atropos (Low Level)](https://i.ytimg.com/vi/Qk0ojVfQTn8/mqdefault.jpg)





