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Yojimbo FAQ by Azure Edge

Version: 1.2 | Updated: 07/30/02

                          F I N A L  F A N T A S Y  X
                                Yojimbo FAQ v1.2

This FAQ is copyright 2002 by Azure Edge (azure_edge@hotmail.com). It may 
not be copied without consent of the author, and all sections including this 
copyright must remain in their full, unaltered content. It may not be used 
or distributed for any commercial purpose. This FAQ is granted for use 
solely by GameFAQs or any sites created by the author.
The information in this FAQ was NOT discovered by myself; it was not a 
discovery in the first place. It was originally printed in the Official 
Ultimania Guide, and is of such a complexity that we would not know about it 
had it not been for Ultimania. A resounding THANKS! to Ultimania. Also, 
great thanks go to the posters on GameFAQs's FFX message board, specifically 
Oliver Hague, Dual Zero, and Shinryu, who I would know none of this without, 
due to a lack of knowledge of Japanese and a lack of ownership of the Brady 
guide. This FAQ should be under their names, not mine.

1.0 -=- Introduction
   1.01 - Version History
   1.02 - About Yojimbo
2.0 -=- Yojimbo
   2.01 - Obtaining Yojimbo
   2.02 - Special Attacks
   2.03 - Attack Mathematics
3.0 -=- Closing
   3.01 - E-Mail Policy
   3.02 - Credits

                 1 . 0  -  I N T R O D U C T I O N

1.01 - Version History
1.2 (7/30/02) - Corrected typographical errors. Added to the Obtaining 
Yojimbo section.
1.1 (7/29/02) - Corrected errors in the mathematics and a date error in the 
version history. Added more information on Yojimbo's attacks. Corrected 
typographical errors in the mathematics section. Added to Shinryu's section 
in the Credits section. Added Dual Zero to the Credits section. Corrected 
errors in the Zanmato Level section.
1.0 (7/21/02) - First version. Original content placed.

1.02 - About Yojimbo
Yojimbo is one of the three secret summons of Final Fantasy X. Some people 
consider him the most useless of them, because of his randomness - you don't 
control Yojimbo directly, but instead you pay him Gil and he performs one of 
four attacks - Daigoro, Kozuka, Wakizashi, or Zanmato. Naturally, the more 
you pay, the better his attack. The attacks Yojimbo uses are named for their 
weapons, except for Zanmato.

Yojimbo's name has roots in Japaese histoy. A yojimbo is a hired bodyguard 
(coincedence? No). From his look and his summon sequence, his Japanese roots 
are obvious. This is a nice touch, since despite FF's origination in Japan, 
relatively few of the summons are really based in Japanese history and 

Please note that all following information is for the NTSC version, and may 
be different in other versions.

                        2 . 0  -  Y O J I M B O

2.01 - Obtaining Yojimbo
Before you can do anything with Yojimbo, you have to obtain him. Go to the 
Calm Lands and head out through the northeastern exit, where you left when 
you came through here on the way to Zanarkand. Go across the first bridge, 
then go around and down the hill under the second. If you recall, when you 
tried to enter here after you fought Defender X, your other party members 
told you it was the wrong way and you were not allowed to enter. It only 
opens after you obtain the airship.

The entrance to the Cavern of the Stolen Fayth is on the left. You will have 
a short scene, then your party will enter the cavern. Make your way to the 
back of the cave, where you will meet the last summoner Lulu guarded. The 
summoner will call Yojimbo, and you will do battle.

-=BOSS BATTLE: Yojimbo=-
HP: 30,000
MP: 0
This is not a very difficult battle. Yojimbo will use his Daigoro attack 
repeatedly at the beginning of the fight. To finish him off quickly, use 
your aeons' Overdrives.

Before you step on the teleport pad in the room, be sure you have at least 
250,000 gil. You can warp to the left and the right to get a few valuable 
items, but for now, go straight ahead into the Chamber of the Fayth.

Now it's time to bid. If you ever triple his asking price, he'll offer two 
Teleport Spheres as well, so keep that in mind. He'll give you three options 
at the start; pick the third, as it causes him to give his lowest asking 
price (250,000 gil). Don't bid the whole lot, yet, however; bid half his 
asking price, plus one (if you picked the third option, that would be 
125,001 gil). Raise your offer by one gil each time to lower his asking 
price. Once his price gets to 205,000 gil, that's about as low as you can 
reliably take him, so bid around 190k-200k to get him in your party.

Unlike the other secret aeons, Yojimbo cannot initially break the damage 
limit. You must acquire and power up Auron's ultimate weapon, the Masamune, 
to allow Yojimbo to exceed 9,999 damage. To do this, you need three items: 
The Mars Crest, the Mars Sigil, and the Masamune itself.

The Mars Crest can be found in the Mi'ihen Oldroad. Head to the end of the 
Highroad, to the junction before Mushroom Rock road, where you met Seymour 
for the first time before Operation Mi'ihen. Get a chocobo if you like, and 
head down the lower path. Follow this path all the way to its end, and there 
you will find a chest with the Mars Crest.

To obtain the Mars Sigil, you must unlock any ten Area Creations or Species 
Creations. Refer to CB!'s excellent Monster Arena guide for help on this.

The Masamune, the final piece, cannot be obtained directly. First you need 
the Rusty Sword, which is found on the path just east of the entrance to the 
Cavern of the Stolen Fayth. Once you have this, return to the junction 
between the Mi'ihen Highroad, Mi'ihen Oldroad, and Mushroom Rock Road. Go 
into Mushroom Rock, but instead of going left as you did when you came 
through to Operation Mi'ihen, go straight. You will see a path to the left 
on your map. Go into it and ride the elevator up to the statue of Lord 
Mi'ihen standing over a slain Behemoth. Press X in front of the statue and 
you will place the Rusty Sword. If you have the Celestial Mirror in your 
inventory, you will receive the Masamune.

2.02 - Special Attacks
Yojimbo's repertoire of attacks is far lower than most other aeons - just 
four. However, they are all quite powerful, especially if you max out his 
strength. Wakizashi is probably his best attack, when comparing attack 
strength and gil economics. If you've got the gold, however, Zanmato is an 
instant kill to anything.

Yojimbo's dog, named Daigoro, attacks the enemy. This can be done for very 
little gil, but it is weak.

This is Yojimbo's 'Three Daggers' attack. He withdraws three small daggers 
(kozukas) and hurls them at the enemy for moderate to high damage. This is 
also a fairly cheap attack, and Yojimbo will reliably perform it for 
anywhere above three hundred or so gil.

Yojimbo withdraws his sword, ironically called a wakizashi, and slashes the 
enemy for high damage. This is arguably Yojimbo's best attack, because it 
can be reliably performed for one thousand or greater gil, and it also 
reliably does 99,999 damage at full strength.

The infamous, elusive Zanmato, which roughly means "Demon Edge" in Japanese. 
Yojimbo calls a sword up to his hands and attacks the enemy at blinding 
speed, slicing them in half. This is an instant kill to ANY fiend, including 
ALL bosses, even those immune to instant death. It is also insanely 
expensive, even if you have high compatibility with Yojimbo. There is a 
slightly higher chance of Yojimbo performing Zanmato if his overdrive meter 
is full.

2.03 - Attack Mathematics
There is a complex set of mathematics involved with Yojimbo's attacks. They 
involve five different factors: compatibility, gil paid, Overdrive, the 
random factor, and Zanmato level. Motivation is the sixth factor, and 
arguably the most important, because it determines what attack Yojimbo will 
use. Motivation is a scale of points, starting at 0. The higher the 
motivation, the better the attack. The five factors are used to calculate 
the motivation level. After the initial calculations are done, if motivation 
is 80 or greater, Yojimbo will perform Zanmato. If not, the calculation is 
made again, this time assuming that the enemy's Zanmato Level is One. So, in 
essence, first the game finds out if Yojimbo will do Zanmato; if not, then 
it selects another attack. Motivation resets every turn, so if you pay him 
5000 gil one turn and another 5000 the next, he will only have the 
motivation count of one payment for the second turn. The in-game equation 
rounds by ignoring the decimal, since all motivation numbers are whole.

Here is a chart of attacks and the motivation required to perform them in 
the second calculation:

If Motivation Is | Attack Performed
0 to 31          |           Daigoro
32 to 47         |            Kozuka
48 to 63         |Wakizashi (single)
64 or greater    |   Wakizashi (all)

The five factors of compatibilty, gil paid, random, Overdrive, and Zanmato 
Level all add up to create Yojimbo's final motivation, thus determining his 
attack. The following are the calculations that are made to determine those 

This is the second largest factor in Yojimbo's attack calculations. Paying 
Yojimbo certain amounts of gil will add to his motivation. Gil can add up to 
56 points to Yojimbo's overall motivation stat. The following lists the 
minimums and maximums to gain any certain amount of motivation on Yojimbo's 

Gil Paid               |     Motivation
1 to 3                 |              0
4 to 7                 |              2
8 to 15                |              4
16 to 31               |              6
32 to 63               |              8
64 to 127              |             10
128 to 255             |             12
256 to 511             |             14
512 to 1023            |             16
1024 to 2047           |             18
2048 to 4095           |             20
4096 to 8191           |             22
8129 to 16383          |             24
16384 to 32767         |             26
32768 to 65535         |             28
65536 to 131071        |             30
131072 to 262143       |             32
262144 to 524287       |             34
524288 to 1048575      |             36
1048576 to 2097151     |             38
2097152 to 4194303     |             40
4194304 to 83886007    |             42
83886008 to 16777215   |             44
16777216 to 33554431   |             46
33554432 to 67108863   |             48
67108864 to 134217727  |             50
134217728 to 268435455 |             52
268435456 to 536870911 |             54
536870912 to 999999999 |             56

Yojimbo has a hidden compatibility meter when he joins you. It starts at 50, 
and can increase up to 255. Compatibility adds an amount to Yojimbo's 
motivation depending on its value. If c = compatibility and m = motivation, 
then the equation for the compatibility factor is (c / 30 = m). So, if 
Yojimbo's compatibility was 50, then it would be divided by 30 in this part 
of the calculation, adding 1 to his motivation. As you can see, even 255 
compatibility will not add much to his motivation. The two following factors 
are much greater influences.

You can raise and lower Yojimbo's compatibility by performing certain 
actions. The chart lists these and the amount of compatibility gained or 

Action                  |               C. Change
Pay 0 Gil               |                     -20
Yojimbo dies            |                     -10
Dismiss w/out paying    |                      -3
Uses Daigoro            |                      -1
Uses Kozuka             |               No Change
Uses Wakizashi (single) |                      +1
Uses Wakizashi (all)    |                      +3
Uses Zanmato            |                      +4

-Zanmato Level-
There are five Zanmato Levels, and each fiend is assigned to one, even the 
underwater, non-Zanmatoable (is that a word?) ones. These levels effect the 
rate of Zanmato use on a particular fiend; the higher the Zanmato Level, the 
lower the Zanmato rate becomes. This is also tied in with the answer you 
gave when you hired him, and the motivation from his compatibility. To find 
out the effect of Zanmato Level on Yojimbo's motivation, take the motivation 
added from his compatibility and apply it to the below formula. For this 
equation, c = motivation from compatibility, p = the amount you paid for the 
attack, and t = your total amount of gil.

c * (0.75 + [{p * 0.5} / t])

Now, take the solution from the above formula and multiply it into the 
equation below, based on the answer you gave Yojimbo when you hired him.

If you hired him to help with your training as a summoner, or if you hired 
him to destroy fiends...
Level One - * 1
Level Two - * 0.5
Level Three - * 0.33
Level Four - * 0.25
Level Five - * 0.2

If you hired him to defeat very strong enemies...
Level One to Three - * 0.8
Level Four or Five - * 0.4

The following is the Zanmato Level listing for ALL fiends and bosses in the 

.Level One..
Aqua Flan
Bat Eye
Bite Bug
Black Element
Blue Element
Cave Iguion
Chimera Brain
Dark Element
Dark Flan
Defender X
Defender Z
Dual Horn
Evil Eye
Fallen Monk
Flame Flan
Floating Death
Floating Eye
Gold Element
Great Malboro
Guado Guardian (Sometimes Level 4)
Ice Flan
Iron Giant
Killer Bee
Land Worm
Lord Ochu
Magic Urn
Master Coeurl
Master Tonberry
Maze Larva
Mech Defender
Mech Guard
Mech Gunner
Mech Hunter
Mech Leader
Mech Scouter
Mi'ihen Fang
Red Element
Sahagin Chief
Sand Wolf
Sand Worm
Sinscale (Underwater Sinscales are Level 4)
Sinspawn: Ammes
Snow Flan
Snow Wolf
Swamp Mafdet
Thunder Flan
Vouivre (2 Types)
Warrior Monk (2 Types)
Water Flan
White Element
Yellow Element

.Level Two..
Behemoth King

.Level Three..

.Level Four..
Biran Ronso
Chocobo Eater
Evrae Altana
Geneaux's Tentacle
Guado Guardian (Sometimes Level 1)
Left Fin
Omega Weapon
Right Fin
Sanctuary Keeper
Seymour Flux
Seymour Natus
Seymour Omnis
Sin's Fin
Sin's Core
Sin's Head
Sinspawn: Echuilles
Sinspawn: Genais
Sinspawn: Geneaux
Sinspawn Gui
Spectral Keeper
Ultima Weapon
Underwater Sinscale
Yenke Ronso

.Level Five..
All Monster Arena bosses, Dark Aeons, and Penance

The fourth factor, Overdrive, is very small, but nonetheless adds in. If 
Yojimbo's Overdrive gauge is full, it will add 2 to his motivation.

The random factor is exactly that, random. Unfortunately, the random factor 
always determines whether you get Zanmato or not. It will randomly add 
anywhere from 0 to 63 to Yojimbo's motivation. Technically, you could pay 
Yojimbo a measly 1024 gil and have him perform Zanmato, but that is an 
incredibly rare feat.

-Attacks For Free-
There is a small chance that Yojimbo may attack without pay - he will do 
this automatically. If c = compatibility, the chance is (c / 1024). When he 
does this, his motivation calculation is much simpler. If c = compatibility, 
the formula is (c / 4) + a random factor of 0 to 63. The result is as 

If Motivation Is | Attack Performed
0 to 31          |           Daigoro
32 to 47         |            Kozuka
48 to 63         |Wakizashi (single)
64 to 79         |   Wakizashi (all)
80 or greater    |           Zanmato

Note that Yojimbo will only perform Zanmato for free if the enemy is Zanmato 
Level One. This is the most economic way of using Yojimbo, though it costs A 
LOT OF GIL to get him there; if his compatibility is 255, he will attack for 
free 1 out of 4 times and use either Wakizashi or Zanmato.

-Executing Zanmato-
So, what does it take to actually execute Zanmato? Here are a few simple 
steps that should give you a better chance:

-Never pay Yojimbo 0 gil.
-Never let Yojimbo die.
-Always keep his Overdrive full.
-Never pay Yojimbo less than 1000 gil.
-Pay him all your money and hope the random factor is on your side...
-... or work with him, using VAST amounts of gil, until he has 255 

                     3 . 0  -  C O N C L U S I O N

3.01 - E-Mail Policy
I can be contacted at azure_edge@hotmail.com if you have a pressing question 
that is not addressed in the FAQ. Please check the FAQ thoroughly before 
sending me an e-mail. Also, do not send me any e-mails saying 'I am bad at 
math, help me!' or 'I don't get this at all!'. They simply take up space in 
my inbox, and will be promptly deleted. Please do not contact me by MSN 

3.02 - Credits
-The Official Ultimania Guide and the Brady Games guide, from which this 
information originates
-Oliver Hague, who posted the information on the FFX board
-Shinryu, who posted the Zanmato Levels from the Brady Games guide and 
contributed information about the names of Yojimbo's attacks, corrections to 
the Brady Zanmato Levels, and small corrections to the mathematics
-Dual Zero, who posted heaping helpings of topics to gather all of the 
information in the first place
-Everybody else who posted topics and foresuch about Yojimbo's attacks. This 
FAQ should be under their names, not mine!
-CJayC, for hosting this FAQ, 'cause I'm an annoying little wretch and he 
happens to like my writing ^_^

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