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Omega Ruins FAQ
Huge thanks to Darryl Knight for allowing us to use his (this) FAQ
Side note: I have been asked to keep this in its exact shape, so there's going to be a lot of 'extra' stuff.
Omega Ruins Side-Quest FAQ
Final Fantasy X (US) Omega Ruins Side-Quest FAQ
Written by thgink999(Darryl Knight, DKnight2@san.rr.com)
Written for: GameFAQs.com
Version 1.1 3/17/2002
The usual LEGAL wording that I guess I should put here like everyone else
does. This guide was written by me. The theory behind this FAQ was my idea.
You don't have to steal it from me, ask me before posting or including it
in any other form. I like fame as much as anyone else so I'll probably
allow you to use it. I'm new at this, but I will take it seriously if my
very first FAQ gets ripped off. If you use it without my permission, I will
take all appropriate steps to resolve. Copyright Darryl Knight, 03/05/2002
Table of Contents
* Revision History
* Disclaimer
* Preface
* Theory
* Statistics
* Chest Contents
* Game Timing Facts
* Frequently Asked Questions
* Urban Legends
* Endorsements
* Credits and Acknowledgements
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Revision History
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Version 1.0 - Initial composition 3/5/02
Version 1.1 - First revision 8/17/02
- Added Disclaimer section
- Added section on gameplay timing
- Added section on Urban Legends (Other Ideas)
- Added descriptions of Chest Contents
- Endorsements
- Updated actual number of trials completed
- Updated actual number of 12 chest success
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Disclaimer
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The FAQ was written to help those seeking completion of the 12 chests in
Omega Ruins to receive Warp Sphere x99 in the last chest. This FAQ by no
means offers any guarantee the player will achieve the goal since this FAQ
only addresses manipulating the odds of success. Timing issues involved
wholly depend on the players' particular method of accurately keeping track
of their timing errors. These issues will be addressed later in the content
of this FAQ. The diligent ones will succeed.
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Preface
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This whole Side-Quest idea came about after playing FFX my second time
through and discovering the contents of the last chest contained Warp
Sphere x99. I was thrilled to say the least and immediately went to the FAQ
pages to find out how I had missed such a key item find. I couldn't find
any reference to Warp Sphere except that Nemesis drops them. Knowing this
was important and several FAQ walkthroughs were being written at the same
time. I emailed my findings to some of the authors, and StoneKotr (Francis
Bilodeau) included my email contribution to his FAQ. The quest had begun!
I went to the Message Boards only to find references to the Ultimania Guide
and that the Warp Sphere x99 in the last of the 12 chests in Omega Ruins
was a "random" event. I wasn't satisfied with this notion, but I continued
with my second game to completion.
Wanting more to do after I completed my game, I went back to Omega Ruins to
"see" for myself if this event was actually "random" event or not. Armed
with a 'clean' SAVE before the Ruins of my last game, I went in to do
research on this.
Here's how it went:
I repeated my SAVE over and over and over again....100 times in fact and
wrote down how many chests I opened each time and using the SAME order to
open them. Initially, I assumed the "random" event outlined by my
colleagues on the message boards. I wanted to find out how long a "random"
generator would take to 'hit' my chosen chest order or as Ultimania puts it
"hit" the odds on each individual chest (using my order). As you can
presumably understand it was boring, so at around the 50th attempt I began
experimenting with TIME, and that's when everything started to change. I
started opening MORE and MORE chests! After going over the data, a pattern
showed up, and testing began using a "Time Based" theory rather than the
"random" theory previously touted by the Ultimania Guide and universally
accepted as fact.
After initially writing this FAQ I kept on with the process of collecting
data until I just couldn't go on any further. After weeks of working on a
complete database I stopped after 1176 trials.
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Theory
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THE WHOLE THING IS TIMED !!!
This was my original quote on the GameFAQs message board on 2-25-02 after
initially testing the "Time Based" theory. Now with 1176 attempts at the
quest and all the data I've logged, the results confirm the original
hypothesis. Two compatible time base methods have been confirmed as of this
version. The "original" and a technique I've simply called "doubling".
The basic concept uses the actual number of chests in the room at any given
moment as the premise of the counting method. Counting is achieved by the
player mentally (or verbally) counting off the seconds before opening a
particular chest in a room. Another poster recommended using a metronome to
help with keeping track of the timing. I'm sorry to that person for not
remembering who they were, but just let me know and I'll be more than
grateful to give you your proper credit. It's a great idea. Data suggests
that the actual count used by the game uses 'rounding' to whole seconds
(ie. slightly more than a count, goes to the next whole second).
Counting begins when you arrive at the chest, NOT when you stop moving.
Accuracy is critical, but not impossible. If you hated Chocobo Racing to
get 0:0.0 using a timer, then you'll hate this too. The exception here is,
the prize is much more valuable!
First, the "Original Method" of counting:
1. Upon entering a room, note how many chests (important)
2. Approach a chest and begin counting off the number of chests in the
room, then OPEN
3. Go to the next chest and count off (but now there is one less chest),
then OPEN
4. Repeat for each of the chests in the room
Second, is the "Doubling Method" of counting:
1. Upon entering a room, note how many chests (important) and double it
(double count)
2. Approach a chest and begin counting off the double count in the room,
then OPEN
3. Go to the next chest and count off the double count (but now there is
one less chest), then OPEN
4. Repeat for each of the chests in the room
This "Doubling Method" does NOT work (statistically significant) in the
"room with four chests"! You must use the "Original Method" in the fourth
room for best results. Each room is also timed with a maximum time to
achieve opening the chests, except the "room with four chests". If the
maximum time expires, you lose ALL of the chests in that room as if you had
opened a "trapped" chest. The "room with four chests" is an exception to
the rule (just to mess with you a little). It's the ONLY room that you can
leave and the chests do not disappear after opening a chest. Even though
you can do this, it is not recommended because of the timing issues
involved.
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Statistics
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According to the "random" theory as expressed in the Ultimania Guide the
game decides if the chest you choose in a particular room is trapped or not
using the following calculations:
Room with 2 chests, the odds are:
1/3 that the first chest is trapped, 1/3 that the second chest is
trapped, and 1/3 chance that none of chests are trapped at all.
Room with 3 chests, the odds are:
1/4 that the first chest is trapped, 1/4 that the second chest is
trapped, 1/4 that the third chest is trapped, and 1/4 chance that none
of chests are trapped at all.
Room with 4 chests, the odds are:
1/5 that the first chest is trapped, 1/5 that the second chest is
trapped, 1/5 that the third chest is trapped, 1/5 that the fourth chest
is trapped, and 1/5 chance that none of chests are trapped at all.
So, we are left to accept that the odds are 1/240 (3x4x4x5) of getting all
12 chests without encountering a single trap. If you ask me, that's hell.
According to the "timing" theory as expressed by myself, the player decides
if the chest chosen in a particular room is trapped or not. Now, let's look
at how the statistics stack up if you now know you have an element of
control in the outcome of your choice. Meaning that, if you know when an
event is going to occur, then matching that event is now determined by the
error invoked in the choice. Data suggests a "rounding up" in the final
choice. The range of error allowed is unknown, but its small, and less than
one second. If we follow standard rounding rules, it's greater than 1/2
second, it may be less than that (and probably is).
For example, if the players' time is 0.7 seconds, it is rounded up to 1
second, if its 0.4 its instantaneous (or zero) using standard rounding.
Using this criterion, and a "worst" case scenario of a 50% error, then the
calculations are:
Room with 2 chests, the odds are:
1/2 x (1/3) that the 1st chest is trapped, 1/2 x (1/3) that the 2nd chest
is trapped, and 1/2 x (1/3) chance that none of chests are trapped at
all.
Room with 3 chests, the odds are:
1/2 x (1/3) that the first chest is trapped, 1/2 x (1/3) that the second
chest is trapped, 1/2 x (1/3) that the third chest is trapped, and 1/2 x
(1/3) chance that none of chests are trapped at all.
Room with 4 chests, the odds are:
1/2 x (1/5) that the first chest is trapped, 1/2 x (1/5) that the second
chest is trapped, 1/2 x (1/5) that the third chest is trapped, 1/2 x
(1/5) that the fourth chest is trapped, and 1/2 x (1/5) chance that none
of the chests are trapped at all.
Now, we see the results of our efforts, (1/2) x (3x4x4x5) or 1/120 of
getting all 12 chests without encountering a single trap. That's HALF the
original odds! The best part is, as you reduce your timing error, the odds
GO DOWN!
The key is to reduce your error. The lower the error in your counting, the
odds at getting all the chests decreases.
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Chest Contents
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When opening the 12 chests, choose any order you like. The contents of the
chests will always be the same. The contents of successfully opening the
chests will be:
1) Lv.4 Sphere x1
2) Defending Bracer.....................[2 slots] SilenceProof DarkProof
3) Turnover...........................................[2 slots] MagicCounter CounterAttack
4) Lv.3 Sphere x2
5) Defending Armlet...................[4 slots] StoneProof PoisonProof
6) Friend Sphere x1
7) Lv.4 Sphere x1
8) Phantom Ring...............................[4 slots] IceEater FireEater LighteningEater
9) Cactuar Wizard.........................[1 slot ] Half MPcost
10) War Monger..................................[2 slots] DoubleAP DoubleOverdrive
11) Teleport Sphere x2
12) WARP SPHERE x99 !!
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Game Timing Facts
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Many of the game's programmed timing routines are exposed during routine
gameplay and give the player clues as to how the programmers utilized
timing sub-routines during events encountered throughout the course of the
game. These clues were essential in development of the Timing Method. As
you progress though normal gameplay events become more and more time
challenging, or handicapped against the player as you proceed. Here I've
outlined just a few of the major occurrences, but not all of them. If you
have others, email me.
Here are a few to consider:
Lightening Dodging in the Thunder Plains
Here we first encounter:
Invisible Counting
Active Completion
Event Cueing
Dynamic Environment Timing (DET)
Here's where the programmers throw you the first big clue...
Invisible counting need not be discussed since we all know the player has
to keep track of the total amount of Lightening Dodges and that you cannot
leave the Thunder Plains or the number resets. The only benefit is the
result of the flash before the strike, Event Cueing. At least you know that
a strike is imminent. The other is less obvious. In and around the
environment of Thunder Plains you can find different frequencies of
lightening strikes. Depending on where you are in the environment you can
encounter 1, 2, or 3 strikes within a given time period. This fact is well
documented in a number of published FAQs as to where the different areas
are located on the map of Thunder Plains.
Butterfly Catching in Macalania Woods
Here we first encounter:
Visual Timers
No Encounter
Critical Timing
Dialog Window timer suspend
Here's where the programmers throw you the second big clue...
The visual timer thing is no big deal, but what happens during a butterfly
encounter is not so obvious. Anyone who has done the Butterfly Catching
knows you cannot get the chest if you get into a fight after encountering a
butterfly. You must go as fast as you can without having a single encounter
with a butterfly. The last one is subtle, the timer suspends counting while
in the actual dialogs after the battle, but there is a time when switching
between dialogs you see the timer on the screen briefly. Since the timing
is so critical in this little quest the appearance of this timer shows you
the lost seconds needed to complete successfully. Its here the game makes
sure you lose if you fight and shows you that time suspends while in a
dialog.
Chocobo Racing at the Calm Lands
Here we first encounter:
Active Timers
Visual Timers
Timer Manipulation
And again encounter:
Active Completion
Here's where the programmers throw you the third big clue...
Anyone who has done this knows about the timer in getting 0:0.0 but that's
only half of the story. Those damn balloons and seagulls to modify the
timing is absolutely crucial to achieving the goal. You must go through
each of the four races sequentially and win each one to move the guy
blocking the path to Tidus' Ultimate Weapon (Active Completion). If you
leave or stop racing, you cannot get the guy to move. Winning all four
races in a row will get the guy to finally move out of the way.
Blitzball
Here we encounter:
Active Timers
Passive Completion
Visual Timers
Event Cueing
Dynamic Environment Timing (DET)
Here's where the programmers throw you the fourth big clue...
Anyone who has played Blitzball knows the game is timed. Getting all of
Wakka's Reels and getting player Tech skills knows the process of Passive
Completion. You can come and go from games and not lose your place. What
you got is yours to keep. One must do things in order to achieve the goal.
The clue here is the use again of Event Cueing to signal a TechCopy
situation. The effectiveness of Event Cueing is hindered by the use of
Dynamic Environment Timing (DET) during a TechCopy of other player's
skills. The environment that changes here is the opponent and what skill is
able to be TechCopied. There is no timer that you can see, but timing is
absolutely critical in getting a successful TechCopy of skills like Jecht
Shot 2, Sphere Shot, Invisible Shot, etc. Each skill has a different timing
associated with it during a TechCopy. If you have done this, you know how
hard it can be.
Omega Ruins
Here we encounter the worst of the timing protocols:
Invisible Timing
Active Completion
No Encounter
Dynamic Environment Timing (DET)
Dialog Window timer suspend
Timer Manipulation
The game knows where you are and what you are doing at all times. There are
no obvious clues that this mini-quest is timed, no active timers and
Invisible Timing on top of that. You must complete without saving (Active
Completion), you cannot fight any Mimics (No Encounter) and the DET adds to
the whole mess. As the environment in each room changes, so does the
timing. There is no Event Cueing to help either. This combination of
routines makes this one the worst timing mini-quest in the whole game. You
can suspend the timing in any room after successfully opening a chest by
leaving the chest contents dialog on the screen, kinda like a pause
feature. The player is left with very few options. The only choices you
have are to assume it is random and be satisfied, or you can try to
manipulate the timing. If you follow the Timing Method protocol, you can
beat the rules in this quest by exploiting Timer Manipulation.
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Frequently Asked Questions
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Q. Can I SAVE my progress after opening chests?
A. No, you cannot SAVE or leave the Ruins during the quest. If you do, the
item list will change and you will start getting duplicates of some
items. Any deviation from the item list in the previous section says you
did something wrong.
Q. I enter the room. There are X chests. I approach chest 1, count X times,
open, success. I move to the next chest. I count X-1 times, open,
success, etc. until I get to the last one. I count once, open, trap.
Every time.
A. I got that at first also, I kept trying. It all comes down to timing.
Remember, start counting when you get to the chest, not when you stop
moving. It's probably rounding error. I actually practiced with a second
hand on a clock to get the timing down.
Q. What is the "Brute Force" method?
A. Start from a SAVED game, then pick an order you'd like to open the
chests in, and do it. If it fails, reload and use that same pattern and
try it again. Do it over and over until you get it.
Q. Shouldn't a better Luck score on your characters increase your odds of
getting all 12 chests?
A. I don't know, I haven't tried that one.
Q. Does it matter which chest I open first? Should I open the closest one
to me as I enter?
A. I found no statistical correlation. I don't have the data to say YES and
likewise, I can't say NO.
Q. Do I have to open all the chests in a room?
A. Yes, if you leave, the remaining chests will disappear...forever.
Q. Why is the room with four chests an exception?
A. I don't know. This room has some peculiar traits. You can leave and the
chests do not disappear. The timing method favors the "Original" method.
The LAST chest doesn't always fall into the pattern. Other than that, I
would just be guessing. If you find out, let ME know!
Q. Does the order depend on other events in the game before I get to Omega
Ruins?
A. I don't think so, because the timing method has been tested by others
with a variety of "events" leading up to their appearance in the Ruins
and their results seem consistent.
Q. How many times have you achieved Warp Sphere x99?
A. 14, over the course of this study. Not all have been through counting
though. I tried variations during the sampling, so the actual results
are "tainted" (statistically speaking, of course).
Q. Based on your results alone, what is the chance that your results could
happen all by chance?
A. Good question, I would've had to have been VERY lucky indeed. I recorded
a 70% increase in non- trapped chests using this method. I still screw
up on the timing myself, but now I usually know before I press X that
I'm just going for chance.
Q. How do you count?
A. 1,2,3...no seriously, I tried one one thousand, two one thousand, etc.
but I couldn't get consistent enough with it so I personally used one
thousand,one...one thousand, two...one thousand, three, etc. I guess its
whatever works for you. Try using a metronome or something to help.
Q. If I miss the timing on a chest, what should I do?
A. Go for it. You now have a 50/50 chance of getting back on the timing set
up from the first chest. Consider yourself lucky if you hit it. Next
time, keep track of your counting.
Q. I can't get your theory to work. What should I do?
A. Your timing is off. If you can clear the first two rooms (five chests)
MOST of the time, then you are on the right track. If not, keep
practicing.
Q. I'm skeptical, does your method really work?
A. I was too at first. All I ask is that you try it. Others have and say it
does. I'm OK with that.
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Urban Legends
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Throughout the many postings and contributions there have been many
theories to solve the 12 chest quest. Here is my list of the most notable,
outrageous, and untested comments and theories out there that I know of. If
you have heard of any others, email me.
Music
Open the chest on the hard 'C' note of the music playing in the background
while in the Omega Ruins.
Turbo Controller
Hold down the 'X' button when approaching the chest so you open it ASAP
upon reaching the chest.
Order
That there is a secret "order" to opening the chests.
Luck
The higher you Luck stat the higher your chances of getting all 12 chests.
Events
There is a certain order of game events that determine your ability to get
all 12 chests.
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Endorsements
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"Actually I think between the new Sidequests FAQ, and Hyprophant's lovely NSG
Monster Taming FAQ, the game pretty much has all of its bases covered. There
is no new information that could possibly be posted, only theory and
conjecture. If someone really wanted to figure out the Omega Ruins chest
formulas, they'd have to hack the game code, and even then I suspect it would
still prove to be random. Thgink's theory is the best bet for opening all 12
chests."
-CB!
From: Ceebs | Posted: 8/9/2002 7:52:28 PM
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Credits and Acknowledgements
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Hyprophant > Telling me to resubmit
Ceebs > unsolicited endorsement
Olivier Hague > For reminding me of the 'randomness' and the odds
Stonekotr > For listing my observations in his walkthrough
Squall6Cloud > For challenging the idea
dimshade > for going the extra mile
Goobers > for defending me
dgcopter > for giving it merit and trying it
Egomaniacal1 > for a lot of support
aukevin > for trying
HolyBallZ > for support and all the BUMPs
Milehka > for noticing I was "utterly insane"
Hunter_Santorius > for noticing I was persistent
Aerius > for support
OmniFreak85 > for trying and defending me
neogbf > comments on Luck scores
SnareKick23 > suggestions on "nearest" chest
ranmafan > another suggesting I write the FAQ
lavarock > a promise to try it, next game
vOodoO_majic > for comments
Fricassee > comments about odds and lotteries
And for everyone else who had even the most remote contribution to this
effort that I somehow overlooked. Thank you all.
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