The Dragon's Neck Colosseum
The Colosseum is but a dream in the World of Balance, but once you reach the World of Ruin, the proprietor has a thriving gladiatorial combat center - with prizes! Fighters from all over the world gather here to test their skills against each other, as do several creatures. The stakes? Rare relics, priceless weaponry, the greatest of armor. Whatever you have, it can be found at the Colosseum twice as sturdy or sharp.
First, let's scout around here. Ultros is a receptionist now; he warns you about Chupon and is a pest like usual, but doesn't attack you, in a surprising turn of events. The real Siegfried resides in a room where he warns you of his imposter (yes, you can fight Siegfried in the Colosseum, but not immediately). The last Imperial soldier is also here, and he gives you a hint about 'talking to the Emperor twice'. Strange, since the Emperor is quite thoroughly dead. In the Japanese game, this soldier mentions he gave this info to a certain friend of he'd met earlier: A friend with a bandana.
How does the Colosseum work? First, you bet an item. An opponent will rise to meet your challenge based on which item you bet: You will always meet the same opponent for any given item. You'll lose your bet item regardless, but if you win, you'll be given an item in return, which is often greater than the one you bet in the first place. If you cast Warp in-battle or are Sneezed out of the battle, you'll keep your bet item.
In battle, your characters will act as if they were Confused, yet they will attack only the 'normal' targets. This means that characters in the Colosseum will never use Item, Revert, Throw, Control, Slot, Leap, Def., or Possess. Item and Throw are great to have listed as such, as you don't have to have a chance of using that single Megalixir or throwing a unique weapon away. You can't run away successfully in the Colosseum (you'll just start running but will never get anywhere - you won't lose any turns though) but the Warp spell does work.
Not all items can be traded for superior goodies here; most weak or common items will pit you against Chupon, who will promptly use Sneeze to end the battle (you can defeat him, but it'll take a long while before you'll even come close). If Chupon Sneezes you away, the battle is considered a draw and you'll keep the Item you wagered.
This guide covers some of the more interesting trades you can make at various points of the game. You can also see a sortable full list of wagers.
Early Visits
It's possible to visit and fight at the Colosseum as soon as you've recruited Edgar in the WoR. At this point, here's what you can do to make your life better, or at least different:
Easy wins:
Win
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Wager
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Opponent
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Strategy
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Equip Setzer with the
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See above!
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Doable wins:
Win
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Wager
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Opponent
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Strategy
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Equip Sabin with two
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Equip Sabin with two
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Dark Force has about 9000 HP, and has a 1/4 chance at using
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If you think you really don't need full
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If you chose the
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Hardly doable wins:
Win
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Wager
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Opponent
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Strategy
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Retainer's three bad habits are all Instant Death-related. He has a 25% at using !Tradeoff every turn, which kills you. He also can cast Condemned, giving you only a limited time to off him. The worst part is that he will always use !Tradeoff when he dies. High Magic Block increases the chance to circumvent that guaranteed !Tradeoff, but you won't be able to deal enough damage in that case. If you really want to give this battle a shot, my personal luck has always been with Sabin, dual
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An explanation on the new items you can obtain here:
The Rename Card is a 'secret' item that can only be found by fighting at the Colosseum. It enables you to rename one of your characters, after which it disappears.
The Ogre Nix is a very odd weapon. It's stronger than what you've seen so far, and uses MP to inflict Critical hits. It can deal an incredible physical blow for only 12 to 19 MP a hit. In fact, it deals more damage on a critical blow than two
Enhancers. Sadly, there is also a downside to the
Ogre Nix. Namely, it can break while being used, and the chance is pretty big: an average of 28%. It's determined by taking a random number between zero and the last digit of the attacker's HP, plus one. If that digit is zero, bye-bye sword. You don't really want to risk losing your precious
Ogre Nix; on the other hand, if you can't use it, what good does it do for you? There is one way to circumvent the whole breaking thing without it losing its charm; use the
Black Belt! When countering, the
Ogre Nix will never break. So, the best way to use the
Ogre Nix is equip it on Celes and/or Edgar, stick to level 2 spells and/or Tools and swing the
Ogre Nix only in self-defense.
The Aura is simply superior to the
Murasame. The
Exp. Egg (Experience Egg) doubles the Experience Points gained by the wearer. Two
Exp. Eggs don't stack, and only the wearer receives twice as many Experience Points. The
Dragon Horn is a beauty. Whenever the wearer uses a Jump command (by either wearing
Dragoon Boots or by being picked up by the
Palidor Esper you'll find later), the wearer won't come down once but twice (75% of the time), thrice (18.75%), or sometimes even four times (6.25%).
After Some Airship Travels
Welcome (back) to the Dragon's Neck Colosseum, a monument to combat. You've had a nice trip around the world, so it's time to bet your newly acquired prizes to gain more prowess in combat.
Easy wins:
Win
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Wager
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Opponent
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Strategy
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Allosaurus is weak, but has a 1/3 chance of casting
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Doable wins:
Win
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Wager
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Opponent
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Strategy
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75% of the time, Sky Base will cast
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Opinicus is a joke. He has little HP (3210), little Defense, and a weakness against Pearl-elemental attacks. Sabin equipped with two
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It's better to hold out on this battle until after you've gotten yourself an
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Ironhitman has little HP and weak defenses. Sending in Sabin with dual
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An alternate route to
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Rhyos is a mean upgrade from the Chimera. He can use Surge (strong),
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Aquila is a big bird. It uses Battle, !Flap, Shimsham, and Cyclonic. You can't protect against the latter two yet, so just send in Dragoon Edgar and hope for the best. If you don't have him, I regret to inform you that instant death attacks don't work against this bird and you won't win the battle.
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Hardly doable wins:
Win
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Wager
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Opponent
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Strategy
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Chaos Drgn has three attacks that are prone to screw you over. !Cinderizer will kill you if it connects. Disaster turns you into a Confused Imp, which pretty much means it's over.
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Outsider is vulnerable to instant death, and that's your savior. Outsider uses Battle, !Ruin,
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Doom Drgn has four attacks, the first of which is the common Battle. While Battle normally wouldn't be that much of a threat, it will prove most fatal to your character in this battle. His second move is N. Cross, which has a small chance of freezing you. S. Cross, which is a strong Fire-elemental attack, is another of Doom Drgn's attacks. The last and perhaps the nastiest of its attacks is Fallen One, an unblockable attack that sets your character's HP to 1. Equip a
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An explanation on the new items you can obtain here:
The Rising Sun is a
Full Moon upgrade. It's weaker than the
Sniper Special weapon and can only be gotten *later* than it. It's a passageway item at the Colosseum and should only be collected for that very purpose.
The Bone Club is equally useless. Only one character, Umaro, can equip it, he comes with one and cannot be (un)equipped anyway. Another passageway item collected for completion and betting at the Colosseum.
The Minerva is the piece of Armor you'll wind up keeping on Celes and Terra for the remainder of the game because it's the BEST armor in the game. Fire, Ice, Lightning, and Wind are nullified, and Water, Earth, Pearl, and Poison only deal 50% as much damage. To top it off, it grants the wearer an all-round stat boost (+1 Vigor, +2 Speed, +1 Stamina and +4 Magic Power for dessert) and 10% additional Magic Block.
Minerva's special effect is granting the wearer 25% extra MP. In other words, you'll want this on your armored girls.
The Red Jacket is Sabin's ultimate Armor. Sadly for Sabin, it's the second-worst piece of ultimate Armor in the game. It nullifies any Fire-elemental attack and is superior to
Diamond Vests and
Crystal Mail and all that, but comes nowhere near other end-game pieces of equipment and has no special effect. It's also useful on Edgar for a short while, I might add.
The Ice Shield is a shield that, well, absorbs Ice-elemental attacks. It nullifies damage done by Fire-elemental attacks, and the wearer will receive twice as much damage from Wind-elemental attacks. It teaches the
Ice 2 spell at a x5 rate and will cast an unblockable, barrier-piercing
Ice 3 spell when used in combat, after which it breaks. Its Defense rate is 1 point above that of the
Flame Shield, which basically serves the same purpose. It's inferior to the
Crystal Shield in terms of Defense and Magic Defense, but the elemental properties and the extra 10% Magic Block make it come out superior in my book.
The Strato, or Ame no Murakumo (Sword of the Billowing Clouds, or shortened as Heaven's Cloud), is the strongest weapon from Japanese mythology. Here, though, it's a rather uninteresting weapon and the third-strongest weapon Cyan gets to lay his hands on without crossing the border of weapons he can normally equip. It's a very simple upgrade in Battle Power over the
Aura.
The Pearl Lance is a Pearl-elemental Lance that gives a +3 on Magic Power and has a 25% at casting
Pearl every time you Fight with it or on every last Jump attack the wielder makes. The
Pearl Lance is argued to be the best Lance out there, because the only one higher in Battle Power doesn't have a random spell casting clause.
The Tack Star is the ultimate throwing star. It eh.... yeah, it damages. A lot. You can't really buy them anywhere, they are hardly ever found in chests, and and their only appearance on an enemy is as a rare steal from a late-game enemy, so the Colosseum is your source for them.
The Flame Shield is a shield that, well, absorbs Fire-elemental attacks. It nullifies damage done by Ice-elemental attacks, and the wearer will receive twice as much damage from Water-elemental attacks. It teaches the
Fire 2 spell at a x5 rate and will cast an unblockable, barrier-piercing
Fire 3 spell when used in combat, after which it breaks. Its Defense rate is 1 point below that of the
Ice Shield, which means it basically serves the same purpose. It's inferior to the
Crystal Shield in terms of Defense and Magic Defense, but the elemental properties and the extra 10% Magic Block, as with the
Ice Shield, make it come out superior in my book.
Marvel Shoes are grand. They set Safe, Shell, Haste, and Regen on a character. This will make him or her take only 2/3 of the damage every attack normally does that isn't barrier-piercing, grants an immunity to
Slow and Seizure, and basically makes sure that a character will stick around longer and act faster than he or she normally does.
Marvel Shoes are great filler Relics; while
Marvel Shoes will require a slot that a
Hero Ring could've filled, some prefer the defensive route to the offensive one.
Recovering Shadow
Shadow's just a stone's throw away. Fly the airship to the Colosseum, and remember that notion about the Striker. Once you bet it, you won't find a monster fighting you for it (after you've fought this battle, or if you haven't met the criteria so far, this'll be Chupon), but the merciless mercenary himself: Shadow. Shadow is a complete pushover; unequipped, unarmed, and unable to use the Throw command in the Colosseum, Shadow is pathetic. But it doesn't even matter if you win or not; whether you win, lose (equipped a
Heal Rod or something, right?), or
Warp out of battle with the aptly named spell, Shadow will join you afterwards. And it's permanent this time!
Poor Shadow, though; his only joy left in this world is to fight. At least we can turn this into a positive force now that he intends to face Kefka. And boy, does he do it well! Skeans are very strong, and now you have the finances to really buy them en masse. Fire Skeans often nail elemental weaknesses especially well, so buy lots of those and a few of the other ones to make them feel appreciated.
Now you're here at the Colosseum, you might as well bet the BehemothSuit nobody can equip yet for the
Snow Muffler. I told you above how to defeat the Outsider that guards it, so go find it if you're having trouble. The
Snow Muffler is awesome, awesome, absolutely awesome equipment for both Mog and Gau.
The Late-Game Trip
Sure, why the heck not, eh? Most of the below described items are "provided you have them" or "provided you want them", but I have to put them somewhere and this seems like a nice place. I'll go easy on you and start out with the really helpful ones!
Win
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Wager
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Opponent
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Strategy
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Siegfried has three attacks: a 50% chance of using Battle, a 25% chance of using Shrapnel (which is rather painful), and a 25% chance of using HyperDrive, which will most likely kill you. There's no way to circumvent it other than Runic, which isn't reliable enough. HyperDrive is a non-elemental barrier-piercing magical attack that cannot be Reflected. Coming from Siegfried, who is hyped as the greatest warrior that isn't in your team or called Kefka Palazzo, the move delivers around 7200 damage. Your best bet is to take advantage of his vulnerability to the Stop status; equip the
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Pug is a bastard in the Colosseum. The trick here is that he will counter any damage done to him with both !Cleaver (Battle * 8) and a
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See... immediately above.
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Opinicus has been discussed before. Scroll up, dear reader.
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Hoover is, if I'm not mistaken, the toughest enemy out there that's still vulnerable to instant death. Consequently, this is really what you'll want to take advantage of. He'll randomly use Battle, !Crush (Battle * 5), Sand Storm, and
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I discussed Retainer earlier, but the situation's so much different now I'd like to mention him again. Get your MBlock as high as possible on a character that's bound to inflict a lot of damage.
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If you've not figured out Opinicus yet, that's your problem.
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All Tap Dancer does is Battle, !WaistShake (sets Confuse),
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Battle, Giga Volt,
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Hemophyte looks pretty neat, but that doesn't stop him from sucking in all categories. Battle, !CursedGaze (sets Seizure), and Shock Wave are all too useless to worry about, and
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You should know all items except for the Merit Award. The only circumstance under which you should want to trade a
Minerva for a
Czarina Gown is when you have more than two
Minerva and you want to have all items in the game at the end. I've never found a good use for the
Gauntlet either, and, in my opinion, the
Genji Glove has outlived its usefulness as well. A lot of players are googoo for
Genji Gloves, so they may not agree with me when I say that you should turn those Relics into awesome
Thunder Shields (save one of each if you're going for that 'perfect' end-game item list). You can steal
Thunder Shields in the final dungeon, but that's still a long ways from "now."
Version 6
©1997–2025 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.