Hell Wyrm Hell Wyrm is an optional boss in " Final Fantasy XII " . It is regarded as a prelude to the supreme superboss Yiazmat . Hell Wyrm is fought in the Sochen Cave Palace , and the player must open the door to its lair with the Age Worn Key . Hell Wyrm is also fought in the Trial Mode stage 87 in the " Final Fantasy XII International Zodiac Job System " version . Finding Hell Wyrm . To gain access to Hell Wyrm ' s lair , the player must have already defeated the Vyraal Hunt # 21 : Get My Stuff Back in the Balfonheim / Cerobi Steppe area . Once the hunt has been completed , the player will receive the key item Dragon Scale . Upon collecting the hunt reward , the player must return to Cerobi Steppe and search Windmill # 10 ( located in the Northsward ) to trigger a scene with the Wyrm Philosopher who will trade the Dragon Scale for the Age Worn Key , which will open the Hall of the Wroth God in the Sochen Cave Palace . Hall of the Wroth God can be accessed upon solving the puzzle of the Ascetic Door in Destiny ' s March . The player must enter the circled junction area from the east , and open only the " Doors of Hours " going clockwise . Once the player has walked around in a circle a door opens in the distance . The door is at the dead - end at the west that leads to Hell Wyrm . Battle . The battle can be abandoned at any time , and the Hell Wyrm ' s HP stays at the point where the player left it , but if left for too long it will regain health . Hell Wyrm can cast several high - level spells and use Stone Breath , which can deal around 2 , 000 damage to party members in range and has a chance of inflicting Petrify . Hell Wyrm uses Judgment each time it loses 5 bars of its HP , which deals Holy damage and has a chance of inflicting Stop . When Hell Wyrm has 30 % of its HP left it will only use Rake . Depending on the player ' s level , the attack can deal up to 3000 damage . When Hell Wyrm has 20 % of HP left , he will only use Stone Breath , which takes longer than using Rake . Once he hits 10 % Hell Wyrm only uses Invert to invert a character ' s HP and MP and various " - ga " level magicks to deal area damage . Hell Wyrm ' s normal physical attack will have a 5 % chance to incur instant death , but he will stop using physical attacks when he has 20 % HP left . Hell Wyrm is weak against Holy - elemental damage and absorbs the Dark element . Hell Wyrm is weak against Oil . Strategy . Level 55 or higher is a good level for fighting Hell Wyrm . One character should be equipped with mystic armor and a greatsword , if a staff is not needed . This character will be on the healing job , and should have the gambit Ally : HP < 60 % → Curaga as well as Ally : Status = KO → Arise . Another character will be the party ' s " tank " , and should be equipped with heavy armor and a basic attack gambit . The tank may also have minor supportive gambits , such as Self → Bravery and Ally : Status = Petrification → Stona / Gold Needle . The last character should be primarily a " buffer " . Equipped with heavy armor , this character should have a basic attacking gambit as well as various buffer gambits , such as Ally : Any → Protectga , Ally : Any → Hastega , Ally : * party healer * → Faith , Ally : * party tank * → Decoy , and Ally : * party tank * → Bravery . Bubble Belts are recommended . It is recommended that each character have at least the top half of the License Board filled in . All characters should be equipped with a gambit to get rid of Stop , such as Ally : → Chronos Tear . Shell can be useful once Hell Wyrm starts to use Invert . Healing with items is often quicker than magick ; X - Potions can work well if one has a large stock ( it is recommended that all characters have every Potion Lore license ) . Starting the battle with 99 Ethers helps to be used once a character finishes one MP bar . If a character ' s MP drops low , s / he may benefit from using Charge . The party ' s healer can also siphon MP from the party ' s tank with the Syphon spell . Using Expose to lower Hell Wyrm ' s Defense can be an effective tactic . The player should consider buying at least one of any armor that protects / immunizes against , or even absorbs , damage from an element . Hell Wyrm will use " - ga " magicks throughout the battle , so reducing the impact of such spells can save some MP or an X - Potion . For example , Demon Shields and Black Masks absorb Dark - elemental damage , Adamant Vests and Adamant Hats halve damage from Fire ( but are weak against Ice ) , and Rubber Suits nullify Thunder - elemental damage . The key to making good use of this tactic is keeping a close watch on Hell Wyrm ' s actions during the battle . For example , when Hell Wyrm is about to use Waterga , the player can immediately equip the party with Viking Coats to nullify the damage . The switch should take effect as long as the damage from the attack has not been displayed yet . The same is true for status effects , such as Blind or Sap . If Hell Wyrm is preparing to use Stone Breath , the player can immediately equip the party with Fuzzy Miters to immunize them against Petrify . Before entering the battle ' s final phase where Hell Wyrm uses Invert and - ga level magick , Hell Wyrm will , for a short period of time , be in a phase where it will use only Stone Breath . Equipping the " tank " with a Holy Lance can shorten the battle significantly . Excalibur , which may be found in the upper levels of the Great Crystal , is Holy elemental and has + 128 Attack . While it may seem like a good idea to hit Hell Wyrm with the Holy spell , this may not be wise as it fills the Effect Capacity delaying everyone else ' s turns . Hell Wyrm is weak against Oil . The easiest way to inflict Hell Wyrm with Oil is to equip a party member with Nihopalaoa and use a Handkerchief on it . Using the Wyrmfire Shot on a gun when Hell Wyrm is afflicted with Oil can do great damage . Equipment with elemental affinity to Fire can be equipped to boost Fire attacks ' power further . If the player inflicts the party with Reverse any harm or healing done to them will have the opposite effect . By using this spell ( combined with Turtleshell Choker if the party have an excess of gil ) , one can temporarily nullify the Wyrm ' s ability to damage the party . If one party member is set to cast Reverse on the others when the status runs out , the player can breeze through the fight . However , Reverse runs out quickly and rapidly drains the caster ' s MP unless equipped with the Turtleshell Choker . In the later stages of the fight , when Hell Wyrm begins using Invert more frequently , one should keep an eye on the characters ' HP gauges . Hell Wyrm will mostly use his spells to damage , so typically , all active party members ( within range ) will be " targeted " — their names will be listed in red on the gauges . When Invert is used , only one character will be targeted , and the player will be able to tell who that character is before its effects set in . Invert can be considered a benefit as it should fully replenish the targeted character ' s MP , and presents little harm if the player ' s team is quick in healing . The player should deactivate the Bravery / Faith and Hastega / Protectga gambits when Hell Wyrm starts casting Invert a lot ; the characters need to focus on quick healing and quick attacking . Trial Mode . Hell Wyrm is fought on stage 87 in the " Final Fantasy XII International Zodiac Job System " version with less HP . Rewards . After defeating Hell Wyrm , the player can meet up with Montblanc in the Clan Centurio Hall and be rewarded with 50 , 000 gil . Defeating Hell Wyrm also unlocks his sprite in the Sky Pirate ' s Den , granting the player the title Radiant Savior .