FANDOM


Intruder alert. Defense system activated. Initializing automatic countermeasures. Transferring from observation to attack mode.
—Valia Pira

Valia Pira is a boss in Final Fantasy IX. It is the embodiment of the defense system in the Desert Palace. If the party has examined all of the palace bloodstones Valia Pira cannot enhance its properties: its "immunity to elemental attacks" can be deactivated by the bloodstone in the Hallway; the "increase in magic power" bloodstone is in the fire chamber and its "increase in defense power" can be deactivated in the Upper Hallway; the "evasion increase" bloodstone can be found in the Stairwell near the Library; its "increase magic defense" bloodstone is the one on the right hand side of the shadow chamber; and the bloodstone on the left hand side will deactivate its "increase magic evasion".

Valia Pira will scan the party to see if they are wearing equipment received from a bloodstone. If they are wearing an item, the corresponding enhancement will be activated, so it is advised to unequip any item received from a bloodstone before fighting Valia Pira.

StatsEdit

Battle Edit

Valia Pira only uses magical attacks and is weak to Water. Valia Pira will cast Reflect on itself several times, but this can be neutralized by casting Reflect on the party. Victory is achieved if Valia Pira runs out of MP.

Strategy Edit

Valia-Pira-detecting

Valia Pira detecting active bloodstones.

The player is likely to have magic-based characters in the party, as Kuja had recommended Zidane to bring his physical attackers to Oeilvert. Vivi can learn the Black Magic spell Water through the N-Kai Armlet, and Dagger knows Leviathan, which is a Water-based eidolon.

If Eiko is in the party she can summon Carbuncle. Valia Pira only uses magical attacks, so it is impossible to lose if at least one character has the Auto-Reflect ability equipped. As Valia Pira is defeated by expending its MP, Quina's Magic Hammer can help achieve this.

If Amarant is in the party, his Throw command can do enough damage to end the battle quickly.

AI Script Edit

Using general variable Treasure_DesertPalaceLobbyStone

Using general variable Treasure_DesertPalaceChamberStone Using general variable Treasure_DesertPalaceHallwayStone Using general variable Treasure_DesertPalaceStairwellStone Using general variable Treasure_DesertPalaceShadowRoomStone1 Using general variable Treasure_DesertPalaceShadowRoomStone2

Function Valia_Pira_Init
   set activestone = 6
   if ( Treasure_DesertPalaceLobbyStone )
      set activestone--
   if ( Treasure_DesertPalaceChamberStone )
      set activestone--
   if ( Treasure_DesertPalaceHallwayStone )
      set activestone--
   if ( Treasure_DesertPalaceStairwellStone )
      set activestone--
   if ( Treasure_DesertPalaceShadowRoomStone1 )
      set activestone--
   if ( Treasure_DesertPalaceShadowRoomStone2 )
      set activestone--
   set attacklist = [ Firaga ; Blizzaga ; Thundaga ; Reflect ; Freeze ; Mustard Bomb ; Flare ; Holy ]

Function Valia_Pira_Loop
   if ( !initflag )
      set initflag = TRUE
      SetTextVariable( 0, activestone )
      BattleDialog( "Enhancing defense systems." )
      Wait( 55 )
      BattleDialog( "Detecting active bloodstones..." )
      Wait( 55 )
      if ( !Treasure_DesertPalaceLobbyStone )
         BattleDialog( "Lobby stone disables Elemental Attacks." )
         set SV_FunctionEnemy[ELEMENT_IMMUNE] = FIRE | ICE | THUNDER | EARTH | WATER | WIND | HOLY | SHADOW
      else
         BattleDialog( "Failed to disable Elemental Attacks." )
      Wait( 55 )
      if ( !Treasure_DesertPalaceChamberStone )
         BattleDialog( "Lamp Chamber stone enhances Magic Power." )
         if ( 2 * SV_FunctionEnemy[MAGIC] > 99 )
            set SV_FunctionEnemy[MAGIC] = 99
         else
            set SV_FunctionEnemy[MAGIC] *= 2
      else
         BattleDialog( "Magic Power enhancement failed." )
      Wait( 55 )
      if ( !Treasure_DesertPalaceHallwayStone )
         BattleDialog( "Hallway stone enhances Defense." )
         if ( 2 * SV_FunctionEnemy[DEFENCE] > 255 )
            set SV_FunctionEnemy[DEFENCE] = 255
         else
            set SV_FunctionEnemy[DEFENCE] *= 2
      else
         BattleDialog( "Defense enhancement failed." )
      Wait( 55 )
      if ( !Treasure_DesertPalaceStairwellStone )
         BattleDialog( "Stairwell stone enhances Evasion." )
         if ( 2 * SV_FunctionEnemy[EVADE] > 99 )
            set SV_FunctionEnemy[EVADE] = 99
         else
            set SV_FunctionEnemy[EVADE] *= 2
      else
         BattleDialog( "Evasion enhancement failed." )
      Wait( 55 )
      if ( !Treasure_DesertPalaceShadowRoomStone1 )
         BattleDialog( "Shadow Room stone 1 enhances Magic Defense." )
         if ( 2 * SV_FunctionEnemy[MAGIC_DEFENCE] > 255 )
            set SV_FunctionEnemy[MAGIC_DEFENCE] = 255
         else
            set SV_FunctionEnemy[MAGIC_DEFENCE] *= 2
      else
         BattleDialog( "Magic Defense enhancement failed." )
      Wait( 55 )
      if ( !Treasure_DesertPalaceShadowRoomStone2 )
         BattleDialog( "Shadow Room stone 2 enhances Magic Evasion." )
         if ( 2 * SV_FunctionEnemy[MAGIC_EVADE] > 99 )
            set SV_FunctionEnemy[MAGIC_EVADE] = 99
         else
            set SV_FunctionEnemy[MAGIC_EVADE] *= 2
      else
         BattleDialog( "Magic Evasion enhancement failed." )
      Wait( 55 )
      if ( activestone )
         BattleDialog( "Active bloodstones detected: [NUMB=0]" )
      else
         BattleDialog( "Enhancement through bloodstones failed." )
      Wait( 100 )
      RunBattleCode( Enable ATB )
      while ( GetBattleState != 4 )
         Wait( 1 )
   if ( ( SV_FunctionEnemy[HP] < 10000 ) && !endflag )
      set endflag = TRUE
      while ( IsAttacking )
         Wait( 1 )
      RunBattleCode( Disable ATB )
      while ( GetBattleState != 1 )
         Wait( 1 )
      set SV_Target = SV_FunctionEnemy
      RunBattleCode( Run Camera, 9 )
      AttackSpecial( Death )
      while ( IsAttacking != 0 )
         Wait( 1 )
      set SV_FunctionEnemy[DEFEATED_ON] = 1
      RunBattleCode( End Battle, Victory )
      return
   if ( SV_FunctionEnemy[MP] <= 6 )
      while ( IsAttacking != 0 )
         Wait( 1 )
      if ( ( SV_FunctionEnemy[MP] <= 6 ) && !endflag )
         set endflag = TRUE
         while ( IsAttacking )
            Wait( 1 )
         RunBattleCode( Disable ATB )
         while ( GetBattleState != 1 )
            Wait( 1 )
         set SV_Target = SV_FunctionEnemy
         RunBattleCode( Run Camera, 9 )
         AttackSpecial( Death )
         while ( IsAttacking != 0 )
            Wait( 1 )
         set SV_FunctionEnemy[DEFEATED_ON] = 1
         RunBattleCode( End Battle, Victory )
         return
   Wait( 1 )
   loop

Function Valia_Pira_ATB
   if ( activestone >= 5 )
      set freezebombtarget = RandomInTeam(SV_PlayerTeam)
   else
      set freezebombtarget = 0
   if ( activestone >= 6 )
      set flareholytarget = RandomInTeam(SV_PlayerTeam)
   else
      set flareholytarget = 0
   set selectedattack = RandomAttack( attacklist )
   if ( selectedattack == Firaga )
      set SV_Target = RandomInTeam(SV_PlayerTeam)
   elseif ( selectedattack == Blizzaga )
      set SV_Target = RandomInTeam(SV_PlayerTeam)
   elseif ( selectedattack == Thundaga )
      set SV_Target = RandomInTeam(SV_PlayerTeam)
   elseif ( selectedattack == Reflect )
      set SV_Target = RandomInTeam( NotMatching(SV_EnemyTeam[STATUS_CURRENT], PETRIFY | DEATH | JUMP | REFLECT) )
   elseif ( selectedattack == Freeze )
      set SV_Target = freezebombtarget
   elseif ( selectedattack == Mustard Bomb )
      set SV_Target = freezebombtarget
   elseif ( selectedattack == Flare )
      set SV_Target = flareholytarget
   elseif ( selectedattack == Holy )
      set SV_Target = flareholytarget


   Attack( selectedattack )

Other appearances Edit

Final Fantasy Record Keeper Edit

FFRK Valia Pira FFIX
Baknamy FFTA2This article or section is a stub about an enemy in Final Fantasy Record Keeper. You can help the Final Fantasy Wiki by expanding it.


EtymologyEdit

It's name may come from the words "variable" (ヴァリアブル, variaburu?) (in reference to how its stats vary based on the status of the bloodstones) and "pillar" (ピラー, pirā?) (in reference to its shape and/or how it is a defense system supporting the palace).