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into this cave. Back when he was younger, he fought with Chappu
(his little
brother that joined the Crusaders only to be killed by Sin
shortly after) and
to upset him, the defunt brother told him that he found a sphere
in which their
parents could be seen. Wakka doesn't remember what they looked
like due to the
fact that they were killed by Sin when he was very young, so the
opportunity of
seeing them in the sphere was very tempting. Chappu accepted to
reveal the
location of that sphere only if Wakka would apologize. Indeed, he
didn't
because of his pride, so he never got to see it and forgot about
it until
today. But right now, he doesn't care anymore about what his
parents looked
like. He always imagined them in a certain way, and that is the
image he wants
to think about them, real or not.
Well, mission complete! You obtain the Protection Halo Garment
Grid as a reward!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
For now, board the Celsius. You could take on one more quest in
Besaid but
doing it in Chapter 1 won't be much of a benefit, so let's just
wait until
later.
=======================================================
Celsius
=======================================================
Pick Luca from Buddy's list. Don't worry, I haven't forgotten
about Kilika
Island, but we'll visit it later.
=======================================================
Luca
=======================================================
A few citizens are congratulating Yuna for her concert. But as
you know
from my Table of Contents, I have no section explaining the minigame for the
simple reason that... huh, wait, I don't have any valuable
reason. I'm just too
lazy to make one while you could use the Sphere Break FAQ found
in the In-Depth
FAQ list on www.gamefaqs.com, or simply the tutorials from the
little midget in
the passage to the left of the ticket counter/information booth.
Using his
tutorial, you can learn the basics of the game. You can even
obtain a couple of
coins with which you can practice playing the mini-game.
Well, when you're done with Sphere Break (remember, there is a
tournament in
Chapter 3 so make sure you practice your skills with the minigame), head back
to the save sphere you were dropped to by the Celsius and ascend
the stairs to
enter Mi'ihen.
=======================================================
Mi'ihen Highroad
=======================================================
Yuna recalls having crossed this road during her pilgrimage.
Before the Yevon
church fell, the teachings accused the machinas of being the
reason why Sin was
created. The Yevonites, who were ruling Spira, said that Sin was
a punishment.
But now as you can see, humans are using machines without any
second thoughts.
While the Mi'ihen Highroad used to be crossed by mounting a
chocobo, the hovers
are now pretty popular. Consequence? There are no chocobos
anymore around here
=(.
Well, at this chapter, you just need to follow the Highroad until
you reach the
next location on the map. If you wish, you could just use an
hover to be taken
there in an instant, but I suggest you cross it by foot. This
way, you can run
Use the Celsius to enter the Mooflow so you can be dropped at the
bank, where
you will meet Tobli, a nervous midget. Talk to him and he will
ask you to help
out his friend at the entrance of the Moonflow. Head there to
meet the troubled
Hypello. He wants to cross the Moonflow with his wagon, but
without having his
cargo stealed by the numerous bandits on the road. Well, let's
help him out!
Mission time!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Shave the Hypello?
What you have to do is extremely simple: chocobos are pulling the
wagon,
walking north on the road to reach the banks. Just follow it,
staying close to
it. At various points, the wagon is stopped because of thieves
attempting to
steal the Hypello's cargo. Just run up to them to start a battle.
Dealing with
them is relatively easy, one turn should be enough to end the
encounter.
Afterward, chocobos will be pulling the wagon again. So basically
just follow
the road, staying close to the wagon, punishing every bandits
that dare
appearing. You must not let a single one get away with a box.
When you reach
the banks, Tobli rewards you with the Gun Mage dressphere, a
Circlet and the
Helios Guard Garment Grid. What a generous midget!
Mission complete!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ride the shoopuf to cross the river, taking you to the northern
part of the
Moonflow. There, simply proceed west, following the road to the
Guadosalam.
=======================================================
Guadosalam
=======================================================
the remaining Ronso seek revenge on the Guado, which explains why
they left
Guadosalam to hide in the wood. Tromell, while being aware of the
fact that the
grief he caused to Yuna cannot be forgiven, wishes to help the
Gullwings in
their quest as he gives Paine her special Dressphere, the Full
Throttle, along
with the Unerring Path Garment Grid.
Well, you can leave afterward. Back in the X area, take the upper
left path. A
few Al Bhed are at the Rin Travel Agency, searching for someone.
But, hey! Look
behind you, it's O'aka! As soon as he sees the Al Bhed, he just
runs off in the
wood! Before following him, open the chest right of the agency to
obtain an
Hi-Potion. The Macalania Temple can't be visited anymore, just
get back in the
wood. In the X area, you get the "Mission Time!" screen.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Follow that O'aka!
Extremely simple mission here, you just have to follow O'aka, as
the title
says. Take the lower right path to access the shimmering path I
informed you of
earlier. It is a shortcut that will allow you to get back to the
other side of
Macalania Wood, near the entrance to the Thunder Plains (where
you came from).
In the second screen on this shimmering path, you can obtain a
Turbo Ether from
a chest near the Celestial plant. Enter the next screen (to the
west) to access
the end of the shimmering path, back to the save sphere. Use it
if you need and
follow the road to the right, passed the Guado. In the next
screen is an
intersection. The path to the north leads to Bevelle, but we
aren't heading
there now. Take the other path to enter yet another intersection,
this one with
four paths. Take the south one to access the beautiful lake. You
talk to Donga
=======================================================
Bikanel Desert
=======================================================
Home, which was the home of the Al Bhed (they like original names
don't they?),
used to be here. However, the Guado attacked it and Cid (leader
of the Al Bhed,
he is also Rikku and Brother's father) blew it up with his
airship's missiles
to have the last word on the Yevonites. There are still Al Bhed
in the desert
though, digging in the sand for treasures. Rikku will attempt to
lead the team
there, as she knows the Sanubia desert pretty well.
Unfortunately, she won't
find her way this time. After hours of searching, the YRP will
collapse,
exhausted. Luckily, a flying machine patrolling the sand will
spot the girls.
When Yuna wakes up, you find yourself in the Al Bhed camp. Rikku
and Paine are
talking with some Al Bhed to the right, so join the conversation
to learn about
what happened. Rikku couldn't find the camp for the simple reason
that the Al
Bhed had to move it to avoid a sandstorm.
Oh well, here we are at least. Time to dig now! Talk to the guy
sanding near
the hover to your left and reveal him that you are unexperienced
in the domain.
He will respond that you need Nadhala's permission before going
out there in
the desert to dig. Speak to the two Al Bhed just left of the
hover to trigger
the arrival of Nadhala. Controlling Yuna, go to her and give her
the Letter of
Introduction that you obtained from Gippal. Once she read it, you
now have the
permission to dig for items! Mission time!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Can you dig it?
Ask the pilot near the hover to take you to the Western Expanse.
There, let me
explain how you proceed. It's very simple: on your map, you have
a bunch of
X's. These represent the points where you can dig in order to
find treasures
such as Sphere Break coins, Al Bhed Primers, machina parts, gil,
etc. You
simply run to one of them, position Yuna on it (helping yourself
with the map)
and press the X button to have her dig. Sometime, you will be
ambushed by a
fiend. In that case, just defeat it. Note that you can also go
into random
encounters while running around in the area. Finally, be aware of
the fact that
you are timed. For some reason, a digging session has a 60
seconds timer. You
must head back to the hover before the 60 seconds are expired.
Alright, let's get started!
For your first digging session, look on your map for a yellow X.
Dig there.
Yellow X's contain the best items, so they should always be your
first targets.
Once you obtain the item at the yellow X point, run back to the
hover.
Back at the camp, you get your mission complete screen, along
with the Still of
Night Garment Grid and an Elixir.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
You're done at Bikanel for this chapter. You could dig some more
if you want,
but I wouldn't recommend it, because digging too much before the
last chapter
could actually result in a failure. Finally, I have one last
thing to inform
you about. While you're digging (if you still decide to do so
despite my
warning), Picket could spot an unidentified object approaching
you: Angra
Mainyu. At this point of the game, fighting him is a waste of
time so simply
escape from battle. Don't worry, we will take care of him, but
later.
Board the Celsius via the save sphere near the merchent.
=======================================================
Celsius
=======================================================
Shop with O'aka if you need items (remember, freeing him of his
debt before the
third chapter will be rewarding later!) and pick Bevelle from
Buddy's list.
=======================================================
Bevelle
=======================================================
Yuna grew up in Besaid, but she was born in Bevelle. Coming back
here is never
a pleasure for her though. It was here that Mika, Grand Maester
of Yevon, lived
before vanishing. That regrettable man contributed a lot to the
corruption of
Yevon, as every Grand Maesters did before him. Two years ago,
Yuna and her
guardians were judged here in Bevelle for the murder of Seymour.
What Spira
ignored is the fact that Seymour was actually the villain when he
fought them
in Macalania temple. He simply got what he deserved for murdering
his father
and attempting to crush Yuna's guardians to then use the summoner
in order to
become the next Sin. Yuna and her guardians managed to escape
from the
Yevonites, but visiting Bevelle brings back a lot of bad memories
for Yuna,
even now that the Yevon church has fallen.
Hm... I talk a lot huh? That's what my girlfriend keeps telling
me. Wait, I
don't have a girlfriend at the moment. I wonder why?
Ahem. So, in Bevelle, follow the highbridge to the north. Enter
the gates to
proceed inside the city. At the entrance to the temple, a monk
will summon the
praetor of New Yevon for you: Baralai. He will explain the latest
events that
occured in New Yevon. The chairman and his son seeked too much
power so Baralai
told them off, asking them to leave. He is on top of New Yevon
now, and he
would be very proud and honored to have Yuna join his clan. Once
he left,
follow him into the temple. There, ride the lift in front of you
to be taken up
the gallery on which is Baralai. Talk to him to receive a Tiara
accessory.
Superb!
You can now head back to the save sphere. There, don't board the
Celsius. Just
enter the screen to the south.
=======================================================
Macalania Wood
=======================================================
In the intersection, take the path to the right. In the next
area, take the
right path again and enter the...
=======================================================
Calm Lands
=======================================================
The Calm Lands have changed a lot in two years. While it used to
be mainly a
battlefield on which the summoners would fight Sin once they had
the Final
Aeon, it nearly became an attraction park. The creators of the
game picked the
right song to express how commercial this place is now as well.
Go down the path to your left to access the plains. There, run to
the right,
hugging the higher level until you reach the southeast corner of
the plains.
Open the treasure chest there for an Ether. Afterward, you could
just leave the
Calm Lands. However, doing so would make you miss out on the
opportunity of
starting a quest. During the intro scene to the Calm Lands, Rikku
and Paine
talked about "Argent" and "Open Air" credits. These are the names
of the two
companies in competition for the monopoly of the commercial
attraction that the
Calm Lands became. The quest consists of you making the publicity
of the
campaign you're representing. To sum it up quickly, you simply
try to convince
people around Spira to use the campaign you're working for when
they're seeking
entertaintment in the Calm Lands. Once you chose a campaign
(Argent or Open
Air), press the Square button on a random person around the world
and a list of
five options will appear if he/she is involved in the mission.
Depending on the
option you pick, the interest of said random person will be go up
or down. You
have to pick the right option.
Another very similar quest you can take on is the Marriage
mission. In the
central shop (in the center of the Calm Lands), a poor guy is
seeking a wife.
Talk to his father and accept to help out his son by attempting
to find him a
wife. The concept of this quest is the same as in the PR mission,
just that
only women are involved. You approach women around Spira and
press the Square
button and select the Marriage option. Afterward, you must pick
one of the five
options available to interest the woman in meeting the homebody
in the Calm
Lands.
To know which person to talk to and which option to pick, I
suggest you use
Shuuin X2's very helpful PR mission guide found in the In-Depth
FAQ list for
Final Fantasy X-2 at www.gamefaqs.com. The guide covers which
person you have
to talk to, and which option to choose in order to build up your
Publicity
level. It also covers the Marriage mission. Before Chapter 5, you
must obtain
Kimahri defeated to regain his long lost Ronso pride, they were
also killed at
the hand of the furious dark mage.
Your goal here is to raise your compability level enough with the
Ronso to
convince them that seeking revenge on the Guado for what Seymour
did won't lead
them to inner peace, on contrary. To achieve this task, you must
chat with the
Ronso around and pick the right replies to their comments. You
have third
options each time: one that adds a point to your compability
level with the
Ronso, another one that decrease your compability level with them
by one point,
and the last one being neutral to the compability level.
Indeed, since you want to build up your relationship with them,
you must reply
with the option increasing your compability level. These are
listed below:
1- "Ronso youth grown horns of hatred for Guado." by Kimahri.
Answer: Second one.
2- "Must ask High Summoner Yuna: Find Lian and Ayde." by the
female standing
beside Kimahri.
Answer: First one.
3- "Many friends and kin die two years ago. Ronso grief deeper
than mountain
snow." by the tall Ronso near Garik.
Answer: Second one.
4- "Never forgive Seymour, never forgive Guado!" by the Ronso in
red walking
around at left of Kimahri.
Answer: Second one.
5- "Guado leave Guadosalam. Guado plan dark schemes!" by the
female near Garik.
Answer: Second one.
6- "Many Ronso lost live in battle to defend High Summoner Yuna."
by the Ronso
=======================================================
If you remember, Sin destroyed Kilika in Final Fantasy X. But two
years later,
it has been rebuilt by the Youth League. They did an impressive
job!
When you can control Yuna, turn around and jump on the canoe
behind you, then
jump a second time on the dock to find a chest with an Ether
inside. Back at
the starting point, jump across another canoe in front of you
(north in the
screen) to a plateform with a chest on it. Open it for a Mana
Tablet. Back at
the save sphere, proceed east, up the second level to your left.
Cross the
canal using the bridge north in your screen to reach the dock on
the other side
of the port. There, follow the dock south, grabbing the chests on
the way,
until you meet a woman with a monkey. Talk to her to learn about
the Squatter
Monkeys. 13 of them can be found in the wood. Once you found
them, you can talk
to her for a reward. We are not taking on this mission RIGHT NOW
though, but in
a few minutes. Also, we won't be able to come back until Chapter
3, so we will
only get the reward later. Don't sweat it though, there is no
alternative
anyway. Head back to the dock on the other side and keep going
north for a
scene. Looks like Yuna and Rikku can't wait to see the Awesome
Sphere. Keep
going for the next screen.
Head up the higher level to your left and attempt to enter the
hut. Barthello
will emerge from it, troubled. Once he left, head inside the hut
to meet with
Dona. She was one of Yuna's rivals in Final Fantasy X, and she
doesn't seem to
be very pleased to see Yuna. Dona will still explain the deal
with Barthello
though. He is with New Yevon while she is with the Youth League.
Since then,
Kilika Wood
=======================================================
SP
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|_______ \
________
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|_____M
\
\ \
\
\
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______\
\_____|M |
|
__ M_
M__
M
| |
|
|___| /
_______| |_____|
_____/
\
___
_____
|
M \
|M
|
|
\ \ |M
M
|
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|
|
M
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\_________
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M
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\___
| M
M: Monkeys
SP: Save Spgere
Above is the map representing the locations of all 13 Squatter
Monkeys. Yes, I
know, it's a shitty map. I do have an excuse though: this is my
only guide in
which I draw maps using a keyboard, so I don't have any
experience in the
domain. Oh well, you should still be able to understand it and
find your way in
the wood, grabbing all 13 Squatter Monkeys. If you proceed via
the main path,
you will witness an altercation between New Yevonites and Youth
League members,
blocking the way. Following the path to the left, stop halfway
and check for a
narrow passage inside the forest. Follow it to the other side.
There, keep
going north deeper in the forest and take a right turn when you
can. At the
intersection, follow the path to the north and you will get the
option "Just a
yet scary. You can see Tidus, or that Tidus-looking guy, walking
toward an
enormous, intimidating machina. From what we can understand, he's
intending on
using the monster to save a girl named "Lenne".
From Brother's point of view, keeping the sphere isn't a good
idea. It's true
that the machina seen in it looks very dangerous. The group comes
to the
conclusion that giving it back would be smart. But then, they
decide to do a
party. Hm, though I like this game, some parts are just...
strangely written.
Meh, controlling Yuna, go to the engine room to collect the
refilled contents
of the four chests (Remedy X 4, Ether X 2, Potion X 8, Phoenix
Down X 5). When
that is done, ride the elevator up to the cabin. From Barkeep's
list of
options, take a nap by selecting "Rest" (remember, you must sleep
in the cabin
at least once during each chapter in order to trigger a scene
later). Back in
the corridor before the elevator, there are three musicians. Talk
to the third
one and let him know that you're ready for the concert. You must
then push all
three musicians in the elevator (...yes, the one who came up with
this idea for
a mini-quest was probably... under the influence of a certain
substance).
When that is done, the screen switches to the Gullwings on the
deck of the
Celsius. Yuna, musically accompagnied by the three musicians, is
singing for
the other members of the Gullwings. If you accepted to take
Clasko and O'aka on
the airship, they will be here, clapping their hands. During the
concert, Yuna
leaves the group temporary to have a seat, alone. She and Tidus
were in love.
Now, she just saw a guy looking just like him who's seeking the
control of a
machina weapon in order to save a girl named "Lenne". In the
Journey's Start
sphere given by Kimahri, the same guy looked like he had been put
in a cell for
trying to save his "girl" using a weapon. The fact that she
wasn't that "girl"
makes her jealous, which explains why she asks, out loud, who the
heck is Lenne.
Well, she goes to bed afterwards. Poor Yuna, her misfortune isn't
over for now.
She has a dream, or actually a nightmare in which she's running
with Tidus,
fleeing from a group of monks. They are finally caught in front
of that
scary-looking weapon, where they are shot by their pursuers. The
next morning,
Paine and Rikku are at Yuna's bed when the poor thing wakes up,
rushed because
of her bad dream. On the bridge, the group is wondering about
what to do with
the Awesome sphere. Which clan to choose? New Yevon or the Youth
League?
Baralai looked credible, but so did Lord Seymour. Nooj seemed
thrustworthy, yet
the Youth League likes to pick fights with everything that moves.
To the Youth League: Nooj receives the Gullwings in his command
center and
reveal that the machina seen in the sphere is called Vegnagun.
It's a weapon so
strong that just thinking about using it is dangerous. It's being
kept in the
underground base of Bevelle, which is why he's worried: if they
wanted, the New
Yevonites could try to control it, and that would be very bad for
the future of
Spira. He doesn't know about the young man's identity seen in
front of Vegnagun
though. Choosing this route, you make yourself an enemy of New
Yevon. Also, you
can obtain 100% in your very first playthrough by giving the
Awesome sphere to
Youth League.
To New Yevon: The New Yevonites bow to the Gullwings, who are
then welcome in
the temple by Baralai. The praetor admits that Vegnagun is being
kept in
Bevelle, and that would be to prevent the Youth League from using
it. From his
version, they are the ones seeking the powers of the colossus.
But just like
Nooj, Baralai ignores who is the Tidus-looking man. Giving the
Awesomesphere to
New Yevon, the Youth League are now against you. Plus, you can
only get 99% in
your first playthrough. This shouldn't influence your choice
though, because I
strongly advice you not to aim for 100% in your first save file
anyway.
After the scene with the group you chose, your presence is
requested aboard the
Celsius.
=======================================================
Celsius
=======================================================
The half of a sphere you found in Zanarkand temple was robbed.
The thieves let
a sphere that reveal their identities: Leblanc and her two
acolytes. How evil...
Now, in that sphere, I need you, dear readers, to tell me if I'm
insane or not.
Watching the sphere (Leblanc's last laugh), you can see Leblanc
(duh). Look at
her chest (yes, her CHEST!): there is a nipple slip right? Tell
me I'm not the
only one seeing this! If I'm correct, that is totally wrong. A
nipple slip in a
video game? Come on, why not a thong shot while we're at it? Oh
wait, what
about Rikku you ask?
O_O!
Ahem, sorry for that. Back on the FAQ, Brother comes up with a
smart plan (yes,
that is odd). The YRP will put on fem-goons uniforms so they can
enter Chateau
Leblanc without being recognized. That's your main mission for
this chapter.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Strip Search?
While we could find these three fem-goons right now to grab their
syndicates in
order to complete this mission quickly, leading to the next
chapter, it would
be smarter to do yet another world tour.
Starting with Besaid.
=======================================================
Besaid Island
=======================================================
Speak to one of the Besaid Aurochs for a scene. While the girls
are chatting
with the Blitzers, some stiff individual arrives. You learn that
he is Beclem,
from the Youth League. He is the new Aurochs' coach, and let's
say that he's
one of the meanest characters in the game. After snobbing the
Aurochs, Beclem
picks on Yuna, calling the summoners "worthless". What an
ungrateful
individual. To make him regret his words, pick the first option
when you have
the choice.
Mission time!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Run the Gunner's Gun Gauntlet!
This mission consists of a simple shooting mini-game. You have
seven minutes to
reach the beach from the point you are initially, gunning down
the fiends on
the road with your gun in order to score at least 500 points (to
successfully
complete the mission).
You have various types of ammos, listed below.
Normal ammo: Deals 1 point of damage per shot. Aims one target.
Dual shot ammo: Same as Normal ammo, but aims for two targets.
dare trying to lay a hand on you. Use your Dual shot ammos for
best results.
Only use your Death ammos as a last resort (when too many fiends
are getting
close) since they're relatively rare. It shouldn't take long
before your score
is up to about 450 points. When that occures, proceed to the next
area, where
you meet a solid mech enemy. No sweat, one Death ammo and he's
gone, giving
about 70 points. Make sure you have 500 points and proceed to the
beach. Talk
to Beclem there to end the mission.
Mission complete!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
If you're doing the PR/Marriage missions, it would be wise to
start the second
level of these in Besaid.
Once you're done (or if you aren't interested in these missions),
travel to
Kilika.
=======================================================
Kilika Island
=======================================================
Whether you joined the Youth League or New Yevon, you can't visit
Kilika in
this chapter. Simply grab both chests from the plateforms left
and right of the
starting dock for items and use the save sphere to board the
Celsius after.
=======================================================
Luca
=======================================================
From the save sphere, run to the stairs to the right. Down them,
jump over the
ramp to reach the chest with Light Curtain items (two of them)
inside. Proceed
south to the bazaar.
In the next area, the girls change their strategy once they
spotted the
chocobo. Rikku will block one side of the road while Paine will
be standing at
the other one, which leaves Yuna to catch the bird. Run to it to
start the
mini-game. The chocobo is trapped on the road, but it will still
try to dodge
Yuna. While she's standing in front of it, it will run you by
using the left,
center, or right. You must guess which one it's going to take.
When you do, you
can hear a "ting" sound, which means you were able to guess which
way it tried
to go. You must be successful four times in order to move on with
the mission.
It may be hard at first, but after a while, the chocobo will lose
its
concentration. At that point, you can easily guess which way it's
intending to
go. If you miss it too many times, you fail the mission.
In the last area, the rest of the mission is all about triggering
scenes. You
don't need my help here, simply head to the arrow-dots you can
see on the map.
At the end of the road (the entrance to Luca), the YRP is just
tired of chasing
the chocobo. When you can control Yuna, speak to the woman near
the hover and
request her help. Thanks to her machine blocking the path, the
girls are able
to finally catch the chocobo!
No time to celebrate though, because some guy runs to you,
requesting your
presence at the Oldroad: Calli is stuck over there with a Chocobo
Eater after
her! From the agency, head north on the bridge. You can see Calli
lying
unconscious on top of a ruin. It isn't possible to access her
from here though.
Clasko joins the scene with a bunch of chocobos in order to make
a distraction,
which gives you some time.
When you can control Yuna, quickly follow the bridge north (you
have two
minutes). At the gates to the Mushroom Rockroad, take the right
path south and
follow the Oldroad until you reach Calli, or should I say, the
Chocobo Eater.
-------------------------------------------------------------------Boss: Chocobo Eater
HP: 2350
EXP: 350
Difficulty: Medium
-------------------------------------------------------------------This guy can cause some serious damages with his massive fists.
I'd suggest you
use Mental Break on him with a Warrior to cut down his Magic
Defense a bit,
allowing your Black Mages to deal better damages with their best
magics. Just
like in FFX, the Chocobo Eater can also fall on his back, making
him more
vulnerable to your physical attacks. There isn't much of a
strategy here, other
than attacking the boss while regulary healing your party. Before
finishing him
off, steal two X-Potions from him with the Masterthief ability
(from the Thief
dressphere).
Calli is saved! She can now safely ride her chocobo!
Mission complete, you obtain the Selena Garment Grid as a well
deserved reward.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The girls board the Celsius automatically, but visit Mi'ihen
again and speak to
Calli and Clasko north of the agency to take them aboard (along
with the
chocobo).
=======================================================
Mushroom Rockroad
=======================================================
If you sided with the Youth League, your visit in the Mushroom
Rockroad will be
a pleasure, thanks to the guards located there and there on the
road that will
protect you from random encounters. If you gave the Awesome
sphere to New Yevon
though, get ready to meet some hostility, as these guards will
attack you
instead. As for Yaibal, he still has faith in the Gullwings and
cancels the red
alert you enhanced if you sided with his rivals.
Follow the road on the way to the Youth League headquarters. Like
I just told
you, you won't even need to worry about random encounters if
you're with the
Youth League. Halfway, the YRP receives a message from the
Celsius, saying that
vibrations of a sphere can be felt in the ravine. Well, let's
check it out!
Jump down there and follow the map to the north. Use the save
sphere if you
wish and enter the Den of Woe. You meet with Nooj there. The
conversation with
him depends on which clan you picked when you wanted to give back
the Awesome
sphere. If you're with him, he will explain the reason why he's
here to then
offer you a sphere (Crimson Sphere 7). If you're with Baralai
however, his
attitude will be totally different, as he will be very arrogant
with the girls.
You will still receive the Crimson sphere though. When he's gone,
you witness a
scene between the young women. As you could notice, Nooj and
Paine seemed to
know each other. The mysterious character won't reveal anything
to Rikku or
Yuna though, other than the fact that something DID happen in the
past. You
just won't know what it is, for now.
Leave the Den of Woe when you can control Yuna and climb back up
the higher
to begin with New Yevon. Hm, looks like serious matters are
finally starting.
Once you opened the chest of the area, you can board the Celsius.
=======================================================
Celsius
=======================================================
Check out the mysterious contents of the Crimson sphere you
obtained in the Den
of Woe. Rather scary...
Well, to Djose!
=======================================================
Djose
=======================================================
There is nothing to do at the temple so exit to the bridge south.
A female goon
can be seen there, so follow her to the next screen. At the
intersection, take
the west path for a scene. It seems that two female goons lost
something on the
Djose highroad. Mission time!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Two birds, one stone
Yet another very simple mission, you just have to find the sphere
that the
female goons are seeking before them. Thing is, I'm not even sure
if it's
possible to fail in this mission. Oh well, just follow the road
to the west and
eventually, you should spot a glowing sphere on the ground.
Examine it to
receive Yuna's Floral Fallal (her Special Dressphere).
Congratula... Ah indeed,
this mission could not be THAT easy huh...
-------------------------------------------------------------------Bosses: Ormi
Logos
Fem-Goon
HPs: 1150
1030
EXP: 80
80
10
Difficulty: Easy
-------------------------------------------------------------------Well, though you aren't completing this mission without a fight,
this battle is
a walk in the park. Take down the Fem-Goon first, since she will
support her
partners with her magic skills (but even then, she isn't very
effective).
Afterwards, you can concentrate on Ormi and Logos, once you stole
them with the
Thief's Masterthief ability that is (which will add two Elixir
items to your
inventory).
The enemies run off after the battle and you obtain your first
Syndicate
Uniform!
Mission complete!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=======================================================
Moonflow
=======================================================
At the banks, little Tobli's in hot water! He has a show
organized for the
night, but he wasn't able to sell any tickets! Well, Gullwings to
the rescue!
Mission time!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
YRP, the Scalpers Three!
Let me explain yet another very simple mission. You have ten
tickets for
Tobli's show. You must sell them to the people located in the
Moonflow so that
Tobli can have an audience tonight. When you approach somebody
with the Square
- Near the entrance to the banks while you enter from the
southway, there's a
woman with a red bandana that will accept your offer.
- At the beginning of the road in the Moonflow, there's a girl
wearing red
clothes. She'll trade you too.
- In the save sphere area, there's a woman wearing some yellow
dress across
from the bench.
- In the area with the shoopuf, there's a guy in green sitting on
the stairs to
the dock.
- On the road to the Guadosalam there is a guy with a blue shirt
standing on
the left side of the path.
2000 gil (and less)
- The little boy standing near the Hypello in the northern part
of the Moonflow.
- The person standing at the top of the ramp to the right of the
little boy
mentioned just above.
- There's a guy wearing green clothes standing near the dock in
the shoopuf
area.
- In the bench area in the northern part of the Moonflow, there
is a woman
wearing green.
Indeed, the 2000 gil and 1500 gil crew should be your targets.
Dealing your
tickets with them will help you obtain the best profits. The
rewards you get
for completing this mission are based on a few different factors.
If you
followed my walkthrough and did the right actions, which are the
next ones:
you miss the trials three times, you fail to caliberate the
tower). You don't
absolutely have to successfully caliberate these ten towers, just
attempting to
will be enough to obtain the reward we are seeking, which is the
Samurai's
Honor Garment Grid (given by the Al Bhed in the Rin Travel Agency
once you
attempted to caliberate all ten towers). However, caliberating
the first three
towers would also lead to a few interesting items much later in
the game.
To talk about the locations of these ten towers, nine of them are
shown on the
map as green dots. For the tenth one, you must find it by
yourself. Or
actually, simply by following this walkthrough =). From the
agency, head north,
hugging the left. At a certain point, Yuna spots a tower, but
it's out of reach
for caliberation. Just keep running north, hugging the limit to
your left,
mashing the X button. Eventually, the tower will be within your
reach, allowing
you to caliberate it.
Once you caliberated all ten towers (or at least attempted to),
you can claim
your well deserved Garment Grid at the agency.
To Macalania!
=======================================================
Macalania Wood
=======================================================
Up the tree branch path is Tobli's assistant, that Hypello you
helped back in
Chapter 1. He has a new request! All tickets for the show are
sold, but Tobli
hasn't been able to recruit any musicians. Well, guess who's
going to land a
hand again? You receive a letter for the musicians from the
Hypello.
When you can control Yuna, proceed to the area where you met
Tromell in Chapter
1 (use the shimmering short cut) and talk to Bayra. Mission time!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Track down the troupe!
Backtrack to the intersection of the shimmering path and notice a
circle of
butterflies, right in the middle of the path. Examine it to
reveal Donga, one
of the three musicians! He accepts to be part of Tobli's show.
Controlling
Yuna, head back to the save sphere at the entrance to the Thunder
Plains and
follow the path east. In the next screen, keep going east to the
next area,
which forks in four different paths. Take the south one to the
lake, where you
can spot a second circle of butterflies. Examine it to reveal
Pukutak. Just
like Donga, she's interested in helping out Tobli.
You are automatically brought back to the spring, where the three
musicians are
having a reunion. Speak to Bayra to learn that they will happily
handle Tobli's
concert. However, this will be their final concert, as they're
meeting their
end soon, or so as they say.
Well, mission complete! An Haste Bangle accessory
reward.
is your
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
You are offered to board the Celsius but decline the offer.
Instead, head back
to Tobli's assistant (the Hypello) at the start of the tree
branch path and
talk to him to receive the Bitter Farewell Garment Grid. In
addition, you also
obtain a Minerva's plate for helping him out in Chapter 1 in the
Moonflow.
Well, once you're done with the PR/Marriage mission (if you care
about them
the area, which has two levels. However, there is a trick! Not
every fiends
found in here is real. In fact, only ONE of them is. The other
ones are
illusions that you can't touch. To locate the real fiend, you
must pay
attention to the positions of the illusions, as they are looking
at its
direction. You can't tell with the elemental fiends, so simply
pay attention to
the other kinds of fiends. When you see a fiend that isn't facing
the direction
that the other fiends are, run into it and defeat it. If you
touch three fake
fiends, the location of the real fiend changes.
After you managed to find and defeat the five real fiends of the
place, three
blue elementals appear in the first stable (right of the save
sphere). They're
no threat though, especially while you're using a party made of
Black Mages.
When you're victorious, the mission is complete. You obtain the
Alchemist
Dressphere and the Highroad Winds Garment Grid as rewards.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Now that you cleared this place, Clasko can use it as a ranch to
finally
fulfill his dream of breeding chocobos! There is one problem
though: he cannot
raise anything without a chocobo. Looks like it is going to be
our job to catch
one for him! Since the beginning of the game, you might have met
chocobos in
random encounters, though they probably always fled before you
could do
anything. From now on, you have the stuff (given by Clasko) to
catch them:
greens. In an encounter with a chocobo, feed it with a Gyschal
Green once all
enemies are defeated. As a result, the chocobo will be captured
and put
(automatically) in one of the stables of Clasko's ranch. You can
also feed it
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Spring into action
You have the choice between two scenarios as for how the mission
goes. Which
one to pick? Simple. One sucks, the other one rocks. I'll be
covering the one
that rocks, and that's that, which means you're forced to follow
that one or
else you have to use another walkthrough. Yes, you can call me a
dictator =).
Climb the ledges to reach an higher level and run to the right,
passed the
entrance. Actually, WALK. See that rock pillar with a chest on
it? It goes out
of your reach if you're too fast, so slowly walk toward it and
jump on it to
access the chest (with an Elixir inside). Back on the level,
enter the cave and
make your way to the other side to exit back outside. Follow the
goon until she
jumps over a certain ledge. From that point, stop chasing her and
climb the
ledges up to an higher level instead. There, proceed to the left
and slowly
approach once again a pillar that you won't be able to access if
you're running
to it. As you did earlier, just walk to it and jump on it for a
chest
containing a White Cap. Back on the level, follow the path to the
right and
head inside the entrance on the way. Get the Phoenix-Down from
the treasure
chest found in this room and get back outside the cavern. Keep
following the
path on your map until you can't climb higher because of the
wind. Follow the
pathway to the left for a scene.
The YRP spies on the two female goons that just found out about
some hot
spring. They seem scared about it though, since Gagazet is also
known as
"Sacred moutains". You have to admit that the word "sacred" is
terrifying, ah
yes. Well, Ormi joins them but for a few seconds only, as the
Leblancists run
off when the level on which the Gullwings are standing crumbles.
The girls find themselves in the spring, which seems comfortable
enough for
them to get in bikinis and have a girly fight. This scene shocked
a few gamers,
though I don't understand exactly how it could be considered
offensive, unless
you're a monk or something. Alright, that was the last cheap shot
taken at
religion.
You obtain a Syndicate uniform left by one of the Fem-Goons. The
mission isn't
over yet, though. Leave the spring to meet up with the goons.
They will try to
take you down so show them who you are and have them bite the
dust. After the
battle, it's Ormi's turn.
-------------------------------------------------------------------Boss: Ormi
HP: 1350
EXP: 180
Difficulty: Easy
-------------------------------------------------------------------The man is way better than before, but so should you be with all
those
abilities learned and levels obtained during the adventure.
Ormi's physical
attacks still consist of a charge offence with his shield, which
does from
about 200 to 300 points of damage on one target. He will also use
the Pirouette
Pitch, which does about as much damage. Use your best attacks to
quickly end
this battle before he gets to use the Concussive Shock, which
harms the whole
party. Do not forget to steal an Elixir from him though, using
the Masterthief
ability from the Thief dressphere.
|
|
|
/
|
| '10|
\
/
|
|
|
|
|
|
|
|
/
\
|'11|
\ _|
_| |_
\
|
| |__
/
\ \
/
/
|
_/
|12
\
\ '7|
|
|
| '9|
|
/
/
|
|3 |
|_ |_
|
|
That is the first area, the great hall before the two rooms that
used to be the
Cloister of Trials back in FFX, drawn below:
____
______|5 '6|______
|
\______________
|
___________
|____
|
8 O
|
|
|
|
O
O
|
|'2
|
|
O
O
|
|
|
|
O
|
|
|
|_10______________'4
\
/
|
|
By the way, sorry for the mediocre quality of my maps: you
remember how good I
am in the ASCII domain =). In this area, riding the elevator down
(in the
middle of the O platforms) brings you to the Chamber of the
Fayth:
_
/
|
__/
___
_/
\
7 |_/
__ \
| \__/
_/
_/
\
\11
\___
|_
'1
\
/
'8/
_/
|
|
|
|
/
|
|
|
|
|
\
|
Heh, this one looks like a tropical bird. Oh well, as long as you
can locate
the monkeys =P. Exiting this area via the door to the north leads
to what used
to be Yunalesca's throne, which is the map below:
|
|
|
____|
|
|
|
|____
|
9
_\
| '12
|_
/ 6
|
\____
|
|
|
|
|
/_
|
_|
\
|
2____/
|
|
|
|
Finally, the last room of the dome is that roof-like area where
you beat Isaaru
at his own game in the first chapter. It also used to be the
battlefield to
duel Yunalesca two years ago:
_____________
/
|
|_
|
__/
|
____|
|
___
/
\
\___/
|
|__
|
|
'5
\
\
|
|
|___
\
/
|
______|
_
/ |
\___| |
|
|
_______
|
|
|
|
_|
'3|
|_
|
|
|
_
|
| \
|
| |______|
|
|
Well there you go for the maps, now onto the instructions. As I
said earlier,
the numbers on the map represent the locations of the monkeys,
along with the
corresponding soul mates for each. The number of a monkey with '
in front of it
represents the soul mate of the monkey with the same number,
minus the '. Say
Birch, the number 1 monkey on the map of the last area of the
dome. Its soul
mate is Sequoia, the monkey number '1 found in the Chamber of the
Fayth. Get
it? Here's the list:
1: Birch with '1: Sequoia
2: Spring with '2: Autumn
3: Dusky with '3: Dawne
4: Rosemary with '4: Thyme
5: Terran with '5: Skye
6: Minni with '6: Maxx
7: Summer with '7: Winter
8: Peke with '8: Valli
9: Canis with '9: Felina
10: Arroh with '10: Quivrr
11: Golde with '11: Sylva
12: Luna with '12: Sol
After matching every monkeys in this order, you are rewarded with
the Soul of
Thamasa accessory. Youpi-doo, watch what'll happen to your little
tourist
attraction, Cid!
=======================================================
Bikanel Desert
=======================================================
Go talk to Nadhala to be informed about something that could
interest the
Gullwings in Oasis. Mission time!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Water we doing here?
Go to the pilot and ask him to take you to the Oasis area of the
desert.
There, check out the lake and the girls spot a glowing sphere in
the sand. Pick
it up to find out that it's Rikku's special Dressphere: Machina
Maw. Uh oh,
looks like you aren't taking this sphere without a fight.
-------------------------------------------------------------------Bosses: Logos
2 x Fem-Goons
HPs: 1220
160 each
EXP: 160
10 each
Difficulty: Easy
-------------------------------------------------------------------The best thing to do in the start of the battle consists of
taking out both
Fem-Goons. Since they can cast supportive spells on Logos, let's
just get rid
of them quick. When they're defeated, use the Masterthief ability
from the
Thief dressphere to steal an Elixir from Logos to then proceed to
pummel him
with your best attacks. His "Hail of Bullets" harms all targets
multiple times
but for relatively weak damages. Unless you really didn't put
much time in
League's leader is gone, Leblanc leaves for her room (which used
to be
Seymour's room. Why do I keep making references to FFX you ask? I
don't know,
nostalgia matters probably).
As you gain control of Yuna, you can check out the foyer a bit.
This place
hasn't changed in two years, the decoration on the walls is still
made of the
Guado Maesters portraits. Either Leblanc likes them, either the
creators of the
game were too lazy to modify the atmosphere a bit, or both. Oh
well, enter the
purple door between the staircases to penetrate into the living
room. Talk to
Logos and Ormi and they will order you (since you're currently a
female goon)
to go to Leblanc. With your "talents", you should be able to
relax her. I
wonder what talents are they refering to. So far, it seems that
Fem-Goons' only
talent consists of having their HP depleted in a turn or two
during battles.
Meh, let's find out.
Back in the foyer, head up the stairs and take the door to the
left, which is
Leblanc's bedroom. Inside, speak to her for a scene. After, it's
mini-game
time! You must give her a massage using a nine-cases grid. When
you select a
case on the grid (using the X button and the joystick), a colored
heart is
highlighted. The colors define the success of the spot on which
you pressed:
Blue heart: You hear a bone-cracking spot, meaning you're
absolutely not on the
right spot.
Green heart: Leblanc informs you that you're not on the right
spot yet, however
you're getting closer.
Yellow heart: Still not on the right spot, though you're very
close to it.
Red heart: This one's good, you hit the spot! Leblanc will loudly
react to it,
with particular words...
Yes, anybody who isn't in front of the TV screen in your house
would be curious
about what kind of games you're playing while hearing the sounds
made by
Leblanc, especially when you hit the right spot. First time I
took on this
mini-game, I had the volume to the max for some reason and my
sister looked at
me in an odd way when I met her in the kitchen after.
Back on the mini-game instructions, you must score 32 points in
15 attempts in
order to satisfy Leblanc. Though it's random, this game is easy.
Just pay
attention to the colors of the hearts and you should do it.
When you successfully satisfy her, Leblanc falls asleep. Logos
and Ormi come in
and order you to go check for some secret switch panel so exit
the room and get
back on the first level. Inside the living room (enter the purple
door from the
foyer), run to where Logos and Ormi were standing earlier and
look for a door
to the left. Right to it (and left to some pedestal), examine the
wall with the
X button to reveal a panel. A door is revealed, in which the YRP
enters. The
girls put back on their original clothes at Paine's request, but
Brother
contacts you from the airship and expose your presence in the
chateau by
yelling like the dork that he is. Thanks to him, the girls are
caught by Ormi.
-------------------------------------------------------------------Bosses: Ormi
Dr.Goon
Fem-Goon
HPs: 1640
232
167
EXP: 220
10
10
Difficulty: Easy
-------------------------------------------------------------------You know the drill: take down Ormi's comrades first with your
physical attacks
and use your Masterthief ability from the Thief dressphere
afterward to steal
the main boss, which will add one more Elixir to your inventory.
Using Black
Mages or Warriors, deplete Ormi's HP with your best attacks. If
you wish, have
an Alchemist supporting the party. Again, this battle is no
threat.
Keep going north in the passage to meet a save sphere. Use it if
you wish and
follow the way north to enter the purple doors at the end. You
find yourself in
Ormi's room, where a treasure chest can be opened. Its contents
are based on
the results of the massage mini-game with Leblanc. If you were
able to satisfy
her with 32 points (or more) in one try, you obtain the Gold
Hairpin. If you,
however, couldn't get the job done with the first 15 rounds and
had to retry,
your reward is the Heady Perfume.
Back outside the room, keep following the passage until you reach
some new
purple doors. Behind, you find the Crimson Sphere 10. While it
isn't the one
that Leblanc's crew stole, the girls are curious. Its contents
are scary
though, it seems like the recording of victims caused by some
operation. Oh
well, Ormi is back, this time with Logos. Looks like he isn't
happy to find us
in his room. Bah...
--------------------------------------------------------------------
Jump off to the lower level and head back to the wall that just
tried to kill
you. Don't worry, the trap has been deactivated. Touch the switch
on it and a
secret passage is revealed to your left. Follow the path and
enter the purple
doors on the way in order to penetrate into Leblanc's room. The
girls find the
half-sphere stolen by Leblanc, along with the OTHER half-sphere.
You're
confronted by her and her acolytes however. Ready for one last
showdown with
them?
-------------------------------------------------------------------Bosses: Leblanc
Ormi
Logos
HPs: 1380
1344
989
EXP: 380
260
260
Difficulty: Medium
-------------------------------------------------------------------This battle can be pretty rough if you didn't take the time to
work on your
characters' developpements enough. If you did though, then this
is just another
easy battle. As you may have guessed already, you can add three
more Elixirs to
your inventory by stealing all three enemies with the Masterthief
ability.
Ormi, just like everytime you fought him, uses his strength to
physically harm
you. He's no threat compared to Leblanc and Logos though. The
latter still uses
his status ailments, which can get ugly for the battle. Leblanc
can be
dangerous too though, since she will support her party with
Mighty Guard
(Not-So-Mighty-Guard), a spell that casts Protect, Shell and
Regen on
everybody. She can also cast Haste. As for her attacks however,
she never
caused me any troubles. For your offence, I like Warriors with
physical
attacks. An Alchemist could help if the situation requires a
character
supporting the party.
Victory! You get the Healing Light Garment Grid!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Leblanc gives you both half-spheres, which are reunited to make
one sphere. The
YRP gets to watch it, and needless to say, they're speechless.
The contents
consist of monks guarding some gigantic, intimidating, scarylooking machina.
You're informed by Leblanc about this enormous machine: it's the
colossus
Vegnagun, which you saw in the Awesome sphere earlier.
It was Nooj who asked Leblanc to go after this sphere, and from
what he knows,
Vegnagun would be underneath Bevelle. Har, bad news ALWAYS come
from Yevon. The
two clans of sphere hunters decide to join forces: like Leblanc
and Nooj said,
this story about Vegnagun could mean the end of Spira. Something
must be done,
so Leblanc and her acolytes board the Celsius. Rikku follows
them, but Yuna and
Paine stay. The Grand summoner is a little bit depressed. With
Sin defeated for
good, she thought that the Eternal Calm would be, well, eternal.
Thanks to the
combat between the Youth League and New Yevon for the colossus,
Spira is in for
a rough ride again.
=======================================================
Celsius
=======================================================
On the bridge, the newly formed team of the Gullwings and
Leblanc's Syndicate
Head there and access the secret chamber in the opening of the
wall. You have
two pillars with lifts at your disposal here. Examine the one
closest to the
screen (to Yuna's right) and exit the room. The central pillar is
now charged,
you can ride it to a lower level.
The girls find themselves in what should be a familiar area: the
Cloister of
Trials. Remember that machina maze made of two loop-like tunnels
back in FFX?
Well no worries, you don't have to solve a puzzle this time; you
just need to
cross the area. There are treasure chests containing interesting
items on the
level though, so search for them. As the girls noticed when they
arrived here
however, fiends seem to have invaded the cloister. You won't meet
them in
random encounters, they will just pop up at certain spots in the
tunnels. Once
you obtained all items of the area and reached the other side of
the cloister
(at the end of the second loop to the right), proceed to the next
screen. Climb
the stairs in front of you and follow the path to the right at
the top.
In the antechamber, you find Barkeep and his store. Open the
chest that you can
see in your screen for a Chocobo Feather and use the save sphere
to save your
progress. Buy some supplies from Barkeep if you need and when
you're ready,
enter the Chamber of the Fayth.
The glowing part of the ground on which the Fayth used to be is
no more.
Instead is an hole. The YRP jumps in, ready for action. You find
yourself on
some balcony from which you have a nice view of the gigantic
area. In the
middle is a platform with towers. Bevellians kept bashing on the
Al Bhed during
Yevon's reign because of their machinery, what irony when you see
the
\
/
|
_______/ 1 \_______
/
6 ____ 2
\
\____
|
|
____/
____| |
| |____
/
5 |__->| 3
\
\_______
_______/
\ 4 /
| |
/ \
\__/
This is not a perfect representation of the platform but you can
still
understand that there are six towers on it, numbered on the map
(from one to
six). You need to use them in order to stop the alarm triggered
earlier. Three
of these towers are red, the other three being blue. Each time
you touch the
panel of a tower, the girls are ambushed by machina or Mech
enemies, which can
be easily beaten with Gun Mages. Whenever you touch a panel and
destroy the
enemy defending it, the tower is locked. Do that for all six
towers. Note that
every time you lock a tower, a smaller plaform appears in the
middle of the
main platform you're standing on.
After locking three red towers, you get to fight a certain enemy.
-------------------------------------------------------------------Boss: Georapella
HP: 4420
EXP: 800
Difficulty: Medium
-------------------------------------------------------------------I'm not sure if we can call this enemy a "boss", but let's just
say that it's
not an enemy like the ones you've been meeting in random
encounters so far.
Remember Geosgaeno in FFX? Georapella seems to be in the same
family, just that
he's a weaker version of the original predator. His physical
attacks are
somewhat decent, as they can take away a good portion of the
target's HP. He
can also cast the Aga spells (Firaga, Thundaga, etc) for varying
damages.
Georapella is pretty weak to Holy so if you managed to learn the
Excalibur
ability with the Warrior Dressphere, make full use of it. While
it does cost a
certain amount of MP, it's very effective against the boss. You
may need a
White Mage or an Alchemist to support the party, and you can
steal the enemy
for a Water Gem (two with the Masterthief ability).
When three blue towers are locked, another enemy must be fought.
-------------------------------------------------------------------Boss: Precepts Guard
HP: 3680
EXP: 700
Difficulty: Medium
-------------------------------------------------------------------In my opinion, Precepts Guard is harder than Georapella. Or
actually, not
harder but more annoying. He will use spells such as Demi, which
takes away 1/4
of your party's HP, and Bio, which inflicts Poison. Also, he can
use Slow,
which slows down one target, and Death, which is instant-kill for
the victim.
Prepare the curing spells (such as Esuna and Life) or items
(Phoenix-Downs,
Antitodes, etc) because you WILL need them. Precepts Guard, a
weaker version of
Spectral Keeper from FFX, is weak to Holy just like the previous
boss so make
full use of Excalibur from your Warrior(s). Chain attacks are
good to rely on
once your MP has been drained by the holy attack. An Alchemist
with the
Mega-Potion ability from the Stash command is ideal, though you
can support
your party's HP with other technics. If you like those Mana
Tablets, Precepts
Guard has them for you to snatch with the Thief dressphere.
After the battle, the alarm is stopped and the security lock up
is fixed.
Hurray! Now, see those mini-platforms in the hole surrounded by
the towers?
Using the three first ones (the immobile ones), you can descend
to access the
path that you want to follow in order to progress in the mission.
You don't
want to do that yet though, as a certain item can be obtained by
playing with
the five other ledges down there, these mini-platforms being
mobiles, meaning
that you can position them so you can descend them and get to the
level on
which we will find the optional item that we seek.
Follow my instructions to solve this "puzzle". On the map of the
area, I put an
arrow at the tower number three. The point was to orientate you:
the
mini-platform in the pit that you can jump on is located in front
of this
tower. I numbered the other towers in a clockwise fashion
starting from that
one.
Knowing this, go touch the red panel of the fourth tower, then
the blue panel
of the third tower. Doing so, you are attacked by a Georapella or
a Precepts
Guard. After you defeated it, activate the blue panel of the
tower number five,
then the red panel of tower number six. Back to the blue panel of
the fifth
tower, activate it again. Proceed to touch the red panel of tower
number two,
then the blue panel of tower number one. A Precepts Guard or
Georapella goes
after you at that point. When the battle is over, activate the
blue panel of
tower number five for a last time and there you go, you can
descend the eight
ledges to access the level on which you will find the treasure
chest containing
a Ribbon, which is a great accessory for you to equip.
Yay, we can continue on with the story. I still wouldn't advice
that yet,
though. As you may have noticed, those Precepts Guard and
Georapella are good
for EXP. It is true that they're somewhat tough, but that
shouldn't scare you
from killing a couple of them in order to gain a few levels.
Precepts Guard
gives 700 EXP, 1400 when Oversouled. Georapella is even more
generous, giving
800 EXP normally and 1600 when Oversouled. Since you can fight an
infinite
amount of them (touch a red panel then a blue panel to spawn one
of them), I
suggest you stay here for a while and build up your characters a
bit.
Something else to do while you're here would be exploring the
area for
additionnal treasures. Behind the fifth tower is a chain leading
to a balcony.
There is a treasure chest there, guarded by an YSLS-99. Dispose
of the enemy
and open the box for a Pearl Necklace accessory. Another balcony
can be
accessed the same way behind tower number one, where you will
find a chest and
another enemy guarding it. You can dogde the thing if you wish
while going for
the treasure chest but meh, you could crush it for an extra EXP.
The item found
here is a Glass Buckle accessory.
When you're ready, descend the first three mini-platforms to
access the level
you need to go to to go on with the mission (wow, that was a sexy
sentence).
Hm... Creepy music. In the new screen, follow the path and jump
on the platform
on the way to access a treasure chest. Keep going north and open
a new treasure
chest at the intersection. Take a right turn and follow the path
in the next
screen until you reach a pit. Step on the edge of the ground and
a lift will
appear. Use it to reach the other side across the pit and enter
the next screen
where you'll find yourself on a platform. Open the chest there
for the
Downtrodder Garment Grid. Back in the previous passage, ride the
lift across
the pit again and follow the way south. At the intersection, take
the path to
the left, which leads to a new passage with a pit. Climb on both
pillars that
you see (one after another) to create a bridge, which you can use
to reach the
other side.
Enter the next screen where the Gullwings and the Leblanc
Syndicate arrive to
some huge machine. That is the Gaol. Rikku notices that this area
is just like
the one where you could see you-know-who (that Tidus-looking guy)
in the
Awesome sphere. Oh well, when you can control Yuna, let's take on
this machine.
Not like you can fight it, but you can use it to reach two useful
items.
Here, Alexander Krivcs Schrder was kind enough to provide a
well made
explanation on how to fulfill this quest:
4
[F]
1
This drawing is so that arm 1 is the arm that you can enter from
the ground,
and arms 3 and 4 are the arms which allow you access to the
ledges in the
background. Arm 1 can only be accessed when in state D, i.e. in
formation [5].
The formations are as follows:
----------C
C
C
[1]
C
D
C
D
[2]
U
U
C
C
[3]
C
U
D
D
[4]
C
C
D
U
[5]
D
-----------The first time you enter the Gaol, Rikku will mess up whatever
you set it to,
so you're likely to be having to fix it again. Anyway, my formula
for getting
both items is this:
To get Bloodlust: Start at the ground. (After Rikku's mess-up.)
Put the machine
in formation [5] and get on the Gaol on arm 1. Get off at arm 4,
and run all
the way to the left of the ledge, to find the bloodlust in a
chest.
To get Wring: After fetching bloodlust, tell Rikku to start the
Gaol, and have
her stop it in formation [4]. Get on at arm 3, which is now U,
and go off on
arm 4, which is now D. Go into the exit to get the Wring. When
you come back,
the machine may not be in the formation you left it. At least it
wasn't for me
(It was back in formation [1]) So, you'll need to have Rikku set
it to
formations [2] or [4] to get on, and finally, jump off arm 1, to
get back to
the ground.
Tada, you got both items.
By Alexander Krivcs Schrder
After the Gullwings defeated Bahamut, Yuna feels sad. Why did the
Aeon attack
them? Why was he serving the dark side? Rikku, on her side, spots
an enormous
hole where Vegnagun used to be. Was it done by the weapon so it
could get away?
If that's the case, Spira's in danger. Brother contacts you while
Yuna's
thinking about the now not so Eternal Calm. From the sound of his
voice,
something terrible has happened. Your presence is requested
aboard the airship.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
End of Chapter 2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Chapter 3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=======================================================
Celsius
=======================================================
On the bridge, you learn that there are fiends coming from the
temples
attacking the people of Spira. This means Gullwings to the
rescue! When their
world needed them, they answered the call. No, I wasn't making a
reference to
that shitty commercial for some war game. Right now, Besaid and
Kilika are
Hotspots in Buddy's list. The third location to be marked as an
Hotspot is
either Bevelle or the Mushroom Rockroad, depending on the clan
you joined in
the previous chapter (New Yevon or the Youth League). Do not
start travelling
now however, as we have a few things to do on the Celsius.
Near Shinra's post is a sphere on the ground. Examine it to learn
that it's his
newest invention: the CommSphere. He will be placing them in
every (or nearly)
location of Spira so we can check them in the next chapter. To
put it simple, a
Djose
=======================================================
I suggest you enter here from the Rockroad. This way, you can
cross the
highroad of Djose by foot (do not use a lift) and attempt to
catch a chocobo.
Like I told you, you must have caught one by the end of this
third chapter. For
some reason, I always catch mine here on the Djose highroad. At
the temple, the
girls meet up with The Gipp. He starts by messing with Rikku as
he informs Yuna
that they were once a couple. Is he kidding? From Rikku's
reaction, we could
say that he is. However, girls absolutely love to hide things,
DON'T THEY? Heh,
my FAQs are always filled with cheap shots. Well, on a more
serious note,
Gippal confirms what he said to Yaibal. Spira needs to rely on
its own and not
always expect Yuna to arrive and save the day. Besides, he's that
kind of guy
who likes to watch his back by himself. Meh, we won't complain if
he can take
care of the temple without us!
Our next destination is the Moonflow's center (where Tobli can be
found). I
suggest we head there via ourselves without the Celsius. As you
might have
noticed since the beginning of the chapter, the fiends are
tougher now. While
this may provide a bigger challenge, you generally get way more
EXP in battles.
Having higher levels always help against bosses, and bah... It's
fun to have
high leveled characters anyway!
On this note, here we go for the Moonflow!
=======================================================
Moonflow
=======================================================
At the lake, talk to Tobli. As you can see, he is finally having
his show.
Thing is, it kind of sucks. Talk to him a second time and he will
get an idea.
To attract more spectators, he would need a celebrity, and not
any kind of
celebrity. The celebrity of all celebrities, the one that
defeated Sin, the
High Summoner, the greatest sphere hunter of all time, Yuna!
While Paine isn't
very pleased by the idea, the cousins seem up for making the
publicity of
Tobli's next show. This is to be continued, as nothing else can
be done at this
point.
Before leaving for the Guadosalam however, I suggest you collect
your points
for the PR/Marriage missions.
=======================================================
Guadosalam
=======================================================
Collect your points for the PR and Marriage missions here as well
and head to
the manor. The Gullwings and the Leblanc Syndicate are allies
now, remember?
This partnership means that the guards happily welcome you in the
chateau. Head
into the living room to meet Logos and Ormi. You learn that the
members of the
Youth League are not the only ones worried about Nooj suddenly
vanishing:
Leblanc's been deeply depressed ever since it was reported. Well,
she's a
friend of the Gullwings now so let's try to cheer her up. Head
upstairs and
enter her room. Talk to her to find out that nothing can be done
other than
bringing her her Noojie-Woojie. Leblanc even lost all interest
for sphere
hunting as she doesn't mind to be outperformed by the Gullwings.
Nooj certainly
got secret talents so a woman can be that dependant to him.
Go back to what used to be the conference room when Lord Seymour
owned the
manor (I've been calling it the living room but I thought I'd
make one more
reference to FFX so you could think I'm really that cool) and
talk to Logos and
Ormi again. Underneath Bevelle, they took the time to bring back
a piece of
their adventure with spheres, which may interest the YRP. Logos
invites you to
his room so we can have a peek at his findings. Enter the path
behind them to
access the secret area of the chateau and head to Logos' room.
When he joins
you, you get to see the recorded contents of a sphere he hasn't
checked yet. It
starts with certain shots of Yuna and Paine. Logos swears that he
wasn't the
one recording but he is screwed when Ormi is seen with the girls.
The area in
which the sphere hunters find themselves seem to be the Gaol
chamber. On the
other side, Yuna spots someone. Thanks to the zoom, the group can
identify the
person: NOOJ!
Logos asks the girls to not tell Leblanc about what they just
witnessed. While
the Gullwings are free to do what they want, he would appreciate
if his boss,
and friend, could avoid getting involved with Vegnagun. Seeing
Nooj, Leblanc
wouldn't hesitate to follow him after the colossus and Logos
cares too much for
her to let her expose herself to such danger. As you gain control
of Yuna,
examine that orange sphere on his desk. Logos didn't record this
one, he found
it in Bevelle. Indeed, the girls are curious about its contents.
Good thing
because its contents are intriguing. In it, we can see Tidus
trapped in his
prison, just like in the Journey's Start sphere. The guys that
seem to be
guarding him are talking about some war, and our hero just snaps
and accuses
them for the war that seem to be terrifying the world.
When the scene is over, leave Logos's room and head to Leblanc's.
Open the
treasure chest there for a Tetra Band. Use the box to the left
afterwards in
order to access the balcony, where another chest can be found
(containing the
Crimson Sphere 4).
That is all, you can exit the chateau and proceed to the Thunder
Plains from
the Guadosalam.
=======================================================
Thunder Plains
=======================================================
You can calibrate towers if you wish, then simply cross the
plains. In the
southern area, a red X can be seen on your map (to the west).
Just like in the
previous chapters, the X represents the location of Cid. Talk to
him to hear
that he is sorry about the tourist attraction in Zanarkand.
Continue on in the
plain when you can control Yuna. Fight enemies for EXP and open
the treasure
chests on the way and keep going north in the nothern part. At
the rest area
(under a huge tower where Yuna informed her party that she would
accept
Seymour's proposal two years ago), the YRP meets up with Lian and
Ayde, the
young Ronso you met in the Calm Lands! They are still searching
for a way to
restore Kimahri's horn. Lian is interested by Yuna's opinion.
Since she
explored Spira so many times, she might know a location where the
two Ronso
could search for their quest. You have the choice to pick between
Kilika, Djose
and the Moonflow. It doesn't really matter which one you suggest,
the location
you choose will simply be the place where you will meet them
later on in the
story.
After they left, open the chest near the tower (to your left) and
head north to
the next destination.
=======================================================
Macalania Wood
=======================================================
If you paid O'aka's dept before the end of Chapter 2 like I told
you to, head
to the Rin Travel Agency at the lake of Macalania (use the
shimmering path as a
shortcut) and you'll find out that the Al Bhed are being attacked
by the fiends
coming from the temple. Though the structure sank, fiends managed
to get out.
Indeed, the YRP is here to save the day.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Secure the agency!
Very simple mission here. You have to take on six battles and you
can't heal
between each. That's no problem really, you should be able to
easily dispatch
the fiends attacking you. This is like winning six random
encounters without
having the time to adjust your party between each battles,
nothing else.
After you won all six battles, the mission is complete. Your
reward is the
Pride of the Sword Garment Grid.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The girls enter the agency to check on the Al Bhed. Damn, we're
too late. The
last one alive confirms that the fiends came from the lake, where
the temple
sank. He gives the Berserker dressphere before dying. O'aka comes
in at the
same moment to find out about the tragedy. In honor of these Al
Bhed, he will
stay and run his shop here in Macalania.
Use the save sphere to board the airship.
=======================================================
Celsius
=======================================================
Go to Shinra and check out that Crimson Sphere 4 you found in
Leblanc's room
earlier. You can see Kinoc in it, doing the briefing for some
operation. The
crew in front of him contains three familiar individuals:
Baralai, Nooj and
Gippal. The sphere switches to members of the group going crazy
and shooting
everywhere blindly, and our three friends seem to be watching
each others'
backs. This is very intriguing... Just like every other Crimson
Spheres. I
guess we will learn more about them later.
Pick Bikanel from Buddy's list, our next destination.
=======================================================
Bikanel Desert
=======================================================
In a scene, Nadhala explains her current trouble. While the Al
Bhed are in good
terms with a certain Nation of Cactuars, they can't go to the
meeting summoned
by the leader now. Yuna would be of a great help if she accepted
to represent
them at that meeting. Well, since she's half Al Bhed, why not?
You are
introduced to Benzo, a young man capable of speaking the
Cactuars' language. He
will come with you as a translator.
Go to the pilot and ask him to take you to the Nation. Upon
arriving there, you
find out that the Cactuar Nation is actually the Cactuar village
where we could
obtain the Mercury Sigil in FFX! The party meets Marnela, a
Cacti. She informs
you (Benzo is translating so you can understand) about her race
and asks if
you're believing her. Well, yeah. It seems that the creators of
the game were
on one heck of a trip when they made this part of the game, but
meh. This
sounds fun and Marnela is very kind. Select the second option
("That makes
perfect sense!") and speak to her again in order to trigger a
mission.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The cactuar connection
Marnela explains the situation. She senses that a certain fiend
her ancestors
defeated a long time ago will be returning soon seeking revenge
on the Nation.
To protect themselves, the Cacti would need to summon the Great
Haboob. For
that, however, the Ten Gatekeepers are needed. To learn about the
locations of
these gatekeepers, you must speak to their mothers here in the
Cactuar Nation.
If you check your map, you can see three green dots: one that
represents
Marnela, a second one corresponding to a Cacti near the cave to
the north and
the last one being the mother of the first gatekeeper. The fact
that you can
locate her on the map means that she is awake while the other
Cacti are asleep.
If you talk to that mother, you get an hint about the location of
her kid, the
first Gatekeeper. When you find that cactuar, bring it back to
her and she will
be satisfied. As a result, she can sleep in peace and another
Cacti mother
wakes up in the village so you can talk to her in order to get an
hint on the
next gatekeeper.
At this point, six gatekeepers can be found. I'm not covering
this quest right
now though, and I'm not advicing you to complete it now anyway.
We'll do it in
Chapter 5, when it can be done in one sitting. Leave the village
and return to
the camp. If you want to dig, go ahead, but remember what I told
you earlier:
do not dig too much or else you will screw yourself in a mission
later on in
the game.
This is it for Chapter 3!
=======================================================
Calm Lands
=======================================================
From Buddy's list on the Celsius, you can see that there are two
missions in
the Calm Lands: one about problems happening at the Cavern of the
Stolen Fayth,
the other about Clasko's ranch. While there is no order to follow
in
particular, let's pick the ranch first. There, go to Clasko to
the right of the
save sphere (if he isn't there, call him with the Chocobo
figurine) for a talk
about his projects. As you know, you must catch a chocobo before
the end of
this chapter (I reminded you during our trip on the Djose
highroad). What, you
forgot how to capture a chocobo? Alright alright... In certain
locations of
Spira (such as Djose and the Macanalia Wood for examples), you
can meet
chocobos in random encounters. Avoid attacking them at any cost
and feed them
with a Gysahl Green once you took care of the fiends. Unless they
manage to
escape, they will be caught and put in one of Clasko's stables.
The main reason
why we must visit this ranch during this chapter is so that
Shinra can place
one of his CommSpheres here. Simply check out the stables in the
back so you
can witness our friend setting his sphere.
That's that for our chocobo breeder. Now, onto the Cavern of the
Stolen Fayth.
Remember that place? We didn't get to visit it yet but now is the
time as it
seems that troubling events are happening over there. Leave the
ranch and
travel through the plains to the north. In the next screen over
there, do not
cross the second bridge to Gagazet and take the path underneath
instead. Before
going to the people here, follow the trail southeast on the map
in order to
find a treasure chest with a few Mega Pheonix items inside. Back
in the
previous area, head to the tourists for a scene. Since the
citizens of Spira
decided to turn everything into a tourist attraction, they found
themselves in
big doo-doo when the fiends got out of the secret temple here.
Though Yuna
isn't very pleased by the idea of rescueing these people, accept
to take on
this mission.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Tourist Trap
15 tourists are trapped in this cave, waiting for you to save
them. Thing is,
you can't just go to them and bring them back like that, as they
all have
preferences on how they want to be saved. Yes, that makes them a
bunch of cry
babies but oh well, this is the charm of this mission =). Their
preferences
vary from a tourist to another. Sometimes they don't want to be
in big groups
unless they're in the front lines, or, on contrary, they only
want to be
rescued if they are to travel with a lot of people. You could
always save them
one after another, bringing them back alone one at a time. Or...
you could just
follow this walkthrough for a solution on how to get them all
back at once.
First tourist: In the cavern, you start in some rounded area.
This will be the
starting point. From here, follow the path to the north until you
reach a
second large area (with a green lighted ground). You can see a
tourist lying
At the top, walk right passed the wall you climbed in Chapter 2
(for a Leblanc
Syndicate uniform) and enter the cavern. Head to the save sphere
on the other
side and proceed outside (where Yuna and her guardians fought the
Sanctuary
Keeper two years ago) to find Garik. The hatred he has for the
Guado is
understandable when you think about how their leader assassinated
all Ronso
that fought him to protect Yuna. Meanwhile, the Guado simply
followed him like
blinded zombies and slaughtered many innocents as well. Thing is,
Seymour was
slain once and for all by Yuna and his people was forced to
escape in the wood
when the Yevon church fell. When you talk to them in Macalania,
they all regret
what they did, especially Tromell. Letting the Ronso Youth punish
them by
killing them will only lead to more violence and nothing else.
For that, and
for Kimahri, Yuna gets in the giant's way. Garik accepts to quit
his project
but only if he is defeated. As Rikku says it in the scene: we all
knew it would
come down to this.
-------------------------------------------------------------------Bosses: Garik
Ronso Youth(1 or 2)
HPs: 6880
4060
EXP: 380
220
Difficulty: Medium
-------------------------------------------------------------------The difficulty of this battle depends on your compability level
with the Ronso.
Remember in Chapter 1 and 2, you had the chance to select Yuna's
lines when you
talked with them at the gates. If you have an hostile relation
with them, Garik
treasure chest with two Mana Spring items inside and get back out
to follow the
path to the elevator. You meet Wakka, who seems exhausted. Looks
like he's
getting rusty! That, or he's faking because he's too lazy to go
check the
Chamber of the Fayth by himself. He was my best character in FFX
so the second
option seems credible. Hrm, these comments are really useless
aren't they? Well
guess what... I don't care! The girls go down the elevator
automatically in the
cutscene.
When you can control Yuna, proceed to the antechamber to meet up
with... you
guessed it.
-------------------------------------------------------------------Boss: Dark Valefor
HP: 8430
EXP: 1500
Difficulty: Medium
-------------------------------------------------------------------Another possessed Aeon! This battle can be kind of rough, but
nothing too hard.
Dark Valefor will mostly use swipe attacks with her wings. Also,
she will use
the Sonic Wings, which damages one target's MP. Of course, what
would be this
battle if the Aeon didn't use her overdrive, the Energy Ray,
which deals around
200 to 300 damage on all targets. The word "overdrive" may take
an S in the
previous sentence, as I heard the boss can also use Energy Blast.
Well, start
off by stealing six Healing Spring items from Valefor using the
Masterthief
ability (or four of these items if you're attempting to steal
normally, though
I ignore why you would do this). For your offence, I like chained
attacks from
Dark Knights as always. Berserkers and Warriors can do the trick
as well if,
for some reason, you don't like these Dark Knights. You might
need an Alchemist
or a White Mage to support your party, too.
When you're victorious, the YRP and Wakka head back out of the
cloister. Beclem
shows, for the first time, a little bit of humanity as he reminds
Wakka that he
will be a father soon and that his future family needs him. When
he leaves,
Rikku is reminded about her own saying, which I'll quote:
memories are nice,
but that's all they are. Bah, I just wanted to plug it somewhere
in my FAQ.
Mission complete!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
You automatically board the airship after the scene, but come
back to Besaid as
we aren't done on the island. In Chapter 1, you could buy some
key for 900 000
gil from the owner of the shop in the village. I didn't tell you
about it
however because the same key could be obtained for free. Remember
when you
completed the "Tourist trap" mission earlier? Some tourist showed
his gratitude
by handing over a Besaid Key. With this key, head inside the
temple and enter
the room to the right of the cloister's staircase. Open the
treasure chest
there (with the Besaid Key) to obtain the Search Sphere. Using
this sphere, you
can detect buried CommSpheres by searching at the right spots
with the Circle
button. These CommSpheres serve the purpose of locating new
cipher numbers,
which we'll use to enter a second password in the cave we visited
during
Chapter 1. Alright, you didn't understand a word of what I just
said? Just read
on, you'll see =).
First cipher number: In the village, check the ground between the
two tents on
the left using the Circle button. When the Search Sphere reacts
to something,
press the X button so Yuna can dig a mini CommSphere. With it,
zoom on top of
the temple to locate a sphere with a number on it. This is the
first cipher
number of the password. Write it down.
Second cipher number: Outside of the village where the Aurochs
are training
with Beclem. Near Letty, use the Search Sphere to locate the
CommSphere, just
like we did in the village. Press the X button at the right spot
and dig the
camera. With it, check out the ridge toward the next screen in
the opposite
direction of the village and use the zoom until you can spot a
second sphere
with the second cipher number on it.
Third cipher number: Right from the start of the path in the
waterfall area,
hug the right of the trail and use the O button to locate a third
CommSphere.
Mash the X button where the sphere's reacting to find our camera.
Use it to
zoom in on the waterfalls and search for the third cipher number.
Fourth cipher number: In the area where we can enter the secret
cave, take the
path to the right. There, search the last CommSphere on the left
(near the
edge) and dig it. With it, zoom in on the palm tree on the other
side of the
lake (pretty high in the sky) to spot the last cipher number.
With all four second cipher numbers, enter the cave. Then, check
out the path
to your right. It's blocked for now, but in an instant, it will
be opened!
When? Once you inserted the second password on the wall to the
left, this
password being made of the cipher numbers we just collected with
the
CommSpheres. With the hidden path revealed, proceed to its exit
(opening the
chest on the way for three Ethers). Outside, you find yourself on
top of the
waterfalls. Run to the far left of the edge until you reach
another treasure
chest. Open it for the Raging Giant Garment Grid.
There we go! Mission accomplished! Well... it wasn't really a
mission but meh,
we got a Garment Grid, which is, like, ultra-cool.
After collecting your points for the PR/Marriage missions, we're
done here for
this chapter.
=======================================================
Kilika Port
=======================================================
Start off by opening the two treasure chests that you can reach
using the
canoes near the save sphere. After, follow the dock and take the
second
staircase to your left, which allows you to access the bridge
leading to the
other dock on the other side of the water. Run toward the screen
once you
crossed that bridge and meet that woman wearing blue that told
you about the
Squatter Monkeys in Chapter 1. You can finally claim your reward:
the Chaos
Maelstrom Garment Grid. Get back on the dock to the left after
opening the
various treasure chests on the way and proceed to the next
screen. There, climb
the stairs to your right (do not go in Dona's tent yet) and cross
the bridge
leading to the dock on the other side of this second screen. Go
to the camera
guy we talked to in Chapter 1 and accept to take a new look at
the Youth
League's base. Looks like its construction is going fine. Well,
open the
treasure chests around for goodies, collect your points for the
PR/Marriage
missions and afterward, pay a visit to Dona in her tent.
=======================================================
Kilika Wood
=======================================================
Use the save sphere and proceed north in the wood for a scene in
which the
Youth League members are cursing at a fence blocking the path,
set up by New
Yevon. Backtrack to the intersection and follow the leftmost
passage from the
intersection until you reach another point where another fence is
preventing
the Youth League members of going any further. Backtrack again in
the passage
and break through via the hidden trail in the forest. Doh, this
one's also
leading to a barricade. Viewing these scenes triggered the
solution however, as
the girls remember Dona's advice (which consists of using the
treetop). With
it, the YRP can use a short cut to cross the wood. On the other
side, you find
yourself at the stairs leading to the temple. Up there, New
Yevonites are
fighting the fiends coming from the temple. Mission time!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Pest control
Enter the temple to see a few machinas set for action. Heh, New
Yevon's
arsenal. Reminds me of when it was Yuna and her guardians that
were enemies of
Yevon. Use that save sphere to your right and head in the
cloister of trials.
Down the elevator, charge into the next screen to meet up with
Barthello who
gets thrown on the ground by a Laeva. Rescue him by killing off
the enemy and
witness a scene in which the fact that the fiends are coming from
the Chamber
of the Fayth is confirmed. Something must be done there, or... in
other words,
someone must be defeated there. We all know who we're about to
meet eventually
in the temple, right? =).
When you can control Yuna, try to enter the door north. You are
confronted by a
Laeva. Take care of it and continue on. In the next room, the
three recesses
are in fire. Touch them in the next order: right, then left and
finally the one
in the middle. You must fight a Laeva each times. When the door
is opened, go
in and battle two more of these Laeva fiends to get rid of the
fire in the pit.
Down the stairs afterwards, grab the Samurai dressphere on the
ground and climb
up the stairs to access the antechamber.
Salut Ifrit.
-------------------------------------------------------------------Boss: Dark Ifrit
HP: 8820
EXP: 1800
Difficulty: Tough
-------------------------------------------------------------------Harder than Valefor, Dark Ifrit's a pretty tough customer. He's
still very
beatable though, no worries. He's very fast, allowing him to
attack you about
once every round. He will use his claw to physically harm one
target for about
300 damage and his Meteor Strike can take away up to 500 points.
Ifrit will
also cast Firaga on your party to deal damages based on your
characters' Magic
Defenses. His strongest attack is, you guessed it, Hell Fire. The
overdrive can
deal pretty decent damages on all targets. However, this battle
is a walk in a
park with equipments protecting you against the fire element.
Don't use them if
you're up for a little challenge :). Since Ifrit is the fire
Aeon, he is weak
to ice elemental attacks so Blizzaga from the Black Mage
dressphere can deal
say the possessed Baralai, escaped while Nooj and Gippal went
after him. Rikku
asks about what she witnessed during the scene. Paine admits she
used to be
with all three men and one day, Nooj backstabbed them.
When you can control Yuna, grab that Crimson Sphere 1 on the
ground and board
the Celsius to watch it. It contains what seems to be the first
time Nooj,
Baralai and Gippal met.
=======================================================
Djose
=======================================================
Since Gippal is after Baralai with Nooj, the Al Bhed of the
Machina Faction
here are left without their leader. Guess who's going to save the
day again?
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
No way, Djose!
Penetrate into the Cloister of Trials for a scene; the Al Bhed
aren't doing
much against the fiends. In the third chamber, enter the door to
the north and
jump over the pit to reach a chest with a Stamina Spring inside.
Jump back in
the previous room and press the X button while standing on the
platform on the
ground. Once the elevator took you to the upper level, check out
the stairs
leading to the antechamber. A barrier of lightning is blocking
the path, let's
get rid of it. Head in the room to the north and push the
pedestals. One of
them, when pushed, disable the lightning wall. Since that
pedestal is random,
just push them all until you get the right one. Whenever you're
wrong, a fiend
attacks you.
When the lightning barrage is gone, climb the stairs to reach the
antechamber
The Gullwings were really worried about Yuna. Once she explained
everything she
saw down there, you gain control of her. Head to the elevator to
be halted by
Rikku, who wants to know about Shuyin, if he was like Tidus other
than for his
physical appearance. In the engine room, collect the contain of
the four
treasure chests. Ride the elevator to the cabin after, where you
should rest
using Barkeep's command. Head to the deck finally and go to Paine
for a scene.
She finally reveals a little bit more about herself. From the
Crimson Spheres
you checked out so far, you could understand that Gippal, Nooj
and Baralai were
in some crew, doing missions. You learn that they were actually
training to be
part of an elite force called the Crimson Squad, which would
reunite the best
warriors in the world to protect the people of Spira. An accident
happened
however and the concept met its end, causing the seperation of
the four
friends. They all went in different actions: Baralai as New
Yevon's praetor,
Nooj as the Youth League leader, Gippal as the head of the Al
Bhed machina
faction and Paine as a sphere hunter in the Gullwings. Rikku
joins the two
girls for a funny scene and you eventually gain control Yuna.
Back at the bridge, you witness one last scene in which Paine
reveals one more
thing about her: she speaks Al Bhed. Before taking on the
CommSpheres, check
out Crimson Sphere 2 and 3. To summarize them a bit, the first is
about Nooj's
determination. The other one contains a discussion of the four
friends on a
boat (looks like the SS Winno or SS Likki) about the machina that
the Al Bhed
tried to use to beat down Sin during Operation Mi'ihen (that big
canon that Sin
took care of in an instant, remember it?).
Luca
- Interview
- Interview
- Interview
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Mi'ihen Highroad
In Mi'ihen, the CommSphere feature of Chapter 4 allows you to
take on a side
quest. You see, Rin wants to know who's the culprit of the
incident of Chapter
2 (that we took care of with the ("Machina Mayhem!" mission). By
accepting to
help him, you start on this fun mini-game.
I'll explain how it works a bit just so you can have the basics
to understand
its mechanic. You can point your finger toward five different
suspects: baby
Chocobo Eater, the prophet, Calli, Rikku, or Rin himself. To
suspect someone,
you need to complete pre-requirements. For exemple, you can only
suspect Rin if
you destroyed seven (or more) machinas in the "Machina Mayhem!"
mission. Also,
Calli and Rikku cannot be both suspected in your game. Why?
Because to suspect
Calli, you need to fail in the "Cuckoo for Chocobos!" mission
while you
actually need to invite her aboard, meaning successfully
completing the
mission, if you want to suspect Rikku.
So now, let's finally attack the heart of this mini-game. There
are seven
Commspheres set in seven different locations in Mi'ihen, and with
these
spheres, you can witness evidences (you can switch between them
using the R2
Button). Whenever you do, you can call Rin (using the Circle
button) and he'll
come to investigate (and take note of it). That particular
evidence will add
Mushroom Rockroad
-
*You can see these wonderful scenes only if you gave the Awesome
sphere to
Youth League. If you haven't, then as you know the CommSphere is
in the ocean.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Djose Temple
- You recieve an Al Bhed primer as an Al Bhed talk to you in his
language.
- In Al Bhed, you hear a teaser about the famous powerful fiend
in Bikanel
Desert.
- Blabla in Al Bhed.
- Blabla in Al Bhed.
- Blabla in Al Bhed.
- An Al Bhed woman comes to you and you get another Al Bhed
Primer as she's
done talking in her language.
- The CommSphere is offline.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Moonflow
-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Guadosalam
- Ormi tells you that Leblanc went away.
learn
has
former
in the
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Thunder Plains
- When you hear a chocobo, zoom in on it and Shinra will catch it
with the
ChocoPorter.
- You spot another chocobo, but this time the Chocoporter doesn't
work.
- The CommSphere is offline.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Macalania Wood Entrance
- You see the three musicians of earlier appear and talk about a
dream they had.
- If you couldn't stop Garik earlier, the Ronso arrive here to go
after the
Guado.
- Once again, if you couldn't stop Garik earlier, you have a
small view of the
war.
- If you were able to stop Garik, you'll see Guado having a talk.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Macalania Wood O'aka's Travel Agency
- If you haven't paid O'aka's debt, you get an Al Bhed Primer as
an Al Bhed
female leaves the shop.
- O'aka is bathing.
- Wantz being a good boy.
- Ex-summoner Isaaru bathes with his ex-guardians; Maroda and
Pacce.
- Lucil and Elma are talking about Clasko.
- Maechen tries to teach a monkey a few things.
- If you captured a chocobo before the end of chapter 3, Clasko
will be bathing
with it.
- Rin, Cid and Nadhala are bathing.
- Dona is bathing.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Zanarkand
- Nothing.
=======================================================
Moonflow
=======================================================
You are dropped at the beginning of the road due to a mistake
made by Buddy.
Well, the mission here is to find Tobli. If you're doing the
PR/Marriage
missions, collect your points during it.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Where's Tobli?
Head north to meet a couple of tough guys. They're debt
collectors and they
are, just like us, after Tobli, though it's for a different
purpose. The little
midget emerges from the grass and runs off, chased by the debt
collectors.
Follow them and watch the scenes on the way. In the screen passed
Tobli's usual
spot, the debt collectors are told that Tobli hasn't been seen
around. Go back
on the road and run south until one more debt collector is punked
out by the
little midget as he passes by riding an hover. Go back to the
wagon and cross
the Moonflow with the shoopuf. On the other side, continue on the
road to
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Kilika Port
- Dona tries to pratice an apology for Barthello.
- Dona tries harder.
- Dona uses the CommSphere as a balloon to reach the temple.
- Barthello does receive the Commsphere sent by Dona but crushes
it.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Luca
Random scenes containing Logos and goons messing around.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Mushroom Rockroad
* The next scenes occure only if you gave the Awesome sphere to
the Youth
League.
-
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Djose
All scenes you haven't seen in the first CommSphere wave.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Moonflow
- Lian and Ayde are here. if you told them to come here in
Chapter 3.
- The shoopuf driver prevents Elma from taking her chocobo on the
shoopuf.
- The CommSphere is smashed by a shoopuf.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Guadosalam
- Yuna invites Ormi to the concert.
- An Hypello promoting Yuna's concert.
- Two Fem-Goons talking.
- "
".
- A goon and a Fem-Goon talking about what to do if Leblanc never
shows up
again.
- Fem-Goon enters the castle.
- Hypello tries harder.
- Ormi messing around.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Thunder Plains
- The audience for the concert is waiting.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Macalania Wood
- The three legendary musicians appear and wish Yuna luck for her
concert.
- Pukutak says good bye.
- Dona says good bye.
- Bayra says good bye.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Macalania Travel Agency
*The next scenes occure only if O'aka was fred from his debts.
- O'aka accepts Yuna's invitation.
- An Hypello tries to give tickets here but he runs off (or
actually simply
walks away...) as he sees the fiends.
- Fiends attack the agency.
- "
".
- "
".
- "
".
lizard fiend is here to ruin our fun. Well, we'll have to take
care of it.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Concert Clean-Up
Follow the map to reach the red dot, which is the entrance to the
cavern where
the fiend went. Inside, take a right turn at the first
intersection and follow
the path until you reach a dead end. Open that treasure chest for
an X-Potion.
Back at the intersection, follow the left path and proceed north
on the map to
reach a second treasure chest, this time containing an HasteBangle accessory.
Cool but kind of useless compared to those Sprint Shoes we stole
from Garik in
the previous chapter. Backtrack a bit in the passage and look out
for two rocks
on your right. Climb them to reach an higher level, allowing you
to spot the
giant lizard to the north. Make your way to it for a boss battle.
-------------------------------------------------------------------Boss: Zalamander
HP: 12 850
EXP: 1200
Difficulty: Medium
-------------------------------------------------------------------Zalamander can be somewhat credible with his arsenal of offences,
but with
equipments protecting you from fire elemental attacks and by
putting him under
Darkness status, he becomes a joke. His physical attacks can deal
up to 1000
points on one target (depending on the victim's Defense stat) and
the Flame
Breath harms the whole party for 300 to 600 points. Just as I
said it however,
you can prevent Zalamander from damaging you with the right
stuff. Take care of
him with the best attacks you got. Since he gives a fair amount
of EXP, it
she was sent to the front lines in the Machina War. Shuyin, who
was Lenne's
lover, didn't want this to happen. He wanted to take care of the
war by
himself, using Vegnagun. As you've just seen however, his plan
failed as he was
killed by the monks. Once Maechen left, the Gullwings talk about
Shuyin. While
attempting to control Vegnagun was foolish, Yuna can still
understand his
anger: Lenne was killed before she could tell him about her love.
Buddy informs you that Leblanc is in the engine room so get there
to meet up
with her. She hands over the Crimson Sphere 5. Head back to the
bridge after
and speak to Shinra to see, via a CommSphere, Nooj and Gippal in
the Farplane.
They're using the CommSphere thrown by the Gullwings in the
magical hole of
Djose temple! Indeed, at the sight of her Noojie-Woojie, Leblanc
cannot hold it
anymore and decides to go after him. On this scene, Chapter 4 is
complete!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
End of Chapter 4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Chapter 5
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
On the deck of the airship, the girls are having a talk when
Brother requests
their presences on the bridge. There, the Gullwings talk about
their next move.
To get into the Farplane, they need to jump into one of the
magical holes in
the Chambers of the Fayth of Besaid, Kilika, Djose, Bevelle or
the cavern in
the northern part of the Calm Lands. The choice is yours!
Do not head there for now though, as it leads to the end of the
game. There are
so many things to do in Chapter 5, finishing the game now would
be missing out
on the best part =). Go to Shinra and watch that Crimson Sphere
given by
Leblanc at the end of Chapter 4. It contains what seems to be the
start of the
"accident" Paine talked about earlier. It's the operation that
made the victims
seen in the last Crimson spheres. You see the volunteers for the
Crimson Squad
going berserk and killing everything they see. Nooj, Baralai and
Gippal
eventually start attacking each other as well, but are stopped by
Paine. I
guess we need the other Crimson Spheres for more on this...
Ride the elevator to the cabin and rest one last time. If you
took a nap here
at least once each chapter since the beginning of the game (like
I told you
to), Brother will be sitting at the bar, talking to Barkeep about
his love for
Yuna. A sad scene it is, as the man knows friendship is the only
thing Yuna can
give him. Barkeep then presents his darling, named Darling.
Funny, but Brother
leaves with an unhappy smile on his face. Poor him... If you go
talk to Calli
however, she admits that she thinks Brother's pretty cute. His
mohawk reminds
her of a chocobo. Oh oh oh, the Celsius driver might have a
possible date on
the airship! If you go talk to Barkeep & Darling, a new option is
available:
Pet Shop. With it, you can rename your pets of the Trainer
dressphere.
Leave for the engine room, where you can collect your items for
the last time
from the four treasure chests. Buddy comes in as you try to leave
and explains
how he and Brother found the Celsius. It was during a trip on a
sea of ice.
Well, you can go back on the bridge after. Check out Buddy's list
of locations
and if you followed this walkthrough, they should all become
Hotspots. That is
a good thing, don't worry =). While an Hotspot means that you
must complete a
task there (like a mission, for example), it allows you to obtain
the "Episode
Complete!" screen for that location of Spira. Otherwise, you get
an "Episode
Conclude" screen, which is, without wanting to sound childish,
poop. If you get
an "Episode Complete!" screen in all 15 locations of Spira, you
obtain the
Mascot dressphere, which is one of the greatest dresspheres in
the game. Just
like I said in the beginning of this paragraph, all of these
locations should
be marked as Hotspots if you followed this walkthrough.
On this, let's take on our last world tour, this one being the
best in the game!
=======================================================
Zanarkand
=======================================================
Yes, while Zanarkand is "normally" the last location to visit (if
you follow
Yuna's pilgrimage in FFX), it is our first for this world tour.
Because of some
glitch, we can't obtain the Mascot dressphere if we get our last
"Episode
Complete!" screen here. That is why we'll get done with it right
now so then we
can be sure that nothing drastic happens.
The ruins are finally deserted and Isaaru closes the tourist
attraction. Yuna's
memories are saved... Yay! You obtain your first "Episode
Complete!" screen.
However, we aren't done here yet. As you can see, Maechen is
standing near the
fire works. Go talk to him and accept to hear his story about
Vegnagun. You
learn that the colossus was never used actually, neither in the
Machina War,
neither against Sin. Though the machine can sense emotions, it
cannot sense the
down the bridge and open the treasure chest for the Twilight Rain
key item. To
me, it's useless but meh... You can always collect it.
At the beach, go to Beclem at the boat. As you learned during the
second
CommSphere session in Chapter 4, his presence is requested at the
Youth League
headquarters. He gives the War Buddy sphere before leaving. It's
for Wakka. A
Blitzball is thrown near him by accident by the Aurochs. While
Keepa
apologizes, Beclem shows his skills as he does a very impressive
move with the
ball.
Go back toward the village and meet Wakka on the way. You get to
see the sad
contents of the War Buddy sphere. It features Chappu talking to
his brother,
who's too busy praying at the statue. It's probably the last time
they were
together, as Chappu was about to leave with the Crusaders to die,
crushed by
Sin. Back in reality, Wakka seems to realize something.
Well, it's time to celebrate! In the night at the village, our
daddy finally
found a name for his son: Vidina, which means future in Al Bhed.
Wakka decides
that though he's been a guardian, a Blitzball player, a Yevon
follower, and now
a father, he just needs to be himself. Cheesy, but meh, this is a
sacred moment
for him =).
The scene ends on a conversation between Wakka and Lulu. They're
in this
together now, as the mother says.
Episode complete for Besaid!
=======================================================
Kilika Port & Wood
=======================================================
Head to the gates where the guard finally lets the villagers in
the wood,
thanks to Dona. The girls follow them in the wood, and as you can
control Yuna,
proceed north to the temple. Dona and Barthello reunite there as
they put the
whole New Yevon/Youth League conflict aside. Yuna's concert
really helped as we
can see =). It's party time as you get your "Episode Complete!"
screen! You get
a reward on the same occasion: the Tricks of the Trade Garment
Grid.
The girls automically board the Celsius but get back in Kilika as
we aren't
done there. Go to the second screen of the port and cross that
bridge to access
the east dock. Get on that boat to the right and talk to the
camera guy. Accept
to check out the Youth League base again to see that they're done
working on
it. If you accepted to check out its construction in Chapter 1
and 3 as I told
you to, the camera guy will propose you to visit it. Go for it
and a ferryman
will take you there. As you can see, you're controlling Yuna from
the view of
the camera and the visiblity isn't superb. Make full use of your
map and go to
that white X to find a treasure chest. Open it to find the
Invincible accessory
inside, which allows the user to break the damage limit (to
exceed the 9999
points limit). Check out your map again and notice a yellow X
moving from left
to right. Go to it to find out that it's some kid. He hands over
a couple of
Georapella coins (five of them) as you talk to him. Well, get
back to the
ferryman (represented by the last X on the map) and get back to
the port.
Collect your PR/Marriage points if you're doing these missions
and leave for
our next destination.
=======================================================
Luca
=======================================================
Upon arriving here, you learn that Blitzball is back as the
season's starting.
It's not like in FFX however because you're now coaching the
players. Read a
Blitzball FAQ for more information about it.
Controlling Yuna, head to the stairs leading to Mi'ihen. Do not
climb them
though. Instead, check out the place where Tidus and Yuna had
that laughing
scene in FFX. Doing so, you see the vanished hero in a flashback.
Then, Yuna
sees the ghost of a... moogle. Hm, someone at Square-Enix was
high when he made
certain parts of the game, that's for sure... Oh well, mission
time!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Follow that moogle!
A very simple mission, you just have to follow the ghost of the
moogle around
in Luca in order to view various flashbacks of the time Yuna
spent with Tidus
two years ago. The last scene is at the docks, where Yuna tells
Rikku and Paine
about the fact that she cannot call Tidus a "memory".
Episode complete for Luca on this note!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
If you go in the corridor right of the counter at the stadium,
you can find a
woman with a dog. While playing Sphere Break with this pet, you
can obtain the
White Signet Garment Grid. Also, you can challenge Shinra here if
you weren't
able to beat him in the tournament during Chapter 3. He's tougher
though, like
I told you. Still, go ahead and do your best to win so you can
receive the Lady
Luck dressphere as it's really useful. You can also score the
Treasure Hunt
may have found items. With some luck, one of them will have
discovered a secret
cavern on the Oldroad. That is what we wanted! Like I just said,
it isn't
automatic that a chocobo finds the cavern when sent in Mi'ihen.
Capture new
chocobos if the ones you dispatch don't come back and keep
trying.
There is another interesting quest we could undertake now. It is
once again
about dispatching chocobos to find a secret area, this time in
the back of the
ranch. While this side quest is a little bit more time consuming,
it leads to
great treasures. There is one just down side to it: I'm not sure
EXACTLY how
you're supposed to proceed in order to find that secret dungeon!
After checking
there and there on the internet, I haven't found ONE universal
strategy. Many
of them can be found, but they're all uniques. That is why I'll
simply type
what MINE and that's it. Simply follow my instructions and you
should find your
way =).
First, dispatch four lvl.1 chocobos to four random locations of
Spira. Not once
did I pay attention to the types (Normal, Timid or Bold) of the
chocobos during
the quest, by the way. After running into seven random encounters
outside of
the ranch, come back and save your progress. Then, go to Clasko
and check out
the results of your dispatching session. Make sure that all four
chocobos came
back. If one (or more) ran away, reload
(L1+L2+R1+R2+Start+Select) and speak to
Clasko again. Do that until all four chocobos are back. After, we
need four
chocobos lvl.2. Raise the ones that you already have to this
level and as for
those that lvl.1 is the maximum they can be, release them and
just capture new
chocobos that you can raise to lvl.2. When you have your four
chocobos lvl.2,
found (that's how goofy I can be). I say just do what I did and
see what works
for you. E-mail me if you'd like to share your results, that
would just
increase the awesomeness of this FAQ even more =P.
Meh, what ever the EXACT method is, we at least found the secret
dungeon! The
scene introducing it features a clueless Clasko about the
discovery of his
chocobos. Paine mocks him as she imitates him to expose the fact
that he would
be very curious to know what's in the secret dungeon but that
he's scared on
the same occasion. Hm, this looks like a job for the YRP then,
doesn't it? Make
sure your characters are well equiped though, the fiends found in
here seem
somewhat nervous. You may even want to equip a Charm Bangle to
completely
prevent random encounters. Keep in mind that doing so is missing
out on a lot
of EXP however.
How to conquer the dungeon? Well you see, the thing with it is
the fact that
there is no map for you to consult in your screen. Because of
this, it's harder
to explain with words how to find your way than to actually
simply find your
way by yourself. This isn't very professionnal from the
contributor that I am,
but as soon as you step in the dungeon, you'll understand what I
mean. I will
still provide explanations on what you have to do, though. The
first thing to
do consists of fighting a certain optional boss in the dungeon.
To reach him,
follow the path to the north and just keep going forward until
you reach a dead
end (made of a wall). Turn right, then immediately left at the
intersection.
Again, just keep going north until you reach another dead end
(also made of a
wall). As you did earlier, turn right then immediately left at
the intersection
and now just keep following the path, using two platforms to jump
over a gap at
a point. You are in front of a new wall. This one opens as you
approach it. You
find the optional boss behind it.
-------------------------------------------------------------------Boss: Anything Eater
HP: 11 600
EXP: 3400
Difficulty: Hard
-------------------------------------------------------------------First time I rate the difficulty of a boss "hard"! As you can
see, Anything
Eater doesn't have an incredible amount of HP but some of his
attacks are
actually dangerous enough to kill off your party in an instant if
you aren't
ready. His elemental black magics (these being Firaga, Blizzaga
and Waterga. He
never casted Thundaga on me but I'm sure he has it in his list)
are nothing to
worry about as they won't deal much damages, for level 3 spells
at least.
Flare, however, can cause a problem. For me, it dealed over 3000
points of
damage on Yuna even though she was protected by Shell. Depending
on the Magic
Defense stat and the victim's status (if she has Shell casted on
her or not),
it can totally deplete the girl's HP. You cannot protect yourself
against the
boss' black magic spells as he casts them on himself. Thanks to
his
Auto-Reflect ability, it bounces back on one of your characters.
You could
always "eat" his elemental black magics but that would be wasting
an accessory
slot and like I told you, they aren't much of a threat anyway.
Another
dangerous offence is Anything Eater's simple physical attack,
which inflicts
Death and thus automatically KOs the target. What tops the boss'
power is the
fact that he's pretty fast, especially for such a large pile of
crap. For your
strategy, it depends on how you're feeling. For a safe victory,
start off with
three Dark Knights and make sure they have the DeathProof ability
learned,
which will guard your characters against the Death touch from
Anything Eater's
punches. Throw a Lunar Curtain as well so your party can be under
Shell status,
cutting Flare's damage by half. Chain your attacks afterward and
assuming you
have decent Strength (use accessories that increase it), the
battle will be
over in a relatively short amount of time as the boss' Defense
stat is pretty
low for such a solid-looking body. If you want to risk getting
KO'd by that
physical attack so you can obtain twice the EXP you would
normally earn, have
your characters wearing the Lady Luck dressphere. Stealing
Anything Eater with
the Masterthief ability nets you two Mega-Potions if you, again,
do not mind
exposing yourself.
When you're victorious, check out that second wall in front of
you to see that
it also opens itself to you. If you proceed further, you find
yourself in a
corridor that connects all five paths leading here. The one you
used to reach
Anything Eater is one of these five paths. The other walls can be
opened now
that you took care of the boss. The catch is that you cannot open
them from
here. You have to reach them from the other side. Just explore
the dungeon
(with the Charm Bangle if you aren't feeling like running into
random
encouters) and follow the passages leading to these walls. A
bunch of treasure
chests can be found in the area as well, and you will find one
trapped between
the two walls at the end of the four paths.
|_
|
|_______________________|
_|
|______
|_
____TC|
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_|
|____
__|TC |__
|______
| |
__
|
_________
|
|__| |__|
|___|
_____TC|
_____|
_____
______
|
|_____ | |
|
|
|TC |
|_| |
|
|
|
|
| |
|___|
|
|
| |
|
|
____| |______________|
|___
|TC___
__|
|_________________|
|
|
|
|TC |
| S|
S: Start
B: Boss
TC: Treasure chests
There are a few chests to grab in the dungeon, use my map to
locate them. When
you reach the boss, it's battle time.
-------------------------------------------------------------------Boss: King VERMIN!
HP: 39 857
EXP: 5000
Difficulty: Medium
-------------------------------------------------------------------Heh, "King VERMIN!" is the way Barret calls the Shinra president
in Final
Fantasy VII. Just thought I'd point it out, you know how I like
references =P.
On the boss battle, there is nothing hard here. The reason why I
rate the
difficulty "Medium" is because of the fact that King VERMIN! is
the highest HP
user you've met so far (if you've been following this walkthrough
that is). To
talk about his attacks, the boss will use fire elemental attacks
as it seems to
be its element. This means you must not use any of these types of
attacks
against King VERMIN! as it'll just heal him. The enemy uses
physical attacks
that can inflict Sleep as well. I'm sure his arsenal isn't
limited to two
offences only but oh well, that is because they should be the
only ones he can
unleash before you annihilate him with your best attacks.
Blizzaga and any
other ice elemental offences work well, or you could just get the
job done with
chained physical attacks from a party made of Dark Knights or
Berserkers.
When you're victorious, you obtain your well deserved reward: the
Font of Power
Garment Grid.
=======================================================
Bevelle
=======================================================
Just like for Zanarkand and the Calm Lands, coming to Bevelle at
this point
instead of following the usual trail might seem a little bit odd
but oh well,
pretend you don't mind it =).
Follow the highbridge to the gates and enter the city. Head to
the entrance of
the temple to meet Maroda. If you did as I told you and watched
the scenes in
Zanarkand with the CommSphere network, Isaaru will be here in
Bevelle, back
with his former guardians. The Kinderguardians are there as well,
more
determined than ever. The sequence ends on a funny scene with
Yuna. You get
your "Episode Complete!" screen afterwards, along with the
Scourgebane Garment
Grid.
might meet huge red scary fiends from the Drake species. You meet
them OUTSIDE
of random encounters as they jump back and forth on the path of
the cloister,
and they're easily the hardest enemies you've met so far.
Fighting them can be
incredibly humiliating as they have the potential to kill you off
in a few
seconds. The irony is, they're weaklings if you got the right
stuff. With a
party made of Berserkers, make sure you have the ability "Evade &
Counter"
learned for everyone. Equip accessories that boost your Strength
and, though
you probably don't have any at this point, Luck. Then,
voluntarily run into
them. In battle, the Elder Drake will attempt to attack your
characters but
should fail as they will evade to then counter immediately after,
using that
Berserker dressphere's ability. All you have to do meanwhile is
to chain your
attacks and let your party automatically counterattack after
evading the
enemy's offences. It will probably take a little while for the
battle to be won
as Elder Drakes have high Defense, high HP (38 500 points) and
are constantly
under Protect status. It should work however. If it doesn't, it's
simply
because of your levels that aren't high enough OR that you were
unlucky and the
enemy's attacks connected on the targets. Do not sweat it, you
can completely
avoid fighting them. See when they jump back and forth in the
path? Just
quickly pass during the second that they're into their hideout
and voil.
There is another enemy that you can meet outside of random
encounters:
Tonberries. They're nothing to worry about compared to Elder
Drakes however,
and they're even easier to avoid should you be too lazy to fight
them.
When you reach level 20, you find yourself on your first Great
cloister.
Proceed forward to meet Wen Kinoc, former Maester of Yevon and
leader of the
Crusaders before being assassinated by Seymour. He morphs into
Aranea, the
first boss.
-------------------------------------------------------------------Boss: Aranea
HP: 18 280
EXP: 4000
Difficulty: Fair
-------------------------------------------------------------------Nothing hard, but this can get ugly if things get out of hands.
Aranea's
physical attacks harm one target twice, but its damages are
pretty low. The
creature can also bite one target, this time dealing damages of
around 1000
points. Like I just said, this isn't an hard boss. I added
something though,
that this battle could get ugly. Using some spitting attack,
Aranea can
paralyze your party by inflicting Stop and Poison. That's when it
gets
dangerous, as you are then vulnerable to the boss for a couple of
turns.
Fortunately, your characters can be immune to these two abnormal
statuses with
accessories and abilities (PoisonProof from the Dark Knight for
example). For
your victory, go ahead and use your best attacks to dispatch the
boss quickly.
After the short cutscene, take the Crimson Sphere 8 on the ground
and watch its
contents. You can see Nooj, Baralai and Gippal in Mi'ihen while
Paine's
recording. They speak about what they saw in the cave and decide
to split up as
they're then enemies of Yevon. When they do however, Nooj shoots
Baralai,
Gippal and finally Paine. So that's the event Baralai was talking
about when he
accused Nooj of being a backstabber.
As you gain Yuna's control, you can leave Bevelle to take on the
Hotspot of
Mushroom Rockroad now that you have all 10 Crimson Spheres. I
wouldn't advice
you to do that yet, though. Like I said earlier, you can obtain
very useful
items in Via Infinito and five of these can be found on the next
Greater
cloister, twenty levels deeper into the dungeon. Let's get them
now since
collecting these items at this point will be very handy as we
progress further
in our last Spira tour.
The 20 next cloisters are somewhat a little bit harder than the
20 firsts, but
they're still relatively simple. From now on, you will have to
deal with a
second type of cloister featuring an Elder Drake, the fiend being
located
between two pillars. If you still cannot beat them with my
strategy, don't
worry as there is, again, a way to avoid them. In this type of
cloister, do not
proceed north to the pillars. Instead, turn around and run toward
the screen to
find a secret intersection. Follow the path to the left and
activate the
mechanism at the end of it. Doing so triggers a scene in which
you can see two
platforms appearing over the Elder Drake, allowing you to jump
over the fiend
without running into it. Last thing you need to be informed of
about these
Elder Drakes is that there are now two of them jumping back and
forth in the
first type of cloister on which you can find them.
When you reach the 40th floor, you find yourself on the second
Great cloister.
Go back to the surface and save your game to then come back and
proceed to the
Like I said earlier, this battle is a race, kind of. It's all
about destroying
the boss before it destroys you.
Open the treasure chest to receive five accessories: Moon Bracer,
Shining
Bracer, Speed Bracer, Recovery Bracer, and Cat Nip. See, I'm a
man of my word:
this dungeon isn't easy but it's really generous =). Check out
the seventh
section of this guide (7- General tips) for more information
about the tricks
you can do with this Cat Nip accessory.
From now on, I suggest you go back to the surface and leave
Bevelle to continue
on with the collect of "Episode Complete!" screens in Spira. Via
Infinito will
only get harder and harder from here so it would be a good idea
to leave it for
now and to come back later, after you're done getting goodies
from all over
Spira. Below, you will find the rest of the walkthrough covering
the dungeon so
just skip to Mushroom Rockroad and come back here before going to
the Farplane.
If you really insist on finishing the dungeon now before doing
anything else,
then go ahead but as I told you, it would be wise to stay away
from it for now.
The 20 next cloisters contain better enemies and new types of
cloisters that
take require more time to be conquered. Also, the levels on which
you could see
Elder Drakes jumping back and forth on the path seem to change
once you got
under the 50th floor, in a way that you just can't avoid running
into them at
the end (or at least I wasn't able to find a way). Meaning of
this, you must
beat them. Go ahead with the Berserker strategy I suggested
earlier, or read
the seventh section of my guide for cheap tricks with which you
can beat about
every enemies of the game.
say that this is one of the hardest battles in the entire game.
Chac is pretty
quick and his HP isn't very fun to look at. To talk about his
attacks, he will
use Stony Glare, which inflicts Petrify on one target. Thing is,
you cannot
protect yourself against it. The victim is stoned no matter what.
Chac can also
use physical attacks that surpass the damage limit, and if the
targeted girl is
unfortunate enough to be Petrify'd, she is shattered and cannot
be brought back
on the battlefield. Yet, these attacks aren't much of a threat as
they only
harm single targets. Well, here comes Chac's most vicious move:
Heaven's
Cataract, damages the whole party AND lowers the victims' stats.
After fighting
the boss a couple of times, it was pretty clear to me that this
attack is, in
fact, the reason why Chac's so tough. You can always reduce its
damages greatly
with the right stuff, but you can't do crap about the fact that
it lowers your
stats and that at a point of the battle, your party becomes so
weak you
eventually die no matter what. Since there isn't much we can do
against
Heaven's Cataract, we have to completely prevent Chac from using
it. Here's the
strategy I use. It is certainly not the best but it worked for
me. Have two
Warriors with Delay Buster learned along with Sword Tome
accessories equiped.
The third girl must be an Alchemist with a Speed Bracer and some
Sprint Shoes.
Finally, use the Font of Power Garment Grid for your Warriors.
There, you're
set. In the battle, put the Warriors under Haste status with the
Alchemist so
you can have a speed advantage on Chac, plus the bonus given by
the Sword Tome
accessories. Then, keep on using Delay Buster with these two
Warriors in order
to delay Chac's turns. This way, the boss won't ever get to
attack! If he does,
Difficulty: Hard.
-------------------------------------------------------------------Paragon is just a monster. I actually never found a way to beat
him other than
with cheap tricks such as the Cat Nip accessory plus Gunner
dressphere combo.
However, that is for normal Paragon. Strangely, he is way easier
while under
Oversoul status as he seems to choke and miss whenever he
physically attacks a
target. Using three Berserkers with boosted Strength stats thanks
to the
accessories you equiped, enter the battle and throw a Chocobo
Wing item on
party. Then, put two of your characters in Berserk status (using
the Berserk
command) and just mash the X button with your last character to
physically harm
the enemy. Assuming your characters are level 99 (or near), you
should be able
to deplete Paragon's total HP before getting struck by his best
attacks, which
are usually deadly. Final Impact for example, an offence that
harms all targets
for multiple damages. While it may not neccessarly kill you, it
leaves your
characters in bad shapes, something we want to avoid in our
situation (you'll
understand soon enough). An other deadly attack from a Paragon
under Oversoul
status is Big Bang, an attack so strong I'm not even sure if
there's a way to
survive it. The boss should only get the time to start casting
lvl.3 black
magic spells before dying at the hands of your violent
Berserkers. As Paragon
dies, heal your party with the Berserker that isn't under Berserk
status.
Again, you will get why in a few instants =).
The old man you met as you entered Via Infinito earlier appears
and gives the
coup de grce to Paragon in quite an impressive scene. He is
Trema, the founder
soldiers that get in your way. The first one contains Yaibal,
who's honored to
fight the almighty High Summoner. In the last row of soldiers,
you get to
battle Elma. Once you took care of her, one last opponent remains
to determine
the winner of the tournament.
-------------------------------------------------------------------Boss: Lucil
HP: 7234
EXP: 370
Difficulty: Fair
-------------------------------------------------------------------Wow, Commander Lucil is actually pretty good! She should still be
no match to
you however. Assuming you worked on your levels properly, it
won't take much
time for this battle to be won. Lucil uses her sword to
physically attack and
relies on gems to cast lvl.3 elemental magics on your party. She
can throw a
Gold Hourglass on your characters as well, which inflicts Slow.
Another attack
I've seen her use is a physical one that inflicts Doom on one
target. I forgot
how it's spelled however, "H" something. Oh well, Doom kills the
victim after
three turns. Fix this with a Pheonix Down. On the defence side,
Lucil will use
Light Curtain and Lunar Curtain items for Protect and Shell
respectively. Well,
you could use a party of Berserkers to win this battle without
even touching
your controller, thanks to the dressphere's abilities such as
Evade & Counter
and Magic Counter. If you haven't been working on these, just use
your best
attacks. As long as you watch out for Doom, the victory will be
yours in no
time.
After the battle, the YRP is crowned winner of the tournament.
Mission complete!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
At the headquarters, Lucil gives a great speech on the future of
Spira. You
obtain your "Episode Complete!" screen as she ends it.
The YRP goes aboard the Celsius, but come back to the Rockroad
and visit the
Youth League headquarters. In there, passed the conference room
is the
observatory. Talk to Lucil there in order to receive Nooj's
sphere, which is
about the man's nickname: "Deathseeker". He has a conversation
with Lucil and
affirms that death should get him as he isn't alive anymore, due
to his
half-machina body.
That's for those who joined the Youth League. If you sided with
New Yevon
however, you're not invited to be part of the tournament. Also,
you cannot
enter the headquarters to get Nooj's sphere. Don't worry, you can
still get
your "Episode Complete!" screen. Just go to the elevator at the
end of the
Rockroad and speak to Yaibal for a scene. You get your screen
right after.
Well, that's that for the completion of the episode in the
Mushroom Rockroad.
Now, how about we pay a little visit to the Den of Woe? Jump in
the ravine in
the middle of the road and proceed to the save sphere. Save your
progress, then
enter the den. If you followed this walkthrough, you should have
all ten
Crimson Spheres. Approach the door and the spheres will be
activated
automatically, opening it. The girls enter, to face Paine's
past...
You find yourself in a dark, scary cave. The enemies you meet
here are shadows
of former warriors. The visibilty isn't superb, but you can still
use your map
to make your way into the area and reach the dot. A scene is
triggered there as
the YRP meets Nooj, Baralai and Gippal. Wait, how can they can be
here while
they're supposed to be in the Farplane? Yuna explains that
they're just
memories. She once experienced something very similar in another
area where
there were many pyreflies: the ruined Blitzball stadium in
Zanarkand. Remember
that time in FFX when Yuna and her guardians got to see memories
created by
pyreflies such as Jecht, Braska, a young Seymour, a former High
Summoner, etc?
The same thing seems to have happened here in the Den of Woe.
Someone's
feelings were so strong they were kept in this cave, the despair
felt by that
person being enough for the visitors to go insane and start
attacking
everything blindly. You guessed it: we're talking about Shuyin
here. He appears
and goes after Rikku, making her lose control of her body. He
goes on Paine
after, who reacts just like Rikku. Finally, he goes to Yuna to
show her a part
of his past.
In an FMV, you see him at some magical keyboard in Vegnagun's
room. Lenne
arrives and begs him to stop. As he goes to her, the monks arrive
and... you
know the rest. Back in the cavern, Yuna is confronted by her
cousin.
-------------------------------------------------------------------Boss: Rikku
HP: 7800
EXP: 800
Difficulty: Easy
--------------------------------------------------------------------
Phew, Rikku isn't as good as the one you have in your party.
Considering you've
been working on Yuna's stats and abilities correctly, this battle
will be won
pretty easily. Rikku's physical attacks connect twice and the
grenades she
throws deal about 200 points. As you can see, nothing dangerous.
If your levels
are THAT low, you can rely on Hi-Potions but really, this fight
will be ended
in a turn or two. The only tough thing here is to accept to press
on the X
button to attack Rikku >_>.
Looks like Paine is next.
-------------------------------------------------------------------Boss: Paine
HP: 9200
EXP: 800
Difficulty: Fair
-------------------------------------------------------------------Paine is tougher than Rikku as she has more HP and her sword
attacks seem more
vicious but once again, with a decent Yuna, this battle will be
ended pretty
easily. Use those Hi-Potions again if you're having troubles.
Rikku and Paine get their minds back. Shuyin explains that he
decided to use
Baralai, Nooj and The Gipp as he saw how ideal their minds were
for him to take
control of. You get to face them on this affirmation.
-------------------------------------------------------------------Boss: Baralai
HP: 12 220
EXP: 1200
Difficulty: Fair
--------------------------------------------------------------------
Baralai VS YRP part II. Simply use the same strategy we used to
beat him when
we met him underneath Bevelle during Chapter 2. You can steal a
Nature's Lore
from him, so make sure to get the item before finishing him off.
Oh come on, not Gippal! I don't want to hurt him!
-------------------------------------------------------------------Boss: Gippal
HP: 14 800
EXP: 1200
Difficulty: Medium
------------------------------------------------------------------Tougher battle here, Gippal uses Grinder, which takes away about
500 points
from one target. His kick harms one target for about same damage.
Gippal will
also throw Hush grenades on your party to inflict Silence
(dealing a bonus of a
few points of damages on the same occasion). While Gippal is
somewhat stronger
than Baralai, this battle is still far from hard. Just use your
best attacks
and steal a White Lore before delivering the final blow.
Indeed, now that Baralai and Gippal are defeated, one last
opponent remains...
------------------------------------------------------------------Boss: Nooj
HP: 23 800
EXP: 1800
Difficulty: Tough
------------------------------------------------------------------Ugh, it's not that the mevyn is hard, but if you're not cautious
while fighting
him, Nooj can dangerously harm you. First, his regular arsenal
consist of
draining your MP with his aura attack and his mighty gun shot can
deal 1000 to
Z- 5 points
These "points" are like EXP for the levels of the Experiment's
stats. As you
gathered enough points for, example, the Attack of the machina,
it levels up.
Below is the level-up mechanic of the Al Bhed's invention:
Level
Level
Level
Level
Level
1:
2:
3:
4:
5:
0-3 points
4-9 points
10-19 points
20-37 points
38 points
Last thing you should know about this quest: going to Bikanel at
this point
(considering you followed the trail of this walkthrough) triggers
a scene about
Marnela's prediction happening as fiends are coming from the
desert to attack
the Cactuar Nation. Benzo makes it drastic as if Marnela, who's
fighting the
fiends, cannot hold them forever. Don't worry, she's tough enough
to handle
them until we decide to come back here by ourselves to complete
Bikanel's
episode.
Well, go back to Djose temple once you found enough Assembly sets
to find out
that the Experiment is now out of control when its stats are
maxed out. Heh,
looks like the Al Bhed screwed up big time. Indeed, the YRP will
have to pay
for their mistake by facing the machina. The battle will be
harder than the
first, of course, as the Experiment's stats allow it to strike
your party for
bigger damages and its lvl.5 Defense makes it way more resistant
to physical
attacks. However, you should still be victorious without a single
drop of sweat.
After battle, you witness a cutscene in which Paine thanks Yuna
and Rikku for
giving her the opportunity of exploring the world like that. It
gets funny as
she admits that at first, she thought they were just loud and
nothing else.
Learning this, Yuna fakes being sad about it with Rikku.
You get your "Episode Complete!" screen after.
=======================================================
Moonflow
=======================================================
While completing the episode here is extremely simple, gamers can
still easily
screw up as the game is very picky on what defines doing the
prerequesites
monks). Take the south one to enter the spring in which Yuna and
Tidus had a
memorial moment in FFX. After the scene, you get your "Episode
Complete!"
screen.
Grr, the YRP goes aboard the Celsius again, without asking. How
impolite. Get
back here in Macalania and visit the agency. O'aka is angry at
his brother,
Wantz, as he left him for a year without giving any reason.
However, he accepts
to train his younger brother and to teach him how to become the
XXIVth of their
famous family. You get a second "Episode Complete!" screen on
this funny scene.
When you can control Yuna, open that treasure chest to your right
for an Elixir
and enter the agency. Since we completed the episode here and
helped out O'aka
during the game, you can now shop at this agency and obtain
pretty rare
accessories. The down side is the high price, but meh. Gil is so
easy to earn
in this game =).
=======================================================
Bikanel
=======================================================
If you beat the Experiment and obtained your "Episode Complete!"
screen in
Djose, you surely came here already and witnessed the scene with
the fiends
coming from the desert to attack the Cactuar Nation. If you
didn't, well
then... Watch it now.
So, let's help out Marnela and go after the ten Gatekeepers.
Though you already
got your mission time screen in Chapter 3, the game reminds us,
as if we gamers
were idiots, about the fact that saving the Cactuar Nation is...
a mission.
Since I'm no better than them, I'll also remind you about the
fact that saving
At the end of the path in the cavern, you find the Gatekeeper.
You obtain the
Covenant of Growth Garment Grid should you be able to take him
out with your
gun. Once you're done with the mini-game, the cactuars rogue
arrive and join
force to create the next boss.
------------------------------------------------------------------Boss: Jumbo Cactuar
HP: 22 222
EXP: 0
Difficulty: Easy
------------------------------------------------------------------Don't let the Jumbo Cactuar's size intimidate you. Once you used
Darkness with
a Dark Knight, the battle is won as the two Cactuars will (or
should) be
defeated. What about the main boss you say? It will focus on
casting Hastega.
And... Well, that's it =). You can then simply pummel it until it
collapses,
you don't have to worry about anything!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Bring Fraiela back to his mother out of the cave for a scene in
which the ten
Gatekeepers summon the Great Haboob. Yay, the fiends are forced
to withdraw!
The Cactuar Nation is saved!!! But... Oh no, Marnela seems to
be... The drama
is stopped in an instant as Picket arrives in a hurry to inform
the girls about
something terrible. The enemy of the Cacti's ancestors is now
attacking the Al
Bhed camp!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Showdown in the Sands
You are asked to board the Celsius so you can adjust your party.
The reason why
you can pick up the win. Haste from the Chocobo Wing item thrown
at the
beginning of the battle should be very helpful as it gives a
great speed
advantage. You could grab the opportunity of stealing him to
obtain a Megalixir
item for a bonus. Be patient since Angra Mainyu got a nice amount
of HP.
When you're victorious, the Gullwings get their rewards: a lunch
with the Al
Bhed plus the Mercurial Strike Garment Grid and finally an
"Episode Complete!"
screen for Bikanel. 'grats!
If you go back to the Cactuar Nation at this point, you can view
a scene with
Benzo about Marnela. The Cacti, while dead, is regenerating so it
can come back
to life eventually. Yay! Also, you can play the gunner mini-game
with the
Gatekeepers as much as you want as they're all hanging around in
the village
now. If you weren't able to beat Fraiela, go ahead now. He's
hard, yes, but the
trick is to check the wall behind the cactuars. As the game
starts, you can see
Fraiela, the target. Examine the details on the wall behind him
and memorize
them, which should be of a great help to identify the right
cactuar while
playing the mini-game. Winning against Fraiela nets you the
Covenant of Growth
Garment Grid like I told you earlier, which is a pretty good
grid.
=======================================================
Mount Gagazet
=======================================================
Head toward the entrance for a scene between Kimahri and Garik.
While we
stopped the Ronso Youth, the gigantic Ronso is still seeking
answers for the
future of the tribe. He leaves once he accused our Elder of being
a no good
Celsius
=======================================================
Well, here we are now. We're done with our last world tour, and
so we can take
on the final events of the game. If you followed my advice and
quit the quest
in Via Infinito on the 40th level earlier in the chapter, now is
the perfect
time to get back there in order to conquer the dungeon once and
for all. The
walkthrough covering it can be found in the part of the FAQ about
Bevelle for
Chapter 5.
When you're ready, go to Brother and check out his list of
options. Pick Besaid
in order to have the Gullwings proceeding inside the Farplane
using the magical
hole from the island's temple.
=======================================================
Farplane
=======================================================
Hm, so Vegnagun would be down there somewhere... Follow the path
until you
reach a platform. Music, here comes a Dark Aeon!
------------------------------------------------------------------Boss: Dark Shiva
HP: 14 800
EXP: 8000
Difficulty: Easy
------------------------------------------------------------------Three Black Mages under Haste status focusing on casting Firaga
will take Shiva
down pretty quickly since she's pretty weak to fire elemental
attacks. Her
Heavenly Strike can be somewhat annoying for your MP but really,
the battle
will be over before anything drastic happens.
A save sphere appears so use it if you'd like and follow the path
until you
reach a second platform similar to the one on which you fought
the last boss.
Here comes another Dark Aeon... Or should I say, Dark AeonS.
------------------------------------------------------------------Bosses: Magus Sisters(Cindy, Sandy, Mindy).
HPs: 12 240
10 330
9788
EXP: 6000 at all
Difficulty: Medium
------------------------------------------------------------------Nothing TOO tough here though many players seem to have an hard
time beating
these Magus Sisters down. Darkness works pretty well here, but
you could just
take care of the enemies individually with chained attacks from a
strong
dressphere. I say take care of Mindy first in this case, since
her Passado can
be somewhat damaging. You may need an healer if your levels
aren't high enough.
When you're victorious, get back on the trail and follow the path
to eventually
find yourself on a third platform. The last Aeon remaining
appears for a
fight...
------------------------------------------------------------------Boss: Dark Anima
HP: 36 000
EXP: 6000
Difficulty: Medium
------------------------------------------------------------------Aaah, how cool-looking. I can never get tired of the way the
creators of the
game designed her! Oh well, Anima uses Pain, which inflicts Death
on one
target. She can also physically harm one target for a certain
amount of damage.
She can probably use Oblivion as well though I was never struck
by it. That is
because she dies pretty easily to chained attacks from Dark
Knights. The fact
that this dressphere protects you from Pain is pretty cool as
well.
You score the Immortal Soul Garment Grid once Anima's defeated
and the Fayth
appears to inform you of a few facts about Shuyin. Interesting,
but we already
know all of this thanks to our trip into the Den of Woe.
=======================================================
Farplane Abyss
=======================================================
The Gullwings find themselves close to the magical pit in which
Baralai went,
followed by Nooj and Gippal. Go to Leblanc (and her two acolytes)
for a scene.
Nooj asked her to stay here so here she is, obeying to her
Noojie-Woojie. When
you can control Yuna, go the save sphere to your right to save
your progress.
Now, let's go aboard the Celsius.
=======================================================
Celsius
=======================================================
Using Brother's list, you could take the routes of the other
temples' magical
holes to the Farplane Glen in order to obtain the Megiddo Garment
Grid. We just
did Besaid so four other routes remain. While the Djose and
Cavern of the
Stolen Fayth's magical holes leads to somewhat tricky trails,
they can all be
done pretty easily overall. Once you reached the Farplane Glen
using the last
route, you find a treasure chest with the Garment Grid inside.
can see the order in which you must activate the musical pads on
the elevated
platforms. Go to the magical barrier as you're done and step in
front of it to
play the melody. Follow the path once it opened itself to you and
on the way,
Rikku says there's no turning back.
In the next screen, you meet Nooj. His plan consists of taking
out Baralai,
avoiding to kill him if possible. Shuyin would then leave his
body to go back
in Nooj's, who will sacrifice himself. Yuna isn't for such a plan
however. Two
years ago, she had to do sacrifices as well to defeat Sin and
this time, for
Vegnagun, she wants to get the job done without wasting one's
life. She wants
to detroy the colossus and confront Shuyin with Lenne's love.
Gippal, Leblanc,
Logos and Ormi join the group to provide help. At this point
however, Shuyin
makes his move with Baralai and activates the weapon.
------------------------------------------------------------------Boss: Vegnagun's tail
HP: 34 200
EXP: 5000
Difficulty: Medium
------------------------------------------------------------------Alright so the final confrontation starts with the machine's
tail. While it can
attack your party for over 1000 points of damage, this battle
isn't hard. If
your characters are low on HP, you can easily heal with an
Alchemist or a White
Mage. Steal X-Potions from the boss (you can obtain six of them
with the
Masterthief ability) and pummel it with your greatest attacks.
Uh-oh, looks like Leblanc and her two acolytes need some help. Go
to them in
order to take it from here.
They're Jecht, Auron and Braska's! For the battle, you must take
care of the
Bulwarks before being able to harm the core. This is pretty easy
with Darkness
from the Dark Knight dressphere. About the core, just pummel it
with chained
attacks (or offences of your choice, as long as it's effective)
until you can
pick up the win.
We did it! Oh... actually not. Shuyin also got a plan B as a
gigantic canon
emerges from Vegnagun's head. Well, let's not be intimidated.
Like Auron says,
finish the job now!
------------------------------------------------------------------Bosses: Vegnagun's head
Right Redoubt
Left Redoubt
HPs: 38 420
2500
2500
EXP: 0
Difficulty: Medium
------------------------------------------------------------------The thing with this battle is that you're timed. See, Vegnagun's
attacks don't
really matter. What should draw your attention is the fact that
Shuyin talks
during the fight. If he gets to talk seven times, he'll have
Vegnagun shoot
Spira with this huge canon on which you're standing, which nets
you the Bad
Ending. We want to avoid this ending, so we'll have to be quick
and beat down
Vegnagun before Shuyin gets to talk seven times. In order to be
able to target
the colossus' head, you have to deplete the Redoubts' HP. Once
you did that,
have your characters under Haste status and attack the main enemy
with
everything you got. Basically, you just need to take down 38 420
points of HP
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
End of Chapter 5
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The heroes leave the Farplane now that Spira is saved. As the
Gullwings find
themselves at the abyss, press the X button. Assuming you
followed this
walkthrough and did the prerequisites during the game, you should
hear a
whistling. The Fayth appears on this note and asks if you want to
meet "him".
Select the first option ("Yes!") so you can watch the Good Ending
once the
credits rolled after the Common Ending. Read the next section for
more about
these endings (how many of these can be viewed, what to do to get
them, what do
they contain, etc).
Congratulations dear readers! You beat Final Fantasy X-2!
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
6- The endings
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
This section is about the various endings that you can watch as
you beat the
game. I'll list them and cover what you have to do in order to
view them. Also,
I will describe their contents so you can associate them. Do not
read these
descriptions if you haven't seen them first though, or else
you'll be spoiled,
something we absolutely want to avoid as some of them are just
fabulous when
you don't know what to expect.
The Bad Ending: To get this one, you just have to let Shuyin
speak seven times
when you face Vegnagun's head. Spira is destroyed by that huge
canon as the
shadow fires the planet with it.
The Common Ending: Defeat Vegnagun's head and then Shuyin to view
this ending,
which is the one you get when you normally beat the game. It
contains Nooj,
Baralai and Gippal at the stadium in Luca. Spira listens to their
speech, which
consists of a summary of everything that happened during FFX-2:
the two clans
(the Youth League and New Yevon), Vegnagun, and so on. It ends
with the YRP on
the deck of the Celsius as Yuna says that it's her story.
The Good Ending: You have a few pre-requirements to complete in
order to get
this ending. First, you have to talk to Maechen every times he
appears in the
game (which is included in my walkthrough). Also, you need to
whistle four
times at the end of Chapter 3 (when Yuna's stuck in the Farplane
because of
Ixion) using the X button (press it four times). Finally, once
you defeated
Shuyin and obtained the "Chapter 5 Complete!" screen, press the X
button as the
Gullwings are at the abyss and accept to see "him" when the Fayth
gives you the
opportunity (by selecting the first option). To describe this
ending, it's the
return of Tidus. Out of the ocean he emerges to find himself at
the island of
Besaid. The Celsius arrives (probably from the stadium in Luca as
the Good
Ending must take place right after the Common Ending) and Yuna
jumps from the
airship to land close to her love. They can finally reunite,
applauded by the
Besaid villagers, including Wakka, Lulu, the Besaid Aurochs, and
so on.
The Perfect Ending: To view this one, you must watch the Good
Ending first
(meaning completing its pre-requirements), and you must have 100%
points of
completion when you end the game. The Perfect Ending is not an
FMV but a
sequence of two-three minutes in which Tidus and Yuna, the young
lovers, are at
8- Conclusion
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
Well, this concludes my FAQ. I hope you found everything you
needed and managed
to conquer Final Fantasy X-2. Writing a guide for a game is such
a wonderful
experience, I'm honored if you liked reading it. I really suck at
conclusions
so I'll just say au revoir and see you in another guide! Take
care all!
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
9- Credits
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
- All of you readers.
- CJayC
- www.gamefaqs.com
- Final Fantasy X-2 Official Strategy guide by Dan Birley for the
Bestiary
section
- Alexander Krivcs Schroder
- SonOfJecht
- Square-Enix
---------------------------------------------Game: Final Fantasy X-2 (North American version) by Square-Enix
Platform: Playstation2
All trademarks and copyrights contained in this document are
owned by their
respective trademark and copyright holders.
FAQ/walkthrough by Blackestmage, copyright 2006