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Boss: Flame Dragon


HP: 980
EXP: 60
Difficulty: Toughest one yet!
-------------------------------------------------------------------Finally, a somewhat solid battle. While this boss isn't hard,
he's still
offering a bigger challenge than the previous enemies you fought.
His flame
breath offence attacks the whole party for 150-200 points. His
physical attacks
aren't bad either. To win, make full use of the Flame Dragon's
weakness: ice.
Therefore, attack it with ice elemental abilities only. The Black
Mage's
Blizzard is a superb spell to use here. Have one or two girls
equiped with that
dressphere, constantly casting Blizzard. If you want, switch a
Black Mage for a
Warrior with the Ice Brand attack, which can do pretty good
damages as well.
Your last character should be supporting the party with Potions.
Keep in mind
that since the Flame Dragon can attack the whole party for up to
200 points of
damage in one attack, you could lose the battle with overall HP
below ~ 200. If
you wish, you can steal an Hi-Potion from the boss but playing
around with a
Thief isn't the greatest idea in this combat. Just conclude this
encounter as
soon as possible.
Congratulations! You now have the White Mage Dressphere! Use the
save sphere to
replenish your health but don't board the airship yet! Head back
to Wakka for a
scene. Outside of the cave, the group checks out the contents of
the sphere. It
shows various images of the island. Wakka then reveals the reason
why he went

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

already, it was Leblanc using Yuna's physical appearance.


Visiting Luca now,
you will learn what really happened during these events.
Mission time!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Behind the scenes
The Gullwings knew that someone would take Yuna's appearance for
a concert in
the Blitzball stadium. Their plan consisted of unmasking the
impostor, which
would've been the task of Rikku and Paine only. Yuna had to stay
outside of the
stadium meanwhile, disguised as a moogle. This way, she wouldn't
be recognized
(because if she was seen while another Yuna was singing inside
the stadium, the
Gullwings' plan would've failed).
Controlling Yuna while's she wearing the moogle disguise, head
down the stairs
to enter the plaza. Here, since Yuna is like a mascot in her
costume, some
employee will think that she is promoting the concert, so he will
give her the
task of giving 10 balloons away to the peoples in here. Basically
just speak to
everyone in the area, giving them balloons. Note that two persons
are sitting
behind the window left of the entrance to the caf. Examine it to
raise it,
allowing you to speak with them, giving them balloons.
When you're done with this quest (it was kind of silly, wasn't
it?), you get to
view the scenes revealing what happened with the real Yuna during
the intro
movie of the game. Still disguised as a moogle, she went to the
ticket counter
in order to enter the stadium. Some Goon refuses to let her in
though, because
it's full already. At that moment, another Goon arrives to inform
his collegue
that there is an invasion of sphere hunters in the stadium (Rikku
and Paine

taking care of the guards), so both goons leave. A few seconds


later, Leblanc
attempts to escape from the stadium after being defeated by Rikku
and Paine, so
Yuna hides from her on one of the docks. Remember that moogle you
could examine
to have your health replenished as Rikku and Paine earlier? Well,
it was Yuna!
As she sees Logos afterward, she realizes that things could get
ugly for the
Gullwings, so she finally removes her costume and goes at the
rescue of her
friends, joining them in the battle with the Leblanc Syndicate.
You know what
follows.
Well, mission complete! You obtain the Healing Wind Garment Grid
as a reward.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The YRP boards the Celsius automatically after completing the
mission, but head
back to Luca. From the save sphere, head right and go down the
stairs. Before
entering the plaza, jump in the grass to find a chest with Light
Curtain X2
inside.
Head to the stadium entrance (at the ticket counter/information
booth) and
enter the right passage (as if you wanted to visit the Aurochs'
locker room in
Final Fantasy X) to meet with Rin. He is Al Bhed, as well as the
owner of the
Rin Travel Agency shops established all around Spira. He will
introduce his new
business: Sphere Break.
Sphere Break is a FFX-2 mini-game, a little bit like the card
games were for
Final Fantasy VIII and Final Fantasy IX. While Sphere Break is
entirely
different concept-wise, you will have to deal with a tournament
in a future
chapter, forcing you practice yourself playing the mini-game. As
you can see

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

into random encounters, gaining EXP for your characters. You


could also obtain
the various treasures found on the road (both Highroad and
Oldroad). What ever
you do, enter the gates at the end of the Highroad to penetrate
into what
served as the battlefield for operation Mi'ihen two years ago.
=======================================================
Mushroom Rockroad
=======================================================
Go forward to meet Yaibal, member of the Youth League. After he's
done giving
you information about his clan, head north and take a left turn
when you can.
Press the X button on the elevator to be lifted on the higher
level. Search
behind the statue of Mi'ihen to find a chest with 1000 gil
inside. Back to
Yaibal, speak to Clasko. Do you remember him? He was with Lucil
and Elma in
Final Fantasy X. He seems down, as always. Well, head into the
next screen to
begin a mission.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Foggy Fiend Frenzy
The mission is fairly simple: cross the Mushroom Rockroad. Up the
elevator,
follow the road. At a certain point, the YRP spots Ormi and
Logos, fleeing into
the ravine. Jump down there and proceed north on the map until
you reach the
save sphere. Enter the next area afterward. Logos and Ormi are
examining a
mysterious door when the YRP joins the scene. Seeing them, the
two villains
flee using a smoke bomb. They drop a sphere though, named Crimson
Sphere 9. If
you try to leave, you meet Maroda. Remember him? He was one of
Isaaru's
guardians in Final Fantasy X! He and Pacce are now members of the
Youth league.
But as for Isaaru, he will avoid the subject, ignoring Yuna's
questions about

the former summoner. Seems like he is hiding something... Well,


he informs you
that this area is known as the Den of Woe. For now, he asks you
to leave
because the Den still needs to be explored. You can't open the
door now anyway,
so obey and leave.
Back in the previous screen, climb your way out of the ravine and
follow the
Rockroad to the north until you reach the elevator. You meet Elma
there, who
also joined the Youth league. After exchanging a few words, you
get your
"Mission Complete!" screen.
You receive a Glass Buckle and the Heart of Flame Garment Grid as
rewards.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
You aren't done here yet though. Open the chest south for a
Favourite Outfit
accessory and ride up the elevator to the higher level.
=======================================================
Youth League headquarters
=======================================================
Welcome to the Youth league headquarters! Down the small path to
your right is
a chest with the Restless Sleep Garment Grid inside. Proceed
forward in the
headquarters after and speak to Lucil at the entrance. She was
the captain of
the Chocobo Knights in Final Fantasy X. Talking to her twice will
allow you to
learn more about the Youth League, mainly about the clan leader:
Mevyn Nooj,
who was once a Crusader (those who protected Spira from Sin's
attacks when no
summoner with a completed pilgrimage was around). Right to Lucil
is Maechen, a
scholar you could chat with at many different points back in
Final Fantasy X.
Since he knew so much about Spira, you could learn a lot of
interesting facts

listening to his stories. Talk to him now and accept to listen to


his story.
Meanwhile, options such as "Please go on" and "Enough, enough!"
will appear on
your screen. Do not select any! Even if you're bored, let Maechen
speak and do
not interrupt him so you can get the % points linked to the
scene. Paying
attention, you can learn about a man named Trema. When he's done,
Maechen will
have one last request: to shake Yuna's hand. Accept, which is
important for
later on.
Well, you have one last thing to do here before leaving. Back to
the entrance
to the Mushroom Rockroad, speak to Clasko to notice the fact that
he isn't
feeling too well. Troubled by his career, he is just not happy
with his life.
Odd, because back in Final Fantasy X it was possible to take on a
mini-quest
that consisted of suggesting Clasko to become a Chocobo Breeder
instead of a
Chocobo Knight. When convinced, he would tell Lucil and Elma
about his new
ambitions to finally find inner peace. Now in Final Fantasy X-2,
it seems that
it never happened. But meh, accept to let him aboard the Celsius
so he can
travel with you in order to search for his real place.
=======================================================
Celsius
=======================================================
You can find Clasko in the cabin if you want to talk to him, but
he doesn't
have anything pertinent to say in particular. The point of going
aboard the
Celsius now is to check out the sphere Logos and Ormi dropped in
the Den of
Woe. Its contents are rather scary. The sphere is basically
showing dead bodies
with pyreflies while two guys are saying that no one survived
during the
execution of some operation.

Hm, I guess we will learn more about it later on in the game.


Let's keep going
with our Spira tour. Next destination: Djose!
=======================================================
Djose Temple
=======================================================
The Al Bhed are using the temple of Djose for the business of the
Machina
Faction, which is a group of people that dig treasures in the
Bikanel desert.
The individuals hanging around in front of the temple will all be
impressed by
the presence of Yuna: this place isn't very interesting for the
High Summoner
who brought the Eternal Calm to Spira. Only one individual will
totally ignore
Yuna: Gippal. He seems to be the boss around here, since he is
the one handling
the interviews.
To get one, you must enter the shop to your right, but there is a
line of
people waiting in front of it already. Meanwhile, grab the chest
to the left of
the screen for a Phoenix Down and speak to the people standing
around until the
line in front of the shop is no more, allowing you to get in and
obtain
permission to enter the temple. Inside, Gippal finishes
interviewing a
candidate before getting to you. When he leaves the temple,
follow him outside
and head to the bridge south. There, Gippal exchanges a few words
with the YRP
in general before accepting to give Yuna her digging license. He
hands over a
Letter of Introduction, which must be given to Nadhala in Bikanel
Desert. We
will do that later.
=======================================================
Moonflow
=======================================================

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
=======================================================

As you can see, the Guadosalam is now a hangout for Sphere


Hunters. The Guado
were forced to leave due to everything they did to Spira as
Yevonites, or I
should say due to everything Lord Seymour did to Spira as a
Maester,
controlling his people like puppets to attack the Al Bhed,
attempting to use
Yuna to become the next Sin, etc. There isn't much to do here
during Chapter 1.
Seymour's manor became Leblanc's chateau, and two goons are
guarding it. Go to
the Farplane entrance (highest level of the Guadosalam) and talk
to the guy
guarding it to learn that the area is off-limit. However, Yuna
admits that she
wouldn't have entered even if she could. The thought of seeing
"him" there
scares her. Well, you can now leave via the path to the Thunder
Plains (on the
bottom level).
=======================================================
Thunder Plains
=======================================================
Impressive how the creators of the game messed up the Thunder
Plains in Final
Fantasy X-2 when you think about the amazing atmosphere it had in
Final Fantasy
X. First, the Al Bhed found a way to protect the plains from the
thunder, which
means you don't have any more lightning bolts to dodge. Then,
they replaced the
original theme with some new dull generic music.
Oh well, as you enter the place, Yuna informs you that Rikku
finally managed to
get rid of her lightning phobia when she camped in the plains.
Other than that,
there are no scenes to view at this point, so just cross the
plains heading
north, stopping at the Inn in the middle left part of the place
for old time's
sake. There are a few chests to open on the way, though none of
them contain

very interesting items.


=======================================================
Macalania Wood
=======================================================
This place is as beautiful as it was two years ago, but the
musician predict
that the wood will soon be no more. Get on the tree branch path
and follow it
to the next screen. You must cross the Macalania Wood, which can
also be done
by following the shimmering path left of the tree branch path.
However, doing
so is taking a short-cut. Handy in a way, but you won't get much
EXP using that
route. The other one is much longer, thus forcing you to run into
more random
encounters, which means more EXP and AP for you. Plus, you will
meet Pukutake
on the way, who is another musician you have to talk to during
this chapter
(you talked to the first one when you entered the place) in order
to trigger a
mission later on in the game. Also, you can obtain the White Ring
from a chest
by following the tree branch path. Finally, I'm simply saying
that you're not
being very wise if you take the short, shimmering path =).
After crossing the wood, you find yourself in the four paths area
(a bit like
an "X"). Take the upper right one to access the place where you
fought
Spherimorph in Final Fantasy X. In there, you finally get to meet
a few Guado.
Proceed forward in the area to spot an old enemy: Tromell. He
isn't hostile
anymore though. Speaking to him four times, you learn about how
the Guado were
kicked out of Guadosalam. Two years ago on Mount Gagazet, Seymour
was searching
for Yuna and her guardians. However, the Ronso were guarding the
gates and
attempted to block Seymour. As a result, the powerful Maester
killed them. Now,

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

there, the last of the three musicians. Back to the intersection,


take the
north path to enter a small area. Search behind the Guado to find
O'aka, who's
hiding on an higher level. We finally caught him! He explains his
goofy story.
He purchased the Rin Travel Agency of Macalania (the one you were
at a few
minutes ago) but the temple of Macalania sank (which is why you
couldn't visit
it). As a result, O'aka's business sank along with the temple as
there were no
tourists visiting the place anymore, using O'aka's agency. The Al
Bhed are now
after him because of his debts. Well, since he's an old pal,
let's help him out
by accepting him on the Celsius!
Mission complete! You get the Ice Queen Garment Grid as a reward!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=======================================================
Celsius
=======================================================
O'aka can now be found in the cabin. As you know, he has a debt
to pay if he
wants his shop back. He owes a total of 100 000 gil to the Al
Bhed. To obtain
such an amount, he will count on the Gullwings to shop with him.
Whenever you
buy an item from O'aka, the price it costs is subtracked from his
debt. From
now on, do your shopping with him! In order to have him re-open
his shop at the
Rin Travel Agency in Macalania during Chapter 5, you must free
him of his debt
before Chapter 3. If you can't achieve it, his debt will be
carried over in
your New Game+. However, 1000 gil will be added to the amount, as
a penalty.
Well, let's go on with the world tour! Bikanel Island here we
come!

=======================================================
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

at least 400 points as a prerequisite to obtain a certain


dressphere. If you
need more help regarding these missions, feel free to e-mail me.
Cross the plains to the northeast part of the Calm Lands to reach
the passage
leading to the next location we're headed. At this point, the
Monster Arena can
only be visited for nostalgia matter, since there is nothing to
do there right
now.
=======================================================
Mount Gagazet
=======================================================
You meet Kimahri here. He was one of Yuna's guardians two years
ago, but he had
also been her personal bodyguard ever since they met when Yuna
was still very
young. He is now the Elder of Gagazet, which is why he isn't
travelling with
Yuna anymore. A gigantic Ronso named Garik will interrupt the
conversation,
reporting the disappearance of Lyan and Ayde to Kimahri. From
what he heard,
they left the mountains to search for a way to restore the
Elder's horn. The
scene ends with the next sentence:
"Garik know Yuna save Spira, but Ronso not saved yet."
To this, you must reply one of the three options that appear in
your screen.
Pick the middle one: "We'll take care of Lian and Ayde". Though
he walks away
without saying anything, you just added one point to your
compability with the
Ronso. As Tromell told you in the Macalania Wood, the Ronso are
still angry at
the Guado for what Seymour did to them two years ago. As it's
been stated
earlier, Seymour murdered the Ronso that tried to stop him from
getting to Yuna
and her group. If you remember Biran and Yenke, the Gagazet
warriors that

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

walking around at the right of Kimahri.


Answer: Second one.
7- "Power of the fayth wane, cave water disapears. Change will
come to Ronso,
too." by the Ronso in the Cave of Gagazet.
Answer: Second one.
Note: There is no particular order to follow.
As you can see, the last Ronso in the list is found in the cave
of Gagazet,
which means you have to climb the mountain to reach him. You
could use the
teleport pad to be transported to him in an instant, but I'd
suggest you cross
the moutain by foot, fighting fiends for EXP and AP, admiring the
atmosphere
for nostalgia matter.
Our next destination...
=======================================================
Zanarkand Ruins
=======================================================
The most sacred of all places has become a vulgar tourist
attraction. Yuna, who
lived her most memorable moment here, isn't pleased with the fact
that the
peace she brought to Spira is actually used as an opportunity to
turn
everything into commercial matters.
On this, you get a "Mission Time!" screen.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Claim the treasure sphere!
The radar on the Celsius detected the presence of a sphere here.
You guessed
it, your mission is to find it. When you can control Yuna, head
up the slop to
your right to meet an old friend: Isaaru. He is employed by Cid
to bring
excitement to the tourists. Yes, turning Zanarkand in a tourist
attraction was

the idea of Cid.


After the conversation, head out to the left. In the next area,
you can see a
trio of kids. Follow them into the dome. Do you recognize the
leader? It's
Pacce! As Maroda told you in the Den of Woe, the young man is in
the Youth
League. Better yet, he has his own group: the Kinderguardians! In
the scene,
you are informed that the password is "key". Once they left,
follow the curving
path to reach the Goon that was spying on your conversation with
the
Kinderguardians. While he is tele-communicating with one of his
comrades, you
can hear him talking about the password being actually "mon". If
you combine
the two passwords you heard of so far, you obtain the word
"Monkey"! After
stomping the goon, follow the path to the right. At the
intersection, follow
the upper right passage to a chest with a Mega Phoenix inside.
Proceed north
afterward, then to the right. On the way, another goon will try
to take you
out. Silly goons... Once he's out of the picture, keep going to
the right to
meet yet another g- oh sorry, it's a fem-goon! Hihi, this will be
EVEN easier.
*gets slapped* Oh come on female gamers, it was just a joke! But
even then...
females on the internet? Meh, there is no such thing. Okay, bad
sense of
humour, I'm sorry. Ahem, back on the FAQ. Beat down the femgoon's back up and
enter the temple.
In the next room, there are even more tourists. Just proceed
north into the
cloister. There, enter the passage to the left, leading to the
elevator room.
The Kinderguardians are there, happy to have found a chest with
four potions
inside. Ride the elevator down to the lower level.

In the antechamber, meet up with Cid. Rikku, who's angry at her


father, will
ask him about the point of his idea. When you get the chance,
pick the "You bet
I do!" option. If you don't, certain events won't be triggered
later.
Afterward, enter the door north to access Yunalesca's old throne
room. In here,
there are six treasure chests for you to open, containg the next
items: Elixir,
Phoenix Down, Hi-Potion, Ether and Remedy (three of them). The
catch for such
generosity from the game? Monkeys! There are plenty of them in
the room, and as
you might have experienced it already, they snatch gil from you
if you get too
close. Make sure you don't approach any of them while going for
the chests.
Once you're done, climb up the stairs to enter the chamber of the
Fayth.
Memories... It was here that Yuna and her guardians fought
Yunalesca two years
ago. A mysterious voice will emerge from the dark, asking for a
password. As
Rikku yells "Monkey!", the mysterious seems shocked. For the
second question,
you obtain a list of options. Pick the last one "Isaaru, is that
you?" and the
ex-summoner will reveal himself, ashamed. It's his job to
"entertain" the
tourists this way, litteraly making a clown out of himself. As a
summoner, he
wasn't able to reach the ruined city. Being here, even if it's to
act like such
a fool, is somehow a way for him to satisfy his wish. To
apologize, he gives
the Heart Reborn Garment Grid.
Well, your mission isn't over yet. Head down the stairs north of
you to
penetrate into the next area. In there, just follow the passage
until you reach
its end. We found the sphere, but indeed, we have to earn it.
--------------------------------------------------------------------

Boss: Guardian Beast


HP: 2886
EXP: 170
Difficulty: Medium
-------------------------------------------------------------------This boss looks just like Sanctuary Keeper from Final Fantasy X,
but from the
difficulty of this battle, we can assume that he's just a weaker
version. To
win, use the strongest black magic you have (level.2 grade,
higher would be
even better), along with your best abilities from the Warrior
Dressphere. To
talk about his attacks, he will mostly use repeated swipes for
moderated
damages. He could use Curse too, which inflicts several abnormal
statuses. He
has other attacks, but they aren't really worthy of being typed
here. What?
Okay, I admit I didn't bother writing them down. In all honesty
though, this
battle isn't hard. While he may be the highest HP user you met so
far, he
shouldn't cause too much trouble. Don't forget to steal a Defense
Veil from him
before finishing him off.
The sphere is actually only half of one. But we didn't do this
for nothing,
taking it won't do any harm, as Rikku says it.
Mission complete!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=======================================================
Celsius
=======================================================
The radar detected an "awesome" sphere in Kilika, the place we
have yet to
visit. Well, let's go!
=======================================================
Kilika Island

=======================================================
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,

their relation went downhill. Oh well, up the stairs is a chest


with 1500 gil
inside. Leave the hut afterwards and cross the bridge to your
right to access
the dock on the other side. There, spot a few persons on a boat
to the east
staring at the construction of a certain base. Talk to the one
with a camera to
learn that the Youth League are working on a base, then accept to
take a look
at it using his gadget. You will understand why later.
Well, once you're done with the goodies on the port (like opening
the few
chests found on the docks and leveling up your levels for the PR
and Marriage
missions), proceed north to the gates. You will witness a scene
there, in which
you finally get to see the leader of the Youth League: Nooj.
Indeed, a
charismatic man he is. Cool looking, his physical appearance is.
Talking like
Yoda, why am I? Not respectful, this is. Offended, he would be. A
lightsaber up
my ass, he would cram. Er... To get back on Nooj, the speech he
is giving to
the members of his clan is basically about the plan they have.
The Awesome
sphere contains an important part of Spira's past and New Yevon
would be trying
to hide it from the world, keeping it for themselves. Nooj wants
the Youth
League to take that sphere by force.
That is his plan though. The YRP isn't going to just sit here...
Mission time!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Awesome Sphere Heist
The goal? To grab the awesome sphere before the Youth League!
Proceed inside
the wood.
=======================================================

Kilika Wood
=======================================================
SP
| |
| |______
|_______ \
________
\ \
|_____M
\
\ \
\
\
| |
______\
\_____|M |
|
__ M_
M__
M
| |
|
|___| /
_______| |_____|
_____/
\
___
_____
|
M \
|M
|
|
\ \ |M
M
|
\ \ ||
|
|
M
||____ M
|___________
\_________
______
M
| |
\___
| 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

little peak". Select it to peak on New Yevon guards revealing


their passwords.
When the number of guards is ODD, the password is "Carved
Monkey". When the
number of guards is EVEN, the password becomes "Craven Monkey".
Back at the
last intersection, take a right turn and follow it to the next
intersection,
where you shall take the path leading north. At the end of it is
a save sphere
for you to use. Proceed to the next screen after.
You will have to climb the stairs, stopping at the four
checkpoints to give
away the passwords. Here is the point where you must use what
you've learned by
peaking on the guards a few minutes earlier. If you don't feel
like playing the
mini-game by yourself, just use the answers below.
First checkpoint: Craven Monkey
Second Checkpoint: Carved Monkey
Third Checkpoint: Craven Monkey
Fourth Checkpoint: Carved Monkey
Fourth Checkpoint(again): Carved Monkey.
If you succeeded in giving every passwords correctly, you obtain
the next
items: Hi-Potion, Ether, Turbo-Ether and Menace of the Deep
Garment Grid.
Upstairs, Dona is arguing with the New Yevonites for the Awesome
sphere. A few
Youth League members will arrive from the temple, holding the
sphere. The monk
won't let them get away though, as he summons an intimidating
mech enemy. Guess
who will be its first target?
-------------------------------------------------------------------Boss: YSLS-ZERO
HP: 1935
EXP: 350
Difficulty: Medium
--------------------------------------------------------------------

Why hello there Defender Z/X-looking boss! YSLS-ZERO's most


dangerous attack is
Blast Punch, which takes away half of the target's HP. His
Haymaker, while less
dangerous, should also be considered since it can take away a
decent amount of
HP. A fine party for this battle would be made of two Warriors
and a White
Mage. While the Warriors use their best abilities to deplete the
enemy's HP,
the White Mage will support the party with the best white magics
you have at
this point (Cura, for example, should do the trick). Steal the
Mythril Gloves
from YSLS-ZERO before finishing the battle!
Once the enemy has been taken care of, Yuna reveals the fact that
she's a
sphere hunter and the YRP grabs the awesome sphere before Dona to
then quickly
proceed to escape on the Celsius.
Mission complete!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
End of Chapter 1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Chapter 2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=======================================================
Celsius
=======================================================
Yuna, Rikku and Paine are happy for the way they outperformed the
Youth League
by grabbing the Awesome sphere before them, but they're still
feeling a bit
ashamed. The way they behave isn't very mature. When you can
control Yuna,
speak to Shinra in order to check the sphere. Its contents are
very mysterious,

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.

Death ammo: Best ammo, instantly kills the target.


I've heard of Quick ammos too, but I've never found any of these.
To obtain
ammos, you open the chests dropped by the fiends you gunned down.
Use the L1 or
R1 button to switch between the ammos you have. Something else
you need to know
is about the combo bar in the bottom of your screen. It will be
charged as you
kill enemies. The points you score will be multipled by the
number of times
that you charged up the combo bar. It can be filled three times,
which means
you can triple the points you score by killing fiends. Should you
be attacked
by an enemy, the bar will be reset to 0. For more information
regarding this
mini-game, check out Beclem's tutorial.
On this, let's start! As the game begins, Yuna is standing in the
intersection
area up the path from Besaid village. Gun down the two fiends in
here and open
the chests they drop for ammos. Proceed in the north path
afterward, entering
the area with the ruined pillars. Simply follow it to the next
screen, gunning
down the fiends on the way, doing your best to stay un-touched.
In the
waterfall area, run until the point from which you have a good
view of the wood
bridges. Stand there and gun down the fiends coming from the
waterfalls. When
you killed about three of them and that the path seems safe,
proceed to the
chests they drop and open them for ammos. Head back to where you
were standing
and wait for new enemies to come. The idea is to stock up on
ammos and to
charge up your combo bar to the maximum. When that is done, clear
the bridges
of fiends and follow the road to the waterfalls (stand between
the first and
the second one). At this point, it's business time. Gun down
every enemies that

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.

Shelinda is there, doing an interview about the various clans


formed since the
Eternal Calm began. You can switch view with the recording
sphere, using the L1
and R1 buttons (L1 for left, R1 for right). Shelinda will ask you
a question or
two as well, but the answers you pick won't have any impact on
the game. After
the interview, Shelinda explains how she became an interviewer.
She leaves
rather quickly though, as her presence is requested somewhere.
Once the scene
is over, you can leave Luca, assuming you've done everything you
wanted to do
regarding the PR/Mariage missions (or Sphere Break if you need to
practice).
=======================================================
Mi'ihen Highroad
=======================================================
If you're doing the PR/Mariage missions, I suggest you enter
Mi'ihen via
Mushroom Rockroad. This way, you will be able to gather the
points from the
people found in the Oldroad (the right path from the gates to
Mushroom
Rockroad). Proceed to the Rin Travel Agency afterward. Inside, a
young girl is
searching for a Chocobo. Unfortunately, the woman at the counter
informs her
that no chocobos can be ridden right now. Disappointed, the girl
leaves. Follow
her out of the agency to meet her. Can you remember her? It's
Calli! You saw
her on the Highroad two years ago while Yuna was crossing Mi'ihen
with her
guardians. She was such a little girl, very impressive to see how
she has
changed. I mean, if you compare her to Pacce, who hasn't even
grown an inch...
Oh well, let's not be picky =). Calli is feeling sad because of
the way that
Mi'ihen has changed since the start of the Eternal Calm.
Nowadays, hovers and
machinas are all over the place, no room for the chocobos.

Ironically, a big yellow bird passes by at the same moment: a


chocobo! Accept
to help Calli to trigger the next mission.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Cuckoo for Chocobos!
The mission is divided into three "mini-games" (if I may call
them that way).
The first one is in the area south of the agency. There, you just
have to
follow Rikku south on the Highroad. Feathers of the creature that
you're
chasing can be seen on the ground. You can collect these in order
to obtain a
treasure, which will be based on the number of feathers you
picked up in this
first area.
0 feather: Nothing
1-8 feathers: Gold Hourglass
9 to 15 feathers: Chocobo Feather
16 to 20 feathers: Chocobo Feather x 2
You can obtain another treasure, though this one could cost you
the achievement
of this mission. On the road, Rikku stops by three side areas to
inform you
that the chocobo changed route. She's wrong in all cases, but if
you do accept
to change route, you find a chest with the contents based on the
number of
feathers you collected, listed below.
0 feather: Nothing
1-3 feathers: Chocobo Feather x 2
4-14 feathers: Chocobo Feather x 3
15-17 feathers: Chocobo Wing x 2
18-21: Chocobo Wing x 3
Basically, you just need to follow Rikku. If you stop, she may
lose sight of
the chocobo, which won't do any good to your mission. Just make
sure that
you're always after her.

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

level. Keep going north on the Mushroom Rockroad, fighting the


Ochu fiends on
the way (you could avoid them but I suggest you battle them for
the generous
EXP that they give). Once you reached the blue elevator, the
events are, once
again, based on which clan you gave the Awesome sphere to. If you
sided with
New Yevon, Elma won't let you pass.
-------------------------------------------------------------------Bosses: Elma
League Warriors X 2
HPs: 1640
EXP: 200
70
70
Difficulty: Easy
-------------------------------------------------------------------Talk about easy boss battles... Focus on the guards first (you
can take them
out very easily) and simply pummel Elma with your physical
attacks. If you have
the Masterthief ability from the Thief dressphere, mug her for
Mega Phoenix
items (two of them).
If you picked the route of New Yevon, your trip on the Mushroom
Rockroad stops
here. You obtain a Kinesis Badge and the Shining Mirror Garment
Grid.
Otherwise, ride the elevator up to the headquarters.
=======================================================
Youth League Headquarters
=======================================================
You get to see a scene with Commander Lucil and Elma. They
realize that while
the Gullwings are supporting their cause, they aren't official
members of the
Youth League. Afterward, you could speak to Yaibal to learn that
a war is about

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

button, a list of prices appears. Depending on the offer you


choose, the person
will accept or refuse the ticket. Whether he/she accepts or not,
it's called a
pitch. You have ten of them. To complete this mission, you must
sell at least
six tickets. However, selling all ten tickets is a prerequisite
for a great
reward much later in the game. Plus, you can make profit out of
this mission. A
ticket is 1000 Gil, so if you sell it to someone for 2000 Gil,
you just made a
1000 Gil profit. If you talked to Tobli before taking on the
mission "Shave the
Hypello?" back in Chapter 1, the tickets are 500 Gil each,
meaning you can make
even more profits. Use the information below to make the highest
profit
possible.
200 gil:
- Offer to a guy wearing brown and yellow on the right side of
the path hallway
on the Moonflow road.
500 gil (and less):
- Near the entrance to the Guadosalam you'll see a guy talking to
a woman that
will trade you.
- The sleeping guard standing next to the bench on the northern
portion of the
Moonflow.
1000 gil (and less):
- Left of Tobli in the bank, there's a young lady standing beside
her kid that
will trade you.
- There is a guy sitting on a bench left of the only save sphere
of the
Moonflow that will trade you.
1500 gil (and less):

- 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:

completing the mission "Shave the Hypello?" in the first chapter,


sold all ten
tickets in "YRP, the Scalpers Three" (this mission) and made
profits, you get
these rewards: a Muscle Belt, the Seething Cauldron Garment Grid,
along with
your profits.
Mission complete!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
You can proceed to the Guadosalam afterwards.
=======================================================
Guadosalam
=======================================================
If you were playing Final Fantasy X-2 without a walkthrough, the
Guadosalam
would be the best place for you to get hints about the locations
of the Leblanc
Syndicate uniforms. For the rest, there isn't much to do here in
Chapter 2.
Approach Leblanc's chateau for a scene with the goons. You can
then leave.
However, we could stay and take on a mini side-quest in order to
boost our gil
amount. If you speak to the guy behind the counter at the Inn,
you have the
option "Got any data?". Select it and accept to buy his datas for
10 000 gil.
What's the point to this item? You can sell it back for profits.
The seller of
the datas will give you an hint on the individual that will
accept to buy the
datas from you. The buyer is randomly chosen though. Below are
the three best
deals you can obtain.
Hints:
- "It is a woman": There's a room you can enter on the second
level. Right to
the door, there is a woman standing still, talking with an
Hypello. She'll
offer 70 000 Gil for the datas.

- "This guy's in a place you wouldn't expect": In the shop just


above the Inn
(on the second level again), the merchant behind the counter will
offer 80 000
Gil for the datas.
- "It's the last person you'd expect, no question": This one's
the funniest.
It's the guy who sold you the datas himself, behind the counter
of the Inn!
Selling some datas for 10 000 gil to then buy them back for 100
000, quite a
smart one.
There are other buyers, but the ones above should be your
targets. Simply save
before buying the datas from the merchant in the Inn and reset
until you get
one of these three hints.
=======================================================
Thunder Plains
=======================================================
In the southern part of the plains, you can see a red X on your
map. It
represents the location of Cid, talk to him for a short scene.
You won't find
him if you didn't tell him about your anger in Zanarkand though
(back in
Chapter 1).
At the first tower in the Thunder Plains, you can see an Al Bhed
beside it, on
his knees. Talk to him twice and accept to help him out in his
quest, which
consists of caliberating all ten towers of the Thunder Plains.
You walk up to a
tower and examine it with the X button. A mini-game ensues, in
which the point
is to click the right buttons on your screen, following the
directives of the
mini-game in question (there are four different kinds of them).
To successfully
caliberate a tower, you must obtain 30 hits with under three
missed hits (if

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

that is, =P), we can proceed to our next destination.


=======================================================
Bevelle
=======================================================
Whether you gave the Awesome sphere to New Yevon or to the Youth
League, there
isn't much to do in Bevelle right now. If you sided with the
Youth League, the
monks scattered around will attack you as you advance on the
highbridge. At the
gates, you are forced to retreat as the guards summon their
arsenal.
If you sided with New Yevon, you will be allowed through the
gates, though you
will be prevented from entering the temple. Just talk to Pacce,
who's with his
crew, in order to receive a Cat's Bell.
That's it for now, to the Calm Lands!
=======================================================
Calm Lands
=======================================================
If you accepted Clasko to travel with you on the Celsius (as I
told you to),
you witness a short scene in which he finally leaves on his own.
Well, let's
follow him!
You find yourself in the Monster Arena, or actually, what USED to
be the
Monster Arena in Final Fantasy X. As you could've witnessed in
Chapter 1, this
place is now deserted. Oh actually, it isn't. Fiends took over,
which is
causing an obstacle for Clasko's plan. YRP to the rescue!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Clean sweep
Clasko was right, there are a lot of fiends around here. One in
each stable of

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

with a different kind of green at the start of the battle, which


will give you
more time to defeat the fiends before the escape of the chocobo.
You must have
caught at least one of them before the end of Chapter 3.
Back in the Calm Lands, head to the central shop (in the middle
of the plains).
You meet two young Ronso there, Lian and Ayde. They left Mount
Gagazet to
search for a way to restore Kimahri's horn. Though they are very
kind to care
so much for their Elder, the Ronso are also worried about their
safety. The
girls suggest that they take them back home, but meanwhile, they
run off. Too
late!
Check out the PR/Marriage points that you gathered during Chapter
2 and leave
for the mountains.
=======================================================
Mount Gagazet
=======================================================
Head to Kimahri and talk to him to learn about a few people that
he just
spotted climbing the Fayth Scar area. Like Payne says, they were
probably
Leblanc's goons. Going after them would be a good plan, but
before that, let's
converse with the Ronso like we did in the first chapter. Again,
I will list
the concerns of the Ronso around, along with the replies to pick
in order to
increase your compability's level with them.
1- "Kimahri doesn't know what to do!" by Kimahri.
Answer: Second one.
2- "Worry is great burden on Elder's shoulders." by the female
standing beside
Kimahri
Answer: First one.

3- "Al Bhed, too, suffer at hands of Guado. Guado is source of


much chaos!" by
tall Ronso near Garik.
Answer: Second one.
4- "Elder is weakling, Garik move too slow! Guado will escape
us!" by the Ronso
in red walking around at left of Kimahri.
Answer: Second one.
5- "Guado must die for Ronso future!" by the female near Garik.
Answer: Second one.
6- "Garik will march, fight Ronso enemies. Fight Guado!" by the
Ronso walking
around at the right of Kimahri.
Answer: Second one.
7- "Many people come to scared mountain uninvited. Sphere hunters
are problem!"
by the Ronso in the Cave of Gagazet.
Answer: Second one.
8- "Ronso youth grow strong, destroy hated Guado. Garik swear to
mountain!
Garik avenge murdered Ronso!" by Garik.
Answer: Second one.
Quick note: There is no order to follow in particular.
Well, now that your relation with the Ronso got even better than
it was before
entering Gagazet, let's move on.
Step on that teleport pad and select "Moutain Trail" to get
transported there.
Again, just like in the first chapter, climbing the moutain to
that point by
yourself is also an option (so you can get some EXP and AP).
Either way, head
to the screen north once you're on top of the moutain. Speak to
the female
Guado in the place if you wish, and then follow the path passed
the pillars.
The girls arrive to the wall you couldn't climb back in Chapter 1
and spot the
Fem-Goon that Kimahri was talking about earlier. Mission time!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.

Congratulations, now you get your "Mission Complete!" screen,


along with the
Stonehewn Garment Grid.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=======================================================
Zanarkand Ruins
=======================================================
This place is still a tourist attraction, though you learn
something
interesting from Isaaru (travel through the stadium to meet him
in the dome).
Because of the monkeys, he was forced to clear the dome of the
tourists. Since
those animals are thieves, they kept snatching Gil from the
visitors. The girls
have an idea: if they could find a way to increase even more the
number of
monkeys, the attraction would surely meet its end in an instant
as no tourists
would be interested in coming anymore.
Here we go for the "Operation: Monkey" mini-game. Your task is
very simple: you
must match the monkeys found in the dome area so that they can
have babies
together. Thing is, there is an order to follow because of the
fact that each
monkey has its own soul mate. There is a grand total of 24
monkeys: 12 males
and 12 females.
I will draw a map for all five areas of the dome, locating the
monkeys on them
with numbers:
|
|
|

|
|
|

/
|
| '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

leveling up your characters, the attacks from the boss shouldn't


be dangerous.
This battle will be over in a few turns.
Logos run off, again, and you're rewarded with the "Mission
Complete!" screen.
Congratulations! You obtain the last Syndicate uniform along with
the Hour of
Need Garment Grid.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=======================================================
Celsius
=======================================================
Now that the girls can disguise themselves as female Goons with
the three
Syndicate uniforms that you needed, the big mission of Chapter 2
is completed!
Your reward is the Bum Rush Garment Grid.
We can take on the last events of this chapter.
=======================================================
Guadosalam
=======================================================
Head toward the door to the chateau (where Seymour's manor used
to be) and
accept to put on the uniforms when you have the opportunity. You
won't be able
to board the airship for a while but that's okay. Mission time!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Faking and entering
Once the girls are disguised as Fem-Goons, they can proceed
inside the door
guarded by the two goons. You witness a scene in which Nooj's
leaving the
chateau. You hear him say that he knows about Vegnagun's location
currently,
and it looks like he has an affair with Leblanc, as the woman
seems to be
deeply in love with him (she calls him "Noojie-Woojie"...). When
the Youth

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...
--------------------------------------------------------------------

Bosses: Logos & Ormi


HPs: 1432
1840
EXP: 240
240
Difficulty: Easy
-------------------------------------------------------------------Steal them both for Elixirs using the Masterthief ability.
Afterward, end this
battle as fast as you can. While the combat is not hard at all,
Logos can be
annoying with his abnormal statuses. Ormi, as always,
concentrates on using
physical offences with his shield and his "Pirouette Pitch". You
can weaken
them both with abnormal statuses as well, and otherwise use your
best attacks.
Once you're victorious, an alarm about the booby trap is started.
The bad guys
flee as always, leaving you in the middle of this mess. No sweat,
it'll be over
in an instant. Out of Logos room, follow the left passage to its
left. At the
intersection, take a left turn and climb on the higher level.
There are two
pits, but don't jump over them. Let yourself fall in them instead
so you can
access two switches (one in each). Touch them both and get back
on the higher
level, where you should proceed toward the wall at the end. Oh
crap, it
magically turns in a wall of dangerous spikes. Run for your life
in the
opposite direction, jumping on the pits. When you reach the
intersection, do
not take a left turn though. Let the wall catch up with you
instead. If I'm
insane? No, or at least I don't think so... yet. In a scene, the
girls jump
into the hole to avoid the wall and land on an secret level,
where you find the
last switch. Touch it to deactivate the booby traps.

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

wonders about what to do next. Nooj is going after Vegnagun in


Bevelle's
underground, so Leblanc wants to go with him. The Gullwings
accept to follow
them, using the "there might be some spheres down there!" excuse.
We can all
agree on the fact that Yuna is actually going to learn more about
this affair:
what if Tidus was really involved with Vegnagun?
Well, here we go for the final destination of Chapter 2.
=======================================================
Bevelle
=======================================================
On the Highbridge, Ormi suggests that the Syndicate goes after
New Yevon's
praetor, Baralai. Paine tells them to watch out though: he's
strong. How does
she know? Oh well, if you sided with New Yevon, the monks will
welcome you. If
you are with the Youth League however, you'll be attacked. Well,
mission time!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Infiltrate Bevelle
Proceed to the gate of Bevelle (fighting your way through the
monks on the
Highbridge if you're with Nooj) and enter the interior of Bevelle
to the
temple. Here, the praetors seem troubled because of Baralai's
absence. Well, we
want to go in the underground of the temple. For that, we need to
mess around
with the lift (that you would normally use to access the higher
level) so that
it can transport you to a lower level. How to proceed? In the
temple, there is
a room at the end of the path to the right. Head there and step
on the platform
with a glowing sign on it. By doing so, you see a scene in which
a wall opens
in another room, that room being the one on the opposite side of
the temple.

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

underground of the city.


Upon entering the place, an alarm was enhanced. Guess what, we
will have to
stop it. You didn't see that coming, did you? When you can
control Yuna, slide
down the chain to the north in order to reach the middle
platform. Arriving
here, you're attacked by two machinas. Once you dispatched them,
let's start.
First, let me draw a map of the platform:
__
/
\
|

\
/
|

_______/ 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:

Gaol formations and states


-------------------------Formations are in brackets, numbered from [1] to [5]. These are
cyclic, i.e.
they go from 1 to 5 and then back to 1. The arms's states are put
on the
"pentagram" surrounding the formations. D denotes that the arm is
down, C that
it is centered, and U that it is up. Arms are referred to by
numbers as well,
albeit without the brackets, like so:
3
2

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

Thanks a lot for the contribution!


In the next screen, follow the corridor until you reach a wall,
which opens by
itself when you walk toward it. You can see three lifts: one in
front of you,
the other two on the sides. Take one of these two to be taken to
a certain
level. Open the chest there for an Hi-Potion and get back in the
previous
screen by jumping in the pit south of that treasure chest. The
lift you used is
gone, so jump on the front one to be taken to an hidden platform
where you can
step on a square, causing two pillars to appear somewhere toward
a platform
with a chest on it. Get back on the previous level and take the
side lift in
order to access the level on which you obtained the Hi-Potion.
There, run
directly to the lift across the one you just used to get there to
get back on
the previous level. Use the middle lift there to be taken on a
new hidden level
where you can step on another glowing square, which summons the
last two
pillars to access the platform with a chest on it. Get back on
the previous
level and use the side lift again. On this level (again, the one
where you
obtained the Hi-Potion earlier), step on the elevated platform
closest to the
screen, then on the other one far from the screen. Doing so, a
bridge to the
lift north is created, allowing you to access it.
You are taken to the area where four pillars were summoned so you
could access
the platform with a treasure chest on it. Open it to obtain the
Dark Knight
dressphere, which is one of the best dresspheres of the game.
Youpi-doo! Use
the save sphere after to save your progress, adjust your
characters with their
best dresspheres, and follow the path north to meet up with a
certain

individual: Baralai, the praetor of New Yevon.


In the cutscene, Baralai politely informs you that Nooj cannot be
trusted.
Also, he demands that the girls stay away from Vegnagun, what
ever happens. As
you can see, he's guarding the colossus right now because it
would be a tragedy
if someone tried to use it. Baralai would've destroyed it a long
time ago if it
was possible, but it isn't. Vegnagun must remain untouched, and
especially
unharmed, for the sake of Spira. His goal now is to eliminate
those after the
weapon, whoever they are. On these words, the battle is
inevitable. Paine goes
after the praetor, followed by Yuna and Rikku.
-------------------------------------------------------------------Boss: Baralai
HP: 3380
EXP: 1000
Difficulty: Tough
-------------------------------------------------------------------Paine wasn't lying when she affirmed that Baralai was strong:
this is probably
the toughest opponent you've encoutered so far. First thing to do
consists of
stealing the praetor for a Charm Bangle: thanks to the NoEncounter ability on
that accessory, you can peacefully walk in hostile areas without
running into
random encounters while one of your characters is equiped with
it. Now onto the
strategy, I will first talk about the enemy's attacks. Baralai is
very fast as
he can easily strike you once every turn. Other than physical
offences, he uses
Glint, which is physical as well, and the Drill Shot, also
dealing pure
damages. The boss can cast Demi too, reducing the whole party's
HP by 1/4. His

roughest move is the Looming Glacier, which completely depletes


the target's MP
and inflicts Stop. To win, just use your greatest attacks. Level
3 black magics
are good, same thing can be said about the Warrior's swordskills.
If you're
intending to defeat Baralai with chained attacks though, I
suggest you try out
your brand new Dark Knight dressphere. In this case, you could
throw a Chocobo
Wing item on the party in order to Haste your characters,
allowing them to get
their turns faster. To heal, White Mages are alright but I prefer
Alchemists
with the Stash ability for some reason.
When you can control Yuna, proceed to the next screen. There,
follow the long
ramp until you reach the end of it. Looks like you finally
reached the area
where you could see Tidus in the Awesome sphere. Problem is,
there is no
Vegnagun. Don't be disappointed however, because while the
colossus seems to
have vanished, a very special and familiar creature joins the
scene: the king
of Dragons, Bahamut!
Unfortunately for you, he isn't here so Yuna can acquire him in a
cute reunion
scene. If you wanted some action though, your will shall be
fulfill as he goes
after the YRP.
-------------------------------------------------------------------Boss: Dark Bahamut
HP: 8400
EXP: 1300
Difficulty: Medium
-------------------------------------------------------------------Bahamut was obtained as an Aeon for Yuna in the Chamber of the
Fayth two years
ago. This time, it seems like we're in front of a darker version
of him. The

song playing is good but it doesn't suit the scene well in my


opinion. I
would've wanted something more "Oh crap, this monster's going to
annihilate my
characters in an instant!"-ish. Bleh, you're right, I'm not
writing this
walkthrough to cry about the aspects of the game, otherwise I
would've written
a review. HAR! Cheap shot at you reviewers out there! Woops, I
just remembered
that I also write reviews. Oh well... Hum, what was I talking
about before
being so roughly interrupted by my own self? Ah yes, the strategy
for Dark
Bahamut. As you can see, he has a nice amount of HP. Also, his
Defense stat is
relatively good, which means that this battle will take a little
while to be
won. Bahamut's attacks aren't too dangerous though, luckily for
us. He starts
the battle using Curse on one target. Afterward, he will focus on
physical
attacks and Impulse. From what I understood, the latter does
gravitationnal
damages though I don't know what is the % of HP drained by it.
His strategy is
simple: using Impulse, he weakens your party's HP. Then, after a
five rounds
countdown, the Dark Aeon unleashes Mega-Flare, which deals around
200 to 500
damage on the party (or higher if your Magic Defense stat is
low). The strategy
I use is not very complicated, actually it's extremely simple:
two Dark Knights
and an Alchemist. The Dark Knights chain their attacks on the
boss while the
Alchemist supports them with her curing abilities. For better
results, have the
Dark Knights under Haste status. Basically, the dangerous attack
from Dark
Bahamut is Impulse, as it weakens your party so Mega-Flare can
wipe you out
more easily. As long as you heal back each time the gravitionnal
offence is
used by the enemy, you should be able to win this battle.

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

CommSphere is like a camera. With it, you can watch what's


happening in direct,
from the Celsius, at the places where a Commesphere was put on
the planet. That
is for later on though. Use the elevator to be taken to the
Engine Room, where
you can collect the items from the four treasure chests. Ride the
elevator to
the Cabin after so you can rest there, like I told you to in the
previous
chapters.
Back on the bridge, pick Luca as your next destination.
=======================================================
Luca
=======================================================
Remember what I affirmed earlier? There is a Sphere Break
tournament in Chapter
3, and here we are. After the scene in which Rin wishes good luck
to the
participants, the game starts. You will be walking around in
Luca, along with
other players. When you talk to them, if they're in the
tournament, you can
choose to challenge them. You must beat three different players
in order to get
in the final for the ultimate Sphere Break challenge. If you lose
three times
during the tournament though, you're out. Basically, the goal
consists of
playing with three easy participants. What I mean by "easy" is a
player that
requires a quota of 20 to be beaten, this quota needing to be
reached in 15
turns. Knowing this, always check out your opponents' stats
before challenging
them. Make full use of Echos to advance in the tournament.
After getting three victories against three different players,
you witness a
scene in the bazaar where Rikku lost to the champion, who is none
other than
Shinra. Looks like we have no other choice than to fight one of
our buddies. As

you probably figured already, Shinra is hard to beat. You have 15


rounds, 45
seconds each, to reach his quota of 50. He is still very beatable
though. With
Echos of three coins, you can reach the quota in 10 turns. You
just have to be
fast and, indeed, effective.
Just like in FFX for the Blitzball match, the scene after the
tournament
depends on whether you won or lost.
If you lost: Shinra gets the prize, which is a dressphere (not
stated which).
While he's a member of the Gullwings, he keeps the sphere for
himself instead
of sharing. Insolence.
If you won: Shelinda congratulates Yuna with a trophee.
Afterwards, Rin himself
hands over the prize of the tournament: the Lady Luck dressphere.
As you can see, it's in your best interest to win this
tournament. If you
really can't at this point, you could always do it in Chapter 5.
I wouldn't
recommend it however, because Shinra will be even harder at that
point. The
Lady Luck dressphere is very good as well so obtaining it at this
point would
be ideal.
Something else to do here other than Sphere Break is continueing
the PR and
Marriage mission by taking on its third level in Chapter 3.
When you're ready, our next destination is Mi'ihen.
=======================================================
Mi'ihen Highroad
=======================================================
The citizens here thought that replacing the Chocobos with
machinas was a good
idea: uh han, looks like they fucked up. OH, I just dropped the F
bomb!

Alright, I'll make sure not to use it anymore. So, on to this


fucking mission,
the machines suddenly went kaput and started to attack the people
in Mi'ihen.
Nobody knows why, but something must be done, right? Accept to
the take on the
mission when prompted to.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Machina Mayhem!
13 machinas (excluding the ones met in random encouters) can be
found on both
the High and Oldroad, attacking the poor citizens. On the subject
of random
encounters, you will meet enemies called "Watchers" from this
point onward.
These enemies watch your attacks in order to report them to a
certain boss
later on in the game. Destroy them with physical attacks whenever
you see them
because the abilities they report to that boss will be locked in
the fight,
something you want to avoid as the difficulty of that enemy is
based on your
handicaps. Well, back on the mission, the Al Bhed are already
working on
destroying them, and your goal is to help them out. Thing is, it
would be wise
to beat them in the quest and dismantle even more machines than
them. How to
locate these? They are represented by green dots on your map.
Basically, just
destroy every machinas you meet while crossing the Highroad (from
Luca to the
Mushroom Rockroad gates). At the gates, follow the path to the
south in order
to access the Oldroad, where even more machinas can be found.
When all 13 machinas are down (make sure you were able to destroy
at least 7 of
them, meaning you beat the Al Bhed), the mission is complete.
Your reward is 10
000 gil and the superb Undying Storm Garment Grid.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

After the mission, you automatically board the airship. I suggest


you get back
in Mi'ihen and collect the items from the treasure chests you
couldn't open
during the "Machina Mayhem!" mission. Also, do not forget about
the PR/Marriage
missions if you're collecting points for your compaign.
=======================================================
Mushroom Rockroad
=======================================================
There isn't much to do here in Chapter 3. At the entrance to the
Rockroad, you
meet up with Yaibal. The Youth League doesn't need your
assistance against the
fiends coming out of the temple as the Al Bhed from Djose gave
them machinas.
Rikku will ask about Gippal, since he is the "leader" of that
crew from Djose.
Yaibal affirms that he spoke with him, and the man suggested that
they should
defend Spira without the help of Yuna so the citizens of the
world learn how to
defend themselves without relying on the High Summoner whenever
something
happens. The guy makes sense. He's smart. And... He got an eye
patch. I mean,
what's cooler than an eye patch?
Lucil joins the conversation and wants to talk with the YRP in
private. As
Buddy told you earlier, both clan leaders of the Youth League and
New Yevon
seem to have disappeared. The Commander asks about Nooj because
her clan's
worried about the absence of their boss. Well, last time we saw
him was in
Chateau Leblanc. He was supposedly leaving to go after Vegnagun,
however we
didn't see him during our trip underneath Bevelle. Yes,
something's going on,
but we don't know anything for now.
Let's continue our third world tour then.
=======================================================

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.

Maechen arrives- not in the sphere but in Logos's room- and


informs the party
that the young man is probably referring to the machina war of a
thousand years
ago between Bevelle and Zanarkand. Like one of the fayths
informed you in FFX,
Bevelle doomed Zanarkand to oblivion (yes, I'm using the same
words he used,
man!) with their machinas a thousand years ago. This means that
the individual
seen in the sphere cannot be Tidus as it was recorded 1000 years
ago. That is
unless Tidus could be that old, but I think I speak for everyone
when I affirm
that Rikku is a very cute chick- huh I mean, that Tidus just
cannot be 1000
years old. You are free to leave after the scene, but don't. It
is important,
for later, that you talk to Maechen again and accept to hear what
he has to
say. From the rumors circuling around Spira, the old man learned
that Yuna used
to be travelling with someone from another world, from a
Zanarkand city that
wasn't made of ruins. In fact, Maechen remembers Tidus since he
talked to him a
few times during Yuna's pilgrimage. He would like to talk to him
again, but he
is informed about the fact that Tidus is no more. Since he was
from Dream
Zanarkand, Tidus was a dream of the Fayth and vanished when Yu
Yevon was
defeated two years ago. The fact that he looks just like that guy
in the old
spheres cannot be a coincidence however. Just as he gets what
seems to be an
incredible idea to solve the mystery, he... forgets at the same
time. He
confirms what Yuna felt in the end of Chapter 2 though:
everything is
connected. There just might be a way to reunite with the lost
ones. On this
note, he leaves reminding the girls that his thoughts can be
considered as
ramblings from an old man.

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

down here, unconscious (or asleep. Bah...) wearing some brown


attires. Take him
with you.
Second tourist: Continue north of the current area until you
reach a small
alcove directly in front of the path you're coming from. A
depressed woman in
blue can be found in it, take her with you.
Third tourist: This one's a little bit tricky, follow the path
curving to your
left and as you reach the next interesection, take a left turn.
At the end of
the passage, mash the X button until you get to talk to someone
who's hiding.
Invite him.
Fourth tourist: Back near the starting point, take an east turn
while on a path
connecting two large chambers and you'll get to some woman. Add
her to the
group.
Fifth tourist: At the first right turn you can take from the
starting point,
you will meet a very, very, very brave tourist that is running
around in
circles like an idiot. Accept to rescue him.
Sixth tourist: Remember the area where you took the very first
tourist? Head
back there to find a guy wearing white pants, exchausted. Take
him with you.
Seventh and eight tourists: Continue north and just keep going
forward directly
to the north until you reach a dead end. You find a treasure
chest there (with
a Blue Ring inside) along with two tourists. They are a couple so
take them
both with you.
Ninth and tenth tourists: In the nothernmost area of the cavern
(just before
the Chamber of the Fayth which cannot be accessed right now), you
will see two

kids messing around. Add them to the group.


11th, 12th and 13th tourists: Back at the starting point, follow
the path north
to the second intersection and take a right turn to reach a woman
and two
children. Take them with you once you opened the chest for a
White Ring
accessory.
Bring back this group of tourists to the entrance so they can
finally leave and
you will rewarded by a few of them with a Besaid Key and a couple
of energy
cores. Outside of the cavern, talk to that man in a green shirt
to receive one
more energy core. Get back in and use the teleport pad (they are
now
functionnal thanks to these energy cores) on the ground of the
first area to be
taken to another pad in the cave just before the Chamber of the
Fayth. Step on
it and have the arrow point to the east with the D-pad from your
controller.
Press the X button to be teleported in an hidden chamber. Open
the treasure
chest for a Lightning Gleam and rescue the tourist here, who only
accepts to be
saved if he's alone. Bring him back to the entrance and he hands
over the last
energy core. Youpi-doo! Return to the teleport pad in the area
before the
Chamber of the Fayth and use it to be taken west this time,
allowing you to
access another hidden room. Open the chest here for a Wall Ring
and rescue the
last tourist. Bring him back to the exit and voil!
The mission isn't over though. We saved these tourists alright,
but what about
the Gullwings? We deserve a little bit of entertaintment don't
we? Back in the
cavern, enter the Chamber of the Fayth (using the teleport pad)
in order to
meet up with the same Aeon we could meet here in FFX: Yojimbo.
Just like
Bahamut however, he seems to be possessed.

-------------------------------------------------------------------Boss: Dark Yojimbo


HP: 22 000
EXP: 2000
Difficulty: Rough
-------------------------------------------------------------------Yojimbo can be a challenge if you aren't ready. He will use the
same attacks he
used in FFX; Daigoro, which is when his dog charges on one target
for moderated
damage; Kozuka, which damages one target's MP and inflicts
Poison; Wakizashi,
which can harm one target like it can harm all and last but not
least; Zanmato,
which reduces the whole party's HP/MP to 1. I don't know if
Yojimbo has an
attack pattern, but he seems to start using Zanmato late in the
battle. The
strategy I like for him consists of using a party made of an
Alchemist and two
Dark Knights. You guessed it, the Alchemist has the role of
supporting the
party. With Mega-Potion learned from the Stash ability, healing
becomes very
simple. The fact that Kozuka inflicts Poison isn't troublesome
since your Dark
Knights are immune to it (considering you had them learn
PoisonProof). In case
you didn't, then the Alchemist can mix Remedy items to cast
Panacea, which is
like an Antidote thrown on the party. About the offensive side,
chained attacks
from the Dark Knights is good if the girls wearing this
dressphere have decent
Strength stats. Darkness can be good too as it does relatively
good damages but
watch out on this one because it also drains the HP of its
caster. What you
ever do, keep healing and attacking every turns. Yojimbo is the
highest HP user
you've met so far so be patient. As long as you can counter
Zanmato with your

Alchemist's healing abilities, you shouldn't die. Don't hesitate


on using
Pheonix-Down when a character is KO'd, and steal a Powerwrist
accessory (20 to
Strength) from the boss if you'd like.
When you're victorious, you're back outside the cavern. The
tourists thank you
for your help and swear to leave this place alone from now on.
Mission
complete! You get your reward: the Tetra Master Garment Grid!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SonOfJecht sent this:
You can go back to where you fought Yojimbo for a treasure chest.
Open it for
the Star Bracer accessory.
Thanks a lot for the contribution!
Now, to Bevelle.
=======================================================
Bevelle
=======================================================
If you gave the Awesome sphere to New Yevon in the second
chapter, the New
Yevonites will be arguing about Baralai at the entrance to the
temple. Just
like the Youth League with Nooj, they are panicking about
Baralai's
disappearance. The YRP automatically boards the Celsius after,
but return to
Bevelle and go to the room where Vegnagun is supposed to be
located (where you
fought Dark Bahamut). Yes, you must go all the way down the
underground of the
city just like you did in Chapter 2. Don't worry, doing so leads
to something
worthy. You meet up with the Kinderguardians there, who were able
to sneak in
here while the New Yevonites were fighting. Answer what ever you
want when

Pacce asks if it would be idea to tell the Youth League about


this place and
the group will hand over the Blood of the Beast Garment Grid. How
kind.
If you sided with the Youth League, there isn't much you can do
here for now.
Visit the Highbridge still so Shinra can come and set his
CommSphere at the
gates.
=======================================================
Mount Gagazet
=======================================================
Go talk to Kimahri in order to learn about the situation here:
Garik left for
the mountains where he's intending on informing them about his
plan, which
consists of invading the wood of Macalania to annihilate the
Guado. Our Elder
is against him however and won't hesitate to stop the Ronso Youth
by himself to
prevent them from seeking revenge on those Guado. If you answered
Kimahri's
questions correctly in the previous chapters, you receive the
Trainer
dressphere from him.
Yuna wonders about Garik afterwards. Maybe we could change
Garik's mind. Accept
to take on this mission.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Battle blockade
Another simple mission, you just have to meet Garik at the summit
of the mount.
You cannot use the teleport pad though since he deactivated them
to make sure
that nobody would bother him while he's chatting with the
mountains. Oh no,
looks like the Gullwings will have to climb the mount by
themselves. While
doing so, speak to the Ronso that are also walking to the summit
in order to
add more credibility to the drama.

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

will be tougher and he will be teaming with two other comrades.


Following this
walkthrough however, you could make sure to have a positive
relation with them
by selecting the right answers to their concerns. In this case,
Garik isn't as
strong and he is only teaming with one Ronso Youth, making this
battle easier.
Instead of using Mighty Guard, he will cast Protect and Shell one
at a time. To
counter this, simply cast Dispel with a White Mage or use a
Dispel Tonic item
on him. Take care of the Ronso Youth first (a few turns should be
enough) and
focus on the main boss after. I don't recommend an offence in
particular, Dark
Knights and Warriors do the trick with chained attacks. Garik's
spear isn't too
dangerous since it only harms one target. Just keep an eye on
your HP, don't
let the giant intimidate you and the victory is yours.
Be happy after the battle because Garik drops the Shining Bracer
accessory
(which has the Auto-Protect ability). The Ronso thanks Yuna for
stopping him
since he was going against the mount's will by seeking revenge on
the Guado.
Mission complete! Your reward is the Wishbringer Garment Grid.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=======================================================
Zanarkand
=======================================================
Hm, looks like this place has been emptied. I wonder why =). Go
to the dome and
speak to Isaaru. He is forced to close the attraction since the
tourists
stopped coming, mainly because of the increasing number of
monkeys in the
ruins. Thanks to the mini-game in the previous chapter, we
managed to keep
Zanarkand a sacred place. Hurray! You can leave, that is all
there is to do

here for Chapter 3.


By the way, you might have to face Flailing Ochu enemies in
random encounters
here. Make sure to have ConfuseProof equipments when you fight
them since they
can inflict that status ailment, and you know how evil it is.
=======================================================
Besaid Island
=======================================================
Head into the village and meet Lulu in her tent. Fiends came out
of the temple
in Besaid too but Wakka (and the others) took care of them. There
might still
be a few of them out there though so the villagers need to be
cautious. Leave
the tent for a conversation with Shinra. He explains, in a scene,
what his
CommSpheres are about. Too bad we're already informed since like
forever =).
Yuna tries out the invention and Brother makes a fool out of
himself. Bah, you
should be used to it now. Then, Rikku comes running to inform
Yuna about Wakka
and Beclem. They're arguing about something. Beclem wants to
torch down the
temple while the guardian of Besaid is entirely against the idea.
Our Wakka
runs in the temple, followed by the mean Beclem.
When you can control Yuna, enter the temple as well and speak to
the coach of
the Aurochs. Wakka is already in the cloister and Beclem is
planning to burn
the temple soon so... we have to hurry!
Mission time!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Protect Besaid Temple!
In the cloister, descend the stairs to the very last level and
follow the
corridor until you reach an intersection. Enter the room to your
right for a

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.

As you might have learned by talking to the people on the port,


the Youth
League members in Kilika aren't believing the New Yevonites about
those fiends
coming out of the temple. They think it's an ambush, a plan to
gain territory
on their clan. Thing is, Youth League members aren't helping as
they're
blocking the path to the wood. Dona isn't informed about anything
else. She
says she doesn't care anyway, though she will STILL help out the
Gullwings pass
that gate. Dona doesn't admit it but I think it's safe to affirm
that she's
dying to make sure that Barthello, who's with New Yevon, isn't in
danger =).
When you can control Yuna, climb the stairs to access the balcony
of the hut up
there for a chest containing gil. Get back inside and follow Dona
out for a
mini-game.
The point is to sneak in the gates without being seen by the
guard who's being
distracted by Dona. Yes, I can already hear your question from
here: how can
you be caught if he's being distracted? Because the man is
insecure enough to
check out the gates EVEN while he's talking with Dona. The
strategy isn't
complicated still, the key is the R1 button, which allows you to
switch screen.
Regulary, someone tries to pass the gates. Usually, villagers are
refused while
those wearing combat attires are accepted. When the gates are
being opened to
let someone in, use the R1 button to check out the guard speaking
with Dona and
if he isn't looking, quickly press the X button to sneak in.
Successfully
entering without being seen allows you to open a treasure chest
with a Bushido
Lore accessory inside. If you are caught, you still get to enter
the wood but
you cannot open the treasure chest. Don't sweat it, you can
practice as much as
you want before taking on the real mini-game.

=======================================================
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

very effective damages, especially if the girl wearing the


dressphere has a
good Magic stat. You could also use Ice Brand ability from the
Warrior's sword
skills. Just avoid any fire elemental offences or else you will
heal the boss.
An Alchemist and a White Mage to support the party is good, as
always. Try out
your new Samurai dressphere if you'd like, too.
After the battle, the girls notice a hole where the Fayth used to
be just like
in every other temples you've been to during the chapter.
Mission complete!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=======================================================
Celsius
=======================================================
Back on the airship, the Gullwings do a brainstorming about what
they witnessed
in the chapter so far. The fiends always come from the Chamber of
the Fayths
and once the Aeons of the temples are defeated, the situation is
back to
normal. Also, the YRP spotted a magical hole in every chambers
they visited.
You don't have much time to think though as the Celsius receives
a call from
Gippal: looks like Djose's in trouble. Before heading there
however, let's take
care of some other business.
=======================================================
Bevelle
=======================================================
As Djose becomes an Hotspot, we can visit Bevelle's underground
again for a
couple of pourcentage points. While going deeper and deeper
underneath the
city, the girls spot Gippal a few times. In Vegnagun's chamber,
you understand

he had a meeting with...


Baralai and Nooj! The three men seem to know each other well, at
such a point
that it wouldn't be exagerating to affirm that they're friends.
In the scene,
you learn something interesting about Vegnagun: it has emotions.
Not only that,
the colossus can SENSE others' emotions as well. Should someone
try to approach
it with bad intentions, it can go berserk and use its strength to
defend
itself. As you know, Nooj was intending on going after it in the
end of Chapter
2. Baralai suspects him to be the reason why Vegnagun left and
Nooj confirms
the New Yevon leader' thought: he wanted to both control and
destroy the
weapon. On this, Baralai points a gun toward the Youth League
leader and says
he doesn't trust him anymore. Two years ago, Nooj would've shot
Baralai and
Gippal in the back. The Gipp tries to calm the situation and at
this moment,
Nooj changes. His body starts shining and his voice is doubled
with another
that should sound familiar. He admits he shot his two friends AND
Paine. What
the hell? You don't have much to realize the gravity of the
information as the
Youth Leader weakens and pyreflies get out of his body to go into
Baralai's.
Now, it's Baralai who seems possessed and his voice changes as
well. Just as he
tries to shoot down the weakened Nooj, Paine gets out of the
YRP's hideout to
prevent the fatality from happening. When he sees her, the Youth
League leader
orders her to escape but the girls can't as a Malboro comes out
of nowhere
looking for a fight.
Easy battle, not much of a strategy other than watching out for
the fiend's Bad
Breath attack. When you're victorious, the three men left.
Baralai, or should I

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

where Ixion is rocking two Al Bhed. He attacks the girls


afterwards.
-------------------------------------------------------------------Boss: Dark Ixion
HP: 12 380
EXP: 2600
Difficulty: Tough
-------------------------------------------------------------------Another rough but very beatable boss here. Dark Ixion casts
Thundara on your
characters for damages based on their lightning resists. He will
also use
Aerospark, which deals gravitionnal damages on one target. I
don't know how
much it affects the victim's HP however. On my 5000 HP Paine, it
took away
about 3400 points. Of course, Ixion will unleash use his
overdrive as well,
Thor's Hammer, for high lightning damages. Start off by stealing
the Spring
Shoes accessory from the boss. Then, focus on using Water
elemental offences.
Liquid Steel from the Warrior dressphere for example, or Waterga
from the Black
Mage dressphere. These kind of attacks are really good to damage
Ixion. Sans
elements, you could always use chained attacks from the Dark
Knights. Just like
I suggest in every boss battles, use the Alchemist dressphere to
support your
party.
Mission complete! You get the Unwavering Guard Garment Grid as a
reward.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The girls enter the Chamber of the Fayth and notice a magical
hole here too.
Though Yuna isn't up to check it out, she is forced to as Ixion
unleashes one
last attack to propulse her in the hole.

Our main character falls into a blank space and lands in a


beautiful world. CG
sequence time! Yuna wakes up in her Songtress dressphere. Out of
the fog behind
her emerges... Tidus!!! Finally, there he is!!! Thing is, he
calls himself
Shuyin. Also, he approaches Yuna by calling her "Lenne". He sure
seems weird...
He says he's sick of humanity, of the world. From his opinion,
Vegnagun is the
key. With it, he will put an end to the suffering of Spira. These
ambitions
remind me those of another individual who also wanted to "heal"
the planet by
destroying it... As the man hugs Yuna, Nooj and Gippal join the
scene. At that
point, Tidus, er, Shuyin, turns into Baralai. Well shit. He
leaves in the
magical pit. Nooj and the Gipp give their spheres to Yuna, which
are for Paine,
and they follow Baralai in that magical pit.
Now, read carefully as it is very important for later. Yuna will
express her
anger about the last events. As she says "I'm all alone", quickly
press the X
button to hear a whistling. A ghost will appear, keep mashing the
X button to
hear three more whistling. In total, you must have heard the
whistling four
times.
Yuna wakes up in Vegnagun's room after.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
End of Chapter 3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Chapter 4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
=======================================================
Celsius
=======================================================

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?).

Alright, on the CommSpheres now. Select it from Shinra's options


and pick
Besaid. You have a view of the village from the CommSphere set by
Shinra. Wakka
comes out of his tent (to your right) to give you an update on
the situation in
Besaid. When he's done talking, the volume of the background
music dominates
over the general sound. That means the scene is over so you can
press the
Square button. The next location to check is Kilika. You see that
the sphere is
being carried on the port and brought in Dona's tent. There, the
ex-summoner
tells you about the fact that she was proposed to become the new
leader of the
Youth League. Press the Square button when she said her piece and
select
Mushroom Rockroad. If you sided with New Yevon in Chapter 2, you
find out that
the CommSphere installed by Shinra in the Rockroad was thrown
into the ocean.
Otherwise (if you sided with the Youth League), you get to see
Yaibal in the
camp. He informs you about what's happening between the two clans
currently.
Pick Bevelle finally for a scene with Maroda. Since he's in the
Youth League,
he is an enemy of the place, yet he still likes to hang around
the gates and
mock the guards. He leaves when they spot him.
On the bridge, go talk to Buddy to decide what the Gullwings do
next. In the
magical hole of Djose, Nooj told Yuna to "take care of things
topside". A
confrontation between the Youth League and New Yevon may happen
in the future,
so something must be done. Our heroe isn't feeling like fighting
however, so
she gets an idea: a concert. Tobli could be of a great help for
this project!
Before going to the Moonflow however, let's keep messing around
with these
CommSpheres. Thanks to them, you can obtain a few pourcentage
points by
watching the scenes available there and there in Spira.

Use the following information to view every scenes possible. When


you're done
seeing a scene, disconnect and re-connect to the location in the
network for
the following scene.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Besaid
- Kids play around in the village.
- The dot usually walking with its female master examines the
CommSphere.
- Wakka comes out of his tent and runs around in circle,
nervousely.
- The Aurochs practice blitzball.
- Botta kicks the ball right in Keepa's stomatch by accident and
then hides in
a tent.
- Beclem plays his Seifer-wannabe character.
- You can see the Aurochs in training, and if you use the D pad
to look away
with the sphere, the ball is thrown, accidentaly, on it.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Kilika Port
- Dona shows you the port's situation.
- Dona is sleeping and dreaming of Barthello.
- You can have a view of the port from the window.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Kilika Temple
- Zoom to the stairs leading to the temple and Barthello will
emerge from the
doors. He'll talk with you a bit, and then he'll get angry for
not being with
Dona anymore and get carried away, as he break the CommSphere.
You can't use it
anymore.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

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

points to the guilt of a certain suspect. There are three "runs"


of
evidence-taking, and in the three of them you can check a certain
number of
evidences. Once you witnessed a certain amount of these, Rin
comes in to inform
you that he's getting closer to the solving of the mystery.
Depending on which culprit you catch, you get different items;
Baby Chocobo Eater- Granted to ride chocobos on the
Highroad/Oldroad.
Prophet- Nothing.
Calli- Granted to ride chocobos on the Highroad/Oldroad.
Rikku- Granted to ride chocobos on the Highroad/Oldroad, and you
get the
Ragnarok Accessory.
Rin- Granted to ride chocobos on the Highroad/Oldroad, and you
get the Gippal
sphere.
That's the rewards list, but you can only get them in Chapter 5,
because as you
end the third part of the events, Rin tells you to come back
later. Something
you should know is the fact that you can only obtain an "Episode
Complete!"
screen here in Mi'ihen during Chapter 5 if the culprit you pick
is Rikku, Calli
or the baby Chocobo Eater.
With that said, you should be able to understand the mechanic of
the mini-game.
I suggest you use the excellent Rin's mystery FAQ on
www.gamefaqs.com (or any
other guides/sites in which you can find information on this
mini-game) to
choose your culprits correctly (depending on the rewards that
interest you the
most).
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

Mushroom Rockroad
-

Zoom in on the face of the guard patrolling.


Blabla with the guard.
Blabla with the guard.
Blabla with the guard.
Blabla with the guard.
Blabla with the guard.
He has a seat on the ground.

*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
-

Tobli is nowhere to be found, as the Hypello tells you.


An Hypello is playing with a musical instrument.
Three Hypello in a conversashion yesh?
Hypello messing around.

_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Guadosalam
- Ormi tells you that Leblanc went away.

- Hypello talks to the goons guarding the entrance to the


chateau.
- Guards talking about Leblanc.
- Guards talking about the future of the Syndicate.
- Guards having a conversation again, and this time you'll
their real
identities. The one to the left is actually an Al Bhed who
been hidding
since Home was destroyed by Cid. The one to the right is a
Crusader, and
he's known as a proud fighter who died at the hands of Sin
Operation
Mi'ihen.
- Ormi messing around.

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.

*The next scenes occure if O'aka was freed of his debt.


- Zoom in on the door of the shop and he'll emerge out of it,
saying business
isn't going so well.
- O'aka feels alone.
- O'aka talks about someone who has been missing for a year.
- His little brother, Wantz, finally arrive.
- Fiend attacks the agency.
- ''
''
- ''
''
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Bikanel Desert excavation Camp
- The Al Bheds are working while Nadhala's walking around.
Eventually, she
comes to you and invites you to come lend a hand on fighting a
huge fiend that
they've been scared of for a while now.
- Nothing.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Bikanel Desert Cactuar Nation
- You can't talk to the Cacti without Benzo really...
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Bevelle
- If you sided with the Youth League, a soldier shoots the
CommSphere to put it
out of service for good.
*If the Awesome sphere was given to New Yevon you'll be able to
see the next
scenes.
- A captain scolds his guards for being too slow (they couldn't
catch Maroda).
- The Kinderguardians are caught by Bevelle guards, but Pacce
will defend his
crew and own them all.
- The Kinderguardians stare at the CommSphere, and they exchange
a few words
with Shinra.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

Calm Lands Travel Agency


- Business.
- The poor homebody
- The father places
You'll be able to
open it and get the
- Fiend attacks the

starts to cry and his father consoles him.


50 000 Gil in a chest behind the Agency.
bounty in Chapter 5.
Commsphere.

_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Calm Lands Chocobo Ranch


- If you couldn't catch a chocobo before the end of Chapter 3,
Clasko is alone
(sadly) in his empty ranch.
*The next scenes can be viewed only if you could catch a chocobo
before the end
of Chapter 3.
- Clasko feeds a chocobo.
- Clasko talks to you about how's his ranch going.
- Clasko doing his work.
- ''
''
- Clasko takes a break.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Mount Gagazet Mountain Gate
- Yuna invites Kimahri to her concert but he unfortunately cannot
come because
he can't leave the mountain.
- Kimahri receives a massage from a female ronso.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Mount Gagazet Hot Spring
- A Ronso has a bath.
- You spot a cactuar to your right.
- Tobli emerges from the spring.
- A massive group of Hypello comes out of the water.
- Shoopuf are bathing.
- A dude is swimming in the spring.
- Buddy (the heck) comes out of nowhere and receive a massage
from Barkeep.

- 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

Guadosalam. There, the debt collectors lost the little midget


again, and one
wonders if he climbed in a tree. Big mistake, because as he
pounds on one,
Tobli falls from it to land on his head, knocking him out. The
last pursuer
goes after him in the next screen and learns his lesson as the
midget
intimidate him with a shoopuf. Heh, silly mission really. Talk to
Tobli and he
will, of course, accept to land a hand for Yuna's concert. From
his point of
view, the Thunder Plains would be ideal for the project. To
gather people, we
can leave it to him as well thanks to... an horde of Hypello
coming from
Guadosalam!
On this, you get your "Mission Complete!" screen, along with the
Black Tabard
Garment Grid.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=======================================================
Celsius
=======================================================
Funny scene here as you see the horde of Hypello jumping from the
airship's
deck. I guess we can trust them for the promotion of the concert
=). On the
bridge, go talk to Shinra and check out the CommSphere feature
again.
Below is the list of scenes to watch.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Besaid
-

Zoom in on Beclem's head to start a conversation about Chappu.


Speak with Wakka and Lulu.
Yuna talks to the Aurochs.
Wakka and the Aurochs messing around.
"
".
Wakka walking around.

_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_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.
-

Yuna talks to Lucil.


Yuna talks to Yaibal.
Yaibal is plotting something.
Yuna talks to a guard.
The guard wants to assist to Yuna's concert.
Dansh with the Hypello yesh?

_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_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.
- "
".
- "
".
- "
".

_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Bikanel Excavation Camp


- As you're speaking with Nadhala, the camp is attacked and the
CommSphere is
out of service.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Bikanel Desert Cactuar Nation
- A funny scene occures with Marnela, Benzo, Yuna and Shinra.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Bevelle
All scenes you haven't seen in the first CommSphere wave.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Calm Lands Travel Agency
All scenes you haven't seen in the first CommSphere wave.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Calm Lands Chocobo ranch
All scenes you haven't seen in the first CommSphere wave.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Mount Gagazet
* The next scenes only occure if you couldn't stop Garik.
- You see a conversation between two Ronso.
- You see a conversation between Kimahri and a female Ronso.
- The female Ronso talks to Yuna.
* The next scenes only occure if you could stop Garik.
- You talk to Garik.
- A Ronso tells Yuna that his race will come to her concert.
- The CommSphere is covered with snow.

Kimahri talks to his people.


You talks with the female Ronso.
You talks with Garik.
Kimahri receives a massage.

_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Mount Gagazet Hot Springs


All scenes you haven't seen in the first CommSphere wave.
_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_Zanarkand
- Yuna talks to Isaaru.
- "
".
- Use the D pad to turn the screen left in order to see Isaaru
speaking to
himself.
- Nothing.
* Make sure you watch these without skipping them as they're
important for
later.
When you're done with the network, head to the cabin to dance
with Rikku. The
goal of this mini-game is to mash the buttons as fast as you can
to make the
highest amount of points possible. Below are the prizes you can
obtain
depending on your score.
Pearl Necklace- 0-49 points
Safety Bit- 50-99 points
Sublimator- 100-149 points
Shmooth Shailing- 150+ points
Once you saved your game, proceed to the Thunder Plains.
=======================================================
Thunder Plains
=======================================================
Let's get ready for one hell of a concert! Ah crap, looks like
some giant

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

would be wise to end this battle while having your characters


wearing the Lady
Luck dressphere, assuming you learned its Double-EXP ability.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
After the battle, take the Black Ring from the treasure chest
that the lizard
was guarding and get back on the trail. Take a right turn on your
map (to
Yuna's left), climb the rocks, open the last chest of the cave on
the way for
an Elixir, jump back on the lower level and make your way out of
the cave.
=======================================================
Celsius
=======================================================
The YRP is back aboard the Celsius. You see a scene in which the
Gullwings are
chatting about the Youth League and New Yevon. These two clans
really seem
determined, as they're currently fighting in the plains. When
Tobli arrives,
talk to him and select the first option to finally get started
with this
concert.
After a speech from the deck of the Celsius, Yuna sings in a
great FMV (though
I would've prefered to hear her sing a rock song... meh =P).
During the
spectacle however, something quite disturbing happens: her shadow
becomes
Lenne. Then, in a flashback, you see her and Shuyin getting shot
by the monks
while in front of Vegnagun, just like in Yuna's dream earlier in
the game.
As the scene ends, Yuna is aboard the Celsius, resting in the
cabin. Go to the
bridge to hear Lenne's story from Maechen. She was a very popular
songstress in
Zanarkand a thousand years ago. Because of the fact that she was
a summoner,

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

difference between an innocent and a fiend. Letting loose such a


monster in the
nature would've been an insane move, as it would have been like
confronting
Spira to a second Sin and nothing else. Vegnagun was locked
underneath Bevelle,
hidden from the people. Until now at least... When he's done, the
party asks
Maechen, for the very first time, where did he learn all these
stories. He is a
scholar, true. But really, he seems to know everything about
everything. The
old man reveals his secret: he is an unsent. Remember when you
watched the
contents of the Black Mage dressphere after finding it in the
floating ruins at
the beginning of the game? You could hear a young man happy
because he was able
to shake someone's hand. Well, it was Maechen when he was young,
just after he
shook Lenne's hand a thousand years ago. In Chapter 1, he
remembered the fact
that he was unsent as he shook Yuna's hand: she has the same
handshake.
The scholar can finally rest in peace as he departs to the
Farplane. Good bye
Maechen, your stories rocked. When he's disappearing, you see a
quick flashback
of Yuna's father, Braska, when he was here 12 years ago with
Jecht and Auron.
We're done with Zanarkand for good on this scene.
=======================================================
Besaid Island
=======================================================
It's a boy! He's born! Wakka informs you that his son is born!
Let's meet him
=). Follow Daddy to the village and go to the temple's entrance
to see the cute
baby. Wakka hasn't found a name yet though... When you can
control Yuna, leave
the village and head to the beach. On the way, in the waterfalls
area, jump

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

Garment Grid while playing against Shinra.


=======================================================
Calm Lands
=======================================================
If you took on the PR mission and managed to score 400 (or more)
points for one
of the two companies before coming here at this chapter, Tobli
becomes the boss
around here as he stomps on competition by reuniting "Open Air"
and "Argent"
(the two companies) in one big association for tourism. This
accomplishment
nets you stuff for the attractions in the plains, along with what
we really
seeked: an "Episode Complete!" screen for the Calm Lands.
If you took on the marriage side quest as well and scored enough
points, talk
to the father to find out that his son is now pretty popular
among a couple of
women. You receive your reward: a Speed Bracer accessory! Also,
remember when
the father hid a treasure chest just behind the shop (you could
see him via the
CommSphere)? Well go find that treasure chest and open it for 50
000 gil. Go
back to the man right after and admit you took the content of the
chest. For
your honesty, he hands over a Sword Lore accessory.
We aren't done here yet! Go to Clasko's ranch and raise your
chocobos in the
stables to the highest levels possible (normally, you should have
at least one,
but I suggest you capture three more of them), using the greens.
Dispatch them
to Mi'ihen afterwards. Exit the ranch and battle enemies in
random encounters.
After winning a couple of them (seven is the right number I
believe), visit the
ranch again and speak to Clasko for an update on what happened
with the
chocobos you dispatched in Mi'ihen. Some of them may have
escaped, some others

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,

dispatch them to random locations of Spira and proceed as you did


with the four
lvl.1 chocobos earlier (going outside for a bunch of random
encounters, come
back, save, check out Clasko, reload until all four lvl.2
chocobos came back).
Did it? Yay, do the same thing with four lvl.3 chocobos and four
lvl.4 chocobos.
Now when the process comes to the lvl.5 chocobos, this is where
I... screwed up
a little bit. I had three chocobos lvl.5, and my last one was
only lvl.4. I
couldn't raise it to the ultimate level then because I didn't
have enough
greens. To get more of these, you need to win random encounters
so I just told
myself what the heck and dispatched these four chocobos to random
locations so
they could get me some items by the time I returned to raise the
lvl.4 chocobo
to lvl.5 with the restored greens. At that point, when I came
back, I raised my
last chocobo to lvl.5 and dispatched all four lvl.5 chocobos to
Djose highroad
(I just randomly decided to send them all there for some reason).
After winning
seven random encounters, I came back to the ranch and got to view
the scene
about the secret dungeon found by the chocobos.
The reason why I kind of messed up is because of the fact that I
don't know
what, exactly, triggered the discovery of the dungeon in the end!
Maybe you DO
need to dispatch four lvl.5 chocobos, but that isn't certain.
There is a
possibility that you only need to dispatch three lvl.5 chocobos
and one lvl.4,
or screw this bird lvl.4 and only the lvl.5s matter... Maybe it
has something
to do with the chocobos you have in reserve (I had, like, eight
of them), since
they seem to be the ones that find the secret hole in the ranch
as you can see
in the scene. I can't check as I saved the moment after the
secret dungeon was

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.

Once you managed to open these walls (eight of them in total), go


to the last
wall directly in front of the spot where you met Anything Eater
in the corridor
connecting all five paths and it will open itself to reveal a
chocobo. This one
seems special though: notice how it's shining? Scared, the golden
chocobo
attempts to escape but is calmed down by Clasko. With his talent,
he tames the
creature. Hurray! You get a second "Episode Complete!" screen! I
don't know
exactly what's the point seeing as how you already had one for
the Calm Lands
but let's be happy anyway since you obtain a reward: the Higher
Power Garment
Grid, which is one sexy Garment Grid.
You automatically board the Celsius but you can pay a visit to
the ranch anew
if you'd like in order to check out that shining chocobo we found
in the
dungeon. Go to it (you will find it on the second level of
stables, directly to
the north) and check out its features. Very impressive indeed.
This seems to be
the best chocobo in Spira =).
Well, I don't know for you but I'd like to check out that other
secret dungeon
in Mi'ihen as well =).
=======================================================
Mi'ihen Highroad
=======================================================
Uh-oh, thanks to the evidences you brought via the CommSpheres in
Chapter 4,
Rin knows who's the culprit! Like I told you during the previous
chapter, that
culprit can be Rikku, Calli, the baby Chocobo Eater, the prophet
or Rin
himself. Your rewards are based on the one you chose. If the
culprit is the

Chocobo Eater, Rikku, or Calli, you get your "Episode Complete!"


screen.
Now, let's check out that secret cavern found by the chocobo from
Clasko's
ranch! Head to the area of the Oldroad where you saved Calli from
the Chocobo
Eater in Chapter 1. Enter the cave near the ruins.
Below is a map of the area, and as you can see, there is a boss
in this cave.
You need to make your way to him and destroy him to obtain your
reward. It's
easier said than done however. See, this cave is full of walls.
Some of them
can be destroyed with bombs. There are three types of bombs: SBombs, M-Bombs
and L-Bombs. These bombs can be found in the treasure chests of
the cavern.
Also, the enemies around here will drop them as you defeat them.
The reason why
there are different types of bombs is because there are different
types of
walls. Some of them are more solid than others as they require
more powerful
bombs to be destroyed. Since the L-bombs are rarer than others,
you must keep
them for the hard walls because they're powerful enough to take
care of them.
How to know if a wall can be destroyed or not? Position Yuna in
front of one
and check out her skirt. If it seems to be lifted up as if it was
blown by the
wind coming from the wall, you can use a bomb to destroy it.
Basically just use
my map to make your way through the cave. On it, I didn't include
the walls
that can be destroyed so you can find your way in the passages.
_______
|_ B __|
__
| |
___| |______
__
| |
|TC_
_____| | |_______ | |
|
|_______|
_____TC|| |___
___|
_____
___|
|
_TC|
|TC_
|
|TC|
___|____| |________

|_
|
|_______________________|
_|
|______
|_
____TC|
___
_|
|____
__|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.

The Gullwings automatically boards the Celsius, which is kind of


dumb from
their part as they didn't ask us if we were done in Bevelle. Not
only that they
didn't bother asking, but we really AREN'T done here yet. Do you
remember Via
Purifico, that dungeon in which Yuna and her guardians were
trapped two years
ago? Well, there is another "Via" dungeon underneath Bevelle,
this one being
called "Via Infinito". Believe me when I say that the the fact
that it is
called "Infinito" isn't for silly reasons. The thing is made of
100 floors, all
stacked. Each of these floors are cloisters on which you must
complete a
certain task to get passed it. Calling them "tasks" isn't exactly
right
however, as some of them are very simple and only require to
follow a path from
a point to another. The deeper you go in the dungeon however, the
harder these
cloisters become due to the fiends found on them. On the first
floors, random
encounters are a breeze. It's another story for the fiends met on
the chambers
passed 60 though. Then, even deeper in the dungeon resides the
toughest enemies
you'll ever face in this game. Hm, what did you say? Charm
Bangle? Nope, sorry.
These accessories won't work in this dungeon. Oh and, that's not
all by the
way! Random encounters and cloisters aren't your only concerns in
Via Infinito.
At each 20 levels, you find yourself on a special floor called
"Great
cloister". These contain wandering unsents that should be
familiar to you. To
get passed these cloisters (there are five of them in total), you
must battle
the morphed forms of the unsents. To save (you can, luckily =P),
you can use
pads on some levels of the dungeon that will teleport you back up
to Bevelle's
city level where you can use the save sphere. Afterwards, you can
go back down

to the floor you were at and continue to descend deeper and


deeper in the
depths of Bevelle.
The point of this dungeon? Well I could easily use a plural form
of the word
"point" as Via Infinito is a side quest that nets you tons of
great items, a
great place to level-up your party and of course, last but not
least, a very
interesting challenge. This is like the "Monster Arena" in FFX or
the hunt of
the Weapons in FF7: the idea is to test your skills so you can
see if you can
really call yourself a master of FFX-2 or not. Some of the bosses
found in Via
Infinito are so ridiculousely strong, it's not even funny. Or
actually, yes it
is. While they're very hard, you get so happy when you find a way
to defeat
them that you start jumping around in your room yelling "I'VE
DONE IT! I OWNED
YOU ALL! IN YOUR FACE MONKEYS! THAT'S WHY THEY CALL ME SEX
MACHINE!" and so on.
...
What, you never do that? You're saying I'm... the only one? Hphm,
poor liars I
say!
Ahem.
Now, I'm sure I convinced you with my speech, right =)? Meh, even
if I didn't,
we still need to pay a visit to a couple of floors in the dungeon
so we can
obtain two items that are a must if you want an "Episode
Complete!" screen in
Mushroom Rockoad.
To get in the dungeon, head inside the temple and enter the
chamber to the
right. There, the Kinderguardians found a magical platform. Save
your game and
step on it to be taken inside Via Infinito. On the level, proceed
north for a

scene. Brrrr... those Yevon flags everywhere and all the


pyreflies, creepy
place. An old man appears and talks about someone named Trema.
Long ago, he
entered the dungeon and never came back. Suddenly, the old geezer
vanishes. The
Kinderguardians are so scared they go right back up to the
surface. That isn't
what we are going to do: pyreflies and Yevon flags are far from
being enough to
scare us!
Grab that Crimson Sphere 6 on the ground and watch it. With it,
you can see the
scene when Nooj, Baralai, Gippal and Paine got out of the cavern.
They report
what they saw inside: recruits going crazy and killing each
others. Note what
Gippal says: he felt like if someone hijacked his brain.
Strangely, they passed
the test and are ordered to go protect the Maester at the command
center as
members of the Crimson Squad. Yay..? No, because when they leave,
Paine warns
them to watch out as the guards start shooting them. That's the
gist of it.
Can't wait to see the last Crimson Sphere huh? Well, let's go
find it!
Head north and let yourself fall in the hole at the end. You find
yourself on
the first cloister. Just make your way to the north on the level
and jump at
the end to fall deeper in the dungeon: on the second cloister.
Simply keep
going this way. There is no map here in Via Infinito, but that's
no biggy for
now as the levels are very straight forward. Also, like I said
earlier, the
enemies that you will meet in random encounters on the 20 first
levels are
jokes. You may run into bosses you faced in Chapter 1 as well but
with your
levels you can easily take care of them in one attack.
The only threat at this point consists of Elder Drakes. On some
cloisters, you

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

unsent. It's Lord Jyscal, Seymour's father! When you want to be


positive about
Yevon, you think about this individual. Married to a human
female, he devoted
his life to unite the humans and the Guado. Just like the
previous unsent
though, he was also killed by Seymour. His morphed form is the
next boss
standing in your path.
-------------------------------------------------------------------Boss: Black Elemental
HP: 9999
EXP: 770
Difficulty: Very easy to very hard.
-------------------------------------------------------------------This battle won't last long as you can kill Black Elemental in
one turn. Thing
is, it can also annihilate your party in an instant! The
encounter depends on
who's faster between your party and the enemy. Black Elemental
is, indeed, a
magic caster. Its Flare can deal up to 8500 points on one target,
and that's
without Magic Up. When it does increase its magic stat, you're
confronted by an
even more dangerous Flare. Impressed? You shouldn't, as that
attack from the
boss is a breather compared to its best black magic: Ultima. When
Black
Elemental casts it, you can easily get a Game Over screen. The
strategy I like
consists of using Dark Knights. NO, do not even think about
attacking with
physical offences as it will deal only a few points of damage on
the enemy.
Plus, it will then counter with Berserk, making the girl useless.
What seems
pretty decent is Darkness. Considering you can deal over 5000
points with it by
now, use it to win the battle in two turns. On the defence side,
you could
throw a Lunar Curtain item on your party to protect your
characters with Shell.

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.

On the 60th level, here we go for another Great cloister. The


unsent here is
the corrupted Mika, former Grand Maester of Spira. When Yuna and
her guardians
defeated Yunalesca two years ago, he freaked out and sent
himself. Well,
payback now then!
-------------------------------------------------------------------Boss: Concherer
HP: 343 280
EXP: 6000
Difficulty: Hard
-------------------------------------------------------------------Woah, nice HP there. Plus the fact that the Concherer has pretty
good Defense
and is constantly under Protect status, this battle will take a
while. To list
his attacks, the boss uses physical attacks for certain points of
damage and
Gunk, which damages the target's MP, inflicting Poison on the
same occasion.
His best offence is Megaton Press, a deadly attack that damages
the victim for
over 60 000 points of damage EVEN when said target has decent
Defense stat. My
strategy is probably not the best out there but it worked well
with me: I just
did about exactly what I do to defeat Elder Drakes. A party of
Berserkers with
Evade & Counter learned along with accessories that boost
Strength and Luck.
Since the Concherer only attacks one target at a time, you can
heal his victims
with your unharmed characters. Megaton Press is an instant-kill
but nothing
stops you from throwing Pheonix Down items to revive the KO'd
girls. About
Gunk, you can just cure Poison with Antidotes. The fact that it
damages your MP
doesn't matter as you don't need any. Finally, his physical
attacks shouldn't
even hit you if your Luck's high enough. Just chain your attacks,
use your

turns to heal the harmed characters whenever the boss gets a


move, make full
use of Evade & Counter and last but not least, don't feel guilty
about using a
Chocobo Wing so your party can have a speed advantage. Something
else you
shouldn't feel guilty about: retrying. This is a pretty hard
battle, perhaps
the toughest until this point. If something goes wrong, don't
hesitate on
coming back for more.
Paine talks about Trema once the battle is over. The man would be
the founder
of New Yevon. It was a year ago that he got in Via Infinito and
never came
back. Is he dead by now, or was he already dead at the time...?
Only way to
find out is to proceed deeper into the dungeon. From now on,
things are getting
serious. The next cloisters are generally harder, just like the
fiends met in
random encounters. Still, take this as an opportunity to level up
your
characters to the maximum if you haven't already.
On the 80th level, make sure to go back to the surface in order
to save your
progress and come back down the Great cloister to advance toward
the unsent, or
should I say, unsentS: Lady Yunalesca and her husband, Lord Zaon.
Once the man
left, she morphes into...
-------------------------------------------------------------------Boss: Chac
HP: 437 850
EXP: 2200
Difficulty: Hard
-------------------------------------------------------------------... one tough opponent: Chac. You thought Concherer was hard? It
was actually a
walk in the park compared to the boss we have here. It isn't an
exageration to

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,

make sure to constantly have your Alchemist's turn ready during


the battle to
put the situation back to normal. About MP, Delay Buster from the
Warriors will
require less than normally thanks to the Font of Power Garment
Grid. Your
Alchemist can throw Ethers as well. The battle will take a while
but don't give
up, you should be victorious unless something goes wrong.
Yay, only 19 levels left until we reach the last Great cloister
of the dungeon!
These levels are pretty hard though, as the sets of enemies met
in random
encounters contain bosses you fought before in Via Infinito (like
Concherer and
Chac) and sometimes combinations of tough opponents (like an
Elder Drake with a
Black Elemental, for example). You can just escape if you aren't
feeling like
going through such battles.
When you reach the 100th level, go back to the surface so we can
gear up. Equip
your characters with Champion Belt and Power Gloves (or Kaiser
Knuckles for
even better results) accessories. Also, have them use the Valiant
Lustre
Garment Grid (obtained after beating Humbaba at the Thunder
Plains) and arrange
it in a way that the girl switching from Berserker to Dark Knight
and Berserker
to Alchemist can benefit of the Defense +20 bonus. Make sure you
got a Stamina
Tonic item and a couple of Light Curtain, Healing Spring and Mana
Stoc items
along with tons of Mega-Potions. SAVE. I repeat, SAVE. Then, back
to the bottom
of the dungeon, proceed north to meet Zaon. In a scene, he
morphes into the
ultimate opponent.
-------------------------------------------------------------------Boss: Paragon
HP: 200 000
EXP: 9000

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

of New Yevon. He explains himself about the way he acted to then


challenge the
YRP to a fight.
-------------------------------------------------------------------Boss: Trema
HP: 999 999
EXP: 10 000
Difficulty: Ugh...
-------------------------------------------------------------------Notice how you weren't given a single second to adjust your party
a bit between
Paragon and Trema? That is why I told you to make sure that your
characters
were fully healed before ending the previous battle. While Trema
is initially a
pretty tough customer, defeating him is just time-consuming and
nothing else if
you know what you're doing (just like for Nemesis from FFX). As
soon as the
battle starts, change two of your Berserkers into Dark Knights
and the third
one into an Alchemist. Then, with all three characters of yours,
focus on
completing the next tasks: taking Trema's MP away with the Mana
Tonic items,
maxing your party's HP with a Stamina Tonic, casting Protect,
Regen and Haste
on your party with Light Curtain, Healing Spring and Chocobo Wing
items. There,
you're set. Trema cannot use the black magic spells from his evil
arsenal since
you took care of his MP so only his physical attacks remain.
While they're
pretty vicious, they shouldn't do much to your characters as your
Defense is
well boosted by your Garment Grid and your accessories, and also
by the fact
that your characters are under Protect status. Have your Dark
Knights focus on
using Darkness on the enemy. Meanwhile, the Alchemist will use
her supportive
skills to heal them with Mega-Potions, the effect of the items
being doubled

thanks to the Chemist ability of the dressphere. Regen will do a


part of the
job as well, and Haste will put you on Trema's level of agility.
Twice in the
battle will the boss get to cast Meteor even though he doesn't
have any MP.
Don't worry about it however, it shouldn't kill you. Make sure to
fully heal
your characters after and just keep on using Darkness with your
two Dark
Knights while the Alchemist takes care of the damages caused by
the boss'
constant physical offences. Trema has a million points of HP so
you can expect
a long fight. Be patient and eventually, the opponent will fall.
Yuna informs Trema about the reason why she fights: memories of
the time spent
with her friends. The old man vanishes and you receive an Iron
Duke, the
greatest accessory of the game. Proceed north and let yourself
fall into the
hole to get out of the dungeon. Congratulations, you conquered
Via Infinito!
=======================================================
Mushroom Rockroad
=======================================================
The event here for Chapter 5 depends on which clan you sided
with.
If you gave the Awesome sphere to the Youth League, you're
qualified to
participate in a tournament. Since the Youth League is now in
good terms with
New Yevon, its members are in need of new opponents. The YRP can
take it,
right? Go talk to Yaibal and select the first option. Mission
time!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Youth League Tournament!
Very simple, simply follow Lucil on the Rockroad and battle the
rows of

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

2000 points of damage on one girl. As his HP gets below 3000


however, Nooj will
unleash an attack that takes away 5000 points of HP from the
whole party. You
cannot reduce its damage, so if your characters have under 5000
HP the moment
the mevyn strikes you with the move, it's Game Over. Don't let
that happen!
How? By calculating the damage you deal on him. Make sure that
your final blow
can take him away when he has over 3000 HP. If you're intending
on stealing
Nooj, you will obtain the Arcane Lore accessory.
After the battle, the girls decide to get out of the cave as soon
as possible.
Back at the entrance outside, Paine finally understands what
really happened.
It wasn't Shuyin we just met but his hatred, his despair. You can
see the
adventures of Paine, Nooj, Baralai and Gippal by watching the
Crimson Spheres.
First, they met on Bikanel Island as the three men were trying
out for the
squad. Paine was assigned to them to record their actions. The
four comrades
got to be tested by Wen Kinoc in the Den of Woe eventually, where
the tragedy
happened. The recruits for the operation all went crazy, this
including Nooj,
Gippal and Baralai. It was Shuyin's emotions concentrated in the
area that
"attacked" and prompted them to act the way they did, causing the
death of
everybody- except for our four friends. They managed to escape,
first out of
the cave, then away from that Yevonite (you can see the scene in
Crimson Sphere
6 as he orders the guards to execute them). Thing is, they hadn't
escaped from
Shuyin as his emotions were still in Nooj's mind. That is why the
man shot his
three comrades in the back: it was Shuyin's hatred controlling
him. Nooj, the
Deathseeker, was the perfect candidate for Shuyin to pursue his
plan of getting

to Vegnagun. As Rikku points it out however, Nooj is back to


himself now. As we
could see in the colossus' room in Chapter 3, Shuyin's
concentration of
negative emotions left the mevyn's body to go into Baralai's.
This means the
praetor is now the one being controlled by Shuyin.
The scene ends when Yuna and Rikku affirm to Paine that she can
count on them
even more now. On this, you get a second "Episode Complete!"
screen for the
Mushroom Rockroad. Odd, but let's not cry about it as you also
obtain a reward:
the Supreme Light Garment Grid.
=======================================================
Djose Temple
=======================================================
Enter the temple and the Al Bhed will propose you battle their
newest
invention: the Experiment. Accept to take on the machina.
------------------------------------------------------------------Boss: Experiment
HP: ???
EXP: 0
Difficulty: Easy
------------------------------------------------------------------At this point, considering you did NOT dig in Bikanel too much
(like I adviced
you to), the Experiment is a joke. Just attack it a couple of
times and it
shouldn't last more than a few rounds.
The Al Bhed, disappointed, see that their invention isn't superb.
However,
there is a way for them to actually repair the Experiment and
increase its
potential on the same occasion. First, about repairing. You need
to bring them
a manual and with it, they put the machina back to a fonctionnal
status,

allowing you to fight it again.


There are five manuals in total, listed below:
- At the gates to Mushroom Rockroad from Mi'ihen, examine the
machina in the
area to receive one of the five manuals.
- In the northern chamber of Djose Temple, speak to the Al Bhed
seated on the
floor to obtain another manual.
- On the second level of the temple (use the elevator to get
there), go to the
Al Bhed in the pedestal room and he will ask for a password.
Insert
M-A-R-N-E-L-A and he'll give you one.
- Outside of the temple, head into the area to the right (north
of the shop)
and spot three monkeys. When they jump all at the same time,
press the X button
for a fourth manual.
- In the secret dungeon of the Chocobo ranch, the fifth manual
can be found in
one of the treasure chests trapped between two walls. To be
exact, it's at the
end of the rightmost path.
Then, on the subject of increasing the Experiment's power, you
might have
noticed that it has three stats: Attack, Defense and Special.
These have
levels, from 1 to 5. You guessed it, they determine how good the
Experiment is
in battle. When you dig on Bikanel Island, you can increase their
levels by
finding Assembly sets for the three components of the machine.
They are those
yellow X's on the map that make your digging session a succes as
you get back
at the main camp.
There are three types of sets for the three assemblies:
A- 1 point
S- 3 points

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

Basically, you just have to dig an hour or two in Bikanel Desert


in order to
find enough Assembly sets to power up all of the Experiment's
stats to lvl.5,
the maximum level. Yes, the concept kind of sucks as it's
somewhat
time-consuming for a pretty dull activity (running to X's on a
map where items
can be digged by pressing X to then get back to an hover under 60
seconds, and
that process having to be done dozens of times...), but you have
to do it if
you want to complete the episode in Djose.
On a positive note, you can obtain interesting items out of this
quest. If,
from Clasko's ranch, you sent a chocobo to Bikanel, you'll lose
it as it'll
escape. The advantage is, it discovers the Central Expanse, which
is a new
location of the desert where you can dig while mounted on a
chocobo. Very handy
as you avoid random encounters and, of course, the bird runs
faster than Yuna.
Also, while searching for Assembly sets, you should eventually
dig a Desert
Key. With it, you can open that treasure chest in the main camp
(the one that
was locked since the day you came here for the first time during
Chapter 1) to
receive the Horn of Plenty Garment Grid.

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

correctly. In Chapter 1, you needed to perfectly complete the


mission "Shave
the Hypello?" by making sure that ALL boxes of the cargo reached
Tobli. In
Chapter 2, you needed to sell ALL ten tickets in the mission
"YRP, the Scalpers
Three". Then, in Macalania, you had to reunite the musicians for
Tobli's
assistant so the midget could have his concert in Chapter 3.
Well, to sum it
up, you had to follow this walkthrough =).
At the banks, you can see that Tobli's concert is finally a big
success thanks
to the YRP. The stage is actually a shoopuf and the three
musicians are
performing on it for a great audience as a lot of people came.
When Tobli asks
you, accept to get onstage. Play around with the camera angles
with the R1 and
L2 buttons for different views of the girls and press the circle
button once
you're done.
The episode is complete for the Moonflow as Tobli leaves after
thanking you for
all your help.
=======================================================
Guadosalam
=======================================================
Since we prevented Garik from attacking the Guado in Chapter 3,
they're back
home in Guadosalam. Bayra, Donga and Pukutak are here, playing a
modified
version of the main melody of the game for magnificent results.
Tromell
explains that the song is the source of his people's sudden
determination to
come back here in the Guadosalam. Talk to him a second time to
learn that he's
ready to die at the hand of the Ronso for Seymour's actions, that
if they come
here now, he will assume what his people did during the time of
the Yevon

church instead of escaping. Rikku assures him that it won't be


necessary as
Kimahri's taking care of the Ronso Youth right now. Happy, he
will realize that
they, Guado, would also need a leader. Rikku suggests he jumps on
the
opportunity as he would be qualified for the role. After thinking
about it,
Tromell admits it wouldn't be such a bad idea.
The scene ends as you get your "Episode Complete!" screen.
The girls board the Celsius after, but come back as we can obtain
a few items
here. Go speak to Tromell on the second level (to the left) and
he'll let you
in the door that was locked until now. Inside, you find a young
Guado who's a
friend of Lian and Ayde. After telling you about his ambition of
meeting
Kimahri, you receive a gift on the part of Lian: the Tempered
Will Garment
Grid. When you can control Yuna, open the two chests in the room
for Baralai's
Sphere and the Tetra Bracelet accessory.
Back outside, head to the other locked door east of the
Guadosalam to find out
that you can open it now. Inside, you find a chest containing a
Kaiser Knuckles
accessory. That's the item you obtain following this walkthrough.
However, the
content of the treasure chest could be two other items, depending
on what you
did in the previous chapters. If you didn't stop Garik but still
completed
every missions assigned by Tobli perfectly, you obtain the Key to
Sucess. If
you did defeat Garik but missed on doing the midget's missions
correctly, the
accessory will be a Crystal Bangle.
We can now proceed to the Thunder Plains.
=======================================================
Thunder Plains
=======================================================

Because of Shinra's special effects during Yuna's concert at the


end of Chapter
4, fiends suddenly went on an rampage and started to gather at
the calibration
towers. Mission time!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
A fallen genius?
You have to defeat the chimera fiends named Rhyos found at the
towers of the
plains. They aren't tough but make sure to heal the victims of
their physical
attacks (as they reduce the target's HP to 1) when they attack
you. Also, open
the treasure chests they leave once you defeat them. The contents
of these are
based on your caliberation history. In Chapter 1, I told you to
at least
caliberate the first three towers as they lead to an Elixir and
two Megalixirs.
Pretty useful items. Once you defeated the nine Rhyos found at
the nine towers
of the plains, the girls wonder about the last tower. On your
map, it will be
represented by a red dot. Go to it and accept to approach it when
asked so you
can face one more enemy.
------------------------------------------------------------------Boss: Humbaba
HP: 27 772
EXP: 1800
Difficulty: Fair
------------------------------------------------------------------You might have met one of these during our trip in Via Infinito.
Well, Humbaba
shouldn't be too hard if you worked on your skills properly.
Since it's from
the Behemoth species, it might decide to protect itself behind
Mighty Guard,
but that should only lenghten the time required to beat him,
nothing else.

Before taking Humbaba's life however, make sure that your


characters are fully
healed as it'll use Meteor as a final attack.
Mission complete! Your reward is the Valiant Lustre Garment Grid.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Al Bhed from the caliberation towers informs you about
another secret
cavern in the Thunder Plains. Select the first option in order to
visit it.
In there, head to the red dot on your map. I know the place is
strangely
designed but you should find your way and reach... Cid! There he
is! He seems
wounded... As the girls attempt to help him out, a machina
looking just like
the Crawler from FFX attacks them.
------------------------------------------------------------------Boss: Machina Panzer
HP: 30 500
EXP: 4300
Difficulty: Medium
------------------------------------------------------------------Say "Hi" to the machina responsable for the Watchers that have
been checking
your technics since Chapter 3! They won't be able to report one
single ability
of yours to then have it locked for the battle if you followed my
advice, which
consisted of destroying the Watchers before doing anything
whenever you met
them in random encounters. About the boss itself, Machina Panzer
has, among
many gamers, the reputation of being an hard boss but I never had
a tough time
beating it, whether I had high levels or not. It will use some
machine gun
attack that harms all target for multiple damages and elemental
black magics.

Start off by destroying the Watchers to clear the screen a little


bit. Darkness
from the Dark Knights is good for that as it hits all targets.
Then, take care
of Machina Panzer with everything you've got. I like chained
attacks, but
notice how I always talk about them in my bosses' strategies?
Yes, I'm not a
very original guy. Except for when I flash my behind to grannies
on the street,
now THAT'S original hihih-...er, pretend you never read this.
After the battle, Brother accepts to take his father aboard the
airship once he
apologized. Episode complete for the Thunder Plains!
=======================================================
Celsius
=======================================================
Access the deck using the elevator to meet Cid. Follow him to the
bridge for
quite a scene between him and his children. Brother is mature
enough to handle
an airship by himself, or so he says. When Cid leaves, let's
check out
Baralai's Sphere while we're here! Go to Shinra and select
"Yevon's Secret" to
view its very interesting contents. It features Baralai after
getting shot by
Nooj when he visits... Seymour! You see him in the manor, asking
for help.
Since Kinoc pretty much screwed him over, he decided to go to "an
enemy of the
enemy". As he leaves, Seymour reveals his plan of using the young
man. So
that's how Baralai became the leader of New Yevon...
Technically, we are done for the Thunder Plains. However, you
could visit the
secret cavern in which we fought Machina Panzer again to take on
a certain side
quest requiring an awake state of mind and a lot of concentration
from you.
Explaining it with words on a keyboard takes guts I don't have,
and I'm not

ashamed of admitting it. The thing, while very complicated at


first, becomes
ironically pretty simple once you got the hang of it. You just
need, as I said
earlier, to be concentrated and to take note of the hints given
by the game on
a piece of paper. Having a Charm Bangle equiped also helps
tremendously, you
would understand why should you attempt to conquer the cave. You
aren't forced
to do this quest as you don't gain any pourcentage points from it
(as there are
no scenes for you to view in there) nor complete any prerequesite
for the
Mascot dressphere (since you already completed the episode in the
Thunder
Plains). However, you can still obtain a couple of good items out
of it, such
as the Salvation Promised Garment Grid and the Force of Nature
accessory. For
the latter, you must complete the quest a second time. Yes, timeconsuming but
very doable because of the previously mentionned fact that the
thing's pretty
easy once you understood its basics. Just carefully read the
tutorial and
you'll be taking over the cave and its passages in a few minutes.
=======================================================
Macalania Wood
=======================================================
Cross the woods using the shimmering shortcut and go the spring
area where you
met Tromell in the first chapter. As you know, the woods are
fading so this
place was emptied. Only one Guado stayed, and as you talk to him,
he leaves for
the Guadosalam thanks to the fact that we stopped the Ronso
Youth. Once Rikku
pointed how sad it is to realize that this place will soon be
more, leave and
get back on the other side of the woods. From the save sphere,
proceed east
until you reach the screen with four paths (passed the one with
the two Bevelle

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

the Cactuar Nation is... well, you know... a mission.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The cactuar connection
Use the list below to locate the Gatekeepers.
First cactuar: Lobivia. At the Oasis (here in Bikanel).
Second cactuar: Toumeya. On the beach of Besaid Island.
Third cactuar: Lobeir. Ormi's room in Leblanc's Chateau.
Fourth and fifth cactuar: Areg & Arroja. In the northern part of
the Calm
Lands, before entering Mount Gagazet.
Sixth cactuar: Islaya. Near the ninth tower in Thunder plains
(just south of
it).
Seventh cactuar: Chiapa. In Kilika Wood on the east path at the
second
intersection, search for a tree that can be climbed to reach an
upper level.
Eight cactuar: Erio. On the snowy trail in the area south of the
summit in
Mount Gagazet (where you fought Seymour Flux in FFX).
Ninth cactuar: Bartschella. In Dona's hut (Kilika Island).
To find a Gatekeeper, you need to get an hint on his whereabouts
from his
mother in the Cactuar Nation. You cannot go after more than one
cactuar at a
time (meaning you must bring them back individually each time)
and you must
follow the order of the list above. When you find a Gatekeeper,
you must
complete a gunner mini-game in which the point is to time
yourself in a way
that you successfully shoot it to score points and eventually
beat it at its
own trial. You're not forced to win the mini-game as you still
get the

gatekeeper to follow you if you lose, but winning allows you


to... feel proud
for your trouble. Also, you receive a certain Garment Grid if you
can beat the
last Gatekeeper.
By last, I mean tenth. If you check the above list, there are
nine Gatekeepers
only. Well, after bringing them all back to the Cactuar Nation,
go talk to the
last mother to learn that her son Fraiela is a "bum", as he likes
to hang out
with baddies. Go to Marnela and accept to go after him to find
out that
Fraiela's actually here in the Cactuar Nation. See that cave to
the north? Well
that is where he's located. Mission time!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Last Cactuar
In the cave, follow the linear path and at a certain point, you
will meet a
Sallet enemy in a random encounter from which you cannot escape.
One hit and it
should be dead, but then, the cactuars will grow its size until
it becomes a
Heavy Sallet, a gigantic fiend. It's still easy easy to dispatch
though, you
just need to be patient while dealing with its high Defense.
After the battle,
the random encounters in the cave feature fiends you fought
before, but in
larger versions (such as Wasp Queen and Sahagin Chief, for
examples). Well,
follow the path to the right to reach a certain trial. The
passage will slowly
be flooded with sand and you must reach its end before Yuna
passes out. When
she does, she wakes up on a platform at the sandfall just before
the trial,
allowing you to try again. Take this as an opportunity to collect
all items in
the flooded passage as some of them are pretty cool (Mega Pheonix
and
Megalixirs).

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're given such opportunity is because of the fact that the


fiend in question
is one of the toughest in the game. Don't worry though, as my
strategy should
be more than enough to defeat it in one try =).
Back at the camp, the monster emerges from a dune.
------------------------------------------------------------------Bosses: Angra Mainyu
Tawrich
Zarich
HPs: 333 444
5440
5440
EXP: 5000
Difficulty: Hard
------------------------------------------------------------------Angra Mainyu is no ordinary boss, fact. However, compared to some
of the
enemies found in Via Infinito, he's a push over. Let's first talk
about his
attacks. His two arms, Tawrich and Zarich, are individual targets
as they have
their respective arsenals. Though I don't know which move is used
by which arm,
here comes the offences that they can use; physical attacks, for
moderated
damages; AGA spells (Firaga, Thundaga, Blizzaga and Waterga),
read physical
attacks' damages; Bloody Breath, inflicts abnormal statuses (in
other words, a
Malboro Bad Breath's rip-off); Glimmer of Despair, damages the
party's MP. To
talk about Angra Mainyu himself, he will use several spells like
Flare and
Demi. When his two arms are KO'd, he can revive them with FullLife. His most
vicious attack is Perdition's Flame, used when his arms are
present on the
battlefield, hurting all targets for multiple damages. Now, here
comes the
pretty simple strategy, or at least that's what I do when I trade
punches with

this boss. Have two Dark Knights with a Darkness capable of


dealing over 6000
points of damage. Your third character should be an Alchemist
with the
Mega-Potion ability learned from the Stash command. In the
battle, have the
Alchemist mix a Lunar Curtain with a Light Curtain so Wall can be
casted on the
party. This way, the physical attacks and the black magics used
by the arms
will be reduced. Then, have one of your characters throw a
Chocobo Wing item so
all your characters can be under Haste status. You're set to
start some ass
kicking at this point. Have your Dark Knights use their turns to
cast Darkness
on the enemy. Thanks to the fact that you can deal over 6000
points with this
attack, the arms will be destroyed whenever the move is used.
Plus, Angra
Mainyu's HP will be damaged as well. With your Alchemist, focus
on using
Mega-Potion with the Stash command so you can make sure that the
party stays
healthy (since Darkness takes HP from the caster) constantly,
which is very
important as you don't want Perdition's Flame to struck your
characters when
they're weakened or else it could pretty much mean Game Over. If
the enemy gets
to use Bloody Breath, the Dark Knights shouldn't mind it as they
have the
abilities to be immune to its abnormal statuses. It is a
different story for
your Alchemist though, so heal the girl wearing that dressphere
if she does get
affected by the boss' offence. That, or equip a Ribbon so the
supporter of the
battle can be backed up constantly. Should Perdition's Flame be
used, counter
with a round consisting of healing your party (and reviving the
KO'd victims if
there are any). Keep following this pattern with your Dark
Knights, killing off
the arms whenever they're revived by Full-Life and damaging the
main boss until

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

leader for the Ronso. Go to Kimahri once you gained Yuna's


control for one more
scene featuring the return of Lian and Ayde. Though they weren't
able to find a
way to restore the Elder's horn, they're still happy for the trip
they had in
Spira. Talking to them, Kimahri thinks of something and leaves
for the mount.
Follow him and progress on the map until you reach him near the
summit, where
he finds himself in front of Garik. The gigantic Ronso, more
agressive than
ever, physically provokes him. Kimahri finally snaps as he
decides to use his
strength to knock Garik out with a ferious punch. Afterwards, he
scolds the
Ronso and orders him to start thinking for himself instead of
waiting for
answers from his leader, as Lian and Ayde did when they travelled
around Spira.
After, the scene switches to the tribe admiring the statue of
Kimahri built on
top of the mount. Yuna thinks about Kimahri's speech, and the
episode in
Gagazet is completed on this scene. You obtain the Sacred Best
Garment Grid.
Back aboard the Celsius, you should now obtain the Mascot
dressphere in a quick
sequence if you've been following this walkthrough as we just
completed the
last episode. Hurrah for the Gullwings! Hurrah for you as well,
since you just
obtained a pretty nice dressphere.
You guessed it though, we aren't done in Gagazet yet. Get back
there to find
yourself at the summit of the mount. Climb to the area where the
statue of
Kimahri was built to find Lian and Ayde. If you followed their
adventure during
the game, they hand over the Conflagration Garment Grid given by
that Guado kid
you met in the Guadosalam earlier. Pretty cool gift there!
=======================================================

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.

Well, aboard the airship, go to Shinra to find out about what he


just
discovered. The Farplane would be an infinite source of energy
with which we
could create a city that never sleeps. When you can control Yuna,
leave the
bridge and ride the elevator to the engine room. Talk to Cid
there several
times and then, use the elevator to get on the deck in order to
spot Brother
and Buddy talking about recruiting new members for the Gullwings.
The scene
gets amusing as Cid arrives and scolds them. Back inside the
Celsius, ride the
elevator down to the cabin for one more funny scene, this time
starring Cid and
his children, Rikku and Brother. As the scene ends, let's get
back to Vegnagun.
Humor is fun, but we got a planet to save. Go back to the abyss
using Brother's
list.
=======================================================
Farplane Abyss
=======================================================
Head to the magical pit to be teleported to a new area. In front
of you is a
pathway with a temporary lightning wall. Should you try to pass
while the
barrier's activated, you're thrown on the ground and ambushed in
a battle with
a fiend. You could always avoid getting punked in such an
humiliating way for
an High Summoner by timing yourself, or you could just disable
the lightning
wall. To do so, step on the colored platform pad to your left and
notes will be
displayed (So Mi* Re*). Play these notes on the magical keyboard
by the pad and
the lightning wall will be deactivated. Now, there are other
temporary
lightning walls around, along with a different type of magical
barrier at the
end of this area's portion. If you run into this one, if you're
forced to

battle an Azi Daharka, which is quite an opponent. To disable it,


you must play
a melody on the other keyboard to the north, this melody being
made of the
notes you can gather by stepping on the other platform pads found
in this area.
Two of them can be found pretty easily, but the third one is
somewhat hidden.
At the keyboard with a chest (open it for a Megalixir), let
yourself fall to
the right to land on a path leading to it.
Once you played the notes on the keyboard, the magical barrier is
deactivated,
allowing you to get into the second portion of this area. Again,
you have to
deal with a magical barrier to the north. Disable it with the
keyboard in the
area as you did previously once you found the notes of the melody
by stepping
on the platform pads. You could just run into it to battle an Azi
Dahaka, but
keep in mind that it is a pretty strong fiend and deactivating
the barrier is
more amusing =). Open the treasure chest near the keyboard and
proceed into the
third area. The girls meet Gippal there, who seems injured. He
got "careless"
as he says, and Nooj kept going. Leblanc and her acolytes arrive
and accept to
take care of The Gipp while the YRP goes ahead. The man hands
over Paine's
sphere, which contains an happy ending for the adventures of the
four comrades.
Well, you got one last magical barrier to take care of, however
this one's
different. You got a bunch of elevated platforms in front of you,
and some of
them play notes when you reach them. In order to disable the
magical barrier,
you must step on these platforms in a certain order to play
Shuyin's melody.
It's kind of hard for me to explain how to proceed and it
wouldn't be worth the
trouble as you can just go to Picket (left of the save sphere).
With it, you

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.

------------------------------------------------------------------Bosses: Vegnagun's leg


Node A
Node B
Node C
HPs: 18 220
30 000 each nodes
EXP: 30 000 at all
Difficulty: Medium
------------------------------------------------------------------This battle is over as you deplete the leg's HP. However, you
miss the
opportunity of obtaining a couple of goodies by winning this way.
See those
nodes? They drop interesting items and give a good amount of EXP
when you
destroy them. Taking on this task is easier said than done
though, as they are
pretty solid. I say go ahead and use your gil to damage these
nodes with the
Throw command from the Samurai dressphere.
When you're victorious, proceed north to find out about Nooj,
Leblanc and
Gippal having trouble with Vegnagun's core. Here, the Gullwings
will show them
how it's done =).
------------------------------------------------------------------Bosses: Vegnagun's core
Right Bulwark
Left Bulwark
HPs: 33 040
3000
3000
EXP: 7400 at all
Difficulty: Easy
------------------------------------------------------------------Can you hear these voices encouraging you during your battles
with Vegnagun?

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

before Shuyin gets to insert his lines.


After the battle, Yuna executes her famous plan B. Wearing the
Songstress
dressphere, she will talk to Shuyin as if she was Lenne. The man,
or should I
say, the man's shadow, will finally leave Baralai's body to
approach his love.
Unfortunately, he realizes that it isn't Lenne. Needless to say,
he isn't happy.
------------------------------------------------------------------Final Boss: Shuyin
HP: Meh
EXP: Meh
Difficulty: Meh
------------------------------------------------------------------Here we go for the last battle of the game. Shuyin's fighting
style is nearly
identic to Tidus' as he'll use the same technics, just that they
have different
names. To list them, he has the Spin Cut, which is just like
Tidus' Spiral Cut.
It harms one target. A second attack is Hit & Run, corresponding
to the Slice &
Dice Overdrive. The move targets the whole party for multiple
hits. Shuyin also
uses Force Rain, which is, you guessed it, just like Energy Rain.
This one
harms all target once. Finally, the final boss has Terror of
Zanarkand- Tidus'
Blitz Ace-, which attacks the victim brutally. If you're having
an hard time
dealing with the enemy, you may need to use supportive spells
like Protect and
Haste but seriously, this is pretty easy for a final battle.
Steal an Hero
Drink item from Shuyin if you'd like and just give everything
you've got until
you're victorious.
As the battle ends, Lenne's shadow emerges from Yuna's body to
reunite with
Shuyin. The two lovers can finally rest in peace.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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

Zanarkand with the sunset of FFX's intro. They talk about


everything that
happened, about how they could finally reunite. Tidus has a
theory: the Fayth
made him with his memories. That, or he's a dream again. In any
case, they
cannot know and instead of thinking about it, they decide to just
be together.
You get a good old "The End" screen on this.
That's that for the endings!
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
7- General tips
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
This section is devoted to general tips for the game, as the
section's title
says it.
- Whenever you equip a dressphere, don't forget to check its
abilities and
select the one you want to learn. The computer choses them for
you if you do
not check them, and it may not pick the ones you want.
- There are a lot of Garment Grids in the game (60 of them), so
check your list
once in a while for a quick update on the ones you got so you can
be informed
about what alternatives you have. Same for the accessories.
- On the subject of Garment Grids, you obtain the 60th one named
The End once
you collected all other grids.
- Do not be scared by fiends under Oversoul status. While they're
usually
harder, they provide more EXP and different items. Also, some
fiends are
actually easier when Oversouled (Paragon and Chac, for examples).
- Hotspots lead to progression in the story, but only focusing on
them is

missing out on so much as FFX-2 got so many side quests. That's


why you should
do world tours during the chapters.
- You can skip certain scenes in the game using the Square button
while the
screen is paused. Doing so prevents you from obtaining the %
points of said
scenes though, so stay away from it I say.
- While I already included it in my walkthrough, the engine room
contains four
treasure chests that are refilled at the start of each chapter.
- You can do an infinite gil trick when O'aka is aboard the
Celsius. Once you
paid his debt, he sells items for very cheap prices. Buy them and
sell them
back to make profits, allowing you to get as much gil as you
want.
- On the 40th level of Via Infinito, you obtain the Cat Nip
accessory when you
beat the boss of the cloister (Black Elemental). With this
accessory, you can
deal 9999 points of damage when your character's HP is in yellow.
Combining the
Trigger Happy Lv.3 ability from the Gunner dressphere with this
accessory
allows the girl to attack for over a dozen of times for 9999
points, allowing
you to beat about every enemies in the game. This is quite a
cheap trick but oh
well, if you want an easy way out of the challenges offered by
the game.
- Another cheap trick is the one consisting of obtaining
"CONGRATS!" with the
Random Reels ability of the Lady Luck dressphere in a non-random
way. Just
pause your game and you can easily get three 7s in a line, which
triggers the
use of the move. With it, you can get tons of gil, items, and
"defeat" some of
the greatest fiends in an instant.
-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_

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

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