FFX-2 Walkthrough - Chapter 5
The Depths of the Farplane - Part 1
After a funny scene with
Brother, Buddy and the rest of the Gullwings, you'll descend into the depths of the
Farplane to figure out just what's going on. This automatically happens when the chapter
begins, so make sure that you're properly equipped. You have a choice of going down to the
Farplane via one of the four temples. Bevelle Temple is the hardest, while Besaid and
Kilika are the easiest. You should probably do yourself a favour here and choose Besaid or
Kilika. Make your way down until you see a large platform. Before you jump onto this, equip
yourself with any NulIce equipment or anything that will give your physical attacks Fire
elements.
Boss: Dark Shiva (HP:MP - 14800:9999)
Like in previous Final
Fantasy games, Shiva is an Ice-based warrior, so a lot of her spells are ice based. NulIce
works well to keep you protected, and a Fire Gleam helps you do more damage with your
physical attacks. She has a very high speed rating compared to the other Aeons, so have one
of your characters change jobs into a Warrior and use your Break abilities, while another
is a Dark Knight (or Samurai) and deals regular damage with attacks. Have your third
character as a supporting character who can switch between a support job like a White Mage
and an attacker with Dark Knight. Shiva isn't a very hard Aeon to beat, even though she's
one of the final ones you'll face, but she does attack often enough that she can pose a
problem at times.
Once you have defeated Dark Shiva, a save point will appear. Now, you have two options here. You can choose to continue doing into the Farplane, or you can head back to the Celsius and complete the rest of your missions. Since the next two fights (and the fights afterwards) are going to be a doozy, take the time to complete the other missions and get some more levels.
The Depths of the Farplane - Part 2
Once you have finished any
sidequests that you wish to partake in, get on the Celsius and talk to Brother. Choose the
option to go back into the Farplane, choosing any dungeon you wish. You'll start off at the
beginning of the dungeon again, so process past the save point and deeper into the dungeon.
Once you have reached another large platform, stop and prepare yourself again for another
Aeon fight!
Boss: Dark Magnus Sisters
Mindy (HP:MP - 9788:9999)
Sandy (HP:MP - 10330:9999)
Cindy (HP:MP - 12240:9999)
Ah, the trio of sisters that everyone knows and
loves are back, and once again they're out for your blood. As with any fights where you
have to deal with more than one enemy, focus on one of the sisters to take them out. This
also makes sure that they can't use their Delta Overdrive on you, which they will use at
least once in this battle if you let them. We recommend that you take out Mindy (the little
girl) first as she attacks the most, and her attacks generally do the most damage on top of
that. Once you have taken her out, the fight becomes a hell of a lot easier for you. Once
you have taken her out, take out Cindy next, then Sandy. Leave Sandy for last because she
her attacks are generally much weaker than her sisters.
Once you have finished off the sisters, it'd be a good idea to go and save. Once you have done that, go back and prepare for your final Aeon fight, Dark Anima!
Boss: Dark Anima (HP:MP - 36000:9999)
Seymour's old Aeon is a lot
easier than the Magnus Sisters, only because he's slower to attack than the previous Aeons.
Use a trio of Dark Knights (or Samurais, if you don't have Dark Knight) and continually
attack him. Make sure you have a couple of X-Potions and Mega Potions with you to heal you
up, as well as a lot of Remedy items. Anima will use Pain on the entire party, causing
multiple status ailments. Use Remedy here to cure everyone, and then heal up because he'll
use his Oblivion Overdrive as his next move. You shouldn't have any trouble here if you're
good about bringing the right amount of items with you.
After defeating Dark Anima, a cutscene will occur. After that, you'll be in the same spot as you were in Chapter 3, the only difference is that the Leblanc Syndicate will be there too. After a quick talk, you'll be able to move around. You'll notice a portal to the left of the area, and obviously that's where you need to go next. Make sure to buy any items you need from the Leblanc Syndicate before you go though.
Once you have gone through the portal, you'll notice a blue plate on the floor. Stand on it and a melody will be played. Go to the piano structure on your left and then play the exact same melody that you just heard. This will deactivate the barrier in front of you. If you try to get past the barrier (and subsequent barriers) without completing the melody correctly, you'll have to face a nearly indestructible monster. Run past the barrier, minding the other barriers that intermittently go on and off, since they take away some HP when you come into contact with them. Once you are past the barriers, take the left rout and step onto the blue plate again. You'll hear another melody, but it isn't complete. From that location, head south to find two more blue plates. One is directly south of your location, while another is located on a separate route that you can jump onto on your way to the second plate. Once you have found these plates, go back to the first plate and head for the piano. Play the complete melody to deactivate the barrier.
Now, after the second barrier you'll have to find yet another set of blue plates to complete the melody. The first two plates are very close to each other. From the first fork in the road, take the right path and then jump down to find a blue plate, then head up to the top of the fork in the road to find the other one. The last blue plate is close to the piano. Now go to the piano and enter in these last couple of notes. Before you leave though, make sure you write down the melody in the order that they appear on the screen, it's very important for the upcoming puzzle.
After finishing the final puzzle, YRP will find Gippal on the ground. Then the Leblanc Syndicate will join up with you. Gippal will give Paine a sphere, and all of you will watch it. After watching the sphere, you'll be in another area with a puzzle that you must complete in order to advance to the next section. This puzzle involves you jumping on platforms according to the melody that you just played to get by the barriers earlier in the area. The melody is So, Mi*, Re*, Do*, Ti, La, So, Fa, Mi, Fa, So, Do. If you try to get past the barrier without completing the melody correctly, you'll have to face a nearly indestructible monster. You don't want any of that, right?
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When you start off in this area, there are two platforms you can jump onto, one to the left of the save point, and one to the right. Take the one to the left first. Jump on that platform and three notes will play, then jump onto the next one on your right. Now jump up onto the platform above it, and two notes will play. From there, head back to the save point. Take the platform to the right of the save point, and then jump up to the platform above you. That will take you to another platform for you to jump on, which will play one more note. Head back to the platform to the left of the save point again. Jump on that platform, and now jump left. Now jump right to the next platform and it will play a note. Now jump back to the previous platform and you'll be able to reach another platform with a treasure chest. That platform will play 2 notes. Now make your way back to the save point, and then jump back to that platform to the left of it. Jump to the left platform, then left again. Now go back to the platform to the right of the save point, and jump down (not up) to the next platform. Now head back to the barrier and it should deactivate. If it doesn't& try again.
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After solving the puzzle, save and then head towards that big globe. Jump onto the platforms you'll find in the next area until you reach Vegnagun. You'll also meet Nooj there. After a couple of conversations, Leblanc, Gippal, Nooj and YRP decide that they oughta be able to take down Vegnagun themselves. So while Nooj, Gippal and the Leblanc Syndicate deal with the other body parts, it's up to YRP to take out& the tail? Okay then.
Boss: Vegnagun's Tail (HP:MP - 34200:9999)
The tail starts
things off with a powerful sweep that hits all characters for about 1000 HP. Use whatever
you need to heal up, and then start using physical attacks. The only other attack the tail
uses is a laser attack that's directed at one character, and doesn't hit for a lot of
damage. Since this is the first part of the boss that you'll have to face, it's also the
easiest. You should be able to defeat it in no time.
After defeating the tail, head over to the other platforms towards the Leblanc Syndicate. They're having trouble with the legs, so they leave the clean up work to you. Let's go!
Boss: Vegnagun's Leg (HP:MP - 18220:9999)
Several orbs that can
only be hit with ranged attacks or magic accompany Vegnagun's leg. Thing is, you don't even
need to kill those off to beat the leg, so don't worry about them. Use the Dark Knight
class for all three characters and you shouldn't have any trouble here. Periodically the
orbs will cast some magic on you or the leg, but it shouldn't hinder your plans at all.
Defeat the leg, and then run up to find Ormi and Logos, exhausted. Run past them to find Nooj, Leblanc and Gippal fighting the body. Seems like they're not having any luck with this fella. Step in and close the deal!
Boss: Vegnagun's Body
Body:
(HP:MP - 33040:9999)Left Arm: (HP:MP - 3000:9999)
Right Arm: (HP:MP - 3000:9999)
The arms of Vegnagun are used for casting
offensive and support magic, so use the Dark Knight (or Samurai if you don't have Dark
Knight) to clean them off in one or two hits, if you're at a high enough level. If you are
using the Dark Knight job, use Darkness twice to kill both arms as well as deal a hefty
amount of damage to the body. Once the arms are gone, hit the chest with everything you
got. The arms will regenerate once or twice in this battle, but you can kill them off
easily. We're getting close to the end here, one more fight, this time with the head!
Boss: Vegnagun's Head
Head: (HP:MP - 38420:99999)Left Tusk: (HP:MP - 2500:99999)
Right Tusk: (HP:MP - 2500:99999)
This fight is the same as the previous one.
Destroy the tusks quickly so Vegnagun can't use his most powerful attacks, then continue
hitting the head. When the tusks regenerate, kill them off again, and repeat.
Once Vegnagun has been defeated, a cutscene will occur with Yuna trying to coerce Shuyin into leaving. Unfortunately, her plan backfires and now you'll have to defeat him.
Boss: Shuyin (HP:MP - 23850:210)
Shuyin has a
predictable pattern to him. He'll start off with a regular attack, and then use a special
ability (one of Tidus' Overdrive attacks from FFX) immediately after. At the start of the
fight, use Protect on everyone. Fortunately for you, only one of his attacks has the
ability to do any real damage on you, and since he cycles through all of his abilities,
you'll only have to see it two or three times. Obviously, the ability we're talking about
here is the Terror of Zanarkand attack. If you use Protect on your party, he shouldn't be
any trouble though.
Once you have finished off Shuyin, sit back and relax, you've just finished the game! If you were able to activate the special ending, you'll be asked whether you want to be reunited with Tidus again or not. If that happens, congrats again, you've just acquired the special ending to the game!
Chapter 5 Sidequests
The sidequests in Chapter 5 tie up all of the loose ends in the story of Final Fantasy X. Everything from Wakka and Lulu having a child to the battle of the Cactaur Nation is covered here. Since you'll want to be at your strongest to fight Vegnagun, take the time to explore the rest of the world before the game ends.
Besaid Island
The first time around, you won't have to do a lot. Wakka will
approach you, informing you that Lulu has finally given birth to their child. Talk to Wakka
at the temple, and afterwards head into Besaid Temple. Enter the room on your right for a
treasure chest that will get you a radar device that you will need to find some spheres.
Simply press the Circle button to activate the radar. There are four spheres that you will
need to find. The first is located in the village to the left of the temple. The next
sphere will be near the save point outside of the village. The third will be just before
the waterfall on your way to the beach, and the fourth will be on the cliff that you can
reach by using the alternate path instead of going to the beach.
Once you have
gotten all four digits, head to the dungeon from Chapter 1. You'll find a panel that you
can enter in the digits you have found. This will open up another section. Make your way
through here and you'll get yourself a Garment Grid. Once you have finished this little
mission, head to the beach to find Beclem. Enjoy the conversation and the antics that
follow. Afterwards, head back to the village and walk to Wakka. There will be a lengthy
cutscene, and afterwards the episode will be complete!
Kilika Island
Visit Kilika Temple and you'll see a group of people
wanting to get in. Eventually everyone will be reunited, even Barthello and Dona. Aww. You
get a Garment Grid for your trouble, and the episode will be complete!
Luca
All you have to do here is flag off the first game of Blitzball for the season.
Note that you don't actually have to play Blitzball in order to accomplish this. Once you
have done that, head towards the entrance to the Mi'hen High Road. Yuna will enter into a
little mission by herself. All you have to do is follow the flying moogle wherever it goes.
It's basically all flashback stuff from Final Fantasy X. Once you have reached the harbour,
the episode will be finished!
You can return to Luca at any time in order to play Blitzball, but it's much different from Final Fantasy X. You don't actually play in the game, so it may not be worth your while.
Mi'hen High Road
Once you get to the High Road, you'll automatically
enter into Rin's investigation that he started back in Chapter 4. He'll basically reveal
who the criminal is. If you don't follow the sequence given in Chapter 4, you might be able
to pin the crime on someone else, even one of your own party members!
Mushroom Rock Road
Note: This event only occurs if you chose the Youth League in Chapter 2 instead of
New Yevon. You'll be greeted by Lucil, Elma and Yaibal as soon as you arrive. They want you
to help toughen up the Youth League, so take them up on their challenge. This is basically
the same as some of the other missions you've had to complete in the area, so go for it!
Boss: Elma (HP:MP - 4882:870)
Easy fight here. Take out her guards
and then cast Blind or Darkness Dance on her. She'll be a goner.
Boss: Lucil (HP:MP - 7324:370)
This is even easier than the first
fight. Gee, I guess this is why the Youth League needs your help so badly, right? After the
fight, Lucil will give a little speech and the episode will be complete. Head back to the
Youth League base afterwards to get a sphere from her.
If you've collected all ten of the Crimson Spheres, you can unlock the Mushroom Rock Road cavern. Simply approach it with all ten spheres and it will open up. You'll enter a dungeon, but it's pretty simple to navigate. Just follow the red icon on the radar. Once you reach it, a scene will occur. You'll have to fight a total of five boss fights in a row to get out alive. It's not easy, but then again, you're the one who opened up Pandora's Box, so to speak.
Boss: Rikku (HP:MP - 7800:92)
Rikku and Paine are the easiest of the
bosses you'll face here. They're both susceptible to Break as well as Blind, which
basically nullifies everything they can throw at you. Use that to your advantage and take
them down.
Boss: Paine (HP:MP - 9200:92)
Break and Blind are your friends here,
so use them whenever you can. This should be an easy fight. Make sure your character's
health is near its maximum in preparation for the next fight though.
Boss: Baralai (HP:MP - 12220:720)
You had to fight this guy once
already, so you should know the deal here. Use your Break abilities to minimize the damage
he does and use Blind whenever you can so that he misses most of his attacks. He does have
attacks that deal damage to the entire party, so watch out. Like the fight with Paine, make
sure your HP levels are high for the next fight.
Boss: Gippal (HP:MP - 14800:235)
Gippal is a lot like Baralai in
combat, but he's a lot slower, thankfully. He also has attacks that hit the entire party,
so watch out. As always, use Break to take down his damage potential and smack him around
with physical attacks.
Boss: Mevyn Nooj (HP:MP - 23260:720)
Since he's the last boss, it's
only fitting that he's the most troublesome, right? You're going to need all your resources
to take out Nooj, because he's one tough customer. Like Baralai and Gippal, he has a couple
of attacks that damage the entire party, so it's advisable that you have one character act
as a support and constantly heal while providing secondary offense. A Dark Knight with
White Magic capabilities works very well to meet this need. Nooj can use status ailments on
you too, so it's a good idea to have everyone as a Dark Knight, since they are protected
against almost every status ailment once you have mastered them.
Moonflow
Talk to Tolbi at the Moonflow, and you'll be able to party
with him and his group. Nothing much you can do here, but at least you get an Episode
Complete for your trouble.
Djose Temple
Head to the Chamber of the Fayth and you'll have to do
battle with the Machine Faction's new weapon of destruction, er, protection. The catch in
defeating this machine is that it grows stronger depending on how many successful
excavations you performed in Bikanel Desert. If you didn't, then this boss will be a piece
of cake. However if you happened to do some intense searching in the desert to help out the
Al Bhed, it may be a very tough battle. The highest level it can reach is Level 5, so we've
provided the stats for that particular level. Once you have beaten this machine, the
episode will be complete.
Boss: Experiment Level 5 (HP:MP - 18324:0)
This boss is tough if you
don't come prepared. Make sure to cast Protect whenever you can to lower the damage
sustained, as it has a lot of attacks that hit your entire party for some serious damage.
Otherwise, go with the Dark Knights and club away at him. Don't use Break abilities here
because they don't work at all.
Guadosalam
Talk to Tromell Guado twice in order to get your Episode Complete. If
you haven't, you can also get a Crimson Sphere here by entering the underground passage in
the Leblanc Syndicate headquarters. The room is to the left of the save point in the area.
Just jump onto some wooden boxes to reach it. If you didn't stop Garik on Mount Gagazet
during Chapter 3, you'll notice that the Guado are not here, therefore you cannot get an
Episode Complete. However, you can get a powerful accessory called Key to Success in
Tolbi's office. It raises attack, defense, luck, experience and HP by 100%. It is a
tradeoff though, so you'll have to weigh your options.
Bevelle
Head to Bevelle Temple. You'll have a conversation with a
couple of people, including Isaaru and the Kinderguardians. After your conversation, you'll
get a Garment Grid from Maroda. Enter Bevelle Temple and head to the right. You'll find the
Kinderguardians again. Take the portal down to Bevelle's secret dungeon. You'll find an old
man here, and after he leaves you'll find a Crimson Sphere. Pick that up and follow him.
Keep fighting until you get to the 20th level, where you'll encounter a miniboss. After
defeating him, you'll find another Crimson Sphere. If you were able to get all the Crimson
Spheres before, this will be the last one that you need. Head to Mushroom Rock Road to
unlock the secrets of the cavern!
Thunder Plains
Seems like there's a disturbance in the area, and fiends are
occupying all of the lightning towers. It's time for another mission! You'll have to defeat
fiends at every temple. Don't worry though, it's the same fiend each time, so it won't get
progressively harder. You'll have to beat nine of these guys, so remember that there are
also fiends after you get to the Travel Agency. After you've defeated the nine fiends, one&
really big fiend will show up. Time for a boss fight!
Boss: Humbaba (HP:MP - 27772:785)
This guy is tough, especially if
your levels are low. You won't be able to use any Break abilities on him, so don't even
bother going into Warrior here. Your best bet is to make all of your characters Dark
Knights (or whatever class has the highest defensive rating) and assign one to be a
supporting attacker/healer. Have your other two characters just pound the hell out of him.
His attacks are powerful, but if you heal up every other round, you shouldn't be in too
much trouble. One thing you'll have to remember is that once he dies, he casts Meteor on
your entire party. This usually does around 2500 - 3000 damage per character, so make sure
that your characters are healthy before you finish him off.
Once you have defeated this boss, it will leave a giant hole in the ground. You can choose to jump in or not, but either way you'll need to go down there eventually in order to complete the episode. It'd be a wise move to heal up first, though. Once you're ready, head down the hole and into& a dungeon. Just follow the read icon and you'll find Rikku's daddy, Cid. He's got a surprise for you!
Boss: Machina Panzer (HP:MP - 30500:1247)
This boss comes equipped
with three other machinas, but they can be taken care of so easily it's not even worth the
effort to list their stats. Simply using Dark Knight's Darkness ability to wipe them out in
one hit. Or you can just kill them the long way. The machina that Cid has for you is a
total pushover, despite having better stats than the previous boss. Why? Simple, just use
Break abilities to make sure it does no damage to you at all. After you have finished this
off this boss, the episode will be complete!
Macalania Forest
Please note that the only way you can get an episode
complete in this area is if you erased O'aka's debt before Chapter 3. If you weren't able
to do it, you cannot get an episode complete here. Why, you ask? Because you need to visit
O'aka at the Travel Agency in Macalania in order to get the episode complete. It's pretty
impossible to do that if he's not there, right? On top of that, once you visit him, you'll
be able to buy some very cool items from him.
Calm Lands
If you managed to get 400 PR points for the companies in
the Calm Lands, visit this area. The event will occur automatically. Tolbi will come by and
a conversation will occur. The episode will now be complete. Please note that you don't
have to find that poor sap at the Travel Agency a wife in order to finish this episode
completely. Thank god.
Bikanel Desert
You can start this mission while you're in Chapter 3, but you can't
finish it until the end of the game. You'll be asked to start diplomatic ties with the
Cactaur Nation. Yes, we're serious. It seems that the Cactaurs are having a bit of trouble.
A group of very powerful fiends are about to be unleashed, so the Cactaurs need to find the
ten Gatekeepers in order to summon a protector called Haboob. The ten Gatekeepers are
scattered around Spira, so you'll have to find them. Unlike the PR and Marriage campaigns
from the Calm Lands, this mission is actually enjoyable.
Here are the locations of the Gatekeepers:
- Bikanel Desert: Go to the Oasis and you'll find him
- Besaid: You can find him on the beach
- Guadosalam: Go to Leblanc Headquarters and you'll find him in a treasure chest in one of the rooms in the underground passageway.
- Calm Lands: You'll find two here, near the cave where Yojimbo resided
- Thunder Plains: You'll find him in the same location as you found Lian and Ayde during Chapter 3.
- Kilika: Head into Kilika forest and go straight until the second intersection, then go right. You'll be able to jump onto a tree here, and you'll find your Gatekeeper
- Mount Gagazet: Head up the mountain, you'll eventually find it in an open area
- Kilika: Check Dona's house
- Bikanel Desert: Once you have gathered 9 of the Gatekeepers, they will break the seal on the cave in the background. You'll be able to find your last Gatekeeper there.
Once you have retrieved all ten Gatekeepers, you'll receive a Garment Grid& if you were able to win all of the minigames that you had to partake with each Cactaur. Now that your little fetch quest is done and over with, it's time for a major boss fight!
Boss: Jumbo Cactaur (HP:MP - 22222:1111)
He's like any other Cactaur&
only he hits a lot harder. He's actually not that hard to beat, so just keep pounding away
at him and he won't get a chance to attack. Be sure to take out the two little Cactaurs
with him though, since they can do some good damage on you.
Boss: Angra Mainyu (HP:MP - 333444:9999)
This guy is next to
impossible if you don't go into this fight prepared. He's a real monster, with high HP and
defense, so it'll take a long time to take him out. If you want to take on this behemoth,
make sure you're around level 70 or 80 before you even think of doing so. This boss is made
up of three parts, two arms and the body. One arm will use physical attacks, while the
other casts some extremely powerful magic, such as Flare. Obviously you want to minimize
the damage dealt to you here, but since this boss is immune to Break abilities, you'll have
to think of another way to do it.
You can use the Shining Mirror Garment Grid to give yourself the Auto-Reflect ability, so try that. Start everyone off as a Thief, and then switch to your most powerful attacking class, such as Dark Knight. Doing so will allow you to use Auto-Reflect. This will nullify any damage that the magic-casting arm can do to you. Unfortunately you won't be able to heal with magic either. That's okay, you can use X-Potions or Mega Potions for that. In order to get rid of the two arms, use the Dark Knight's Darkness ability. That should get rid of them temporarily until they're revived. Other than that, the only thing you have to do is keep pounding away at the guy until he falls. Yeah, we make it sound very easy, don't we?
Celsius
Note: To get this event, you have to talk with Cid in Chapter 2 on the Thunder
Plains.
Head into the engine room and then head back out. A cutscene will occur. Afterwards, go to the Deck of the Celsius to find Cid. Another talk will go down, and then you can head back to the cockpit. Yet another scene. After this, both Buddy and Brother are not on the Bridge. Go to the Cabin and you'll find the whole Al Bhed gang there in deep discussion. Talk to Cid, and then head to the deck of the Celsius yet again to talk with Buddy, Brother and Cid. After that, the scene will be over.
Mount Gagazet
Tensions are flaring between Kimahri and Garik, and they're going to
settle their differences. Unfortunately nothing cool happens. A lot of talk, some punches
thrown, nothing too exciting. Afterwards, you'll see a monument built in honor of Kimahri.
You can also get a Garment Grid from Lian and Ayde if you return to Gagazet after the
episode is complete.
On top of that, you can also choose to have a monument to Yuna instead of Kimahri. The way to do this is to answer all of the Ronso questions during the game. You can't do this during your first run through the game though, it can only be done on your second run. For the correct answers, just choose the second option given for the male Ronsos and the first option for the female Ronsos.
Zanarkand Ruins
Talk to Maechen here, and the episode will be
complete.
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