Final Fantasy 10, 9, 8, 7, 6
online store, squall's necklace FantasySquare, Your Final Fantasy Gaming Needs forums, final fantasy
 
 
» Home (Wiki)
» Final Fantasy 12 (Wiki)
» Final Fantasy 11 (Wiki)
» Final Fantasy X-2 (Wiki)
» Final Fantasy 10 (Wiki)
» Final Fantasy 9 (Wiki)
» Final Fantasy 8 (Wiki)
» Final Fantasy 7 (Wiki)
» Final Fantasy 6
» Final Fantasy 5
» Final Fantasy 4
» Final Fantasy 3
» Final Fantasy 2
» Final Fantasy
» FF Tactics
» FF Tactics Advance
» The Spirits Within
» Kingdom Hearts
» FF Mystic Quest

» FF Mythology
» FF Music Vault
» FF Online Store
» Articles
» Downloads
» FAQs/Guides
» Fanart
» Fanfiction
» Media
» Tips/Hints
» Wallpapers
» Forums
» Photo Gallery
» Chat Room
» FF mIRC Script
» Mailing List

» Free Email
» Web Hosting
» More...

Subsidiaries
» My Import Store
» Asp Burst
» Ecreators

Affiliates
» Final Fantasy Insider
» The Final Fantasy
» Final Fantasy XII US
» Square Apex
» Final Fantasy Synthesis
» Final Fantasy Ultima
» Final Fantasy Rebirth
» FF13.co.uk
» FF13 Online

» Contact us
» Submit update
» Staff
» FS Friends
» More...

 
Final Fantasy X-2 Secrets

In this section we will explain some of the more useful, rare and unique items, as well as certain scenes that do not appear until certain prerequisites are met.

Getting the Mascot

Get an episode complete in every location during chapter 5. There are exceptions where you don't have to complete certain episodes like the 101 cloisters in Bevelle and chocobo raising in the Calmlands. We're not sure why but don't make Zanarkand the last place you visit as they won't hand over the Mascot.

Getting the Perfect and Special Endings

By not skipping any dialogue and making the right choices, 100% completion in a single game is possible. The game comprises about 50% main story and 50% side quests, so you have to visit each location during every chapter to complete any available missions or to just listen to Yuna's memories of them. Revisiting a place after a major event is a must, because you tend to get sent back to the airship once a mission is completed. In addition to all that, during the scene where Yuna fell down the gorge and meeting up with Baralai, Nooj and Gippal, press the “x” button when Yuna says “I'm all alone” to hear a familiar whistle. Press “X” until up to a total of 4 whistles are heard. If you are unsure as to the timing, you can button mash, it doesn't matter. Moreover, after finishing off the final boss at the scene with Yuna in the Farplane, press “X” to initiate a scene. If you did not work towards 100% completion, you will get the ‘special ending'. If done in 100% order, you will be asked a “Yes!” and “Maybe it's better this way” question. Select “Yes!” to view the hard earned “Perfect Ending”. Failure to do either will net you an unsatisfactory “Normal Ending”. Note: You need not partake in the chocobo raising and Blitzball minigames to earn percentage. There could be more that you don't need to do that we have yet to discover.

Getting the Key To Success

An incredible tool for training levels and getting rich. Complete all Moonflow missions that involve Tobli. You need not find the musicians in Macalania. Rescue Tobli's Hypello helper during chapter 1 without losing any cargo, sell tickets for Tobli's concert in Chapter 2 (I'm not sure if you need to sell all or not), speak to Tobli during Chapter 3, and select either “stay and watch” or “go up on stage” (if it is available) in Chapter 5. You don't have to view the moonflow comm sphere scenes, although they will add up to your completion percentage. Also, an episode complete for moonflow is not required. However, you mustn't defeat Garik during Chapter 3, we will explain why later. After meeting the prerequisites, you will find the item in Tobli's house in Guadosalam during Chapter 5, it is the lower right unit on the map. The item is in a chest on the left side of the room, and it will vary depending on what missions you did or did not complete. If you defeated Garik during Chapter 3, and completed all the Moonflow missions successfully, you will get a Crystal Ball. If you did not defeat Garik but completed all the moonflow missions, you will get the Key To Success. Abilities are HP +100%, MP +100%, Luck +100, Double All (doubles exp, ap, item drops, gil and item effectiveness). Note: Getting the Key To Success means not getting 100% story completion and the mascot.

Getting the Adamantite

This is a useful accessory when defeating certain monsters in the 101 cloisters and getting the Iron Duke for the first time. It is a first-rate defensive tool that sacrifices speed for extreme physical and magical defense. You need to get 2800 points on the Gunner's Gauntlet and reaching Max level to get it. Abilities are HP +100%, Defense +120, Magic Defense +120, Auto-wall and Agility -30. There's a method to score high on the Gunner's Gauntlet without much effort at all, which will be explained in “Easy Way Out”.

Getting the Iron Duke

Simply put, the best accessory in the game. The task to achieving it requires defeating enemies tougher than the last boss. You need to battle through a nerve-wreaking labyrinth of 101 cloisters, which can get frustrating due to the limited map layouts. You can access the cloisters at Bevelle anytime during Chapter 5, there are no prerequisites. You will get the Iron Duke after defeating optional boss Trema at cloister 00. There are certain strategies to defeating noteworthy fiends that I have penned down in “Easy Way Out”. Abilities are HP +100%, MP +100%, Strength +100, Magic +100, Defense +100, Magic Defense +100, Agility +10, Accuracy +100, Evasion +100, Luck +50.

Choices

Choose “Youth League” instead of “New Yevon” when returning the Awesome Sphere to unlock a series of events and missions later in the game that will award more completion percentage.

Choose to climb up the rock face in Fayth Scar when obtaining Syndicate Uniforms instead of following the Fem-goon to view the full hot springs scene during chapter 2.

Getting the Invincible

In the lower-right side of the second portion of Kilika Port, there's a man with a camcorder who will let you view the new Youth League Base that's under construction through the lens of his camcorder each time you speak to him. Select “Yes” to view the base at least one time each during chapters 1 and 3, and he will ask if you want to head over to the base during chapter 5. Choose “Yes” and the ferryman will bring you to an island, where you can pick up the Invincible accessory from a chest and receive 5 Georapella coins by speaking to a boy who is playing there. Abilities are Break Damage Limit.

Getting the Enterprise

Do not visit Moonflow and take part in the “Shave the Hypello” mission during chapter 1, and Tobli will be available in your airship at the start of chapter 2. Push him into the elevator along with Donga, Bayra and Pukutak to receive the Enterprise. Abilities are Break HP Limit.

Getting the Heady Perfume

When giving Leblanc her massage during chapter 2, do not succeed at getting a score of 32 on the first try, and you will find the item in a chest in Ormi's room. Abilities are MP +20%, Magic +5, Defense +10, Magic Defense +10, Agility +2, Luck +10 and HP/MP stroll.

Getting the Bloodlust and Wring

When in Bevelle during chapter 2, you can operate an enormous machina named “Gaol”. It's a machine with several rotating platforms which will randomly rise or fall. Search the area behind Ormi and Logos to reveal a glyph which you can use to stop the pistons from moving. When a rotating platform at its lowest swivels to where Ormi and Logos are, stop the machinery. Climb the platform and Rikku will offer to stop the machina at the press of the “square” button. After getting off at the desired level, have Rikku start the machine, and have her stop it when a platform is at your current level while another is at the highest. Climb to the highest level from where you are and make your way to the far left of the curve to find a chest containing the Bloodlust accessory. Repeat the same steps to get to the lowest level, where an exit leads to a balcony with a chest containing the Wring accessory. Abilities for Bloodlust are HP -40%, MP -40%, Strength +60, Magic –50, Magic Defense –50 and Kijo's soul (constant Poison and Berserk effect). Abilities for Wring are HP -40%, Magic +80, Defense –20, Majo's soul (constant Poison and Haste effect, Turbo Black Magic, use any Black Magic already learnt.

Easy Way Out

Tips, bugs and strategies to score seemingly impossible quotas in Sphere Break, obtain high scores on the Gunner's Gauntlet, topple any boss in the 101 cloisters and not-so-many more.

Score easy on Sphere Break

Enter a game with Entry coins bearing numbers 1, 2, 3 and 6, with any of these 4 coins bearing the Multiplier Echoability. The right combinations of these 4 coins can get you any number from 1-9, just so in case there are no border coins to combine with. E.g. 1, 2, 3, 1+3=4, 2+3=5, 6, 1+6=7, 2+6=8, 3+6=9, so you'll be able to score a quota of 300 in 30 turns when playing “Marvelous Core Sphere”, just by core-breaking with multiples of 1x with the multiplier echo ability. Combine entry coin with entry coin to make a multiple of 1x if necessary to rack up the multiplier echo count. Play 1x just so in case you are faced with a core sphere bearing 1.

Effortless Gunner's Gauntlet (Beach)

During higher levels where a purple helm type creature appears, gunning it down will earn you a volley shot that instantly defeats all enemies on-screen. Obtain one in the third area and shoot, run or endure bites through to the last waterfall nearest the exit of this area. Make sure you have at least 1 volley shot at this point. Move under the waterfall and stay as close to the screen as possible (if you are making your way to the beach that would be to Yuna's right). Now no monster will be able to attack you as long as you're in this area, even if they pass you. It so happens that this is also the area with the highest concentration of fiends. Ready yourself with volley shot and watch as hordes of fiends fly by (they won't touch you if you are at the fore-mentioned area). As soon as you see the same bluish-purple helm type fiend among the throny, fire the volley shot. The coast should be clear for several seconds so walk up to the fallen helm and pick up the volley the helm dropped. Walk back to the untouchable area. Rinse and repeat.

101 cloisters

I shall write out a brief list of items and certain boss strategies here. Required level should be 80 and above, though 99 would be gladly welcomed. Since encounter-none does not work here, use a thief that has learnt First-Strike and Flee abilities to avoid unnecessary battles. You can get the Mascot without scoring Episode Complete here, and that is recommended.

Recommendations

Garment Grids

Valiant Lustre (Defeat Humbaba at the Thunder Plains during chapter 5)

Dress Spheres

Alchemist or Mascot

Thief

Dark Knight

Items

Note: You might need to use a new game plus data to gather some of these items, or you could substitute some of them. For first-timers, use what you have. This list is for people playing the game for the first time, so no uber-leet items like the Iron Dukes or several Champion Belts or Key To Success.

Key To Success (not a must-have)

Adamantite (must have)

Ribbon x 2 (not a must-have)

Crystal Bangle (not a must-have)

Champion Belt x 2 (must have)

Kaiser Knuckles (not a must have)

Invincible (must have)

Crystal Gloves (must have)

Begin by equipping 2 Dark Knights and one Mascot (or Alchemist).

Equip 1 Dark Knight with 2 champion belts, the other with Adamantite and Kaiser Knuckles, to endure damage. Equip the mascot with Key To Success and Crystal Gloves, the mascot must be Yuna (healer and survivor). Moogle Healja, Moogle Wallja and Auto-shell/protect is a must. Moogle heals by life percentage, so high magic won't be needed. And the Key To Success makes a Mega-potion heal 4000 to the party instead of 2000. Set up one of the characters so that their battle dress spheres are next to a fleeing thief, just in case. You can get up to 8 Mega-potions from an Earthworm in the Farplane if you have 3 Lady Lucks with double items ability learnt, so use it at will. You can defeat most bosses if you're level 80 and higher. After this setup is completed (you don't have to follow so closely, improvise whenever possible), the rest depends on your quick wit and solid strategies.

Boss strategies (I haven't met Oversouls yet, will update)

Black Elemental (9,999 HP, 11 Strength, 255 Defense, 255 Magic, Magic defense 255)

Your first real threat, this boss will most likely wipe out the party with Ultima save the Adamantite user. Initial spells include Ultima, Flare and Berserk. Have the 2 Dark Knights cast Darkness. If both connect, the battle will be over in less than a minute. Don't bother reviving the fallen or healing the injured. Just have any surviving Dark Knights cast Darkness and the Moogle (Mascot) cast Moogle Beam.

Concherer (343,280HP, 152 Strength, 163 Defense, 155 Agility, 122 Magic, 122 Magic defense)

Comes with Auto-shell and Auto-protect, this battle might take some time. Start with the Alchemist and not the Moogle (Mascot) because the boss will deplete your MP with Gunk. Attacks are monotone save for Megaton press which will most definitely score 5-digit damage against your character. Have the 2 Dark Knights cast Darkness, the Alchemist use mega-potions and phoenix downs. Never use “stash”, your characters might be dead before then. Keep reviving those killed by the Megaton Press and use regular mega-potions to recover. Or you could have 3 Dark Knights casting Darkness, and using items to recover. Regulate between reviving, healing and casting darkness, with a little element of luck it will topple, after several tens of minutes.

Chac (437,850HP, 254 Strength, 88 Defense, 164 Agility, 152 Magic, 166 Magic Defense)

A basilisk-type monster that uses a Stony Gaze attack that ALWAYS HITS. The trick is to know where your soft stands in your inventory, and use it before he smacks the petrified character. And then there's the Space-Time Vorpal magical attack that deals extremely high damage and negates several of your stats. Have the person with Key To Success use a mega-potion after Space-Time Vorpal. A little anticipation is needed, when it faces one of the characters and flails its appendages around its face, use a soft on that character, because shortly after a Stony Gaze will follow. Do not limit the usage of soft to the Alchemist. Any character with a near upcoming turn should and must use it. The key to defeating Chac is flexibility. Use the Dark Knight's Black Sky to pound it until MP is depleted, then continue with Darkness.

Paragon (200,000HP, 244 Strength, 244 Defense, 188 Agility, 88 Magic, 89 Magic Defense)

This isn't too tough except for an attack that appears to a normal attack. It will revert a character's defense back to normal level, making the next attack thereafter 9,999 damage. The whole battle is one time-attack, to defeat it before it casts Genesis to wipe out the party, unless you intend to survive using Auto-Life. Have the Moogle (Mascot) equip Invincible and Crystal Gloves and have it cast Moogle Beam while the 2 Dark Knights cast Black Sky. Use Darkness after MP has depleted and mega-potions to recover.

Mega Tonberry

Have the Moogle cast Moogle Wall on the Dark Knight without Adamantite, and pummel it with either Darkness or Black Sky. With some luck the Mega Tonberry won't land too many criticals (it usually does). Enter battle using Mascot with Key To Success and Crystals Gloves, Dark Knight with Adamantite and Hyper Wrist or Kaiser Knuckles and the other Dark Knight with 2 Champion Belts. If the Moogle (Mascot) is killed, don't waste a turn to revive and continue hitting it.

Trema (??? HP, ??? Strength, ??? Defense, ??? Agility, ??? Magic, ??? Magic Defense)

This is the optional boss in this game but it is not the toughest (I think). Judging by the names of his attack, they probably inflict several status ailments. But you will only succumb to Stop if you used the party setup recommended, and if your Moggle has the Ribbon ability or accessory. The only attack to watch out for is Ultima, but it's not as deadly as the one Black Elemental uses. Heal as you like, you should be fine. His arsenal is a conglomerate of weird sounding attacks that do extremely low damage, coupled in by some black magic spells. You may need to conserve MP as his life is very, very long. Since his evasion and defense are both extremely high, use attacks like Darkness and Moogle Beam or Cactling Gun. You can get the Iron Duke for defeating Trema.

You can now access Cloister 00 and fight Paragon an unlimited number of times.

« Back


You are currently on the old FS website. Visit the new FantasySquare Wiki, which is a database of Final Fantasy, Anime and game(s) content, articles and downloads. Please help us contribute articles and migrate content from here to the new FS Wiki!

Thank you for your support!




Final Fantasy Merchandise, Final Fantasy Products, Final Fantasy Jewelry, Final Fantasy Toys

Google
© 1999 - 2007 FantasySquare™ v6.1.1 - All rights reserved
Terms of use - Private Policy

 
FantasySquare, Final Fantasy Site by My Cool Designs