Much Games Official Strategy Guide
Final Fantasy X-2
Written by: Ryan Bragg
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Legal Notice
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This strategy guide is an official Much Games strategy guide and is legal copyrighted
material of Much Games. This guide may not be reproduced, redistributed or appear on
any other website with out the express written consent of Much Games. For more information
on our copyright please visit the following page
www.muchgames.ca/index.asp?action=copyright.
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Table of Contents
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1. Introduction
2. Walkthrough
2.1 Chapter 1
2.2 Chapter 2
2.3 Chapter 3
2.4 Chapter 4
2.5 Chapter 5
3. Side Quests
3.1 Thunder Plains
3.2 The Secret Dungeon in the Thunder Plains, the New Cave
3.3 Bevelle’s Via Infinito Information
3.4 Sphere Break
3.5 Bikanel Island Excavation
4. Multiple Endings
5. Boss Strategies
5.1 Chapter 1
5.2 Chapter 2
5.3 Chapter 3
5.4 Chapter 4
5.5 Chapter 5
6. Gameshark Codes
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1.Introduction
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Welcome to the exciting world of Final Fantasy X-2. This is the first Final Fantasy
sequel. Please keep in mind that we here at Much Games have already finished this
game. We are going to give you the complete unofficial guide to finishing this game.
In short this game is about a girl named Yuna and her quest to find her place in the
world.
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2. Walkthrough
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2.1 Chapter 1
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Luca:
Okay, Like most FF Series everything should start on some FMV right? Anyway,
after some introductory scenes you'll be prompted to a scene till you could
finally control Rikku. Okay, now continue on and you'll definitely have the
very first taste of what FFX-2 Battle has in-store for you. You'll be up
against some puny soldiers. Okay, after the battle proceed to follow Paine
and uh... Yuna.
You'll know learn about the sphere hunting group as the Imposter Yuna
revealed her as the leader of the group known as Le Blanc. As she
makes her presence be felt you'll be up against her. Not much skill is
needed in this battle. Just keep on making decent damage per turn and heal
when needed. Le Blanc is nothing compared to the latter enemies you'll be
encountering. After defeating her you've earned yourself a MISSION COMPLETE!
Airship Celsius:
All you have to do on your first visit to the Airship is the following:
1.) Speak to Paine, Rikku, Brother, and Shinra on the bridge.
2.) Ride the elevator to the Cabin level.
3.) Speak to Barkeep and choose "Rest."
4.) Return to the Bridge.
5.) Direct the Celsius to travel to Mt. Gagazet.
Mt. Gagazet:
After the scene where Yuna almost falls off, follow the on-screen instructions
to learn how to jump and climb up ledges. After leaping the first gap. follow
the girls to a place where you can see a treasure chest below. Drop down to
open the chest for a "Yellow Ring." Move left and hold Circle to climb back up
to the first ledge. Then run toward the ledge and hold Circle to leap across and
join Rikku and Paine. Run down the stairs and use the Save Sphere. Take this
opportunity to make sure everyone is equipped with an accessory, and then proceed.
When the girls reach a dead end, press the button on the wall to start the elevator.
Reaching the bottom of the shaft, hop down the ledges until you reach the base
of the waterfall. Move left in front of the waterfall and hop up the mountain ledge
to find a chest containing a Elixir. Then hop back across the platform until you
reach the ruins of a suspended road.
Boss: Leblanc, Logos, Ormi:
A thief will have a grand old time during this battle, considering all the accessories
that are up for grabs from this trio. If yout Thief has learned the Pilfer Gil
ability, you can also gain a lot of Gil for the time being. Note that all enemies
have more gil to steal during a battle then they will drop at the end of a battle.
Also, have Songtress keep the enemy trio under blind by using Darkness Dance while
a Warrior or Gunner attacks. Concentrate your efforts to rob and eliminate Leblanc
first. since her attacks damage the entire party. With her gone, take out Logos
and Ormi.
The on-screen timer indicates the time remaining before the Leblanc
Syndicate reaches the treasure sphere at the top of the Floating Ruins. If you
reach the top before the Synidicate, you get an opportunity to claim a great accessory.
The timer stops during each random battle. It is possible to grab all ther items
in the ruins and reach the top before Leblanc Syndicate, but only if you hurry!
Ignore the tilted columns, which only lead to a dead end. Instead, hold Circle to
climb over platforms to reach the door.
Just inside the entrance to the ruins, move left or right and climb up a ledge to
find a mysterious switch on either side of the room. Pressing both switches lowers
a column in a connecting corridor. However, this task is entirely optional.
Head north from the entry point and drop into the first pit to find a chest
contianing a White Ring. Climb out and jump across the platforms heading
north. At the intersection, go down the corridor to the right.
If you pressed the mysterious switches in the first room of the ruins, this is
where the column fell. As you can see, you can cross this room just as easily
by dropping into the pit and climbing right out. This curving hallway
emerges onto a ledge with a chest that has a Red Ring in it. Run back to the
intersection, but this time take the other branch out to another ruined highway.
Follow the road around the ruins until you are almost at the end. After Ormi orders
some Recoils and She-Goons to attack, hop a series of rocks floating just off the
right side of the toppled pillar. Follow the curvy ribbon of the ledge around the
spire to a chest at the end containing a Star Pendant, then return to the slanted
pillar, hop across the gap and quickly go after Leblanc before time runs out. If
you beat them to the Save Sphere you will see them hanging from a ledge below a chest
to obtain a Muscle Belt.
Boss: Boris
The spider's health differs so I'm not quite sure of how long it could
last. Anyway, just keep on attacking and healing with items at the same
time. The spider could release a web that cause stop but it'll wear off
in time. Just trust your judgment and proper timing, then you could
easily finish it off.
Now back at the ship, you'll see some guy lying down on the floor.
Another scene would follow, then talk to the lady and she'll give you
the Black Mage Dress Sphere! After that, the Celcius' alarm signal goes!
Time for another mission!
Besaid:
Head into Besaid village. Lulu is in the middle hut on the right side. You will
need to speak with her both inside and outside of her hut to begin this mission.
She asks you to look for Wakka. Your objective here is to locate certain numbers
that will unlock the entrance to the cave where Wakka is. The locations are marked
on the map with purple dots. The numbers are random in every game. The first number
can be found on the top of the hill where you spoke with Lulu. Next, head to the
beach. On your way, you’ll see another purple marker up ahead. Simply climb up on
the pillar by pressing the circle button as you walk toward it. When you arrive
at the beach, you’ll see people standing near a cliff to your left. Climb up that
cliff and head toward the purple marker. The next one is up at the top of the screen
near where the dock is. Pressing the X button next to each marker gives you its
respective code.
After acquiring the four numbers, head back to the door and enter the digits.
Inside you’ll find Wakka. He tells you why he is in here and this causes the trio
to delve deeper into the cave. You’ll come across a sphere. Before picking it up,
however, you’ll have to get past the Flame Dragon. After defeating it, head back
over to Wakka and speak to him. This completes the mission.
Zanarkand:
Upon entering Zanarkand, you’ll notice lots of people, including tourists and
rival sphere hunters. Head up the hill to the right to speak with Isaaru. He will
fill you in on the current state of Zanarkand. After speaking with him, head
toward the entrance of the Zanarkand ruins. You’ll see some kids to your left.
They’ll talk briefly and then head into the ruins. Follow them. Take the lift down
to the basement until you come across Cid. When you speak to Cid, you will have
two options on how to respond to what he is doing with Zanarkand. By disagreeing
with what Cid is doing here, you will gain some extra story percentage. Later on
in the game, you’ll come across Cid in the Thunder Plains and you’ll be able to
invite him aboard the Celsius to add even more story percentage. Agreeing with Cid
will not add any story percentage. Head all the way up to the point where you reach
the open area. You’ll probably recognize this as the place where you fought Yunalesca
in FFX. You’ll hear a voice call out. There are a few choices that you can make.
Basically, choose the option that recognizes Isaaru as the voice behind all of this.
After clearing all of this up, head to the bottom level using the stairs at the top
of the screen. Go straight until you come across the Boss of this area, the Guardian
Beast. Defeating it completes the mission.
Kilika:
When you arrive at Kilika Port, follow the path right then up. On the next screen, go up
the stairs and head toward the hut in the upper-left corner. You’ll see Barthello getting
tossed out of the hut then run off. Enter the hut and you’ll speak with Dona, who will
give you some background on the political climate of the island, as well as the effect
it’s having on her and Barthello’s relationship. After that, exit the hut and follow
the path to the northernmost part of town, where the gate to the woods is located.
Upon leaving through the gate, you will witness the leader of the Youth League, Meyvn
Nooj, give a speech then lead his followers into Kilika Woods. Once they’ve left,
the mission will begin.
The objective of this mission is to make your way to the gate leading to the entrance
to Kilika Temple. Take the left path and head up. Go up again to the upper area that
leads to a dead end. You’ll be given an option to hide behind some trees and listen
to the soldiers' conversation. By listening, you’ll obtain clues to get past the
guards ahead. When you approach guards, they ask for the password in order to pass.
If you forget and give the wrong answer, you’ll have to fight them. The game will
give you a brief explanation on how to pull this off before you begin. Pay very
close attention to the last group of guards. Head to the top for the Boss fight
with YSLS Zero. Defeating the Boss completes the mission.
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2.2 Chapter 2
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Mt. Gagazet (Leblanc Syndicate Uniform mission):
Go to Mt. Gagazet and speak with Kimahri. He’ll tell Yuna that he attempted to search for
spheres to aid Yuna, but could find nothing. He’ll then tell you that Sphere Hunters
have gone to the Fayth Scar. Could it be the Leblanc Syndicate? Choose the first
option. Then talk to Kimahri again. Choose the first option again. After the
conversation, go to the teleporter behind Kimahri and select the option that
takes you to the Fayth Scar. Go down the slope to exit the cave to the next
area. A scene will occur with some Leblanc Syndicate she-goons climbing the
mountain. The mission will begin.
Follow the she-goon to the cave at the top of the mountain. Next, exit the cave
at the other end and another scene will show the she-goon running past a save point.
From this point there are two ways the mission can play out. For the first
scenario, follow the she-goon past the save point. When you reach your
destination, a scene will occur showing two she goons bathing in a hot spring.
Eventually, Ormi appears and you have to fight him and the two she-goons at once.
Once you defeat them, the mission is complete and you’ll have a uniform.
To follow the second scenario, do not follow the she-goon past the save point. Instead, keep
on climbing up the cliff to the top right side of the mountain. Enter the gaps between
the mountain. You’ll witness a scene between Ormi and the two she-goons. Your party
will then fall into the hot spring, causing Ormi and the she goons to flee in fear.
You’ll automatically receive the uniform, and you’ll get to see a cutscene with
Yuna, Rikku and Paine bathing in the hot spring. When the scene finishes, head
back down the mountain. The two she-goons and Ormi will ambush you on your way
down trying to get their uniforms back. Defeat them to complete the mission.
Bikanel Island (Leblanc Syndicate Uniform mission):
Go to Bikanel Island and speak with Nhadala. She will ask you to go to the Oasis to
investigate some suspicious activity. Say yes and the mission will commence. If you
didn’t complete the "Can You Dig It" mission during Chapter 1, Nhadala won’t
acknowledge you. To rectify this, go to Djose Temple and see Gippal for a job
interview. He’ll give you the key item "Letter of Introduction." Show it to
Nhadala and she’ll ask you to go to the Oasis.
When you arrive at the Oasis, Logos and some she-goons will be there ready to
fight. Defeat them and you’ll obtain a Syndicate Uniform. Mission complete.
Djose Highroad (Leblanc Syndicate Uniform mission):
This mission couldn’t be any more straightforward. Once you arrive at Djose
Highroad, you’ll encounter two she-goons who are looking for a sphere that
they had recently lost. The mission will now begin. Walk along the road and
you’ll find Yuna’s Special Dressphere, Floral Fallal. Ormi will appear and
whine about the fact that you won’t return the sphere, then Logos will appear
and a fight will ensue with Ormi, Logos and a she-goon. Defeat them and a
Syndicate Uniform is yours. Mission complete.
Faking and Entering at Chateau Leblanc in Guadosalam:
Approach the chateau guards once again. The girls will change into the
disguises and gain access to the chateau. Once inside, a scene occurs
between Nooj and Leblanc. Leblanc walks up to her room, which is guarded
by another guard. You won’t be able to enter her room just yet. Instead,
go into the room beneath the stairs. Ormi and Logos are in this room.
They are fooled by the disguise and order you to go help "the boss" relax.
Now head back up the stairs, into the room Leblanc is in. The guard now
allows you to enter. A mini-game will start where you have to give
Leblanc the ultimate massage. It’s a guessing game where there is a
small grid of 9 boxes given and you need to guess which area she wants
you to massage. Pay attention to the color of the hearts to home in
on the best spot. Afterwards, Ormi and Logos will walk in and give
you more instructions. Head back to the room where Ormi and Logos were
earlier. If you search the left side of the wall you'll reveal a hidden
passage. Paine will suggest removing the disguises and the girls will
change. Soon thereafter, you’ll be discovered by Ormi. After beating him,
search the rooms ahead and find the Crimson Sphere resting on the table. Prepare
once again for a Boss fight, this time with Ormi and Logos. Basically,
use the same tactics employed in previous fights with these two. The
easiest way to get through this fight is to take one of them out first
using chain attacks and the Warrior’s Armor Break and Power Break abilities.
Keep your party’s HP up by using Hi-Potions if needed. Exit the room and
head over to the area with switches in between the walls. Activate each
of them. A wall of spikes starts to head toward you. Run the other way
and jump down into the hallway at the other end of the room and wait
for it to approach you. Hop up on it and you now will find the final
switch. Activate it to open the next area. Head back down now and you’ll
be confronted by Leblanc, Ormi and Logos. Defeat them and they’ll surrender
the Sphere fragment. Mission complete.
Operation: Infiltrate Bevelle:
Head down the long path and enter New Yevon Headquarters. Follow the right
pathway and enter the next room. Stand on the block to activate the switch.
Now go back to the left pathway. Examine the lower hologram. This will
alter the direction of the lift in the main area. Head back to the main
area and get on the lift. It will take you down. Pick up any treasure
chests along the way. Take the left pathway. From this point just keep
following the red arrow. Take the lift to the next level and head right.
Head into the Chamber of the Fayth. Continue to follow the red arrow.
You should now be in an area outside of a corridor that has a long chain,
which Yuna will slide down and enter the main area. After that a battle
will take place. You'll enter a large room with several towers in it.
The objective here is to activate switches that allow access further
into this area. The first tower on your right will release a platform
that is used later in the game. Next, skip the second tower and
activate the third one, followed by the fifth one. Once the three
towers have been activated, you’ll have a boss fight with the Precepts
Guard.
After defeating the Precepts Guard, there will be three remaining platforms
to activate, which will allow you to get the Ribbon, an accessory which
protects the wearer from all status ailments in battle. To get there,
start out by using activated platforms to go down into the newly opened
area. Head straight until the path splits. Take the right pathway to
activate a set of blocks. There will be two switches. Activate the left
one first, followed by the right one. The next area opens up. Approach
the large machine and activate the switch that controls it to obtain the
Ribbon.
Jump down to the third platform and enter the room. In the next area,
go straight until you reach a T-junction, then head left. Climb the
left block and activate the switches. Now move on to the next area.
Keep following the red arrow until you reach a save point. In this
area, you’ll see a treasure chest that seems impossible to get. You
definitely want this one, since it contains the Dark Knight Dressphere.
Follow these directions to get it: The room you are in has three lifts
in it. Take the left lift up first. Then head south and jump down back
to where you originally were. Next take the middle lift. You’ll be in
a place with a switch. Activate the switch and head back down again.
Now take the right lift up. Once up there, take the left lift from the
upper section back down to the area where you had started. Now take the
middle lift again and you'll be end up in another area with another
switch to activate. Go back to the main area again and take the right
lift back up to the upper level again. Next, you’ll activate the two
blocks on the upper level to release another lift at the far corner.
Take this lift down. There will now be a pathway opened enabling you
to get the treasure chest. The Dark Knight Dressphere is now yours. Save
and keep going until you come across Baralai, the leader of New Yevon.
A short dialogue occurs followed by a Boss fight with Baralai. If you
have the steal ability, you can steal a very useful Charm Bangle Accessory
from him.
After the victory over Baralai, saving is highly recommended. The next
Boss fight is with one of Yuna’s former Aeons, Bahamut. Defeating it
will complete both the mission and Chapter 2.
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2.3 Chapter 3
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Besaid:
In Besaid Village, head to the middle hut on your right and speak to Lulu. When
you exit the hut, you'll have a conversation with Shinra regarding CommSpheres.
Next, you'll see a scene between Wakka and Beclem. Beclem wants to burn the
temple to destroy the fiends. Wakka does not. Enter the temple and talk to
Beclem, then enter the former Cloister of Trials. Follow the path until you
see Wakka sitting down on the floor. Talk to him and take the elevator down.
Up next is a Boss fight with another of Yuna's old Aeon allies, Valefor.
Defeat it and the mission will be complete.
Kilika:
The first thing to do here is to go to Dona's hut. Her hut is at the
top of some stairs in the second part of Kilika Port, and has a red
curtain over the door. Dona comes up with a plan to get you past the
guards at the gate. She will attempt to distract the guards, enabling
you to sneak past them. You only get one shot at it, but there is a
tutorial allowing you to practice before you attempt it for real.
Once in Kilika Forest, you'll see that all paths will be blocked by
guards. After checking all of the blocked gates, head back to the starting
point where Paine will recall a hint that Dona had given. You'll
automatically jump straight up in the air and onto some treetops. Head
inside the Temple. Inside the Chamber of the Fayth, you'll find Barthello.
A brief scene occurs and he will leave. Up ahead is a wall of blue flames.
Head toward them to initiate battles with the awaiting enemies known as
Daevas. You'll fight many of them in this area, but they are not too
difficult to defeat. Eventually you will encounter another one of Yuna's
former Aeons, Ifrit. The mission will conclude once you defeat it.
Djose:
More chaos is happening, this time at Djose Temple. Inside the temple, make
your way to the Chamber of the Fayth. Take the elevator to the second floor.
Ahead of you is an electric field that prevents you from moving forward. In
the room you are currently in, there are five pedestals that can be pushed
into the walls. You only need to push one of them in, but it is random
each game, so take your best guess until you hear the door open in the
other room. Fights occur after each of pedestals are pushed in, so be prepared.
After deactivating the barrier, head towards the now open area. A boss
fight with yet another Aeon, Ixion, ensues. Defeat it to complete the mission.
Yuna will get knocked into a hole leading into the Farplane. An important event
occurs here, and how you proceed through it will help determine what game
ending you will get. For more information, refer to the "Multiple Endings"
section of this guide.
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2.4 Chapter 4
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Concert:
As Chapter 4 begins, be sure to search all levels of the Celsius to get
clues and find replenished treasure chests in the Engine Room.
Evidently, Tobli has incensed some of his investors. They are chasing him to
collect a debt. You begin the mission right at the point where a group of Al
Bhed debt collectors are seeking him out. They’ll ask you if you know of his
whereabouts. Suddenly, Tobli appears and the chase is on. You’ll have to make
your way all the way to the end of the road leading to the Moonflow, where you’ll
see that Tobli has eluded capture. So where did he go? Head back the opposite way
until you see one of his pursuers standing by the edge of the road. Tobli will
dart out onto the road yet again and take off running. He heads south this time
followed closely by one of his collectors. Follow them south and Tobli will hop
aboard a Machina scooter and whoosh away in the opposite direction. Head North
yet again to find that Tobli has crashed the scooter. Access to the Shoopuf
area is now available. Board a Shoopuf to get to the North Wharf of the
Moonflow to continue your pursuit. It turns out Tobli took off towards
Guadosalam, so follow him there. Just before you get there you’ll see Tobli’s
remaining pursuers chased off by a Shoopuf. At Guadosalam’s entrance, you’ll
find Tobli and inform him of your intent to perform. This is the end of the
mission and you’ll gain the Black Tabard Garment Grid as a reward.
After this event, head to the Cabin of the Celsius to begin the practice session
for Yuna’s performance. Essentially, the objective is to match Rikku move for
move. If done correctly, the reward for perfect synchronicity is an accessory
called Shmooth Shailing.
Concert Clean-up:
In order to get the concert to proceed, you’ll have to clear out the fiends
that have overrun the area. Your mission is a simple one: Locate and defeat
the boss fiend. To begin, simply follow the red marker on the map until you
come across the fiend. As you enter the cave where the fiend is located,
you’ll notice that you are in a maze of sorts. It’s not a complicated one,
but it is, however, one that has many treasures to be found. Simply follow
the red arrow to the center of the cave to find the boss. Make sure to explore
the cave thoroughly to locate all of the treasures. At the center of the cave
you’ll find the monster you’re looking for, a Zalamander. Defeat it and the
mission will be complete.
With the mission accomplished, the concert is ready to go on. There’s only
one problem: Both New Yevon and the Youth League are bickering. Tobli begins
to frantically pace about, anticipating another concert disaster. Go up and
speak with him and select "On with the show" option and the concert will begin.
This event will lead to the end of Chapter 4. After the performance, talk
to various crew members to find out your next move. Also talking to Leblanc
in the Engine Room will get you Crimson Sphere 5.
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2.5 Chapter 5
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Final Mission:
Before you start this mission you’ll be given the option to choose which hole
to jump into to get to the Farplane. It doesn’t really matter which hole you
choose, since they all lead to the same destination, but each path has its own
challenges. Talk to Brother when you are ready to proceed.
Now you are on your way to take on Vegnagun. There is a long winding path to
follow, and, depending on the hole you chose, various traps. Eventually you’ll
reach a large platform. Once you reach the platform, move forward and a Boss
fight with the former Aeon Shiva will begin. Defeat her and keep moving ahead,
now jumping onto the platforms until you reach another clearing. It’s time for
another Boss fight, this time with the Magus Sisters. Once you defeat them,
the platform beneath you will crumble, forcing you to proceed further in. You’ll
eventually reach yet another clearing, where you’ll encounter the last of the
rogue Aeons, Anima.
After defeating Anima, you'll end up in a lush, colorful place. Leblanc and
her crew are here. There is a save point at the upper right part of the screen.
You’ll definitely want to save here. On the upper left side of the screen,
there will be a portal into the Farplane. Enter it.
Once inside, you’ll notice several beacons on the ground. When you stand on
them, a note or sequence of notes will play. Write the note sequence down.
Whenever you come across a red beam, hold the circle button down to jump over
it automatically. When you finally reach the keyboard, play the notes in the
appropriate order to deactivate the electrical barrier. The first set of notes
to be played are as follows: So, Mi*, Re*. New areas will now be accessible.
Go left first. Step on the beacon on the ground. Go straight and then head
south to locate more beacons. Find the next beacon and head straight toward
the keyboard. The next set is Do*, Ti, La, So. Repeat the process to deactivate
the electrical barrier. Go straight and head right. Jump down to the lower
level and continue going straight. There are two more beacons ahead. Activate
them and head back to the left path now. Head toward the keyboard and play
the final set: Fa, Mi, Fa, So, Do. This will take care of the last barrier.
If you mess up on any of these and run into the Azi Dahaka Boss battle, be
prepared for a long fight. Otherwise, proceed to the next area.
A cutscene occurs with Gippal. Leblanc and crew soon arrive as well. Gippal
gives you Paine’s sphere. Paine will suggest watching it later, but Yuna talks
her into watching it now. After viewing the sphere, you'll be in a new area.
The objective here is to jump onto these platforms that play a set of notes.
What you need to do is to play the correct melody by jumping on the appropriate
platforms. Take the first one on top. Then jump over to the right block. You
will hear some notes. Jump to your right again. Then up and onto another larger
platform that plays some more notes. Now jump back down to the save point spot.
Next, jump on the platform before the save point to a higher area. There will
be two platforms to choose from. Take the highest platform to a larger platform
to play another note. Jump back down to the save point spot once again. Jump
back up onto the first platform near the save point again. This time, you’ll
need to jump left. The platform carries you to another spot. Jump on to the
next platform to play a note. Next, take the first platform again to another
higher spot. Jump to the platform next to the platform with a treasure
chest. You should hear two notes play. Jump back down once again to the save
point area and again use the same platform to head up. Jump left and then
left again to the lower platform. A note will play. Finally, head back to
the save point area and take the platform before the save point. Jump onto
the lower platform. Two notes will play. If done correctly, make your way
to the electrical barrier toward the final beacon. This should play all
the notes that you had activated earlier. This finally deactivates the
gate. With all of this completed, it is highly recommended that you head
back down one final time to save your progress.
As you head forward, you'll run into Nooj. He’ll clue you in on the latest
happenings and explain his strategies to take Vegnagun out. After the
cutscene, prepare the party for the final confrontation with Vegnagun and
the one who controls it.
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3.0 Side Quests
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3.1 Thunder Plains
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If you speak with one of the Al Bhed workers near the Southern and Northern
entrances of the Thunder Plains twice during Chapters 2 and 3, you’ll be
asked to assist in calibrating the Lightning Rod Towers. This mini-game is
totally optional, but the better you are at it, the greater the rewards will
eventually be.
There are ten towers to be calibrated in total. They each require you to
participate in exercises that will test your hand-eye coordination skills
and your short-term memory. To successfully calibrate each tower, you have
to perform 30 calibration sequences without making any more than 3 mistakes.
The first few towers are fairly easy to work with, but the going gets much
more difficult with the latter towers.
There are three different calibration methods you will go through. One involves
Rikku, and it requires you to input controller sequences that appear on all
sides of the screen, in a fashion somewhat reminiscent of the Jecht Shot
challenge in FINAL FANTASY X. Paine's calibration requires you to choose
the right button out of three falling options. The final one involves Yuna
and will put your memory to the test by having you repeat randomly-generated
controller sequences.
The first 9 towers are easily accessible on foot. The tenth one you have to
calibrate from a distance, since it is located on the other side of a pool
of water on the left in the Northern part of the Thunder Plains. The more
calibrations you are able to make on each lightning tower, the better the
prize you will receive at each tower during the Thunder Plains episode in
Chapter 5. If you find yourself having difficulty with this rather sadistic
sidequest, however, don’t worry too much about it. The premium prizes for
calibrating each tower flawlessly aren’t one-of-a-kind, and can be obtained
in other places in the game. Heck, if you wanted to avoid it altogether you’d
still get treasure, although it wouldn’t be nearly as nice as what you receive
for doing it.
----------------------------------------------------------
3.2 The Secret Dungeon in the Thunder Plains, the New Cave
----------------------------------------------------------
Once you’ve defeated the boss Humbaba and completed the Thunder Plains episode
in Chapter 5, an optional dungeon called the "New Cave" will become available
for exploration. Choose "yes" when asked to explore the hole in the tenth
Lightning Tower to get to it.
The first time around exploring the New Cave is very straightforward. Just
follow the arrows to get to the goal inside. There you’ll find Cid lying down,
injured. After speaking with him you’ll be thrown into a boss battle with the
Machina Panzer. Once you’ve defeated it, exit the cave and take Cid with you
on your airship.
Upon returning to the New Cave, you’ll find that there are a series of walls
blocking paths that were previously open to you. Before progressing any further
into the New Cave, we highly recommend you take the following precautions:
Get a pen or pencil and some paper
Equip the Charm Bangle to prevent enemy encounters
Once you’ve made those preparations, you’ll have the opportunity to view a
tutorial of how to open each wall in the New Cave. To break it down for you,
when you go to input the code for one wall, the first of two numbers for the
numeric password for the next wall is given to you in the lower-right hand
corner of the screen. Write it down! Next, follow the red arrow on the map to
get to the next wall in the sequence. When you get to the wall, the second half
of the code will be given in the upper-left corner of the screen. Write it down!
Add the first clue to the second clue in order to get the numeric code. Input
the code to open the wall, but not before writing down the first clue to open
up the next wall in the bottom right-hand corner of the screen. You’ll also want
to write down the full code you just put in. Trust us on this.
The first few numbers given to you as clues are simple enough, but after that
it gets tricky. On later walls, they will give you clues like "How many battles
have you fought since entering" or "How much gil have you made". They’ll also
throw curve-balls at you like re-using old wall codes as clues for the next wall
code. And you have to add the numeric amount to whatever other number they give
you. If you equipped the Charm Bangle, the going will be a lot easier, since
the answer to any battle or gil related questions will be 0. If you were
unfortunate enough to ignore our warning, however, your task will be
considerably more difficult, but not impossible. If you forgot to write down
certain code clues or need to know how many battles you’ve been in or how much
gil you’ve made between walls, there are signs with that information located
in the northeast, southeast and southwest corners of the New Cave.
Oh, and if you’re wondering if the reward is worth the effort, this is the only
place you’ll be able to get the key item Corpus Invictus, which contains one
of the missing abilities for Paine’s Special Dressphere, Full Throttle. Happy
writing…oops, we mean, happy hunting!
--------------------------------------
3.3 Bevelle’s Via Infinito Information
--------------------------------------
After speaking with Maroda and Isaaru at Bevelle during Chapter 5, enter the
interior of the temple. Take the path on the right and you’ll see that Pacce
and his Kinderguardians have found a teleporter, which they proceed to use.
Step on the teleporter and you’ll end up in a new area beneath Bevelle called
Via Infinito. Pacce and his friends are understandably creeped out by it,
given the large amount of fiends and pyreflies in the area. After they high-tail
it back to the surface, walk into the clearing and you’ll see an old man,
who will proceed to tell you the story of Trema, the former head of New
Yevon who disappeared over a year ago. After the cutscene, walk north through
the clearing and you’ll see a hole leading to a lower level. Fall down the
hole to proceed.
Via Infinito is very well-named, since it has 100 floors to explore. The
deeper you venture into this dungeon, the nastier the enemies will become.
Oh, and the Charm Bangle won’t work in here, so you’ll have to go through
each floor the hard way, random encounters and all. There are a total of 16
different floor layouts that can show up on every floor of Via Infinito,
broken up by boss fights on the 20th, 40th, 60th, 80th and 100th floors.
Some are more common than others, and there is little chance that two games
of FINAL FANTASY X-2 will feature them in the same order as you progress through
it. Here are some tips you should bear in mind if you want to make it all
the way through.
Most floor layouts only require you to jump down to get to the next floor.
Others require you to step on a switch, and still others will make you fight
Tonberrys to get the entrance to the next floor to appear.
The dungeon is visibly infested with Tonberrys, but they shouldn’t present
too much of a problem. On some floors you can avoid them altogether and on
a couple of floors they will even give you items to aid you in your exploration
of the dungeon, but on certain floors you will have to fight them to move on
to the next floor.
The visible enemies that you should be concerned with are the Elder Drakes
and the Mega-Tonberrys. The difficulty of both of these enemies rivals that
of some of the fiercest bosses in the game. Fortunately, there is always an
alternative to fighting them.
Elder Drakes:
There are two main areas where you have to be concerned about the Elder
Drakes. In one of the floor layouts, you’ll see an Elder Drake ramming
its head up against the wall. To avoid fighting it, just walk past between
the times when it comes into the hallway. On the other floor, there will be
an Elder Drake waiting for you in a pit, with seemingly no way to get around
it. With this layout, just go back to the intersection you started out at
and go left. The path will lead you to a floor switch. Step on it and a couple
of stepping-stones will appear, enabling you to avoid the pit.
Mega-Tonberrys:
There are three areas where you have to watch out for this bad boy. On one
floor layout, a Mega-Tonberry will be waiting for you in a pit. To get around
him, walk south from the starting point and fall to a lower level. Follow the
path, defeat the regular-sized Tonberry and take the lift back to the upper
level. From there, go south, climb the wall into the pit and step on the floor
switch on the left, behind the Mega-Tonberry. The way to the next floor will
be revealed. On the second floor layout, a Mega-Tonberry will be patrolling
the halls just as you climb a ledge. Just hug the left wall while moving and
you’ll just breeze by him. On the third floor layout, there is a Mega-Tonberry
flanked on either side by two normal Tonberrys. Just defeat both of the Tonberrys
and the Mega-Tonberry will disappear, revealing the exit.
After the boss fight with the Black Elemental on the 40th floor, you’ll
receive a series of items. Among them is an accessory called Cat Nip. EQUIP
THIS ACCESSORY! It allows you to do 9999 HP of damage per hit when the person
wearing it has low HP. Imagine the damage you can do with a Gunner’s Trigger
Happy attack. It will make the later floors and boss fights much easier to
manage.
From the 90th floor on, the going gets downright brutal. Enemies that you could
previously avoid, like Elder Drakes and bosses you’ve faced. Luckily, they allow
you to run from these battles, so unless you’ve beefed up your characters to
godlike proportions, your safest bet would be to run.
----------------
3.4 Sphere Break
----------------
Sphere Break can be a rather confusing game when you first start playing. You
don’t really have to worry about your opponent so much as the time and turn
limits. If you don’t fulfill your coin quota in the amount of turns specified
at the beginning of the match, you lose. If you take longer to make your move
than the turn timer allows, you automatically forfeit the match. In essence,
you’re really going up against yourself.
The game’s tutorial should give you a good enough idea on how to play the game,
but if you try to play by the simplified rules they give you, a lot of the
opponents you’ll encounter in Luca will easily smoke you. To be able to hang
with these players you’ll have to use two game features to your advantage: Coin
Count Echo Bonus and Multiplier Echo Bonus.
The Coin Count Echo Bonus is by far the easier of the two to pull off, especially
during the Sphere Break tournament in Chapter 3. The Ahriman Coin has this trait,
and is one of the more common coins you can acquire. This coin will be among the
ones you are given to use during the tournament. Once you have a coin with the
Coin Count Echo trait, use it as one of your four entry coins. To get a Coin
Count Echo Bonus, you have to keep using the same number of coins to get your
target number multiple. For example, if you get a Core Break by using 3 coins,
then get the next Core Break by using the same number of coins, you’ll get a
coin bonus for repeating the number of coins you use. The bonus is based on the
number of Border Coins you use, so if you use only Base Coins you won’t receive
the bonus. The more times you can pull this off in a row, the bigger your Coin
Count Echo Bonus will become. This tactic comes in handy when taking on Shinra
at the tournament.
The Multiplier Echo Bonus is harder to execute, and there aren’t as many coins
that have the trait. If you use the same multiplier to get a Core Break, you’ll
earn a coin bonus. For example, if the core number in one round is 4, and you
get 12 as your multiple, you would have used the number 3 as your multiplier
(4 x 3 = 12). To get the Multiplier Echo Bonus during the next round, and the
core number is 6, you’d have to try to get 18 as the multiple, since 6 times 3
is 18.
Both methods above really help shift the tide in your favor during a match,
but even they aren’t foolproof. The game loves to throw you a curveball by
making 1 your core number. If this happens, you’ll get the Core Break but any
Echo Bonuses you were working on are out the window. Don’t get discouraged, even
if it ends up costing you the match. There’s always the next game, or, if you
really despise losing, there’s always the option of resetting the game.
-----------------------------
3.5 Bikanel Island Excavation
-----------------------------
After the optional mission "Can You Dig It?" at Bikanel Island in Chapter 1,
you’ll have the capability of returning to the Excavation Site there to
participate in further digs. You’ll only have access to the Western Expanse
and the Southern Expanse during Chapter 1. In Chapters 2 and 3, you will
gain access to the Eastern and Northern Expanses. The Central Expanse won’t
be available until Chapter 5, and is only accessible via chocobo. To access
it, you have to have sent and lost a chocobo from the Chocobo Ranch there at
some point in the game. You’ll have access to the Oasis at every point of
the game with the exception of Chapter 4. It’s a good idea to go there fairly
often, as treasure chests will show up more often than not.
There are a variety of reasons that digging at Bikanel Island is profitable.
First of all, it’s a pretty steady way to make money, since you can get anywhere
from 100 to 300 gil per dig. You can also apply for raises as you dig by
visiting the Machine Faction Headquarters at Djose Temple. Just go to the
room on the right of the stairs and examine the console on the right. Answer
all the questions it asks by choosing the responses indicating that you love
digging more than life itself. Second, it’s the main way to obtain Al Bhed
Primers, which teach you letters of the Al Bhed language. Third, you will
most likely find some rare Sphere Break coins, which will provide you with
an advantage in future Sphere Break matches at Luca. Most importantly, the
required parts you need to successfully complete each dig go toward completing
the Experiment that the Machine Faction is working on at Djose Temple. Once
you’ve obtained enough parts from digging, you’ll be able to see how you stack
up against it in battle.
Digging strategy is fairly simple. Just observe the following guidelines
and you should successfully complete your digs just about every time:
Go for the yellow X on the map first if it is immediately visible. If you
are digging alone it will free you up to go after other treasure. It’s especially
important to go after it right away if there is another digger, since they’ll be
gunning after it as well. Remember, no yellow X means no money.
Don’t wander off too far from the hover. Even if the yellow X is really far
away, if you’ve spent too much time looking for it and you get it, you won’t
get credit for it if you don’t make it back to the hover within 60 seconds.
If you want to use your time to the fullest, have a Charm Bangle equipped. It
will eliminate any random enemy battles. It won’t keep you from being ambushed
by monsters at treasure spots, but it will cut down significantly on your travel
time.
Once in a while you’ll get ambushed by a rather large fiend called Angra Mainyu.
He’s easy enough to fight, but he’ll eject your party from the battle after
taking a certain amount of damage. Don’t worry too much about it, though. You’ll
be able to finish things with Angra Mainyu in Chapter 5.
--------------------
4.0 Multiple Endings
--------------------
Unlike its predecessor, Final Fantasy X-2 has six different endings that you can see.
The first ending available, the "Normal" ending, is the default ending of the
game. It’s the ending you get if you go through the game quickly.
The second possible ending has one additional scene not included in the "Normal"
ending. After defeating Vegnagun in Chapter 5, if you press the X button as Yuna
and company leave the Farplane Glen, you will hear a whistle. A group of pyreflies
will then begin to coalesce behind Yuna and a short scene will play.
In Chapter 3 visit Chateau Leblanc at Guadosalam and speak with Ormi and Logos.
They will offer to show Yuna a series of movie spheres. Once this event is over,
Maechen will appear again. Speak with him for some background info on the storyline.
After defeating Ixion at Djose Temple during Chapter 3, Yuna will fall down the hole
in the Chamber of the Fayth and end up on the Farplane. After watching a cutscene
with Shuyin and obtaining Crimson Spheres from Nooj and Gippal, she will be alone
in a dark area. After another cutscene with Yuna yelling out loud, start pressing
the X button repeatedly. You’ll hear a whistle. Keep pressing the X button until
you hear three more whistles. A familiar-looking silhouette will lead Yuna out
of the Farplane.
After defeating Vegnagun, a cutscene will occur where Yuna and company will walk
across a field in the Farplane on their way back outside. Press the X button to
hear a whistle.
Bahamut’s Fayth will appear after you hear this whistle. Answer "Yes!" to his
question, and you will see the "Good" ending.
The third ending, the "Monkey" ending, will occur if you say "It’s better this
way" to the Fayth’s question.
The fourth ending plays if you take too long defeating Vegnagun’s head. You’ll
see Vegnagun destroy Spira (this is the ending for the sadist in all of us).
The final ending, the "Perfect" ending, is pretty much the same as the "Good"
ending, with an additional scene thrown in at the end. To get this ending, not
only do you have to perform the steps to get the "Good" ending, you also have
to complete 100% of the storyline in the game.
If what we just described sounds like a daunting task, don’t worry too much.
Final Fantasy X-2 has a New Game Plus feature that allows you to save your
game data after the ending credits. Any items and gil you obtained during
the first game get carried over to the new game. Any Dresspheres and Garment
Grids you obtained get carried over as well, along with any abilities you learned
with them. The storyline completion percentage gets carried over, so any new
storyline tasks you perform get added to the total completion percentage.
-------------------
5.0 Boss Strategies
-------------------
--------------------
5.1 Chapter 1 Bosses
--------------------
Flame Dragon:
As its name implies, the Flame Dragon is obviously immune to Fire magic. To
maximize the damage you inflict, use the strongest Ice magic your Black Mage
has available. Its physical attacks can do quite a bit of damage, so it is
highly recommended that you use the Songstress ability Darkness Dance to keep
it from hitting the party as often.
Guardian Beast:
Elemental Magic is ineffective against this boss so don’t waste your time with
Black Magic. Using the Songstress ability Darkness Dance is definitely a good
idea to cut down on its physical attack success rate. Have your Warrior use
Power Break and Armor Break abilities to reduce its hitting power and physical
defense, and have the other party members try to execute chain-attacks for best
results in knocking its HP off quickly.
YSLS Zero:
This Machina boss is a powerhouse! It uses a punch attack that can kill a
character in one hit, so have Phoenix Downs ready. As with most Machina, the
Songstress ability Darkness Dance works well, but it won’t last for long. The
Warrior job is probably the most effective for doing maximum physical damage.
Chain your physical attacks and keep the party’s HP at high levels and you
should be okay.
--------------------
5.2 Chapter 2 Bosses
--------------------
Chocobo Eater:
The Chocobo Eater is weak against Fire Magic. Have a Black Mage or two at the
ready and cast Firaga on it. As far as physical attacks go, the Warrior’s Armor
Break works great to lower its physical defense. However, it is immune to Power
Break. A good party scheme would be to have one Black Mage and two Warriors in
the party. Chain your attacks as much as possible to achieve maximum damage.
Leblanc, Ormi and Logos:
The easiest way to survive this fight is to focus your attacks on a single
enemy. Taking one of them out will prevent them from performing a powerful
combination attack that requires all three of them. Using the Songstress
ability Darkness Dance will help in reducing the damage you’ll take from their
physical attacks. As always, try to be patient and chain your attacks for
maximum damage.
Precepts Guard:
The Warrior abilities Power Break, Armor Break and Mental Break are extremely
useful against this boss. As usual, chain your attacks as many times as possible
for maximum damage. This boss uses a lot of magical attacks as well so try to
equip your party with accessories that boost Magic Defense.
Georapella:
All of your Warrior’s Break abilities should be used here. As usual, chain your
attacks as often as possible for maximum damage. This boss uses a lot of magical
attacks as well so try to equip your party with accessories that boost Magic
Defense.
Baralai:
Baralai is fairly challenging. Any of the Special Dresspheres can be used to
assist in taking him on for a quicker end to this fight. Some of his attacks
can inflict enough damage to take your entire party out with a single hit.
Elemental magic is useless here, so stick to physical attacks. The Songstress’s
Darkness Dance ability can be used to reduce the physical damage he can inflict.
You may end up having to use a Mega Potion or X-Potion in this fight as well to
keep the party alive. If you have a Gun Mage in your party, you can learn the
Drill Shot and Absorb abilities during this fight.
Bahamut:
Use the Warrior abilities Armor Break and Power Break to reduce his physical
attack power and defense. After the customary countdown, he will use his old
overdrive attack Megaflare, which can cripple or even kill you party. It’s a
very good idea to have your White Mage cast Shell and Protect on your party
at the beginning of the fight to counteract this. Constant healing with either
White Magic or items like Hi-Potions, Mega-Potions, X-Potions and even Elixirs
may need to be used for a better chance at victory in this fight.
--------------------
5.3 Chapter 3 Bosses
--------------------
Yojimbo:
Yojimbo’s attacks will often poison your party, so by all means, equip any
accessories you have to defend against this. When Yojimbo does his Zanmato
attack, it reduces the entire party's HP and MP level to one. For this reason,
it is highly recommended to have a good stock of Mega-Potions. Mega-Potions
will give the party back 2000 HP each. You may need to do this more than once,
so be prepared. Concentrate heavily on physical attacks for this fight. Using
a Dark Knight or two may be useful in this battle, since their defense and HP
amounts tend to be a bit higher than most other jobs.
Garik Ronso & Ronso Youths:
This battle can be extremely tough if you don’t have the right resources. Garik
Ronso will usually cast Blind and Mighty Guard. However, if you've earned the
Ronso's trust earlier in the game, he will use Protect and Shell instead, making
this battle considerably easier. They also have an attack that depletes your magic.
First off, if your White Mage has the dispel ability, this comes in very handy.
Casting Dispel will return them to regular status. Yet another way to do this is
to use a Dispel Tonic on the Ronso party if you have any to spare. If need be,
have your special Dresspheres at the ready to do some serious damage. This battle
will go a lot more smoothly if you have a Gun Mage with the Blue Bullet ability
Bad Breath. Use this at the beginning of the battle and you’ll have a much easier
time mopping this mob up.
Valefor:
Start out the battle with Power Break to weaken her physical attacks. Her
old overdrive attacks, Energy Beam and Energy Blast, do significant damage.
Therefore it is advisable to use any jobs that give you the most HP and defense,
such as Warrior and Dark Knight, in order to survive this battle.
Ifrit:
Since Ifrit is fire-based, be sure to equip accessories that protect against
fire attacks. Black Magic spells such as Blizzaga will do considerable damage.
Executing chain attacks will increase the amount of damage you are dealing as
well. As always, utilize the Special Dresspheres if he seems to be too strong.
Ixion:
Ixion is a lightning-based Aeon, so equip your party with any anti-Thunder
accessories in your inventory. You’ll want to apply the same basic rule with
magic use that you have used throughout the game here and use opposite magic
on Ixion: in this case, Water magic against a Lightning-based foe. As far as
physical attacks go, the Warrior’s Break abilities work well here, so use them
freely to reduce Ixion’s attack power and defense.
--------------------
5.4 Chapter 4 Bosses
--------------------
Zalamander:
This boss is quite a formidable opponent. He has 12,850 HP and both his physical
and fire-based breath attacks can do considerable damage. Your best bet for
survival is to have one or more of the Special Dresspheres ready to go in order
to take this one out. Obviously, since this is a fire-breathing dragon, equip
accessories that protect from fire-based attacks. On offense, use Ice-based magical
attacks to do the most damage.
--------------------
5.5 Chapter 5 Bosses
--------------------
Shiva:
In this fight, the obvious route would be to use Fire magic on Shiva. While
this may seem to be the most logical course of action, there are other, quicker
ways to dispatch her. As in any battle that may be on the tough side, have
your special Dresspheres ready to equip, especially Yuna’s Floral Fallal.
Its Great Whirl and Flare Whirl attacks deal massive damage in this fight
and can speed the battle along considerably.
The Magus Sisters:
This battle is extremely difficult if you do not come prepared. You should be at
least level 50 before attempting to fight them. They do incredible amounts of
physical damage and their combination attack, Delta Attack, can reduce the HP
of your entire party down to 1 single HP each. Have someone equipped with a
Garment Grid or accessory that will allow them to cast Haste on your party at
the beginning of battle, and have your Special Dresspheres ready to go. Having
a White Mage as an available job is recommended for at least one if not two of
your characters. Rikku’s Special Dressphere has an attack called Vajra that
dishes out a great deal of damage. Along with Yuna’s Floral Fallal abilities,
especially Great Whirl and Flare Whirl, these special attacks will definitely
be helpful in this fight. It is also a good idea to have a party member as a
Berserker and have them in Berserk during the fight. Berserk attacks do more
damage and they also are in a state of Haste. Curaga will come into play many
times in this fight, especially after the Delta Attack. Use accessories that
give you more HP, such as the Mythril Bangle and Crystal Bangle. The sisters’
attack speed is somewhat high and Cindy casts spells such as Protect, Shell and
Reflect, so use Dispel when she does this. Eliminate Cindy first, since she
can revive the other two.
Anima:
You would think that Anima would be near impossible after what you just went
through with the Magus Sisters. She is no pushover, but this fight won’t be
quite as much trouble as the one with the Magus Sisters. Anima’s Pain attack
can cause multiple status effects on your character, so have plenty of Remedies
stockpiled in case you didn’t have any Ribbons to equip on your characters.
Her special attacks can do massive damage, but if you are at least level 50,
this should be no problem for you. If you have any Mega-Potions left in your
inventory, now might be a good time to use a few of them. Anima has no real
specific weaknesses, so hit her with your most powerful magical and physical
attacks available and be sure to keep your group’s HP amounts high.
Vegnagun:
Tail Section:
Vegnagun’s tail looks a lot more dangerous than it really is. Just use your
highest and most powerful jobs and chain attacks with them. Special Dresspheres
will of course be able to dish out severe damage, but should only be used if
your party is getting worked over by Vegnagun’s attacks.
Leg Section:
The same rules apply here. This is not too difficult to beat. Just be sure to
keep your HP levels high and you should be fine. Once defeated, move on to the
next part.
Torso Section:
The objective here is to take its arms out as quickly as possible. Vegnagun
will quickly cast Shell and Protect, so be sure to cast dispel or use a dispel
tonic to counteract this. Nothing really new here, just repeat the same strategies
from previous battles until the torso goes down. Once defeated, there is still one
more part to conquer.
Head:
Start out by concentrating on the giant, tusk like horns protruding from Vegnagun’s
face. Chain your attacks for maximum damage. Once one horn is gone, immediately
attack the other. After doing so, concentrate on Vegnagun’s face and it should go
down quickly.
Shuyin:
Shuyin not only looks like Tidus, but he uses the same attacks as well. He moves
quickly, and has special attacks that resemble Tidus’ Overdrive attacks in FINAL
FANTASY X. Have a character cast Haste to speed up your attack rate. If you have
a Gun Mage in your party, the Blue Bullet ability Mighty Guard would be useful here
as well. The easiest way to take Shuyin down is to have your strongest job classes
chain-attack constantly. Having Curaga available to heal when needed is recommended.
Shuyin has just under 24,000 HP so he shouldn’t prove too difficult if you party
levels are in the mid-fifties.
------------------
6. Gameshark Codes
------------------
Here are some gameshark/action replay codes for (US NSTC FFX2) they all work.
(Master Code):
0E3C7DF2 1853E59E
EEACE052 BCDBB1E2
Inf Gil:
CEA7B8E6 BCA99A82
Max Gil:
DEA7B8E6 C19E7B82
Inf HP (In-Battle):
DEF2FC9E E3669A73
DEF2FC9A BB689B83
DEF2FCA6 C8B0AF03
DEF2FCA2 EC2D9B82
DEF2FCAE E0AAC292
DEF2FCAA 68EA9CEF
DEF2FCB6 48EB9CEF
DEF2FCB2 9B689B83
DEF2FCBE BF899B8B
DEF2FCBA E3669B93
DE9C6D52 C8AC9B0B
Inf MP (In-Battle):
DEF2FC4E E3669A73
DEF2FC4A BB689B83
DEF2FC56 C8B0AF03
DEF2FC52 EC2D9B82
DEF2FC5E E0AAC292
DEF2FC5A 68EA9CF3
DEF2FC66 48EB9CF3
DEF2FC62 9B689B83
DEF2FC6E BF899B8B
DEF2FC6A E3669B93
DE9C6D6A C8AC9B17
Inf Item Use:
DE81C13E BCA99B83
Max Item Upon Usage:
DE81C136 E0BA9BE6
Yuna:
Quick Exp Gain:
CEA7B63A BCA99A82
Max Exp/Lv. 99:
DEA7B63A C19E7B82
Infinite HP:
DEA7B6C2 BCAA2122
Infinite MP:
DEA7B6CE BCA9C292
Max HP:
DEA7B6CA BCAA2122
Max MP:
DEA7B6D6 BCA9C292
Max Strength:
FEA7B6DD BCA99B82
Max Defense:
FEA7B6DC BCA99B82
Max Magic:
FEA7B6DF BCA99B82
Max Magic Def.:
FEA7B6DE BCA99B82
Max Agility:
FEA7B6D9 BCA99B82
Max Accuracy:
FEA7B6D8 BCA99B82
Max Evasion:
FEA7B6DB BCA99B82
Max Luck:
FEA7B6DA BCA99B82
Paine:
Quick Exp Gain:
CEA7B51A BCA99A82
Max Exp/Lv. 99:
DEA7B51A C19E7B82
Infinite HP:
DEA7B522 BCAA2122
Infinite MP:
DEA7B52E BCA9C292
Max HP:
DEA7B52A BCAA2122
Max MP:
DEA7B536 BCA9C292
Max Strength:
FEA7B53D BCA99B82
Max Defense:
FEA7B53C BCA99B82
Max Magic:
FEA7B53F BCA99B82
Max Magic Def.:
FEA7B53E BCA99B82
Max Agility:
FEA7B539 BCA99B82
Max Accuracy:
FEA7B538 BCA99B82
Max Evasion:
FEA7B53B BCA99B82
14 Max Luck:
FEA7B53A BCA99B82
Rikku:
Quick Exp Gain:
CEA7B5AA BCA99A82
Max Exp/Lv. 99:
DEA7B5AA C19E7B82
Infinite HP:
DEA7B5B2 BCAA2122
Infinite MP:
DEA7B5BE BCA9C292
Max HP:
DEA7B5BA BCAA2122
Max MP:
DEA7B546 BCA9C292
Max Strength:
FEA7B54D BCA99B82
Max Defense:
FEA7B54C BCA99B82
Max Magic:
FEA7B54F BCA99B82
Max Magic Def.:
FEA7B54E BCA99B82
Max Agility:
FEA7B549 BCA99B82
Max Accuracy:
FEA7B548 BCA99B82
Max Evasion:
FEA7B54B BCA99B82
Max Luck:
FEA7B54A BCA99B82
Have Dressphere Codes:
All Dresspheres:
FEA7BF9D BCA99B84
CEA7BF9C BCA99C84
BEA7BF9E BCAC9B84
F1FDFDF9 BCA99B83
No Random Encounters:
DE81EA2E E0AB9A82
Al Bhed Fully Translated:
DEA7B8DA BBA89A82
Super AP Gain:
DE9EA272 E0BDC292
255 AP per kill:
DE9EA272 E0BD9B82
10 AP per kill:
DE9EA272 E0BD9B8D
5 AP per kill:
DE9EA272 E0BD9B88
Learn One Skill Per Kill:
DE81DF02 E0BDC292
Sphere Break mini-game:
Have All Sphere Break Coins:
DEA827DA BBA89A83
DEA827E6 BBA89A82
FEA827E2 BCA99B82
DEA8270E BEACA084
DEA8270A C2ABA086
DEA82716 C4AB9E88
DEA82712 BFAD9C8A
DEA8271E C3ACA487
DEA8271A C2AAA085
DEA82726 C3B29E8B
DEA82722 C0ABA084
DEA8272E C5ADA286
DEA8272A BEAF9C86
DEA82736 C5AC9C88
DEA82732 BEAC9E8A
DEA8273E C1AFA286
DEA8273A C5AC9D87
DEA827C6 C5B2A48C
DEA827C2 C5B2A48C
Infinite/Max Coins:
BEA8274E BCB99B84
935B935B BCA99B83
All Coins - High Sale Value:
BEA820CE BCC99B84
7FFF7FFF BCA99B83
Game 100% Complete:
DE8965A6 E0AF9B84