Final Fantasy X | X-2 HD Remaster
Final Fantasy X | X-2 HD Remaster completion tracker Tick things off as you go. Progress is saved in this browser only — there is no account and nothing is sent anywhere, so clearing your browser data clears your progress.
54 of 54 areas catalogued so far. Areas still being worked through are listed below so you can see what is coming, and what is not finished yet.
Final Fantasy X → 482 things to track
Final Fantasy X-2 → 1000 things to track
Final Fantasy X New Game The streets The highway Point of no return: Lighting the fire ends the first visit. Take all six chests before you strike the Flint. The late airship return dives straight down to the Chamber of the Fayth and does not walk you back through the temple hall.
The sunken ruins The temple hall The fire Point of no return: The ship cannot be revisited. The deckhand's Potions go with it once the dive is over; Al Bhed Primer Vol. I has only a spare copy in the Sanubia Desert much later.
The deck The dive Point of no return: Boarding the S.S. Liki ends the beach and dock gifts for good. The village itself — the Cloister's Rod of Wisdom, Primer Vol. II, Energy Blast and the village chests — can be reached again by ferry from Luca until the events at Macalania Temple. After that the only way back is the airship, and Dark Valefor guards the village entrance. Miss the Rod of Wisdom and Anima costs you a superboss.
The beach The lagoon The village Temple and Cloister of Trials Cloister: leave the Destruction Sphere until the pedestal is set reference Glyph Sphere opens the door, then a recess on the left that holds the Destruction Sphere. Leave it there. Fetch the Besaid Sphere from behind the glyph opposite the pedestal and set it on the pedestal — but do not push the pedestal yet. Now carry the Destruction Sphere to the slot the Besaid Sphere came from. The wall at the end of the hall breaks. Rod of Wisdom (Cloister of Trials hidden chest)Copy missable weapon Yuna's rod, with Magic +3%, Magic +5% and Sensor. Sensor shows enemy HP and weaknesses, which is worth more this early than the magic. Optional, easy to walk past, and it matters. Lost after: Boarding the S.S. Liki. Get another: Run the Cloister again: sail back from Luca by way of Kilika before the events at Macalania Temple, or, once the airship is yours, defeat Dark Valefor at the village gate first. Achievement: The Right Thing achievement Clear the Besaid Cloister of Trials. Part of the story; you cannot miss it. Valefor aeon Yuna's first aeon. You name it as she comes out of the chamber. It flies, so it hits what Tidus cannot reach, and Sonic Wings delays the target's next turn. Yuna and Lulu join character Yuna heals and summons. Lulu is the black mage; her Thunder is what the jelly-like fiends want. The morning The path out The dock Point of no return: Talking to Yuna at the bow for the second time starts the attack, and the ship is not yours again until it docks. Al Bhed Primer Vol. III has a replacement copy much later in the Sanubia Desert; the Remedy chest and the suitcase Potions come back only on a later ferry ride.
Below deck O'aka XXIII (first loan) sidequest A merchant at the foot of the stairs asks to borrow gil. Every gil you lend him across his meetings adds to one total that sets his prices much later: 100 or less doubles them, up to 1,000 is +50%, up to 10,000 is +20%, and 10,001 or more is a 30% discount. Lend what you can spare; there are more chances. Remedy (cabin across from O'aka) item The cabin where the blitzball team is resting, across the corridor from O'aka. Chest against the wall. Potion (kick the suitcase, until you hold 20) item The suitcase on the floor of the same cabin. Examine it and it coughs up a Potion. Keep going — it pays out every time until you carry 20. Al Bhed Primer Vol. IIICopy missable collectible Through the door beside O'aka into the Power Room, where chocobos turn the wheel. Bottom-right corner of the screen, on the floor. Lost after: Docking at Kilika. Get another: A spare copy appears in the Sanubia Desert on Bikanel Island, under the tent where you find Wakka, only if this one was missed. The attack Boss: Sin (fin) and Sinscales boss 2,000 HP. The fin stays off the side of the ship where Tidus cannot reach it; Wakka's ball, Lulu's spells, Kimahri's Lancet and Valefor can. Only the Sinscales attack — three at a time, 200 HP each. Kill all three and the fin throws three more, so leave one alive, let Yuna heal, and hammer the fin. Give everyone a turn for the AP. Boss: Sinspawn EchuillesSources disagree boss 2,000 HP, underwater, Tidus and Wakka only. Ignore the Sinscales — they just come back. Wakka's Dark Attack blinds it and Drain Touch starts missing; Tidus Cheers, then attacks. After two Drain Touches it uses Blender on both of you for over 100 each, so keep both above 200. Re-blind when Darkness wears off. No steal. Sources disagree: Some sources list an Ability Sphere drop; one lists no drop at all. Coming back Point of no return: Boarding the S.S. Winno for Luca ends the first visit. Lord Ochu, the Crusaders' gifts in the woods (Antidotes, Remedy, Hi-Potion, Elixir, NulBlaze Shield, the Phoenix Downs) and the tavern Ether from the rescue all belong to this visit. The three woods chests, the tavern Primer and the Cloister chest can all be collected on a later return.
Kilika Port Kilika Woods Kilika Woods fiends reference Dinonix, Killer Bee, Yellow Element and Ragora. The Element shrugs off physical hits — Lulu takes it with Water. Ragora, the plant, takes Fire. Ronso Rage: Seed Cannon (Lancet a Ragora) enemy-skill Have Kimahri use Lancet on a Ragora, the plant fiend in the woods, and he learns Seed Cannon for his Overdrive. Not missable: a later fiend teaches it too. Antidote x4 (Luzzu)Missable item Luzzu is just past the Save Sphere at the woods entrance. Talk to him a second time after his scene and he hands over four Antidotes. Keep them: the large fiend in the middle of the woods poisons. Lost after: Boarding the S.S. Winno for Luca. Mana Sphere x2 (east path) item Take the right-hand branch at the first fork and follow it to the end. Scout (Wakka) weapon Back at the first fork, go west and look for a narrow path heading north off the trail — the minimap shows it before the screen does. Wakka's ball with Icestrike and Sensor. Remedy (Crusader leader at the crossroads)Missable item The leader of the Crusader group at the crossroads, once her two companions have gone on ahead. Talk to her twice. Lost after: Boarding the S.S. Winno for Luca. Hi-Potion (Crusader on the north trail)Missable item The leader of the second Crusader group further north along the main trail. Lost after: Boarding the S.S. Winno for Luca. Luck Sphere (north-west path) item Past the crossroads, take the left branch north instead of the trail through the large fiend. The sphere fills an empty grid node with Luck +4 later, once you have the sphere that unlocks it. Lord OchuMissable boss Optional. 4,649 HP, weak to fire. Poison Claw poisons, Water hits one character. Around half health it falls asleep and regenerates — magic does not wake it, physical attacks do, and waking it triggers Earthquake on the whole party. Hit it hard with Lulu's Fire while it sleeps and keep Valefor in reserve to take the Earthquake. Steal: Potion. Drops an MP Sphere, rarely HP Spheres on an overkill. Flee is allowed. Lost after: Boarding the S.S. Winno for Luca. Elixir (Luzzu, after Lord Ochu)Missable item Talk to Luzzu again after Lord Ochu is dead. Lost after: Boarding the S.S. Winno for Luca. NulBlaze ShieldMissable Sources disagree armour Go back to the Crusader who gave you the Remedy after Lord Ochu is dead and talk to her again. Tidus's shield, one slot, SOS NulBlaze. Lost after: Boarding the S.S. Winno for Luca. Sources disagree: The Crusader who gives it is described both as the Remedy leader and as a different leader at the same crossroads. Phoenix Down x3 (fleeing the large fiend)Missable item A third Crusader reward exists. The reported trigger is approaching Lord Ochu from the west side and fleeing the fight; it can be had only once. Do it before you fight him for real. Lost after: Boarding the S.S. Winno for Luca. Sinspawn GeneauxSources disagree boss At the foot of the temple stairs. 3,000 HP; each of its two Tentacles has 450 HP, absorbs Water and halves Thunder and Ice. The shell blocks physical attacks and the Tentacles soak spells, so kill the Tentacles first, then burn the body with Fire. Once the body drops to about 2,400 HP the shell opens and everyone can hit it. Silence on the body stops its Water; Venom poisons your healthiest character. Drops a Power Sphere. Sources disagree: Sources split on whether Geneaux's Power Sphere is a steal or a drop. Most say drop, with nothing to steal. Kilika Temple Point of no return: Docking at Luca ends the trip. The bridge copy of Al Bhed Primer Vol. V goes with it — a replacement turns up in the Sanubia Desert only if you missed this one — and the first attempt at the Jecht Shot is over.
Passenger quarters Deck and bridge Later crossings Stadium and docks Al Bhed Primer Vol. VI collectible Stadium Basement B — the locker-room corridor on the opposite side from the Aurochs' room. It lies on the floor behind the blitzball player in green on the left. Approach from the side; walking straight at him swings the camera and hides it. Hi-Potion x2 (Basement B) item The chest at the far end of the same corridor as the primer. O'aka XXIII (Dock 1) sidequest The merchant again, now with gear for sale as well as items. Lending him more gil adds to the same running total as on the boats. His prices at later meetings depend on that total: up to 100 gil doubles them, 101–1,000 adds half, 1,001–10,000 adds a fifth, and more than 10,000 takes 30% off. The last chance to lend comes on the road north of the city. 600 gil (Dock 1)Sources disagree item Down Dock 1 past O'aka, beside a row of boxes on the left. Sources disagree: One walkthrough says this chest refills while you cross the docks to the rescue and can be looted twice. The others list it once. Tidal Spear (Dock 1) weapon Kimahri's spear, in the chest at the far end of Dock 1. Two slots: Piercing and Waterstrike. Equip it on him; it beats what he arrived with. Phoenix Down x2 (Dock 2) item The chest on the dock where the boat from Kilika is moored. HP Sphere (Dock 5) item Dock 5 looks empty. Walk to the stacked crates on the right and squeeze through the gap behind them — the mini-map shows the path. Two chests. Magic Sphere (Dock 5) item The second chest behind the Dock 5 crates. Theatre and square Al Bhed Primer Vol. VII collectible Theatre reception, on the carpet in front of the stairs, by the large flower pot on the left. In plain sight once you know to look. Sphere Theater (Music and Movie Spheres) sidequest The two clerks upstairs sell Music Spheres for 2,000 gil and Movie Spheres for 5,000 gil, then let you play them back. Stock grows as the story goes on; everything is on sale once the final dungeon opens. Nothing here is worth gil this early. Achievement: Theater Enthusiast achievement Buy every sphere the theatre sells. About 426,000 gil in all, so this is an endgame purchase. When a clerk's list runs dry, talk to him again — a few more appear. 1,000 gil (City Limits stairs) item From the square, take the stairs at the north-east corner up toward the City Limits. The chest is at the top. Grab it now — the story walks you past this spot in a hurry later. The cafe (story) progression The building at the north of the square. Going in starts the next part of the story. Do the docks, the theatre and the City Limits chest first. The rescue The tournament The attack on the stadium Later visits Point of no return: Passing the Mushroom Rock gate ends your last chance to lend O'aka gil, which fixes his prices for the rest of the game. The travellers' gifts are a one-time offer: talk to everyone on the way north. The chests, the chocobo treasure, the crest and the later Jecht Sphere all stay.
South End Antidote x2 (girl by the Save Sphere)Copy missable item The girl with pigtails just north of the Save Sphere. Lost after: Passing the Mushroom Rock gate. Get another: Antidotes are sold in every shop. Hi-Potion (man in yellow)Copy missable item A traveller on the first screen. Lost after: Passing the Mushroom Rock gate. Get another: Hi-Potions are common. Hunter's Spear (traveller)Copy missable weapon Kimahri's spear, three slots: Piercing, Sensor and Strength +10%. A man in blue who walks the South End near the stairs hands it over. Talk to everyone here. Lost after: Passing the Mushroom Rock gate. Get another: Spears with the same abilities drop later. Maechen (the old scholar) reference The old man by the ruins. Listen to his history lesson; he introduces himself and turns up again all over Spira. No item, but the chest behind the ruins is the reason you are standing there. Ice Brand (behind the ruins) weapon Tidus's sword, one slot, Icestrike. In the chest on the far side of the ruined structure where the old man stands. Belgemine's duel (Ifrit) sidequest The summoner standing in the clearing on the right near the end of the South End. She heals your aeons, then sends Ifrit (3,500 HP) against Valefor — you cannot call your own Ifrit. Charge Yuna's overdrive on the way so Grand Summon gives Valefor a full gauge, open with Energy Ray, cast Shield before every Meteor Strike and Blizzard otherwise. Ifrit absorbs fire and shrugs off Sonic Wings' delay. You get a ring win or lose. Echo Ring (win the duel)Copy missable armour Yuna's armor, two slots: HP +10% and Silence Ward. Lost after: Losing Belgemine's first duel. Get another: Rings with the same abilities drop later. Seeker's Ring (lose the duel)Copy missable armour Yuna's armor, the consolation prize. Two slots, HP +10%. Lost after: Winning Belgemine's first duel. Get another: Rings with the same abilities drop later. Ronso Rage: Fire Breath and Self-Destruct limit-break Two of Kimahri's overdrives live on this road. Use Lancet on a Dual Horn for Fire Breath and on a Bomb for Self-Destruct. Fire Breath hits every enemy and stays useful for a long time. Both enemies appear again later. Highroad South Highroad Central Rin's Travel Agency Lv. 1 Key Sphere (young man at the door)Copy missable item He stops you on your way out of the agency the first time. Lost after: Passing the Mushroom Rock gate. Get another: Lv. 1 Key Spheres drop freely later. Al Bhed Primer Vol. VIII collectible Rin, the agency's owner, gives it to you when you talk to him. Mega-Potion x2 (Rin) item Rin hands these over when trouble starts outside. Rin's shop reference Items and gear, plus a Save Sphere that restores HP. A blade for Auron is the usual buy. Rin's agencies reappear further north, and they always have a save point. Chocobo Eater boss 10,000 HP, but you do not have to drain it. The fight is a shoving match on a cliff: about 1,200 damage flips it onto its back, then each further ~500 shoves it one step toward the edge, and three steps sends it over. When it gets up it shoves your party a step back; go over yourself and you lose the rewards. Its shell turns away everything but Piercing until it is flipped, so lead with Auron and Kimahri. Dark Attack and Power Break blunt Fist of Fury (it warns with "You're next!"); it is weak to fire and casts Blizzard while down. Aeons cannot be shoved. Lv. 1 Key Sphere x2 (push it off the cliff)Copy missable item Only for shoving it over the edge. Killing it outright still earns the free chocobo ride; getting shoved off costs you the ride as well. Lost after: Killing the Chocobo Eater, or being pushed off the cliff yourself. Get another: Lv. 1 Key Spheres drop freely later. Free chocobo ride progression After the fight the woman outside lends you a chocobo for free. If you were pushed off, renting one costs 1,000 gil. Ride it for the rest of the road and do not dismount until the North End: several chests are reached only by stopping at a yellow feather on the ground. Newroad Heat Lance (first feather) weapon Kimahri's spear, two slots: Piercing and Firestrike. A feather on the ground near the top of the U-bend after the bridges; examine it from the saddle and the chocobo jumps up to the chest. Al Bhed Primer Vol. IXSources disagree collectible On the ground at the side of the road, in front of a post, just past the Heat Lance feather. Small and easy to miss. If you ride past it, you can come back. Sources disagree: Walkthroughs place it on either the Newroad South or Newroad North screen. All agree it lies on the ground beside the curving road, a little past the first feather. Hi-Potion x2 (North End) item The chest on the left of the North End screen, beside two young Crusaders. The chocobo can kick it open. Thunder Blade (hidden feather) weapon Auron's sword, two slots: Piercing and Lightningstrike. From the North End, follow the thin trail south-east. Past the two ledges above you, a hard-to-see feather on the left leads to two chests. A lightning-element weapon pays off soon. Scout (hidden feather) weapon Wakka's ball, in the second chest beside the Thunder Blade. Two slots: Lightningstrike and Sensor. Oldroad North End Donations to the Crusaders (Scout, Ice Lance, Moon Ring) sidequest The soldier on the left at the cart blockade takes donations for the operation: 100 gil for a Scout (Wakka, Sensor), 1,000 for an Ice Lance (Kimahri, Piercing and Icestrike), 10,000 for a Moon Ring (Yuna, SOS Shell and SOS Protect). None of them is worth the gil, and giving changes nothing in the story. The blockade at the gate progression Talk to Dona, then walk up to the cart. The guards turn you back until a maester steps in and waves the party through. That opens the road north — finish everything on the Highroad first. Later visits Point of no return: Telling the guard at the command post you are ready starts Operation Mi'ihen. Every Crusader gift on the road — the Ether, the Hi-Potions, the Phoenix Downs, the ten Potions, the X-Potion, the 400 gil and the Mega-Potion — is gone once the battle is over. The chests all stay and can be taken on a later visit.
The road in The valley The precipice The command post What you tell Gatta reference Gatta grumbles about being kept off the front line. Talk to him a second time and say he belongs at the front, and he joins the attack and does not come back; Luzzu survives. Leave him alone and Gatta stays at the post and Luzzu is the one lost. No item, ability or later reward depends on it. Mega-Potion (command post chest) item One of two chests beside Yuna and Lulu when you get control after the briefing. Serene Bracer armour Auron's armour, two slots: HP +5% and Berserk Ward. The second chest beside Yuna and Lulu. Tell the guard you are ready progression The soldier to the south starts the operation, and the fight comes quickly. Every gift-giving soldier on the road below is gone afterwards, so make sure you have spoken to all of them first. Save at the sphere by O'aka before you talk to him. Sinspawn Gui boss Four targets. Body 12,000 HP, head 4,000, each arm 800. The head casts Thunder and, after it starts "moving suspiciously", Venom — any ranged hit on the head (Wakka, Lulu, Kimahri's Lancet) cancels it. The arms are armoured, deflect physical hits and grow back; Auron's and Kimahri's piercing weapons and black magic go straight through. The body hits for about 600 or casts Demi. Kill the head, keep the arms down, Haste and Cheer, and pour Fire into the body. Steal: Potion. No drop from this fight. Sinspawn Gui (second fight)Sources disagree boss Yuna, Auron and Seymour. Body 6,000 HP, head 1,000, arms 800. One of Seymour's -ara spells finishes the head; clear the arms, then burn the body. Let Seymour land the last blow for an easy Overkill. Steal: Potion. Drops Lv. 1 Key Spheres (more on an Overkill). Sources disagree: One source swaps the steal and the drop, listing Lv. 1 Key Spheres as the steal and a Potion as the drop. The others give a Potion as the steal and the Key Spheres as the reward for winning. The aftermath Coming back later Djose Highroad and Temple Djose Highroad Djose Temple Cloister of Trials The next morning South Bank Road Lv. 1 Key Sphere x3 (beside Shelinda) item Down a short path just right of Shelinda, near the start of the road. X-Potion (behind the Ronso) item By the tree behind the two Ronso, after their scene. Lv. 1 Key Sphere x3 (right-hand branch) item Further along, on the branch to the right. The minimap shows the side path. A second chest of three, not a repeat of the first. Belgemine's Ixion boss Aeon against aeon, 6,000 HP. Ixion attacks and uses Aerospark, then Hastes itself at half health. Fill Yuna's Overdrive first so Ifrit arrives with a full gauge, open with Hellfire, heal Ifrit with Fire and store the gauge for a second Hellfire. Valefor can come in if Ifrit falls. Winning is not required. Dragon Scale x2 (beat Belgemine)Copy missable item The prize for winning. Losing gets you Smoke Bomb x6 instead. One Dragon Scale teaches an aeon Watera once you hold the Summoner's Soul. Lost after: Losing the duel with Belgemine. Get another: Dragon Scales drop from enemies later in the game. Smoke Bomb x6 (lose to Belgemine) item The consolation prize. You get this or the Dragon Scales, never both. Summoner's Soul key-item Belgemine hands it over after the duel, win or lose. It opens aeon customisation: spend items to teach aeons new abilities from the Abilities menu. Magic Def Sphere (path past Belgemine) item Up the small trail on the left just past Belgemine. South Wharf The crossing Extractor boss Underwater, Tidus and Wakka only. 4,000 HP, weak to lightning, halves fire, ice, water and holy. Aqua Shooter hits one of you; when it rises it is readying Depth Charges, a party-wide hit that can blind — deal about 500 damage before its next turn to knock it back down. Haste Tidus, then Wakka, add Cheer, and heal with Hi-Potions. Element Reels with lightning slots ends it fast. Steal: Potion. Drop: Mega Phoenix. North Wharf North Bank Road Coming back later The town The mansion The Farplane Leaving town The southern plains Dodging lightning reference Bolts strike at random as you walk. Press the confirm button the instant the screen flashes and Tidus dodges; get hit and he is knocked down, no HP lost. Standing near a lightning tower keeps you safe. Consecutive dodges are counted for prizes — see the agency entry below. Phoenix Down x2 (by the first Save Sphere) item Chest beside the first lightning tower, next to the Save Sphere. Hi-Potion x2 item A little northwest of the Save Sphere. 5,000 gil (behind the glowing stone) item Follow the west wall north from the Save Sphere. The chest sits against the cliff behind a glowing cactus-shaped stone and is very easy to miss — hug the wall until the camera turns. Water Ball (Wakka, Waterstrike) weapon In the small alcove off the east side, at the foot of a lightning tower, just past where you meet Shelinda. Wakka's ball, two slots, Waterstrike — most of the plains' fiends are lightning-based and weak to it. Steal: Lunar Curtain from Larva reference Larvae carry Lunar Curtains. Worth a few steals now; they feed Rikku's Mix and are used for customization later. Qactuar stones sidequest The glowing cactus-shaped stones across the plains. Pray at one (it has to be flashing) and Qactuars start turning up in battles — they dodge almost everything, hit for exactly 1,000 with 1,000 Needles and run. Wake three stones and a ghostly Qactuar leads you to a broken tower in the south, where praying makes a chest appear. That chest holds Kimahri's Spirit Lance and will not open until you hold the Celestial Mirror. The full route belongs to the celestial weapons guide; nothing here is lost by leaving it. Jecht Sphere (south plains, by the east tower) collectible On the ground beside a lightning tower on the right side of the southern plains, a little north of the alcove with the Water Ball. It is not there on your way through: Jecht Spheres only appear after the boss in Macalania Woods. Walk back for it then, or pick it up with the airship. Rin's Travel Agency Al Bhed Primer Vol. XIVCopy missable collectible Inside the agency, save, talk to Rikku, and Rin walks in and asks how your Al Bhed is coming along. Answer "Okay" and he hands you the Primer. The book on the counter is a storybook about the stones, not a Primer. Lost after: Leaving the agency the next morning without having spoken to Rin. Get another: A spare copy appears in the Sanubia Desert on Bikanel Island, in the small dead-end shortly after you find Rikku, only if this one was missed. A night at the agency progression Follow Yuna into the back to continue; talk to Rikku in the morning and the party heads out. Yellow Shield (outside the agency) armour A fleeing photographer drops it as you leave the agency — a small glint on the ground. Tidus's shield, two slots, Lightningproof: lightning cannot hurt him while he wears it. Equip it for the rest of the plains. Lightning-dodge prizes (chest outside the agency) sidequest Consecutive dodges pay out from the chest by the agency: 5 = X-Potion x2, 10 = Mega-Potion x2, 20 = MP Sphere x2, 50 = Strength Sphere x3, 100 = HP Sphere x3, 150 = Megalixir x4, 200 = Venus Sigil (with the Lightning Dancer achievement). The streak resets if you are hit, enter the agency or leave the plains. The 200-dodge run is the celestial weapons guide's job — do it later with No Encounters armor. The northern plains The southern woods The central woods The northern woods Lake Road The spring Boss: Spherimorph boss 12,000 HP. It answers every hit with a tier-one spell, and that spell tells you its weakness: a Fire counter means weak to Ice, Blizzard means weak to Fire, Thunder means weak to Water, Water means weak to Thunder. Hit the weakness and it shifts to a new element, so test again. Tidus pokes, Lulu casts the second-tier spell, Yuna heals and Shells. Press halves the party's HP late on — Power Break helps. Steal Ether (rare Turbo Ether). Drops a Lv. 2 Key Sphere, two on an overkill. Jecht's Sphere (Shooting Star) key-item Comes with the win. Auron learns his Shooting Star Overdrive, and from now on Jecht Spheres appear around Spira — three teach Banishing Blade, all ten teach Tornado and earn Messenger from the Past. Jecht Sphere (south woods entrance) collectible Walk back to the woods' south entrance after the boss. It is on the ground on the right side, where the path splits. Not there before the fight. If you leave it, you walk past the same spot again on your way out of the woods much later. Backtracking for Jecht Spheres reference This is the cheapest time to walk south and collect the spheres in the Thunder Plains, Moonflow, Mushroom Rock Road, the Mi'ihen Highroad, Luca, the S.S. Liki and Besaid. None is lost for good, but the Besaid sphere is guarded by a superboss once the airship is yours. Flee everything on the way. Lake Macalania and Macalania Temple Point of no return: Nothing on the lake or in the temple is lost for good, but the temple's people turn on you after the fight upstairs: Tromell's Shell Targe, the priests' Ether and Elixir, the 2 Hi-Potions from the man by the Remedy chest and the 400 gil from the Al Bhed soldier on the approach should all be taken before you climb the stairs. Under the lake, open both chests before you talk to Auron — that conversation ends the area. The Luck Sphere can be had later, but on this version a return trip means beating Dark Shiva on the temple approach first.
Agency front The ice Temple approach Temple hall The confrontation Boss: Seymour (with two Guado Guardians) boss 6,000 HP, Shell on himself; the Guardians take physical hits for him and heal 1,000 HP a hit with Auto-Potion. Steal their Hi-Potions (or Threaten them, or Stone Breath) and kill them first. Tidus, Yuna and Wakka each have a Talk trigger command that raises a stat. Seymour casts Blizzara, Thundara, Watera, Fira in that order, so Yuna's Nul spells go up a step ahead. Below 3,000 HP he calls Anima. Boss: Anima boss 18,000 HP. Pain is an instant KO on a party member; Oblivion, her Overdrive, can end the fight. Summon Shiva (listed as "????"): aeons shrug off Pain's death, Blizzara heals her, and Diamond Dust lands harder after Anima uses Boost. Boss: Seymour (alone) boss Back at full HP, now casting a -ra spell twice a turn, and -ga spells at an aeon. Auron's Magic Break and the Nul spells blunt him; he is open to Bio's poison. Aeon: Shiva aeon Yuna's ice aeon. She heals from ice, so Blizzara is a free cure; her Overdrive is Diamond Dust. You name her after this stretch. Cloister of Trials Cloister of Trials (Macalania) progression The doorway beside the Save Sphere. Ice sends a pushed pedestal sliding until it hits a wall or drops down a ramp. Glyph Sphere into the pedestal, slide it down, set it in the far-left recess to raise a platform, then shuttle the three Macalania Spheres into the three pillars to rebuild the ice bridge. Luck Sphere (Destruction Sphere chest) item Before you leave, step on the glyph at the entrance, push the new pedestal down the big ramp — its sphere turns into a Destruction Sphere on the way — and set it in the recess left of the ramp. This breaks the bridge, so rebuild it afterwards. One of the Destruction Sphere chests that count toward an optional aeon much later; take it now, because a return trip is much harder. Magic Sphere, Magic Def Sphere, Accuracy Sphere (Chamber of the Fayth, revisit) item Not this visit. On a return trip after the story, solving the Cloister again leaves these three in the Chamber of the Fayth. The escape Under the lake The oasis Sanubia Desert — East Sanubia Desert — Central Sanubia Desert — West Later Point of no return: The doorway beside the Save Sphere at the three-way split in the main corridor. Go through it and the upper rooms are shut behind you: Al Bhed Primers XX and XXI, the Chest of Dreams, the password chest (Friend Sphere), the quiz and number chests (Skill Sphere, Special Sphere) and both Al Bhed Potion chests. Primer XIX, outside, should be taken before you first go in. Boarding the airship at the far end leaves Home for good — it cannot be revisited, and Primers XIX, XX and XXI exist nowhere else, so missing any of them ends Master Linguist and Rin's all-Primers reward for the playthrough.
Outside The upper rooms Al Bhed Potion x4 (foot of the first stairs)Missable item Half-hidden by smoke at the bottom of the stairs. Turn round once you are down them. Lost after: Taking the doorway beside the Save Sphere in the main corridor. Al Bhed Primer Vol. XXMissable collectible The room through the door on the left at the top of the stairs. Win the fight inside (a guard and two Dual Horns) and the Primer is on the bed. Lost after: Taking the doorway beside the Save Sphere in the main corridor. Chest of Dreams (one pick)Missable item The left-hand chest in the bedroom asks what it holds. The grid is Bomb, Elixir, Hi-Potion / Mega-Potion, Soft, Chimera / Potion, Remedy, Evil Eye. The three fiend names start a fight. Pick **Elixir**, top row, middle. One pick only. Lost after: Taking the doorway beside the Save Sphere in the main corridor. Friend Sphere (password chest)Missable item The right-hand chest in the bedroom wants three words in Al Bhed. Sorry — bottom row, middle. Wait — middle row, right. Pardon — middle row, middle. The answers do not depend on which Primers you hold. Lost after: Taking the doorway beside the Save Sphere in the main corridor. The three-way split Al Bhed Potion x6 (middle path)Missable item The corridor splits three ways below the stairs. The Save Sphere is on the left path — do not use its doorway yet. This chest is down the middle path. Lost after: Taking the doorway beside the Save Sphere in the main corridor. Al Bhed Primer Vol. XXIMissable collectible On the ground at the end of the right-hand path. Lost after: Taking the doorway beside the Save Sphere in the main corridor. Skill Sphere (quiz chest)Missable item Through the doorway on the right at the end of the right-hand path (a guard and two Chimeras inside). The right-hand chest asks four questions: answer with the third, fourth, second, then first option — Yes, Brother, Bikanel Island, Al Bhed. Lost after: Taking the doorway beside the Save Sphere in the main corridor. Special Sphere (number chest)Missable Sources disagree item The left-hand chest in the same room. It describes each of four digits as a sum of two numbers: the first digit is an addition, the second a subtraction, the third a multiplication, the fourth an addition. Work each one out and enter the four-digit result. Lost after: Taking the doorway beside the Save Sphere in the main corridor. Sources disagree: Two guides say the numbers change from game to game and only the operations are fixed; one prints a single fixed code, 5633. Past the Save Sphere Point of no return: Bevelle is never revisited. Walking out of the Cloister of Trials past the glowing glyph ends the visit for good, and with it Al Bhed Primer XXII, the HP Sphere (Bevelle's Destruction Sphere chest) and the Knight Lance. Open the HP Sphere chest regardless: whether skipping it leaves Bevelle's statue at Baaj dark, and so costs Anima, is disputed.
The airship Al Bhed Potion x4 (Al Bhed in the cabin)Missable item Talk to the Al Bhed on the left side of the last room before the deck save sphere. Free, and exactly what the fight upstairs wants. Lost after: Going up to the top deck for the boss. Rin's shop (rear of the airship) reference Items, weapons and armor. Buy Softs and Antidotes here if you want to customize Stone Ward and Poison Ward onto armor for the deck fight. Dona's question reference Her question about giving up the pilgrimage only changes where she turns up later. No reward either way. Boss: Evrae boss 32,000 HP, halves fire, ice, lightning and water, immune to Armor Break. Steal Water Gem (Water Gem x2 rare); drops Blk Magic Sphere. Up close it uses Stone Gaze and Poison Breath; order Cid to pull back and it is left with Photon Spray, eight weak random hits. Cid fires missiles from range a limited number of times. Wakka, Lulu and Rikku's items reach at any distance. It casts Haste on itself around a third of its HP, and again every time you Slow it. Bevelle — the tower Bevelle — Priests' Passage Bevelle — Cloister of Trials Via Purifico and the Highbridge Point of no return: The Via Purifico is never revisited. All seven chests in Yuna's maze go with it, and the Rematch and Avenger chests underwater are lost the moment you open the gate locks during the Evrae Altana fight.
Yuna's maze Mega-Potion (Kimahri's room)Missable item In the room where Kimahri is waiting. Lost after: Leaving the Via Purifico. Wht Magic Sphere (Lulu's room)Missable Sources disagree item The large room east of the T-junction, south of Auron's room, where Lulu is. Lost after: Leaving the Via Purifico. Sources disagree: One guide lists two White Magic Spheres in this chest; the others list one. Elixir (south room with the glyph)Missable item The room south of the T-junction, among the rubble. There is a glyph in the same room; touch it. Lost after: Leaving the Via Purifico. Blk Magic Sphere (room with the floor glyph)Missable item North of the starting area, past the first right turn. The floor glyph in this room moves the single teleporter in the centre room so it reaches the north-west part of the maze. Lost after: Leaving the Via Purifico. Skill Sphere (teleporter room)Missable item One of the two obvious chests in the room the moved teleporter delivers you to. Ride the teleporter when its arrow points west on the minimap. Lost after: Leaving the Via Purifico. Lucid Ring (teleporter room)Missable armour A ring for Yuna, in the other obvious chest in the teleporter room. Three slots: Silence Ward, Confuse Ward and Poison Ward. Lost after: Leaving the Via Purifico. 10,000 gil (hidden chest by the gate)Missable item Against the gate in the teleporter room, hard to see. Walk along the gate pressing confirm until it opens. Lost after: Leaving the Via Purifico. Boss: Isaaru boss Three aeon fights in a row with Yuna's aeons only: Grothia (an Ifrit, 8,000 HP), Pterya (a Valefor, 12,000 HP), Spathi (a Bahamut, 20,000 HP). The aeon matching his is locked out. Grothia arrives with a full Overdrive — Shield its Hellfire or open with Bahamut. Spathi counts down to Mega Flare: use Shiva and Shield at countdown 1. No steals, no drops. Underwater The Highbridge O'aka XXIII (Highbridge save sphere) reference Shop at the save sphere at the start of the bridge. A second save sphere waits at the far end. Softs and Stone Ward armor help with the fight on the bridge. Boss: Seymour Natus boss Seymour 36,000 HP plus Mortibody (4,000 HP, revives by draining 4,000, then 3,000, 2,000, 1,000 from Seymour). Steal Tetra Elemental x2 (x3 rare). Drops Lv. 2 Key Sphere. Below 24,000 he casts Break and Mortibody shatters the stone — cure Petrify immediately. Below 12,000 he casts Flare and Mortibody casts Cura on him: Reflect on Seymour turns the Cura back on you. Banish throws aeons out. Desperado strips buffs if all three share one. Macalania Woods, the second time The Calm Lands Rin's Travel Agency (centre of the plains) reference Save sphere, shop and a short scene. The gear on sale is the best you can buy so far, including armor with an empty slot to customize. 5,000 gil (south-east corner) item Down the ramp at the far south-east of the plains, next to the 10,000. 10,000 gil (south-east corner) item Same corner as the 5,000. Lv. 2 Key Sphere (behind the agency) item Walk around the back of Rin's agency building. Al Bhed Primer Vol. XXIIISources disagree collectible On the ground at the tip of the westernmost peninsula, due west of the agency. Sources disagree: One guide puts it north-east past the agency; the others place it on the west side, at the end of the peninsula reaching furthest west of the agency, and the west is right. Chocobo trainer (first lesson) sidequest The woman on a chocobo just north of the agency. Finish her first, easy course and you can ride chocobos on the plains — needed for the detour below. The harder courses are a long side quest; leave them for the chocobo training guide. Monster Arena opens sidequest Up a path on the east side of the plains. You can buy capture weapons now and start catching fiends, but the arena is an endgame project for the Monster Arena guide. Look in and move on. Ronso Rage: Bad Breath (Lancet a Malboro) enemy-skill Malboros here open with Bad Breath, which stacks Confusion, Berserk, Silence, Slow, Poison and Darkness on everyone. Lancet one with Kimahri and he gets it. Confuse Ward armor and Al Bhed Potions help. Optional: Belgemine's ShivaSources disagree boss Belgemine stands south of the agency and challenges Yuna's aeons; you may need a chocobo to reach her. Shiva absorbs ice and has high defenses; use Bahamut. Win for 30 Power Spheres. If you meet her at Remiem Temple first, she leaves the plains, but the Aeon's Soul is still given at her first fight there. Sources disagree: Two guides say the Aeon's Soul is given whether you win or lose; one says you must win. Aeon's Soul key-item From Belgemine. It lets you raise your aeons' stats by spending items on them, alongside the ability customization you already have. Power Sphere x30 (beat Belgemine) item Thirty Power Spheres, not ten. Remiem Temple (detour) The bridge and the gorge Boss: Defender XSources disagree boss 64,000 HP. Steal Lunar Curtain. Drops Lv. 2 Key Sphere. Haymaker hits for 3,500 or more; Blast Punch halves current HP but cannot KO and is also its counter. Provoke with Tidus and it uses only Blast Punch on him. Armor Break and Mental Break, Hastega, Cheer. Late in the fight it casts Mighty Guard and Slowga. Save at the sphere before the bridge. Sources disagree: Two guides put the Mighty Guard threshold at 10,000 HP; one says about 16,000, after an Armor Break. Rusty Sword key-item Down in the gorge after the bridge, take the right-hand branch and follow the cliffside path east; the sword is stuck in the ground between two rocks, behind a practising Crusader. Auron's celestial weapon needs it. The cave in the gorge reference The left-hand branch of the gorge leads to the Cavern of the Stolen Fayth, an optional area with its own walkthrough page. Cavern of the Stolen Fayth The tunnels The clearing Chamber of the Fayth Aeon: YojimboSources disagree aeon Step on the glowing pad past the clearing and go forward into the Chamber. He asks why you want him; answer **"To defeat the most powerful of enemies."** That gives the lowest opening price, 250,000 gil, and the best behaviour in battle. Haggle (see the next row). Refuse or come back later as often as you like — the offer stands until you pay. Sources disagree: Sources give different cheapest prices: 190,350 gil from one haggling line, 198,810 from another, and "about 192,000" or "197,000" elsewhere. The line below reaches 190,350 and is the most widely repeated. Hiring price: the haggle reference From 250,000: offer 125,001 → he asks 225,000. Offer 112,501 → he asks 202,500. Offer 141,751 → he settles at 190,350. Pay that. Offer too little and he throws you out; walk out, step back in, and start again. Wait a few seconds between offers. Teleport Sphere x2 (paying triple)Copy missable item Offer three times what he asks at any point and he throws in two Teleport Spheres. Not worth 600,000-plus gil on any normal run. Lost after: Hiring him at any price below triple his asking price. Get another: Teleport Spheres are sold, dropped and stolen elsewhere later; only this bonus is lost. Achievement: It's All About the Money achievement Unlocks when he signs on. Side rooms Mountain Gate Before the gate reference Kimahri fights the first battle here alone. Make sure he has Steal or Mug and some Hi-Potions, and push him round the grid a little if he has been on the bench. Boss: Biran Ronso and Yenke Ronso boss Kimahri alone. Their HP scales with Kimahri's stats, so there is no fixed figure. They guard each other, so normal hits do a quarter damage until one of them uses Bulldoze and they switch sides — hit then. Lancet everything first. Kill Biran first and Yenke gets Haste; kill Yenke first and Biran goes Berserk and can no longer be Lanceted. Drops Return Sphere (common) or Friend Sphere (rare). Steal: Lv. 3 Key Sphere (both Ronso)Copy missable item Each Ronso carries one — common and rare slots both give a Lv. 3 Key Sphere. Steal or Mug both. They are scarce for a long time. Lost after: The end of the fight at the gate. Get another: Lv. 3 Key Spheres drop later (Yunalesca, the Monster Arena); only these copies are lost. Ronso Rages: Biran and Yenke limit-break Biran: Thrust Kick, Self-Destruct, Doom, Mighty Guard. Yenke: Fire Breath, Aqua Breath, Stone Breath, White Wind. Some — Mighty Guard and White Wind at least — can only be learned after that Ronso has used them, which they do when hurt. Miss them and the caves offer Mighty Guard (Behemoth) and White Wind (Dark Flan). Mountain trail 20,000 gil item Chest just off the path on the right at the start of the trail. Mega-Potion x2 item On a small ledge on the left, half-hidden behind rocks. Jecht Sphere (north branch of the trail) collectible At the Y-shaped fork, take the thin path north to the dead end. One of the ten; Auron's final Overdrive and Messenger from the Past need them all. Defending Bracer (Auron) armour Take the west branch at the same fork to its end. Auron's armour, two slots: Stoneproof and Poisonproof. Talk to WantzMissable sidequest O'aka's brother, standing on the trail. Sells Booster Cactuar (Lulu, Magic Booster), Survivor (Rikku, Alchemy), four-slot armour, and Holy Water. Buy Holy Water for the next fight; sell spare gear if you are short of gil. Lost after: Leaving the mountain without speaking to him — he only turns up later, in Macalania Woods, if you met him here. HP Sphere item One of two chests at the bottom of the slope beyond Wantz. Lv. 4 Key Sphere item The other chest at the bottom of the slope. It opens the four-lock nodes. Prominence Boss: Seymour Flux boss 70,000 HP, plus Mortiorchis (4,000 HP, shrinking each time it is broken; it needs Piercing). Lance of Atrophy inflicts Zombie and Full-Life then kills that character — cure with Holy Water, Remedy or Esuna at once. He Banishes aeons. Mortiorchis charges Total Annihilation: Shell, Mighty Guard and Defend before it lands. Bio him early, Dispel his Protect and Reflect. Steal Elixir; drops Lv. 4 Key Sphere. Trigger Commands: Kimahri and Yuna talk reference Each gets one Talk at the start of the fight: Kimahri +Strength, Yuna +Magic Defense for the battle. Have both in the front line. Saturn Crest key-item After the fight, round the corner: the chest is tucked between the pillars on the left, just before the Save Sphere. Kimahri's celestial crest. Easy to walk past. The caves Ronso Rages in the caves: Mighty Guard and White Wind limit-break Lancet a Behemoth for Mighty Guard and a Dark Flan for White Wind if the Ronso did not give them up. Dark Flans shrug off hits and magic alike: Armor Break and Mental Break first. Only three can swim reference The underwater passages split the party: Tidus, Wakka and Rikku swim, everyone else waits at the Save Sphere. Gear those three for it. First trial: the ball through the rings progression Go left at the first fork underwater to the device at the end. Wakka throws a ball at the core; two rotating layers block it, so time the press for when the gaps line up. Take as many throws as you need. Lv. 1 Key Sphere (first trial) item Appears in front of the device when the throw lands. Solving the trial also raises a stairway by the Save Sphere. Second trial: the coloured circles progression Up the new stairs, left to the next pool. Put each swimmer on the panel matching the colour of their Sphere Grid path: Tidus blue, Wakka red (orange-red), Rikku green. Fortune Sphere (second trial) item In a chest that appears under the water below the panels. Swim down for it. Return Sphere item Back up the stairs, take the right fork and swim to the end. You can see these two chests from the dead end on the first swim, but cannot reach them until now. Recovery Ring (Yuna) armour The second chest at the same spot. Yuna's armour, one slot, HP Stroll. Pep Talk (Wakka) armour Northwest of the Save Sphere, in the small alcove that only opens once both trials are done. Wakka's armour, three slots: SOS NulFrost, SOS NulShock and SOS NulBlaze. Summit Point of no return: Leaving the Beyond after Yunalesca without taking the Sun Crest. When you come back by airship, Dark Bahamut stands guard over that room and the crest is out of reach until he is beaten. The Magistral Rod cannot be had on this visit at all; it waits for a return trip.
The ruins The dome Cloister of Trials Cloister of Trials (Zanarkand) progression Floor-panel pictures. Step on the start panel and a pattern of shapes appears on the screen; walk the floor tiles that build the same shapes (a wrong tile resets that pattern). That raises six pedestals. Push each of the four corner pedestals into the wall to set a new pattern in the second room and solve it there, in any order. Then take the red sphere from beside the screen to the left middle pedestal in the first room, and the light-blue sphere to the right middle one. Save at the Save Sphere that appears. Boss: Spectral Keeper boss 52,000 HP. Fought on a ring of six glyphs; a Move trigger command shifts a character to another glyph. Attacking makes it counter the three glyphs in front of it, so keep the party spread out. Glyph Mine arms a glyph and kills whoever is standing on it when it goes off — move off. Berserk Tail: Berserk Ward helps. Protect, Mental Break, then magic. Steal Ether (Turbo Ether rare); drops Lv. 4 Key Sphere. Magistral Rod (Destruction Sphere) weapon Not available on this visit. Come back with the airship: step on the seven hidden panels that light white squares (three in the first room, four in the second), take the Destruction Sphere that appears in the first room, and set it in the recess right of the screen in the second. The screen breaks to reveal the chest. Yuna's rod, three slots, Half MP Cost. The Beyond Afterwards The airship and the assault on Sin When the airship opens NavMap: Search and Input progression Talk to Cid on the bridge. Besides the places you have been, the destination screen has Search (move the cursor to a coordinate and confirm to reveal a hidden spot) and Input (type a password in capitals). Every save sphere can now call the airship. Hidden location: Baaj Temple (X 14, Y 57)Sources disagree sidequest Dive in from the north side of the new spot and fight Geosgaeno; Stone Ward or Stoneproof makes it easy. Beyond it are six statues that light up for each Destruction Sphere treasure you have taken, and the aeon behind them. Lulu's celestial weapon, Onion Knight, is in the water just outside. All of this is the Anima guide. Sources disagree: Most coordinate lists put Baaj Temple inside X 11–16, Y 57–63; one gives "around X 15, Y 55", which sits just outside that range. Hidden location: Omega Ruins (X 72, Y 35) sidequest Range X 69–75, Y 33–38. A deep optional dungeon with two superbosses, Al Bhed Primer XXVI and the best sphere-level grinding in the game. Bring First Strike. See the Omega Ruins guide. Ascalon (Sanubia Sands, X 15, Y 42) weapon Tidus's sword, one slot, Double AP. Range X 12–16, Y 41–45. Sit him in the back row of a fight and swap him out to farm AP. Dragoon Lance (Besaid Falls, X 31, Y 75) weapon Kimahri's lance, four slots: Magic Counter and Evade & Counter. Range X 29–32, Y 73–76. On the rocks by the waterfall. Sonar (Mi'ihen Ruins, X 35, Y 57) weapon Rikku's claw, three slots: Initiative and Poisonstrike. Range X 33–36, Y 55–60. In the northern part of the area. Phantom Bangle (Battle Site, X 41, Y 57) armour Lulu's armor, three slots: Fire Eater, Ice Eater and Water Eater. Range X 39–43, Y 56–60. Strong against the elemental boss deep inside Sin. Godhand (password GODHAND) weapon Opens a ravine off Mushroom Rock Road. The chest is Rikku's celestial weapon and only opens if you are carrying the Celestial Mirror. It still needs powering up — see the celestial weapons guide. Victorious (password VICTORIOUS) armour Opens a new spot in the Besaid ruins; climb the tree. Rikku's armor, four slots: Fireproof, Iceproof and Lightningproof, plus a free slot. Murasame (password MURASAME) weapon Opens a second new spot in the Besaid ruins. Auron's katana, four slots: Piercing and One MP Cost. Middling. Underdog's Secret x99 (Rin, all 26 Al Bhed Primers) item Talk to Rin on the airship with all 26 primers and he hands over 99 Underdog's Secrets. Primers XIX to XXII cannot be had after their areas, so this reward is already closed on any file that missed one. The Al Bhed Primers guide has the list. The Dark Aeons are out reference From now on, ten Dark Aeons wait across Spira. Most appear with the airship; Dark Shiva and Dark Yojimbo can turn up earlier, and Dark Anima once you have reached Zanarkand. Some of them block places you might want to go back to: Besaid village, the entrance to Macalania Temple and the room in the Zanarkand Dome. Anything you left behind in those places now sits behind a superboss. Beat all of them and Penance appears on the NavMap. See the Dark Aeons guide and the Penance guide. Before you go inside Celestial weapons reference Seven weapons, a crest and a sigil each, all powered by the Celestial Mirror. They carry Break Damage Limit, which makes every fight from here shorter. See the celestial weapons guide. Monster Arena captures reference Inside Sin has its own set of fiends to capture for the Arena in the Calm Lands. You can fly back into Sin for them at any time until the point of no return described in the next area. See the Monster Arena guide. Destruction Sphere treasures (Zanarkand now open)Sources disagree reference The Zanarkand cloister's Destruction Sphere treasure can only be taken now, on a return trip. All six treasures are what light Baaj Temple's statues. Besaid's and Macalania's sit behind Dark Aeons now; Bevelle's could not be taken after leaving Bevelle. See the Cloisters of Trials guide. Sources disagree: Whether a skipped Bevelle chest (the HP Sphere) leaves its statue at Baaj dark is disputed. Some accounts say that statue lights for everyone because the Destruction Sphere must be placed to finish Bevelle's trial; others say the chest is required and Anima is lost without it. Remiem Temple, Belgemine and the Magus Sisters reference Remiem is reached by chocobo from the Calm Lands, not by the NavMap search. Beat Belgemine's aeons for the Flower Scepter; the Blossom Crown comes from the Monster Arena once every Mt. Gagazet fiend is captured. Both, plus Yojimbo and Anima, open the Magus Sisters' chamber. See the Remiem Temple guide. Al Bhed Primers still out there (XXIII–XXVI) reference XXIII in the Calm Lands, XXIV at Remiem Temple, XXV in the Cavern of the Stolen Fayth, XXVI in the Omega Ruins. None of these four can be lost. Jecht Spheres and Auron's Overdrives reference Ten in all, and they teach Auron his Overdrives. The ones left behind are all reachable with the airship, one of them behind Dark Valefor. See the Jecht Spheres guide. What finishing the game closes reference Everything. FFX has no post-game and no New Game Plus: after the credits there is nothing to save. Flying into Sin closes nothing, and you can leave from any save sphere inside it — the one place that seals you in is a glyph near the end, covered in the next area. Keep a save at the last save sphere and treat it as your completion file. The assault on Sin Choose Sin on the NavMap progression Pick Sin from Cid's list, then take the lift at the back of the airship up to the deck. The first three fights run back to back with no chance to heal in between. Boss: Sin (Left Fin) boss 65,000 HP. Played like an airship chase: Cid moves the ship in or out. Close in to attack, pull out when "Core Gathers Energy" appears — Gravija takes three-quarters of current HP and only lands when you are close. Negation strips your buffs and its own Breaks. Steal Mega-Potion (rare Supreme Gem); drops HP Sphere. Boss: Sin (Right Fin) boss 65,000 HP. Same fight, a little more physical and a little more Negation. Steal X-Potion (rare Shining Gem); drops Lv. 3 Key Sphere. Boss: Sinspawn Genais and Sin (Core) boss Genais 20,000 HP, weak to fire, absorbs water; the Core 36,000 HP. Kill Genais first — it soaks magic aimed at the Core. Below half it shells up and counters with Cura while the Core charges an unavoidable Gravija; Slow and Silence on it help. Only the Core takes Armor Break. Genais: steal Star Curtain, drops Return Sphere. Core: steal Stamina Spring x3, drops MP Sphere. Restock, then talk to Yuna on the deck progression You get control back between fights. Save, buy, and put Stoneproof and Confuseproof (or Wards) on the three who will fight. Zombie protection is optional. Talking to Yuna on the deck starts the last fight of this area. Boss: Overdrive SinSources disagree boss 140,000 HP and a timer. Sin closes in for its first few turns, then opens its mouth; when the charge is full it uses Giga-Graviton, which is an instant game over that nothing blocks. Use the approach for Hastega and ranged damage, Armor Break as soon as it is in reach, and spend every Overdrive. Its counter can Petrify, Confuse or Zombie; Zombie is harmless here. Steal Ether (rare Supreme Gem); drops Lv. 3 Key Sphere. Sources disagree: The time limit is described both as three turns approaching plus nine opening its mouth (twelve), and as "about sixteen turns". Point of no return: Examining the glyph on the tower in the City of Dying Dreams sends you into the Nucleus and the final battles. From there you cannot return to the airship or save, and there is no post-game — the credits end the file. Save at the sphere before the tower and keep that slot: it is the completion save, and loading it puts you back with the airship and everything optional still open.
Sea of Sorrow Save sphere at the landing progression Where the airship sets you down. Like every save sphere inside Sin, it can call the airship, so you can leave and come back whenever you like. Phantom Ring armour Yuna's armor, four slots: Fire Eater, Lightning Eater and Water Eater. West at the first split, then south; a short path runs north-west to the chest. Get it first. Special Sphere item Carry on south from the Phantom Ring to the top of the first waterfall. Elixir item Back north to the dead end on the left. Wizard Lance weapon Kimahri's lance, four slots: Magic +3%, +5% and +10%. East and then south, at the top of the second waterfall. Lv. 3 Key Sphere item Back north and take the last path east. The save sphere and the stairs down are just past it. Behemoth King casts Meteor when it dies reference Every Behemoth King in here throws a party-wide Meteor for 6,000–7,000 as it falls. Run from it, or finish it with a counterattack or a capture weapon, which skips the Meteor. Protect and Defend soften it. Save sphere before the stairs progression Heal and save. The stairs lead straight to a boss. Garden of Pain Boss: Seymour Omnis boss 80,000 HP and four Mortiphasm discs behind him. The discs set his element: four matching makes him absorb it and fear its opposite, three absorb, two immune, one halved. He opens with all four on fire, so rotate one before his first turn — physical hits turn them counter-clockwise, magic clockwise, and only Wakka reaches them with a weapon. After six actions against him (three below roughly 20,000 HP) he glows red, Dispels, then casts Ultima for about 4,000 each. He does not banish aeons. Steal Shining Gem (rare Supreme Gem); drops Lv. 3 Key Sphere. Achievement: The Destination of Hatred achievement For beating Seymour Omnis. It cannot be missed — he is in the way. City of Dying Dreams Fiend gates (Lv. 4 Key Sphere)Sources disagree sidequest A glyph on the right wall of the first area counts fiend kills and opens three doors in turn. The last door hides a chest with a Lv. 4 Key Sphere. Groups of three enemies fill it fastest. Sources disagree: Most counts are 10, then 10, then 15 kills (35 in all); one walkthrough says 10 each (30 in all). Four-on-One weapon Wakka's blitzball, four slots: Firestrike, Icestrike, Lightningstrike and Waterstrike. Stand on the blue glyph on the small bridge and press the action button to ride up to the ledge. Defending Bracer armour Auron's armor, four slots: Darkproof and Deathproof. A second blue glyph a little further on, to the left, pushes a column down into a walkway to the chest. Megalixir item In a hidden alley off to the left, behind a wall that a glyph opens. 20,000 gil item In the big open area with a pit in the middle, down the ramp at the bottom. HP Sphere item A glyph beside the gil chest launches you up to a hidden walkway. Defense Sphere item Next to the HP Sphere on the same walkway. Laevatein weapon Yuna's staff, one slot, SOS Overdrive. Down the long slide to the southern part of the city, in a pit off to the side; climb the ledges back up. Last chance for Inside Sin captures reference Adamantoise, Barbatos, Behemoth King, Demonolith, Exoray, both Geminis, Great Malboro and Wraith all live in here. Finish the Monster Arena's Inside Sin captures before the tower. Demonolith's breath petrifies the party, Great Malboro's Bad Breath confuses and berserks it: Stoneproof, Confuseproof, Berserkproof, and Provoke on the Malboro. The tower The Nucleus Hrunting weapon Tidus's sword, one slot, SOS Overdrive. One of ten glowing crystals that drift up from the ground; touch one before it fades to take what is inside. Ice spikes that burst from the floor start a fight if they touch you. Ten crystals and you move on, so every item here is collected on the way. Stillblade weapon Auron's sword, three slots: Silencestrike and Stonestrike. From a crystal. Wicked Cait Sith weapon Lulu's doll, four slots, Deathstrike. From a crystal. Knight Lance weapon Kimahri's lance, four slots: Strength +3%, +5% and +10%. From a crystal. Mage's Staff weapon Yuna's staff, four slots: Magic +3%, +5% and +10%. From a crystal. Prism Ball weapon Wakka's ball, two slots, Magic Counter. From a crystal. Infinity weapon Rikku's claw, two slots: One MP Cost and Sensor. From a crystal. Attribute Sphere item From a crystal. Skill Sphere item From a crystal. Wht Magic Sphere item From a crystal. Dream's End Boss: Braska's Final Aeon boss Two forms, 60,000 then 120,000 HP, with two Yu Pagodas (5,000 HP each, revived with the damage you overkilled them by). While both Pagodas live, Power Wave heals him, clears his Breaks and fills his Overdrive. Jecht Beam petrifies, Triumphant Grasp can Zombie, and below half in the second form his Overdrive becomes Ultimate Jecht Shot on the whole party. Tidus's Talk command empties his gauge — twice only; save both for the second form. Stoneproof, Hastega, and every aeon Overdrive in the second form. Zanmato can end it outright. Steal Turbo Ether (rare Elixir); no drop. Boss: Yuna's aeons boss Every aeon Yuna has is taken over in turn, keeping the stats you gave it. Your party has permanent Auto-Life from here to the end; these fights cannot be lost. Boss: Yu Yevon boss 99,999 HP. Every hit is answered with a 9,999 Curaga; his own Gravija takes three-quarters of the party's current HP and hurts him too; after seven Curagas he follows with Osmose and Ultima. Cannot be lost. Shortcuts: Zombie (Auron's Zombie Attack) and then a Phoenix Down or Life kills him outright; a Candle of Life through Rikku dooms him in three turns; Reflect on him bounces the Curaga onto you. The ending — no post-game progression The credits play and the game returns to the title screen. There is nothing to save afterwards. To keep playing, load the save from the last save sphere. Final Fantasy X-2 Chapter 1: Luca and the Floating Ruins Point of no return: Two losses close inside this stretch, not at the end of the chapter. Walking past the moogle on Dock 2 forfeits a Chapter 1 Story Completion scene and with it 100% and the Perfect Ending. Talking to Shinra on the bridge after the Floating Ruins, before comforting Brother, loses Brother's scene the same way.
Luca: the opening The Celsius Mt. Gagazet: Floating Ruins Yellow Ring (upper tier) accessory Drop off the path to the lower ledge just before the second jumping gap, then climb back up. Elixir (base, below the lift) item After the lift, drop down the ledges, then go left at the bottom. Boss: Leblanc, Logos and Ormi (base)Sources disagree boss Leblanc 120 HP, Logos 100, Ormi 130. Steal the Tiara from Leblanc first — she uses Love Tap to Haste an ally. Logos has a White Cape. Darkness Dance blunts all three. Sources disagree: Ormi's steal is printed as Gauntlets by two walkthroughs and as an Iron Bangle by a third. Scene: win "Outrun the Leblanc Syndicate!"Missable scene Reach the marked ledge at the top before the timer runs out. The clock stops in battle and in the menu. Required for 100%. Lost after: The race timer reaching zero. Reload the save from before the mission. Mega Phoenix (race, first platform) item Past the pillar at the north end of the platform where the race starts. White Ring (the pit) accessory Inside the ruins, after both wall switches. Drop into the pit you could jump over. Casts Blizzard, which the last fight is weak to. Red Ring (eastern side path) accessory The optional exit east to the outside of the ruins. Casts Fire. Star Pendant (the spire) accessory Across the fallen column and right where the path narrows, then round to the south. Muscle Belt (top, past the Save Sphere) accessory Past the Save Sphere at the summit. Two walkthroughs make this the race prize — it is only there if you beat the clock. Boss: Boris boss 480 HP, weak to fire and ice — the Red and White Rings are free damage. Four physical turns, then Sticky End: about 50 to everyone and Stop. Steal a Remedy (two on a rare steal); drops a Star Pendant. Gagazet Sphere key-item The sphere you came for. It is handed over automatically. Scene: the Floating Ruins mission scene The mission's own scenes count on their own; they play however the race went. Back on the Celsius Chapter 1: Besaid, Kilika and Luca Besaid Besaid Key (shop, 900,000 gil) reference The village shop offers it as a rare find. You cannot afford it and do not need to: it is given away free later in the game. Ignore it. Scene: "Where's Wakka?" scene The required Besaid mission. Its scenes, from the village arrival to Wakka at the cave, count for about 2.2% and play automatically. Tell Lulu "Yes, I'd love to" when she asks if you are staying the night. Chocobo Wing x2 (Waterfall Way) item At the waterfall with the wooden bridge, keep to the far left and drop off the back of the bridge to the riverbed below. Hi-Potion (beach alcove) item Climb the ruins by the child on the beach (the third cipher is up there), then go round the back and drop into the hidden alcove behind them. 1,000 gil (beach alcove) item The second chest in the same alcove. Potion x2 (cave, side path) item Inside the cave, the side path at the first intersection after Wakka. Ether (cave)Sources disagree item The second cave chest. If you cannot reach it now, leave it: the chest carries forward and holds more Ethers on a later visit. The second cipher-locked door in this cave stays shut until Chapter 3. Sources disagree: One walkthrough puts this chest behind the second cipher-locked door, which cannot open until Chapter 3. Others list it as an ordinary cave chest, and later visits find it in the open branch. Boss: Flame Dragon boss 980 HP, weak to ice, resists fire. Flame Breath hits the whole party for roughly 100–200; heal after every one. Black Mage Blizzard or a Warrior's Ice Brand. Steal a Hi-Potion (two on a rare steal); drops a Red Ring. White Mage dressphere dressphere Taken from the cave pedestal after the boss. Your first dedicated healer. Besaid Sphere key-item Wakka hands it over at the cave entrance afterwards. Protection Halo (garment grid) garment-grid The mission reward, given with the Besaid Sphere. Defense +5 and Magic Defense +5, and every gate adds more of one or the other. Kilika Port Luca Scene: "Behind the Scenes" (balloons)Missable scene Luca is optional this chapter. Landing starts the mission: Yuna, still in the moogle suit, gets ten balloons from the concert worker by the vendor booth southeast of the statue in Luca Square. Give one to everyone in the plaza except the running child and the soldier in green; two of them are behind the glass wall in the northwest corner. Worth about 1.6% with what follows. Lost after: The end of Chapter 1 (beating the boss at Kilika Temple). Scene: Yuna remembers the moogle ("Rikku sure was having fun")Missable scene Plays during Behind the Scenes only if Rikku talked to the Dock 2 moogle in the opening chase. 0.2%, and one of the scenes the Perfect Ending needs. Lost after: Walking past the Dock 2 moogle in the opening, or ending Chapter 1 without doing Behind the Scenes. Healing Wind (garment grid)Missable garment-grid Awarded the moment the tenth balloon goes. Casts Cure, with Cura and Curaga behind its gates. Lost after: The end of Chapter 1 (beating the boss at Kilika Temple). Lunar Curtain x2 (town limits) item Where you land. Jump onto the ledge at the bottom of the stairs. Thunder Spawn (garment grid, Dock 5)Missable Sources disagree garment-grid From the stadium entrance go southeast to Dock 5, round the left side to the back, and into the gap behind the cargo stacks. Thunder and Lightning Eater, with Thundara and Thundaga behind its gates. Lost after: The end of Chapter 2. Sources disagree: One walkthrough says the chest is still there in Chapter 5. Two others, including a dedicated missables list, close it after Chapter 2. Al Bhed Primer (Rin)Copy missable collectible Rin is at the end of the locker-room corridor in Stadium Basement A. Lost after: The end of Chapter 1. Get another: Missed primers can be dug up in the Bikanel Desert, up to the final battle. Scene: Rin ("Ah, the Lady Yuna.")Copy missable scene Talking to him introduces Sphere Break. Lost after: The end of Chapter 1 (beating the boss at Kilika Temple). Get another: One walkthrough says Rin's entry in Shinra's Dossiers on the Celsius plays the same line if you leave Luca without him. Sphere Break coins: Helm, Zurvan, Coyote and Flan, five each item From the man who explains the rules, in the locker-room corridor on the other side of the stadium. The tutorial game can be quit; Sphere Break matters from Chapter 3. Chapter 1: Mi'ihen, Mushroom Rock and Djose Point of no return: Nothing locks when you leave these three places, but the end of Chapter 1 (beating the boss of the Kilika mission) closes every Story Completion scene below, Crimson Sphere 9 at the Den of Woe entrance and the Restless Sleep garment grid. Yaibal and Maechen close sooner: answer Yaibal wrong or interrupt Maechen and those scenes are gone on the spot.
Mi'ihen Highroad Scene: Yuna remembers the HighroadMissable scene Plays by itself the first time you arrive, from the airship or up the steps from Luca. Worth 0.2%. Lost after: The end of Chapter 1, if you never set foot on the Highroad this chapter. Phoenix Down x2 (south end) item On a side path just northeast of the Save Sphere at the Luca end. Chests carry forward until the game restocks the spot, and every chest on this road is restocked in Chapter 2 — open them now. 500 gil (ruined building) item Inside the ruins at the circular loop, north of the first side path. Circlet accessory Side path on the east, just before the screen change. Magic and Magic Defense +10, a good early pick for a Black Mage or White Mage. Antidote x2 item Along the straight stretch on the next screen, past the machina. Holy Water x2 item Just northwest of where you enter the next screen, in the first side area on the left. Potion x2 item Midway up the road on the east side, next to a woman looking at three machina. Iron Bangle accessory Opposite the Potions, on the west side path, guarded by a lone machina. Max HP +20%; put it on whoever stands in front. Eye Drops x2 (by the travel agency) item West of Rin's Travel Agency, beside a man sitting on the ground. Potion item Between the two bridges on the long stretch north of the agency. Phoenix Down x2 (north curve) item On the northwest curve of the next section, around the raised platform. Budget Grenade x2 item East of the junction near the north end, beside the red cages, before the Oldroad. Mana Spring item On the Oldroad, before the next screen change. Echo Screen x2 item In the wide area off to the left of the last section's Save Sphere. Soft x2 item Against the east wall of the narrow Oldroad path to the south. Mushroom Rock Road The Ravine Youth League Headquarters Restless SleepMissable garment-grid On the upper level outside the headquarters. Walk right from the Save Sphere to the cliff edge and drop down the small ledge on the east side. Later chapters do not put it back. Lost after: The end of Chapter 1. Scene: Lucil, "It's been too long, Lady Yuna"Missable scene Lucil, in front of the big tent. First conversation. Lost after: The end of Chapter 1. Scene: Lucil, second conversationMissable scene Talk to her again straight away. Rikku's remark about all the weirdos is the line that counts. A third talk adds nothing. Lost after: The end of Chapter 1. Scene: Maechen's greetingMissable scene The old man sitting to the right of the entrance. His greeting is the first of three lines. Lost after: The end of Chapter 1. Scene: Maechen's whole story, uninterruptedMissable scene Answer "By all means" and then let him talk. If a menu comes up while he is talking, either option shortens the story and the 1.4% is gone. This is the largest single scene in the area. Lost after: Cutting him off with "Please, go on" or "Enough, enough!". Scene: shake Maechen's handMissable scene When he finishes, say "Of course". His thanks is the third line. Lost after: Answering anything but "Of course" when he offers his hand. Scenes: Mushroom Rock Road (automatic)Missable scene The mission's own cutscenes. They play as you go and add 1.0% between them. Lost after: The end of Chapter 1, if you never run the mission. Back on the Celsius Back on Mushroom Rock Road Djose Temple Chapter 1: Moonflow, Guadosalam, Thunder Plains and Macalania Point of no return: Starting the Hypello escort before you talk to Tobli loses his scene for good, and with it 100%. Losing any cargo costs the Circlet, the Helios Guard grid and 100%. Everything else here — the four musicians, Tromell's first talks, O'aka's hiding place and the area scenes — closes at the end of Chapter 1 (beating the boss of the Kilika mission). Full Throttle itself waits until the end of Chapter 2.
Moonflow Guadosalam Thunder Plains Scene: Rikku and the thunderMissable scene Plays as you enter, straight down the corridor from Guadosalam's lower Save Sphere. Lost after: The end of Chapter 1, if you never cross the plains this chapter. Echo Screen x3 item Far right of the south half, a little back from the Save Sphere, behind a rock wall. Potion x2 item Heading north along the right side, around the middle of the south half. Black Choker accessory Near the north end of the south half, close to the screen change. Phoenix Down item In the north half, just past the travel agency. Hard to miss. Grenade x2 item North of the agency, close to the east wall, about halfway up. Ether item Further north and to the west, by a small pond under a tower with a shelter. Easy to lose in the fog. Macalania Woods Scene: BayraMissable scene The bird harpist in blue, near the south entrance. His scene plays as you approach. Lost after: The end of Chapter 1. Scene: DongaMissable scene East from the Save Sphere, past the Guado and the guards to the four-way junction, then the bottom path to the spring. The frog drummer fades out once you talk to him. Lost after: The end of Chapter 1. White Ring accessory Back at the Save Sphere, take the tree-branch path north; the chest is at the top of the curve. Halves Ice damage, adds Blizzard and Magic +4. Scene: PukutakMissable scene The cat horn player on the trail in the next area. Keep talking until she fades. Lost after: The end of Chapter 1. Scenes: Tromell (three lines)Missable scene The Guado with turquoise hair at the spring northeast of Lake Road. Talk to him four times; three of the four conversations count, 0.6% in all. He leaves after the fourth. Lost after: The end of Chapter 1. Full ThrottleMissable Sources disagree dressphere Tromell's gift after the fourth talk. Paine's special dressphere, and the first special dressphere you get. Four talks in Chapter 2 should still earn it, but take it now regardless. Lost after: The end of Chapter 2. Sources disagree: One missables list treats Tromell's dressphere as a Chapter 1-only pickup. Several walkthroughs, including that guide's own Chapter 2 page, say four talks at the spring in Chapter 2 still give it. Unerring PathMissable garment-grid Comes with Full Throttle. Fill every gate on this grid in battle and Paine can change into her special dressphere. Lost after: The end of Chapter 2. Lake Macalania The O'aka chase Chapter 1: Bikanel, Bevelle and the Calm Lands Bikanel Desert Scene: lost in the desertMissable scene Follow Rikku across the dunes through a few forced fights until the party drops. You come round at the excavation camp. Counts toward Story Completion. Lost after: The end of Chapter 1. Al Bhed Primer (excavation camp)Copy missable collectible Handed to you as you wake in the camp. Primers are numbered in the order you receive them, so the number on yours depends on your route. Lost after: The end of Chapter 1. Get another: Missed primers can be dug up in the Bikanel Desert, up to the final battle. Excavation camp merchant reference Next to the Save Sphere. Basic restoratives and Holy Water, plus Fiery Gleam and Red Ring at 3,000 gil each. Scene: Nhadala rides inMissable scene Needs the Letter of Introduction from Djose. Go to the upper right of the camp and talk to the two Al Bhed facing each other, twice each. Nhadala arrives. Give her the letter. Lost after: The end of Chapter 1. Mission: Can You Dig It?Missable scene Tell the hover pilot "Western Expanse", the only site open. You get 60 seconds: walk Yuna onto the yellow X for the part you need, then get back to the hover. **Leave the white X marks alone this chapter.** The desert's three stops together are worth 0.8% Story Completion. Lost after: The end of Chapter 1. Still of NightMissable garment-grid Nhadala's reward for the dig. Auto-abilities Silence and Blind; gates add Silenceproof, Silencetouch, Darkproof and Darktouch. Lost after: The end of Chapter 1. Elixir (dig reward) item Comes with Still of Night, along with 100 gil. Keep extra digging to a minimum reference The white X marks give small random items, gil and fights. Digging more than you must strengthens a machine you fight much later, and 100% wants you to beat it at its weakest first. Come back to dig properly in Chapter 5. Bevelle The Calm Lands Chapter 1: Mt. Gagazet and Zanarkand Mt. Gagazet Scene: arriving on the mountainMissable scene Short scene on landing, then a reunion with Kimahri a few steps on. Worth 0.4% between them. The mountain itself is optional this chapter. Lost after: The end of Chapter 1. Garik: "We'll take care of Lian and Ayde." sidequest Pick the option about looking after the two young Ronso when Garik says his people are not saved yet. Part of the Ronso rapport below. Kimahri: "You have to learn to deal with these things!"Copy missable Sources disagree dressphere Talk to Kimahri again after the scene, more than once if needed, until this option appears. It counts toward the Trainer dressphere he gives in Chapter 3. Give the right answer here and again in Chapter 2. Lost after: The end of Chapter 1. Get another: The same conversation with Kimahri in Chapter 2, which is the last chance. Sources disagree: Sources split on the Trainer condition. Most say one right answer to Kimahri, in Chapter 1 or Chapter 2, is enough; one says it takes the right answer in both chapters; one counts only the Chapter 2 answer. Answer right both times and the question never matters. Talk to all eight Ronso sidequest Kimahri plus seven others. Pick the supportive answers: "Leave it to the Gullwings!", "I can imagine how you must feel...", "I will never forget their sacrifice.", "I'm sure you're right.", "I wouldn't forgive them, either." The eighth is in the Fayth Scar cave (teleporter, "Fayth Scar"): "A change for the better, I hope." Good rapport softens a Chapter 3 fight and changes the Ronso's part in Chapter 5. No treasure on the mountain this chapter reference The trail gives fights and AP, nothing else. Use the teleporter behind Kimahri to skip it. Zanarkand Ruins Great Hall The Beyond Heart RebornMissable garment-grid On the platform past the Great Hall, a voice asks for a password (Rikku answers) and then the meaning of life. The right answer earns the grid. Auto-abilities Cure and Life; the blue gate adds Cura, blue-and-red Curaga. An early healing grid worth equipping. Lost after: Answering the voice's "meaning of life" question with anything except "Is that you, Isaaru?" Boss: Guardian Beast boss 2,886 HP. Steal Defense Veil, drops Amulet; 200 gil, Pilfer Gil 1,500. Weak to every element, immune to Gravity. Below about 1,000 HP it adds Damocles Photon, half of everyone's max HP. Black Mage for damage, White Mage or Shell to absorb the Photon; a Berserked Beast never uses it. Sphere Fragment key-item The treasure, or half of it. Ends "Claim the Treasure Sphere!" Chapter 1: Kilika and the Awesome Sphere Point of no return: Beating YSLS-Zero at Kilika Temple ends Chapter 1. Every Chapter 1 Story Completion scene, mission and conversation you have not done closes with it: Bikanel, Bevelle, the Calm Lands and Mt. Gagazet visits, Tobli before the Hypello, Tromell's scenes (Full Throttle itself has a Chapter 2 catch-up), hiding O'aka, Crimson Sphere 9, Restless Sleep, the first Kimahri answer, the first camera conversation in Kilika, a cabin rest. Unopened chests carry forward; the Kilika Woods close until Chapter 3.
The Celsius Kilika Port Kilika Woods The temple stairs Guards, group 1: "Craven Monkey" reference Four guards. No reward, just passage. Hi-Potion (guards, group 2) item Three guards — "Carved Monkey". Ether (guards, group 3) item Four guards — "Craven Monkey". Turbo Ether (guards, group 4) item Three guards — "Carved Monkey". Do not relax; they ask again. Menace of the DeepMissable garment-grid Extra soldiers join group 4 mid-exchange: five now, so **"Carved Monkey"**. Answer right and the grid is yours. Auto-abilities Water and Water Eater; the yellow gate adds Waterstrike, red-and-green Watera, all three Waterga. Lost after: A wrong password from the last group, which starts a fight instead. Scene: the temple gate scene Nooj's introduction, then the New Yevon attack. Kilika Temple Chapter 1 ends Chapter 2: The Awesome Sphere, Besaid, Kilika and Luca Point of no return: Choosing where the Awesome Sphere goes is final for this playthrough. Take it to Mushroom Rock Road (the Youth League): siding with New Yevon leaves a single playthrough just short of 100% Story Completion, and only New Game Plus makes up the difference. Every scene below, the cabin rest, the Gunner's Gauntlet mission and Shelinda's interview close with the end of Chapter 2.
Aboard the Celsius The Awesome Sphere Besaid Potion x3 (cave, left branch) item The cave from Chapter 1 is open. Left branch. Ether x2 (cave, right branch) item Wall Ring (under the bridge) accessory On the Waterfall Way, step off the left side just before the first bridge and walk under it. Auto-Protect and Auto-Shell. Hi-Potion x2 (beach ledge) item Near the path down to the beach, jump up to the ledge on the left and follow it round to a semi-hidden alcove. 1,500 gil (beach ledge) item Same alcove as the Hi-Potions. Publicity and Marriage campaign talks (Besaid) sidequest Six people in the village count: the woman outside the first tent, the man inside it, the woman behind the shop counter, the woman walking her dog, Keepa in the back-left tent and the two children by the temple. The campaign totals can be finished in later chapters. Scene: beat Beclem's score in the Gunner's GauntletMissable scene Talk to the Aurochs outside the village to meet Beclem, then take the tutorial before you start. Score more than 500 points and reach the beach inside seven minutes. Worth 0.8%. Lost after: The end of Chapter 2. Enigma Plate (Gunner's Gauntlet, 500 points) garment-grid Beclem's prize for beating 500. The Gauntlet opens again in Chapters 3 and 5 and pays each score prize once, so a missed tier is never lost. Gunner's Gauntlet prizes Power Wrist (Gunner's Gauntlet, 750 points) accessory One run pays every tier it passes, so a big score collects several of these at once. Silver Bracer (Gunner's Gauntlet, 900 points) accessory Titanium Bangle (Gunner's Gauntlet, 1,000 points) accessory Mortal Coil (Gunner's Gauntlet, 1,150 points) garment-grid Beaded Brooch (Gunner's Gauntlet, 1,300 points) accessory Diamond Gloves (Gunner's Gauntlet, 1,400 points) accessory Faerie Earrings (Gunner's Gauntlet, 2,000 points) accessory Adamantite (Gunner's Gauntlet, 2,800 points) accessory Defense and Magic Defense +120 with Auto-Protect and Auto-Shell. Hard to reach on a first attempt; the Gauntlet is back in Chapters 3 and 5. Kilika Luca Chapter 2: Mi'ihen, Mushroom Rock and Djose Point of no return: Starting "Cuckoo for Chocobos!" closes most of the Mi'ihen Highroad until the mission is over, so open its chests and do the first round of campaign talks before you walk into Rin's Travel Agency. Ending the chocobo rodeo early, by catching the bird on the spot or letting it escape five times, or failing to reach Calli in time, costs Story Completion. All the scenes here close with the end of Chapter 2.
Mi'ihen Highroad: before the agency Muscle Belt (first section) accessory The first stretch north of the Luca end holds three chests: this, 1,000 gil and Phoenix Down x3. Most of the Highroad closes once the chocobo mission starts, so take everything on this stretch first. 1,000 gil (first section) item Phoenix Down x3 (first section) item Antidote x3 (second section) item Potion x3 (third section) item The third stretch has three chests, this, the Silver Bracer and Holy Water x3. Silver Bracer (third section) accessory Holy Water x3 (third section) item Eye Drops x3 (behind the travel agency) item Phoenix Down x3 (north of the agency) item Grenade x2 (last stretch before Mushroom Rock) item Ether (Oldroad) item The Oldroad stays open from the Mushroom Rock end after the mission, so its four chests can wait if you have to. Potion x2 (Oldroad, by the Save Sphere) item Soft x3 (Oldroad dead end) item Echo Screen x3 (Oldroad dead end) item Publicity and Marriage campaign talks (Highroad, first group) sidequest Do these before the mission, while the whole road is open: the woman on the Newroad bridge, the boy under the ruins near the Mushroom Rock exit, the man in purple on the Newroad, the woman in purple by the Save Sphere and machina further south, and the two men sitting on the ground. Cuckoo for Chocobos! Mission: Cuckoo for Chocobos!Missable sidequest Save outside Rin's Travel Agency first; a mistake here is cheapest to fix with a reload. Inside, watch Calli get turned away, then find her on the hill outside and agree to help ("Of course!"). Lost after: The end of Chapter 2. Chase chest: Chocobo Feather x2 / x3 or Chocobo Wing x2 / x3Missable item Run over the feathers on the ground while you follow Rikku. When she stops at a side area, answer "Not this time" until the third stop, then take the chest. 1–3 feathers gives Chocobo Feather x2, 4–14 gives Chocobo Feather x3, 15–17 gives Chocobo Wing x2 and 18 or more gives Chocobo Wing x3. Lost after: Finishing Cuckoo for Chocobos! Chase bonus: Gold Hourglass or Chocobo FeathersMissable item Paid on your feather total as the chase leaves the area. 1–8 feathers gives a Gold Hourglass, 9–15 gives a Chocobo Feather and 16 or more gives Chocobo Feather x2. The Gold Hourglass is the rarer item, so a low count is not a bad result. Lost after: Finishing Cuckoo for Chocobos! The rodeo: let the chocobo get past youSources disagree progression Yuna has to guess which way the bird bolts (left, right, or hold still). The first four are blind guesses; after that, watch which way it looks. For 100%, end with four to six good blocks. Catch it outright and the mission ends early; miss five times and it gets away and the mission fails. Either way you lose Story Completion and the Chapter 5 mystery changes. Sources disagree: One walkthrough counts eight blocks and says seven good ones catch the bird on the spot. Another says two or three good guesses catch it. They agree on the point: do not catch it here. Scene: the hover pilot blocks the roadMissable scene After Rikku's fall from the ruins, chase the bird once more, then go back to the Al Bhed woman with the hover near the start. Talk to her twice and answer "Please, yes!" the second time. Lost after: Catching or losing the chocobo during the rodeo. Scene: reach Calli in timeMissable scene A timer starts after the scene: about two and a half minutes. Down into the gorge, north over the bridge, toward the Mushroom Rock entrance, then right and south down the slope. Lost after: The timer running out. Reload the save outside the agency. Boss: Chocobo Eater boss 2,350 HP. Weak to fire, immune to Gravity. Silence stops most of its spells. Its physical attack goes for whoever has the most HP. Steal X-Potion (rare: X-Potion x2). Drops a Wall Ring. Selene Guard (mission reward)Missable garment-grid Paid for saving Calli and finishing the mission. Lost after: Failing or ending Cuckoo for Chocobos! early. Scene: invite Calli and Clasko aboardMissable scene After the mission you are put back on the Celsius. Fly back to the Highroad and find Calli with the chocobo at the north exit. Clasko is with her if you invited him aboard in Chapter 1. Talk to both and let them come. This keeps the chocobo ranch chain going. Worth part of the Highroad's 1.4%. Lost after: The end of Chapter 2. Mi'ihen Highroad: after the mission Mushroom Rock Road Djose Djose Highroad Mission: Two Birds, One Stone progression Go to the fork between the temple, the Highroad and the Moonflow, head down the Djose Highroad and keep walking until two Leblanc goons start talking. Floral Fallal dressphere The glowing sphere on the road about halfway down. Yuna's special dressphere. Picking it up starts the fight. Boss: Ormi, Logos and a Fem-GoonSources disagree boss Ormi 1,150 HP, Logos 1,030 HP, Fem-Goon 167 HP. Drop the Fem-Goon first, or her elemental spells keep hitting the whole party, then Logos, whose Flash Bomb and Hush Grenade blind and silence everyone. Ormi last. Sources disagree: Walkthroughs disagree on Ormi's common steal: X-Potion or Mega-Potion. Logos's common steal is a Mega-Potion; both carry an Elixir as the rare steal. Syndicate Uniform key-item The Fem-Goon leaves hers behind when the fight is over. One of the three you need. Scene: the first uniform scene Mandatory. Finishing the mission is worth 0.4%. Chapter 2: Moonflow, Guadosalam, Thunder Plains and Macalania Point of no return: Every job, scene and reward on this page closes when Chapter 2 ends with the Bevelle mission. That includes YRP's ticket sales (which decide the Chapter 5 Moonflow episode), the tower calibrations (whose scores decide the Chapter 5 tower chests, Ribbon included; whether they stay open into Chapter 3 is disputed, so treat this chapter as the only chance), Track Down the Troupe and the last chance to clear O'aka's debt. Unopened chests carry forward until a later chapter replaces them.
Moonflow No chests on the Moonflow this chapter reference The riverbank has nothing to open in Chapter 2. Everything here comes from Tobli's job. Scene: Tobli's ticket problemMissable scene Tobli is on the south bank. Talk to him and agree to help. His opening line changes depending on how his Chapter 1 job went. Counts toward Story Completion. Lost after: The end of Chapter 2. Mission: YRP, the Scalpers Three!Missable sidequest Sell ten concert tickets to people along both banks and the road to Guadosalam. You get one pitch per buyer and a buyer who thinks your price is too high walks away, so save first. Six sales finish the mission; sell all ten. Tickets cost you 500 gil each if you spoke to Tobli before his Hypello in Chapter 1, 1,000 if you did not. The best ten buyers pay 1,000–2,000 each, about 11,500–12,500 gil profit at the cheaper cost. Lost after: The end of Chapter 2. Sell all ten ticketsMissable progression Six sales close the mission but only ten unlock the Chapter 5 Moonflow episode and the Muscle Belt. Selling at a loss still counts; selling fewer than ten does not. Reload if a pitch fails. Lost after: The end of Chapter 2. Seething CauldronMissable garment-grid Tobli's prize for six or more sales. With fewer than ten sales you only get it if you turned a profit; with all ten you get it either way. Lost after: The end of Chapter 2. Muscle BeltMissable accessory Extra prize for selling all ten, if you finished "Shave the Hypello?" in Chapter 1. Lost after: The end of Chapter 2. Gun Mage (catch-up) dressphere Only if you never finished "Shave the Hypello?" in Chapter 1. Tobli hands it over with your ticket prize instead of the Muscle Belt. If you already have Gun Mage, ignore this. Moonflow complete reference Ticking the location off adds nothing on its own. The ticket job is what counts. Guadosalam Aboard the Celsius Thunder Plains Scene: Cid sulkingCopy missable Sources disagree scene South section, east of the Save Sphere, by himself. Talk to him. Counts toward Story Completion. Lost after: The end of Chapter 2. Get another: If he is not here, he turns up in Chapter 3 instead to apologise. That version counts in his place. Sources disagree: Two sources say he appears here if you told him "You bet I do!" at Zanarkand in Chapter 1; one says the opposite answer. Echo Screen x4 item South section, behind the first Cactuar stone. Potion x3 item South section, northwest of Tower 3. Pearl Necklace accessory South section, near the exit to the Travel Agency. Calibrate the ten lightning towersMissable sidequest Talk to the Al Bhed by the first tower in the south section and offer to help. Each tower is a 30-press button game with three mistakes allowed. Rikku's towers (1, 4, 7) show the button to press; Paine's (2, 5, 8) drop buttons you hit as they land; Yuna's (3, 6, 9, 10) make you repeat a pattern, and Tower 10 asks for it backwards. The south towers are easier. Aim for 30 out of 30 on every one. Lost after: The end of Chapter 2. Perfect tower scoresMissable Sources disagree reference Each tower's score sets the chest a fiend leaves at that tower in Chapter 5. A perfect 30 on Tower 10 is what earns the Ribbon there; lower scores give Tetra accessories. Your best run at each tower is what counts. Do them perfectly now: save before each tower and reload a bad run. Lost after: The end of Chapter 2. Sources disagree: Accounts differ on whether the towers can still be calibrated in Chapter 3, with the best score from Chapters 2 and 3 counting, or close for good when Chapter 2 ends. Samurai's HonorMissable Sources disagree garment-grid Talk to the Al Bhed technician inside the Travel Agency once the towers are done. Lost after: The end of Chapter 2. Sources disagree: Sources disagree on the requirement: calibrate every tower once; finish five and attempt all ten; or score at least five perfects. Doing all ten perfectly satisfies all three. Silence Grenade x2 item North section, west of Tower 6. Ether x2 item North section, along the east edge between Towers 7 and 8. Phoenix Down x2 item North section, southeast of Tower 9. Macalania Woods Lake Macalania Chapter 2: Bikanel and the Calm Lands Point of no return: The Bikanel mission is required and cannot be missed. In the Calm Lands, Clean Sweep, the Alchemist dressphere and Highroad Winds are meant for Chapter 2 but Clasko gives a second chance in Chapter 3. Catching a wild chocobo must be done before Chapter 3 ends. Lian and Ayde's first meeting is a Chapter 2 scene. Do not dig in the desert more than you have to: every machine part you unearth makes a Chapter 5 boss stronger.
Bikanel Desert Don't dig yet reference Nhadala will happily send you out with a shovel. Skip it for now. If you do dig and a huge fiend appears, run. Why not to dig reference Each machina part you dig up raises the level of the Experiment, the Chapter 5 Djose boss. Story Completion wants it beaten once at a low level before you build it up, so keep it low until then. Angra Mainyu can also turn up while digging and cannot be beaten this early. No field chests in the desert this chapter reference Everything in the sand this chapter comes from digging. Mission: Water We Doing Here? scene Talk to the hover pilot, then Nhadala, then the pilot again, and ask to go to the Oasis. Walk to the water's edge. Required, and it counts toward Story Completion. If you skipped the Chapter 1 desert visit, Nhadala needs the Letter of Introduction first. Machina Maw dressphere The sphere at the water's edge. Rikku's special dressphere. Boss: Logos and two Fem-Goons boss The Fem-Goons cast elemental spells, so Reflect on the party turns their turns against them; drop them first. Logos throws grenades that inflict Darkness or Silence on everyone. Keep Remedies handy and he goes down fast. Syndicate Uniform (second of three) key-item Yours after the oasis fight. Hour of Need garment-grid Also from the oasis fight. O'aka in the desertMissable Sources disagree sidequest Only if you handed O'aka over in Chapter 1 instead of hiding him. Ask the pilot for the Southern Expanse, find him digging and let him aboard the Celsius. You then still have his debt to clear before the chapter ends. Lost after: The end of Chapter 2. Sources disagree: One guide puts O'aka in the Southern Expanse of Bikanel this chapter; another says you can still find and follow him in Macalania Woods. Calm Lands Scene: Clasko finds his callingCopy missable scene Needs Clasko aboard: invited at Mushroom Rock in Chapter 1, and again on the Mi'ihen Highroad after the chocobo job. He gets off as you arrive and runs to the old arena in the east. Counts toward Story Completion. Lost after: The end of Chapter 2. Get another: If Clasko only came aboard late, he gets off here in Chapter 3 instead. Ether x2 item South end, at the bottom of the slope down from Macalania. Chocobo Wing x2 item About halfway up the western edge. Phoenix Down x2 (Travel Agency) item Left of the Save Sphere at the Travel Agency in the middle of the plain. Phoenix Down x2 (north, near the bridge) item In the northeast section, a little past the entrance and to the right, toward the gorge bridge. Phoenix Down (gorge bottom) item Down at the bottom of the gorge, by the Save Sphere near the cave. Soft x2Unconfirmed item A sixth chest the usual routes do not mention. The most likely spot is by the cave mouth at the bottom of the gorge. Report it if you find it. Mission: Clean SweepCopy missable sidequest Follow Clasko to the old arena in the east and say yes. The crevices are full of fiends; most are illusions that vanish when touched. The illusions all face the real one, so look for the one facing the other way. Touch three illusions in a row and the real one moves. Find five, then three Blue Elementals wait in the alcove across from Clasko — bring lightning. Counts toward Story Completion. Lost after: The end of Chapter 2. Get another: Clasko offers it again in Chapter 3 if you have not done it. AlchemistCopy missable dressphere Clean Sweep's main prize. A healer that turns items into big heals; learn Potion, then Hi-Potion, then Mega-Potion for the party-wide one. Lost after: The end of Chapter 2. Get another: Clean Sweep in Chapter 3. Highroad WindsCopy missable garment-grid Also from Clean Sweep. Lost after: The end of Chapter 2. Get another: Clean Sweep in Chapter 3. Gysahl Greens and Pahsana Greens item After Clean Sweep, check the chocobo sign by the ruins and talk to Clasko. Gysahl Greens catch a chocobo; Pahsana Greens only keep it busy. Catch a wild chocoboMissable sidequest When a chocobo turns up in a fight, use Gysahl Greens on it so it stays, kill everything else without hitting it, then feed it again to send it to Clasko's ranch. Hit it and it runs. Counts toward Story Completion. Do it now rather than leave it. Lost after: The end of Chapter 3. Scene: Lian and AydeMissable scene Two young Ronso at the Travel Agency in the middle of the plain. Talk to them and they run off. Counts toward Story Completion, and later scenes with them need this first meeting. Lost after: The end of Chapter 2. Publicity and Marriage campaigns reference If you signed up with Open Air or Argent and the father at the Travel Agency in Chapter 1, keep pitching to people everywhere you go. Points carry across chapters; the payoff is in Chapter 5. Chapter 2: Mt. Gagazet and Zanarkand Point of no return: Kimahri's question and the Ronso conversations close with Chapter 2, and they decide the Trainer dressphere in Chapter 3 and Ronso scenes in Chapters 3 and 5. On the climb, following the Fem-Goon instead of scaling the cliff skips the extended hot springs scene (a Story Completion line) and walks you past two chests. Operation: Monkey! has one more chance in Chapter 3. Unopened chests carry forward until a later chapter replaces them.
Mountain Gate Spring into Action Mission: Spring into Action sidequest Starts on the Mountain Path. A Fem-Goon leads you up the cliffs; hold the climb button to scale rock faces. Required. Elixir item On a floating platform to the right, at the top of the first ledges. Walk toward it. Run and it drifts out of reach; leave and come back to reset it. Hi-Potion item In the first cave, take the side path north (east at the first intersection) and climb the ledges. Then go back and out the west exit. Scene: the long way to the hot springsMissable Sources disagree scene Out of the cave there is a Save Sphere and the Fem-Goon walks off down the path. Don't follow her. Climb the rock wall above the Save Sphere to the highest ledge instead. Lost after: Following the Fem-Goon down the path past the Save Sphere instead of climbing the cliff above it. Sources disagree: Two sources say the cliff route's extended hot springs scene counts toward Story Completion; one says the choice of route makes no difference. Take the cliff either way. White Cape accessory Cliff route only, so take it now. On the last floating platform, to the left at the top of the cliff. Walk, don't run. Phoenix Down item Cliff route only. In the small alcove just east of the last platform, at the start of the next cave. Syndicate Uniform (third of three) key-item Through the big hole at the top, the ledge gives way and the girls land in the hot spring. The uniform is waiting there. Boss: Ormi boss After two Fem-Goons and a Viper Sniper, Ormi alone. His punches and Pirouette Pitch hit one person for 200–400; Concussive Shock hits everyone for about 200 and ignores defence. Power Break and Protect cut the single hits to a fraction; Darkness works too. Steal: X-Potion (common), Elixir (rare). Drops a Beaded Brooch. Stonehewn garment-grid Mission reward for winning the fight at the hot springs. Bum Rush garment-grid For holding all three Syndicate Uniforms. If this was your third, it arrives as the mission wraps up. Zanarkand Ruins Chapter 2: Chateau Leblanc Getting in The private quarters The Hidden Passageway Gold Hairpin or Heady Perfume (Hidden Passageway, first door)Missable accessory Past the Save Sphere, through the first door on the passageway. Gold Hairpin halves MP costs. Heady Perfume restores HP and MP as you walk. To choose the perfume, fail the first round on purpose by pressing cold squares until it ends. Lost after: Your first attempt at the massage. Pass first time and the chest holds the Gold Hairpin; fail once and it holds the Heady Perfume. You get one or the other, never both. Hidden switch (living room) progression After the massage, go back down to the living room and examine the far left wall at the back, near where Ormi was standing. The passageway opens and the disguises come off. Boss: Ormi, Fem-Goon and Dr. Goon boss Ormi has about 1,640 HP and two new moves, Huggles (can top 1,000 on one target) and Supercollider. Kill Dr. Goon, then Fem-Goon, then Ormi. Protect and Darkness both help. Ormi steals X-Potion (Elixir rare). Crimson Sphere 10 key-item In Logos's room at the far end of the passageway, east from the intersection. Picked up as part of the story. One of the ten you need for the Den of Woe in Chapter 5. Boss: Ormi and Logos boss Ambush as you leave Logos's room. Ormi about 1,840 HP, Logos about 1,432. Logos's Russian Roulette adds a random status, KO included; Ormi's Supercollider shatters anyone left stoned. Put Logos to sleep or down first. Logos steals Mega-Potion (Elixir rare). Security overrides The last room Chests in the last room (not this visit) reference A scene starts the moment you walk in and the fight follows straight after, so the chests here cannot be opened now. They wait for a later visit to the Chateau. Boss: Leblanc, Ormi and Logos boss Leblanc about 1,380 HP, with Ormi and Logos back at full strength. Dispel Logos first to strip the guard buffs Leblanc lays on the group, then Ormi, then Leblanc. Protect and Shell early, heal every turn when the three of them start a combined attack. Leblanc steals Elixir. Charm Bangle (Logos, final fight)Copy missable accessory Logos drops it. No Encounters — useful later for backtracking, a waste now while you still need the EXP. Lost after: The end of the final Chateau fight. Get another: Steal one from Baralai in the Bevelle finale later this chapter. Reassembled Sphere key-item Mission reward. Story item. Healing Light garment-grid Mission reward. Auto-ability Cure; gates add Cura, Curaga and Life, and crossing all three gives Full-Cure. The best healing grid you will have for a while. Chapter 2: Infiltrating Bevelle Point of no return: Beating Bahamut at the bottom ends Chapter 2. That closes every Chapter 2 Story Completion scene, the O'aka debt (a Chapter 5 Macalania scene needs it cleared), the YRP ticket sales, the Thunder Spawn grid, Kimahri's second and last question, Full Throttle from Tromell if you skipped it in Chapter 1, the Chapter 2 cabin rest, the first window for Clean Sweep and Alchemist and for the Dark Knight chest (both return in Chapter 3), the first window for Operation: Monkey! (Chapter 3 is the last), and the steals and Drill Shot from Baralai and Bahamut. Save in the Labyrinth before the last two fights.
The Highbridge New Yevon Headquarters Cloister of Trials Antechamber The towers The six towers progression Slide down the chain to the central platform; two YAC-13 jump you. Each tower around the ring starts a fight when you activate it. The three blue towers bring the first three platforms down and open the way on; the three red ones lower three more platforms beneath them. Once all six are active, a red tower selects one of the lower platforms and a blue tower moves it — one turns it clockwise, one counter-clockwise, one flips it to the opposite side — with a fight on most moves. Boss: Precepts Guard (tower fights) boss About 3,680 HP and effectively bottomless MP; weak to Holy, immune to Gravity. Can open with Death, so keep a reviver ready. It can Oversoul if you fight it repeatedly (about 7,864 HP). Steal Mana Tablet; drops Regen Bangle. Boss: Georapella (tower fights) boss About 4,420 HP; casts -ga spells on the whole party, so Reflect or Shell it. Steal Water Gem; drops NulTide Ring. Ribbon (bottom of the platform staircase) accessory Arrange the three lower platforms so all six form a staircase down from the walkway, then hop down them into the room at the bottom. Protects against every status ailment. Easily the best thing in the chapter and worth every extra fight. Achievement: Treasure Hunter achievement Opening the Ribbon chest unlocks it. 500 gil (chain behind a tower) item Chains behind three of the towers lead out to ledges. Each chest is guarded by a machina fight. Glass Buckle (chain behind a tower) accessory Pearl Necklace (chain behind a tower) accessory The Labyrinth The Gaol The lift room The bottom Boss: Baralai boss 3,380 HP, no weaknesses. Every tenth change to his HP — healing included — he answers with Drill Shot at whoever made the tenth change. Looming Glacier inflicts Stop and drains MP; Glint hits everyone in range. A Ribbon or Stopproof, Darkness from Dark Knight, and Protect and Shell. Drops Pearl Necklace. Charm Bangle (steal, Baralai)Copy missable accessory No Encounters. Lost after: The end of the fight with Baralai. Get another: Logos drops one at the end of the Chateau Leblanc mission earlier this chapter. Drill Shot (Gun Mage, from Baralai)Copy missable ability Have a Gun Mage make the tenth HP change — a heal on Baralai counts — so Drill Shot lands on them and they learn it. Blue Bullets are not needed for any achievement. Lost after: The end of the fight with Baralai. Get another: The Youth League Tournament at Mushroom Rock in Chapter 5 is the last chance. Boss: Bahamut boss 8,400 HP, immune to Gravity. Opens with Curse (no dressphere changes), then three physical attacks, Impulse twice (each takes 37.5% of current HP and cannot kill), Countdown, then Mega Flare, and repeats. **Impulse means Mega Flare is two turns away**: heal everyone to full before it lands. Drops Gris-Gris Bag. Mute Shock (steal, Bahamut)Missable accessory Silencetouch. Steal it before you finish him. Lost after: The end of the fight with Bahamut. Achievement: Defeating an Old Friend achievement Defeat Bahamut. Scene: the end of Chapter 2 scene Automatic. Worth about 2.6% Story Completion. You also get the Fiend Tale bonus. Expect roughly 44.6% overall at this point on a Youth League 100% route. Chapter 3: Djose and Besaid The Celsius Djose Besaid Island Protect Besaid Temple! Mission: Protect Besaid Temple! scene Talk to Beclem inside the temple to start it. Fiends have overrun the Cloister of Trials. Required; worth about 2.0% Story Completion with the arrival scenes. Watchers (Watcher-A, -R and -S) reference Small machina that start joining fights around Spira this chapter. They never attack; they record the attack, recovery and special abilities you use, for the Machina Panzer in Chapter 5, which seals whatever they saw. Kill them first, every time. Mana Spring x2 (Cloister) item In the room near Wakka, before you talk to him. Boss: Valefor boss 8,430 HP, immune to Gravity, no weaknesses. Smash (about 300 to one target), Sonic Wings (drains MP), and Energy Ray and Energy Blast on the whole party, used often. Mostly magic: Shell from a White Mage or Mighty Guard from a Gun Mage halves it. A Warrior's four breaks make it a pushover. Drops Moon Bracer. Healing Spring x4 (steal, Valefor)Missable Sources disagree item Only worth a Thief's turn if the fight is already under control. Lost after: The end of the fight with Valefor. Sources disagree: Sources agree on Healing Spring x4 as the common steal; one gives Healing Spring x6 as a rare steal, another says there is no rare steal. Gunner's Gauntlet (Beclem) sidequest Talk to Beclem by the Village Slope to replay the village course, as in Chapter 2. After the mission a separate Cloister of Trials version also opens (talk to the monk at its entrance). Not required for Story Completion; it builds toward a Gunner achievement and prizes. Chapter 3: Kilika and Luca Kilika Port Ether (boat by the Save Sphere)Sources disagree item One of the two boats moored beside the Save Sphere where you land. Sources disagree: Walkthroughs print a Turbo Ether here, which is what this chest held in Chapter 2. The game's own list for this chapter gives an Ether. If you opened it in Chapter 2, expect the Ether. Mana Tablet x2 (other boat by the Save Sphere) item The second boat beside the Save Sphere. Unopened Chapter 2 chests in the port reference The other port chests (Antidotes and Eye Drops on the bridge, Phoenix Downs on the east dock, the curtains and Holy Water up the north docks, and the gil upstairs in Dona's house) are not restocked for this chapter. Anything you left closed in Chapter 2 is still there with its Chapter 2 contents. Sweep the port before the gate. Camera operator, talk 2 of 3Missable sidequest He is on a moored boat in the port. Talk to him and say yes when he offers to show you the new headquarters. This is the middle of three talks, one per visit chapter, and all three are needed for the Invincible accessory at the end of the game. Lost after: The end of Chapter 3 (beating the boss at Djose). Squatter Monkeys (catch-up)Sources disagree sidequest If the Squatter Monkeys job is unfinished, try it here. The reward from the woman on the southeast dock is the Chaos Maelstrom garment grid. Sources disagree: One guide says the monkeys can still be caught on this visit if you did not finish in Chapter 1; another says the woman at the east dock only pays out if all thirteen were found in Chapter 1. CommSphere placed at Kilika PortMissable progression Shinra sets one up during this visit, and a second at the temple. They feed the Chapter 4 CommSphere scenes, so visiting Kilika this chapter is what makes those scenes exist. Lost after: The end of Chapter 3 (beating the boss at Djose). Rush the Gate Kilika Temple Scene: the Kilika Temple mission scene The woods barriers, the secret path, the Daeva fights inside the temple and the scenes around Barthello and the fayth chamber all play out as part of the required mission. Kilika is worth about 1.6% of Story Completion this chapter, and all of it comes automatically. Samurai dressphere dressphere A glowing orange sphere on the floor after the room with two Daevas, along the gap in the floor, just before the last stairs. Walk slowly and tap the action button. If you miss it, it waits for a later temple visit. CommSphere placed at Kilika TempleMissable progression Placed during the temple mission. It feeds a Chapter 4 CommSphere scene. Lost after: The end of Chapter 3 (beating the boss at Djose). Ifrit boss 8,820 HP. Absorbs fire, weak to ice, can be Slowed, immune to Gravity. Steal Fiery Gleam; drops Angel Earrings, 1,300 gil, 1,800 EXP. Fire resistance (Red Rings, the Heart of Flame grid) and Shell blunt Meteor Strike and the Hellfire overdrive. Luca Lunar Curtain x3 (ledge past Shelinda) item Up the steps, past Shelinda, then jump across the ledge. Easy to forget once the tournament starts. Potion (Luca)Unconfirmed item Luca carries one more small chest this chapter that no walkthrough pins down. Worth a sweep of the docks and the square. Scene: the Sphere Break tournamentMissable scene You are entered after the arrival scene. Win three matches to reach the final; the third win drops you straight into it, so save after your second. Winning the tournament is worth about 0.8% of Story Completion. Lost after: The end of Chapter 3 (beating the boss at Djose). White Signet garment grid garment-grid Against the woman with the dog (she unlocks after two wins), include a border coin with the Item or Rare Item trait in a break. Tournament final against Shinra boss Quota 50, 15 turns, 45 seconds a turn. Pick the same number of coins every turn (three is comfortable) to build the echo bonus. If the core keeps landing on 1, reload rather than limp through. Treasure Hunt garment grid garment-grid In the final, use a border coin with the Item or Rare Item trait in a break. The grid gives Mug on any dressphere. Lady Luck dressphereCopy missable dressphere The tournament prize. It comes with Double EXP for whoever wears it, so rotate it round the party to level everyone faster. Lost after: The end of Chapter 3 (beating the boss at Djose). Get another: In Chapter 5, find Shinra in the stadium basement and ask for a rematch. Beat his core sphere there and he hands it over. CommSphere placed in LucaMissable progression It feeds a Chapter 4 CommSphere scene. Lost after: The end of Chapter 3 (beating the boss at Djose). Publicity and Marriage campaigns (Kilika and Luca) sidequest Talk to the campaign contacts in Kilika and Luca before you leave. Points can still be topped up in later chapters, but each chapter's lines are their own. Chapter 3: Mi'ihen, Mushroom Rock, Moonflow and Guadosalam Mi'ihen Highroad Mi'ihen Highroad chests Mushroom Rock Road Moonflow Chateau Leblanc CommSphere placed in GuadosalamMissable progression Shinra runs past with it shortly after you arrive. Lost after: The end of Chapter 3 (beating the boss at Djose). Scene: Logos and Ormi in the living roomMissable scene Walk into the chateau and talk to them downstairs. Lost after: The end of Chapter 3 (beating the boss at Djose). Scene: Leblanc upstairsMissable scene Go up to her bedroom and talk to her. Lost after: The end of Chapter 3 (beating the boss at Djose). Scene: Logos and Ormi againMissable scene Back downstairs. Agree to meet them, and the secret doorway at the back of the living room opens. Lost after: The end of Chapter 3 (beating the boss at Djose). Tetra Band (hidden passageway) accessory Past the Save Sphere in the hidden passageway, take the door on the left into the round room. The chest is on the floor. Tetra Band blocks most elements. Crimson Sphere 4Missable key-item Same round room. Climb the crate on the left side, follow the narrow upper walkway all the way round, and open the chest at the end. Easy to walk past, and it matters later. Lost after: The end of Chapter 3 (beating the boss at Djose). Logos's Sphere and Ormi's SphereMissable key-item Go back to the Save Sphere and down the right side of the passageway to the far room. Logos shows you a few spheres and hands both over. Lost after: The end of Chapter 3 (beating the boss at Djose). Gaol SphereMissable key-item Examine the stand beside the bed in the same room. Lost after: The end of Chapter 3 (beating the boss at Djose). Scene: Maechen in Logos's roomMissable scene He appears in the room while your back is turned. Talk to him, choose "Please, go on", and do not skip a single line. About 0.2%. Lost after: The end of Chapter 3 (beating the boss at Djose). Good Listener (achievement) achievement Letting Maechen finish here is the easiest point in the game to earn it. Later chances exist but are harder to land. Scene: Crimson Record 4Missable scene Back on the Celsius, talk to Shinra to view the recording from Crimson Sphere 4 (Kinoc's "final exercise"). Watch the Logos, Ormi and Gaol spheres while you are there. All of it counts toward Story Completion. Lost after: The end of Chapter 3 (beating the boss at Djose). Publicity and Marriage campaigns (Highroad to Guadosalam) sidequest Each stop on this stretch has campaign contacts. Talk to them on the way through; points can be topped up later. Chapter 3: Thunder Plains, Macalania and Bikanel Thunder Plains Macalania Woods Lake Macalania Bikanel Desert Cactuar Nation Scene: Marnela at the Cactuar NationMissable scene Ask the hover pilot for the Cactuar Nation, answer "That makes perfect sense!", then walk up to Marnela, the big cactus marked on the minimap. Starts "The Cactuar Connection". About 0.4%. Shinra places a second CommSphere here. Lost after: The end of Chapter 3 (beating the boss at Djose). How a gatekeeper catch works reference Each gatekeeper glows green and shows as a green mark on the minimap. Touch it to start a short shooting game: fire with the confirm button when it shows itself, hold R1 to dodge its needles. Mistimed shots invite a counter that costs you bullets. There is no retry, and losing does not stop the quest. Gatekeeper 1, Lobivia (Oasis) sidequest Take the hover to the Oasis. Talk to the Hypello there, then the cactuar. Gatekeeper 2, Toumeya (Besaid beach) sidequest Sunbathing on the beach on Besaid. Gatekeeper 3, Lobeira (Guadosalam) sidequest Hiding in a chest in one of the rooms off the hidden passageway behind the living room of the house you searched in Guadosalam. Gatekeeper 4, Areq (Calm Lands) sidequest Riding a chocobo with Arroja on the snowy stretch between the Calm Lands and Mt. Gagazet. The pair count as two. Gatekeeper 5, Arroja (Calm Lands) sidequest Caught together with Areq. Gatekeeper 6, Islaya (Thunder Plains)Sources disagree sidequest Beside a cactuar statue on the Thunder Plains; look for the green glow. Sources disagree: Guides disagree on the half of the plains: one says the far north by a cactuar statue facing the tower structure, another east of the waiting shed entering from Macalania, a third the southern plains under an overhang. All agree it sits beside a cactuar statue. Gatekeeper prizes (Hi-Potion, Remedy, X-Potion, Mega-Potion, Mega Phoenix)Unconfirmed reference The Chapter 3 catches pay out small consumables. The last four gatekeepers only appear in Chapter 5. Chapter 3: Bevelle and the Calm Lands Bevelle Scene: Gippal on the Highbridge and in the AntechamberMissable scene Opens once the Besaid and Kilika missions are done. Plays on the way in. Counts toward Story Completion with the rest of the Bevelle scenes. Lost after: Beating the boss of the Djose mission at the end of Chapter 3. Electrocutioner (priest gift) accessory Ride the first lift in the headquarters, pass the guards and go out onto the balcony by the middle lift. One of the two priests there hands it over. Hypno Crown (priest gift) accessory The other priest on the same balcony. 800 gil (watch-tower chains) item Behind one of the three watch towers in the Restricted Area, hanging off the chains. The towers are optional on this visit; the chests on them are not, if you want them. Faerie Earrings (watch-tower chains) accessory Behind a second watch tower. Beaded Brooch (watch-tower chains) accessory Behind the third watch tower. Remedy (raised lift area) item About halfway along the raised lift area. Oath Veil (lower maze) accessory The lower-level chests open up once you work the pedestal one room west of the headquarters entrance and ride the lift down. The six chests down there were emptied last chapter and are full again. 5,000 gil (lower maze) item Remedy x4 (lower maze) item Potion x9 (lower maze) item Phoenix Down x5 (lower maze) item Hi-Potion x5 (lower maze) item Ether x5 (lower platform corridor) item Remedy x5 (lower platform corridor) item Bloodlust (Gaol machine room)Sources disagree accessory Far left end of the top platform of the Gaol machine. Sources disagree: One walkthrough lists this chest and the Phoenix Down x6 below it on the Chapter 3 route; another says the Gaol is not ridden on this visit. The contents are not in doubt, only whether you can reach them now. Phoenix Down x6 (lowest Gaol level)Sources disagree item Sources disagree: Same question as the Bloodlust chest — reachable this chapter or not. Chocobo Feather x2 (Bevelle's core) item Beside the Save Sphere in the core. The three-lift room progression Unlock the big dark-blue lift again, then ride one of the side lifts up and stand on both pedestals at the top — the southern one releases the lift at the back, the northern one extends the walkway to it. MalboroSources disagree boss Bad Breath stacks status ailments. Ribbon-type protection or a White Mage on Esuna covers it. A Gun Mage on the field can learn Bad Breath as a Blue Bullet here; Malboros elsewhere teach it too. Sources disagree: Walkthroughs disagree on whether there is one Malboro fight or two (one after the lift room, one in the final room). Both describe the final-room fight. Scene: the underground chamberMissable scene The long scene in the room where you fought last chapter's final battle. Plays automatically. Lost after: Beating the boss of the Djose mission at the end of Chapter 3. Crimson Sphere 1Missable Sources disagree key-item **On the floor of the circular platform after the fight and the scenes that follow.** The game does not point it out. All ten Crimson Spheres are needed to open the optional dungeon in Chapter 5, and there is no second copy. Lost after: Beating the boss of the Djose mission at the end of Chapter 3. Until then you can fly back to Bevelle and pick it up. Sources disagree: One guide says it is still on the platform in Chapter 5 if you skipped it; another says it is gone after Chapter 3. Take it now. Scene: Crimson Record 1Missable scene Back on the Celsius, give the sphere to Shinra and watch it from the Treasure Spheres menu. Baralai's line "This is rough." is the tracked moment. Counts toward Story Completion. Lost after: The end of Chapter 3. Blood of the Beast (New Yevon route only)Sources disagree garment-grid Pacce, in the core, asks about warning the Youth League. "Go for it!" earns the grid. Only before the Besaid or Kilika mission. Sources disagree: One walkthrough gives this grid to anyone who talks to Pacce in the core before the Kilika mission; another says it exists only if the Awesome Sphere went to New Yevon. On the Youth League route this page follows, expect not to see it. Calm Lands Sprint Shoes (west of the Travel Agency) accessory On the western edge of the plain near the Travel Agency. Mega Phoenix (near the Chocobo Ranch) item By a crack in the ground east of the Travel Agency, toward the Ranch. Ether x3 (by the Macalania exit) item Just east of the exit to Macalania. Hi-Potion x2 (before the Gagazet exit) item In the bridge area, right before the way out to Mt. Gagazet. Mega Phoenix x2 (gorge) item At the end of the eastern dead end in the gorge, before the crowd. Travel Agency stock reference Power Wrist and Tarot Card at 6,000 gil each (+20 Strength, +20 Magic), Gold Bracer 4,000, Titanium Bangle 3,000, plus basic restoratives and Holy Water at 300. Clean Sweep (if skipped in Chapter 2) reference Clasko's job at the old arena is still open this chapter. Do it now if you have not: it opens the Chocobo Ranch, and the Ranch is where you catch the chocobo the next chapter wants. Cavern of the Stolen Fayth Mission: Tourist TrapMissable scene Fiends in the gorge cave, tourists stuck inside. Fifteen tourists, each with a complaint you must settle before they follow you. Walk groups out to the entrance to earn the Energy Cores that power the teleport pads. Counts toward Story Completion with the two CommSpheres below. The cave reopens in Chapter 5 for its rewards, but the Story Completion credit is this chapter's. Lost after: The end of Chapter 3. Energy Cores 1–8 key-item Six from tourists you bring out, one from a man in green outside the cave entrance, and one from the tourist in the right-hand hidden cave once you bring him to the entrance. They run the teleport pads to the two hidden caves. Besaid Key key-item A man rushes past you in the cave; catch him. One of the group at the entrance hands over the key. It opens a chest in Besaid holding a Search Sphere, which leads to the Raging Giant grid (below). The chain counts for nothing toward 100%. White Ring (cave) accessory In the small room east of the first intersection, with a tourist group. Blue Ring (cave) accessory Where two tourists are crouched, west then north of the next intersection. Lightning Gleam (right hidden cave) accessory Through the east-facing teleport pad from the children's room. Wall Ring (left hidden cave) accessory Through the west-facing pad. The last tourist is in here. Yojimbo boss 22,000 HP, no weaknesses, resists nearly every status. Steal Power Wrist; drops Recovery Bracer. Zanmato drops the whole party to 1 HP and 1 MP and comes three to six times. Keep a Mega-Potion or a White Mage ready for the turn after it, and poison protection for Kozuka. A straight damage race; there is no payment option in this game. Tetra Master garment-grid Mission reward, but only if all fifteen tourists were rescued. Get another: The cave mission can be done in Chapter 5 instead. Star Bracer (boss room) accessory The game sends you to the Celsius after the fight. Come back to the cave and walk to the boss room for the chest. The Ranch and the campaigns Back to Besaid with the key Chapter 3: Mt. Gagazet, Zanarkand and the Djose finale Point of no return: Beating Ixion at Djose ends Chapter 3. It closes every Chapter 3 Story Completion scene in Spira; Crimson Sphere 1 (Bevelle floor) and Crimson Sphere 4 (Chateau Leblanc Hidden Passageway), without which the Den of Woe never opens; Berserker (all six "Secure the Agency!" fights); the Undying Storm grid (Mi'ihen); the Trainer dressphere from Kimahri; Wishbringer and Mighty Guard from Garik; the last chance at Operation: Monkey!, which gates a Chapter 5 scene; the Sprint Shoes steal from Ixion; catching a chocobo for the Chapter 4 Ranch scene; the Chapter 3 cabin rest; the second of three Kilika camera-operator talks for Invincible; and, above all, the CommSpheres themselves — an area you never visited in Chapter 3 has no CommSphere in Chapter 4, and every scene it would have shown is lost. Lady Luck has a Chapter 5 rematch, and Publicity can be topped up once on the Chapter 4 Moonflow.
Mt. Gagazet TrainerMissable Sources disagree dressphere Talk to Kimahri as soon as you land. If your earlier answers to him were right, he gives Yuna the Trainer dressphere. Wrong answers cannot be fixed on this playthrough. Lost after: The end of Chapter 3. Sources disagree: Sources split on the Trainer condition. Most say one right answer to Kimahri, in Chapter 1 or Chapter 2, is enough; one says it takes the right answer in both chapters; one counts only the Chapter 2 answer. Answer right both times and the question never matters. CommSphere at the Mountain GateMissable progression Shinra sets it in a corner as you land. Mt. Gagazet carries some of the most valuable CommSphere scenes next chapter. Lost after: The end of Chapter 3. Mission: Battle BlockadeMissable scene The teleporters are down, so you climb on foot: Mountain Trail, Prominence, Floating Ruins, then the cave by the Fayth Scar. Reactivate each teleporter you pass. You can run straight past the cliff faces. Counts toward Story Completion. Lost after: The end of Chapter 3. Garik Ronso and Ronso Youth boss Garik 6,880 HP, steal Icy Gleam, drops Shining Bracer. Ronso Youth 4,060 HP, steal Mythril Bangle, drops Remedy. Good answers to the Ronso in Chapters 1 and 2 mean one Youth and a gentler Garik; poor ones mean two Youths and MP Blowout. Bane Lance curses; a Gris-Gris Bag blocks it. Mighty Guard (Gun Mage Blue Bullet)Missable ability A Gun Mage learns it by being hit with Garik's Mighty Guard. On the easy version of the fight he only casts it while Confused: have a Dark Knight with Confuse turn him on your own party. Lost after: The end of Chapter 3. WishbringerMissable garment-grid Mission reward after the fight. The game then returns you to the Celsius. Lost after: The end of Chapter 3. Zanarkand Ruins Before Djose Djose Temple Chapter 4: CommSpheres and the Thunder Plains concert Point of no return: Talking to Shinra on the bridge after the concert ends Chapter 4. It closes every CommSphere scene in all three waves, the Paine scene on the bridge (lost even earlier, when you start the Moonflow mission), the Chapter 4 cabin rest, the rehearsal prize, and Leblanc's engine-room scene with Crimson Sphere 5 — without which the Den of Woe never opens. Visit the engine room first.
The Celsius Scene: back aboard the Celsius scene The rescue and the bridge scenes that open the chapter, then Rikku stopping Yuna in the hallway. Plays automatically. Scene: Paine on the deckMissable scene Follow Paine up to the deck and talk to her. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Hi-Potion x8 (engine room) item One of the four engine-room chests, restocked for this chapter. Phoenix Down x7 (engine room) item Remedy x6 (engine room) item Turbo Ether x3 (engine room) item Rest in the Celsius cabin (Chapter 4)Missable progression Worth nothing on its own. A Chapter 5 scene plays only if Yuna has rested in the cabin in every chapter. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Al Bhed Primer (bridge)Copy missable Sources disagree collectible Handed over during the bridge conversation with Buddy, Paine and Rikku. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Get another: Missed primers can be dug up in the Bikanel Desert, up to the final battle. Sources disagree: Walkthroughs disagree on whether the bridge scene hands over one primer or several. Scene: Crimson Record 2Missable scene Shinra, Treasure Spheres menu. The tracked line is Baralai's "Ammo!". Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Scene: Crimson Record 3Missable scene Shinra, Treasure Spheres menu. The tracked line is Baralai asking what you make of "Operation Mi'ihen". Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. CommSpheres: wave 1 CommSphere: Besaid: WakkaMissable scene Pan right to Wakka's house and wait for him to come out. "Hey, Yuna. How you been, huh?" Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Kilika Port: DonaMissable scene Dona shows the CommSphere round the port. "Well, that's Kilika Port for you." Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Mushroom Rock Road: YaibalMissable scene Youth League route. Yaibal mentions trouble brewing in Bevelle. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Bevelle: MarodaMissable scene Pan toward the entrance gate and wait; if nobody comes after a couple of minutes, turn away and back. Maroda says he is running reconnaissance on New Yevon. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. Scene: Paine and the Hymn of the FaythMissable scene After the first four CommSpheres, talk to Buddy, then to Paine on the bridge until she brings up the Hymn of the Fayth. Counts toward Story Completion. Lost after: Starting the Moonflow mission. Talk to Paine before you go. CommSpheres: wave 2 CommSphere: Besaid: "Is it time?"Missable scene Third Besaid scene: Yuna and Wakka talk about the baby. Stay until Wakka leaves. Keep viewing Besaid; the scenes play in order. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Besaid: Beclem scolds the teamMissable scene Sixth Besaid scene. Watch it before the ball knocks the sphere offline, which ends Besaid for this wave. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Kilika Temple: BarthelloMissable scene Zoom in on the temple entrance. He breaks the sphere afterwards. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Luca: Shelinda's Al Bhed interviewMissable scene Keep viewing Luca; the third interview, with an Al Bhed man about the blitzball season, is the one that counts. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Mi'ihen Highroad: Rin's investigationMissable scene Save first. Zoom in on the Travel Agency door and offer Rin your help, then work through the cameras calling Rin at each clue. Worth two Story Completion lines. Gather the evidence that points to Rikku; the verdict comes in Chapter 5. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Djose: holding the fortMissable scene An Al Bhed man says they are holding the fort. A primer follows. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Guadosalam: OrmiMissable scene He says Leblanc left to look for Nooj. Stay until he leaves. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Thunder Plains: the ChocoPorterMissable scene Pan right to spot the chocobo during Shinra's test. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Macalania Woods: the three musiciansMissable scene Bayra, Donga and Pukutak at the woods entrance. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Macalania Woods: O'akaMissable scene Zoom in on the Travel Agency door. "Hello! O'aka, at your service!" Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Bikanel: NhadalaMissable scene Pan left at the excavation camp. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Chocobo Ranch: Clasko and his chocoboMissable scene View the Ranch several times until Clasko is talking to a chocobo. Only plays if you caught one in Chapter 3. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Mt. Gagazet: Yuna tells KimahriMissable scene Wait at the Mountain Gate until Kimahri walks over. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Hot springs: TobliMissable scene He leaves the water and trips. The hot springs run about fifteen scenes in a fixed rotation; eight of them count, and several need you to wait out a long silence. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Hot springs: Buddy's massageMissable scene Pan right. A short bridge scene follows when you exit. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Hot springs: O'akaMissable scene He practises his pitch. "Welcome to O'aka's!" Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Hot springs: Isaaru, Maroda and PacceMissable scene Leave only after a long silence. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Hot springs: Lucil and ElmaMissable scene They talk about Clasko. Leave only after a long silence. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Hot springs: MaechenMissable scene Pan around. Wait a moment after his last line, "Pity." Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Hot springs: Nhadala, Rin and CidMissable scene Leave after the dialogue ends. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. CommSphere: Hot springs: DonaMissable scene "My, my, my, my…" Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Watch it before you take the Moonflow mission: the CommSpheres move on to a new wave after it. Al Bhed Primers (Djose CommSphere)Copy missable Sources disagree collectible Keep viewing Djose until the pair take the sphere apart for parts. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Get another: Missed primers can be dug up in the Bikanel Desert, up to the final battle. Sources disagree: One walkthrough gives two primers from the Djose CommSphere (the holding- the-fort scene and a later scene where a woman forgets a password); another credits one from Djose and one from Macalania. The Moonflow The rehearsal CommSpheres: wave 3 CommSphere: Besaid: Beclem recalledMissable scene Zoom in on Beclem. He has been called back to headquarters. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. CommSphere: Besaid: Lulu and WakkaMissable scene Pan right to their tent. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. CommSphere: Kilika Port: Dona's apologyMissable scene She rehearses an apology and gives up on it. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. CommSphere: Kilika Port: the balloonMissable scene Dona ties the sphere to a balloon for the temple. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. CommSphere: Kilika Temple: BarthelloMissable scene Zoom in on Barthello. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. CommSphere: Mushroom Rock Road: LucilMissable scene Youth League route. "The League has no intention of starting a war." Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. CommSphere: Mushroom Rock Road: YaibalMissable scene Yuna tells him to sneak out to the concert. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. CommSphere: Moonflow: ElmaMissable scene Pan left to Elma, who cannot get her chocobo onto the shoopuf. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. CommSphere: Guadosalam: Ormi on the concertMissable scene His first scene this wave. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. CommSphere: Macalania Woods: O'aka's ticketsMissable scene He swears he would have sold tickets. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. CommSphere: Zanarkand: Isaaru hears the newsMissable scene "The Hypello told me the news. You're having a concert?" Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. CommSphere: Zanarkand: Isaaru's doubtsMissable scene Third Zanarkand scene. Pan left to find him on the ground. Counts toward Story Completion. Lost after: Talking to Shinra on the bridge after the concert, which ends Chapter 4. Thunder Plains The concert Chapter 5: Zanarkand, Besaid and Kilika Point of no return: Leaving the Zanarkand Ruins by the Save Sphere before Maechen has finished his last story loses his three lines and the Good Listener achievement for good. Every Chapter 5 location locks its result the moment its episode ends. "Episode Concluded" at any of them means no Mascot on this file, and the reasons for it were all set in earlier chapters, so nothing done here can repair a Concluded result.
The Celsius Scene: the deck and the bridge (automatic) scene The chapter opens on the deck. Take the lift down, then go back up to the bridge for Shinra and Buddy. Both play on their own and count toward Story Completion. Scene: Crimson Record 5Missable scene Watch the sphere Leblanc gave you at the end of Chapter 4 (talk to Shinra and pick it from the sphere list). Gippal's line about the Den of Woe ("Why are they killing each other?") is a Story Completion line. You can watch it any time this chapter, but now is easiest. Lost after: Taking the portal to the final battle. Scene: rest, then the Barkeep and Brother at the barMissable scene Talk to the Barkeep and rest in the cabin, even with the two chocobos wandering about. When Yuna wakes, walk to the railing below the bar and listen to Brother and the Barkeep. Required for 100%. Two of the Barkeep's lines about love and his "darling" count separately, so let the whole exchange play out. Lost after: Taking the portal to the final battle. Scene: Buddy in the engine roomMissable scene Walk right up to the engine on the back wall, then walk slowly back toward the stairs. Buddy tells Yuna how the ship was found and where the name Gullwings came from. Required for 100%. Lost after: Taking the portal to the final battle. X-Potion x4 (engine room) item The four engine-room chests refill every chapter. Open them again after Buddy's scene. Phoenix Down x8 (engine room) item The second engine-room chest. Remedy x7 (engine room) item The third engine-room chest. Turbo Ether x4 (engine room) item The fourth engine-room chest. How Chapter 5 episodes work reference All fifteen locations are hotspots. Each one has a short episode, and when it ends the screen reads **Episode Complete** or **Episode Concluded**. Concluded means a requirement from an earlier chapter was missed, and it cannot be fixed now. Mascot is given on the Celsius only after all fifteen read Complete. Most episodes send you straight back to the airship when they end; Zanarkand does not. Do Zanarkand first. If it is your fifteenth, Mascot's scene never fires. Zanarkand Ruins Besaid Black Lore accessory Outside the temple, just south of the north-west hut. Lets the wearer cast any Black Magic they have learned as a Black Mage, whatever dressphere they are in. Twilight Rain key-item On Waterfall Way, in the chest behind the wooden bridge, the same spot you dropped down to in Chapter 1. Lets Floral Fallal learn Break Damage Limit. Its twin is elsewhere this chapter. Mega-Potion (cave) item In the cave off the crossroads on the way to the beach. Ether x4 (cave) item The second chest in the cave. War Buddy Sphere key-item Beclem hands it to Yuna on the beach before he sails. Part of the episode; you cannot miss it if you go to the beach. X-Potion x2 (beach alcove) item Climb across the ruins on the beach and drop into the hidden alcove behind them. 3,500 gil (beach alcove) item The second chest in the alcove. Scene: Wakka on the promontory scene Walk back up Waterfall Way to the promontory. Wakka and Yuna watch the War Buddy Sphere. Wakka's line about saying goodbye counts. Chappu's line ("Hey, Wakka, remember that time...") only plays if you watched Beclem announce he was leaving on the Besaid CommSphere in Chapter 4. Episode Complete: BesaidMissable progression Enter the village after the promontory and the episode closes with the naming scene. Concluded means Beclem's goodbye never happened and Wakka still has no name for his son. Nothing from Chapter 2 or the Gunner's Gauntlet is needed. Lost after: The end of Chapter 4, if Beclem's Besaid CommSphere scene announcing his departure was never watched. Scene: Besaid episode scenes (automatic) scene Wakka meeting you at the Save Sphere, Beclem at the beach and the village at nightfall. They play as you go and count together toward Story Completion. Mana Spring x3 (Cloister of Trials) item Go back into the temple after the last scene and down into the Cloister of Trials. Three chests. Mega Phoenix x2 (Cloister of Trials) item The second Cloister chest. Stamina Spring x3 (Cloister of Trials) item The third Cloister chest. Achievement: The Gunner achievement Gunner's Gauntlet is open again (Datto runs the village course now). Score past 2,800 points (LVMAX) in a single run; scores from separate runs do not add up. Not needed for 100%; the Gunner's Gauntlet guide has the routes. Kilika Port Kilika Woods and Temple Kilika Port Kilika Woods and Temple Chapter 5: Luca and the Mi'ihen Highroad Point of no return: In Luca, walking away from the moogle and going back to the ship when Rikku and Paine suggest it ends the episode as Concluded. That costs Mascot and 100%. The Highroad's verdict was fixed by your Chapter 4 CommSphere calls, and nothing here changes it.
Luca Scene: the blitzball season opens (automatic) scene Plays on your first landing this chapter, with Shelinda announcing the season. Buddy then offers you a match. You can say no and play later from the office in the town square. Light Curtain x3 (outskirts) item The one new chest in town this chapter, in the outskirts. Mission: Follow That Moogle!Missable scene Go to the outskirts and up the stairs toward the Highroad, to the balcony overlooking the sea. A moogle appears. Follow it: the town square, then the bridge, the stadium and finally Dock 2. Walk up and press the action button each time it stops. You cannot fail the chase itself. Lost after: Going back to the ship when Rikku and Paine suggest it, instead of following the moogle. Episode Complete: LucaMissable progression The talk at the docks ends the episode and sends you back to the Celsius. Nothing from earlier chapters matters here: not the Chapter 1 mission, not the Sphere Break tournament, not playing blitzball. Skip the chase and Luca is Concluded. Lost after: Going back to the ship when Rikku and Paine suggest it, instead of following the moogle. Achievement: Teamwork! achievement Win one blitzball match. You manage the team rather than play the matches, and the first game is not hard. Blitzball doesn't count toward Story Completion. Lady Luck (Shinra's rematch)Missable dressphere Only if you lost the Chapter 3 Sphere Break tournament. Shinra is waiting in the stadium basement and will play you again. This is the last chance and it is harder than the tournament final. Build a deck around a Coin Count Echo coin, flip the same number of coins every turn, and save before you sit down. The Sphere Break guide covers the rest. Lost after: Taking the portal to the final battle. Mi'ihen Highroad Scene: Rin's verdict scene An Al Bhed hover operator sends you to Rin outside the Travel Agency. He names the culprit behind the machina trouble and the episode ends. **You don't choose the culprit here.** It was set by the suspects you kept alive in Chapters 1 to 3 and the CommSpheres you called Rin to in Chapter 4. Episode Complete: Mi'ihen HighroadMissable progression Complete if Rin names **Rikku, the Chocobo Eater or Calli**. Concluded if he names himself or the Prophet. It also needed "Machina Mayhem!" started in Chapter 3. Rikku is the best result. Lost after: The end of Chapter 4, if the CommSphere calls led Rin to accuse himself or the Prophet. RagnarokMissable accessory Rin's reward when the culprit is Rikku, and the only way to get it. Gold accessory: abilities cost no MP while it is worn. It makes any MP-hungry dressphere free to run. Lost after: The end of Chapter 4, unless the CommSphere calls led Rin to Rikku. Gippal's SphereMissable key-item Only exists on the route where Rin blames himself, and that route is Episode Concluded. Its Gippal scene is the one Story Completion trigger you are meant to skip. 100% is reachable without it. Don't chase it. Lost after: The end of Chapter 4, unless the CommSphere calls led Rin to accuse himself. Scene: Highroad episode scenes (automatic) scene The verdict scenes count together toward Story Completion. Phoenix Down x5 (Oldroad, south end) item After the episode, go back down and walk the road south to north. Three chests at the south end by the Save Sphere. Black Belt (Oldroad, south end) accessory Strength +20 and Defense +20. 3,000 gil (Oldroad, south end) item The third chest at the south end. Remedy x2 (Oldroad South) item On the Oldroad, heading north. Hi-Potion x3 (Oldroad Central) item Oldroad Central. Titanium Bangle (Oldroad Central) accessory Max HP +40%. Holy Water x6 (Oldroad Central) item Oldroad Central. Soft x5 (Newroad) item The Newroad, between the Travel Agency and the Mushroom Rock turn-off. Hi-Potion x3 (Newroad) item The Newroad. Echo Screen x5 (Newroad) item The Newroad. M-Bomb x2 (Newroad) item The Newroad. Chocobos on the HighroadSources disagree reference After the verdict, chocobos are back on the road to ride, unless the Prophet was named. Two chests need a chocobo jump. Sources disagree: Sources agree the chocobos stay away when the Prophet is named. They split on Calli: one says the birds come back, another says they don't. Phoenix Down x5 (chocobo jump, Newroad north)Missable item Ride a chocobo to the north end of the Newroad, south-east of the Mushroom Rock turn-off. Stand by the chocobo feather on the ground and answer **"Am I ever!"**. The bird jumps up to a ledge chest. Lost after: The end of Chapter 4, if the CommSphere calls led Rin to accuse the Prophet (no chocobos return to the road). Victor PrimorisMissable key-item Leave the screen after the first jump, come back, and jump from the same spot again. The second jump lands on a different chest. Lets Full Throttle learn Break Damage Limit. Lost after: The end of Chapter 4, if the CommSphere calls led Rin to accuse the Prophet (no chocobos return to the road). The Fiend Colony opens later reference A bonus dungeon on the Highroad, near where the Chocobo Eater was fought, covered in green fog. It only appears after a level 4 or 5 chocobo from the Chocobo Ranch has been sent here and come back. Its chests and its boss are listed with the Chapter 5 Calm Lands checklist, next to the dispatch that opens it. Chapter 5: Moonflow, Guadosalam and the Thunder Plains The Moonflow Guadosalam Scene: the musicians at the Chateau scene Walk toward Chateau Leblanc from the Save Sphere. Tromell and the musicians play, and he says the melody delivered them from their fate. Scene: Tromell is asked to lead scene Talk to Tromell again. Rikku asks if he will lead the Guado. He refuses, then gives in when Bayra, Donga and Pukutak push him. The episode ends here and you are sent back to the Celsius. Episode Complete: GuadosalamMissable progression Mostly decided on Mt. Gagazet in Chapter 3: Garik had to be beaten. Talking to Tromell four times in Macalania Woods in Chapter 1 and finishing the Chapter 2 Chateau infiltration are also on the list. Concluded means the streets are empty and no one knows where the Guado have gone. Lost after: The end of Chapter 3, if Garik was not stopped on Mt. Gagazet in "Battle Blockade". Tobli's prize (Tobli Productions)Missable Sources disagree accessory A chest in Tobli's office in town. What is in it depends on earlier chapters. **Kaiser Knuckles** (Strength +50) if every Moonflow job was done perfectly and Garik was stopped. **Crystal Ball** (Magic +50) if Garik was stopped but a Moonflow job was not. **Key to Success** if the Moonflow jobs were perfect but Garik was not stopped. That route has already cost you 100%. Lost after: Taking the portal to the final battle. Sources disagree: Guides word the conditions differently. Most tie them to the Moonflow missions and to stopping Garik; one ties them to the Moonflow and Mt. Gagazet episode results. They agree that the perfect route gets Kaiser Knuckles. Scene: inside Chateau LeblancMissable scene After the episode, warp back to the Guadosalam Save Sphere and step into the Chateau. A short scene plays. Then leave. Lost after: Taking the portal to the final battle. Scene: Tromell opens the sealed roomMissable scene The door in north-west Guadosalam that has been locked all game. Talk to Tromell beside it. He lets you into the room the Guado kept for their memories and tells you to take what you need. Talk to him again before leaving for a second scene. Lost after: Taking the portal to the final battle. Scene: the Guado woman and Lian and AydeMissable scene Inside the room, talk to the Guado woman. She talks to Yuna about Lian and Ayde. Counts toward Story Completion only if you met the two Ronso on the Thunder Plains in Chapter 3. Lost after: The end of Chapter 3, if you never spoke to Lian and Ayde on the Thunder Plains and sent them on their way. Tempered WillMissable garment-grid Given by the Guado woman in the sealed room, after her talk about Lian and Ayde. Lost after: The end of Chapter 3, if you never spoke to Lian and Ayde on the Thunder Plains and sent them on their way. Baralai's SphereMissable key-item One of the two chests in the sealed room. Lost after: Taking the portal to the final battle. Tetra BraceletMissable accessory The other chest in the sealed room. Gold accessory: fire, ice, lightning and water damage heal the wearer instead. Lost after: Taking the portal to the final battle. Scene: "Yevon's Secret"Missable scene Back on the Celsius, talk to Shinra and watch Baralai's Sphere, listed as "Yevon's Secret". Baralai says the Crimson Squad is finished and that Maester Kinoc betrayed them. Counts toward Story Completion. Lost after: Taking the portal to the final battle. Thunder Plains Remedy (south plains) item The south half of the plains has three chests. X-Potion x2 (south plains) item South half. Ochre Ring (south plains) accessory South half. Lightning damage heals the wearer, and it gives Thundaga and Magic +10. Worth wearing for the tower fights and the first boss. Budget Grenade x2 (north plains) item The north half of the plains has three chests. Turbo Ether x2 (north plains) item North half. Sleep Grenade x2 (north plains) item North half. Fiend Haunt chests (five)Unconfirmed reference The cave off the south plains that you cleared during the concert chapter has fresh contents: Mega-Potion, Phoenix Down x3, Elixir x2, Haste Bangle and Black Ring. Worth the detour for the Haste Bangle alone. Mission: A Fallen Genius? progression Starts as you land. Monsters are feeding on the lightning towers. Fight the pack at every reachable tower. Triangles on the minimap mark them, five in each half. Each fight leaves a chest. When the reachable towers are clear, a red arrow on the minimap points to the boss. Tower 1 prizeSources disagree item What each tower's chest holds depends on your best calibration score at that tower, out of 30 (Chapter 2, plus Chapter 3 if the towers were still open then — accounts differ). Score bands are 0–5, 6–14, 15–24, 25–29 and a perfect 30. Tower 1: Ether, Ether x2, Turbo Ether, Turbo Ether x2, Elixir. The scores can't be improved now. Sources disagree: Some accounts say the best score from Chapters 2 and 3 counts; others say calibration closes when Chapter 2 ends with no second chance. Tower 2 prize item By score band: X-Potion, Mega-Potion x2, Elixir, Elixir, Megalixir. Tower 3 prize item By score band: Mega Phoenix, Mega Phoenix, Elixir, Elixir, Megalixir. Tower 4 prize accessory By score band: Power Wrist, Black Belt, Hyper Wrist, Power Gloves, Champion Belt. Tower 5 prizeSources disagree accessory By score band: Tarot Card, Hypno Crown, Talisman, Pixie Dust, Regal Crown. Sources disagree: Most guides list Silver Bracer for the lowest band and Gold Bracer for the middle one. The prizes listed here are Tarot Card and Talisman. Tower 6 prize accessory By score band: Yellow Ring, Lightning Gleam, NulShock Ring, Ochre Ring, Electrocutioner. Tower 7 prize accessory By score band: Blue Ring, Watery Gleam, NulTide Ring, Cerulean Ring, Short Circuit. Tower 8 prize accessory By score band: Red Ring, Fiery Gleam, NulBlaze Ring, Crimson Ring, Freezerburn. Tower 9 prize accessory By score band: White Ring, Icy Gleam, NulFrost Ring, Snow Ring, Sublimator. Tower 10 prizeSources disagree accessory By score band: Tetra Band, Tetra Gloves, Tetra Guard, Tetra Bracelet, **Ribbon**. The last tower sits where the boss is, not on your path. Sources disagree: One guide counts nine tower fights before the boss; another lists ten towers and says the tenth can't be walked to. Both agree the best prize, a Ribbon, comes from the last tower. Boss: Humbaba boss 27,772 HP. Absorbs lightning, immune to Gravity. Opens with Mighty Guard (Protect, Shell, Haste, Regen) and recasts it at a third of its HP. Dispel it each time with a White Mage or a Dispel Tonic. Uppercut hits one character hard and delays them, Tyrant Tail hits everyone, and it fires Meteor (eight hits) as it dies, so be healed going into the last blow. NulShock Rings stop Thundaga. Don't use Reflect. Steal Hi-Potion x2 (rare: Ether). Drops Hi-Potion x4 (rare: NulShock Ring). Valiant Lustre garment-grid The mission reward for the boss. The episode is not over yet: an Al Bhed technician mentions a strange hole by the tower. Answer "Yep, in the hole". Boss: Machina Panzer boss In the cave: east, south, west, south, east, then north to the red arrow. 30,500 HP, absorbs lightning, so take off anything that adds it to your attacks. Three Watchers (A, R, S) lock out your physical attacks, healing and other abilities. Kill Watcher-R first so you can heal, or wipe all three at once with Dark Knight's Darkness. Sorcery Ray hits everyone at half and a quarter HP. Shell softens it. Steal an Oath Veil; drops a Crystal Bangle. Episode Complete: Thunder Plains progression Beating the boss in the cave ends the episode and returns you to the Celsius. Nothing from earlier chapters is required. The Thunder Plains always ends Complete, and the calibration scores only change the tower prizes. Al Bhed Primer (from Cid)Copy missable collectible Cid hands it over once you are back on the Celsius after the cave. Lost after: Taking the portal to the final battle. Get another: Missed primers can be dug up in the Bikanel Desert, up to the final battle. Scene: Cid on the deck, then on the bridgeMissable scene Talk to Cid on the deck (his complaint about the paint job counts), then find him and Brother on the bridge ("Du fryd ouu fyhd", do what you want, also counts). Lost after: Taking the portal to the final battle. The New Cave Getting back into the cave reference Optional. Back on the plains, talk to the Al Bhed tower technician in the north half and he lets you back in. Each wall opens with a number: add the two key numbers that go with it. Some of them are your battle count or the gil earned since you came in, so wear a Charm Bangle to keep both at zero. The walls open in this order: 3, 10, 11, 5, 1, 8, 12, 13, 9, 6, 7, 14, 2, 15, 16, 4. Each opened wall shows two chests, one with a clue and one empty. The Thunder Plains towers guide has a wall-by-wall walkthrough. Diamond Gloves accessory West of the route to wall 10. Hyper Wrist accessory Near wall 11. Mystery Veil accessory Near wall 11. Talisman accessory Near wall 5. Nature's Lore accessory Near wall 8. Lets the wearer use Berserker Instinct abilities in any dressphere. Corpus Invictus key-item Near wall 14. Lets Full Throttle learn Break HP Limit. Salvation Promised garment-grid On the way to wall 16. Force of NatureSources disagree accessory Gold accessory. Adds every element to the wearer's attacks, and every element heals them. Sources disagree: One guide puts it at a marked spot at the end of the wall route; another says it is the reward for finishing the cave a second time, when the numbers are different. Chapter 5: Macalania, Gagazet and the Calm Lands Macalania Woods Lake Macalania Mt. Gagazet Scene: Kimahri and Garik at the gateMissable scene Walk to the mountain gate from the landing point. Garik argues with Kimahri and storms up the slope. If you never stopped Garik's blockade in Chapter 3, the episode goes the bad way from here: he refuses Kimahri as elder and you only get Episode Concluded. Lost after: Taking the portal to the final battle. Scene: Lian and Ayde report to KimahriMissable scene Run back and talk to Kimahri. If you met the two young Ronso in the Calm Lands in Chapter 2 and advised them on the Thunder Plains in Chapter 3, they come back and tell him about their travels. What they say depends on where you sent them. Lost after: Taking the portal to the final battle. Scene: Kimahri and Garik on the Mountain Trail (Gagazet episode)Missable scene Follow Kimahri up the Mountain Trail, on foot or by the warp point. The two have it out, Garik backs down, and the scenes near the summit statue end with Episode Complete. Counts toward Mascot. Lost after: Taking the portal to the final battle. Sacred Beast garment-grid From Kimahri with the Gagazet Episode Complete. Needs Garik stopped in Chapter 3 and the Ronso youths advised on the Thunder Plains. The summit statue reference The Ronso carver at the summit finishes her statue as you complete more Chapter 5 episodes; check back later if it is not done. Your answers to the Ronso in earlier chapters decide whom it shows. Nothing to collect. Conflagration garment-grid After the episode, reselect Mt. Gagazet to land at the top, climb the cliffs left of the Save Sphere to the Ronso by the statue, and talk to Lian or Ayde. Needs the full chain: met in the Calm Lands in Chapter 2, advised on the Thunder Plains in Chapter 3, their CommSphere watched in Chapter 4, and the Gagazet Episode Complete. The Calm Lands Scene: the Publicity Campaign showdown (Calm Lands episode)Missable Sources disagree scene Plays the moment you land. With Publicity over 400, Tobli arrives and settles the feud between the two companies: Story Completion and the Calm Lands Episode Complete. Short of 400, play the attractions until you pass it, fly out and come back. Lost after: Taking the portal to the final battle. Sources disagree: Most sources say only your own company's Publicity score has to pass 400; one says both companies need over 400. Calm Lands Free Pass (or Discount Pass) key-item The man in green beside the group left of the agency shop. Free Pass if a company reached PR level 5, Discount Pass if it did not. Free or cheaper hover rides on the plains. 50,000 gilSources disagree item On the hill behind the travel agency. Sources disagree: One source says the chest only appears if you watched a man place it during Chapter 4; the others list it with no condition. Sword Lore (the honest answer) accessory After opening the 50,000 gil chest, talk to the Marriage Campaign father. He asks whether you took it. "Actually, I did" hands back the gil and earns Sword Lore, which lets anyone use Warrior abilities. Lying keeps the gil and earns nothing. Neither answer affects Story Completion. Marriage Campaign result: Speed Bracer (or Elixir)Sources disagree accessory The man to the right of the agency clerk closes the campaign. Over the threshold you get the Speed Bracer (Auto-Haste); under it, an Elixir. Sources disagree: Two sources set the threshold at 70 matchmaking points; one says 30. Cerulean Ring accessory North-west of the agency, then east along the plains' edge and down a slope to a lower ledge. Absorbs Water damage, lets the wearer cast Waterga, Magic +10. Mega Phoenix x2 (north edge) item In the cracked ground along the northern edge, near the Sky Slots attraction. Turbo Ether item South-east, by the Macalania Woods exit. Take the lower ledge to the corner and jump up the rubble. The gorge and the cave X-Potion (toward Gagazet) item On the right of the path just past the ranch, heading for the bridge. Mega Phoenix x2 (gorge) item Down the slope into the gorge, past the Save Sphere, south to the cliff and right to the dead end. NulFrost Ring accessory In the cave at the far west of the gorge: turn right and follow the curve into the larger chamber. Nullifies Ice, lets the wearer cast Blizzara, Magic +6. NulTide Ring accessory Exit that chamber north, go left at the first split and take the leftmost path at the next junction to its end. Nullifies Water, lets the wearer cast Watera, Magic +6. Defense Bracer accessory The left-hand room off the teleport pad at the back of the cave. Electrocutioner accessory The right-hand room off the same pad. Adds Lightning and Water to attacks, Strength +10. Aurora Rain key-item The north room off the pad, the old Chamber of the Fayth. The second of the two items that power up Yuna's special dressphere. Chocobo Ranch Fiend Colony Ruin Depths Boss: Anything Eater boss Behind the middle door, which you must open first. 11,600 HP. Five turns of -ga spells, Flare or Osmose, then a basic attack that kills outright; keep a Phoenix Down ready. Steal Mega-Potion. Drops Power Gloves (Strength +40). If it oversouls it has 36,980 HP and starts dispelling your buffs. Machina Reactor key-item Lets Rikku's special dressphere break the 9,999 damage limit. The ABC's of Repair key-item In one of the chests behind the doors. One of the five Repair Manuals that let you refight the machine at Djose; you only need one. AP Egg accessory Triples AP earned. Pixie Dust accessory Magic +40. Mythril Bangle accessory Max HP +60%. Cat's Bell accessory Wizard Bracelet accessory Ruin Depths items: Shining Gem x2, Blessed Gem x2, Mega-Potion x2, Mega Phoenix x2, Turbo Ether x2, Stamina Spring x2, Mana Spring x2, Poison Fang x2 item Eight chests behind the five doors. Open every door. Scene: the Amazing ChocoboMissable scene Behind the fifth and last door. Clasko and the chocobo have their moment ("They make a cute couple, don't you think?"). Story Completion, and its own Episode Complete, which counts toward Mascot. Lost after: Taking the portal to the final battle. Higher Power garment-grid In the last room with the Amazing Chocobo. Achievement: Chocobo Whisperer achievement Catch the Amazing Chocobo. The companies' top prizes Chapter 5: Djose, Bikanel and Bevelle Djose Temple: the first fight X-Potion x2 item At the start of the Highroad path, before the bridges. Phoenix Down x4 item Over the bridges, along the right-hand edge toward the temple. Scene: the technicians' challengeMissable scene Plays as you enter the temple. The Al Bhed show off "the Experiment", built from the parts dug up in Bikanel. Counts toward Story Completion with the rest of the Djose scenes. Lost after: Taking the portal to the final battle. Mission: Masterpiece TheatreMissable sidequest Accept it and the fight starts at once. The machine is only as strong as the Assemblies you have dug up so far, which is why you come here before digging this chapter. Lost after: Taking the portal to the final battle. Boss: Experiment (first fight)Missable boss 18,324 HP at every level; its stats and attack pattern rise with the Assemblies. At level 1 it only uses a basic attack. Steal Turbo Ether. Drops Elixir. Mighty Guard or Protect, one healer, two hitters. Lost after: Beating it for the first time at full level (Attack, Defense and Special all at 5). The low-level win is what matters. Scene: Paine after the low-level winMissable scene Story Completion. Only plays if the machine was not fully levelled when you beat it. Lost after: Beating the Experiment for the first time at full level. If you dug it to level 5 in earlier chapters, the first fight is already at full level and this line is gone. How to Repair with Soul key-item The seated Al Bhed man in the room through the doorway left of the stairs thanks you and hands it over. A Repair Manual is your ticket to a rematch; one is enough. Remedy x2 item The room to the left inside the temple, the old living quarters. Mana Spring item In the Cloister of Trials, tucked behind the side wall before the gap past the lift. Soul Spring item Right by the lift after you ride it up. Power Wrist accessory By the window in the room before the Chamber of the Fayth. Strength +20. Hyper Wrist accessory In the next room, the Chamber of the Fayth. Strength +30. The Spirit of Recycling key-item A man on a pedestal upstairs asks for a password. It is MARNELA. A spare manual; not needed if you have one already. Repairing for Dummies key-item Outside the temple, stand among the three monkeys and press the confirm button when all three jump. Another spare. Al Bhed Primer (Djose Temple)Copy missable Sources disagree collectible Look in the antechamber and check your key items after the first win. Lost after: Taking the portal to the final battle. Get another: Missed primers can be dug up in the Bikanel Desert, up to the final battle. Sources disagree: One guide puts a Chapter 5 primer in a chest in the room before the Chamber of the Fayth; another says one is handed over after the first Experiment win. Neither says which numeral. Bikanel: the last Gatekeepers Cactuar Hollow Ether (by the waterfalls)Missable Sources disagree item Across the platforms near the waterfalls, early on. Lost after: The Bikanel episode wrapping up, if the Hollow is sealed then. Sources disagree: Accounts differ on whether the Hollow can be re-entered once the Bikanel episode wraps up. Clear it on the way in. Faerie EarringsMissable Sources disagree accessory First of four along the sand-chamber path. The chamber fills in 60 seconds; drop into the pit on purpose and it spits you out unhurt somewhere else, which helps you reach these. Lost after: The Bikanel episode wrapping up, if the Hollow is sealed then. Sources disagree: Accounts differ on whether the Hollow can be re-entered once the Bikanel episode wraps up. Clear it on the way in. Mega PhoenixMissable Sources disagree item Second on the sand-chamber path. Lost after: The Bikanel episode wrapping up, if the Hollow is sealed then. Sources disagree: Accounts differ on whether the Hollow can be re-entered once the Bikanel episode wraps up. Clear it on the way in. Hi-PotionMissable Sources disagree item Third on the sand-chamber path. Lost after: The Bikanel episode wrapping up, if the Hollow is sealed then. Sources disagree: Accounts differ on whether the Hollow can be re-entered once the Bikanel episode wraps up. Clear it on the way in. MegalixirMissable Sources disagree item Fourth on the sand-chamber path. The best item in the cave. Lost after: The Bikanel episode wrapping up, if the Hollow is sealed then. Sources disagree: Accounts differ on whether the Hollow can be re-entered once the Bikanel episode wraps up. Clear it on the way in. Twist HeadbandMissable Sources disagree accessory First of the chests on the platforms after the path narrows. Lost after: The Bikanel episode wrapping up, if the Hollow is sealed then. Sources disagree: Accounts differ on whether the Hollow can be re-entered once the Bikanel episode wraps up. Clear it on the way in. Ether (platforms)Missable Sources disagree item Second on the platforms. Lost after: The Bikanel episode wrapping up, if the Hollow is sealed then. Sources disagree: Accounts differ on whether the Hollow can be re-entered once the Bikanel episode wraps up. Clear it on the way in. Mute ShockMissable Sources disagree accessory Third on the platforms. Lost after: The Bikanel episode wrapping up, if the Hollow is sealed then. Sources disagree: Accounts differ on whether the Hollow can be re-entered once the Bikanel episode wraps up. Clear it on the way in. Beaded BroochMissable Sources disagree accessory Fourth on the platforms. Lost after: The Bikanel episode wrapping up, if the Hollow is sealed then. Sources disagree: Accounts differ on whether the Hollow can be re-entered once the Bikanel episode wraps up. Clear it on the way in. Phoenix DownMissable Sources disagree item Last on the platforms, just before Frailea's ledge. Lost after: The Bikanel episode wrapping up, if the Hollow is sealed then. Sources disagree: Accounts differ on whether the Hollow can be re-entered once the Bikanel episode wraps up. Clear it on the way in. Boss: Jumbo Cactuar and two Cactuars boss After Frailea's minigame. Jumbo Cactuar has 22,222 HP and only casts Hastega; the two Cactuars (2,002 HP each) do the damage with 1000 Needles and dodge most physical hits. Kill them first with Darkness or magic. Steal Stamina Tonic. Drops Stamina Tonic, rarely Rabite's Foot (Luck +100). If you killed ten or more fiends in the cave it may oversoul (33,333 HP, -ga spells and Flare): Reflect the party first. Covenant of Growth garment-grid For beating the Jumbo Cactuar and freeing Frailea. Showdown in the Sands Mission: Showdown in the SandsMissable sidequest Offered when you leave the Hollow: the fiend driven out of Cactuar Nation is heading for the Al Bhed camp. Accept, then fly back to the Celsius to prepare. Selecting Bikanel on the map starts the fight. Lost after: Taking the portal to the final battle. Boss: Angra Mainyu boss 333,444 HP, with Zarich (immune to physical, drains MP) and Tawrich (immune to magic, Bloody Breath for Confusion, Silence, Darkness and Poison), 5,440 HP each. Perdition's Flame hits ten times at random; Demi, Flare, Osmose; it revives and heals its arms. Two Dark Knights on Darkness, which hits all three and ignores defense, plus a White Mage or Alchemist. Ribbon on the healer, Poison, Silence and Darkness protection on everyone. Or drain its MP dry and it can only Osmose. Steal Megalixir. Drops Ribbon. Mercurial StrikeUnconfirmed garment-grid For beating Angra Mainyu. Scene: back at Cactuar NationMissable scene Return to Cactuar Nation after the fight for a short scene and Yuna's line about Marnela. Story Completion, and the Bikanel Episode Complete, which counts toward Mascot. Lost after: Taking the portal to the final battle. Bikanel: digging Dig: Assemblies to 38 points in Attack, Defense and SpecialMissable sidequest Only after the first Djose fight. Yellow X marks are Assemblies: A is worth 1 point, S 3, Z 5. Levels: 0–3 is 1, 4–9 is 2, 10–19 is 3, 20–37 is 4, 38 and up is 5. All three stats need level 5. Attack parts lean West, Defense South, Special East, North and Central. You cannot see the total in your inventory; the machine's level at Djose tells you. Lost after: Taking the portal to the final battle. Desert Key key-item Dug from a white X in the Central Expanse, which you open by dispatching a chocobo to Bikanel from the ranch. Ride the chocobo there and no fiends interrupt. Horn of Plenty garment-grid The locked chest in the excavation camp. The Desert Key opens it. Djose Temple: the rematch Boss: Experiment (level 5)Missable boss Talk to the technician by the Chamber of the Fayth with a Repair Manual. Its loop: Rocket Launcher (ten random hits), Attack, Rocket Launcher, Attack, Lifeslicer (kills outright), Annihilator (about 1,500 magic damage to everyone, ignores Magic Defense, delays turns), Attack. Defense level 5 halves your damage; Darkness ignores it. Mighty Guard at the start, Auto-Life (Salvation Promised) if you have it. Bring a Gun Mage and keep them alive to learn Annihilator; this is the only enemy that uses it. Lost after: Ending the Djose episode. Once the episode is complete the machine can never be fought again. Scene: Rikku after the full-level winMissable scene Story Completion. With Paine's earlier line, this gives the Djose Episode Complete. Lost after: Taking the portal to the final battle. Magical Dances, Vol. IIMissable Sources disagree key-item The reward for beating the Experiment at full level. Lost after: Ending the Djose episode without beating the level 5 machine. Sources disagree: Three sources give it for the level 5 win; one says the first win. Achievement: Dancing QueenMissable achievement Obtain Magical Dances, Vol. II. Lost after: Ending the Djose episode without beating the level 5 machine. Bevelle Via Infinito: Cloisters 0–20 Chapter 5: Mushroom Rock and the Den of Woe Mushroom Rock Road 2,500 gilSources disagree item Near the start of the road. This chest is refilled each chapter, and this is its last and largest amount. Sources disagree: Guides place this chest in two spots: on the ledge reached by the lift in the northern alcove, beside a Mega-Potion chest, or in the alcove by the Save Sphere on the ravine path. Both are near the start of the road. Mega-Potion (only if left in Chapter 2) item On the lift ledge in the northern alcove. This chest was placed in Chapter 2 and never refills. If you opened it then, it is empty now. If you did not, it is still waiting. Mission: the Youth League tournamentMissable scene Youth League route only. Talk to Yaibal's group where you enter the road, then fight your way north through squads of League soldiers, Elma among them, to Lucil. The last few fights come with no break between them, so heal before the end of the road. Winning gives Mission Complete and **Episode Complete** for Mushroom Rock Road. Lost after: Taking the portal to the final battle. Lucil boss 7,324 HP, no weakness, immune to Gravity. Steal a Chocobo Feather; she drops a Circlet. She buffs herself with Light and Lunar Curtain and casts Doom (Harbinger) early. Dispel the buffs and hit hard rather than turtling. Doom only kills if the fight lasts long enough. Turbo Ether x3 item Drop into the ravine. One of three new chests on the floor of the gorge. Elixir (ravine, first) item On the ravine floor with the Turbo Ethers. Elixir (ravine, second) item The third ravine chest. Youth League headquarters The Den of Woe All ten Crimson Spheres progression The door at the bottom of the ravine opens only with all ten in Key Items. Four could only be had earlier: 9 (Chapter 1, Ormi at this ravine), 4 (Chapter 3, Chateau Leblanc's hidden passageway), 1 (Chapter 3, Bevelle after the Malboro fights) and 5 (Chapter 4, Leblanc in the engine room). 6 and 8 come from the Via Infinito. If the door does nothing, one is missing and the Den is shut for this file. Scene: the Den of WoeMissable scene Save at the Save Sphere in the gorge, walk to the door with all ten spheres, then follow the arrow east and jump the chasm. The five fights that follow are back to back. There are no chests inside. Clearing the Den is part of Mushroom Rock Road's Story Completion share, so 100% needs it. Lost after: Taking the portal to the final battle. Rikku boss Yuna fights alone. 7,800 HP. Steal Bushido Lore; drops Black Lore. She is fast and evasive but hits for little. Pick Yuna's grid and dressphere before you go in, because she is solo for two fights. Paine boss Still Yuna alone. 9,200 HP. Steal Sword Lore; drops Champion Belt. Only a normal attack, but it is quick and hurts. Protect, then Power Break, and heal before you think you need to. Baralai boss Rikku and Paine rejoin. 12,220 HP. Steal Nature's Lore; drops Crystal Ball. Dispel his Not-So-Mighty Guard and Regen. He uses Drill Shot, which takes 75% of a target's max HP. Protect softens it. Drill Shot (Gun Mage Blue Bullet)Missable ability Have a Gun Mage on the field when Baralai uses it. This is the second and last chance for this bullet. If a Gun Mage learned it from him at the end of Chapter 2, you already have it. Lost after: Baralai falls without Drill Shot having hit a Gun Mage. Gippal boss 14,800 HP. Steal White Lore; drops Kaiser Knuckles. Pilfer Gil takes a large sum off him. Grinder, Bullseye (about 9/16 of current HP), Flash and Hush Grenades, and Mortar on the whole party as his HP drops. Mighty Guard and a dedicated healer handle it. Mortar (Gun Mage Blue Bullet)Missable ability Gippal in this fight is the only place the story offers Mortar. He uses it more as his HP falls, so keep a Gun Mage standing and do not finish him early. Lost after: Gippal falls without Mortar having hit a Gun Mage. NoojSources disagree boss 23,800 HP, resists magic, so use physical damage. Dark Knight's Darkness works well. **Lightfall does 5,000 to everyone once.** Every character needs more than 5,000 max HP, or a Stamina Tonic before it. Greedy Aura takes 3/8 of everyone's HP and MP. Steal from him before the kill. Sources disagree: Sources disagree on when Lightfall comes. Most say once, when his HP falls below 3,000. One puts it at 75% of his HP. They also disagree on whether Arcane Lore is the steal and Magical Dances, Vol. I the drop, or the reverse. Magical Dances, Vol. IMissable Sources disagree key-item Steal from Nooj before he goes down to be safe either way. Lost after: Leaving the Den of Woe. Sources disagree: Most sources have it as Nooj's drop and a guaranteed Den reward. One has it as his steal. Supreme LightMissable garment-grid The Den's reward. Lets any dressphere use the White Mage skills you have learned. Crossing its gates adds Auto-Life and Holy. Lost after: Taking the portal to the final battle without clearing the Den. Chapter 5: The Farplane and the ending Point of no return: The portal that opens in the Farplane Glen after Anima and the Leblanc scene. The Save Sphere beside it still takes you back to the Celsius, so save there and keep that slot. Once you go through the portal there is no way back to the airship. Every unfinished episode, the Via Infinito, the Den of Woe and the Celsius scenes are then lost for this file. A clear save after the credits starts New Game Plus with Story Completion carried over.
Before you go down Road to the Farplane Mega-Potion x2 (Besaid route)Sources disagree item The floating islands on this route carry you back up the path. Ride them four times and a chest appears. Sources disagree: One guide lists several Mega-Potion chests along this route. The others list one, which shows up after you have ridden the backtracking islands four times. Arcane TomeUnconfirmed accessory One of six chests on the five routes. No walkthrough places it. The most likely spot is a second chest on the Besaid route. Mana Tonic (Kilika route) item Along the path after the second big platform. Flame geysers reset you if they catch you, so wait for each to die down before running. Turbo Ether x2 (Djose route)Sources disagree item Go back to the first set of islands and ride the first one across to a side branch, then follow the branch to its end. An empty chest sits partway along; the real one is at the far end. Sources disagree: One guide says one Turbo Ether. Djose route stone puzzleSources disagree reference A gap blocks the way to the first big platform. Backtrack to the strip in the middle of the first islands and push the three anchored islands into place to bridge it: left to 3, right to 1, middle to the spot left over. Sources disagree: Two guides give left to 3, right to 1, middle to the last free spot (2). A third gives left to 2, which leaves no spot for the middle stone and looks like a typo. Elixir (Bevelle route) item The easiest route. The one chest is between the first and second boss platforms. Shining Gem (Calm Lands route) item Just before the last big platform. Teleporters on this route throw you back. Keep heading downhill, and if one sends you up, jump to the path above and look for the one that moves you forward. Shiva boss 14,800 HP. Absorbs ice, weak to fire. Steal Snow Ring; drops Crystal Gloves, rarely Regal Crown. Heavenly Strike halves HP and MP and inflicts Stop, so bring Stop protection (Kinesis Badge, Ribbon, Shmooth Shailing). Diamond Dust hits everyone for about 1,000. Magus SistersSources disagree boss Sandy 10,330 HP (steal Potpourri), Mindy 9,788 (steal Chaos Shock), Cindy 12,240 (steal White Cape). **Delta Attack needs all three alive and drops one character to 1 HP.** Kill one fast, then spread out. They are evasive, so Dark Knight's Darkness or other sure hits work best. Sources disagree: Guides split on who to kill first. Most say Mindy (the fastest and frailest). One says Cindy. Any kill ends Delta Attack. Anima boss 36,000 HP. Weak to Holy, resists the elements. Steal Fury Shock; drops Tetra Band. Pain lowers stats and inflicts Poison, Silence and Itchy, and Oblivion is 16 hits on everyone. Ribbon or Shmooth Shailing on your key people, Shell early, a White Mage casting Curaga and Esuna, and physical damage. Immortal Soul garment-grid Given by the story after the third guardian. Cure and Life always on, with Cura, Curaga and Full-Life on its gates. Scene: Leblanc in the Farplane Glen scene Walk up to Leblanc after the last fight. Talk to her, Ormi and Logos. She runs a basic item shop here from now on. The portal and a Save Sphere appear after this scene. MegiddoMissable garment-grid Go down all five routes. After the first full descent you are not made to refight the bosses. Use the Glen's Save Sphere to go back to the Celsius and pick another route from Brother. Completing the fifth gives Megiddo: any learned Black Mage skill, plus Flare and Ultima through its gates. Lost after: Taking the portal to the final battle before finishing all five routes. Back on the Celsius The Heart of the Farplane The portal in the Farplane Glen progression The point of no return. Save on the Glen's Save Sphere in a slot you keep. Inside, one more Save Sphere sits before the last puzzle, but nothing takes you back to the airship. Piano barriers and Azi Dahaka reference Each barrier opens to a short tune. Step on the glowing note pads to hear it, then play it on the keyboard: So Mi Re, then Do Ti La So, then Fa Mi Fa So Do. The last stretch has you jump across note platforms to play the whole melody in order. Forcing a barrier or landing on a wrong note starts a fight with Azi Dahaka (about 146,000 HP). It cannot be escaped and is never worth it. Megalixir item On the right-hand path near the second keyboard. Turbo Ether x3 item On the right side near the third keyboard. Paine's Sphere key-item Gippal hands it over on the path north of the third keyboard, and the party watches it. Mega Phoenix x2 item On one of the note platforms during the final jumping puzzle (the fifth stop). Vegnagun (Tail) boss 34,200 HP. Steal X-Potions; drops a Megalixir. Opens with Noli Me Tangere (1,250 to all) and uses it again below 25%. Tail Beam takes about a third of one character's max HP. Protect, one healer, two hitters. Vegnagun (Leg) and Nodes boss Leg 18,220 HP: steal Elixir, drops Mythril Bangle. The three Nodes have 300,000 HP each; ignore them. They cycle colors: red attacks, green heals and buffs the Leg, yellow casts elemental magic. Kill the Leg. Ribbon or Berserk protection helps, and so do elemental Tetra accessories. Vegnagun (Core) and Bulwarks boss Core 33,040 HP: steal Turbo Ether, drops Megalixir. Bulwarks 3,000 HP each. The Left Bulwark dispels and Breaks, and the Right one buffs. Keep both down; Darkness hits them together. The Core charges three times, then fires Memento Mori on everyone. Shell up before it lands. Vegnagun (Head) and Redoubts boss Head 38,420 HP (steal Megalixir), Redoubts 2,500 each. Kill both Redoubts to make the Head targetable. It revives them, so kill them again. Nemo Ante Mortem Beatus at 80/60/40/20% hits up to about 1,500 each, so stay above that. **Hidden timer: Shuyin's seventh line fires the cannon and the game ends.** Do not stall. Shuyin boss 23,850 HP. Steal Hero Drink. A short, hard-hitting fight with moves that will look familiar. Terror of Zanarkand can knock someone out. Keep Protect up and a Phoenix ready. Scene: the last battle scene The final 4% of Story Completion. 96% going in is 100% coming out. The ending