Chapter 4: CommSpheres and the Thunder Plains concert
Story mode. Written for a first playthrough and kept free of spoilers — it will not tell you what happens here, only what the game is asking of you.
47 things here are lost permanently, and 2 more you can get another of later. Everything below is worth taking as you pass it. The completionist tab lists every one of them with the exact moment it stops being obtainable.
Chapter 4 is short and strange. Almost the whole map is closed. What you can
do is watch, through the CommSpheres Shinra set up last chapter, what everyone
in Spira is up to. It is optional, it is slow, and it is most of the chapter’s
worth. Do it.
Back on the Celsius
Follow Paine up to the deck and talk to her. On the way back, the engine room
has four chests again, and the cabin is open: rest in it. Then go to the
bridge for a conversation and an Al Bhed Primer. Shinra has two new spheres for
you in his Treasure Spheres menu; watch them.
Save before you start the CommSpheres.
Watching the CommSpheres
Talk to Shinra and choose to view the CommSpheres. The first round has four
places with something to see. Turn the camera when nothing seems to be
happening — somebody usually walks into frame if you look the right way, and
some scenes only play if you wait.
After those four, talk to Buddy, then to Paine on the bridge.
Shinra then has a second, much bigger round. Most places play a different
scene every time you view them, so keep coming back until a place repeats
itself or goes offline. Zoom in on doorways and faces. Some scenes need a long
silence before the important line. The hot springs on Mt. Gagazet alone run
to about fifteen.
One place needs you: Rin on the Mi’ihen Highroad is investigating, and you
help by switching cameras and calling him over when you spot something. Save
before you start that one. Pay attention to what you see.
Finish this round before you take the next job. The CommSpheres move on once
you do.
The Moonflow
Talk to Buddy and agree to the Moonflow. Tobli is running from people he owes
money. Follow the road to the dock, double back when he races past, cross the
river on the shoopuf and chase him up the far bank. A garment grid is the
reward.
The rehearsal
Back on the airship, a short rhythm minigame. Your score decides the prize,
and the top one is excellent. Stay in step with Rikku. Save first if you want
to retry.
Then watch the CommSpheres once more. A third, shorter round is waiting.
The Thunder Plains
There are six chests out on the plains. Then the job: fiends are bothering the
audience, and a new cave has opened on the east side. Follow the arrow on the
mini-map. Some paths only go one way. Grab the chests as you go.
The boss in the north end is weak to ice and ignores magic. Hit it physically —
with ice if you can — and keep healing.
After the concert
When the show is over and you are back on the bridge, do not talk to Shinra
yet. Take the lift down to the engine room first. Someone is waiting there
with something you need.
Then talk to Shinra. That ends the chapter.
Worth doing on a first run
How this page was made
Researched across 6 community walkthroughs and written from scratch — no source’s wording appears here.
Completionist mode. Full spoilers, in play order, with every permanent loss called out before you reach it. 3 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
47 things here are lost permanently, and 2 more you can get another of later. 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. Everything is listed on the missables page.
Spoilers from here.
Chapter 4 runs from 59.6% to 75.6%, and roughly half of that sixteen
percent is optional CommSphere viewing. None of it comes back. Two rules carry
the chapter:
Exhaust each CommSphere wave before the next story beat. Wave 1 and wave
2 come before the Moonflow mission; wave 3 comes after the rehearsal.
After the concert, go to the engine room before you talk to Shinra.
Talking to Shinra ends the chapter, and Leblanc’s Crimson Sphere 5 goes with
it. Without that sphere the Den of Woe never opens.
Save at the Celsius Save Sphere before every wave, so a skipped scene costs you
a reload and not the scene.
The Celsius
The opening scenes play by themselves. Then:
Talk to Paine on the deck. A Story Completion line.
Rest in the cabin. Worth nothing now; a Chapter 5 scene needs a rest in
every chapter.
Bridge conversation with Buddy, Paine and Rikku, and at least one Al
Bhed Primer.
Crimson Records 2 and 3 from Shinra’s Treasure Spheres menu. Baralai’s
“Ammo!” and his question about “Operation Mi’ihen” are the tracked lines.
Wave 1
Four places have something:
Besaid — pan right to Wakka’s house and wait for him.
Kilika Port — Dona’s tour of the port.
Mushroom Rock Road — Yaibal on trouble in Bevelle. Youth League route
only; on New Yevon the sphere goes into the sea.
Bevelle — Maroda by the gate. If nobody shows after a couple of minutes,
turn the camera away and back.
Then talk to Buddy, and to Paine until she brings up the Hymn of the Fayth.
That Paine scene is lost the moment you start the Moonflow mission.
Wave 2
Shinra’s second round, the big one, and about 4.4% on its own. Places cycle
through a fixed sequence of scenes; keep viewing until a place repeats or goes
offline. The lines that count:
Besaid (7 views): Yuna and Wakka, “Is it time?” (third scene, stay until
he leaves), and Beclem scolding the Aurochs (sixth). The seventh — a ball
knocking the sphere offline — ends Besaid for this wave, so see the sixth
first.
Kilika Temple: zoom in on the entrance for Barthello. He breaks the sphere
afterwards.
Luca: Shelinda’s third interview, with an Al Bhed man about the blitzball
season.
Djose: the Al Bhed “holding the fort” scene, and an Al Bhed Primer after
it. Keep viewing until the pair strip the sphere for parts; a second primer
comes out of this CommSphere’s run too.
Guadosalam: Ormi saying Leblanc went looking for Nooj. Stay until he
leaves.
Thunder Plains: pan right to catch the chocobo in Shinra’s ChocoPorter
test.
Macalania Woods entrance: Bayra, Donga and Pukutak.
Macalania Travel Agency: zoom in on the door for O’aka.
Bikanel excavation camp: pan left for Nhadala.
Chocobo Ranch: view it until Clasko is talking to a chocobo. This needs
a chocobo caught in Chapter 3. Without one he talks to himself and the line
never fires.
Mt. Gagazet gate: wait for Kimahri to walk over and hear about the
concert.
Hot springs — about fifteen scenes, eight that count: Tobli tripping out
of the water, Buddy’s massage (pan right), O’aka practising, Isaaru with
Maroda and Pacce, Lucil and Elma on Clasko, Maechen and the monkey (pan
around, wait past his “Pity.”), Nhadala with Rin and Cid, and Dona alone.
Several of these need you to sit through a long silence after the last line.
Leave too early and the scene does not count.
Mi’ihen Highroad: Rin’s investigation, worth two lines. Save first. Zoom
in on the Travel Agency door and offer to help. R2/RT switches cameras; Circle
/B calls Rin. Call him to each clue as it happens — footprints by the ruins,
markings by the Newroad crowd, the wounded man at the hover crash, the
chocobo eater passing the agency, the woman at the console, the man on the
roof. The evidence should point at Rikku. You do not get to name anyone
in Chapter 5: Rin announces a culprit the game picks from what you did on
the Highroad in Chapters 1 to 3 and the calls you make here. Rikku, the
Chocobo Eater or Calli gives Episode Complete; Rin himself or the Prophet
gives Episode Concluded. Only Rikku pays Ragnarok.
Wave 2 closes when you take the Moonflow mission, so finish it here.
The Moonflow: Where’s Tobli?
Talk to Buddy and pick “You bet”. Tobli is dodging debt collectors. Walk the
south bank to the dock and the Save Sphere bench, turn back when he scooters
past, cross on the shoopuf, and chase him west along the north bank until the
last collector gives up near Guadosalam. Black Tabard is the reward.
If your Publicity campaign is under 400, the Moonflow is the only place left
to campaign before Chapter 5. Talk to the people along both banks. One account
also has an old woman just outside Guadosalam who still listens; the others
do not mention her, so try her on your way past.
The rehearsal
A short rhythm game aboard the Celsius. It counts for Story Completion whatever
you score. The prize is set by your score, and you get one:
Score
Prize
0–49
Pearl Necklace
50–99
Safety Bit
100–149
Sublimator
150+
Shmooth Shailing
Shmooth Shailing is a Ribbon and more — it blocks even Death — paid for with
permanent Slow unless the wearer also has Auto-Haste. Syncing with Rikku is
where the points come from. Save before you start.
Wave 3
Shorter, about 2.4%:
Besaid: Beclem recalled to headquarters (zoom in on him) and Lulu and
Wakka at their tent (pan right). Beclem’s goodbye is the scene the Chapter 5
Besaid episode needs for “Episode Complete”.
Kilika Port: Dona’s failed apology, and Dona tying the sphere to a
balloon.
Kilika Temple: Barthello (zoom in).
Mushroom Rock Road: Lucil (“no intention of starting a war”) and Yaibal
being told to sneak out.
Moonflow: Elma and the shoopuf that won’t take her chocobo (pan left).
Guadosalam: Ormi on the concert.
Macalania Travel Agency: O’aka swearing he’d have sold tickets.
Zanarkand: Isaaru hearing about the concert, and later Isaaru on the
ground doubting himself (pan left).
Luca cycles five random scenes that count for nothing; Djose, Bevelle and the
Thunder Plains have nothing worth the time.
You should be at 71.6% now.
Thunder Plains: Concert Clean-up
Surface chests first: Echo Screen x6, X-Potion, Glass Buckle in the south
half; Phoenix Down x4, Petrify Grenade x2, Turbo Ether in the north.
The Fiend Haunt opens on the east side. Head west first; some paths are
one-way and the boss is in the north. Chests: X-Potion past the first
fork, Haste Bangle on the north side, Phoenix Down x2 at a dead end past
a platform gap, Elixir in a small clearing, and Black Ring in the boss
chamber after the fight. The mission completes when you walk out.
Zalamander
HP
Weak
Immune
Steal
Drop
12,850
Ice
Magic
Sublimator
Crimson Ring
Magic does nothing, so bring physical damage with ice on it: Ice Brand from a
Warrior, Arctic Winds, an Icy Gleam. Flame Breath is about 300 fire to
everyone — NulBlaze Rings cancel it. Tail Smash takes a quarter of max HP
and delays. Mighty Guard or Protect and Shell first, then Darkness Dance. If
you are on New Game+ and it Oversouls, it gains heavier tail attacks and a rare
Freezerburn steal. Beating it unlocks the “Dousing the Fire” trophy or
achievement.
The concert, and the engine room
Listen to the crowd arguing, talk to Tobli, choose “On with the show!” and
watch. Back aboard, follow Rikku and Paine to the bridge for Maechen.
Now the engine room, not Shinra. Take the lift down. Leblanc, Ormi and
Logos are waiting, and Leblanc gives you Crimson Sphere 5 with a line that
counts for Story Completion. Then go up and talk to Shinra, who plays the new
sphere and closes the chapter at 75.6%.
What talking to Shinra closes
Every CommSphere scene in all three waves.
Paine’s Hymn scene (already gone if you took the Moonflow job first).
Leblanc’s scene and Crimson Sphere 5.
The Chapter 4 cabin rest.
The rehearsal prize.
Publicity top-ups.
Everything in this area
The Celsius
CommSpheres: wave 1
CommSpheres: wave 2
The Moonflow
The rehearsal
CommSpheres: wave 3
Thunder Plains
The concert
How this page was made
Researched across 14 community walkthroughs and written from scratch — no source’s wording appears here. 3 are marked where sources disagree with each other — we have not picked a winner for you.
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