Chapter 5: Moonflow, Guadosalam and the Thunder Plains
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.
11 things here are lost permanently, and 1 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.
The Moonflow
Head east along the south bank. Tobli and his band are set up by a half-sunk
shoopuf. Talk to him and say “Let’s go onstage!”. Stay as long as you like
(the shoulder buttons change the camera), then press cancel to finish.
Guadosalam
Walk toward the Chateau and the musicians play. Talk to Tromell again and the
story here wraps up.
Then come back. There is plenty left in town:
Tobli’s office has a chest for you. What is in it depends on how well
you have looked after him all game.
The locked door in the north-west of town. Talk to Tromell beside it and
he lets you in. There are two chests inside and a Guado woman worth talking
to. Talk to Tromell once more before you leave.
Chateau Leblanc. Step inside once for a short scene.
One of the chests in that room holds a sphere. Take it back to the ship and
watch it with Shinra.
The Thunder Plains
The towers are being eaten again. Fight the monsters at each tower; the
minimap marks them, five in each half of the plains. Every fight leaves a
chest, and how good it is depends on how well you calibrated that tower
earlier in the game. It can’t be redone now, so just take what you get.
There are six ordinary chests on the plains too, three in each half.
When the reachable towers are clear, a red arrow points to the boss. It casts
a bundle of buffs on itself at the start and again at a third of its health,
so strip them with Dispel or a Dispel Tonic each time. It absorbs lightning,
and it drops a big multi-hit attack as it dies, so be healed for the last
blow. Accessories that block lightning help a lot.
Afterwards, say yes when you are asked about the hole, and go down. Someone
down there needs you. Remove anything that adds lightning to your attacks
before you reach the red arrow, because the fight there absorbs it too. Kill
the small machines around the boss early, starting with the one that stops
you healing.
Coming back to the cave
When you are done, the Al Bhed technician on the north plains will let you
back into the cave for a number puzzle with some very good accessories behind
it. It is optional and takes a while. Wear a Charm Bangle if you have one.
Worth doing on a first run
How this page was made
Researched across 5 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. 6 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
11 things here are lost permanently, and 1 more you can get another of later. Everything is listed on the missables page.
Spoilers from here.
The Moonflow
Tobli is on the south bank by a half-sunk shoopuf. Pick “Let’s go onstage!”
and the show ends the episode.
Complete here was decided long ago, by three jobs for Tobli:
Chapter 1, “Shave the Hypello?”: no bandit got away with cargo. That
needed Tobli spoken to before the Hypello in the first place.
Chapter 2: all ten tickets sold. Profit doesn’t matter.
Chapter 2, the troupe hunt in Macalania Woods: finished.
Miss any and the show goes on with something missing: Concluded.
Guadosalam
Approach the Chateau and Tromell’s musicians play. Talk to him again. Rikku
asks him to lead the Guado, and Bayra, Donga and Pukutak talk him into it. The
episode ends.
Complete here was decided on Mt. Gagazet in Chapter 3: Garik had to be
stopped in “Battle Blockade”. If he wasn’t, Guadosalam is empty and nobody
knows where the Guado went. Tromell’s four talks in Chapter 1’s Macalania
Woods and the Chapter 2 Chateau infiltration are also on the list.
Then come back down for the rest:
Tobli Productions. A chest in his office, with contents set by earlier
chapters:
Kaiser Knuckles (Strength +50): every Moonflow job perfect and Garik
stopped. The 100% route always lands here.
Crystal Ball (Magic +50): Garik stopped, but a Moonflow job failed.
Key to Success, which doubles what you earn: Moonflow perfect but Garik
not stopped. That route has already lost Guadosalam’s Episode Complete,
Mascot and 100%. Don’t plan a run around it.
Chateau Leblanc. Warp to the Guadosalam Save Sphere and step inside for a
short scene.
The sealed room. The door in the north-west that has been locked all
game. Tromell opens it for you, and talking to him there counts toward Story
Completion. Inside:
The Guado woman talks to Yuna about Lian and Ayde, and gives you
Tempered Will. The scene and the grid both need Lian and Ayde to have
been spoken to on the Thunder Plains in Chapter 3 and sent on their way.
Baralai’s Sphere and Tetra Bracelet (fire, ice, lightning and water
heal the wearer) in the two chests.
Talk to Tromell once more on the way out.
“Yevon’s Secret.” Watch Baralai’s Sphere through Shinra on the Celsius.
Baralai says the Crimson Squad is finished and Kinoc betrayed it. Counts
toward Story Completion.
The Thunder Plains: “A Fallen Genius?”
The mission starts on landing. Plain chests first:
Fiend Haunt, the cave you cleared in Chapter 4, has fresh chests:
Mega-Potion, Phoenix Down x3, Elixir x2, Haste Bangle, Black Ring.
Tower prizes
Every tower fight drops a chest whose contents depend on your best
calibration score at that tower, out of 30. Accounts differ on whether
Chapter 3 runs count as well as Chapter 2’s or the towers closed with Chapter
2. Either way the scores are locked now.
Tower
0–5
6–14
15–24
25–29
30
1
Ether
Ether x2
Turbo Ether
Turbo Ether x2
Elixir
2
X-Potion
Mega-Potion x2
Elixir
Elixir
Megalixir
3
Mega Phoenix
Mega Phoenix
Elixir
Elixir
Megalixir
4
Power Wrist
Black Belt
Hyper Wrist
Power Gloves
Champion Belt
5
Tarot Card
Hypno Crown
Talisman
Pixie Dust
Regal Crown
6
Yellow Ring
Lightning Gleam
NulShock Ring
Ochre Ring
Electrocutioner
7
Blue Ring
Watery Gleam
NulTide Ring
Cerulean Ring
Short Circuit
8
Red Ring
Fiery Gleam
NulBlaze Ring
Crimson Ring
Freezerburn
9
White Ring
Icy Gleam
NulFrost Ring
Snow Ring
Sublimator
10
Tetra Band
Tetra Gloves
Tetra Guard
Tetra Bracelet
Ribbon
Most guides list Silver Bracer and Gold Bracer at tower 5; the prizes are
Tarot Card and Talisman. The last tower is not on your walking
route. The red arrow takes you there once the others are clear, and that is
where the boss waits.
Boss: Humbaba
27,772 HP. Absorbs lightning, immune to Gravity. It opens with Mighty
Guard (Protect, Shell, Haste, Regen) and recasts it at a third of its HP
(about 9,250). Dispel it both times, with a White Mage or a Dispel Tonic.
Samurai’s Fingersnap works too. Its moves: Uppercut (a big hit on one, plus a
long delay), Tyrant Tail below a third (party-wide, plus delay), Thundara and
Thundaga, and Meteor, eight hits, used as it dies. Be fully healed before
the killing blow. NulShock Rings shut off the thunder. Reflect is useless,
because it absorbs Thundaga anyway and Meteor ignores Reflect.
Steal Hi-Potion x2 (rare: Ether). Drops Hi-Potion x4 (rare: NulShock Ring).
The mission ends with Valiant Lustre. The technician mentions a hole by
the tower. Answer “Yep, in the hole”.
Boss: Machina Panzer
Inside, go east, south, west, south, east, then north to the red arrow, where
Cid is. 30,500 HP, absorbs lightning, immune to Gravity. Three Watchers
lock a category of commands each at the start: A your physical attacks,
R your healing, S everything else. Kill Watcher-R first, or flatten
all three at once with Darkness from a fast Dark Knight. The Panzer’s normal attack is joined by Gatling Gun (up to
24 small hits) and Sorcery Ray, a party-wide blast at half and a quarter HP.
Shell blunts it. Power Break, Armor Break and Mental Break all land.
Steal the Oath Veil. It drops a Crystal Bangle. The win ends the episode,
always Complete here, and returns you to the Celsius with Cid. He hands over
an Al Bhed Primer. Talk to him on the deck (his line about the paint job
counts), then on the bridge with Brother (“Du fryd ouu fyhd”, which also
counts).
The New Cave
Optional and worth it. Talk to the Al Bhed tower technician on the north
plains to get back in. Wear a Charm Bangle: some door codes use your battle
count or the gil you have earned since entering, and with no fights both stay
at zero.
Each wall’s code is the sum of its two key numbers. The walls open in this
order: 3, 10, 11, 5, 1, 8, 12, 13, 9, 6, 7, 14, 2, 15, 16, 4. Every opened
wall shows two chests: one has the next clue, the other is empty. The
Thunder Plains towers guide walks every wall.
Treasure along the way: Diamond Gloves (west of the route to wall 10),
Hyper Wrist and Mystery Veil (near wall 11), Talisman (near wall 5),
Nature’s Lore (near wall 8; Berserker Instinct in any dressphere),
Corpus Invictus (near wall 14; teaches Full Throttle Break HP Limit),
Salvation Promised (on the way to wall 16) and, at the end, Force of
Nature: every element on the wearer’s attacks, and every element heals them.
One guide says Force of Nature only appears on a second clear.
Everything in this area
The Moonflow
Guadosalam
Thunder Plains
The New Cave
How this page was made
Researched across 13 community walkthroughs and written from scratch — no source’s wording appears here. 6 are marked where sources disagree with each other — we have not picked a winner for you.
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