Mission 7: Back to Guadosalamsmallspiral


100% scenario Items Extras
Complete "Recover the stolen sphere" mission

Gold Hairpin*, Heady Perfume*

Crimson Sphere 10

"Healing Light" grid




*depending on how successfull you are with the minigame

In Guadosalam
(13)It's fan-service time!
You can enter the Castle now that you're in disguise. After a short cutscene, take the only door on the floor and walk some in the living room to trigger a scene with Ormi and Logos. Now head upstairs and once you're in Leblanc's room, a new minigame will start: it's fan service time, boys (13)!

Your aim is to satisfy Leblanc by selecting the right point to massage; depending on your success, you'll be awarded with 0, 1, 2 or 5 points. You must reach 32 points in 15 attempts. If you succeed the 1st time, you'll find a Gold Hairspin in a chest in the secret zone behind the passage downstairs. If not, you'll have to try again, with this time points will be 0, 2, 3 and 5, and you'll nail "only" the Heady Perfume. Note that both accessories can be very helpful, so it's pretty much a win-win situation!

minigame grid
Ok, this how her "back" looks like. The blue squares are worth 0, the green ones, 1, the yellow 2 and the red 5. You start with a 3x3 blank grid that covers a part of the one represented here. Select a point to massage. Depending on which color you end up with, you can go for another spot, trying of course to locate the red one: once this is done, you start with a new grid (understand, you're on another part of her "back"), and so on until you've tried 15 times

Now that Leblanc's asleep, you can head back to where Ormi and Logos were, in the living room. Examine the wall at the back where Ormi was standing when you were told to go see Leblanc earlier: it's where's the switch to open the secret zone. After only a few steps, you'll be joined by the terrible twosome again

Boss Strategy

Ormi: HP 1640 MP 40

I won't even put the goons' stats, since you're gonna deal with them during the first turn, right? You can keep the same strategy as before with Ormi, but be aware of the fact that he tends to deal a lot more damages than the previous time. Be especially on your guards when he starts to get low on HP: he'll use his Huggles attack that can deal more than 1000 HP worth of damages to one girl at a time. I strongly recommend a white mage in the team, for obvious reasons. Don't wait to revive a girl if she's down, or you'll be sorry....

Once you've disposed of Ormi again, you can continue to explore the zone: you'll quickly see a Save Sphere in front of you, and further ahead a door. Save your game and push the door; behind it you'll find the reward for the massage minigame. Now back in the hall take the path on your right and follow the red arrow on the map to enter another room where awaits another Crimson Sphere, and where Ormi, with Logos this time, will join you for some more fun....

Boss Strategy

Logos: HP 1432 MP 64
Ormi: HP 1840 MP 42

If you have anything at all that can protect you from poison or petrify, now is the right time to use it, especially for the later. Poison causes you to lose a little HP each turn alright, but if one of your girl gets petrified, Ormi may use his Supercollider attack right behind and she will shatter into pieces with no way to revive her until the end of the battle. Also, Logos uses his Russian Roulette, but I have honestly in all my encounters with him never had too bad of a surprise so far, so unless you get very unlucky, this shouldn't be your first concern. In terms of attacks, use the same strategy as before and, if you're lv 25 or above, you should encounter little trouble defeating the terrible twosome

A new red arrow has appeared on the map: follow it and you'll reach a wall that hides yet another secret passage. When you get close, spikes will suddenly appear, nearing dangerously....don't walk away! In the contrary, walk towards them and you'll find yourself by a first switch. Activate it and go back to where you came from, this time letting yourself drop in both pits to activate switches 2 and 3 (if you hadn't done so before reaching switch 1). The passage is now open: save before going there as another battle awaits as soon as you've entered the room down the way, where your precious lost sphere is

Boss Strategy

Leblanc: HP 1380 MP 460
Logos: HP 989 MP 70
Ormi: HP 1344 MP 45

This time again, Logos will use bullets with various status effects. Petrify is again an issue, but this time around, he also can use death-inducing bullets. You'll need your white mage even more, first by casting Protect, and then by reviving or casting Cura/Curaga on her comrades. Moreover, with Leblanc there too, they can execute a special technic that will deal at least 300 HP damages to all three girls: they can't perform this attack as soon as one of them is defeated, so try to get rid of Ormi as fast as possible

Otherwise, the same rules as above apply. Leblanc casts Mighty Guard early in the game, but you can counter it with Dispel. Save her for last, as she doesn't pose too much of a threat on her own. With your victory, you'll be rewarded by a "Healing Light" grid

Now you're brought back to the Celsius, but not for long! You will be sent to Bevelle without having time to do anything

Mission 8: Bevellesmallspiral


100% scenario Items Extras
Complete "Infiltrate Bevelle" mission

8x Potion, 1x Hi-Potion, 2x Phoenix Down, 4x Ether, 10x Remedy

1x Chocobo Feather

Glass Buckle, Pearl Necklace, Ribbon, Wring, Bloodlust

"Downtrodder" grid

"Dark Knight" dressphere

3500 Gils




Alright, now is when the game gets really serious, especially in terms of storyline, but Bevelle is also quite the playground, as you're about to learn by yourself.... You arrive at the bridge. To cross it, you'll have to take care of all the soldiers who'll try to stop you first....unless you've given the sphere earlier to New-Yevon (which means you will not get 100% scenario at the end of the game). Notice also that Barman is standing by the save sphere: you can buy supplies from him if you want. Once you're inside the temple, don't take the porter yet; instead, follow the way on your right. Inside the room, go climb on the platform: you're shown that this opens a passage somewhere else. Now go back on your steps and take the left this time: you'll soon stand in front of the passage you've just seen. Climb and fall into the next room. Press X when close to the pedestal in the SE corner of the screen: you've just changed the course of the porter. You can now go take it

inside bevelle
(14) Inside Bevelle
You'll find yourself in a familiar place for all FFX players: the cloister of trial of Bevelle. Don't worry, it's not gonna be as complicated as the first time around. You can see fiends blocking the way or ready to literally fall on you. If your levels are below 20, I strongly suggest you take time to level up a bit, since there's a save sphere not far ahead. Go east to find some Remedies in two seperates chests at the end of each alley. Now go west and take the way down to grab 3000 Gils. Head back and up: before exiting the cloister on your right, go all the way left for 4x Hi-Potion, and don't miss the Potions and Phoenix Down on the way out. Next screen, take the right again to arrive in the antechamber, where a save sphere stands in the middle: I strongly suggest you save here, as you're about to jump in the unknown, qute literally. There's also 1x Chocobo Feather in the chest. In the Chamber of the Fayth, join Paine and Rikku, which will trigger a short scene, at the end of which you'll find yourself in the restricted area (14). Approach the edge of the balcony where you stand: this will set off the alarm. You better move now!

Go SW to examin the pedestal and you'll be given clues about how to enter the restricted area. Now head north along the balcony's edge: at one point, Yuna will jump on a chain and slide down all the way until the center of the area. This is where it gets tricky. In order to continue with your main quest, you must activate the towers in front of which the two lights are blue. Now you stand behind such a tower. Go to the front, take the stairs and examin the symbol before you by pressing X: you'll have to fight against the same kind of machina you defeated back in Kilika, but since you should be a lot stronger, it should be easy this time around

In all, there are 6 towers, three with blue lights, and three with white lights. Right now, only visit the towers with blue lights. Let's name the towers A to F, going counter-clockwise. You are standing right now at tower A. Skip the next one, tower B, as the lights are white, and repete the same procedure you followed at tower A to activate tower C. Battle, skip next tower D and activate the one after, tower E. This time, this is not a robot that welcomes you, but the familiar Precepts Guard, luckily not as strong as in FFX

Boss Strategy

Precept Guard: HP 3680 MP 9999
Immune against gravity, weak against Holy

This boss typically uses death during its first round on one of the girls, then repeatedly afterwards. There are several ways to deal with it: a white mage seems a good option, but you'll steal need a good stock of Phoenix Down - using an item is faster than using the life spell (for the same reason, do not use an Alchemist here). Another way to prevent your girls from being KOed that way is to equip them with the "Bitter Farewell" grid which you may have obtained in Macalania and have them switch dresspheres at the beginning of the battle, passing through the green gate - this will activate death protection for the battle. The other attacks are quite easy to deal with. You can use Warrior's Power and Defence Break, although he won't attack too much physically. He'll try to poison you, or to slow you down, which you shoud cure quickly with White Mage's Esuna or Remedy, especially Slow. He'll also use Gravity which reduces your current HP by ¼ but cannot kill you. Finally, there are Drain and Osmose, but that shouldn't pose a threat at all. Keep your white mage busy healing and curing you, and two characters attacking physically, and the victory is yours

It might be a good idea to move those plates a little more than necessary and fight several times against both Precept Guard and Georappella. For one, you'll rack in a lot of EXP and should level up in no time. If your levels are still quite low, I especially recommend levelling up against the Precept Guard. Why? After a few fights, you'll eventually run into an oversouled Precept Guard (oversoul every ten fight) and Georappella (oversoul every four fight). Now, the main difference when it comes to oversouled Precept Guard, compared to regular, is that its HP are doubled and it will use Magic Catalyst, increasing its magic regularly during the battle. It also uses the physical attack Punch, but all in all, it is a battle that is fairly manageable. Oversouled Georappella is more difficult to deal with if your levels aren't high enough. Cast reflect and try casting slow on Georappella, but beware of its Punch - after a while, if the battle drags on, it will start to use it repeatedly, hitting all girls with one hit, and its Strength increases with every turn! Why bother then, you'll ask? Well, you can steal items from oversouled Precept Guard and Georappella that can greatly come in handy, especially at this stage of the game: steal a Recovery Bracer from oversouled Precept Guard, which will give you Auto-Regen, and a Short Circuit from oversouled Georappella - it allows its wearer to absorb both Thunder and Water elemental attacks! Two great accessories, and a few more interesting items dropped, that are definitely worth fighting for!
Ok, now you have to know that at this point of the game, you can get a very, very, useful item: a Ribbon. For those not familiar with the FF series, the Ribbon is an accessory that can protect you from most negative statuses. But to get that now, you’ll need to stay for a little more fun with the towers. If you feel like you may not be up to tomuch more fighting, you can come back get the Ribbon in either chapter 3 or 5

You need to activate the other three towers: do the same you did with the first three towers. The only major difference is that you'll have to fight as 3rd boss another creature, also familiar to FFX players: a Georappella

Boss Strategy

Georappella HP 4420 MP 9999
Immune against gravity, weak against Holy

It casts elemental spells, so either keep your girls healed up all the time by a white mage and use the other 2 to deal physical damages, but there's a much easier aproach: cast reflect if you've already learned it, and you can just watch it hit itself with its own magic

Well, now all six plates are out, but you can't access the last three. Thing is, you must create a path, and therefore, move the plates accordingly. Here's how to proceed: if you examine a tower with the red lights, you select the plate related to it. Now go examine a blue lights tower to make the selected plate move and start another battle either against a precepts guard (tower A) or a Georappella (tower C). Here's the order in which you can examine the towers: F, A, E, D, E, B, E and C. This is a pretty fast way to get all the plates in place, but you could wish to mess with those towers a little more for some fast levelling up and fine items (see note on the right). Before leaving, you might consider getting a few more items by climbing up the chains behind towers C, D and F (last two will have you fight against an YSLS-99)

Follow the path created by the plates all the way down, enter the cavity and obtain the Ribbon from the chest there. Now go back up to 3rd plate to continue on your merry way, and with the story. Get the Ethers and Remedies before arriving at a junction: take the right way first to get the "Downtrodder" grid; now come back and take the opposite way. At one point, you'll stand before two columns: climb on one, then the other to create a passage before you can enter the gaol area. After a scene, you can either exit or try to get a few more items. First get to the chest NW with the 5x Phoenix Down. Now go back to where Ormi and Logos are standing. If you near the edge of the path south, at one point, you can jump down a little and access what may at first look like a drawing on the floor. Jump on it, and the gaol will stop moving. Get away and back on it, and it will start again. What you want is to climb on the gaol, so let it move until the "arm" that stops in front of Ormi and Logos brings the cage low enough for just the top to be visible. You can now climb on it, and Rikku will start manipulating the platform for you. Just ask her to start or stop the thing by pressing on square. You need them so that the top of one of the cage aligns with the third and upmost level to get to the chest on the left with the "Bloodlust" accessory, and another time with the lowest level to access a passage on the right that leads you to the "Wring" accessory. Now start the thing again until you can jump down back on the passage to take the path SW and exit the gaol

Your exploration is not over just yet, at least not if you want one of the most efficient of the whole game. At the end of the screen, you'll find yourself in front of 3 lifts: take the one on the right first. From where you stand, go straight on and let yourself fall: you'll be back to square one. Now take the lift in the middle. Climb to the top and the crest should glow blue. Take the lift back, use the last lift you haven't taken yet; from where you are now, you can see the 1st lift still waiting for you at the other end. Take it, and take the lift in the middle once again: now you must climb once again, and you'll see that somewhere, more stones appear to create a passage to a chest. Go back and take the lift on the right once again. Now stand on the 2 isolated switches to access yet another lift: take it and you'll find yourself in front of a save sphere. Save your game, and take the passage on the left first: you can finally access the "Dark Knight" dressphere

going in
(15) "Yuna....Rikku....I'm going in!"
Come back and take the right path: soon enough, you'll encounter the first of the 2 bosses you must defeat in order to complete chapter 2 (15). Not gonna spoil you, so I won't give you its name below (although it wouldn't be as much of a spoiler than giving away the name of the boss coming afterwards....)

Boss Strategy

HP 3380 MP 540
Immune against gravity

This battle is your only occasion to use one of the blue magics of the Gun Mage, Drill Shot, until chapter 5. Your enemy will use it after his HP have changed ten times; he then uses it on the one performing the last attack. A way to to make sure all your girls learn it is the following: have one girl change into gun mage, and the other two into whatever you want, although you may want to priviledge defensive-oriented jobs. Have your gun mage simply keep attacking. Keep an eye on the damages she makes, and don't hesitate to heal your opponent from time to time until he uses Drill Shot - he will automatically use it against the girl who's attacked him, namely your gun mage. Now you can have another of your girls become gun mage instead, repeat until all three have learned the ability!
This is a pain in the neck, but not as much as the next one. So if you experience too much difficulties to survive this encounter, load a saved game and go level up some more. You should be ok around level 25, and safe from level 30 and up. Protect is a must, since his physical attacks can deal at least 200 HP damage, and that his Drill Shot costs you 75% of maximum HP! Luckily, he shouldn't use that last one too much if you avoid using some of the gunner's abilities, especially Trigger Happy, against him. He too uses Gravity (-1/4 of current HP on all girls), but you should pay more attention to his special attack, Looming Glacier: not only does it reduce your MP to 0, but it induces Stop as well. Use a Remedy, or the spells Esuna or Booster at once if you haven't equiped accessories that prevent this status. Use the abilities Power Break, Defence Break and, if you've opted for a Dark Knight, you can force the issue in your favor by using the Darkness ability as well

bevelle battle
(16) Talk about a surprise....
Go back to save, as another boss is waiting for you at the end of the passage (15). You thought the previous one was a surprise: you've seen nothing yet!

Boss Strategy

HP 8400 MP 9999
Immune against gravity

Cast Protect immediately; you can cast Shell too, but remember that your healing spells (including Pray) will not be as efficient that way either. The boss follows always the same pattern: 3x physical attack (about 100-150 HP damage, sometime Curse can be cast instead of the first attack), 2x Impulse before a countdown starts that announces the lauching of the Mega Flare attack (between 300-500 HP damage to all girl). Do not worry too much: since Impulse is Gravity-based, and therefore cannot kill you, all you have to do is make sure you're healed when he throws Mega Flare at you (or that you're at least above 700-800 HP) and keep your White Mage ready to cast Cura or Curaga just after that to avoid being KO'ed by his next physical attack. Otherwise, keep on attacking it with physical attacks yourself, or with Darkness if you've elected to add one or two Dark Knight to your line-up, and you should be victorious



This concludes Chapter 2: proceed to Chapter 3