Final Fantasy X-2/Farplane


 * Area Enemies
 * Aeshma -
 * Adamantortoise -
 * Aka Manah -
 * Arast -
 * Azi Dahaka -
 * Claret Dragon -
 * Dark Elemental -
 * Dolmen -
 * Earth Worm -
 * Gug -
 * Great Malboro -
 * Jahi -
 * Lich -
 * Omega Weapon -
 * Monolith -
 * Taromaiti -
 * Tindalos -
 * Varan -
 * Volcano -
 * Watcher-A - Should be taken out first with physical attacks only. Will only appear before defeating the Machina Panzer boss found on the Thunder Plains.
 * Watcher-R - Should be taken out first with physical attacks only. Will only appear before defeating the Machina Panzer boss found on the Thunder Plains.
 * Watcher-S - Should be taken out first with physical attacks only. Will only appear before defeating the Machina Panzer boss found on the Thunder Plains.
 * Wight -

Try to raise your characters to about level 65 before attempting the Farplane. Doing so will make all the random battles and boss fights a little more easier. When you are ready to travel to the Farplane, talk to Brother on the airship. He will give you a set of locations in which you can enter the Farplane. The location you choose affects the path and treasures you find along the way. Each one however will converge at a set of platforms where a boss battle must be fought to continue. After the last boss is fought, Yuna will find herself in the Farplane Glen. After that point you can travel the other routes into the Farplane without having to confront the bosses again.

You must travel completely down to the bottom of the chosen path before you can start another path. You will not have the ability to turn back or start another route until you have completed the previous. Following all five routes will award you with a chest that contains the Megiddo Garment Grid.

Besaid Island
The start of this path is pretty straight forward. You start at a small platform. Jump across to a short path. At the end is a chest with Mega-Potion x2. The path then leads to a set of small islands you must jump to. As you jump on them, they activate when you land. They will then move to a previous point on the path depositing you for a slight setback, ride these island four times to make a chest with Mega-Potion x2 appear before the next larger island. Arriving at the first large platform, you must fight Shiva. After defeating her, move to the end of the platform and the next set of pathway will appear.

Same as before, as you are traveling down the path, a set of small islands will try to confuse you by depositing you back further on the path. Again activate these four times to unlock another extra chest with Mega-Potion x2. On one of the island after the first short path, there also a chest with yet another Mega-Potion x2. Once you reach the large platform at the end of this path, The Magus Sisters must be fought. Continue on down to the next large platform after defeating the Magus Sisters. There are no more chests to collect, so just focus on making it to the end. Anima will be waiting for you.

Kilika Temple
Small geysers that shoot flames line the Kilika Temple path. If you touch too many of the flames, you will be teleported back to a previous location. To avoid being teleported, watch and wait for the flames to die down and then quickly run over them. The paths to the boss monsters are pretty straight forward. Each one curves downward toward the platforms where they are waiting. After the second large platform (where the Magus Sisters are fought) a lone chest along this path with a Mana Tonic can be found.

Djose Temple
Most complicated route as it involves a bit of a puzzle. Head down the route until you reach a dead end. There is a large gap before the first boss monster platform and no way to jump down. Back track a short distance until you reach the first set of islands you had to jump across. Hop across to the small strip of path that seems to be out in the middle of nowhere. There are now three island anchored to this small strip. Examine the first small island and the view will change. Now push the left most island toward the island numbered 3. Then push the right most island toward the island numbered 1. Now push the center island toward the last remaining island. This will form the missing path that leads to the large platform with Shiva. The path after Shiva leading to the Magus Sisters is straightforward, it curves down and around involving no extra steps.

But as far as the path leading to Anima, an extra step is needed in order to open the chest containing a Turbo Ether. Circle around the first path until you reach the first set of islands. Jump on the first island and it will move to a space between the main path and a side branch. Hop over to the side branch and follow it to the end. (Along the way there will be an empty chest. The chest with the Turbo Ether is at the very end.)

Bevelle Underground
Easiest route. It is as straightforward as it gets the entire walk down. Each path curves around to each boss monster platform. No extra puzzles or moving island in between. After fighting Shiva, before reaching the Magus Sisters, is the only chest on this path with a Elixir.

Calm Lands
The Calm Lands path attempts to trick you. A set of invisible teleporters will try to confuse you as you travel. Just keep heading on a downward slope and you should make it through with no problem. Keep an eye on the path after the first teleporter before Shiva. A set of geysers just like on the Kilika path will shoot out flames and attempt to set you back. Just wait for the fire of each one to die down and quickly cross.

After fighting the Magus Sisters, the path can be a little bit tricky. Many times after being teleported you will be on the center of a path. If you head to the right, a teleporter will take you back up the path. Make sure to head to the left to avoid any confusion. Before you reach the platform with Anima, collect a chest for a Shining Gem.

Shiva
Shiva is Ice based. This automatically tells you her strength as well as her weakness. Avoid ice attacks or spells because she will absorb them and heal. Cast spells such as a Black Mage's Fire or use attacks like a Warrior's Flametongue to exploit her weakness. Shiva's ice attacks will drain both HP and MP, so if you are focusing more on using spells, make sure your Black Mage knows MP Drain before starting this battle. Shiva does tend to attack rather quickly and frequently. Slow can be inflicted upon her if you are finding this troublesome.

The Magus Sisters
The Magus Sisters work together to siphon a large amount of HP from your party each round. Have a White Mage or Alchemist ready just in case your HP drops to low levels. If you are going to use spells against the sisters, have a White Mage cast dispel first. The enemy group will cast Not-So-Mighty Guard on each other, protecting themselves with reflect and protect. Taking at least one member of the enemy party down quickly is important as well. While all three of them are alive, they may perform Delta Attack. This attack might take your whole party out. Mindy is the most annoying member of the enemy party, rapidly firing attacks that delay at least one of your characters each turn. She fortunately also has the lowest HP, so focus on taking her out first. Sandy should be next. Cindy last due to her attacks, although powerful, are slow.

Anima
Anima will inflict your party with as many status effects as she can, so prepare for this before battle. Having a White Mage or Alchemist ready and healing each round is a good idea as well. Many of Anima's attacks will be small and insignificant, but if she casts Oblivion, you will need high HP to survive. Most spells used against Anima are reduced by half so stick to physical attacks. She however is weak to Holy magic. So if you have a Warrior with the Excalibur ability or Yuna's Trainer Dressphere has learned Kogoro Holy do not hesitate to use them.

Farplane Abyss
Once Anima is defeated, head to the end of the platform to the Farplane Glen. Leblanc, Ormi, and Logos will be waiting for the Gullwings. Speak to each of them to find out some information on the Farplane. At this point you can use the Save Sphere nearby to return to the Celsius and travel through the Farplane using another route as mentioned above. Several scenes will also now be available on the airship. Leblanc will stay in the Glen to sell basic goods.

Airship Celsius
Return to the Airship and speak with Shinra. He has uncovered some new data regarding the Farplane. Then ride the elevator up to the Deck. There is no one here, but if go back down to the Bridge and then take the elevator back up to the Deck, you will trigger a conversation between Brother and Buddy (It doesn't make sense that you have to go up twice, but maybe the creators of the game just wanted to throw people off so they wouldn't get 100%. Who knows?). You will need most, if not all, Al Bhed Primers to understand this conversation. Afterwards, head to the Cabin to view a scene of Cid talking with Rikku, Brother and Yuna. When asked to make a decision in what Yuna says, select "So primitive." After the scene, go to the Bridge and go to Brother so you can go to the Farplane Abyss. After doing so, board the Airship. Rikku isn't on the Bridge, but on the Deck instead. Go to the Deck to have a conversation with her. After that scene, go back to the Bridge to talk to Brother and then pick one of the routes (they will be easier to navigate at this point and you will still get the chance to level up by defeating fiends) or just go straight to the Farplane Abyss.

Song of Shuyin
When you are ready to continue on, travel to the Glen and into the glowing orange cloud. You are now in an area with glowing barriers. If you attempt to pass through a barrier without deactivating it, you will have to face a Azi Dahaka.

To deactivate the barriers, you must step on musical plates found on the ground to learn a series of musical notes. The notes then must be played in the correct order on a nearby keyboard.

Move left from the starting point just past the keyboard and step onto a circle on the ground that is emitting light. Doing so will play the first set of notes needed to take down the first barrier. Now head to the keyboard and play the notes So Mi* Re*. The barrier drops and the next section is open to you.

The second section requires you to step on three musical plates to learn the needed notes. Each plate is directly under an electric field. You must wait at each one until the device activates and stops before stepping on to the circle, otherwise you may be knocked off and have to face a Azi Dahaka. After stepping on each plate, head up to the right hand path to the keyboard and a chest with a Megalixir. Play the notes Do* Ti La So. The next barrier will drop and you can move on.

The third section has three more musical plates to locate. Take the left path for the first plate. Head back and to the right side path. Drop down the ledge on the right side to a lower path to find the next musical plate, now run up the slope to the highest point for the last plate. Continue forward to the keyboard. The chest near the keyboard contains Turbo Ether x3. Input the notes Fa Mi Fa So Do into the keyboard.

Gippal will be ahead of you on the path. Walk up to him and speak to him. He hands over Paine's Sphere.

Time for another musical challenge. This time you must play out the tune you just learned So Mi* Re* Do* Ti La So Fa Mi Fa So Do by jumping on to the correct platform. Attempting to jump across and pass without inputting the melody will pit you against a Azi Dahaka. Start by jumping on the small platform to the left of the Save Sphere. Ride it up and then jump to the platform directly to the right. Three notes will play. Now jump to the platform to the right. Ride it up and then jump up and then to the platform to the left. Jump up again to the platform on the right. Two notes will play. Head back down to the Save Sphere. This time jump to the platform on the right side of the Save Sphere. Ride it up and jump up and to the platform to the left. It will travel sideways. When it stops, jump up to the platform on the left. One note will play. Return to the Save Sphere. Jump again on to the platform left of the Save Sphere and ride it up. This time jump to the left platform. Jump up and ride up. Now jump to the platform on the right. One note will play. Jump back to the platform you were previously on. It will move up higher. Jump to the right and open a chest found on this platform for a Mega Phoenix x2. Jump up to the platform on the left and two more notes will play. Jump back to the moving platform and ride it all the way back down. Jump off of this platform and back on to it to ride it to a middle platform. Once there, jump to platform on the left and then again to the left to a lower platform where one more note will play. Return to the Save Sphere. Take the platform directly to the right of the Save Sphere again. Ride it until it stops and then jump to the let to a lower platform. Ride it up, jumping to a platform to the left when it stops. Two more notes play. Now jump again to the left onto the large platform. All the notes you just played will be repeated back to you and the barrier will drop down deactivated.

Time to face Vegnagun.

Vegnagun
The Leblanc Syndicate decides to keep the other parts busy while you fight the tail.

First Stage
The fight against Vegnagun starts out with one of the hardest parts of his body. The tail fires a laser that will take 1500 HP from one character. Have a White Mage or Alchemist available during the whole battle while the other two are equipped as strong attackers suck as Dark Knights until the tail goes down.

Second Stage
Once you have defeated the tail, Vegnagun shifts revealing his leg. His leg is accompanied by three nodes. You could focus just on the leg to end this battle, but taking out the nodes first will increase the amount of EXP and Gil earned. Stealing from the nodes also gives you the chance of obtaining the item Hero Drink. Target each node with a spell or ranged attack (Using a Black Mage, Gunner, or Gun Mage will work). The Nodes do have high Magic Defense. However, Flare or Ultima works well. When you do start attacking the nodes, they will react by casting strong spells and healing magic. Pay attention to the color of the nodes. They change as they are attacked and as they perform actions. Green nodes will use recovery and support abilities, yellow nodes attack with magic, and a red node will use physical attacks. Once the nodes are defeated, focus on the leg to begin the next stage of battle.

Third Stage
The Right and Left Bulwark will attempt to protect the Core by casting protective and restorative magic. They may also cast some spells that disable the party. For this reason, focus on taking them down first. A quick way to do so would to use a Dark Knights Darkness attack to take them both out with a single blow before they can cast to many if any protective spells. Once they are down, dispel whatever spells they did place on the Core and focus your strongest attacks and spells on the Core. The Core will charge in an attempt to fire a deadly attack on your party. If it does charge, use a Mega-Phoenix (or switch to an Alchemist and Mix) to resurrect anyone who may have fallen. After each time the Core does this attack, the Bulwarks will be revived. Focus on them first again and then the Core if this does happen.

Fourth Stage
Once the Core is defeated, Vegnagun's head appears. It will be on the battlefield the whole time, however you can only hit it once you have taken out both Redoubts. The Redoubts will work together to cause damage to a single character. Once you have them down, the Head will try to resurrect them one at a time and inflict the party with many status ailments. For this reason, equipping your characters with Ribbon before battle is a good idea or you will spend most of this battle trying to overcome status ailments. Having to constantly recover and heal isn't too great of a tactic during this battle because after Shuyin speaks seven times to the Head, he uses Vegnagun to fire at Spira and it is Game Over. Use heavy hitters to take out the Redoubts and then focus on the Head until it crumbles.

Final Boss
Shuyin fights similar to Tidus from Final Fantasy X, using many of the same attacks. He cycles through the same set of attacks special attacks with a few regular attacks in between. Eventually using Terror of Zanarkand to KO a character. He does seem to favor attacking Yuna. Cast Protect on her, and use her has an attacker instead of a healer. Fighting him should take little to no time at all.

Ending
Yuna and the girls are returned to the Farplane Glen. Here you can choose to alter the scene or just continue on. Just the Common Ending will be viewed if you do not alter the scene (The Common Ending scene will be viewed along with all other endings). If you press psx: X as they are walking, a fayth will appear. He will ask Yuna if she wants to see someone. Answer "Yes" to view the Good Ending after the credits. If you have 100% completion the Perfect Ending will also play.

At the end of the credits and scenes, you will be given the option to save your game as a New Game Plus file. Doing so will allow you to play a second time through with all the items from the previous game. You will then have the option to make different choices in an attempt to obtain 100% completion if you did not achieve it the first time playing through.