After you arrive outside of Besaid Village you’ll see the Aurochs
standing around. Speak to any one of them and a cutscene will occur introducing
Beclem, a Youth League representative that’s been sent to whip the
Aurochs into fighting shape. After listening to him flap his lips, Yuna’s
heard enough. Beclem will then challenge Yuna to go through the Gunner’s
Gauntlet. Say yes and the mission will begin.
The objective
here is to get to the beach while taking out as many fiends with Yuna’s
guns as possible. The more fiends you eliminate in a row without getting
hit, the better your scoring bonus will be. The target score for meeting
the quota is 500 points. Beclem will offer you a tutorial if you need
some practice before going. Beat the Gauntlet and you’ll complete
the mission, much to Beclem’s chagrin. From this point on you’ll
be able to participate in higher level Gunner’s Gauntlet runs on
the beach path by talking to Beclem. For more information on the Gunner’s
Gauntlet mini-game, select option refer
to the Sidequests section of this guide.
•"Cuckoo
for Chocobos!" at Mi’ihen Highroad•
You’ll start out just outside of the Travel Agency on the Mi’ihen
Highroad. Go into the Travel Agency and you’ll see the woman behind
the counter let a girl know that there are no more chocobos to be found
in the Highroad area. Exit the Agency and walk toward the cliff across
the way. Talk to Calli and she’ll reveal that she met Yuna as a little
girl 2 years ago. Her lifelong ambition has been to ride a chocobo, but
they’ve been almost impossible to find. As if on cue, a chocobo shows
up, then runs away. Choose to help Calli and the mission will begin.
For the first
part of this mission you’ll be following Rikku as you chase the chocobo
down the southern portion of the Mi’ihen Highroad. As you’re
running down the road there will be chocobo feathers on the ground. Pick
up as many of them as you can, but don’t stray too far from Rikku
for too long. If you’re too far away from her for more than three
seconds, you’ll lose sight of the chocobo and have to start all over
again. There will also be points where Rikku will stop in her tracks and
claim to see the chocobo down a side path. If you decide to follow her
hunch, you’ll just get led to a treasure chest and the chocobo will
get away, forcing you to start over. Just keep going straight on the path
to the next area.
In the second
part of the mission Yuna will try to block the chocobo’s progress
as it tries to get away. Walk up to the chocobo and the contest will begin.
You have to guess which direction the chocobo will go in and move in that
direction to block it. It will get by you no matter what, but if you do
guess the right direction you’ll hear a chime. It’s fairly challenging
to tell which direction the chocobo will go during the first few tries,
but it does get easier to tell as it gets more disoriented and exhausted.
If you get it right enough times the chocobo will be captured. If you
miss it three times, it will run off to the next area. Be careful, however,
as catching the chocobo too quickly will make you miss out on a small
amount of story completion percentage.
The third
portion is a lot simpler. Track the chocobo to the end of the path and
walk towards it. It will get by the group with ease, and Paine will mention
something about there having to be a better way to catch it. This is your
cue to walk down to where the hover rental clerk is. Speak with them and
they’ll offer their assistance in catching the chocobo. Say yes and
a cutscene will occur where you outflank the bird with the hover and it
surrenders.
Regardless
of where you captured the chocobo, a man will run up to the party to let
you know that Calli is in trouble: while trying to ride a wild chocobo,
she was bucked and now a Chocobo Eater has found her. From the Travel
Agency, head north. When you reach the area with the bridges, a clock
will start counting down. You only have 1 minute and 40 seconds to get
to Calli before the Chocobo Eater acts on its bad intentions. (If you’ve
met Clasko, he’ll appear now and buy you a little extra time.) Make
your way north across the bridges to the gate leading into Mushroom Rock
Road and go southeast toward the Oldroad. Follow the path south and west
to get to the clearing and you’ll initiate the boss fight with the
Chocobo Eater. Defeat it and the mission will be complete.
•"Who
Needs An Invitation" at Mushroom Rock Road•
This mission is only available if you gave the "Awesome Sphere"
back to New Yevon instead of the Youth League. Once you arrive at Mushroom
Rock Road and head toward the Youth League Headquarters, Yaibal will speak
with you, then go on ahead to try and stop his comrades from attacking
you.
Once you
enter the road, you’ll be forced fight a slew of Youth League soldiers
to proceed along the path. As you’re walking, Buddy will contact
you and inform you about a faint sphere wave reading. At this point, instead
of proceeding on the main path, jump across the stones that lead down
into the ravine and go north until you come across a cave. Enter and you’ll
find Nooj, who will warn you to leave the area and give Paine Crimson
Sphere 7. Exit the cave, go back to the main path above and continue northward.
When you get to the end you’ll find Elma waiting for you. Defeat
her and her troops and the mission will be finished.
If you gave
the "Awesome Sphere" to the Youth League, the walkthrough above
is pretty much the same, although it’s not an official mission and
you’ll have Youth League soldiers escorting you instead of attacking
you.
•"YRP,
the Scalpers Three" at the Moonflow•
Speak with Tobli once you arrive at the Moonflow. He will ask you to assist
him with selling tickets for his show. Say yes and the mission will begin.
The base price of the tickets is 1000 gil, but you can charge as low as
200 gil or as high as 2000 gil. Here is a list of the NPC’s around
the Moonflow that will buy a ticket for the base price or more, and the
maximum amount they’ll willingly pay for them:
Road from
Guadosalam to the Moonflow North Wharf
•
Man standing next to old woman at Guadosalam entrance – 2000 gil
• Man in blue and yellow shirt on road – 1500 gil
Moonflow
North Wharf
•
Woman standing across from bulletin board – 2000 gil
• Woman at top of the ramp at Shoopuf launch point – 2000 gil
• Girl at the base of the stairs at Shoopuf launch point – 2000
gil
Moonflow
South Wharf
• Man in green shirt standing near Shoopuf launch point – 2000
gil
• Old man sitting on stairs Shoopuf launch point – 1500 gil
• Woman in yellow dress at save point – 1500 gil
• Man seated by save point – 1000 gil
Tobli’s
area
• Woman standing on the left, on the road just before Tobli’s
cart – 1500 gil
• Woman standing next to little boy – 1000 gil
Road to Moonflow
• Woman standing near entrance to Djose Highroad area – 1500
gil
Be very careful
when selling these tickets, because if you charge too much they’ll
pass on buying anything, and you won’t get the opportunity to sell
all of your tickets. Selling all 10 tickets is pretty important, as it
affects your chances to obtain the Mascot Dressphere as well as getting
an Episode Complete rating for the Moonflow during Chapter 5. Once you’ve
sold the last ticket, the mission will be complete. As a reward for selling
all 10 tickets you’ll receive the Seething Cauldron Garment Grid,
and if you didn’t complete the "Shave the Hypello?" mission
in Chapter 1 you’ll also receive the Gun Mage Dressphere here.
•"Find
the Musicians" at Macalania Woods•
When you reach Macalania Woods you’ll see one of Tobli’s Hypello
assistants waving his arms on the path leading into the forest. Go talk
to him and he’ll ask you to help him find a group of musicians spread
out among the woods. Say yes and he’ll give you a letter to show
to them.
Walk up the
shimmering path and follow it into the northernmost part of the woods.
Go into the clearing on the right. There you’ll find the first of
the musicians, a bird-like creature named Bayra. After explaining Tobli’s
request, he will attempt to contact his friends. When he is unable to
reach them, he will tell you that his friends are wandering around as
butterflies scattered among the woods and ask you to find them. After
that, the mission begins. Speak with Bayra again and he’ll explain
how to find the musicians. There are more than two butterfly circles scattered
among the woods, but the only musicians you need to find are Donga and
Pukutak.
Both musicians
are easy enough to find. Walk along the rainbow path and you’ll come
across Donga. He agrees to help Tobli out. Once you reach the save point
in the southern section of the woods, go two screens right and one screen
south, where you’ll find Pukutak, who also agrees to help Tobli.
Once you’ve found them both you’ll automatically return to the
clearing where you found Bayra. Speak with Bayra, listen to the conversation
and the "Track Down the Troupe" mission will be complete. You
will then be asked if you want to return to the Celsius. Say no, as you
have unfinished business in the woods. The musicians will vanish and Tromell
Guado will appear. If you didn’t speak with him during Chapter 1,
do so now. Speak with him 3 times and he’ll give you Paine’s
Special Dressphere, Full Throttle. Now make your way back to the southern
portion of the woods, where Tobli’s Hypello assistant is waiting.
Speak with him and you’ll receive the Bitter Farewell Garment Grid.
Now you’re officially done here.
•"Clean
Sweep" in the Calm Lands•
If you gave Clasko a ride during Chapter 1, Buddy will announce that Clasko
is chomping at the bit to be dropped off at the Calm Lands. If you didn’t
give Clasko a ride during Chapter 1 you won’t get this optional mission
until Chapter 3 or 5.
Once you
arrive at the Calm Lands, head east and enter the ravine where the Monster
Arena was located in FINAL FANTASY X. You’ll find Clasko outside,
lamenting his poor fortune. Seems he’s finally found out what he
wants to do in life: open a Chocobo Ranch. The former Monster Arena appears
to be the ideal spot for it, but the place is infested with fiends. Say
yes to Clasko’s request for help and the mission will begin.
The ruins
inside are easy enough to navigate through. Each niche inside the ruins
has a fiend. Or does it? Turns out that most of the monsters in each niche
are simply illusions. Your task here is to find out where the real fiends
are in here. There are 5 in all that you have to eliminate. Finding the
real fiends can be a real chore, but here’s the trick to spotting
them: The real deal will often be facing a different direction than the
illusions. For example, if you find a Coeurl facing south in a row of
Coeurl’s facing north, you’ve found one of the fiends. Defeat
it and the game will tell you how many you have left to eliminate. If
the fiend you confront is an illusion, it will disappear. You get three
attempts each time before the fiends change locations on you and the illusions
reset themselves. Each time the fiends reset you’ll be given a different
hint on how to proceed. With fiends such as elementals it is pretty much
impossible to tell which direction they’re facing. Don’t worry
though, after a few fiend resets directional arrows will appear above
every fiend image, so even elementals will be easy to tell apart. If you
aren’t able to find any real fiends during a single round, just eliminate
3 illusions to reset the locations and try again.
Once you’ve
defeated all 5 fiends and fought a Boss battle, the mission is complete
and Clasko’s Chocobo Ranch will be open for business, which leads
into the chocobo side-quest. For more information on catching and raising
chocobos, refer to the Sidequests section of this guide.
•"Operation:
Monkey" in Zanarkand•
This mission at the Zanarkand Ruins revolves around the mischievous monkeys
that are wandering around the ruins. Rikku and Paine get the notion that
if the monkeys started breeding, they would totally take over the Ruins
and no more tourists would want to come there.
Once the
mission starts, your objective will be to determine which monkeys are
in love and try to find the monkey that they’re most compatible with.
The main clue to refer to is their names. If a pair of monkeys are meant
to be together, their names will somehow relate to each other. Oftentimes
they will be directly opposite of each other . There are 5 areas that
the monkeys can be found in, and this is how they’ll be referred
to in this walkthrough:
Area 1 –
Northern area with steps (where the group fought Yunalesca in FINAL FANTASY
X)
Area 2 – Great hall south of area 1 with 6 treasure chests
Area 3 – Chamber just north of save point and elevator
Area 4 – Chambers where Sphere Screens are located
Area 5 – Walkway leading up to Area 4
Now here
is a list of where each monkey and their perfect mate can be found, as
well as the order you need to look for them in:
• Birch
– Located in Area 1. Birch is most compatible with Sequoia, who can
be found in Area 3.
• Spring – Located in Area 2. Spring is most compatible with
Autumn, who can be found in Area 4.
• Dusky – Located in Area 5. Dusky is most compatible with Dawne,
who can be found in Area 1.
• Rosemary – Located in Area 2. Rosemary is most compatible
with Thyme, who can be found in Area 4.
• Terran – Located in Area 4. Terran is most compatible with
Skye, who can be found in Area 1.
• Minni – Located in Area 2. Minni is most compatible with Maxx,
who can be found in Area 4.
• Summer – Located in Area 3. Summer is most compatible with
Winter, who can be found in Area 5.
• Peke – Located in Area 4. Peke is most compatible with Valli,
who can be found in Area 3.
• Canis – Located in Area 2. Canis is most compatible with Felina,
who can be found in Area 5.
• Arroh – Located in Area 4. Arroh is most compatible with Quivrr,
who can be found in Area 5.
• Golde – Located in Area 3. Golde is most compatible with Sylva,
who can be found in Area 5.
• Luna – Located in Area 5. Luna is most compatible with Sol,
who can be found in Area 2.
Once you’ve
paired up Luna and Sol, the mission is complete.