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Final Fantasy X-2 HD
Strategy Guide

First Published: 25-03-2015 / 00:00 GMT
Last Updated: 21-03-2018 / 16:24 GMT
Version: 1.0 (????) 24-10-2018 / 05:58 GMT

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Chapter 2

Chapter 2

Mushroom Rock

Crimson Sphere 7 : If you visit the entrance to the Den of Woe again, you can meet Nooj who will hand over Crimson Sphere 7, one of the 10 Crimson Spheres needed to unlock the door. You can acquire it regardless of who you sided with beforehand.

Anything marked with a single asterisk ( * ) in the list below implies that this enemy can only be fought if you sided with New Yevon by going to Bevelle before Mushroom Rock. There are also items that are only available depending on who you gave the sphere to before.

We have also divided the walkthrough into two separate bits based on which you did. See Chapter 2 - Mushroom Rock - Siding With the Youth League if you’re coming here before Bevelle, or Chapter 2 - Mushroom Rock - Siding With New Yevon if you went to Bevelle first.

Local Enemy Bestiary

Enemy Name Notes
Bully Cap Weakness to Fire
Coyote None
Drowsy Ochu Weakness to Fire
League Raider * None
League Ranger * None
League Soldier * None
League Trooper * None
League Warrior * None
Red Elemental Weakness to Ice
Tonberry Quite a lot of HP

Mushroom Rock - Siding With the Youth League

When you arrive in Mushroom Rock, follow the red arrow on the minimap to a scene and the ravine path. Use the lift after and go along the part northward. You will eventually encounter some Drowsy Ochus - you’re welcome to slice them up or fry 'em, whatever you prefer, or you can just carefully walk by them. Other than that, when you hit the lift, grab the chest for a Shining Bracer before actually using the lift. At the Youth League’s headquarters, go to the east and jump to the small path there for a Mythril Bangle , then speak with Elma and Lucil in the area. Other than this, there’s nothing else to do here.

Mushroom Rock - Siding With New Yevon

Follow the red arrow in the minimap as you arrive to reach a scene. It seems that the Youth League is not particularly happy with YRP. Oh well. Head to the next area to begin the mission! Dispose of the two soldiers in front of the lift, then use and kill the next two soldiers, and the two thereafter. You’ll find a couple of Drowsy Ochus on the way as well; you can tiptoe by them if you want. Past them are a few more soldiers to battle, then there’s a bit of a miniboss.

Visiting the entrance to the Den of Woe results in Nooj handing over one of the 10 Crimson Spheres (left). You can sneak past the Ochus to avoid a fight (right).

BOSS - Elma & 2 League Warriors

Elma Details
Max HP / Max MP 1840 HP / 450 MP
Elem. Weak / Resis / Immunity / Absorb None / None / Gravity / None
EXP / GIL / AP 200 / 230 / 2
Common Steals / Rare Steals 3 Phoenix Downs / 2 Mega Phoenixes
Common Item Drops / Rare Item Drops 1 Wall Ring / None
League Warrior Details
Max HP / Max MP 422 HP / 26 MP
Elem. Weak / Resis / Immunity / Absorb None / None / Gravity / None
EXP / GIL / AP 70 / 120 / 1
Common Steals / Rare Steals 1 Hi Potion / 2 Grenades
Common Item Drops / Rare Item Drops 1 Hi-Potion / 2 Grenades

Elma is the main threat in this fight; the League Warriors you’ve already dealt with, probably, and they only use a basic physical. Elma is able to use a basic physical attack and Thunder to do damage, Sleep to put you to sleep, and she can also use some time-based magic: Haste on herself and Slow on you.

Generally, you’ll want to spend your first couple of turns blasting away the League Warriors - for the most part, Elma will use Haste on herself as soon as she can, so that’s basically a free shot. Focus your offenses on the Warriors and they should be down pretty quickly. During that time, you may want to try to Dispel Elma’s Haste if you can; otherwise, Protect and Shell would be great alternatives to lower her offensive power, as would Power and Magic Break.

Your actual offense can’t really consist of much. If you have Reflect, that could work so long as you have ample Hi-Potions to suffice for healing; Reflect will bounce back her Thunder and Slow magics. While Slow won’t affect her, it’s still better that nothing hits you than getting pummelled by magic. Offense is basically Armor/Mental Break supplemented by your best attacks.

As a footnote, Elma can be put to Sleep, which makes that Reflect idea a bit funnier. In any case, put her to Sleep somehow and she won’t awaken for a few turns or until hit physically, meaning magic-oriented parties will have no problem here at all.

After the battle, go along the path to the end and the mission will eventually conclude, netting you a Kinesis Badge and the Shining Mirror Garment Grid in the process.