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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 (????) 19-10-2018 / 18:44 GMT

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Chapter 5

Chapter 5

The Den of Woe

After acquiring all ten Crimson Spheres, you can head to Mushroom Rock and north through the bottom of the ravine to the dungeon. Head inside and go along the linear path to the fork; go northeast there, and southeast at the next one to a rectangular clearing. There, you’ll be able to continue on to fight some bosses. You’ll be fighting the first two with just Yuna, so be careful about that! You’ll want a White Mage on your Grid, or the ability to abuse Cat Nip (risky though it is)! Other than that, here we go.

BOSS - Rikku

Rikku Details
Max HP / Max MP 7,800 / 92
Elem. Weak / Resis / Immunity / Absorb None / None / Gravity / None
EXP / GIL / AP 800 / 200 / 23
Common Steals / Rare Steals Bushido Lore / None
Common Item Drops / Rare Item Drops Black Lore / None

Rikku’s offense is pretty predictable. She can use her Attack (which is two-hits, as usual), a Grenade for low damage, and some mid-level Elemental Gems. Nothing should go higher than 250-300 damage.

Your offense wouldn’t be so hard if you weren’t alone, though. The main problem is Rikku’s fairly high Agility, meaning you’ll see a lot of her dodging Yuna, and that’s not good. Having White Mage as your beginning job for this fight is nice to throw up Protect before going straight into an offense. Going to Warrior will let you quickly use the various Breaks to angle yourself to an offense, and going to Dark Knight will let you use the Defense/Evasion-piercing Darkness skill.

Rikku's attacks are limited to a few grenade-types and her normal attack (left). As the enemy's health gets lower, they will drop to their knees (right).

BOSS - Paine

Paine Details
Max HP / Max MP 9,200 / 55
Elem. Weak / Resis / Immunity / Absorb None / None / Gravity / None
EXP / GIL / AP 800 / 200 / 3
Common Steals / Rare Steals Sword Lore / None
Common Item Drops / Rare Item Drops Champion Belt / None

Paine’s offense is actually a little surprising, since it only consists of her Attack. Open the fight with Protect before going into anything. She’s still vulnerable to the Breaks like Rikku was; Power Break is great here, and Armor or Mental Break for whatever offense you’ve brought into the battle. After enough Power Break, it’s easy to grind through this fight (especially given you went through part of the Via Infinito to get here).

Paine only uses her attack (left) though she is fast. The Berserker (right) is a good counter here because of its high agility and HP.

BOSS - Baralai

Baralai Details
Max HP / Max MP 12,220 / 720
Elem. Weak / Resis / Immunity / Absorb None / None / Gravity / None
EXP / GIL / AP 1,200 / 200 / 5
Common Steals / Rare Steals Nature's Lore / None
Common Item Drops / Rare Item Drops Crystal Ball / None

Boss Anaysis: We finally get an actual boss! Baralai is noticeably more difficult than he was in Chapter 2. He can use an Attack on someone or everyone, Drill Shot (removes 75% of your max HP; used when hit 10 times), Absorb (Drain+Osmose), Looming Glacier (Stop, removes MP), Glint (physical damage to multiple targets), Not-So-Mighty Guard (Protect and Shell), and Regen.

Main Strategy: Open with Mighty Guard from your Gun Mage before they switch to a more appropriate supportive role, probably a White Mage for Dispel. They should use Curaga for most of the battle, only stopping to Dispel his Mighty Guard and Regen. Your other two units are best devoted to a physical offense that doesn’t require your MP (Looming Glacier being the main reason); for that, we recommend Dark Knights using Darkness, as we usually do, since they pierce Defense. The HP penalty can be a bit annoying, but Ragnarok or Curaga will help.

Baralai uses Glint (left) to hit everyone, and later, the nasty Drill Shot (right) which can be mitigated with Protect.

BOSS - Gippal

Gippal Details
Max HP / Max MP 14,800 / 235
Elem. Weak / Resis / Immunity / Absorb None / None / Gravity / None
EXP / GIL / AP 1,200 / 5,000 / 5
Common Steals / Rare Steals White Lore / None
Common Item Drops / Rare Item Drops Kaiser Knuckles / None

Boss Analysis: Gippal is one of those guys that likes to hit you physically and also cast status ailments on you. He can use a basic Attack, Grinder (which is a bit stronger), Mortar (stronger and to all), Bullseye (removes 9/16 of your party’s current HP), Flash Bomb (approx 50 damage + Darkness), Hush Grenade (same, but Silences), and Potion Plus (600 HP of self-healing).

Main Strategy: Simple enough, really. Open with Mighty Guard to quickly get Protect up on everyone to weaken Attack, Grinder, and Mortar, and then have that same person become a White Mage and proceed to use Curaga for a while every turn; unless this particular girl is Silenced, there isn’t much to worry about. The other two girls simply need to be Dark Knights; their Darkness skill won’t be affected by Darkness or Silence, so, with the healing from Curaga on, there’s nothing to worry about.

Mortar (left) hits everyone quite substantially and Bullseye (right) is even worse!

BOSS - Nooj

Nooj Details
Max HP / Max MP 23,800 / 720
Elem. Weak / Resis / Immunity / Absorb None / None / Gravity / None
EXP / GIL / AP 1,800 / 30,000 / 10
Common Steals / Rare Steals Magical Dances Vol. 1 / None
Common Item Drops / Rare Item Drops Arcane Lore / None

Boss Analysis: You won’t be seeing much from Nooj. You will see two kinds of unnamed attacks, one that is physical and one that is magical, and it’s a bit hard to tell which is which. He can also use Lightfall (5,000 damage to all), and Greedy Aura (removes 3/8 of everyone’s max HP/MP). There is a pattern to this: three of those odd shots, Greedy Aura, and loop from there; Lightfall is just used once when crossing 75% HP (17,850).

Main Strategy: For what little he does, it’s quite effective. If your maximum HP is under 5,000, it is highly recommended you quickly open with a Stamina Tonic and then a Megalixir to avoid the possibility of a Lightfall-based death. Then quickly follow up with Mighty Guard to lessen your damage and have that girl switch to a White Mage to begin the process of keeping your HP as high as possible for the rest of the battle. Your offense, as usual, needs to take the form of one that is effective and not reliant on MP (Greedy Aura) - again, that’s a Dark Knight using Darkness. Just use that a few times and you’ll eventually get to end the battle; so long as your HP remains high, the only significant problem is Lightfall, which shouldn’t be a problem.

Nooj's basic attacks are manageable, as is Greedy Aura (left) despite it's annoying MP-drain effect. Just when you think the battle is going well, Lightfall (right) will appear, causing 5000 HP damage regardless!

Winning the battle will net you the Magical Dances Vol. I item and the Supreme Light Garment Grid .