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For leveling, my preferred spots are either the Fiend Arena (various teams, depending on what level you currently are) or the Farplane Abyss. Ideally you would use x3 Lady Luck for the extra experience (learn the Auto-Critical augment, too). Garment Grid can either be a stat boost one or one with First Strike.
Note that you may not want to get YRP to lvl 99 right away if you plan on doing the Creature Creator. Captured fiends will be close to YRP's average level, and you need to level them a few times to progress their fiend tales - if they're lvl 97+ you might have some trouble (you can still get fiend tale bonuses from tournaments but that might be more annoying to do). You don't really need more than lvl 80ish or so to beat most fights comfortably, though of course more is better as level scales fairly directly into your damage in FFX-2.
Angra Mainyu is fairly easy to beat if you're using Dark Knight/Dark Knight/Alchemist. Keep spamming Mega Potion with the Alchemist, and time the Dark Knights so you use Darkness when all 3 parts are up; it will only hit what you targeted when you queued the ability, if something revives after you will NOT hit it so wait a bit. With good stats you can kill the arms with one Darkness from each Dark Knight, effectively keeping them death-locked and the main body resurrecting them most of the time instead of doing anything else. There will still be turns where they do something, though, so make sure to have Protect/Shell up on everyone, and ideally double HP as well - you should have plenty of items to blow there aren't many other fights to save them for. The Alchemist just spams Mega Potion most of the time. This is a suuuuper long fight if you do it early.
Of course you can trivialize the fight completely the longer you wait. A fully decked-out fiend team can end it in seconds, but what fun is that ;)
Den of Woe is easy except for Nooj, who is a royal pain because of his fixed damage attack (this also ruins your day in the Fiend Arena tournament where he shows up). It always does 5,000 damage to everyone no matter what, so have double HP ready or be in a high HP dress like Mascot (Den of Woe is not required for the Episode Complete in Mushroom Rock).
1. Gather the full 14 chocobos. Than check their potential (to what level they can grow) and character (agressive/bold, normal, shy/timid ?)
2. You want at least 4 chocobos with the potential to go to the max level 5. If you don't have enough, release some and then go hunting again.
3. Preferably the potential 5 chocobos should be aggressive character. The character is not a must, but it makes it less likely that they run away during what is to come. Aggresive chocbos appear with higer probabilty in Kilika and Thunder Plains.
4. Send all 4 chocobos to Calm Land, go fight 7 battles, go to Clasko to welcome them back. Make sure they return. Then raise them to level 2.
5. Rinse and repeat step 4 with chocobos on level 2, 3 and 4.
6. When they have reached level 5, send ONLY 3 to calm lands. Welcome them back and send 3 out again, but this time leave one behind which went out in the last batch and instead send the one which rested last time.
7. When you return from your battles this time, you should trigger a scene and unlock a dungeon.
After going through that dungeon, send a level 5 chocobo {edit: } to Mihen Road {end edit} to unlock another secret dungeon.
About experiment: Make sure to fight it one time below level 5 (if you don't you loose %) and then one time at level 5. At level 5, bring at least one Dark Knight for damage and HP, a healer (e.g. Alchemist) and maybe start with one gun mage for defense boost.
About Den of Woe: For Nooj battle, make sure the girls have over 5000HP by combining accessoirs and high HP jobs like Mascot or Dark Knight.
Another thing: After reaching the field of flowers the first time and talking to the people there. go back to the airship one more time, a few more scences should be available.