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Besaid: see Beclem interact with the Aurochs; talk to Beclem via CommSphere
Kilika: watch Donna muse about what to say; watch Barthello break the CommSphere; watch Donna tie the CS to a balloon and send it over to the temple; watch Barthello break the CS again
Note that these are just summaries, there's more scenes in total. And, of course, there's more events you have to complete in both areas to get everything (like beating Beclem's record in Gunner's Gauntlet, etc.).
As for the %, it's hard to give a concrete benchmark because you can jump into the hole basically whenever you want in Chapter 5 - it's not the end of the counter. The point of no return comes later on, you can still return to the ship after jumping and jump back in later (in fact there's a Garment Grid reward for going down each hole).
That being said, the events down at the Farplane add up to 4% - so if you WERE to do absolutely everything BEFORE jumping down (and, again, you don't have to) then you would be at 96% before jumping.
Angra Mainyu is proving to be a bit annoying even with valiant lustre + dark knight x2 and alchemist spamming darkness and mega potion. Darkness only does 1500 ish. Everyrhing seems fine then out of nowhere one dies and then three dies so not sure. Momentum does more damage tbh. This boss is the only thing i havent killed except for via infinito. I might just level a bit more with lady luck or get mascot. Im currently level 50 with each girl
As for Angra Mainyu, having good stats helps of course (might want to flip some useful GG gates), but the key to the fight is really keeping the arms dead - that's why you use Darkness, as it hits everyone. The goal is to lock the main body in a cycle of endlessly resurrecting the arms instead of doing anything else, as that will cut down on the number of times Perdition's Flame is cast. One important thing to make sure of there is that Darkness only hits whatever enemy was alive AS YOU QUEUED IT, not as it's cast. So you may want to delay it a few seconds if a resurrection is imminent, to make sure you hit a newly resurrected arm with it. With sufficient STR and correct queuing, you can lock AM in resurrection repeats until it's either dead or out of MP (at which point it will spam Osmose, but hopefully your MP are already 0 from the arms' constant MP drain so it does nothing).
EDIT: Of course there's other strategies as well; you can directly drain its MP for example, or use various fiend teams.