There will be a cutscene eventually; after it, backtrack to the Save Sphere. Return to the airship now as well; if you’ve managed to fight the Oversoul of every enemy in the game, you’ll get the The End Garment Grid , the best in the game. Other than that, you need to be sure you’re ready for a sequence of boss battles. Simply continue on from the Save Sphere to find them.
FINAL BOSS, Part One - Vegnaguns Tail¶
Vegnagun’s Tail | Details |
---|---|
Max HP / Max MP | 34,200/ 9,999 |
Elem. Weak / Resis / Immunity / Absorb | None / None / Gravity / None |
EXP / GIL / AP | 6,000 / 2,000 / 15 |
Common Steals / Rare Steals | X-Potion x4 / None |
Common Item Drops / Rare Item Drops | Megalixir / None |
Boss Analysis: Vegnagun’s tail has two lone attacks. It has a laser-like attack that will remove 5/16 (31.25%) of your maximum HP, and it has a sweeping attack which inflicts 1,250 HP of damage. (Depending on whether you went 100% or not, this is probably 1/4 to 1/3 of your max HP.)
Main Strategy: The first attack you’ll see in the battle is the 1,250-damage one; thus, it is critical to be sure you have 1,250+ HP before the battle begins. (Save Spheres are there for a reason.) There’s no point in throwing out Mighty Guard or the like: all damage here is fixed, so getting straight to an offense is the best way to go. For us, that meant two Dark Knights with Darkness and a supportive White Mage, but just about anything works here; so long as you’re of an average level, you should do fine.
After winning the battle, go back to the Save Sphere, then continue on.
FINAL BOSS, Part Two - Vegnaguns Leg¶
Vegnagun’s Leg | Details |
---|---|
Max HP / Max MP | 18,220 / 9,999 |
Elem. Weak / Resis / Immunity / Absorb | None / None / Gravity / None |
EXP / GIL / AP | 6,000 / 3,000 / 5 |
Common Steals / Rare Steals | Elixir / Elixir x2 |
Common Item Drops / Rare Item Drops | Mythril Bangle / None |
Vegnagun’s Nodes A, B & C | Details |
---|---|
Max HP / Max MP | 300,000 / 9,999 |
Elem. Weak / Resis / Immunity / Absorb | None / None / Gravity / None |
EXP / GIL / AP | 8,000 / 3,000 / 10 |
Common Steals / Rare Steals | None / None |
Common Item Drops / Rare Item Drops | None / None |
Boss Analysis: Here’s where things begin to get rough. The leg itself can use several attacks: an Attack (damage + Delay to all), Absorb (Drain/Osmose), Slow, Berserk, Break, and Vita Braevis (magical damage to all and a Delay). The Nodes are considerably bulkier, and they can change colors.
The color of the Node determines both its offense and any immunities it has. The Green Nodes are supportive and have no immunities; they use Protect, Shell, Regen, and Cura. Yellow Nodes are immune to physicals and play a preventable offense in Firaga, Blizzaga, Thundaga, Waterga, and Flare. The Red Orbs indicate danger; they are immune to magic and their offense is less tenable for you with their basic Attack (two magic hits) and Dies Irae (eight random-target magical hits).
Main Strategy: Opening with Mighty Gaurd will be invaluable in maintaining your HP, especially against the Nodes. From there, you’ll want your Gun Mage to switch to a White Mage and throw up Curaga each and every turn (unless you get hit with an ailment). If you would prefer to use a Star Curtain (Reflect on all), you’ll be better to use an Alchemist with a Chemist-boosted Mega-Potion instead for your healing.
The offense itself is pretty simple. You’ll want to really, really hurt the Leg quickly - ignore the Nodes, they’re too bulky to really bother with. As usual, we used Dark Knights with Darkness for this duty (the main reason being their Defense-piercing capability). So long as you keep your HP up and Dispel the Green Node’s boosts, you should do fine. Anything else can also work: it’s mostly a high-offense kind of thing. Return to the Save Sphere , then move on ever further. (And be sure to use it - that’s the last time the Sphere is available!)
FINAL BOSS, Part Three - Vegnaguns Core¶
Vegnagun’s Core | Details |
---|---|
Max HP / Max MP | 33,040 / 9,999 |
Elem. Weak / Resis / Immunity / Absorb | None / None / Gravity / None |
EXP / GIL / AP | 7,000 / 3,000 / 10 |
Common Steals / Rare Steals | Turbo Ether / None |
Common Item Drops / Rare Item Drops | Megalixir / None |
Vegnagun’s Left & Right Bulwark | Details |
---|---|
Max HP / Max MP | 3,000 / 9,999 |
Elem. Weak / Resis / Immunity / Absorb | None / None / Gravity / None |
EXP / GIL / AP | 200 / 150 / 10 |
Common Steals / Rare Steals | Phoenix Down / L-Bomb |
Common Item Drops / Rare Item Drops | Mega-Potion / X-Potion |
Boss Analysis: In this battle, the bulwarks will do most of the offense. The Core isn’t as nasty, but neither is it easy to ignore: it can use Memento Mori (hits all magically, but it takes three turns to charge) and Full-Life to revive the bulwarks when they go off. Full-Life will interrupt the charging for Mori, so note that, if you can kill a Bulwark every three or four turns, you will keep Mori off your back.
The Left Bulwark will mostly work off a statusing offense to annoy you; if you’ve got a Ribbon or Shmooth Shailing, you should be fine. In any case, it can use Bio, Break, Doom , and Dispel. You’ll also see appropriate attacks for when you attack it: it physical wipes off 5/16 (56.25%) of your max HP and eliminates Strength/Defense alterations; magical ones rip off 3/16 (18.75%) of your max MP and eliminate Magic/Magic Defense alterations; and others can rip off random percentages 3/16 of both your max HP/MP and have a Dispel effect attached.
The Right Bulwark plays a supportive role: it can use Protect, Shell, and Regen, and on any of the three foes in the battle. It also has the same counters the left part does.
Normally, this boss would seem difficult, and, in a way, it kind of is. You take severe damage as a result of pretty much any action. The big thing here, then, would be to go slow. If you start Hasting your party and then spam attacks across the board, you’ll be dead in minutes.
Again, keep it slow. You will manage to avoid these counterattacks if you kill off both Bulwarks, and, although that is only temporary, it is a huge opening in Vegnagun’s defenses. We recommend opening the battle quickly with three Dark Knights and using Darkness three times; this will pierce their Defenses and hit all three parts three times total. With a moderate amount of Strength that you ought to be able to surpass, you’ll kill off both Bulwarks, at which point you’ll need someone to head to a White Mage on the Garment Grid and heal everyone with Curaga (since you lose 1/8 of your HP per Darkness). Continue barraging the Core with Darkness, and then the Bulwarks as well when they’re revived; hopefully, you won’t see too many counterattacks since the Bulwarks ought tobe dead before their counters and your Darkness can accumulate too much damage while a White Mage is there to help.
After the battle, your HP and MP will be fully restored, and a scene occurs before the next battle. You’re getting there, don’t worry!
FINAL BOSS, Part Four - Vegnaguns Head¶
Vegnagun’s Head | Details |
---|---|
Max HP / Max MP | 38,420 / 99,999 |
Elem. Weak / Resis / Immunity / Absorb | None / None / Gravity / None |
EXP / GIL / AP | 0 / 0 / 10 |
Common Steals / Rare Steals | Magalixir / None |
Common Item Drops / Rare Item Drops | None / None |
Vegnagun’s Left & Right Bulwark | Details |
---|---|
Max HP / Max MP | 3,000/ 99,999 |
Elem. Weak / Resis / Immunity / Absorb | None / None / Gravity / None |
EXP / GIL / AP | 0 / 0 / 10 |
Common Steals / Rare Steals | Pheonix Down / L-Bomb |
Common Item Drops / Rare Item Drops | None / None |
Bad Ending: In case you don’t know, there are five endings to Final Fantasy X-2. Four of them rely on your completion percentage after the final boss sequence, but, here, waiting too long simply gives you a Game Over and a clip of the “bad ending” of the game. It’s kind of like losing to the final boss in Chrono Trigger if you ever played that.
Even though you still have the Bulwarks in this fight, it’s a whole different battle now: everyone’s pretty much on full-offense here. The Head itself has a number of attacks to use. Mors Certa hits all magically and gives you Poison, Silence, and Darkness. Odi Et Amo is sixteen random-target magic attacks. Nemo Ante Mortem Beatus is magic damage to all. Pallida Mors hits someone magically. Finally, Acta Est Fabula is used to revive the Bulwarks when they’re KO’ed, and do so fully.
The Left Bulwark again mostly plays an annoyance role in this fight. Here, you’ll see it use Slow, Dispel, Demi, Lacrimosa (MP damage), and Full-Life if the other Bulwark dies off. The Right Bulwark uses Blind (Darkness), Break, Lacrimosa, Flare, and Full-Life. Even so, they actually have set attack patterns later in the battle: Slow, Dispel, Demi for the Left and Blind, Flare, Break for the Right.
Main Strategy: As it is, our main target in this battle is Vegnagun’s Head, but we can’t target it at the start; rather, we have to kill the Bulwarks before the head. And, one turn after Vegnagun’s Head appears, it revives the Bulwarks. Grrr… In any case, opening the battle with Mighty Guard will be immensely helpful in lessening your damage.
After, switch the Gun Mage to a White Mage to constantly use Curaga, and have two Dark Knights out. Yes, yet again, we rely on them - they truly are one of the best classes in the game, second only to Mascot. Their Darkness skill is the main thing here to hit everyone, and then to hit the Head heavily. Anything will work, really, so long as it is powerful and preferably multi-target. It shouldn’t take too long to eliminate the Bulwarks.
After that, the Head will appear and the Bulwarks are revived. Throw up a Lunar Curtain if you’ve lost your Mighty Guard on someone (most attacks are magical here), then simply continue throwing up Darkness; hopefully, you’ll kill the Bulwarks easily before more Dispel can get through. There’s not much to worry about here; Silence is only harmful against your White Mage (and you could probably use an Alchemist as an alternate to negate that), so basically keep your HP up.
FINAL BOSS, Part Five - Shuyin¶
Shuyin | Details |
---|---|
Max HP / Max MP | 23,850/ 210 |
Elem. Weak / Resis / Immunity / Absorb | None / None / Gravity / None |
EXP / GIL / AP | 0 / 0 / 20 |
Common Steals / Rare Steals | Hero Drink / None |
Common Item Drops / Rare Item Drops | None / None |
Boss Analysis: Given his visual similarities to Tidus from FFX, you could only expect his offense to be similar as well: beyond his Attack, his special attacks mirror Tidus’s Overdrives! In fact, he even has an attack pattern:
- Attack
- Terror of Zanarkand (a.k.a. Blitz Ace) - nine unblockable hits
- Attack
- Run & Slash (a.k.a. Slice & Dice) - six random-target physical hits
- Attack
- Spinning Cut (a.k.a. Spiral Cut) - one physical attack
- Attack
- Force Rain (a.k.a. Energy Rain) - single magical hit to all
- Attack
A pretty easy fight, to be honest - moreso one of those obligatory “conclude the plot” fights than anything else. He is a little more fun than Yu Yevon, though! In any case, throw up Mighty Guard to halve the damage from most of Shuyin’s attacks, then simply switch to whatever offense you prefer. Anything high-damage works here, so long as you be sure to keep one girl using Curaga most of the time.
And, with that, the main plot of Final Fantasy X-2 has ended. (There is still a bit left in the Last Mission segment of the game, though!).
Assuming you have 100% completion - if you followed this guide, you should have it - you’ll eventually see a scene with Yuna walking through flowers. Mash the X Button there and you get asked a question where you should pick “ Yes !“ which ought to give you the extra 100%-only cutscene, found after the credits roll, and before your game statistics.
So, yes, congrats for leaving only one thing left!
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