Final Fantasy Wiki
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====Capturing====
 
====Capturing====
[[Chocobo (Final Fantasy X-2 enemy)|Wild chocobos can be met in battle]] alongside other fiends, and attack the player's party just like any other fiend. (Bold chocobos may even use to the powerful [[Choco Meteor|Choco Meteo]].) They respond to being attacked by counterattacking or running away. They can even be killed; wild chocobos are not invulnerable as in previous games.
+
[[Chocobo (Final Fantasy X-2 enemy)|Wild chocobos can be met in battle]] alongside other fiends, and attack the player's party just like any other fiend. (Bold chocobos may even use to the powerful [[Choco Meteor|Choco Meteo]].) They respond to being attacked by counterattacking or running away. They can also be killed.
   
 
The player must defeat all other fiends in battle to capture a wild chocobo; feeding them any grade of greens will calm them and prolong their time in battle. [[First Strike (ability)|First Strike]], with the ATB Speed turned down low enough, or simply avoiding the [[Berserker (Final Fantasy X-2)|Berserker]] [[dressphere]] and any other sources of [[Counter (ability)#Final Fantasy X-2|counterattack]], will make capturing chocobos easier. Once all other enemies are eliminated, the remaining chocobo must be fed a [[Gysahl Greens|Gysahl Green]] to be captured.
 
The player must defeat all other fiends in battle to capture a wild chocobo; feeding them any grade of greens will calm them and prolong their time in battle. [[First Strike (ability)|First Strike]], with the ATB Speed turned down low enough, or simply avoiding the [[Berserker (Final Fantasy X-2)|Berserker]] [[dressphere]] and any other sources of [[Counter (ability)#Final Fantasy X-2|counterattack]], will make capturing chocobos easier. Once all other enemies are eliminated, the remaining chocobo must be fed a [[Gysahl Greens|Gysahl Green]] to be captured.
   
 
{| class="half-width X2 table" style="text-align:center"
 
{| class="half-width X2 table" style="text-align:center"
  +
|+Wild chocobo locations
|+Where to find wild chocobos for capture
 
 
|- class="a"
 
|- class="a"
 
!Locations
 
!Locations
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These numbers are as follows:
 
These numbers are as follows:
 
 
{| class="half-width X2 table" style="text-align:center"
 
{| class="half-width X2 table" style="text-align:center"
 
|- class="a"
 
|- class="a"
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|Average
 
|Average
 
|Average
 
|Average
  +
|}
|}The treasure is largely inconsequential; there are two [[Garment Grid]]s available that the player actually gets by failing to get any other items. These, with not much beyond collection value, are at least something the player cannot get elsewhere, unlike the [[List of Final Fantasy X-2 accessories|Nul Rings and Shock Rings]] that are probably filling the inventory. Higher level chocobos bring back better items.
+
The treasure is largely inconsequential; there are two [[Garment Grid]]s available that the player actually gets by failing to get any other items. Higher level chocobos bring back better items.
   
 
While the ranch can hold up to 14 chocobos, only four of them can be designated as active runners and be dispatched. The rest are kept in reserve. The player can change the roaster of active runners when they are back from their treasure hunt.
 
While the ranch can hold up to 14 chocobos, only four of them can be designated as active runners and be dispatched. The rest are kept in reserve. The player can change the roaster of active runners when they are back from their treasure hunt.
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*Level — determines the type of items the bird brings back
 
*Level — determines the type of items the bird brings back
 
*Nature — whether there are timid, bold or normal chocobos
 
*Nature — whether there are timid, bold or normal chocobos
*Heart — represents chocobos willingness to be dispatched on further hunts. See the [[#Dispatching|§ Dispatching]] section for details.
+
*Heart — represents chocobos willingness to be dispatched on further hunts. See the [[#Dispatching|Dispatching]] section for details.
 
*Max Level — Displayed from Chapter 5 onwards by talking to the chocobo directly. The number indicates to what extent the player can develop the bird by feeding it greens in the Raise Chocobos section of Clasko's menu; better grades of Greens are used to raise the birds to higher levels.
 
*Max Level — Displayed from Chapter 5 onwards by talking to the chocobo directly. The number indicates to what extent the player can develop the bird by feeding it greens in the Raise Chocobos section of Clasko's menu; better grades of Greens are used to raise the birds to higher levels.
   
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==== Replenishing supplies ====
 
==== Replenishing supplies ====
The party can replenish its inventory up to 99 Gysahl Greens by selecting the Junk Food Greens command from Clasko's menu. The Nutritive Greens command fills up the inventory to 99 of Pahsana, Mimett, and Sylkis Greens. (While these are of little use in combat and in capturing chocobos, they can augment captured fiends and used in Alchemist's mixes.) The amount of replenished greens is deduced from Clasko's stock in the ranch.
+
The party can replenish its inventory up to 99 Gysahl Greens by selecting the Junk Food Greens command from Clasko's menu. The Nutritive Greens command fills up the inventory to 99 of Pahsana, Mimett, and Sylkis Greens. The amount of replenished greens is deduced from Clasko's stock in the ranch.
   
 
Clasko replenishes his greens supply gradually. The amount replenished depends on the Chapter and the number of [[Battle (term)|battles]] fought.
 
Clasko replenishes his greens supply gradually. The amount replenished depends on the Chapter and the number of [[Battle (term)|battles]] fought.
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===Ruin Depths access===
 
===Ruin Depths access===
There are two conditions that need to be fulfilled to unlock the [[Ruin Depths]]:
+
There are two conditions required to unlock the [[Ruin Depths]]:
 
#Players must have had three successful chocobo dispatches per level.
 
#Players must have had three successful chocobo dispatches per level.
 
#Players must have had four Level 5 chocobos as the Chocobo-Runners at least once.
 
#Players must have had four Level 5 chocobos as the Chocobo-Runners at least once.

Revision as of 23:17, 28 June 2018

Template:Sideicon

The Calm Lands Ruins is a location in Final Fantasy X-2 where Clasko attempts to find his calling by opening a chocobo ranch at the site of the former Monster Arena in the Calm Lands.

To begin raising chocobos the player must complete the "Clean Sweep" optional mission in the Calm Lands. Clasko will then explain how to catch chocobos and gives the player 21 Gysahl Greens and 31 Pahsana Greens. After dispatching a chocobo to a certain location, YRP must participate in seven battles before it will return. By dispatching a level four or five chocobo to the Mi'ihen Highroad, it is possible to gain access to the Fiend Colony. After a complicated series of hunts with specially prepared chocobos the Ruin Depths can be accessed.

The Choco-Shortcut will appear later at the Calm Lands merchants where the player is dropped from the Celsius. A diminutive chocobo next to Shinra's CommSphere can teleport the Gullwings to the Chocobo Ranch when examined.

Template:See Also

Story

CommSphere Calm Lands Ruins

Clasko grooming a chocobo.

Clasko comes to the Calm Lands Ruins after deciding a life as a Chocobo Knight was not for him. He is horrified to discover the site is infested with fiends and asks the Gullwings to clear out the ranch. Clasko soon realizes he cannot have a ranch without chocobos, and the Gullwings help him by sending the chocobos they have captured from the wild to the stables. Clasko is overjoyed to be looking after his new feathered friends, as a career in chocobo-grooming is a much better fit for him than his previous job as a knight. The Gullwings have a chance to find the Amazing Chocobo in the secret dungeon under the ranch, much to Clasko's surprise. Shinra installs a CommSphere at the ranch through which Yuna and friends can check up on the happenings at the stable.

Quests

Missions

Clean Sweep

This is not a compulsory mission.

Exterminate the fiends that have taken up residence in the ruins. Leave no fiend unslain!

  • Objective: Wipe out all the fiends.
  • Unlock: Becomes available when Clasko, Calli and the chocobo board the airship.
  • Reward: Highroad Winds Garment Grid, Alchemist dressphere. Unlocks the Chocobo ranch, the ability to catch Chocobos and Clasko's menu.

Chocobo ranch

After completing the "Clean Sweep" quest, the Calm Lands Ruins becomes a chocobo ranch. The Gullwings can now capture chocobos. Once captured, they can be trained and sent in search of treasures.

Clasko's Chocobo Ranch menu

Capturing

Wild chocobos can be met in battle alongside other fiends, and attack the player's party just like any other fiend. (Bold chocobos may even use to the powerful Choco Meteo.) They respond to being attacked by counterattacking or running away. They can also be killed.

The player must defeat all other fiends in battle to capture a wild chocobo; feeding them any grade of greens will calm them and prolong their time in battle. First Strike, with the ATB Speed turned down low enough, or simply avoiding the Berserker dressphere and any other sources of counterattack, will make capturing chocobos easier. Once all other enemies are eliminated, the remaining chocobo must be fed a Gysahl Green to be captured.

Wild chocobo locations
Locations Bold Chocobo Normal Chocobo Timid Chocobo
Kilika Island, Thunder Plains, Bikanel Island 80% 10% 10%
Djose Highroad, Calm Lands 10% 80% 10%
Besaid Island, Moonflow, Macalania 10% 10% 80%

Chocobos are only rarely found in the Mi'ihen Highroad but not in the rest of Spira.

Captured chocobos are sent to the ranch; Clasko will only have room for fourteen chocobos and any extra ones caught will be released. Of the fourteen chocobos, four are Choco-Runners and ten are Choco-Reserves.

Catching a chocobo before the end of Chapter 3 in the Final Fantasy X-2 HD Remaster version earns the trophy Tricky Trapper.

Raising

Once the Gullwings have caught some chocobos they can raise their levels. Chocobos can reach up to level 5 but not all chocobos can be raised that high. The other greens—Pahsana, Sylkis, and Mimett—are used for raising captured chocobos. The player can choose a chocobo from the menu and feed it a certain number of greens depending on what level they want to raise them to.

These numbers are as follows:

Level Greens Amount Needed
2 Pahsana 10
3 Mimett 10
4 Mimett 30
5 Sylkis 40

Dispatching

The suitability of chocobos of a given nature to be dispatched to a given area affects the chances of their running away, the amount of Heart they lose on the expedition, and the amount of items they bring back.

All chocobos start with 100 Heart. As the player sends them to areas, their Heart will drop when they return. The amount of Heart lost is affected by the chocobo's nature and suitability of the area the chocobo was dispatched to. Lower Heart stat indicates higher probability for chocobo to run away or to return with common items, and it can even happen if it won't find anything. If a chocobo is sent to a location it is unsuited for, it'll lose 60 Heart. If sent to a location it is average for, it'll lose 30 Heart. If sent to a location it is well-suited for, it'll lose 15 Heart.

Locations Bold Chocobo Normal Chocobo Timid Chocobo
Besaid Island Unsuited Well-suited Average
Kilika Island Average Unsuited Well-suited
Mi'ihen Highroad Average Average Average
Mushroom Rock Road Average Average Average
Djose Highroad Well-suited Average Unsuited
Moonflow Unsuited Well-suited Average
Thunder Plains Average Unsuited Well-suited
Macalania Unsuited Well-suited Average
Bikanel Island Average Unsuited Well-suited
Calm Lands Well-suited Average Unsuited
Mt. Gagazet Average Average Average
Zanarkand Ruins Average Average Average

The treasure is largely inconsequential; there are two Garment Grids available that the player actually gets by failing to get any other items. Higher level chocobos bring back better items.

While the ranch can hold up to 14 chocobos, only four of them can be designated as active runners and be dispatched. The rest are kept in reserve. The player can change the roaster of active runners when they are back from their treasure hunt.

Besaid
Level Treasure
1 Potion, Potion x2, Potion x3, Potion x4
2 Hi-Potion, Phoenix Down, Ether, Turbo Ether
3 Hi-Potion x2, Phoenix Down x2, Ether x2, Turbo Ether x2
4 Hi-Potion x3, Phoenix Down x3, Ether x3, X-Potion
5 Hi-Potion x4, Phoenix Down x4, Ether x4, Elixir
Kilika
Level Treasure
1 Budget Grenade, Grenade, Grenade x2
2 Grenade x3, M-Bomb, M-Bomb x2, Petrify Grenade
3 Grenade x4, L-Bomb x2, Petrify Grenade x2
4 S-Bomb, L-Bomb x3, Sleep Grenade x2, Titanium Bangle
5 M-Bomb, Silence Grenade x4, Star Pendant, Venom Shock
Mi'ihen Highroad
Level Treasure
1 Soft, Soft x2, Soft x4
2 Remedy, Eye Drops, Silence Grenade, Silver Bracer
3 Remedy x2, Eye Drops x2, Silence Grenade x2, Gold Bracer
4 Remedy x3, Eye Drops x3, Silence Grenade x3, Rune Bracer
5 Remedy x4, Eye Drops x4, White Cape, Mute Shock
Mushroom Rock Road
Level Treasure
1 Fish Scale, Fish Scale x2, Fish Scale x3, Fish Scale x4
2 Dragon Scale, Water Gem, Blue Ring, Cerulean Ring
3 Dragon Scale x2, Water Gem x2, Watery Gleam, Electrocutioner
4 Dragon Scale x3, Water Gem x3, NulTide Ring, Short Circuit
5 Dragon Scale x4, Water Gem x5, Silver Glasses, Blind Shock
Djose
Level Treasure
1 Star Curtain, Star Curtain x2, Star Curtain x3, Star Curtain x4
2 Lunar Curtain, Lunar Curtain, Mana Tablet, Stamina Tablet
3 Lunar Curtain x2, Lunar Curtain x2, Mana Tablet x2, Stamina Tablet x2
4 Lunar Curtain x3, Light Curtain x3, Mana Tonic, Stamina Tonic
5 Lunar Curtain x4, Light Curtain x4, Twist Headband, Dream Shock
Moonflow
Level Treasure
1 Antidote, Antidote x2, Antidote x3, Antidote x4
2 Remedy, Holy Water, Healing Spring, Ether
3 Remedy x2, Holy Water x2, Healing Spring x2, Turbo Ether
4 Remedy x3, Holy Water x3, Healing Spring x3, Regen Bangle
5 Remedy x4, Holy Water x4, Healing Spring x4, Recovery Bracer
Thunder Plains
Level Treasure
1 Electro Marble, Electro Marble x2, Electro Marble x3, Electro Marble x4
2 Lightning Marble, Lightning Gem, Yellow Ring, Ochre Ring
3 Lightning Marble x2, Lightning Gem x2, Lightning Gleam, Short Circuit
4 Lightning Marble x3, Lightning Gem x3, NulShock Ring, Electrocutioner
5 Lightning Marble x4, Lightning Gem x4, Black Choker, Chaos Shock
Macalania
Level Treasure
1 Potion, Potion x2, Potion x3, Potion x4
2 Hi-Potion, Phoenix Down, Phoenix Down x3, Mega Phoenix
3 Hi-Potion x2, Phoenix Down x2, Phoenix Down x4, Mega-Potion
4 Hi-Potion x3, Phoenix Down x3, Mega Phoenix, Mega-Potion x2
5 Hi-Potion x4, Phoenix Down x4, Potpourri x2, Fury Shock
Bikanel
Level Treasure
1 Bomb Fragment, Bomb Fragment x2, Bomb Fragment x3, Bomb Fragment x4
2 Bomb Core, Fire Gem, Red Ring, Crimson Ring
3 Bomb Core x2, Fire Gem x2, Fiery Gleam, Sublimator
4 Bomb Core x3, Fire Gem x3, NulBlaze Ring, Freezerburn
5 Bomb Core x4, Fire Gem x4, Gold Anklet, Stone Shock
Calm Lands
Level Treasure
1 Potion, Potion x2, Potion x3, Potion x4
2 Dispel Tonic, Chocobo Feather, Silver Hourglass, Gold Hourglass
3 Dispel Tonic x2, Chocobo Feather x2, Silver Hourglass x2, Gold Hourglass x2
4 Dispel Tonic x3, Chocobo Feather x3, Silver Hourglass x3, Chocobo Wing
5 Dispel Tonic x4, Chocobo Feather x4, Dragonfly Orb, System Shock
Mt. Gagazet
Level Treasure
1 Antarctic Wind, Antarctic Wind x2, Antarctic Wind x3, Antarctic Wind x4
2 Arctic Wind, Ice Gem, White Ring, Snow Ring
3 Arctic Wind x2, Ice Gem x2, Icy Gleam, Sublimator
4 Arctic Wind x3, Ice Gem x3, NulFrost Ring, Freezerburn
5 Arctic Wind x4, Ice Gem x4, Angel Earrings, Mortal Shock
Zanarkand
Level Treasure
1 Echo Screen, Echo Screen x2, Echo Screen x3, Echo Screen x4
2 Remedy, Dispel Tonic, Silver Hourglass, Ether
3 Remedy x2, Dispel Tonic x2, Gold Hourglass, Turbo Ether
4 Remedy x3, Dispel Tonic x3, Gold Hourglass x2, Kinesis Badge
5 Remedy x4, Dispel Tonic x4, Pretty Orb, Lag Shock

Inspecting

Clasko's Choco-Browser allows the player to inspect captured chocobos and find out more about them. Each chocobo has different attributes:

  • Level — determines the type of items the bird brings back
  • Nature — whether there are timid, bold or normal chocobos
  • Heart — represents chocobos willingness to be dispatched on further hunts. See the Dispatching section for details.
  • Max Level — Displayed from Chapter 5 onwards by talking to the chocobo directly. The number indicates to what extent the player can develop the bird by feeding it greens in the Raise Chocobos section of Clasko's menu; better grades of Greens are used to raise the birds to higher levels.

Feeding

Sending chocobos on hunts costs some Heart score. Heart can be restored by feeding Pahsana Greens in the Feed Chocobos section of Clasko's menu: 10 Heart for each 1 Pahsana Green.

Releasing

Chocobos captured in early chapters eventually need to be released to make room for new chocobos which can potentially be upgraded to higher levels. Releasing can be done from the Clasko's menu. The chocobo to be released needs to be present at the ranch.

Replenishing supplies

The party can replenish its inventory up to 99 Gysahl Greens by selecting the Junk Food Greens command from Clasko's menu. The Nutritive Greens command fills up the inventory to 99 of Pahsana, Mimett, and Sylkis Greens. The amount of replenished greens is deduced from Clasko's stock in the ranch.

Clasko replenishes his greens supply gradually. The amount replenished depends on the Chapter and the number of battles fought.

Chapter Gysahl Greens Other Greens
2 5 per 12 battles 10 per 6 battles
3 5 per 10 battles 10 per 6 battles
4 & 5 5 per 6 battles 10 per 5 battles

The Nutritive Greens command can change the ratio of the stockpile dedicated to each of the three types of nutrient green.

Ruin Depths access

There are two conditions required to unlock the Ruin Depths:

  1. Players must have had three successful chocobo dispatches per level.
  2. Players must have had four Level 5 chocobos as the Chocobo-Runners at least once.

The game tracks the amount of successful dispatches the player has achieved across all owned chocobos. The successful dispatches can all have been achieved with the same chocobo, or it can have been fulfilled by different chocobos. The player must have succeeded in dispatching chocobos three times at levels 1, 2, 3, 4 and 5 each. A chocobo running away does not count as a successful dispatch, nor does discovering the Fiend Colony.

The easiest way to do this quest is to aim to catch chocobos with a Max Level of 5, since they will become necessary to fulfill the second condition. While capturing chocobos players can start periodically dispatching chocobos they have already caught. The chocobos' nature and destination do not matter; if the player has not obtained the Mounted Assault or Strength of One Garment Grids, it is recommended to pick average or unsuited areas and keep the chocobos at a medium Heart level to improve the odds of acquiring the grids.

Work on this quest can be started in Chapters 2 and 3. Any successful dispatches the player has achieved in this time count towards the Ruin Depths conditions and do not need to be repeated.

Once all the conditions have been cleared Clasko will inform the party that the chocobos found something of interest in the back of the cave. The entrance to the dungeon will have appeared, displayed as a green square on the minimap. The path through the Ruin Depths to the Anything Eater, the Amazing Chocobo and the Higher Power Garment Grid, is now open. The Amazing Chocobo finds better items and will not run away; it returns after twenty two battles.

Enemies

During Chapter 2:

Musical themes

The Chocobo Theme, known simply as "Chocobo", plays while in the Ranch. The dungeon theme "Labyrinth" plays during the "Clean Sweep" mission.

External links