FINAL FANTASY X/X-2 HD Remaster
67 Achievements
1,000
200-300h
Xbox One
Xbox Series
FFX-2: Chocobo Whisperer
Catch the Amazing Chocobo
15
0.36%
How to unlock the FFX-2: Chocobo Whisperer achievement in FINAL FANTASY X/X-2 HD Remaster - Definitive Guide
The first thing you need to do is unlock the Chocobo Ranch at the Calm Lands, which requires several things to be done properly in Chapters 1, 2, & 3. The guide on this achievement that I wrote earlier will help with that if you have not already completed it:
I waited until Chapter 5 to do the rest. The first thing I recommend doing is talking to Clasko in the Calm Lands. Select the "Nutritional Greens" option, and change the percentage to be 30%, 30%, 40%. You will need these greens later to level up the chocobos, and if you wait as I did, you will need to grind ~150 battles to build up the supply to do so.
Part A - Obtaining proper Chocobos
Now that you have taken care of that aspect, go to the Killika Woods to catch Chocobos. A lure bracer helps a ton for this, and you should have gotten one during Chapter 2 at the oasis in Bickanel desert. Catch 5-10 Chocobos, then return to the calm lands and head to the Chocobo Ranch.
At the ranch, you can check each Chocobo's max level by interacting with them in their stalls. There are 4 chocobo runners straight ahead on the path, up the ramp from the save sphere. There are also 5 chocobo runners on each side on the main level. Runners 1-5 are on the right, and 6-10 are on the left. As you interact with them, make note of which ones can reach a max level of "5". We need a total of 4 of these chocobos. Once you have checked their levels, release all chocobos who are not able to reach level 5 by speaking with Clasko. He should be at the platform to the right of the entrance, before the save sphere. If you do not have at least 4, you need to return to Killika Woods to catch more.
Part B - Leveling Chocobos to 5
Now that we have 4 chocobos that can reach level 5, make sure they are set as your 4 runners. You can change your set runners with Clasko. Now, we need to dispatch our chocobos, then level them up. To do this:
1. Dispatch each of your 4 runners to the Calm Lands.
2. Go back into the Calm Lands and fight 7+ battles. A lure bracer helps here.
3. SAVE YOUR GAME INSIDE THE CHOCOBO ARENA
4. Talk to Clasko to hear a report about your chocobos. If all 4 return safely, proceed. If any ran away, reset your game (pause, "X" to quit, reload).
5. Heal your chocobos back to full health.
6. Raise your chocobos all *1* level. If you run our of greens, select the "Nutritive Greens" option at the bottom, keep the same settings, and you should get your supplies replenished.
7. Dispatch all 4 Chocobos to the Calm Lands again, and repeat 1-6 until they are all level 5.
Part C - Finding the Chocobo Arena with Level 5 Chocobos
Now that your Chocobos are all level 5:
1. Dispatch chocobos 1, 2, & 3 to the Calm Lands. Leave #4 alone.
2. Fight 7+ Battles
3. SAVE, the check to make sure all made it back safely.
4. Heal your chocobos with Clasko
5. Send chocobos 2, 3, & 4 to the Calm Lands, leave #1 alone.
6. Fight 7+ Battles.
7. Return to the Clasko. If done correctly, you should get a cutscene upon entering the old Monster Arena.
Part D - Inside the New Area
I modified the map from the steam 100% guide that many are following along with to show the paths I took to open all of the doors and finally get to the Amazing Chocobo. Between each pair of doors will be a chest. Here's the modified map:
Here's the original if you would like to see what is in each of the chests:
https://steamuserimages-a.akamaihd.net/ugc/44848455613585415...
Thank you for reading along. Please ask in the comments if you have any questions, and I'll answer them ASAP. If you liked the guide, please consider giving it a Thumbs Up! If you downvote, please say why in the comments so I can fix the issue!
The FFX-2: Tricky Trapper achievement in Final Fantasy X/X-2 HD Remaster worth 45 pointsHelp Clasko catch a chocobo by the end of Chapter 3
I waited until Chapter 5 to do the rest. The first thing I recommend doing is talking to Clasko in the Calm Lands. Select the "Nutritional Greens" option, and change the percentage to be 30%, 30%, 40%. You will need these greens later to level up the chocobos, and if you wait as I did, you will need to grind ~150 battles to build up the supply to do so.
Part A - Obtaining proper Chocobos
Now that you have taken care of that aspect, go to the Killika Woods to catch Chocobos. A lure bracer helps a ton for this, and you should have gotten one during Chapter 2 at the oasis in Bickanel desert. Catch 5-10 Chocobos, then return to the calm lands and head to the Chocobo Ranch.
At the ranch, you can check each Chocobo's max level by interacting with them in their stalls. There are 4 chocobo runners straight ahead on the path, up the ramp from the save sphere. There are also 5 chocobo runners on each side on the main level. Runners 1-5 are on the right, and 6-10 are on the left. As you interact with them, make note of which ones can reach a max level of "5". We need a total of 4 of these chocobos. Once you have checked their levels, release all chocobos who are not able to reach level 5 by speaking with Clasko. He should be at the platform to the right of the entrance, before the save sphere. If you do not have at least 4, you need to return to Killika Woods to catch more.
Part B - Leveling Chocobos to 5
Now that we have 4 chocobos that can reach level 5, make sure they are set as your 4 runners. You can change your set runners with Clasko. Now, we need to dispatch our chocobos, then level them up. To do this:
1. Dispatch each of your 4 runners to the Calm Lands.
2. Go back into the Calm Lands and fight 7+ battles. A lure bracer helps here.
3. SAVE YOUR GAME INSIDE THE CHOCOBO ARENA
4. Talk to Clasko to hear a report about your chocobos. If all 4 return safely, proceed. If any ran away, reset your game (pause, "X" to quit, reload).
5. Heal your chocobos back to full health.
6. Raise your chocobos all *1* level. If you run our of greens, select the "Nutritive Greens" option at the bottom, keep the same settings, and you should get your supplies replenished.
7. Dispatch all 4 Chocobos to the Calm Lands again, and repeat 1-6 until they are all level 5.
Part C - Finding the Chocobo Arena with Level 5 Chocobos
Now that your Chocobos are all level 5:
1. Dispatch chocobos 1, 2, & 3 to the Calm Lands. Leave #4 alone.
2. Fight 7+ Battles
3. SAVE, the check to make sure all made it back safely.
4. Heal your chocobos with Clasko
5. Send chocobos 2, 3, & 4 to the Calm Lands, leave #1 alone.
6. Fight 7+ Battles.
7. Return to the Clasko. If done correctly, you should get a cutscene upon entering the old Monster Arena.
Part D - Inside the New Area
I modified the map from the steam 100% guide that many are following along with to show the paths I took to open all of the doors and finally get to the Amazing Chocobo. Between each pair of doors will be a chest. Here's the modified map:
Here's the original if you would like to see what is in each of the chests:
https://steamuserimages-a.akamaihd.net/ugc/44848455613585415...
Thank you for reading along. Please ask in the comments if you have any questions, and I'll answer them ASAP. If you liked the guide, please consider giving it a Thumbs Up! If you downvote, please say why in the comments so I can fix the issue!
9 Comments
Thank you for the guide. I'll give you a thumbs up since you helped greatly with the most significant and mystifying part, but I'd also like to suggest a couple of changes, however. The first is to improve clarity around this bit -
The other feedback I have is that it seems to me the instructions on how to navigate the dungeon is wrong - specifically, "Step 3 - Follow the pink arrow path". This is because the pit containing Treasure #5 is a one-way street, enabling the player only to proceed south. Due to the position of the small climbable block (visible on your map as a light brown square next to "5"), it does not seem possible to jump to the north. Instead, I had to work my way around to the east then north towards the vicinity of Treasure #13.
Some further notes that may help people:
- When you are selecting four Runners that are able to be max level 5, it helps to prioritise chocobo's that have a "Bold" nature. Looking at other info online, "Bold" chocobos are "well-suited" to the Calm Lands (they lose less Heart when dispatched here).
- I'm not sure how much it really matters, but when one of your chocobos runs off, the game advises the following: "the more chocobos you're raising, the less likely it is a chocobo will run away." So perhaps, once you have your four Runners, it's worth keeping the Reserve spots full.
- The dungeon does not display a mini-map and can be confusing to navigate due to the awkward camera angles. After a battle, it's easy to lose your place. I recommend hovering your mouse cursor over the map provided within the guide to keep track of where you were.
- It's worth emphasising for completionist's that Treasure #12 (AP Egg) triples the AP earned for the character it's equipped to. The only other way I know to obtain one of these is through the tedious Blitzball tournaments, so it's worth picking it up here. Treasure #10 (Machina Reactor) allows Rikku's special dress-sphere to Break HP Limit.
There are 4 chocobo runners straight ahead on the path, up the ramp from the save sphere.
The game does refer to these 4 as "Chocobo Runners", that's fine, but then you go on to say:There are also 5 chocobo runners on each side on the main level. Runners 1-5 are on the right, and 6-10 are on the left.
The game actually refers to these 10 back-up chocobos using the phrase "Chocobo Reserves". Since the guide calls them "Runners" instead, it confused me about the layout, and which of the three farm areas actually held the real Runners. I would suggest changing "runners" in this case to be "reserves".The other feedback I have is that it seems to me the instructions on how to navigate the dungeon is wrong - specifically, "Step 3 - Follow the pink arrow path". This is because the pit containing Treasure #5 is a one-way street, enabling the player only to proceed south. Due to the position of the small climbable block (visible on your map as a light brown square next to "5"), it does not seem possible to jump to the north. Instead, I had to work my way around to the east then north towards the vicinity of Treasure #13.
Some further notes that may help people:
- When you are selecting four Runners that are able to be max level 5, it helps to prioritise chocobo's that have a "Bold" nature. Looking at other info online, "Bold" chocobos are "well-suited" to the Calm Lands (they lose less Heart when dispatched here).
- I'm not sure how much it really matters, but when one of your chocobos runs off, the game advises the following: "the more chocobos you're raising, the less likely it is a chocobo will run away." So perhaps, once you have your four Runners, it's worth keeping the Reserve spots full.
- The dungeon does not display a mini-map and can be confusing to navigate due to the awkward camera angles. After a battle, it's easy to lose your place. I recommend hovering your mouse cursor over the map provided within the guide to keep track of where you were.
- It's worth emphasising for completionist's that Treasure #12 (AP Egg) triples the AP earned for the character it's equipped to. The only other way I know to obtain one of these is through the tedious Blitzball tournaments, so it's worth picking it up here. Treasure #10 (Machina Reactor) allows Rikku's special dress-sphere to Break HP Limit.
By Meszerus on 18 Feb 2021 19:29
Something I’ve learned while collecting chocobos in Kilika:
- Remember that you can only have 14 chocobos max (4 runners & 10 reserves). By keeping track, you won’t collect too many and end up wasting your time.
- most of the time, if the chocobo casts meteor in battle, it’s usually a max level 5 (it always was for me, but I’ve heard opposing opinions on this)
- if the chocobo is alone, it’s always a max level 1
- if the chocobo casts cure or shell, it’s usually a max level 2, and usually timid
- if the chocobo kicks, it’s usually bold but only max level 4
This is mostly based on my personal experience of playing this game 3 times now, and capturing well over 200 chocobos (I didn’t need this many, but I got curious if there were hints about the chocobo in the battle, and to make it statistically significant, I needed 175-200 captures).
I also totally agree with Meszerus: once you start the levelling/dispatching part, the chocobos are less likely to run off if you are raising more chocobos. Of course, you can always use the save / check / reload option if any run off, But it’s just as easy (if not easier and way less time consuming) to keep the lower level chocobos sitting in reserve at the ranch, just hanging out. There is an option to change the roster, so you can easily switch chocobos from reserves to runners and vice versa as needed til you have the 4 bold / max level 5 in the runner positions.
Hope this helps
- Remember that you can only have 14 chocobos max (4 runners & 10 reserves). By keeping track, you won’t collect too many and end up wasting your time.
- most of the time, if the chocobo casts meteor in battle, it’s usually a max level 5 (it always was for me, but I’ve heard opposing opinions on this)
- if the chocobo is alone, it’s always a max level 1
- if the chocobo casts cure or shell, it’s usually a max level 2, and usually timid
- if the chocobo kicks, it’s usually bold but only max level 4
This is mostly based on my personal experience of playing this game 3 times now, and capturing well over 200 chocobos (I didn’t need this many, but I got curious if there were hints about the chocobo in the battle, and to make it statistically significant, I needed 175-200 captures).
I also totally agree with Meszerus: once you start the levelling/dispatching part, the chocobos are less likely to run off if you are raising more chocobos. Of course, you can always use the save / check / reload option if any run off, But it’s just as easy (if not easier and way less time consuming) to keep the lower level chocobos sitting in reserve at the ranch, just hanging out. There is an option to change the roster, so you can easily switch chocobos from reserves to runners and vice versa as needed til you have the 4 bold / max level 5 in the runner positions.
Hope this helps
By FemmeFatality13 on 27 Apr 2022 06:11