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FFX | X-2 · FFX: Cloisters of Trials

Final Fantasy X | X-2 HD Remaster

The Cloisters of Trials and Their Destruction Sphere Chests

Updated 2026-10-10

Full spoilers.

Every temple on the pilgrimage has a Cloister of Trials, a sphere-carrying puzzle you must solve to reach the fayth. Six of them also hide a Destruction Sphere: an extra sphere that, set in the right recess, blows a wall open on a chest. The game never explains it, the trial finishes fine without it, and the chests themselves are mostly modest.

They matter because of Anima. At Baaj Temple, late in the game, six statues each light up only if you opened the matching Destruction Sphere chest. All six lit opens the door to Anima’s fayth. Anima in turn is needed for Belgemine’s last fights at Remiem Temple and for the Moon Sigil that powers Yuna’s celestial weapon. One skipped chest blocks that whole chain until you go back for it — and two of the six become much harder to go back for. (Bevelle’s is the one exception people argue about; see its section.)

The six at a glance

Temple Chest When you can take it If you skip it
Besaid Rod of Wisdom — Yuna, Magic +3%, Magic +5%, Sensor First visit Ferry back until Macalania Temple; after the airship, only past Dark Valefor
Kilika Red Armlet — Kimahri, Fire Ward, Ice Ward, Lightning Ward First visit Run the Cloister again on any return
Djose Magic Sphere First visit Run the Cloister again on any return
Macalania Luck Sphere First visit After the airship, only past Dark Shiva on the temple approach
Bevelle HP Sphere (plus a bonus Knight Lance) First visit only Bevelle never reopens — see below
Zanarkand Magistral Rod — Yuna, Half MP Cost Only after you have the airship Nothing; it waits

The rule that saves you a headache: open every one on the first visit. Zanarkand is the single exception, and it cannot be done early anyway.

Besaid — Rod of Wisdom

  1. The Glyph Sphere from the first wall opens the door; set it in the left wall of the next hall and a recess opens on the Destruction Sphere. Leave it there for now.
  2. Touch the glyph opposite the pedestal to reveal the Besaid Sphere. Set it on the pedestal, but do not push the pedestal yet.
  3. Carry the Destruction Sphere to the slot the Besaid Sphere came from. The wall at the end of the hall breaks: Rod of Wisdom.
  4. Now push the pedestal on and finish the trial.

Sensor on the rod is the real prize this early. Do not leave Besaid without it. You can sail back from Luca by way of Kilika until the events at Macalania Temple; after that the island waits until the airship, and the village gate is held by Dark Valefor, a fight far beyond anything else at that stage.

Kilika — Red Armlet

  1. Take the Glyph Sphere off the pedestal and put it in the recess where the second Kilika Sphere was. The fire dies and an alcove opens with the Destruction Sphere. Leave it.
  2. Use a Kilika Sphere on the pedestal and push it onto the floor panel; the floor sinks and a third Kilika Sphere appears downstairs.
  3. Burn open the far door with that sphere, then carry the Destruction Sphere to the recess the third sphere came from. The wall opens: Red Armlet.

Kilika can be revisited by ferry before the airship and by airship after. Nothing guards it.

Djose — Magic Sphere

  1. Solve the trial as normal up to the lift.
  2. Before you ride the lift, touch the glyph on the left wall to pull out the Destruction Sphere.
  3. In the last room, push all five pedestals home. A new pedestal rises; set the Destruction Sphere in it. The wall breaks: Magic Sphere.

Re-runnable on any later visit.

Macalania — Luck Sphere

Ice makes every pushed pedestal slide until it hits something.

  1. Finish the ice bridge first, but do not cross it.
  2. Back at the entrance, step on the glyph by the bridge; a pedestal rises. Push it down the big ramp. It passes a glyph halfway and its sphere turns into a Destruction Sphere.
  3. Bring the pedestal back with the glyph on the main floor. Rearrange the Macalania Spheres so the ramp to the lower level is back.
  4. Set the Destruction Sphere in the recess left of the ramp on the lower floor. The chest appears: Luck Sphere.
  5. That breaks the bridge. Push the Destruction Sphere down the ramp again to turn it back into a Macalania Sphere and rebuild the bridge.

Fiddly, and worth the ten minutes. Once you have the airship, a summoner with Dark Shiva waits on the temple approach, and the chest is behind her.

Bevelle — HP Sphere

Bevelle is different. Here the Destruction Sphere is part of the trial itself: you cannot finish without placing it, so it is impossible to skip. That is exactly why people walk past the chest that comes after it.

  1. Ride the track and work the Bevelle Spheres as normal until you reach the Glyph Sphere at the end of the middle stop’s walkway.
  2. Set the Glyph Sphere in the far wall across the bridge; the wall vanishes. Take the Destruction Sphere.
  3. Carry it back and set it where the Glyph Sphere was. The way to the stairs lights up. Stop here — the trial looks finished, and it is not.
  4. Go back to the walkway stop and take the Bevelle Sphere out of the wall.
  5. Ride to the stairs, climb them, and set that sphere in the recess on the far wall.
  6. The chest on the right holds the HP Sphere. Walk to it carefully: drifting further right ends the Cloister.
  7. Step on the glyph under the chest, push the pedestal that rises to the left and open the second chest: Knight Lance for Kimahri. It does not count toward Anima.

Bevelle can never be revisited. Whether its statue at Baaj depends on the HP Sphere is the one thing the community does not agree on: some say the statue lights for everyone because the Destruction Sphere is compulsory here, others that you need the chest. Two minutes settles it for you — open the HP Sphere chest and the question never arises.

Zanarkand — Magistral Rod

On the story visit the Destruction Sphere is not there. Come back once the airship’s map is open (the temple is on the list of places you can fly to).

  1. Walk the floor tiles of both rooms and find seven hidden panels that light white squares — three in the first room, four in the second. Trial and error does it; each one stays lit.
  2. The Destruction Sphere appears on a pedestal in the first room.
  3. Set it in the recess to the right of the big screen in the second room. The screen shatters on the chest: Magistral Rod.

Dark Bahamut, who appears in the dome once you have the airship, guards the room of the last fight there, past the Cloister. This chest comes before him.

Return visits

Solving a Cloister again on a later visit also leaves a few spheres in that temple’s Chamber of the Fayth. Small rewards, but free if you are there for a chest anyway:

Temple Chamber of the Fayth on a return
Besaid Evasion Sphere, Wht Magic Sphere, Elixir, Hi-Potion, Potion x2
Kilika Luck Sphere, Accuracy Sphere, Defense Sphere, Agility Sphere
Djose Luck Sphere, Magic Def Sphere, Agility Sphere
Macalania Magic Sphere, Magic Def Sphere, Accuracy Sphere

Anima

With all six chests open, fly to Baaj Temple. The fight at the door, the statues and the fayth are in the Anima guide.