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FFX | X-2 · The airship and Bevelle

Final Fantasy X | X-2 HD Remaster · FFX walkthrough

The airship and Bevelle

Story mode. Written for a first playthrough and kept free of spoilers — it will not tell you what happens here, only what the game is asking of you.

4 things here are lost permanently. Everything below is worth taking as you pass it. The completionist tab lists every one of them with the exact moment it stops being obtainable.

The party is back together and there is no time to waste. This stretch moves fast: a short walk around a ship, one hard fight, a few battles on the way up a tower, and then a trial. It feels like a corridor. Treat it like one you will never walk again — because you won’t.

On the airship

Explore before you take the lift to the top deck. There is a save sphere on the bridge and another in the last room before the deck.

  • Talk to the Al Bhed on the left of that last room. Four Al Bhed Potions, free. They heal and cure most status at once, and the fight upstairs throws petrification and poison at you.
  • Rin is at the back of the ship with items and gear. If you have spare gil, Softs and Antidotes are the useful buys.

The boss on the deck

Use Wakka, Rikku and either Tidus or Lulu. Wakka hits from any distance and Rikku’s Use command turns those Al Bhed Potions into party-wide cures.

On some turns the game lets you tell the pilot to close in or pull back. Pull back first. From far away the boss can only spray weak shots around; up close it petrifies and poisons. Its strongest attack takes a turn to charge — if you see it winding up, pull back and it misses.

Have Tidus Cheer while you are far away, cast Slow on the boss, and expect it to speed itself up once it is badly hurt. Recast Slow and keep going.

Up the tower

You land fighting. Heal before you go up — HP does not refill between these battles.

  • Kill the warrior monk with the flamethrower first in each group.
  • The machina that kicks someone clean out of the battle is weak to fire and water, not lightning. Before it dies, have Kimahri use Lancet on it: he learns a new Ronso Rage.
  • Rikku can steal an Ether from the larger machina.

The passage down

After the scene at the top, you walk down a stone passage toward the temple. There is an Al Bhed Primer on the floor of this passage. Pick it up. Then save at the sphere before the trial.

The Cloister of Trials

This is the longest Cloister so far and the only one you get one try at. You ride a moving pedestal along tracks and press confirm when it crosses an arrow pointing where you want to go. Tap the button repeatedly near arrows rather than trying to time one press. If you fall off, it resets you — no harm done.

The order that works:

  1. Push the pedestal onto the track. Ride to the first dead end and take the Bevelle Sphere from the wall.
  2. Ride to the next stop and set it in the recess on the far wall. A missing section of track appears.
  3. Ride the new loop: it brings you past a recess holding a second Bevelle Sphere. Take it.
  4. Cross the repaired track to the walkway stop and put that sphere in the wall on the left. The walkway beyond lights up.
  5. Ride to the side stop and take the Glyph Sphere from its wall. Come back.
  6. Cross the walkway and set the Glyph Sphere in the far wall. The wall vanishes and the Destruction Sphere is behind it.
  7. Carry the Destruction Sphere back to the side stop and put it where the Glyph Sphere was. A new route lights up.

Stop here. You are not done. The new route leads to the exit, and that is where most people walk straight out. Instead:

  1. Go back to the walkway and take the Bevelle Sphere back out of the wall.
  2. Ride the new route to the stairs. The pedestal stops partway; push it the rest of the way.
  3. Climb the stairs and set the Bevelle Sphere in the recess at the far wall. The chest on the right opens: an HP Sphere. Always open it.
  4. Step on the glyph that appears under the chest. The pedestal comes to you. Push it onto the new track and ride it to a second chest: the Knight Lance for Kimahri.

The exit is to the right, past a glowing glyph. Do not wander right until both chests are open — going too far starts the next scene, and there is no way back.

What comes next

You receive a new aeon. Name it as you like. A long sequence of scenes follows with no fights. When you get control again, the party is split up.

Worth doing on a first run

How this page was made

Researched across 8 community walkthroughs and written from scratch — no source’s wording appears here.

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