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FFX | X-2 · The Calm Lands

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

The Calm Lands

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.

Back in the woods

No fights here. Talk to everyone, then find Kimahri, who points you on. Let the scene play.

When you get control afterwards, walk back to where the party camped. A chest has appeared there with a ring for Yuna. Then follow the path out past the spot that used to be guarded. If a glowing sphere lies on the ground on the right where the path splits, pick it up.

The plains

The Calm Lands are wide open with a map in the corner, and you are free to wander. Fights here are a step up. Watch for the big plant-like monsters: their breath attack stacks almost every bad status at once, including Confusion. Kill them fast, cure with Al Bhed Potions, and have Kimahri use Lancet on one — it is one of his best Ronso Rages.

The travel agency in the middle has a save sphere and the best shop yet. Then take a lap:

  • South-east corner, down a ramp: two chests, 5,000 and 10,000 gil.
  • Behind the agency building: a Lv. 2 Key Sphere.
  • The far west, at the tip of the longest peninsula: an Al Bhed Primer on the ground.

Things that open here

Several things in the Calm Lands are long-term projects. You can look at all of them now; you do not need to finish any of them.

  • The chocobo trainer, north of the agency. Do her first course — it is easy and it lets you ride chocobos across the plains. The rest can wait.
  • A woman south of the agency will challenge Yuna’s aeons to a duel. Use your strongest aeon, not the ice one. It is optional, but she gives you something useful whether you win or lose, and winning adds a stack of Power Spheres.
  • The arena up a path on the east side. It is for much later. Look in and leave.
  • A temple off the edge of the plains, reachable only on a chocobo by jumping at a feather marker. There is an Al Bhed Primer on its west side. Everything else there is for later.

The bridge

The way on is north, over a bridge. Save at the sphere before you cross.

The boss on the bridge hits very hard and is tough to damage. Have Tidus use Provoke on it: from then on it uses only its weaker punch on him, which halves his HP but cannot knock him out. Heal him and let everyone else work. Auron’s Armor Break and Mental Break make a big difference, and Tidus should Hastega and Cheer early. Near the end it toughens itself up; keep hitting.

Into the gorge

Over the bridge, a path drops into a gorge. Take the right-hand branch and follow the cliffside path to a sword stuck in the ground between two rocks. Pick it up.

The left-hand branch leads into a cave. It is optional; it has its own page.

Worth doing on a first run

How this page was made

Researched across 6 community walkthroughs and written from scratch — no source’s wording appears here.

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