Final Fantasy X | X-2 HD Remaster · FFX walkthrough
Cavern of the Stolen Fayth
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.
At the north end of the Calm Lands, before you cross toward the mountain, a path drops down the slope below the bridge. The cave entrance is on the left at the bottom. Nothing in the story sends you here, and nothing here is ever lost — the cave stays open for the rest of the game.
It is a good stop on the way through anyway. The chests are strong for this point, and the fight at the back is a fair test of the party you have.
The tunnels
The cave is a short maze of junctions. Check every dead end:
- First branch on the right: a Megalixir.
- Right at the first T-junction: a Lv. 2 Key Sphere.
- Straight on from there to the end: a Fortune Sphere.
- At the last junction before the Save Sphere, look in the short dead end on the left for an Al Bhed Primer lying on the floor. Then go straight for a chest with two Mega-Potions.
If Kimahri is in the party, use Lancet on the Ghosts. What he learns from them kills things on a timer, and it is exactly what the fight at the back wants.
Two fiends to respect. The little green one with the lantern hits back harder the more enemies a character has killed, so do not let your best fighter finish it. The urn with eyes can only be killed by hitting the right eye, and the wrong one explodes. Flee from the urn.
The fight at the back
Save at the Save Sphere. Past it, someone is waiting in the clearing, and she does not let you through without a fight.
The boss is tough but slow to get going. His early turns are weak; his attacks get nastier as his gauge fills, and a full gauge can finish your party in one swing. So be quick: Protect and Haste on, then hit hard with everyone. If Kimahri learned the timer move from the Ghosts, use it and simply survive the count. Aeons are useful for soaking hits.
The fight gives no experience. Bring whoever you least mind leaving out.
The aeon who wants paying
Step on the glowing pad and walk forward into the Chamber of the Fayth. The aeon here, Yojimbo, works for hire. He asks why you want him — answer “To defeat the most powerful of enemies.” It is the cheapest answer and the best one for how he fights later.
He wants 250,000 gil, and you will almost certainly not have it yet. That is fine. Leave, carry on with the story, and come back when you can afford him. When you do, haggle — the full sequence is in the checklist and gets him down to about 190,000.
The side rooms
Before you leave, stand on the pad and press the button while facing right: a room with an MP Sphere and two X-Potions. Facing left takes you to a chest with Flexible Arm, a weapon for Rikku with four empty slots. Hang on to it.
The pad also takes you back to the entrance.
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.
Completionist mode. Full spoilers, in play order, with every permanent loss called out before you reach it. 1 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
Spoilers from here.
Nothing in this cave is permanently missable. It is optional, it is open from the moment you reach the north Calm Lands until the end of the game, and the airship drops you right outside it. The only thing you can lose is a bonus for overpaying, and you should not want it.
The entrance is at the bottom of the slope under the bridge at the north end of the Calm Lands, on the left.
Tunnels, chests and the Primer
In order: Megalixir (first right branch), Lv. 2 Key Sphere (right at the first T), Fortune Sphere (straight on to the end), Al Bhed Primer Vol. XXV (on the floor in the short west dead end at the last junction), and Mega-Potion x2 (straight on from the Primer). The Save Sphere is in the corridor beyond.
Primer XXV is the second-to-last. The last one is much later. If you are tracking the full set, this is one you can come back for with no penalty.
Lancet and the locals
- Ghost → Doom. This is the earliest reliable Doom source, and Doom ends the boss fight on its own.
- Valaha → Fire Breath, if Kimahri does not have it yet.
- Tonberry counters with Karma, scaled to the kills of whoever hit it. Let your lowest-kill character finish it.
- Magic Urn dies only to a hit on the correct eye; the others explode. The item rewards are poor. Flee.
- Dark Element steals give Shining Thorns, a Mix ingredient for Rikku.
- Bring capture weapons if you are filling the Monster Arena. This cave is its own capture region.
Lady Ginnem and Yojimbo
In the clearing past the Save Sphere, Lady Ginnem — the summoner Lulu guarded on her first, failed pilgrimage, now unsent — attacks and calls Yojimbo.
Yojimbo: 33,000 HP. No steals, no drops, no AP, no gil. Swap in whoever needs nothing.
- Daigoro (the dog) is his weakest move and the only one early on.
- Kozuka (throwing knives, one target) and Wakizashi (heavy slash) come in as his gauge fills.
- Zanmato at a full gauge is 9,999 to everyone. Do not let it get there.
Two clean ways through. Protect or Mighty Guard, Haste, then burst him with Overdrives and your hardest hitters. Or Doom him — Kimahri’s Ronso Rage or a Candle of Life — and survive the five-turn count, using aeons as shields if it goes long.
Hiring him
Take the pad forward into the Chamber of the Fayth. He asks why you seek his power:
- “To train as a summoner.”
- “To gain the power to destroy fiends.”
- “To defeat the most powerful of enemies.”
Pick the third. It sets the lowest opening price, 250,000 gil, and the way he converts payment into motivation in battle is the best of the three against anything that matters. You only answer once.
Then haggle. The line that gets the lowest widely reported price:
| He asks | You offer |
|---|---|
| 250,000 | 125,001 |
| 225,000 | 112,501 |
| 202,500 | 141,751 |
| 190,350 | 190,350 — accept |
Wait a few seconds between offers; he can reject a valid offer if you type the next one too quickly. Offer below his floor and he throws you out — leave the chamber, come back, and start over. Other haggling lines land between 190,000 and 199,000; the difference is small.
Offering triple his asking price at any point adds two Teleport Spheres. That is the only thing here you can miss, and it is not worth the money.
Hiring him unlocks It’s All About the Money.
Using him
Every summon costs gil. Pay in powers of two (512, 1,024, 2,048…) — anything between two powers buys the same motivation as the lower one. Paying 0 dismisses him and lowers his opinion of you; so does being KO’d. A full Overdrive gauge adds a big motivation bonus on his next paid attack, and with a high enough opinion of you, Zanmato becomes cheap. Zanmato kills almost anything outright; against the two final-form bosses that change shape it advances them to their next form instead.
The side rooms
Stand on the pad and face right, then press confirm: X-Potion x2 and an MP Sphere. Face left: Flexible Arm, Rikku’s weapon with four empty slots. Keep it for customising; blank slots are what endgame abilities need.
Coming back: Dark Yojimbo (International)
Once the Dark Aeons are loose in the airship era, returning here after hiring Yojimbo and leaving by the tunnels triggers Dark Yojimbo. You can always dodge it by taking the pad at the back to the entrance. He is covered in the Dark Aeons guide.
Everything in this area
The tunnels
The clearing
Chamber of the Fayth
Side rooms
How this page was made
Researched across 9 community walkthroughs and written from scratch — no source’s wording appears here. 1 is marked where sources disagree with each other — we have not picked a winner for you.