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FFX | X-2 · Cavern of the Stolen Fayth

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.

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