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FFX | X-2 · Kilika Island

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

Kilika Island

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.

8 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.

Kilika is the first stop where the pilgrimage feels like a journey rather than a tutorial. The town is short, the woods are long, and the temple at the top has a puzzle that rewards paying attention.

The port

Watch the scene at the dock, then save. The village is a ring of walkways over the water; walk all of it.

  • The tavern at the top of the village has an Al Bhed Primer lying on the bar. Pick it up.
  • A little girl is sitting in a half-collapsed house along the walkways. Go in after her. When she is safe, go back to the tavern and open the chest the owner offers you.
  • The hut at the top-left, behind the inn, has a chest of Potions.

The stall by the dock sells weapons with Sensor, which shows enemy HP and weaknesses. If someone in your main three does not have it yet, it is worth the gil.

Kilika Woods

The woods are full of armed guards. Talk to all of them, twice. Nearly everything worth having in here is handed to you rather than found in a chest.

Have Kimahri use Lancet on a Ragora, the plant fiend, for a new Overdrive move.

The man just past the save point gives you Antidotes on the second conversation. Then explore before following the main trail:

  • Right at the first fork, to the end of the path, for a chest.
  • Back west from the fork, a narrow path leads north off the trail. The minimap shows it. There is a new weapon for Wakka at the end.
  • Further on, past the crossroads, the left branch north has a chest with a rare sphere in it.

The guards at the crossroads and further up the trail each give you something.

The large fiend in the middle

Partway through the woods a huge plant fiend blocks the central path. You do not have to fight it — the side routes go around — but beating it gets you two gifts from the guards, and the experience is good this early.

If you fight it: bring Lulu and lead with Fire, keep Antidotes handy, and pay attention when it falls asleep. Magic does not wake it; hitting it does, and it wakes up angry with an attack on the whole party. Pour spells into it while it sleeps, and if you have to wake it, call Valefor first so the aeon takes the hit. You can run if it goes badly.

After it is dead, talk to the guards again — including the one by the save point and the woman who gave you something earlier.

Before the temple stairs

The temple is the end of the island, and the boat to the tournament follows it. If you skipped the large fiend and want the guards’ gifts for beating it, do it before you climb the temple stairs. Once the boat sails, the guards are gone.

The boss at the temple stairs

At the foot of the temple stairs there is a boss fight you cannot skip. It hides inside a shell that physical attacks bounce off, and it has two tentacles behind it that soak up your spells.

Kill the tentacles first, one at a time. Do not use Water on them — they drink it. Then have Lulu burn the body with Fire. Once you have taken off a chunk of its health the shell opens, and from then on everyone can hit it. Keep someone ready to heal; it poisons and it hits hard enough to matter.

The temple

Talk to everyone in the temple, then go into the Cloister of Trials. The puzzle uses glowing spheres you carry between slots in the walls and on a movable pedestal, across three rooms with a wall of fire.

  1. Take the sphere from the pedestal and put it in the door. Take it back and go through.
  2. In the second room, put it in the slot opposite the door to show a glyph, move it to a side slot, and touch the glyph.
  3. In the fire room, take the sphere from the right-hand wall and put it in the other empty side slot in the second room.
  4. Step on the glowing panel to bring the pedestal over. Put the glyph sphere from the pedestal into the slot in the fire room. The fire goes out and an alcove opens with a different-looking sphere in it — leave it for now.
  5. Put a sphere back on the pedestal and push it onto the glowing panel. The floor drops and reveals another sphere downstairs.
  6. Put that sphere in the far door to light it, take the odd-looking sphere from the alcove, and put it in the slot downstairs where the last one was. The wall breaks and there is a chest behind it.
  7. Take the sphere back out of the far door and go through.

The chest is optional and you can come back for it, but it is free armor for Kimahri and there is a reason to collect every one of these chests that you will learn much later.

At the top, Yuna gains her second aeon. Name it on the way out.

Worth doing on a first run

How this page was made

Researched across 7 community walkthroughs and written from scratch — no source’s wording appears here.

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