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FFX | X-2 · Thunder Plains

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

Thunder Plains

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.

The plains are long, open and loud. The lightning itself never hurts you — it just knocks Tidus over — and the fiends out here are mostly lightning-based, which makes water your friend. Give Lulu her water spell and put on any lightning protection you bought in town.

Dodging

When the screen flashes white, press the confirm button and Tidus sidesteps the bolt. Standing near one of the tall lightning towers keeps you safe entirely. The game is counting how many you dodge in a row. Don’t chase it now — it is a job for much later, with better gear. Just get used to the timing.

The southern plains

Save at the first Save Sphere. Four chests on this half:

  • Phoenix Down x2 — beside the first tower, next to the Save Sphere.
  • Hi-Potion x2 — a little northwest of it.
  • 5,000 gil — follow the west wall north. The chest is behind a glowing cactus-shaped stone, against the cliff, and you can walk right past it.
  • Water Ball — in a small alcove off the east side, past the woman with the camera crew. Put it on Wakka. Most of what lives here is weak to water.

The glowing stones are a puzzle for much later. Leave them be.

The travel agency

Rikku will beg for a rest at the agency halfway across. Save, then talk to Rikku. Rin comes in and asks how your Al Bhed study is going. Answer “Okay” — he gives you an Al Bhed Primer. The book on the counter is a storybook, not a Primer.

Follow Yuna into the back to move on, and talk to Rikku in the morning. As you leave, someone drops a Yellow Shield on the ground outside — pick it up and put it on Tidus.

The northern plains

The northern half has four more chests: an X-Potion as you come in, an Ether on the left behind the big ruined structure, 2,000 gil on the right side further on, and a Remedy on the left near the far exit.

The big armored fiends up here are the first real wall in a while. Break their power and armor with Auron first and they go down cleanly. Halfway along, the party stops for a talk. Then save and walk north out of the storm.

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.

How we decide what to print