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FFX | X-2 · Chapter 1: Bikanel, Bevelle and the Calm Lands

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

Chapter 1: Bikanel, Bevelle and 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.

8 things here are lost permanently, and 1 more you can get another of later. 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.

None of these three places is required. Go anyway. X-2 keeps a running Story Completion percentage, and every hotspot you skip in a chapter is percentage you cannot get back later. They are also short.

Bikanel Desert

Have the Letter of Introduction from Djose before you come. Without it you can walk the desert and see the camp, but nobody will let you dig.

Rikku leads you into the dunes and promptly gets lost. Fight what attacks you and keep walking; the game decides when you have walked enough. You wake up in an excavation camp with an Al Bhed Primer in your pocket and a merchant by the Save Sphere.

Head to the upper right of the camp and talk to the two Al Bhed facing each other — twice each. The person in charge rides in. Hand her the letter, then talk to the hover pilot and choose the only dig site on offer.

The dig is a timed walk. Your map shows a yellow X: walk onto it and Yuna digs up what you came for. Then go straight back to the hover. You will see white X marks too. Ignore them for now. They hold small stuff, and there is a good reason to leave the desert mostly undug until much later in the game.

The reward is a garment grid and an Elixir. Warp back to the ship from the Save Sphere.

Bevelle

A very short visit. Cross the long bridge and go through the gate toward the headquarters building; a scene plays with the man who runs the place.

Do not leave yet. Go inside, ride the lift up one level and talk to him a second time. He hands you a Tiara. Then you are done.

The Calm Lands

The plain has turned into an amusement park, run by two companies fighting for customers. A scene on arrival explains it.

Walk down to any of the attractions and talk to the two people standing by it. Pick either company and sign up from the Publicity menu — it barely matters which. From now on, pressing the promote button next to people (Square on a PlayStation pad, X on an Xbox pad) spreads the word. Do it to everyone you meet, everywhere, for the rest of the game.

At the travel agency in the middle, a man asks you to find a wife for his son. Agree. That is a second campaign that runs alongside the first, with women instead of everyone.

Six chests sit in the open: an Ether below the south ledge, Chocobo Feathers on the western edge, Potions down the slope past the northeast exit, a Phoenix Down on the gorge floor, another by the Save Sphere at the far north, and a pair of Antidotes that are easy to miss. Grab them and warp out.

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.

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