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FFX | X-2 · Chapter 1: Kilika and the Awesome Sphere

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

Chapter 1: Kilika and the Awesome Sphere

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.

1 thing here is 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.

This is the end of Chapter 1. When the fight at the top of the woods is over, the chapter closes, and with it every scene you have not seen in the places you skipped. Before you set course for Kilika, fly anywhere on the map you have not been this chapter, and rest in the cabin at least once.

The woods

Walk north through the village to the gate into the woods. The mission starts there. Save at the sphere just inside.

The main path is blocked; the game shows you the way round. As you explore, two things are worth your time:

  • The monkeys. If a woman on the docks asked you to find the little monkeys living in these woods, this is the time. There are thirteen, all in the first stretch of forest; stand next to one and press the confirm button. If you miss some, you get another chance later in the game.
  • A Megalixir. East, then south at the next fork: the second tree curled over the water can be climbed with the action button. There is a chest on the ledge above.

Somewhere in the north there is a dead end with bushes. Peek through them. You overhear two passwords and the rule for which to use.

The guards

Groups of guards stand on the way to the temple, and each one asks for the password. The rule:

  • An odd number of guards: “Carved Monkey”.
  • An even number: “Craven Monkey”.

Count only the guards actually standing there when you answer — some walk in or out while they talk. Get it right and they let you through, and the later groups hand you items for it. The last group changes its numbers on you; count again before you answer. Getting every group right earns a garment grid.

Get one wrong and you fight them instead. That is survivable, just slower.

The fight at the top

A large machine. It hits hard: one punch takes half of someone’s health, and another is a heavy double hit. Heal promptly, and if you have the Warrior’s breaks, weaken its attack early. If your Gun Mage has learned its anti-machine skill, that does most of the work.

Win, watch the scenes, and the chapter ends. Accept the Trap Pods you are offered.

Worth doing on a first run

How this page was made

Researched across 4 community walkthroughs and written from scratch — no source’s wording appears here.

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