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FFX | X-2 · Chapter 1: Moonflow, Guadosalam, Thunder Plains and Macalania

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

Chapter 1: Moonflow, Guadosalam, Thunder Plains and Macalania

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.

17 things here are lost permanently, and 2 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.

Four places, one real job, and a lot of conversations. The job is on the river. The conversations are in the woods.

The Moonflow

Warp in from the airship rather than walking from the temple. You land on the south bank.

Find the little man in red first. He is running around east of the wharf, fretting about a delivery. Talk to him before anything else, then save at the Save Sphere one screen west of him.

Now go south down the long road. A Hypello with a chocobo wagon is begging for help. Talking to him starts the escort back north.

Walk just ahead of the wagon. Bandits come in three waves — one, then two, then two — and go for the crates on the back. Run straight at each one and press the button to start the fight before it gets there. If one gets away with a crate, reload and do it again. Bring all five crates home and the reward triples: a new dressphere, an accessory and a garment grid. Botch it and you only get the dressphere.

The dressphere is the Gun Mage. It learns enemy skills by being hit by them, so keep it on someone for a while.

Then ride the shoopuf across and walk up to Guadosalam.

Guadosalam

Nothing to pick up here this time. Walk to the Farplane gate at the top — west from the Save Sphere, along the south wall and up the slope — for a short scene. Then go back to the Save Sphere on the bottom level. The way to the Thunder Plains is straight down the corridor from it.

The Thunder Plains

Rikku has news when you arrive. The lightning is under control now, so take your time.

Six chests: three in the south half (one tucked behind a rock wall near the first Save Sphere), three in the north half past the travel agency. The last is by a small pond under a sheltered tower and the fog hides it. This is a good place to level the Gun Mage, White Mage or Black Mage.

Head out the far north end into the woods.

Macalania Woods

The woods are full of musicians who have lost each other. Talk to every one you find: the harpist near the entrance, the drummer at the spring past the guards, the horn player on the trail in the next area.

Then find the Guado with turquoise hair at the spring off Lake Road. Talk to him four times. He leaves after the fourth and hands over Paine’s special dressphere and the grid that lets her use it.

There is a chest at the top of the tree-branch path north of the Save Sphere.

The lake and the chase

Northwest from Lake Road is the travel agency. You get an Al Bhed Primer in the scene there; if you somehow do not, talk to the Al Bhed woman outside. There is a chest behind one of the snowmobiles by the east wall.

Walk past the shopkeeper and he runs. Follow him. The shimmering path has no random fights, only one forced battle you can run from. On the next screen, take the left turn to a dead end for a chest.

You find him hiding in the campsite: east twice from the woods entrance, then north. Talk to the old Guado for hints and check the tree in the northwest corner. When you are asked what to do with him, hide him on the airship. You get a garment grid either way, but this is the answer that pays off.

Back on board, talk to him in the cabin and open his shop.

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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