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FFX | X-2 · Chapter 1: Luca and the Floating Ruins

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

Chapter 1: Luca and the Floating Ruins

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.

Two years after the end of Final Fantasy X, and nothing about the opening looks like the game you just finished. It is louder, faster and far less solemn, and it wants you to notice that straight away. Go with it.

This page assumes you have played FFX. It will not tell you anything about what happens in this one.

Before you start: how this game keeps score

X-2 tracks a Story Completion percentage, shown on your save file. Almost every optional conversation and scene adds a fraction of a percent, and most of them only exist for one chapter. You do not need 100% to enjoy the game or to finish it. You do need it for the best ending, and the very first one can be lost within ten minutes of pressing New Game.

You do not have to chase it. If you want to, this walkthrough tells you what to stop for, and that is all it asks.

The concert and the docks

The game opens on a fight before you have touched a menu. Attack. Rikku can steal from everything in this first stretch; it is worth doing, because the accessories the next few enemies carry are better than anything you own.

The chase runs along the docks. Enemies keep coming while you dawdle, so keep moving — but on Dock 2, stop and talk to the moogle hiding between the crates. It heals the party, which is nice, and it quietly unlocks a scene later in this chapter. Walk past it and that scene never happens. This is the single easiest thing in the game to miss.

On Dock 3 there are two fights back to back. Steal from everyone. The second fight teaches you to change dresspheres — X-2’s jobs, which you swap in the middle of a battle. Do what the tutorial says and keep Yuna dancing.

Your airship

You end up on the Celsius, which is home for the rest of the game. Save at the Save Sphere.

Then talk to everyone on the bridge, one by one: Buddy, Brother (twice — the second time he has something for you), Rikku, Paine and Shinra. Each of those conversations counts. Ask Shinra for the garment grid tutorial; a garment grid is the board you place dresspheres on, and watching the tutorial earns you a second one. Ask him for Treasure Spheres too and watch the one called Journey’s Start.

Take the lift down. The four chests by the engine are yours; they restock every chapter, so check them each time you are aboard.

The cabin is up from the lift. Talk to the Barkeep, then rest. The game will not let the story move on until you sleep once, but get into the habit anyway: resting at least once in every chapter matters at the very end.

When you are done, talk to Buddy. Save first. The first mission is on a clock, and you get one go at it per load.

The Floating Ruins

The first stretch teaches jumping. Hold the button where you want to jump rather than tapping it. Just before the second gap, drop off the edge to the ledge below for a chest, then climb back.

Ride the lift down, go left at the bottom for another chest, and climb on until the story stops you for a fight. Steal from all three.

Then the race starts. Reach the top before the timer runs out. The clock stops while you fight and while the menu is open, so you have more time than it looks. There are several chests along the way — one in a pit inside the ruins you would otherwise jump over, one out of a side exit to the east, one where the path up the spire narrows — and you can afford to take all of them if you do not stop to look at the view. Beat the clock and there is one more chest waiting past the Save Sphere at the top.

The boss at the top

Save at the summit first. The fight at the top hits the whole party at once every few turns and can freeze people in place. Heal after each big hit, keep Yuna dancing to blind it, and if you picked up the red and white rings on the way up, put them on: it does not like fire or ice.

Back on the airship

Talk to Brother before you talk to Shinra. He is upset; comfort him. Talk to Shinra first and you lose the scene.

Shinra then gives you a new dressphere. Put it on a grid. Its ice spells are exactly what the next required mission needs.

Game Notes

The jump from FFX is deliberate and it is meant to jar. The hero of a pilgrimage is now a sphere hunter in shorts, the first scene is a pop concert, and the airship that took the whole of FFX to earn is yours in the first twenty minutes.

Underneath the noise, the structure is careful. Every chapter opens up most of Spira at once and lets you choose your order, and the game remembers almost everything you do along the way. The percentage on your save file is the game keeping that record. You will see it go up by tenths. Let it.

Worth doing on a first run

How this page was made

Researched across 6 community walkthroughs and written from scratch — no source’s wording appears here.

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