EliteGrindLab
FFX | X-2 · Chapter 1: Besaid, Kilika and Luca

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

Chapter 1: Besaid, Kilika and Luca

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.

7 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.

From here the map opens up. Several places are marked as hotspots — those have a mission waiting — and the rest you can simply fly to. One rule covers the whole chapter: the chapter ends when you finish its last required mission, and almost everything optional ends with it. The game tells you clearly which mission that is. Until then, wander.

Besaid is required. Kilika and Luca are not, and both are worth the fifteen minutes.

Besaid

Walk up to the village and the story takes over for a while. When Lulu asks if you are staying the night, say yes. In the morning, talk to her outside and the mission starts.

The shop in the village will try to sell you a key for 900,000 gil. Laugh and move on.

The mission sends you looking for four ciphers — numbers on stones around the island, marked on your minimap. They are random for every player, and the game remembers them for you, so there is nothing to write down. On the way:

  • At the waterfall with the wooden bridge, keep left and drop off the back of the bridge to the riverbed. There is a chest down there.
  • On the beach, climb the ruins by the child. After the cipher, go round the back and drop into the alcove behind them for two more chests.

Enter the ciphers at the cave on the path down to the beach. Inside, there is a second locked wall near the entrance — leave it, you cannot open it yet. Take the side path for a chest, then jump across the platforms to the Save Sphere.

Save, and put the Black Mage on someone before you touch the sphere on the pedestal. The boss breathes fire over the whole party every few turns; heal after each one. It hates ice. Blizzard, over and over, ends it quickly.

You come away with a new healer dressphere and, from Wakka afterwards, a garment grid.

Kilika

Optional, short, and easy to skip. Do not skip it.

The south docks have five chests, two of them out on the boats by the Save Sphere where you land. Across the bridge on the far side of the docks, a woman with a child and a monkey will ask you a favour you cannot do yet. Say yes now — you will be back.

Head north. As you walk up to the hut at the top, someone comes flying out of the door. Go inside and talk to the woman who threw him. Both of those moments count toward your percentage. Then climb onto the roof of her hut for a chest.

On the eastern docks, a man with a camera offers you a look. Say “Okay, thanks!” It is the first of three visits, a chapter apart, and the last one pays very well.

There are four more chests among the huts in the north. Then leave.

Luca

Fly to Luca and a short, silly mission starts the moment you land: Yuna, still in costume, has balloons to hand out. The worker who gives them to you is by the stall southeast of the statue in the square. Give one to everybody in the plaza except the child running around and the soldier in green. Two of them are behind the glass in the northwest corner.

If you stopped for the moogle on the docks in the opening, you will see why it mattered here.

After that:

  • A chest at the bottom of the stairs where you landed.
  • Dock 5, southeast of the stadium entrance: go round to the back of the dock and into the gap behind the cargo. The garment grid in that chest is only around for a short while. Take it now.
  • In the stadium basement, find Rin at the end of a corridor. He has an Al Bhed Primer and a new game to tell you about.
  • In the other basement corridor, a man explains the game and gives you some coins. You can quit the tutorial; it matters later.

Game Notes

Besaid, Kilika and Luca were the first three stops of the pilgrimage, and X-2 sends you back to all three in the first hour on purpose. Same docks, same huts, same stadium — different crowd, different mood.

Pay attention to who is still where you left them and what they are doing now. The game is built on that, and the islands are its first proof.

Worth doing on a first run

How this page was made

Researched across 7 community walkthroughs and written from scratch — no source’s wording appears here.

How we decide what to print