Final Fantasy X | X-2 HD Remaster · FFX-2 walkthrough
Chapter 2: Chateau Leblanc
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.
You have the three uniforms. That is the key to the front door, and once you go through it the chapter starts heading for its finish. If there is anything else on the map you meant to do this chapter, do it first.
Getting in
Walk up to the Chateau gate in Guadosalam and say “Okay!” when the girls offer to change. The disguise does the rest.
Inside, go through the double doors on the ground floor into the living room and talk to the two men by the stairs. Notice where the tall one is standing. You will be sent upstairs.
The massage
Yes, really. Upstairs is a 3x3 grid and fifteen tries to score 32 points by finding the one spot she likes. Cold colours score nothing; warmer colours mean you are close. You can retry as often as you like.
Your first attempt decides your prize. Pass first time and you get an accessory that halves MP costs. Fail once — even on purpose, by pressing cold squares until the round ends — and you get one that refills HP and MP as you walk. Neither is wrong. Pick the one you want before you start.
Behind the wall
Go back down to the living room and search the far left of the back wall, near where the tall man stood. A passage opens and the disguises come off.
Expect fights in here. They are short, and the people you know from the last chapter have a couple of new tricks: one hits a single character very hard, the other adds random bad statuses. Protect, Sleep and Darkness all earn their place. Save at the Save Sphere.
Open the door just past the Save Sphere for your massage prize. The room at the far end of the hallway has something you collect on the way through.
The alarm
Further in, the corridor tries to kill you with a moving wall of spikes. Three switches stop it: two are at the bottom of the pits you jump over, the third is on the wall where you land after the wall chases you off the ledge. Then go back to where the wall came from and use the switch there to open the way on.
Save before the last door.
The last room
A scene, then three of them at once. Take out the support first — the one who casts buffs — then work down. Protect and Shell early and heal every turn once they start working together.
There are chests in this room. You cannot reach them now. Leave them.
Win and the game takes you back to the airship on its own. You get a new Garment Grid full of healing magic. Use it.
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.
Completionist mode. Full spoilers, in play order, with every permanent loss called out before you reach it.
Spoilers from here.
The infiltration is a required mission, so nothing inside it can be missed except one choice. What matters is what you do before you walk in.
Before you go in
You need all three Syndicate Uniforms — Djose, Bikanel and Mt. Gagazet. The Chateau is not the last stop of Chapter 2 (Bevelle is), but once you are through it the game points you straight at the finale. Check the outstanding Chapter 2 business now:
- O’aka XXIII’s debt must be paid off this chapter. It is worth nothing on its own, but a Chapter 5 Macalania scene depends on it.
- The rest of the Chapter 2 list is on the Bevelle page. Read it before you leave Guadosalam.
Faking and Entering
Say “Okay!” at the gate. Talk to Ormi and Logos in the living room through the double doors, then go upstairs to Leblanc’s private quarters for Duty Calls.
Duty Calls: the one choice
A 3x3 grid, 15 tries, 32 points to pass. Blue scores nothing, green and yellow mean you are close, red is the spot. You can retry until you pass, but the first attempt decides the chest you open a few rooms later:
- Pass first time — Gold Hairpin. Half MP Cost.
- Fail once, then pass — Heady Perfume. HP and MP restore as you walk.
You get one or the other, never both. Failing on purpose is easy: press blue squares until the round runs out. Neither accessory counts toward anything; it is purely which effect you want.
The Hidden Passageway
Back in the living room, examine the far left of the back wall, where Ormi stood. The ambush follows at once.
Ormi, Fem-Goon and Dr. Goon. Ormi has around 1,640 HP and two new moves, Huggles (can pass 1,000 on one character) and Supercollider. Drop Dr. Goon, then Fem-Goon, then Ormi. Darkness Dance and Protect take most of the sting out. Steal: X-Potion, Elixir rare.
Save, then open the first door past the Save Sphere: Gold Hairpin or Heady Perfume. Back to the intersection, east, and east again into Logos’s room for Crimson Sphere 10. It is handed to you by the story, so you cannot miss it — but it is one of the ten the Den of Woe needs, so it is worth knowing where it came from.
Ormi and Logos ambush you on the way out. Ormi about 1,840 HP, Logos about 1,432. Logos’s Russian Roulette deals damage plus one random status from Poison, Petrify, Silence, Curse or Death — roughly two-in-five to put someone down — and Ormi’s Supercollider shatters anyone petrified. Sleep Logos or kill him first. Steal Mega-Potion off Logos (Elixir rare).
Security overrides
North from the intersection, west, climb the ledge. Jump the first pit and the second, and walk toward the dead end: the spiked wall wakes and chases you, and the party falls to the level below. Security Override 1 is on the wall next to where you land. Climb back up and drop into both pits for Overrides 2 and 3. Then go back to the wall’s starting point and use the Security Door Manual Override. Save on the way back past the Save Sphere.
Leblanc, Ormi and Logos
The last room has chests, but the scene plays as you enter and the fight runs into the end of the mission. Leave them; they wait. The Tetra Band and Crimson Sphere 4 are here on the Chapter 3 return, and Crimson Sphere 4 is Chapter 3 only — that page tells you when.
The fight: Leblanc around 1,380 HP, Ormi and Logos at the same numbers as the last ambush. Leblanc’s Not-So-Mighty Guard buffs the group; Dispel Logos first, then Ormi, then Leblanc. Protect, Shell and stat breaks up front. When the three chain their joint attack, heal immediately. Leblanc steals Elixir.
Logos drops a Charm Bangle (No Encounters). If it does not drop, the Bevelle finale this chapter gives you another chance by stealing one from Baralai.
Rewards
- Reassembled Sphere (key item).
- Healing Light Garment Grid: Cure; gates add Cura, Curaga and Life; cross all three for Full-Cure.
You are flown back to the Celsius and offered a save. The mission is worth about 3.8% Story Completion. Next is Bevelle, and Bevelle ends the chapter.
Everything in this area
Getting in
The private quarters
The Hidden Passageway
Security overrides
The last room
How this page was made
Researched across 7 community walkthroughs and written from scratch — no source’s wording appears here.