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.
3 things here are lost permanently, and 4 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 quick stops. The desert visit is a single errand, and the Calm Lands job is
the best reward in this part of the chapter.
Bikanel: the oasis
Talk to the hover pilot, then to Nhadala, then to the pilot again, and ask to
go to the Oasis. Walk down to the water. There is a sphere at the edge; it is
Rikku’s special dressphere.
A short fight follows against three familiar faces. The two women cast
elemental spells, so Reflect on your party makes them hurt themselves. Take
them out first, keep a Remedy ready for the grenades, and it is over quickly.
You come away with something you need for later this chapter and a garment
grid.
Do not dig. Nhadala will lend you a shovel, but there is a good reason to
leave the sand alone for a while. If something enormous turns up while you are
digging anyway, run.
The Calm Lands
If Clasko has been riding along on the Celsius, he hops off when you arrive and
runs off to the old arena in the east. Follow him and agree to help.
The arena is full of fiends tucked into crevices, and most of them are fakes
that vanish when you touch them. The fakes all face the real one — look for
the odd one out facing the other way. Touch too many fakes and the real one
moves. Find five real ones, then the last fight is three Blue Elementals; bring
lightning magic. The prize is a healing dressphere and a garment grid, and
Clasko turns the place into a chocobo ranch.
Check the sign by the ruins and talk to Clasko again for chocobo greens. When a
chocobo turns up in a fight, use the Gysahl Greens so it stays, beat everything
else without touching it, then feed it again. Catch one now rather than
later.
Two young Ronso are hanging around the Travel Agency in the middle of the
plain. Talk to them.
There are five chests on the open plain and down in the gorge: by the slope
from Macalania, on the west edge, beside the Travel Agency Save Sphere, toward
the bridge in the north, and at the bottom of the gorge.
Worth doing on a first run
How this page was made
Researched across 5 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. 1 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
3 things here are lost permanently, and 4 more you can get another of later. Point of no return: The Bikanel mission is required and cannot be missed. In the Calm Lands, Clean Sweep, the Alchemist dressphere and Highroad Winds are meant for Chapter 2 but Clasko gives a second chance in Chapter 3. Catching a wild chocobo must be done before Chapter 3 ends. Lian and Ayde's first meeting is a Chapter 2 scene. Do not dig in the desert more than you have to: every machine part you unearth makes a Chapter 5 boss stronger. Everything is listed on the missables page.
Spoilers from here.
What closes behind this page:
Lian and Ayde’s first meeting and Clasko’s arrival scene are Chapter 2
Story Completion lines. The arrival scene has a Chapter 3 version if Clasko
boarded late.
Clean Sweep, Alchemist and Highroad Winds are meant for now, but Clasko
repeats the offer in Chapter 3. Alchemist is only gone for good if you never
spoke to Clasko in Chapters 1 and 2 — and then the Chocobo Ranch never opens
either.
A wild chocobo must be caught before Chapter 3 ends. It is a Story
Completion requirement.
Digging is the long-term risk. See below.
Bikanel: Water We Doing Here?
Hover pilot, Nhadala, pilot again, then the Oasis. If you never reached Nhadala
in Chapter 1, you need Gippal’s Letter of Introduction from Djose before she
will talk; that still works now.
At the water’s edge Yuna picks up Machina Maw, Rikku’s special dressphere.
Then Logos and two Fem-Goons spring the ambush.
Logos and the Fem-Goons. The Fem-Goons run through Fire, Thunder, Blizzard
and Water and their -ra versions, so open with Reflect on the party and let them
wear themselves down; kill them first. Logos fires a party-wide volley and
throws grenades for Darkness and Silence. Remedies or a White Mage handle it.
Steal if you have a Thief in the grid, but do not stall for it — the guides
cannot agree on what he carries.
Rewards: Syndicate Uniform (the second of three) and Hour of Need.
Why you leave the shovel alone
Every assembly part dug up in Bikanel adds a level to the Experiment, the
machina boss at Djose in Chapter 5. One Story Completion
line there wants it beaten before it reaches full level, after which you dig
and repair it to Lv5. Dig now and you shrink that window. Angra Mainyu can also
burrow out of the sand, and it is unbeatable at this point. There are no field
chests in the desert this chapter, so nothing is lost by staying away.
O’aka’s second chance
If you handed O’aka to the Al Bhed in Chapter 1, one guide has him digging in
the Southern Expanse this chapter; ask the pilot to take you there and let
him aboard. Another guide says you can find and follow him in Macalania Woods
instead. Either way, once he is on the Celsius his 100,000 gil debt still has to
be cleared before Chapter 2 ends.
The Calm Lands
Clasko and Clean Sweep
Clasko only gets off here if he is aboard: invited at Mushroom Rock in Chapter 1
and picked up again after “Cuckoo for Chocobos!” on the Mi’ihen Highroad. He
runs east to the old Monster Arena; say yes when asked if you want to follow.
Inside, the crevices hold fiends. Most are illusions that vanish when touched.
The illusions face the real one, so the real fiend is the one turned the
other way. Touch three illusions in a row and the real one relocates. The first
is a Skink in the second-to-last crevice in the northeast corner; a path to the
north fades into darkness and leads up to the rest. If you get stuck, a red
arrow marks the right one.
After five, go back to the entrance and into the alcove across from Clasko:
three Blue Elementals. Thunder from a Black Mage ends it. Watch for Queen
Coeurl in the arena — its Blaster can kill outright.
Rewards: Alchemist and Highroad Winds. Alchemist is the second real
healer. Learn Potion, Hi-Potion, then Mega-Potion; until then, Mix a Potion
with a Hi-Potion for a Mega-Potion.
Examine the chocobo sign by the ruins and say “Hey, Clasko!” for Gysahl
Greens and Pahsana Greens.
Catch a chocobo
Use Gysahl Greens on a chocobo in battle so it does not flee, clear the other
fiends without touching it, then feed it again and it goes to the ranch. Hit it
and it runs. The catch has to happen before Chapter 3 ends; do it now.
Lian and Ayde
The two young Ronso the Gagazet elders are worried about are at the Travel
Agency. Talk to them — they tell Yuna not to worry and run off. It is a Story
Completion line, and their later scenes need it.
Chests
Ether x2 — south end, at the bottom of the slope from Macalania.
Chocobo Wing x2 — about halfway up the western edge.
Phoenix Down x2 — left of the Travel Agency Save Sphere.
Phoenix Down x2 — northeast section, just past the entrance on the right,
toward the bridge.
Phoenix Down — bottom of the gorge, by the Save Sphere near the cave.
Soft x2 — the sixth chest, which no route describes. Check around the
cave mouth at the gorge bottom.
Campaigns
If you signed up with Open Air or Argent, Inc. and agreed to the father’s
marriage pitch in Chapter 1, keep pressing Square on people across Spira. Points
carry between chapters; the target is 400 Publicity by Chapter 5.
Everything in this area
Bikanel Desert
Calm Lands
How this page was made
Researched across 8 community walkthroughs and written from scratch — no source’s wording appears here. 1 is marked where sources disagree with each other — we have not picked a winner for you.
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