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FFX | X-2 · Chapter 2: Infiltrating Bevelle

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

Chapter 2: Infiltrating Bevelle

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.

1 thing here is 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.

This mission ends the chapter. Once you start down, you are not coming back up until it is over. If there is anything else on the map you meant to do this chapter — a side job, a town you have not visited, a rest in the cabin — do it now.

The bridge

Pick Bevelle on the map. The guards do not let you in quietly: expect a fight at the gate and more in waves along the bridge. Most of them are machina, so anything that hits machina hard is welcome. Save in the central area once you are through.

Headquarters

Inside, stand on the platform in the middle to open the far wall, cross into the room on the west side, climb up to the level that opened and drop through. Examine the nearer of the two glowing pedestals and the central lift changes course. Ride it down.

The trials

The old Cloister of Trials, but the glowing platforms are plain floor now. Walk every side passage: six chests, and the gil and healing items add up.

The room after it has a Save Sphere, a shop and one more chest. Stock up and save.

The towers

Slide down the chain to the middle and you are in a ring of six towers. Each one starts a fight when you touch it. Activate all six — the blue ones open the way forward, the red ones lower three more platforms beneath.

Do not leave yet. Those lower three platforms can be moved: a red tower selects one, a blue tower turns or flips it. Line all six up into a staircase going down and hop to the bottom for the best accessory in the chapter — it stops every status ailment. It costs a few extra fights. Take it.

Chains behind some of the towers lead out to ledges with three more chests, each guarded by a fight. Then climb back up and carry on.

Deeper down

A short maze of ledges with two chests, then a fork. Right takes a lift to a new Garment Grid; left is where you climb two lit pillars to raise a bridge. Do both.

Next is a room of giant pistons. Stop them with the switch when one lines up with a platform, jump on and climb. Once Rikku takes the controls you can start and stop the machine from anywhere. Three chests here; the two high on the far wall take some fiddling to reach.

Then a room of coloured lifts. Riding a light-blue lift up makes it disappear, and that changes where the dark-blue lift in the middle goes. Light the square blocks each route reaches, then stand on the two raised platforms to wake the lift on the back wall. At the top is a new dressphere. Equip it. It hits hard without needing MP, and it can blind.

Before the last door

Save. Equip that accessory from the towers on whoever matters most, and bring a Thief if you like stealing.

The first fight is against one opponent who answers every tenth change to his HP — including heals — with a heavy hit on whoever made it. He can also freeze people in place and drain MP. Blind him, keep Protect and Shell up, and keep someone immune to Stop if you can.

The second fight follows straight after. It opens by locking your dressphere changes, then runs a fixed pattern: three ordinary attacks, two moves that take a big chunk of everyone’s HP but cannot kill, a countdown, and then a huge hit on the whole party. When you see the big chunks come off, heal everyone to full. Then repeat until it falls.

The end of the chapter

Watch it all. The next chapter starts on the airship.

Worth doing on a first run

How this page was made

Researched across 3 community walkthroughs and written from scratch — no source’s wording appears here.

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