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. 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 optional stops, both worth the trip. Bevelle opens once the Besaid and
Kilika missions are behind you.
Bevelle
You walk the same route as last time, and it is easier: the floor puzzle is
already solved. Watch the scenes on the way in.
Before the main route, ride the first lift in the headquarters, go past the
guards and out onto the balcony. Two priests there each give you an
accessory. Then go one room west of the headquarters entrance, work the
pedestal, and ride the lift down: the chests in the lower maze have been
refilled, including 5,000 gil and an Oath Veil. The watch towers in the
restricted area are optional, but each one has a chest hanging off the chains
behind it.
In the room with three lifts, unlock the big dark-blue one, then take a side
lift up and stand on both pedestals at the top. That frees the lift at the back
and extends the walkway to it. Save at the Save Sphere past it.
A large plant-like fiend drops in on you before the end. Its breath attack
piles on status ailments, so bring a White Mage or something that blocks them.
The sphere on the floor
After the fight and the long scene that follows, look at the floor of the
round platform. There is a sphere lying there. The game does not point at it,
and it is easy to walk straight past. Take it.
Back on the Celsius, give it to Shinra and watch it.
The Calm Lands
Five chests sit out on the plain: west of the Travel Agency, by a crack in the
ground toward the Ranch, just east of the Macalania exit, before the way out to
Mt. Gagazet, and at the end of the eastern dead end in the gorge. The Travel
Agency sells a Power Wrist and a Tarot Card if you have the money.
If you skipped Clasko’s job at the old arena last chapter, it is still here. Do
it.
The gorge cave
Tourists are trapped in a cave below the gorge. There are fifteen of them, and
each refuses to move until you deal with whatever is bothering them. You can
walk them out singly or in groups. Bringing them to the entrance gets you
Energy Cores, which power the teleport pads to the two hidden caves at the
back. A man outside the cave gives you one too.
Rescue all fifteen. The full reward depends on it. Grab the four chests on
the way; two of them are in the hidden caves.
The boss at the back is a long fight. It has an attack that drops the whole
party to 1 HP and 1 MP, several times. Keep a big healing item or a White Mage
ready for the turn right after, carry poison protection, and just keep hitting
it. Status effects and breaks barely touch it.
The game flies you out afterwards. Go back in and walk to the boss room for one
more chest.
Before you leave
Follow Shinra to the Ranch and the Travel Agency so he can set up his
equipment at both. If the Ranch is open, take some Greens from Clasko and catch
a wild chocobo with them. One bird is enough.
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.
Completionist mode. Full spoilers, in play order, with every permanent loss called out before you reach it. 6 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
8 things here are lost permanently. Everything is listed on the missables page.
Spoilers from here.
Two areas, one hard loss. Crimson Sphere 1 lies on the floor of the Bevelle
core after the Malboro fight, and nothing tells you it is there. Miss it and
the Den of Woe in Chapter 5 never opens. You can fly back for it at any point
until Ixion falls at Djose. One guide says it is still lying there in Chapter
5, another says it is gone; do not find out the hard way.
Everything else here is either a chest you will be glad of or a Story
Completion line that closes when Chapter 3 ends.
Bevelle
Opens once Besaid (“Protect Besaid Temple!”) and Kilika (“Mission: Pest
Control”) are done. Gippal is waiting on the Highbridge and in the Antechamber.
His scenes, the underground scene and Crimson Record 1 together are the
Bevelle Story Completion block.
Blood of the Beast is the one Bevelle grid you will not see on this route.
Pacce gives it in the core for answering “Go for it!”, but only on the New
Yevon route and only before the Besaid or Kilika mission.
Gifts and chests
The priests first: ride the first headquarters lift, pass the guards, and step
out onto the balcony by the middle lift. Electrocutioner and Hypno Crown,
one from each.
Then the chests. Bevelle’s chests are restocked for Chapter 3 with better
contents than last chapter, so the ones you emptied are worth opening again.
Lower maze (work the pedestal one room west of the headquarters
entrance, then ride the lift down): Oath Veil, 5,000 gil, Remedy x4, Potion
x9, Phoenix Down x5, Hi-Potion x5.
Lower platform corridor: Ether x5, Remedy x5.
Raised lift area: Remedy.
Behind the north, northeast and southwest watch towers, hanging off the
chains: 800 gil, Faerie Earrings, Beaded Brooch.
The core: Chocobo Feather x2, beside the Save Sphere.
The Gaol: Bloodlust at the far left of the machine’s top platform and
Phoenix Down x6 on its lowest level — if the Gaol runs for you this chapter.
Not every route through Chapter 3 Bevelle uses it.
The three lifts
Unlock the dark-blue main lift as before. Then ride one side lift up and stand
on both pedestals: the southern one releases the lift at the back of the room,
the northern one extends the walkway to it. Save past it.
Malboro
Not a named boss, just a Malboro, but it hits harder than the
ones in the field. Bad Breath stacks several status ailments on the whole
party at once. A White Mage on Esuna or a Ribbon-type accessory turns
it into a nuisance. If a Gun Mage is on someone’s grid, this is a convenient
place to learn Bad Breath as a Blue Bullet; field Malboros teach it too, so it
is not a loss if you skip it.
Crimson Sphere 1
After the scene in the old Bahamut chamber, walk onto the circular platform
and pick the sphere up off the floor. Back on the Celsius, give it to Shinra
and play Crimson Record 1 from the Treasure Spheres menu. Baralai’s “This
is rough.” is the tracked line. That record is also part of Chapter 3’s Story
Completion, so do not leave it unwatched.
The Calm Lands
Five field chests, all refreshed for this chapter:
Sprint Shoes, west edge of the plain by the Travel Agency.
Mega Phoenix, by the crack in the ground toward the Chocobo Ranch.
Ether x3, just east of the Macalania exit.
Hi-Potion x2, right before the Mt. Gagazet exit.
Mega Phoenix x2, end of the eastern dead end in the gorge.
Rin’s Travel Agency now sells Power Wrist and Tarot Card (6,000 gil, +20
Strength and +20 Magic). If you skipped Clean Sweep in Chapter 2, it is
still open at the old arena; Clasko’s Ranch, Alchemist and Highroad Winds all
come out of it.
Tourist Trap: the Cavern of the Stolen Fayth
Buddy’s lead about fiends in the gorge cave starts it. Fifteen tourists,
each with a pet peeve that has to be settled before they follow. You can walk them out
one at a time or as one long conga line; their positions are fixed.
Bringing tourists to the entrance pays Energy Cores for the teleport pads.
Six come from tourists, one from the man in green khakis outside, and the
eighth from the tourist in the right-hand hidden cave once he is at the
entrance. The two children are in the north clearing; from their room, the
east-facing pad leads to the right hidden cave (Lightning Gleam) and the
west-facing pad to the left one (Wall Ring, and the last tourist). The
White Ring is east of the first intersection and the Blue Ring is with
the two crouching tourists west and north of the next one.
A man sprints past you partway in. Catch him; one of the group at the entrance
gives you the Besaid Key, which opens the Search Sphere chest in Besaid.
That chain counts for nothing toward 100%.
Yojimbo
HP
Weak
Steal
Drop
22,000
—
Power Wrist
Recovery Bracer
Daigoro and Wakizashi are plain damage. Kozuka cuts MP and poisons, so
equip Star Pendants or poisonproof Dark Knights. Zanmato drops every
character to 1 HP and 1 MP and comes three to six times in a fight. The turn
after it is the only one that matters: Mega-Potion from an Alchemist, or Pray
from a White Mage who still has the MP to act. Open with Haste and Protect or
Mighty Guard. Breaks and status effects barely land, so this is a damage race.
There is no paying him off.
Win with all fifteen rescued for Tetra Master along with the Recovery
Bracer. The cave mission reopens in Chapter 5, so the grid is not strictly
lost, but the Chapter 3 Story Completion credit is.
The game ejects you to the Celsius. Walk back into the cave to the boss room
for the Star Bracer chest.
The Ranch, the Agency and the chocobo
Follow Shinra to the Chocobo Ranch’s upper floor and to the Travel Agency
entrance; each gets a CommSphere, and both installations count. The agency one
comes with a chocobo shortcut to the Ranch.
Catch a wild chocobo before Chapter 3 ends. Collect Greens from Clasko and
feed them to a chocobo in a random fight. In Chapter 4 the Ranch CommSphere
shows Clasko talking to a chocobo for Story Completion — but only if you own
one. There is no field access in Chapter 4 to fix it.
Back to Besaid with the key
Fly to Besaid any time before Djose ends the chapter (or leave it for
Chapter 5; nothing here expires). The Besaid Key opens the locked chest
holding the Search Sphere, and the Search Sphere finds the second set of
ciphers for the cave where Wakka hid in Chapter 1. Behind its second
cipher-locked door is Raging Giant (Confuse; the gates add Confuseproof,
Confusetouch, Berserkproof and Berserktouch). One walkthrough puts the grid in
a Waterfall Way chest instead, so if the door turns up empty, look there.
None of this counts toward 100%.
Campaigns
Finish Publicity and Marriage campaigning here. Get past 400 Publicity
points for your company. Chapter 4 allows exactly one top-up, on the Moonflow
road, and you do not want to depend on it.
The expected total after Bevelle and the Calm Lands is about 56.8%; Chapter 3
should close at 59.6%.
Everything in this area
Bevelle
Calm Lands
Cavern of the Stolen Fayth
The Ranch and the campaigns
Back to Besaid with the key
How this page was made
Researched across 10 community walkthroughs and written from scratch — no source’s wording appears here. 6 are marked where sources disagree with each other — we have not picked a winner for you.
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