EliteGrindLab
FFX | X-2 · Chapter 3: Bevelle and the Calm Lands

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

Chapter 3: Bevelle and the Calm Lands

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.

How we decide what to print