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FFX | X-2 · Chapter 3: Djose and Besaid

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

Chapter 3: Djose and Besaid

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 1 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.

New chapter, fresh start on the airship. The map has opened back up, and there is a lot to do this chapter. This page covers the first two stops.

The airship

Talk to Shinra on the bridge. He has a new gadget — a CommSphere — and plans to leave one in every area you visit this chapter. That is your cue to visit every area on the map before the chapter is out; anywhere you skip gets nothing.

Then the usual round:

  • The engine room chests are full again. Four of them.
  • Rest in the cabin once. Talk to the barkeep and let Yuna sleep. Nothing happens. Do it anyway, every chapter.

Djose first

Before you answer the call from home, land at Djose and walk up to the temple. A short scene plays. It only plays until Djose becomes a hotspot on the map, and that happens as soon as you finish the island missions — so go now, while it is quiet.

There is a chest outside the temple near the Save Sphere. If you walk in from the Mushroom Rock side, there is another on the road.

Besaid

Land on the beach. Before you head up, climb the ledges to the left to the quiet stretch of sand for two chests. On Waterfall Way, drop down behind the first bridge for another. The cave you searched on your first visit to the island has two more. A locked door in there stays shut for now; you will be able to open it later in the chapter.

In the village, talk to Lulu in her tent, then step outside. Talk to the man at the temple to start the mission.

Clearing the temple

Fiends are loose in the Cloister of Trials. There is a chest in the room near Wakka — open it before you talk to him.

You will start seeing small machina called Watchers in fights from now on. They never attack. Kill them first anyway, every time. What they watch you do matters later.

The boss waits in the Chamber of the Fayth. Nearly everything it does is magic, and a lot of it hits the whole party, so Shell (or anything else that cuts magic damage) does most of the work. If you have a Warrior, break its attack, magic and defences. Heal often; it uses its big attacks a lot.

You are flown back to the airship afterwards. The island’s minigame is open again if you want another go.

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.

How we decide what to print