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.
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.
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.
Spoilers from here.
Chapter 3 runs from here to the Ixion fight at Djose. It is the busiest chapter in the game and several of its deadlines are set right at the start, so read the first section before you leave the bridge.
Chapter 3 rules, set on the Celsius
- CommSpheres. Shinra explains them on the bridge and three hotspots appear: Besaid, Kilika and Mushroom Rock Road. He places a CommSphere in every area you visit this chapter, mostly off-screen. Any area you never set foot in during Chapter 3 has no CommSphere in Chapter 4, and every CommSphere scene in Chapter 4 is Story Completion. Visit all of them.
- Rest in the cabin. Talk to the Barkeep and let Yuna sleep, once this chapter. A Chapter 5 scene needs a rest in every chapter.
- Catch a wild chocobo before Ixion. Mandatory for 100%, and Chapter 3 is the last chance. Clasko’s ranch has to be open (Clean Sweep, or catching up with Clasko this chapter). Besaid, Kilika Woods, the Thunder Plains and the Calm Lands all have them.
- Engine room: Hi-Potion x4, Phoenix Down x6, Remedy x5, Ether x3.
The aboard-the-Celsius scenes are worth about 0.8% Story Completion.
Djose: the Gippal scene
Go to Djose before you finish Besaid and Kilika. Approach the temple and Gippal has a short scene. It counts for Story Completion, and it disappears the moment Djose becomes a hotspot — which happens as soon as both Protect Besaid Temple! and Mission: Pest Control are done. If Gippal hands you an Al Bhed Primer, it comes with this scene and goes with it.
Chests: Phoenix Down x3 just outside the temple by the Save Sphere, and Hi-Potion x3 on the Pilgrimage Road if you walk up from Mushroom Rock. The temple’s interior chests belong to the No Way, Djose! mission at the end of the chapter.
New Yevon route only: two Limbo scenes in Bevelle (a soldier and Paine) are also lost when Djose becomes a hotspot. On the Youth League route they do not exist.
Besaid
Shinra installs the Besaid CommSphere as you arrive — this one you see. Talk to Lulu in her tent, step outside for Wakka and Beclem in front of the temple, then talk to Beclem inside to start Protect Besaid Temple!
Chests, all restocked or carried over:
- Besaid Beach (ledges on the left, the hidden stretch): X-Potion and 2,500 gil.
- Waterfall Way (drop behind the first bridge): Moon Bracer.
- The cave where Wakka hid in Chapter 1: Hi-Potion x2 and Ether x3 in the open branches. The second cipher-locked door, with Raging Giant behind it, needs the Besaid Key and the Search Sphere from later this chapter. Come back after the Calm Lands.
Talk to villagers for Open Air or Argent publicity points and matchmaking points while you are here.
Protect Besaid Temple!
Through the Cloister to Wakka outside the Chamber of the Fayth. Mana Spring x2 is in the room near Wakka; open it before you talk to him.
Watchers start here. Watcher-A, -R and -S join ordinary fiend groups from now on. They record your attack, recovery and special abilities and report them to the Machina Panzer in Chapter 5’s A Fallen Genius?, which seals whatever they saw. Kill them first, every fight, until the Panzer is dead.
Valefor
8,430 HP, no weaknesses, immune to Gravity. No fixed pattern: Smash (about 300 to one character), Sonic Wings (drains MP), Energy Ray and Energy Blast (magic, whole party, and frequent).
- Shell (White Mage) or Mighty Guard (Gun Mage) halves most of it. Shell halves Curaga too, so lean on Hi-Potions or White Wind.
- A Warrior’s four breaks — Power, Magic, Armor, Mental — take it apart.
- Steal Healing Spring x4 if the fight is under control. Drops Moon Bracer.
The mission ends and you are flown back to the Celsius. With the arrival scenes it is worth about 2.0% Story Completion.
After the mission
Gunner’s Gauntlet is still open: talk to Beclem by the Village Slope for the village course. After the mission a separate Cloister of Trials version opens too — talk to the monk at the Cloister entrance. It is not Story Completion; it feeds the Gunner achievement.
Next: Kilika. Remember the Gippal scene — if you have not been to Djose, go before you finish Kilika.
Everything in this area
The Celsius
Djose
Besaid Island
Protect Besaid Temple!
How this page was made
Researched across 9 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.