Final Fantasy X | X-2 HD Remaster · FFX-2 walkthrough
Chapter 3: Kilika and Luca
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.
Kilika is the required stop here. Luca is optional, but the prize at the end of it is one of the better dresspheres you can have this early.
Kilika Port
Before you go anywhere near the gate, walk the port. The two boats moored next to the Save Sphere where you land both have chests in them. Any port chest you left closed last chapter is still waiting, too.
There is a man with a camera on one of the moored boats. Talk to him and say yes when he offers to show you something. It looks like small talk. It is not, and it only counts if you do it this chapter.
Through the gate
Save first. Dona sets this up: you watch the guards from several camera angles and make a run for it when the way is clear.
The rule is simple. Only run when the gate is open and the guard has turned to face Dona. If he is looking at the gate, wait. Get across cleanly and a chest appears on the far side of the bridge. If you are spotted, reload and try again rather than carry on without it.
The woods and the temple
The woods are blocked in places. Walk up to each barrier and let the scene play; once you have seen them all, the party finds another way through.
Inside the temple you fight a string of tougher-than-usual fiends to open each door. They hit hard with fire, so anything that resists fire is worth equipping now. Look at the floor after the room with two of them. Along the gap in the floor, just before the final stairs, there is a glowing orange sphere. That is a new dressphere. Walk slowly and tap the action button as you go.
The boss
It absorbs fire, so put your fire attacks away. Ice hurts it, and it can be Slowed. Its big attacks are magical fire, so fire resistance and Shell take most of the sting out of the fight. Steal from it before it goes down.
Luca’s tournament
Luca has a Sphere Break tournament on. You can skip it, but the winner’s prize is a dressphere that doubles experience for whoever wears it.
Before you play, grab the chest up the steps past the reporter: jump across the ledge beyond her.
You need three wins to reach the final, and the third win drops you straight into the final, so save after your second. In every match, pick the same number of coins each turn (three is comfortable). That builds a bonus that multiplies your score, and it is how you hit the quota in time.
Two optional garment grids are in here as well. Any time you complete a break with a border coin that has the Item or Rare Item trait, you may win one: one against the woman with the dog, one in the final.
If you lose the final, it is not the end of the world. The prize can be won later.
Before you leave
Both towns have campaign workers wanting a word. Talk to them before you move on. Then walk out of Luca to the Highroad.
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. 3 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
Spoilers from here.
Kilika is the chapter’s second required mission. Luca is optional but carries Story Completion and Lady Luck. Nothing in either place closes when you leave; everything chapter-locked here closes when you beat Ixion at Djose, the end of Chapter 3.
What this stretch can cost you
- Camera operator, talk 2 of 3. Skip it and Invincible is gone for the run. There is no catch-up.
- Bushido Lore. Possibly lost if the guards spot you at the gate. Save first.
- The tournament scenes (about 0.8%) close with the chapter. Lady Luck itself can be won later from Shinra; the Story Completion cannot.
- CommSpheres. Shinra plants two in Kilika (port and temple) and one in Luca this chapter. They are what you watch in Chapter 4.
Kilika Port
Two chests are restocked for this chapter, both in the boats beside the Save Sphere: an Ether and 2 Mana Tablets. (The first held a Turbo Ether last chapter; this chapter it is an Ether.) Every other port chest (bridge, east dock, north docks, the gil upstairs in Dona’s house) keeps whatever it held in Chapter 2 if you never opened it. Sweep them now.
The camera operator is on a moored boat. Say yes to seeing the new Youth League headquarters. This is the second of three talks (Chapters 1, 3 and 5) and the final one hands over Invincible.
If the Squatter Monkeys are unfinished, try them on this visit. It is not settled whether the woman on the southeast dock still pays out the Chaos Maelstrom grid when the job was not finished in Chapter 1, so finish it there if you can.
“Rush the Gate!”
Save, talk to Dona at the north gate and agree. Cycle camera views with R1 and run with the confirm button only when the gate is open and the guard beside Dona has turned to face her. Get through unseen and a chest appears on the far side of the bridge with Bushido Lore. Being spotted may forfeit it, so reload if it happens.
Kilika Woods and the temple
Trigger the scene at each blocked path and at the fallen log, and the party takes the hidden route to the temple. Yevon troops guard the approach; there is a Save Sphere just inside.
The Cloister is a run of Daeva fights: one at the entrance, one at the blue-flame door, one at each side flame, then two in the next room to clear the blockage. Barthello turns up partway. Heart of Flame (Fire Eater) or Red Rings make the fire damage trivial here and in the boss fight.
Samurai dressphere: after the two-Daeva room, walk the gap in the floor left to right before the last stairs. It is not missable (a later temple visit still has it), but take it now.
Boss: Ifrit
8,820 HP, 9,999 MP. Absorbs fire, weak to ice, immune to Gravity, takes Slow. Steal Fiery Gleam. Drops Angel Earrings, 1,300 gil, 1,800 EXP and 15 AP.
His regular attacks are light. Meteor Strike runs to about 350 magical damage, and the Hellfire overdrive does 400 to 750 fire to everyone. Shell plus fire resistance makes the fight a formality; Black Mage ice or Blizzard-element items finish it.
Back on the Celsius, the team compares notes about the holes under the fayth chambers and Djose becomes a hotspot. Kilika is worth about 1.6% this chapter, all of it automatic.
Luca: the Sphere Break tournament
Grab the Lunar Curtain x3 first: up the steps past Shelinda and jump the ledge. One more small Luca chest (a Potion) exists this chapter that nobody places.
You are entered after the arrival scene and handed starting coins. Three wins put you in the final against Shinra, and the third win goes straight into it. Save after the second. The easy opponents are the man in green and brown in the square (quota 20) and the old man on the bridge to the stadium (quota 30). The woman with the dog unlocks after two wins (quota 40).
- White Signet: against her, complete a break that includes a border coin with the Item or Rare Item trait.
- Treasure Hunt: the same trick in the final. It grants Mug on any dressphere.
The final: quota 50, 15 turns, 45 seconds. You play his coins with coin-count echo always on. Pick the same count every turn (three is the sweet spot) and the echo multiplier gets you there by about turn 10. A run of 1s on the core is the one thing that kills it; reload.
Win and Shinra hands over Lady Luck. It is the Double EXP dressphere, so put it on whoever is behind. Lose, and Shinra will take a rematch in the Luca stadium basement in Chapter 5.
Campaigns
Talk to the Publicity and Marriage campaign contacts in both Kilika and Luca before moving on, then walk out to the Mi’ihen Highroad.
Everything in this area
Kilika Port
Rush the Gate
Kilika Temple
Luca
How this page was made
Researched across 11 community walkthroughs and written from scratch — no source’s wording appears here. 3 are marked where sources disagree with each other — we have not picked a winner for you.