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FFX | X-2 · Chapter 3: Thunder Plains, Macalania and Bikanel

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

Chapter 3: Thunder Plains, Macalania and Bikanel

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.

11 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.

Three more optional stops. The lake is the one that matters: the dressphere it hands out does not come round again.

Thunder Plains

You walk in from Guadosalam. Three chests in the southern half: north of the first Cactuar Stone, east of the lake, and on the west side between towers 4 and 5. Three more in the north: east of where you come in, east of tower 8, and west of the tower near the old shelter.

Two people may be waiting for you out here depending on what you did earlier. If you see someone you know, talk to them. Wild chocobos run around the plains too, and catching one this chapter is worth doing if you have somewhere to keep it.

Macalania Woods

Go north into the woods. On the tree path one screen in from the south there is a chest at the top of the figure-eight; on the shimmering path, southeast from Lake Road and one more screen south, there is another.

If you rounded up the musicians last time you were here, go to the spring off the upper right of Lake Road and talk to all three. Then look at what they brought with them.

The siege at the lake

Monsters have the travel agency surrounded and you are the help. It is six fights in a row with no break to heal in between, so go in with a full party and plenty of items. Heal during the easier fights, not after them. Some of the enemies change form and get much nastier if a fight drags on, so finish them fast.

Win all six and the people inside hand over a new dressphere, a garment grid and a primer. This is the only time it is offered. Walk away from the shop afterwards for a short scene, then grab the chest to the left of the agency; get as close as you can before pressing the button, or the game turns you back.

Bikanel Desert

Nhadala has a favour to ask when you land. Before anything else: do not dig yet. What you dig up has consequences later, and none of it is worth having now. If something enormous appears while you are poking around, run.

Ask the hover pilot to take you to the cactuar village, answer “That makes perfect sense!”, and talk to the big cactus. She starts a hunt for ten hidden gatekeepers. Six can be found now:

  • one at the desert Oasis (talk to the Hypello there first),
  • one sunbathing on the beach at Besaid,
  • one hiding in a chest in the passageway of the house you searched in Guadosalam,
  • two together riding a chocobo on the snowy stretch between the Calm Lands and the mountain,
  • one beside a cactuar statue on the Thunder Plains.

Each one plays a little shooting game: fire when it shows itself and hold R1 to dodge. You only get one go, and losing does not end the hunt. Pick them up as you pass through those places; there is no rush.

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.

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