Final Fantasy X | X-2 HD Remaster · FFX-2 walkthrough
Chapter 5: Djose, Bikanel and Bevelle
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.
Three places, one rule that matters more than anything else here: go to Djose before you dig anywhere in the desert. The rest is a hunt, two hard fights and a lot of chests.
Djose Temple
Two chests on the road in. Inside, the Al Bhed have built something and want you to fight it. Its strength depends on how much you have dug up in the desert so far. Fight it now, while it is weak. Beating the weak version first is worth something you cannot get any other way.
Afterwards a seated man in the room left of the stairs gives you a manual that lets you fight the machine again later. Keep it.
Then sweep the temple: a chest in the room to the left, two in the old Cloister of Trials, one by the window in the room before the Chamber of the Fayth and one in the Chamber itself. Two more manuals are around if you want spares: a password upstairs (the answer is the name of a cactuar you know well), and the monkeys outside, if you stand among them and press the button when all three jump.
Bikanel: the last of the cactuars
The desert is in trouble and the cactuar hunt you started earlier is back on. Talk to Marnela for clues. Three of the missing cactuars are elsewhere in Spira; the clues point the way, and each one wants a round of the cactuar game before it comes home. Losing the game is fine.
The tenth is in a cave. Save before you go in. Inside:
- There are forced fights on the way. The last one is tougher than the rest.
- One room fills with sand in sixty seconds. Getting caught is harmless; it drops you somewhere else.
- There are ten chests. Take them all on the way through.
At the end is a boss with two small helpers. The helpers do the damage and dodge a lot; magic and anything that never misses take them out. Then grind down the big one, which barely fights back.
Showdown in the Sands
When you leave the cave you are asked to deal with what drove the fiends out. Accept, then go back to the airship and get ready before you return. This is one of the hardest fights in the chapter: a huge HP pool, two arms that heal and revive each other, poison, silence and blindness, and an attack that hits ten times at random. Protect your healer from status, and if you have the Dark Knight dressphere, its signature attack is the best tool you have. If you cannot win yet, come back stronger; it will wait.
Bikanel: digging
Now dig. The yellow X marks are parts for the machine at Djose, and you want a lot of them: enough to max all three of its levels. The part of the desert you opened by sending a chocobo from the ranch is the easiest place to do it, with no fights while you ride. One white X there gives you a key for a locked chest back in the camp.
Djose: the rematch
Go back with the manual and fight the machine at full strength. It now kills outright on a fixed turn and fires a rocket barrage that can flatten one person. Defensive buffs first, a strong healer, and attacks that ignore defense. Win and it is done for good.
Bevelle
A short scene at the gate finishes Bevelle’s story on its own. Afterwards, go back down below the headquarters: the chests in the maze, the tower room, the watch-tower chains and the labyrinth are all full again.
Then take the doorway on the east side of the main floor. A pair of children have found a way down. Save before you step on the glyph.
The first twenty floors
This is a very deep optional dungeon, and you only need the first twenty floors for now. Each floor has a glowing pad near the start that heals you and takes you out; a hole near the end takes you down. Fights cannot be avoided here. Pick up the sphere on the very first floor.
Floor 20 has a boss that poisons and stops the front row. Guard against both and it goes down easily. Turn around afterwards and pick up the second sphere. Then warp out. Both spheres can be watched with Shinra on the airship.
Leave the rest of the dungeon for later. It gets much harder below floor 40.
Game Notes
The machine at Djose is the most honest fight in the game. It tells you exactly how strong it is, it tells you why, and it gives you the only way to make it weaker: stop digging. That is harder than it sounds, because the desert has been the Gullwings’ answer to everything since Chapter 1.
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. 13 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
Spoilers from here.
The one order that matters
Djose, then Bikanel. The Experiment’s three levels (Attack, Defense, Special) come from the Assemblies you have dug up in Bikanel, and the Djose episode needs two wins: one before it is fully levelled, one after. Paine’s line only plays for the first. Beat it at full level first and that line, and with it 100% Story Completion, is gone for this file.
If you dug heavily in Chapters 1–3 it may already be close to maxed. Check its levels when the technicians introduce it. As long as any of the three is below 5, the first win counts.
Once you beat the full-level machine, the episode ends and it can never be fought again. Bring a Gun Mage to that fight if you want Annihilator.
Djose Temple: the first fight
X-Potion x2 at the start of the Highroad path and Phoenix Down x4 along the right edge past the bridges. The technicians’ scene plays as you enter. Accept Masterpiece Theatre and the fight starts immediately.
Experiment has 18,324 HP whatever its level. At level 1 it has almost no defense and only uses a basic attack. Level 2 adds a four-hit Rocket Launcher, level 4 adds Lifeslicer (kills outright), and level 5 adds Annihilator. Steal Turbo Ether; it drops an Elixir. A low-level win gives Paine’s line.
The seated man through the doorway left of the stairs gives How to Repair with Soul, your rematch ticket. Two spares are here: The Spirit of Recycling from the man on the pedestal upstairs (password MARNELA; the clue was spoken in Al Bhed on the Chapter 4 CommSpheres) and Repairing for Dummies from the three monkeys outside (stand among them, press the button when all three jump). The other two manuals are in the Ruin Depths and on a Mi’ihen machina. One is enough.
Temple chests: Remedy x2 in the room to the left, Mana Spring behind the side wall in the Cloister of Trials, Soul Spring by the lift, Power Wrist (Strength +20) by the window in the antechamber, Hyper Wrist (Strength +30) in the Chamber of the Fayth.
There is a Chapter 5 Al Bhed Primer at Djose. One guide puts it in the antechamber chest, another says it comes after the first win. Check your key items before you leave.
Bikanel: the last Gatekeepers
Nhadala and Benzo report the fiend siege; Marnela needs all ten Gatekeepers. Six came home in Chapter 3. The rest:
| # | Gatekeeper | Where |
|---|---|---|
| 7 | Chiapa | Kilika Woods, on a fallen tree over the water past the bridge |
| 8 | Erio | Mt. Gagazet, on the Prominence below the summit |
| 9 | Bartschella | Kilika Port, inside Dona’s hut at the foot of the stairs |
| 10 | Frailea | Cactuar Hollow, under Cactuar Nation |
Each is a round of the cactuar minigame; losing it does not matter. Bring the ninth home, talk to Marnela, answer “We’ll look for him.” and save.
Cactuar Hollow
Three forced fights at the start; the third is a Heavy Sallet, and you can run from the first two. Kill ten or more fiends in the cave and the boss at the end is likely to oversoul, so flee what you can if you want an easy finish.
Chests: an Ether across the platforms by the waterfalls; along the sand-chamber path Faerie Earrings, Mega Phoenix, Hi-Potion and Megalixir; then on the platforms after the path narrows Twist Headband, Ether, Mute Shock, Beaded Brooch and Phoenix Down. The sand chamber fills in 60 seconds; falling into the pit just drops you elsewhere unharmed, and it is a shortcut to some of these. Clear the Hollow on the way in. Accounts differ on whether you can get back in once the Bikanel episode wraps up.
Jumbo Cactuar (22,222 HP) only casts Hastega. The two Cactuars (2,002 HP) deal exactly 1,000 with 1000 Needles and dodge physical attacks, so use Darkness or spells on them first. Steal Stamina Tonic; it drops Stamina Tonic or, rarely, Rabite’s Foot (Luck +100). Oversouled (after ten or more kills in the cave) it has 33,333 HP and casts -ga spells and Flare; Reflect the party. Beating it and bringing Frailea home gives the Covenant of Growth grid.
Showdown in the Sands
Accept the mission on the way out, then fly to the Celsius and prepare.
Angra Mainyu: 333,444 HP. Its arms have 5,440 HP each. Zarich is immune to physical damage, drains MP and lowers your stats. Tawrich is immune to magic; its Bloody Breath stacks Confusion, Silence, Darkness and Poison. The body uses Perdition’s Flame (ten random hits), Demi, Flare, Osmose, and Curaga and Full-Life on its arms.
- Two Dark Knights on Darkness. It hits all three targets, ignores defense and evasion, and still works while Silenced or Blinded.
- One healer: White Mage with Curaga, or an Alchemist mixing Mega-Potions. The Ribbon goes on the healer.
- Poisonproof, Twist Headband or a Star Pendant on the others.
- Or starve it. Drain its MP with Gunner’s Target MP, Samurai’s Magicide, Thief’s Pilfer MP or the Gun Mage’s Absorb. With no MP it only casts Osmose.
Steal Megalixir. Drops Ribbon. The win is said to give Mercurial Strike; only one source says so. Return to Cactuar Nation for Yuna’s line and the Bikanel Episode Complete.
Bikanel: digging
Now dig. Yellow X marks are Assemblies:
| Part | Points |
|---|---|
| A | 1 |
| S | 3 |
| Z | 5 |
| Points | Level |
|---|---|
| 0–3 | 1 |
| 4–9 | 2 |
| 10–19 | 3 |
| 20–37 | 4 |
| 38+ | 5 |
All three stats need level 5, so 38 points in each. Attack parts are commoner in the Western Expanse, Defense in the Southern, Special in the Eastern, Northern and Central. Your total is not shown anywhere but at Djose.
The Central Expanse (opened by dispatching any chocobo to Bikanel) can be searched on chocobo with no encounters. One of its white X marks holds the Desert Key; it opens the locked chest in the excavation camp: Horn of Plenty. The Bikanel excavation guide maps every site.
Djose Temple: the rematch
Talk to the technician by the Chamber of the Fayth with a manual. Level 5 loop: Rocket Launcher (ten hits), Attack, Rocket Launcher, Attack, Lifeslicer, Annihilator, Attack, repeat. Lifeslicer deals the target’s max HP; Annihilator does about 1,500 to everyone, ignores Magic Defense and delays turns. Defense level 5 cuts your damage by more than half.
Mighty Guard first, Darkness (or Cheap Shot) for damage, Auto-Life from Salvation Promised if you have it, and Phoenix Downs on hand for Lifeslicer. Keep a Gun Mage alive through Annihilator to learn it; nothing else uses it.
The win gives Rikku’s line, the Djose Episode Complete, Magical Dances, Vol. II and Dancing Queen. One source gives Magical Dances for the first win; three say this one.
Bevelle
Head for the headquarters. Maroda’s scene plays at the gate and gives the Bevelle Episode Complete and Scourgebane on the spot. The Via Infinito is not needed for it. You are returned to the Celsius.
The underground is open and refilled with Chapter 5 contents:
- The maze: Remedy x5 (dead end off the first north–south path), Crystal Gloves (Defense +60, end of the last corner on the east side), 10,000 gil (south end of the north–south intersection), Hi-Potion x6 (far left of the north path), Potion x10 and Phoenix Down x8 (the right-hand alcoves).
- The tower room: Chocobo Feather x3 north of the Save Sphere; 1,200 gil, Oath Veil (Magic Defense +60) and White Lore (White Mage abilities) on the three watch-tower chains.
- The labyrinth and the Gaol: Ether x6 on the first ledges, Remedy x6 before the T-junction, Phoenix Down x8 at the end of the Gaol machine-room platform, Dispel Tonic along the left lift path.
Earlier chests that were never replaced are still there if you skipped them: the Ribbon through the big door in the tower room (that chest is Treasure Hunter), and Bloodlust on the Gaol machine’s highest ledge.
Crimson Sphere 1. If you left it in Chapter 3, check the circular platform at the end of the far-right hallway. One guide says it is still there in Chapter 5; another says it is gone after Chapter 3. Without it the Den of Woe stays shut.
Via Infinito: Cloisters 0–20
Go through the doorway on the east side of the headquarters’ main floor. The Kinderguardians have found the entrance. Save, then step on the glyph.
- Cloister 0: a ghostly figure appears and drops Crimson Sphere 6; pick it up. Rikku’s “Farplane!” with the Kinderguardians is a Story Completion line. Watching Crimson Record 6 (now or from Shinra’s menu) is another.
- Cloisters 1–19: every floor has a glyph near the start that heals you and lets you leave, and a hole near the end that takes you down. Charm Bangle does nothing here. Some layouts put a Tonberry in the way, and on two of them you have to beat it to go on. Elder Drakes jump out on a timer on one layout. All easy at this depth.
- Cloister 20: Aranea. 18,280 HP (33,394 oversouled). Double physical hits, a bite that ignores defense, and Gooey End for Poison and Stop on the front row. Protect against both. Steal Turbo Ether or, rarely, a Kinesis Badge. Drops Stamina Tonic or, rarely, a Mythril Bangle.
Turn around for Crimson Sphere 8. Paine’s “Maester Kinoc!” is a Story Completion line; watching Crimson Record 8 with Shinra (Nooj’s “I’m glad you’re alright”) is another. From now on you can warp straight to Cloister 20.
Stop here for now. The Den of Woe is open once you hold all ten Crimson Spheres. The rest of the Via Infinito, to Cloister 100 and Trema, is required for 100%, and the Via Infinito guide covers it; it is much harder below Cloister 40.
Game Notes
These three stops are the three ways X-2 thinks about endgame. Djose is a fight you tune yourself, Bikanel is a hunt that started a chapter and a half ago, and Bevelle hands you a hundred floors and steps back. The Via Infinito is the only dungeon in the game that is not about the plot. Even so, its first twenty floors hold two of the ten Crimson Spheres.
Everything in this area
Djose Temple: the first fight
Bikanel: the last Gatekeepers
Cactuar Hollow
Showdown in the Sands
Bikanel: digging
Djose Temple: the rematch
Bevelle
Via Infinito: Cloisters 0–20
How this page was made
Researched across 13 community walkthroughs and written from scratch — no source’s wording appears here. 13 are marked where sources disagree with each other — we have not picked a winner for you.