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FFX | X-2 · Chapter 5: Djose, Bikanel and Bevelle

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.

30 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 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.

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