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FFX | X-2 · Chapter 5: The Farplane and the ending

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

Chapter 5: The Farplane and the ending

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.

8 things here are lost permanently, and 2 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.

When you have done what you want to do around Spira, talk to Brother on the bridge. He will take you down. This is the last stretch of the game. This page will not tell you what happens, only how to get through it.

Before you go

Everything optional closes once you pass a certain point below, and the game tells you nothing about it. Do the side content you care about first. That means any location you have not finished this chapter, and the long tower under Bevelle if you want it. Then go.

The fights down there are much harder than anything the main story has asked of you so far. If the first one goes badly, go back up and get stronger. There is a lot of Spira left to fight in.

Picking a way down

Brother offers five starting points. They all end in the same place, and you only have to do one. Each has its own trick:

  • Besaid: small floating islands carry you back up the path. Ride them a few times and a chest appears.
  • Kilika: flame geysers reset you if they catch you. Wait for each one to die down, then run.
  • Djose: the hardest. At a dead end, go back to the first islands, stand on the strip in the middle and push the three anchored islands to make a bridge.
  • Bevelle: the easiest. No tricks.
  • Calm Lands: teleporters try to send you back. Keep going downhill.

Whichever way you go, you will hit three big platforms with a hard fight on each. Bring protection against Stop, against status ailments in general, and a healer who does nothing else. Ribbons, if you have them, belong on now.

The glen

After the third fight you reach a quiet meadow with familiar faces and a shop. A Save Sphere and a portal appear here. The Save Sphere still takes you back to the airship; the portal does not. Save on the sphere, in a slot you will keep. Then go back up and talk to everyone on the Celsius. There are new things to hear.

When you are ready, come back down, save again, and step into the portal.

Past the portal

Barriers block the way. Each one opens to a short tune. Step on the glowing pads nearby to hear the notes, then play them on the keyboard. If you try to walk through a barrier or misplay the last puzzle, you fight something very large and very tough. Do the puzzles.

Look out for three chests: one near the second keyboard, one near the third, and one on the stepping-stones at the end.

At the end there is a long fight in several parts. In the last part there is a hidden time limit. Do not stall. Kill the two side pieces, then focus the middle. A healer who keeps everyone above 1,500 HP is the key. Ribbons help throughout.

The ending

After the last fight, press the confirm button when the girls are standing in the field of flowers, and when you are asked a question, answer “Yes!”. After that, put the controller down.

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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