Final Fantasy X | X-2 HD Remaster · FFX-2 walkthrough
Chapter 5: Zanarkand, Besaid and Kilika
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.
Chapter 5 is the slow, generous end of the game. Every location on the world map is a hotspot, and each one has a short story of its own to finish. None of them is a long dungeon. Take them one at a time.
Before you leave the ship
The chapter starts on the deck. Walk around the Celsius once before you pick a destination:
- The bridge. Shinra and Buddy have a scene. If you are carrying a sphere you have not watched yet, talk to Shinra and watch it.
- The cabin. Rest, then listen to the Barkeep and Brother at the bar.
- The engine room. Walk up to the engine on the back wall, then walk slowly back to the stairs. Buddy has something to say. The four chests down here have been refilled, so open them again.
Go to the ruins first
Make Zanarkand your first stop. It is the one location where finishing the story leaves you on the ground instead of sending you back to the ship, and that matters if it ends up being your last.
The story here finishes almost as soon as you land. Then talk to Maechen, just to your left, and say “Yes, please!” when he offers to tell you something. Let him finish. He will not be there if you leave and come back.
There are two chests in the first stretch of the dome. The far end is closed.
Besaid
Follow Wakka into the village and pick up the accessory near the temple entrance. On the way down to the beach:
- The chest behind the wooden bridge at the waterfall, where you dropped down in Chapter 1, holds a key item that powers up one of Yuna’s dresspheres.
- The cave off the crossroads has two chests.
- On the beach, climb across the ruins and drop into the alcove behind them for two more.
Talk to everyone the story points you at, then walk back up the trail and let the scenes play. When it is over, go back into the temple and down into the Cloister of Trials for three more chests.
Kilika
The port has been restocked: five chests on the south docks, five among the houses to the north, including the one on top of Dona’s hut. Then go north to the gate and straight through the woods to the temple. The story here ends at the temple and sends you back to the ship.
Come back. The temple grounds, the two living quarters at the back and the Cloister of Trials all have chests, and the leaning tree in the woods that you climbed in Chapter 1 has one at the top.
If you spoke to the man with the camera on the boat in Chapters 1 and 3, talk to him again and say “Definitely!”. He has a ride for you, and there is a very good accessory at the end of it.
Worth doing on a first run
How this page was made
Researched across 8 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.
Spoilers from here.
How Chapter 5 works
All fifteen locations are hotspots at once, and each runs a short episode. When it ends, the screen reads one of two things:
- Episode Complete. Every requirement from Chapters 1 to 4 was met.
- Episode Concluded. Something earlier was missed. The ending you get is the sad version, and it cannot be repaired in Chapter 5. Every cause is in an earlier chapter.
All fifteen at Complete gives you Mascot, the best dressphere in the game, in a scene on the Celsius right after the fifteenth. Every Complete you see also feeds Story Completion. A Concluded anywhere means no Mascot on this file and, for most locations, no 100%.
The order matters for one reason. Every episode warps you back to the Celsius when it ends, except Zanarkand, which leaves you on the ground so Maechen can talk. If Zanarkand is your fifteenth, the Mascot scene never fires. The recoveries are clumsy: the Den of Woe or the Ruin Depths both warp you back and trigger it, and failing those, winning the Youth League tournament in the Fiend Arena, which is hard without Mascot. Avoid all of it by doing Zanarkand first.
The Celsius
Before you choose a hotspot:
- Crimson Sphere 5. Leblanc’s sphere from the engine room at the end of Chapter 4. Watch it through Shinra. Gippal’s line about the Den of Woe counts.
- Cabin rest. Rest, then stand at the railing below the bar. Brother and the Barkeep talk. Required for 100%, and two of the Barkeep’s lines count separately.
- Engine room. Walk to the engine, then slowly back. Buddy’s story of the ship counts as three Story Completion triggers and is required for 100%. The four chests are refilled: X-Potion x4, Phoenix Down x8, Remedy x7, Turbo Ether x4.
Zanarkand Ruins
The episode completes on arrival. Your result was set in Chapters 2 to 4: Operation: Monkey! finished in Chapter 2 or 3, and every Isaaru scene on the Zanarkand CommSphere in Chapter 4. Concluded means the tourists won. This is probably your first Complete, so Complete Episode unlocks here.
Talk to Maechen before you touch the Save Sphere. He is to the left of the landing spot. Say “Yes, please!” and let him run. His line about Vegnagun, Rikku’s about Gramps and Yuna’s about people being connected each count. Leave first and he is gone for good. Hear him out uninterrupted and, if you did the same at Youth League headquarters in Chapter 1 and in Guadosalam in Chapter 3, Good Listener unlocks.
The dome’s first stretch has two chests: Dispel Tonic x3 and Phoenix Down x4. Isaaru has sealed the far end.
Besaid
Wakka meets you at the Save Sphere. Near the temple entrance, Black Lore lets anyone cast the Black Magic they learned as a Black Mage.
On the way to the beach:
- Twilight Rain, in the chest behind the bridge on Waterfall Way. It teaches Floral Fallal Break Damage Limit. Aurora Rain, its twin, is in the Calm Lands’ Chamber of the Fayth later this chapter.
- Mega-Potion and Ether x4 in the cave off the crossroads.
- X-Potion x2 and 3,500 gil in the beach alcove behind the ruins.
Beclem gives Yuna the War Buddy Sphere and sails. Walk back to the promontory. Wakka’s line counts. Chappu’s line plays only if you watched Beclem announce his departure on the Besaid CommSphere in Chapter 4. That same scene is the Episode Complete requirement here. Without it, Beclem leaves before Wakka can see him off, Wakka still has no name for his son, and the island is Concluded. When Complete, the closing scene names the baby Vidina. Nothing from Chapter 2 or the Gunner’s Gauntlet is needed.
Afterwards go back down into the Cloister of Trials: Mana Spring x3, Mega Phoenix x2, Stamina Spring x3.
The Gunner’s Gauntlet is open again, with Datto running the village course. The Gunner needs a single run past 2,800 points (LVMAX); separate runs do not add up. It is not needed for 100%; see the Gunner’s Gauntlet guide.
Kilika
The port chests are restocked. South docks: Ether, Mana Tablet x2, Remedy, Remedy, Phoenix Down x3. Residential area: Light Curtain x3, Dispel Tonic, Star Curtain x3, Lunar Curtain x3, and 3,000 gil on the roof of Dona’s hut.
At the north gate, Dona talks the guard out of the way. Go straight to the temple. Barthello and Dona’s scene ends the episode and hands you Tricks of the Trade. Complete here depends on watching every Kilika CommSphere scene in Chapter 4: Dona alone, Dona tying the sphere to a balloon, and Barthello breaking it. Miss one and Dona is missing, with Barthello waiting outside her door.
Then come back for the rest:
- Camera operator, third talk. On the boat at the north docks. If you spoke to him in Chapter 1 and Chapter 3, he offers a ride to the Youth League base. Say “Definitely!”. The chest on the bottom level by the dock is Invincible: Break Damage Limit for the wearer. The child on the ramp gives you five Georapella Coins for Sphere Break.
- Arcane Lore, at the top of the leaning tree in the woods. It lets the wearer use Dark Knight Arcana in any dressphere.
- Temple grounds: Ether, X-Potion, Mega-Potion.
- Monks’ chambers: Megalixir. Nuns’ chambers: Regen Bangle, Wall Ring.
- Cloister of Trials: Cat’s Bell, Wizard Bracelet, Ether x2 and Turbo Ether x2. If you never picked up Samurai in Chapter 3, the last chest holds the Samurai dressphere instead.
Two of the Cactuar Gatekeepers are in Kilika this chapter: Chiapa on the fallen tree past the woods bridge, and Bartschella in Dona’s house. They only respond once the hunt’s clues have pointed you here, so come back during the Cactuar Connection.
Everything in this area
The Celsius
Zanarkand Ruins
Besaid
Kilika Port
Kilika Woods and Temple
Kilika Port
Kilika Woods and Temple
How this page was made
Researched across 14 community walkthroughs and written from scratch — no source’s wording appears here.