When you arrive, look to the left and you’ll see a piano. Playing the proper notes on this piano can disable the damaging electric barriers ahead. Step on the blue spot on the ground nearby and listen carefully to the notes played there, then mimic them on the piano.

With the barrier gone, go north to a fork. There, go west and step on the blue spot to hear some more notes, and then use the east path for a single note. Continue further along the east path to an intersection. Jump to the piano nearby, but first go southeast to another note-playing spot. Mimic the four notes you heard (west path, east path, southeast from piano in that order) and the barrier will go away. Grab the Megalixir from the chest.

Get on the main path and go north to another intersection. Go left to hear two more notes. Then go right from the intersection and, at the electric current, jump down to a road below. Go up a bit to the blue spot for another note, then head to the end of the path and step on the next blue spot for two more. You’ll then jump onto the left path from the previous intersection. Go north to another intersection and jump right to a piano platform. Play the notes in the order you found them to disable a barrier.

Grab the three Turbo Ethers from the nearby chest, then go north on the main path for some scenes, in which you’ll get the Paine’s Sphere item.

Now come the dreaded musical pillars. When you arrive, there are two stones. Get on the one to the left of the Save Sphere (which you ought to use, by the way); when it stops, go off to the right and you’ll hear three notes. Ignore them, they’re not really important since the order you need to bother with them is predetermined. In any case, jump to the right to go up some, then go up twice more for two more notes.

Backtrack to the Save Sphere and use the stone to its right. This will take you to another note-playing pillar; return to the Sphere again, then use the one you used earlier. At the point when it stops, leap off to the left, then go up. When this one stops, jump off to the right to hear a note, then jump left and you’ll continue flying. Leap to the right next and you’ll find two Mega Phoenixes , then jump up for two more notes. Go down and left onto the moving block again and you’ll head back down. Jump down, then back up; when this block stops, go left twice to hear a note.

Return to the Save Sphere, then use the block on the other side. When this one stops, jump left onto the southern block and you will reach another playing two notes. Then jump to the left and stand on the circular shape to hear the notes played in the order you stepped on their respective pillars. If you messed up, you’ll fight Azi Dahaka. Otherwise, go along the linear path before you and to the section Chapter 5 - The Final Bosses .

Guide Information

  • Publisher
    Square Enix
  • Platforms
    PC, Switch, PS2, PS3, PS4, Steam, Xbox One
  • Genre
    RPG
  • Guide Release
    25 March 2015
  • Last Updated
    22 February 2021
  • Guide Author
    Damir Kolar

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Set two years after the defeat of Sin, Yuna, the High Summoner who brought about its destruction, finds a mysterious sphere of a man who closely resembles someone she thought was gone forever. She sets out on a journey to find him, with help from faces old and new, only to discover the mysteries run deeper than she ever thought possible. Yuna is called on once again to protect the world she loves. Final Fantasy X was Tidus’s story; X-2 is Yuna’s.

The world of Spira may have changed, but we are with you every step of the way! The guide contains the following:

  • A 100% completion walkthrough - Get all those tiny details right without having to completely restart your game!
  • Full coverage of all optional bosses and side quests including the Via Infinito and Den of Woe.
  • The Last Episode and details on the new Creature Creator.
  • Colosseum boss strategies.
  • All Garment Grids and Dresspheres explained and much more!

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