EliteGrindLab
FFX | X-2 · FFX: Celestial weapons

Final Fantasy X | X-2 HD Remaster

Every Celestial Weapon in Final Fantasy X

Updated 2026-10-10

Full spoilers.

Every party member has one celestial weapon. Each is hidden somewhere in Spira, each needs two key items — a crest and a sigil — to reach full power, and none of them can be taken out of its hiding place until you carry the Celestial Mirror. At full power every one of them carries Break Damage Limit, which lets that character hit past 9,999. That single ability is why the superbosses, the Dark Aeons and Penance are built around these weapons.

Before full power they are close to useless: one slot, No AP, and no way to customize them. Do not equip one expecting a boost until both key items have gone in.

At a glance

Character Weapon Where the weapon is Crest Sigil
Tidus Caladbolg Calm Lands, the path north the trainer’s helper blocks Sun Crest — Zanarkand, after the last fight there Sun Sigil — Catcher Chocobo, finish below zero
Yuna Nirvana Monster Arena, after capturing every Calm Lands fiend Moon Crest — Besaid beach, east alcove Moon Sigil — beat all eight of Belgemine’s aeons at Remiem Temple
Wakka World Champion Luca café, after placing third or better in a tournament Jupiter Crest — Aurochs’ locker room, Luca stadium Jupiter Sigil — blitzball league prize
Lulu Onion Knight Baaj Temple, underwater, after Geosgaeno Venus Crest — the Farplane, Guadosalam Venus Sigil — dodge 200 lightning bolts in a row
Kimahri Spirit Lance Thunder Plains, after three Qactuar stones Saturn Crest — Mt. Gagazet, between two pillars Saturn Sigil — butterfly hunt, Macalania Woods
Auron Masamune Lord Mi’ihen’s statue on Mushroom Rock Road, using the Rusty Sword Mars Crest — end of the Mi’ihen Oldroad Mars Sigil — Monster Arena, ten conquests
Rikku Godhand Airship password GODHAND, a ravine off Mushroom Rock Road Mercury Crest — Sanubia Desert sand pit Mercury Sigil — Village of the Cactuars

The crest and sigil names above are the ones this release uses. Some later console releases print different planet names on five of the pairs; the places and the tasks are the same.

The Celestial Mirror

Nothing in this guide works without it. It comes in two steps, and the first one cannot start until you reach the Calm Lands.

1. The Cloudy Mirror (Remiem Temple). Clear the chocobo trainer’s first course, Wobbly Chocobo, so you can ride on the plains. The later courses are not needed for the mirror. Ride to the feather marker on the high ground in the south-east of the Calm Lands, use it to jump down onto the hidden path, and follow it to Remiem Temple. On foot, examine the sphere on the temple’s west side, then talk to the chocobo on the east side to start the race. Beat the rival bird to the centre and the first win pays the Cloudy Mirror. You can ignore the chests on the course for this; they only change the consolation prize (more on that below).

2. The Celestial Mirror (Macalania Woods). Go back to the south end of Macalania Woods — on foot from the Calm Lands, or by airship to Lake Macalania and down the glittering crystal path. A woman and her child stand at the fork by the first Save Sphere; her husband has gone missing.

  1. Find the husband at the campsite screen north of the woods’ four-way junction, on the right. Tell him his family is waiting over there.
  2. Go back to the woman and talk to her twice. Now the son is missing.
  3. Take the crystal walkway north from where she stood to the dead end. The boy is there.
  4. Talk to him and agree to use the Cloudy Mirror. Tidus gets the Celestial Mirror.

That dead end is also where you power weapons up. Come back to it with a crest and sigil and the mirror lets you offer the weapon — once for the crest, once for the sigil.

How powering up works

  • Crests and sigils are key items. You can pick them up long before you have the mirror; nothing is wasted by grabbing them early.
  • The crest goes in first. A weapon offered with only its crest is better, but still earns no AP. Only after the sigil goes in does it drop No AP and take its full set of abilities.
  • Every weapon at full power has Break Damage Limit and Triple Overdrive, plus two of its own.
  • Celestial weapons ignore enemy defense, but none of them has Piercing, so armored fiends still blunt the hit.
  • Damage swings with the wielder’s current state:
Weapon Hits hardest when…
Caladbolg, World Champion, Spirit Lance, Godhand HP is high
Nirvana, Onion Knight MP is high
Masamune Auron’s HP is low

Getting every celestial weapon earns the Weapon Master achievement.

Tidus — Caladbolg

Full power: Break Damage Limit, Triple Overdrive, Evade & Counter, Magic Counter.

  • Weapon. Clear all four of the chocobo trainer’s courses in the Calm Lands, up to and including Catcher Chocobo — you only need to beat her, not post a great time. A man who stood on the small downhill path in the north-west of the plains steps aside. With the Celestial Mirror, examine the wall at the bottom. If you leave the Calm Lands before you go down there, the man is back; run any course again (win or lose) and he moves.
  • Sun Crest. In the room of the last fight at Zanarkand, walk down either staircase at the back. You reappear at the top of the other one and a chest appears. Take it before you leave. Once you have the airship, Dark Bahamut guards that room, and the crest costs you that fight. See the Dark Aeons guide.
  • Sun Sigil. Catcher Chocobo again, this time finishing below zero. Every balloon takes 3 seconds off your time and every bird that hits you adds about 3. The display never shows a negative number, so a run that reads 0.0 may still fall short. Realistically you need around thirteen or fourteen balloons and no bird hits. The chocobo training guide has the route.

This is the most luck-heavy sigil in the game. Balloon positions change every run.

Yuna — Nirvana

Full power: Break Damage Limit, Triple Overdrive, Double AP, One MP Cost.

  • Weapon. At the Monster Arena on the east side of the Calm Lands, capture one of each of the nine Calm Lands fiends (Skoll, Nebiros, Flame Flan, Shred, Anacondaur, Ogre, Coeurl, Chimera Brain, Malboro). Talk to the owner and a chest appears in front of him; open it with the Celestial Mirror.
  • Moon Crest. On Besaid beach, swim east from where Tidus first washes up and round the rocks to a hidden alcove. You could have had it in the first hour. If not, the beach is still reachable by airship; you do not have to go through the village, which Dark Valefor blocks.
  • Moon Sigil. The long one. At Remiem Temple, Belgemine challenges you aeon against aeon. Beat her first five (Valefor to Bahamut) for the Flower Scepter. Get the Blossom Crown from the Monster Arena by capturing one of every fiend on Mt. Gagazet. Use both on the sealed door behind her for the Magus Sisters. Then beat her Yojimbo, Anima and Magus Sisters — eight fights in all; the last win is the Moon Sigil, and she asks to be sent.

That means the Moon Sigil needs Yojimbo (Cavern of the Stolen Fayth) and Anima (Baaj Temple). If Anima is out of reach on your file, so is a fully powered Nirvana. The Cloisters of Trials guide and the Anima guide explain the chain; the Remiem Temple guide has Belgemine’s fights.

Wakka — World Champion

Full power: Break Damage Limit, Triple Overdrive, Double AP, Evade & Counter.

  • Weapon. Place third or better in any blitzball tournament (open any time after the story match in Luca). Then go to the café in Luca and talk to the owner behind the bar while carrying the Celestial Mirror.
  • Jupiter Crest. At the back of the Besaid Aurochs’ locker room under the Luca stadium, any time after the story tournament.
  • Jupiter Sigil. A league prize, and it only enters the prize pool after Wakka has all three of his blitzball Overdrive reels — Attack Reels (first in a tournament), Status Reels (first in a league, 250 battles fought) and Aurochs Reels (first in a tournament, 450 battles fought). Even then it shows up on roughly half of league prize lists, so check the prizes before you commit to a league and reload if it is not there. The blitzball guide covers teams and scouting.

The 450-battle gate is what makes this one slow. Get it ticking early.

Lulu — Onion Knight

Full power: Break Damage Limit, Triple Overdrive, Magic Booster, One MP Cost.

  • Weapon. Fly to Baaj Temple, beat Geosgaeno, then swim to the far side of the pool from the temple door, into the small crevice where the camera angle shifts. Keep pressing the action button until Tidus finds the hidden chest. It needs the Celestial Mirror. The Anima guide covers the fight.
  • Venus Crest. The chest on the left just inside the Farplane in Guadosalam. It is available from the story visit onward; you can walk in and take it any time you pass through.
  • Venus Sigil. Dodge 200 lightning bolts in a row on the Thunder Plains. See Lightning dodging below.

Kimahri — Spirit Lance

Full power: Break Damage Limit, Triple Overdrive, Double AP, Evade & Counter.

  • Weapon. The tombstone-like Qactuar stones on the Thunder Plains glow on and off — two in the southern half (one tucked in an alcove on the east side) and six in the northern half. Pray at three of them while they are glowing. A ghostly Qactuar appears in the southern plains; follow it to a leaning, broken lightning tower on the east side and pray there. A chest appears; open it with the Celestial Mirror. The book on Rin’s counter at the plains’ travel agency tells the legend, and the stones do not always glow when you arrive, so wait by one.
  • Saturn Crest. Mt. Gagazet, just after the fight on the mountain trail: the chest is tucked between two pillars on the left, before the Save Sphere. Easy to run past.
  • Saturn Sigil. The butterfly hunt in Macalania Woods. See The butterfly hunt below.

Auron — Masamune

Full power: Break Damage Limit, Triple Overdrive, First Strike, Counterattack.

  • Rusty Sword. In the Calm Lands gorge, take the right-hand branch past the Cavern of the Stolen Fayth entrance and follow the cliff path east to its end. The sword is stuck in the ground between two rocks.
  • Weapon. Take the sword to Lord Mi’ihen’s statue on Mushroom Rock Road. Come at it from the Djose Highroad end: walk west to the crates, climb onto the ruins, and take the path north that was closed during the story; a lift carries you up to the statue. Use the Rusty Sword there, then touch the glyph that appears on the wall with the Celestial Mirror in hand. Do not walk in from the Mi’ihen Highroad side — once the airship is yours, the Dark Magus Sisters wait on that approach.
  • Mars Crest. At the very end of the Oldroad on the Mi’ihen Highroad, past O’aka. A chocobo from the travel agency gets you there fastest.
  • Mars Sigil. From the Monster Arena owner once you have unlocked ten conquests, any mix of area conquests (every fiend in one area) and species conquests (enough of one fiend family). The Monster Arena guide plans the captures.

Rikku — Godhand

Full power: Break Damage Limit, Triple Overdrive, Double AP, Gillionaire.

  • Weapon. On the airship, choose Input at the navigation console and enter GODHAND. A ravine off Mushroom Rock Road opens; follow it to the chest and open it with the Celestial Mirror.
  • Mercury Crest. In the western part of the Sanubia Desert on Bikanel, a sand whirlpool in a small alcove has a chest at the bottom. You walk past it during the story; it stays there if you missed it.
  • Mercury Sigil. The Village of the Cactuars. See below.

The minigames

Lightning dodging (Venus Sigil)

When the screen flashes white on the Thunder Plains, press the confirm button and Tidus dodges the bolt. The prizes come from the chest outside the travel agency, counted on your best unbroken streak:

Dodges in a row Prize
5 X-Potion x2
10 Mega-Potion x2
20 MP Sphere x2
50 Strength Sphere x3
100 HP Sphere x3
150 Megalixir x4
200 Venus Sigil

A hit, a battle, going into the agency or leaving the plains ends the streak. There is no counter on screen.

How to make it bearable:

  1. Armor with No Encounters. Battles break the streak. Customizing it takes 30 Purifying Salts; Ghosts, Wraiths and Geosgaeno drop gear that already has it.
  2. Use the crater. In the southern plains, on the west side of the road, there is a lightning tower with a shallow crater just north of it. Stepping into the crater calls a bolt almost every time. Dodge, step back to the tower, step in again. Rhythm replaces luck.
  3. Count past 200. Lose track and you will stop at 196. Aim for 210 or more before you walk to the chest.
  4. Press on the flash, not after it. The HD release has a touch of input delay; waiting for the bolt is too late.

Opening the 200 chest earns Lightning Dancer.

The butterfly hunt (Saturn Sigil)

A local in Macalania Woods explains the rules. Touch the rainbow butterfly to start a run: catch all seven blue butterflies before the clock runs out, and avoid the red ones, which start an unescapable fight and cost you time. Two screens have a course each. Fail and you are sent back; leave the screen and come back to try again.

The prizes change with the story, and the Saturn Sigil only appears once you have the airship. Clear both courses after that: one pays a Teleport Sphere and the other the Saturn Sigil, in whichever order you do them. Earlier runs pay minor spheres and potions.

Tips: the second blue butterfly near the start of the first course appears just north of the first one after you catch it — turn back for it. Red butterflies multiply as you go and are hard to see in the gloom. Do not leave the screen after the seventh blue until you have opened the chest.

The Remiem race (Cloudy Mirror)

Covered above. You only need to win. Opening chests on the course warps you forward and upgrades the prize, and a win with all five opened earns Chocobo Master:

Chests opened Prize
1 Elixir
2 Megalixir
3 Wings to Discovery x30
4 Pendulum x30
5 Three Stars x60

The Wings to Discovery are worth a few extra runs: two of them in Rikku’s Mix make Trio of 9999, which ends a lot of hard fights.

The Village of the Cactuars (Mercury Sigil)

Once you can fly back to Bikanel, the sandstorm in the west of the Sanubia Desert has cleared. Examine the Cactuar stone in front of the cliff. It sends you after ten Cactuars one at a time, each with a clue. Every chase is red-light-green-light: move only while the Cactuar’s back is turned. Win and you get its sphere; lose and you get a “loser’s” sphere. Either kind goes back in the stone, so you cannot fail the quest.

# Cactuar Where
1 Tomay The oasis, in the shade by the Save Sphere
2 Rovivea Sanubia East, a dead end near the northern exit
3 Chava Near the stone, behind the second signpost
4–5 Alek and Aloja Sanubia Central, the western ruins, together
6 Vachella Sanubia East — touch the Save Sphere under the tent, then close the menu
7 Robeya Sanubia Central, inside a chest in the far west
8 Isrra Near the stone, in a quicksand pit after you leave and re-enter
9 Elio The oasis; he runs onto the airship deck
10 Flaile Appears behind you after Elio’s sphere goes in

With all ten spheres in, two chests open. The first always holds the Mercury Sigil, win or lose. The second depends on wins: 1–2 Potion, 3–6 Elixir, 7–8 Megalixir, 9–10 Friend Sphere. Vachella turns quickly and often, Isrra stares for a long time, Elio’s chase happens on a tilting deck, and Flaile’s sound cues lie — watch him, not the prompts. Wear No Encounters.

Blitzball and the Monster Arena

Both are long, both are covered in their own guides. The short version: start blitzball early because of the battle counts behind Wakka’s reels, and capture as you go once the arena is open, because Nirvana, the Mars Sigil and the Moon Sigil’s Blossom Crown all come out of the same captures.

What can be lost, and what is just slow

Nothing in this guide is lost outright. A few things move behind harder walls:

  • Sun Crest — free at Zanarkand, then behind Dark Bahamut.
  • Moon Sigil — needs Anima, and Anima needs every Destruction Sphere treasure. Two of those (Besaid, Macalania) move behind Dark Aeons once you have the airship. See the Cloisters of Trials guide.
  • Masamune — the statue approach from the Mi’ihen side is guarded by the Dark Magus Sisters; use the Djose side.

Slow, roughly from worst to least:

  1. Moon Sigil — Yojimbo, Anima, the Gagazet captures and eight aeon fights.
  2. Jupiter Sigil — 450 battles, three reels and a coin flip per league.
  3. Sun Sigil — skill and luck in equal parts.
  4. Venus Sigil — 200 dodges is boring, not hard, with the crater trick.
  5. Mars Sigil — ten conquests overlaps with the Monster Arena anyway.
  6. Mercury and Saturn Sigils — an hour each.

A sensible order

  1. Get the Celestial Mirror as soon as you reach the Calm Lands.
  2. Spirit Lance and, once the airship is yours, Godhand need nothing but the mirror; take them as you pass.
  3. Start blitzball early and leave it running in the background.
  4. Fetch the Sun Crest before you leave Zanarkand.
  5. With the airship: Cactuar Village, the butterfly hunt and the 200 dodges in one sweep south, then Baaj for the Onion Knight.
  6. Monster Arena captures feed Nirvana and the Mars Sigil; Masamune comes when you pass Mushroom Rock from the Djose side.
  7. The Moon Sigil last, once Anima is yours.