Final Fantasy X | X-2 HD Remaster · FFX walkthrough
The airship and the assault on Sin
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.
This is the moment the game stops pushing. The airship goes anywhere you have been, the story waits on you, and there is no penalty for wandering off for a day. If you only want the ending, you can go straight at it — but read the next section first, because it changes how hard the next stretch is.
What the airship gives you
Talk to Cid on the bridge for the destination list. Every save sphere in the world now offers to call the airship, so you are never more than a menu away from it.
The list has two extra options. Search lets you move the cursor around the world map and turn up places that are not on the list; Input takes a password. You do not need either to finish the game. The search spots are worth a look if you are curious, and most of them are a single chest with a good piece of gear in it.
If you want a stronger party before the end, the cheapest wins are revisits: chests you skipped, the rare-weapon shops, a few hours of fights in the places with the toughest enemies. You do not need to be over-levelled. You do need people who can survive a heavy party-wide hit and some status-protecting armor.
Before the deck
When you choose Sin from the list, take the lift at the back of the airship up to the deck. The first three fights run straight into each other with no chance to heal between them, so go up with everyone topped off and Overdrives charged if you can.
Two pieces of advice for all of them:
- Keep three people who can hit from range in the front. For a good while your enemy is too far away to reach with a sword. Magic, thrown weapons and Overdrives work; melee often does not.
- Haste the whole party. Your buffs will get stripped now and then. Cast them again.
The first fights
Cid flies the ship for you, and you choose whether he moves in or pulls out. Closer means everyone can hit. Closer also means the enemy’s heaviest attack can reach you — when you see a message about energy gathering, pull out, and move back in once it passes. That attack takes most of everyone’s current HP rather than killing outright, so heal straight after it if it lands.
The third fight has two targets. Kill the smaller one first. While it is alive it soaks up your magic, and when it is hurt it hides and heals itself. It does not like fire.
The breather
After the third fight you get control back. Use it. Save, restock, and put armor that blocks Petrify and Confusion on your three fighters. The next battle hands out both.
When you are ready, talk to Yuna on the deck.
The last fight from the airship
This fight has a timer. The enemy starts far away and spends a dozen or so turns closing in and charging; if it finishes, the game is over, and nothing you do blocks it. You win by doing enough damage before then.
Spend the opening turns on Haste and ranged damage. As soon as it is close enough, break its armor, then throw everything at it — every Overdrive, every aeon Overdrive. If it starts to turn people to stone or confuse them, fix them fast. If you lose, you can load, leave on the airship, get stronger and come back.
Win, and the airship sets you down somewhere new.
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.
Completionist mode. Full spoilers, in play order, with every permanent loss called out before you reach it. 3 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
Spoilers from here.
This area is the whole endgame’s front door, so it starts with the one fact that shapes everything after it: FFX has no post-game. When the credits roll there is no clear save, no New Game Plus, and nothing to come back to. Everything optional has to be done before the final fights, on a save you keep.
The good news is how late the real cut-off is. Nothing in this area closes anything. Choosing Sin, fighting the four airship battles and walking into Sin’s body all leave the world open — any save sphere inside Sin calls the airship home. The one door that locks behind you is a glyph on a tower near the end of the next area. Until you touch it, you are free.
What opens with the airship
Cid’s destination list now carries Search and Input. Search reveals a hidden spot when you confirm the cursor on its coordinates; Input takes a password. The coordinates below are the points that work for everyone; each spot has a few squares of tolerance around it.
| Spot | Aim for | What is there |
|---|---|---|
| Baaj Temple | X 14, Y 57 | Geosgaeno, the six statues, Anima; Onion Knight for Lulu outside |
| Omega Ruins | X 72, Y 35 | Ultima Weapon, Omega Weapon, Primer XXVI |
| Sanubia Sands | X 15, Y 42 | Ascalon — Tidus, Double AP |
| Besaid Falls | X 31, Y 75 | Dragoon Lance — Kimahri, Magic Counter + Evade & Counter |
| Mi’ihen Ruins | X 35, Y 57 | Sonar — Rikku, Initiative + Poisonstrike |
| Battle Site | X 41, Y 57 | Phantom Bangle — Lulu, Fire/Ice/Water Eater |
| Password | Opens | What is there |
|---|---|---|
| GODHAND | A ravine off Mushroom Rock Road | Godhand, Rikku’s celestial weapon — the chest needs the Celestial Mirror |
| VICTORIOUS | A tree-top spot in the Besaid ruins | Victorious — Rikku, Fire/Ice/Lightningproof |
| MURASAME | A second spot in the Besaid ruins | Murasame — Auron, Piercing and One MP Cost |
Ascalon is the one to fetch first. Double AP on Tidus turns every fight into a sphere-level farm, and he does not even have to act — put him in, swap him out. Phantom Bangle is the one to fetch before going inside Sin: its three Eaters turn most of Seymour Omnis’s spells into healing for Lulu.
Remiem Temple is not a search spot. You reach it on a chocobo from the Calm Lands.
The Dark Aeons are out
From this point, ten Dark Aeons are waiting around Spira — most appear with the airship, though Dark Shiva and Dark Yojimbo can turn up earlier and Dark Anima arrives once you have reached Zanarkand. Three of them stand in doorways: Dark Valefor in front of Besaid village, Dark Shiva at Macalania Temple’s entrance, Dark Bahamut in the Zanarkand Dome’s chamber. Any chest, Jecht Sphere or Destruction Sphere treasure you left in those places now costs you a superboss. Beat all ten and Penance appears on the NavMap. None of this is required, and none of it is the place to start. The Dark Aeons guide and the Penance guide have the fights.
What is still to do
Every optional thread in the game is reachable from here. The order that makes each one easier is roughly the order below; the detail lives in the standalone guides.
- Ascalon, then grind. The Omega Ruins and the Monster Arena’s early creations are where sphere levels come fastest.
- Celestial weapons. Seven weapons, each needing its crest and its sigil and the Celestial Mirror. Their Break Damage Limit is what makes the superbosses — and the final fights — short. See the celestial weapons guide.
- Monster Arena. Captures in every region, including Inside Sin, which you can fly back into any time before the point of no return. See the Monster Arena guide.
- Cloisters of Trials. The Zanarkand cloister’s Destruction Sphere treasure can only be taken on a return trip now. All six treasures are what light the statues at Baaj. Bevelle’s could not be taken after leaving Bevelle. If you skipped it, whether its statue still lights is disputed: some players say it lights for everyone because the Destruction Sphere is compulsory there, others that Anima is out of reach. Dive to Baaj and look. See the Cloisters of Trials guide and the Anima guide.
- Remiem Temple. Belgemine’s aeon battles end in the Flower Scepter; the Monster Arena gives the Blossom Crown once every Mt. Gagazet fiend is captured. Both, with Yojimbo and Anima, open the Magus Sisters. See the Remiem Temple guide.
- Al Bhed Primers. XXIII (Calm Lands), XXIV (Remiem Temple), XXV (Cavern of the Stolen Fayth) and XXVI (Omega Ruins) are all still waiting and none can be lost. Rin on the airship gives Underdog’s Secret x99 for the full set. If you missed any of XIX–XXII at Home and Bevelle, that set — and the Master Linguist award — is already closed. See the Al Bhed Primers guide.
- Jecht Spheres. Auron’s Overdrives. One sits behind Dark Valefor. See the Jecht Spheres guide.
- Blitzball, chocobo training, lightning dodging, the butterfly hunt — the celestial weapon prerequisites: see the blitzball guide, the chocobo training guide and the celestial weapons guide.
What finishing closes
All of it, on that file. So:
- Do everything you care about before the tower glyph in the next area.
- Save at the last save sphere before it and never overwrite that slot. That save is your completion file — load it to go back to the airship and keep playing, as many times as you like.
The assault on Sin
Choose Sin on the NavMap, then ride the lift at the back of the airship to the deck. Three fights follow back to back.
Ranged hitters matter. Wakka, Lulu, Yuna and aeons do the work while Sin is out of reach; Tidus and Auron mostly wait until Cid moves in. Hastega early; expect to recast it.
Sin (Left Fin) — 65,000 HP. Cid moves the ship in or out on your command. Move in to attack; pull out when “Core Gathers Energy” appears. Gravija takes three-quarters of current HP and only lands at close range. Negation dispels your buffs and clears its own Armor and Mental Breaks, so reapply them. Steal Mega-Potion, rare Supreme Gem; it drops an HP Sphere.
Sin (Right Fin) — 65,000 HP, the same fight with more physical attacks and a little more Negation. Steal X-Potion, rare Shining Gem; drops a Lv. 3 Key Sphere.
Sinspawn Genais and Sin (Core) — Genais 20,000 HP, Core 36,000. Kill Genais first: it absorbs magic aimed at the Core, counters magic with Waterga and is weak to fire. Below half HP it retreats into its shell, counters with Cura, and the Core starts charging Gravija that you cannot fly away from. Slow and Silence on Genais keep the shell phase short. Only the Core takes Armor Break. Genais: steal Star Curtain, drops Return Sphere. Core: steal Stamina Spring x3, drops MP Sphere.
You get control back afterwards. You can save, shop, and even fly somewhere else. Put Stoneproof and Confuseproof on the three you will use — Wards work only some of the time. Twenty Remedies from Rin will also make Auto-Med for anyone short of slots. Then talk to Yuna on the deck.
Overdrive Sin — 140,000 HP and a clock. Sin spends its first turns closing in and the rest opening its mouth; when its gauge fills it fires Giga-Graviton, an unblockable game over. You have roughly a dozen of its turns. Hastega and ranged damage on the approach; Armor Break the moment it is in reach (Rikku’s Mix with two Power or Ability Spheres makes a Frag Grenade that does it too); then every Overdrive you have. Its counter, Gaze, can Petrify, Confuse or Zombie — Zombie does nothing here because Sin never heals you. Steal Ether, rare Supreme Gem; drops a Lv. 3 Key Sphere.
Lose, and you load your save on the airship with nothing lost.
Win, and you land on Sin with a save sphere in front of you. That is the next area.
Everything in this area
When the airship opens
Before you go inside
The assault on Sin
How this page was made
Researched across 14 community walkthroughs and written from scratch — no source’s wording appears here. 3 are marked where sources disagree with each other — we have not picked a winner for you.