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FFX | X-2 · The airship and the assault on Sin

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.

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