Final Fantasy X | X-2 HD Remaster · FFX walkthrough
Inside Sin and the end
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.
You are in the last dungeon. It is long, the ordinary enemies hit as hard as some bosses did, and the chests are all down side paths. None of that is a reason to hurry: every save sphere in here can call the airship, so you can step out, get stronger and come back whenever you like.
The landing and the sea
There is a save sphere where you land. Use it.
The way forward is a pale walkway over red water, broken up by waterfalls, and the map only fills in as you walk. Take every branch. Five chests sit at the ends of them — a ring for Yuna, a lance for Kimahri, and three sphere-grid items — and the save sphere at the end tells you you have found the last.
Big four-legged beasts here throw a huge spell at your whole party as they die. If one appears and your party is not sturdy, run. If you do fight it, Protect and Defend take the edge off.
The second save sphere, by a flight of stairs, is the one to heal at. A boss waits at the bottom.
The boss on the stairs
Behind the boss are four discs, and their colours decide which element he casts and which element hurts him. Hitting the discs turns them, and Wakka is the only one who can reach them with a weapon. Rotate one early so he cannot cast the same big spell four times at once.
Every so often he glows red, strips your buffs and casts a very heavy spell on everyone. Keep HP high, buff again afterwards, and keep breaking his armor and magic defence.
The city
A maze of glyphs and moving platforms. Press the action button on every glowing glyph you see: they raise bridges, push down walls and open hidden corners, and the chests are behind them — a weapon for Wakka, armor for Auron, a staff for Yuna, a big pile of gil and a few spheres.
A glyph on the right-hand wall of the first area counts the enemies you beat and opens doors as the count climbs. It pays out a good sphere. Fight a while here if you want it.
The enemies get nastier. One turns your whole party to stone with its breath; another fills everyone with bad statuses at once. Armor that blocks Petrify, Confusion and Berserk is worth more than raw defence here.
Save, and keep that save
There is a save sphere before a tall tower at the end of the city. This is the last save in the game. Once you go on past the tower, you cannot come back, call the airship or save again — and after the ending there is nothing more to play on that file.
So save here, in a slot you will not overwrite. If you want to do anything else in the world, this is where you turn around. If you are ready, go on.
The end
From here it is the final run. A strange open space asks you to touch ten glowing crystals — each holds a weapon or a sphere — while avoiding the spikes that burst from the ground. Then the last fights come one after another.
The first is the hard one. Petrify protection matters, Haste matters, and Tidus has a special command in that fight: it calms the enemy’s building fury for a moment. It works only twice, so hold it until the boss is badly hurt and about to unleash its strongest attack.
After that, you cannot lose. Watch the ending.
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. 1 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
Spoilers from here.
The point of no return is the glyph on the tower at the end of the City of Dying Dreams. Before it, every save sphere in Sin calls the airship and the whole world is still open. After it, there is no saving, no airship, and — once the credits roll — no post-game at all. Save at the sphere before the tower in a slot you keep forever. That file is your completion save; load it any time to go back out.
Nothing in this area is lost by going forward, because nothing can be. What you lose by finishing is the chance to do anything else on a save after the credits, and there is no such save.
Sin: the landing
A save sphere where the airship drops you. This is where you come back to every time you fly into Sin.
Sea of Sorrow
Fog-of-war map, a grey walkway, waterfalls that make some chests a detour. In order:
- Phantom Ring — west at the first split, then south, then a short spur north-west. Yuna’s elemental armor; take it first and wear it for the next boss.
- Special Sphere — keep south to the top of the first waterfall.
- Elixir — back north to the dead end.
- Wizard Lance — east then south, at the top of the second waterfall. Kimahri’s.
- Lv. 3 Key Sphere — back north, the last path east.
Then the save sphere and the stairs. Heal here.
Behemoth King is the threat. It casts Meteor as it dies — 6,000 to 7,000 to everyone. Finish it with a counterattack (Provoke it with a Counterattack user at low HP) or a capture weapon and the Meteor never comes. Otherwise run.
Garden of Pain: Seymour Omnis
80,000 HP. The four Mortiphasms behind him set his element and tier:
| Discs matching | His spells | That element on him |
|---|---|---|
| Four | four -aga | absorbed; weak to the opposite |
| Three | -aga | absorbed |
| Two | -ara | immune |
| One | -ara | halved |
He always halves elemental damage on top of that. He opens with four fire discs and a turn of quadruple Firaga, so turn one before he moves: physical hits rotate a disc counter-clockwise, magic clockwise, and only Wakka reaches the back-row discs with his weapon. NulBlaze, Shiva as a decoy, or Lulu in the Phantom Bangle and Yuna in the Phantom Ring blunt everything else.
Every six actions against him — three once he is below about 20,000 HP, counters and reflected spells included — he glows red, casts Dispel, then Ultima for around 4,000 to each. Ultima is special damage, so Shell does nothing; an aeon’s Shield or Lulu’s Focus are the answers, and HP above 4,000 is the simple one. He does not banish aeons, so an aeon can take Ultima for you. Armor Break and Mental Break early; Holy and doublecast magic at whatever he is weak to.
Steal Shining Gem (rare Supreme Gem); drops Lv. 3 Key Sphere. Beating him earns The Destination of Hatred. On later trips into Sin his platform is skipped.
City of Dying Dreams
New enemies: Demonolith (Breath petrifies the party; counters with Pharaoh’s Curse — Silence it), Great Malboro (Bad Breath: Darkness, Silence, Poison, Slow, Confuse and Berserk; Provoke it so it uses a plain attack), and Barbatos (Armor Break on it triggers a Mortar counter). Stoneproof, Confuseproof and Berserkproof are the armor to wear. This is also the last place to finish Inside Sin’s Monster Arena captures — Adamantoise, Barbatos, Behemoth King, Demonolith, Exoray, Gemini (Sword), Gemini (Club), Great Malboro and Wraith.
The fiend gates. A glyph on the right wall of the first area reads “Ten fiends still seek eternal repose”. Ten kills opens the first door, ten more the second, fifteen more the third and its chest: Lv. 4 Key Sphere. One count says ten for each door; you will know at the third. Exoray’s packs of three fill it fastest.
The chests:
- Four-on-One (Wakka) — the blue glyph on the small bridge lifts you to the upper ledge.
- Defending Bracer (Auron) — a second blue glyph further on, to the left, pushes a column down into a walkway.
- Megalixir — in a hidden alley on the left, behind a wall a glyph opens.
- 20,000 gil — down the ramp into the pit in the large open area.
- HP Sphere and Defense Sphere — a glyph beside the gil launches you up to a hidden walkway with both.
- Laevatein (Yuna, SOS Overdrive) — down the long slide into the southern part of the city, in a pit off to the side; climb the ledges back up.
The tower: the last save
Before the tower at the city’s end is the last save sphere in the game. Save here — a dedicated slot.
The glyph on the tower is the point of no return. Touch it and you are carried into the Nucleus, beyond the airship’s reach.
The Nucleus
The camera turns on its own. Glowing crystals drift up from the floor and fade; touch ten to move on. Spikes of crystal burst from the ground and start a fight if they hit you — flee is fine. Great Malboro ambushes from these, so First Strike helps. The ten crystals hold:
| Item | For |
|---|---|
| Hrunting | Tidus |
| Stillblade | Auron |
| Wicked Cait Sith | Lulu |
| Knight Lance | Kimahri |
| Mage’s Staff | Yuna |
| Prism Ball | Wakka |
| Infinity | Rikku |
| Attribute Sphere | — |
| Skill Sphere | — |
| Wht Magic Sphere | — |
Ten touches, ten items — none of them can be missed, and none of them will ever see a post-game. Spend your remaining sphere levels and fix your equipment at the end of the Nucleus, then walk up to Jecht.
Dream’s End: Braska’s Final Aeon
60,000 HP, then 120,000. Two Yu Pagodas float at its sides, 5,000 HP each and out of melee reach except for Wakka. While both live, Power Wave heals the Aeon, clears its ailments and Breaks, and fills its Overdrive gauge. Kill one and the survivor switches to Curse (Curse, Darkness, Poison, Silence, Sleep) or Osmose. A killed Pagoda comes back with its maximum HP raised by the damage you overkilled it by — kill them together or leave them.
- Jecht Beam petrifies. Stoneproof on everyone matters more than anything else, because Petrify is the only thing that strips your buffs.
- Triumphant Grasp hits one person twice and may Zombie them; with an aeon out it becomes Jecht Bomber.
- In the second form it draws its sword; its normal attack sweeps the party and delays turns. Below half HP in the second form, its Overdrive becomes Ultimate Jecht Shot on everyone.
- Talk — Tidus’s trigger command — empties its Overdrive gauge. Two uses only. Spend them in the second form, just before Ultimate Jecht Shot.
Hastega, Protect, Regen; Slowga on the Pagodas if you leave them up; Full Break and Bio are worth reapplying after every Power Wave. Save aeon Overdrives for the second form — Bahamut’s breaks 9,999 — and Yojimbo’s Zanmato can end either form. Steal Turbo Ether (rare Elixir); nothing drops.
Yuna’s aeons
Yu Yevon takes over every aeon Yuna has, one by one, in any order you like. Each keeps the stats you trained into it. From here to the end your party has permanent Auto-Life, so neither this nor the last fight can be lost.
Yu Yevon
99,999 HP. Each hit on it is answered by a Curaga for 9,999. On its own turns it either idles or casts Gravija, three-quarters off the party’s current HP and some of its own. After seven Curagas it casts Osmose, then Ultima, and starts over.
With Break Damage Limit you simply outdamage the Curaga. Without it, any of:
- Zombie it (Auron’s Zombie Attack), then a Phoenix Down or Life — instant kill.
- Doom it — a Candle of Life through Rikku’s Use — and it dies in three turns.
- Reflect on it sends the Curaga to your party instead.
The end
The ending plays, the credits roll, and the game returns to the title screen. There is no save after the credits. Load the file from the last save sphere and the airship is waiting, with every optional fight still open.
Everything in this area
Sea of Sorrow
Garden of Pain
City of Dying Dreams
The tower
The Nucleus
Dream's End
How this page was made
Researched across 15 community walkthroughs and written from scratch — no source’s wording appears here. 1 is marked where sources disagree with each other — we have not picked a winner for you.