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FFX | X-2 · Inside Sin and the end

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.

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