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.
2 things here are lost permanently, and 13 more you can get another of later. Everything below is worth taking as you pass it. The completionist tab lists every one of them with the exact moment it stops being obtainable.
The Highroad is long and full of people, and most of them want to give the
summoner something. Talk to everyone on the way north. The gifts are
small, but they add up, and the travellers are not all there to talk to
forever.
South End
Save, then work the first screen: a girl with pigtails north of the Save
Sphere, a man in yellow, and a man in blue near the stairs all have gifts. The
man in blue has a spear for Kimahri.
An old man by the ruins gives you a history lesson. Listen to it, then walk
round the far side of the ruins for a chest with a sword for Tidus.
Bring Kimahri along for some fights here. Use Lancet on the horned beasts
and on the round floating bombs: each teaches him a new overdrive, and the
one from the horned beasts hits every enemy at once.
The summoner in the clearing
Near the end of the South End a woman stands in a clearing on the right. She
challenges Yuna to a duel of summons. Win or lose, you get a ring, so take
the fight.
You only get Valefor; her summon resists the delay from Sonic Wings and
absorbs fire. Fill Yuna’s overdrive gauge in normal fights first, so Valefor
comes out ready to use its own overdrive straight away. After that, cast
Shield whenever it is about to throw its big rock, and Blizzard the rest
of the time.
South and Central
More travellers. In the South: a chest in the clearing behind the knight on a
chocobo, and a Crusader jogging along the road with a ring. When a blitzball
rolls up, don’t kick it — talk to the boy chasing it instead.
In Central: a man walking up from the south, a Crusader on the road, a
Crusader pacing back and forth, one standing to the left of the wagon once it
moves aside, and a woman past it. Two chests — one in a clearing off the
right side that the camera hides, one at the very end of the road.
The travel agency
An inn and shop run by a man named Rin. He gives you a primer, and a young man
stops you at the door with a gift. Save inside; it restores HP.
The fight outside
Something big attacks outside the agency. It has a lot of HP, but you do not
need to drain it. Push it off the cliff. Hit it hard enough and it falls on
its back; keep hitting it while it is down and it slides toward the edge.
Three shoves and it goes over, and you get a bonus for doing it that way. Be
careful: when it gets up it shoves you back toward the cliff behind you, and if
you go over, you lose the rewards.
Its shell turns away normal hits. Use characters with Piercing weapons
until it is on its back, then everyone can join in. It is weak to fire.
Riding north
You get a free chocobo afterwards. Stay on it all the way to the end of the
road. Some chests can only be reached from its back: look for yellow
feathers on the ground and press the button beside them, and the chocobo
jumps up to a ledge for you.
At the bend after the bridges, a feather leads to a spear for Kimahri. The
primer lies on the ground a little further on, beside the road. It is small.
At the north end, a chest on the left beside two young Crusaders.
Take the thin path heading south-east from there. A feather on the left,
easy to miss, leads to two chests.
Further along the lower road, another feather down a side path leads to a
rare Sphere Grid sphere.
At the very end of the lower road, past the merchant and a Save Sphere, is
a chest with a key item. Take it; it matters much later.
The merchant down there is your last chance to lend him gil. If your total
is close to 10,000, sell some old gear and push it over — it gets you a
discount for the rest of the game.
The gate
Go back to the north end and get off the chocobo. A Crusader there takes
donations; the rewards are not worth the gil. The road is blocked, and you
need help to get through. Help arrives.
Before you go on, make sure you have everything you want from the road.
The road north is next.
Worth doing on a first run
How this page was made
Researched across 7 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.
2 things here are lost permanently, and 13 more you can get another of later. Point of no return: Passing the Mushroom Rock gate ends your last chance to lend O'aka gil, which fixes his prices for the rest of the game. The travellers' gifts are a one-time offer: talk to everyone on the way north. The chests, the chocobo treasure, the crest and the later Jecht Sphere all stay. Everything is listed on the missables page.
Spoilers from here.
What you can lose here
O’aka’s loan total locks at the Mushroom Rock gate. The Oldroad is the
last place to lend. Over 10,000 gil in total means 30% off at every later
O’aka shop; anything from 1,001 to 10,000 means a 20% mark-up for the rest
of the game. If you are a few thousand short, sell spare gear.
The travellers’ gifts. Talk to everyone on the way north. None of the
gifts is rare, but you will not get them on the walk back.
Two Lv. 1 Key Spheres from the Chocobo Eater, only for shoving it off
the cliff.
Belgemine’s ring. Winning gives the Echo Ring, losing the Seeker’s Ring;
you get one or the other.
The three Softs if you kick the blitzball instead of talking to the boy.
The chests, the chocobo treasure, the Mars Crest and the later Jecht Sphere
all stay.
South End
Gifts on the first screen: 2 Antidotes from the girl with pigtails north
of the Save Sphere, a Hi-Potion from the man in yellow, and the
Hunter’s Spear for Kimahri from the man in blue near the stairs. The
Save Sphere scene also introduces blitzball scouting.
Maechen introduces himself by the ruins. The chest behind them holds the
Ice Brand for Tidus.
Ronso Rages. Lancet a Dual Horn for Fire Breath — Kimahri’s best
overdrive for a long while — and a Bomb for Self-Destruct. Dismount if
you are riding; you cannot fight from the saddle.
Belgemine. In the clearing on the right near the end of the South End. She
restores your aeons and sends Ifrit (3,500 HP) against Valefor. Ifrit
alternates its normal attack with Meteor Strike, absorbs fire, ignores Sonic
Wings’ delay, and uses Hellfire once its gauge fills. Charge Yuna’s overdrive
first so Grand Summon gives Valefor a full gauge; open with Energy Ray, Shield
before every Meteor Strike, Blizzard otherwise. Win: Echo Ring (HP +10%,
Silence Ward). Lose: Seeker’s Ring (HP +10%). She turns up again further
along the pilgrimage.
Highroad South
Remedy in the alcove behind the chocobo knight. Elma is the knight; Lucil,
their captain, warns you about a fiend that eats chocobos. A Crusader running
the road gives the Red Ring. When the blitzball rolls up, do not kick
it — talk to the boy and he gives 3 Softs. Calli and her mother stop
Yuna to ask about the Calm.
Highroad Central
A Lv. 1 Key Sphere from the man walking up from the south — on the Expert
grid this opens a lock early. 4 Antidotes from a Crusader. 2,000 gil
in the right-hand clearing the camera hides. 600 gil from the Crusader
pacing the trail. The wagon pulls aside as you approach; the Crusader to its
left has an Ether, and a woman further up a Hi-Potion. Gatta, Luzzu and
Shelinda have conversation only. 3 Eye Drops in the chest at the very end.
Rin’s Travel Agency
The young man at the door gives a Lv. 1 Key Sphere on your way out. Rin
gives Al Bhed Primer Vol. VIII and explains the primers, then 2
Mega-Potions when the trouble starts. Ropp, a blitzball recruit, is here.
Chocobo Eater
10,000 HP, weak to fire, armoured while upright. You win by pushing, not
by killing:
About 1,200 damage knocks it onto its back. While it is down, every
further ~500 shoves it one section toward its cliff. Three sections and
it falls.
On its feet, its first move is to shove your party one section back toward
your cliff. Fall off and the battle ends with nothing.
Fist of Fury follows a “You’re next!” warning and hits for around 1,000.
Wakka’s Dark Attack and Auron’s Power Break blunt it. It casts Blizzard
while on its back; Yuna’s NulFrost cancels it.
Auron and Kimahri’s Piercing does the early work. Once it is flipped,
Tidus with Haste and Lulu’s Fire come in. Aeons cannot be shoved.
Over the cliff: 2 Lv. 1 Key Spheres and a free chocobo. Killed outright:
EXP and the free chocobo, no Key Spheres. Pushed off yourself: no rewards, and
a chocobo costs 1,000 gil at the agency.
The chocobo route
Do not dismount until you have the crest.
Heat Lance (Kimahri) — feather near the top of the U-bend after the
bridges.
Al Bhed Primer Vol. IX — on the ground by the curving road just past
that feather, in front of a post. You can ride back for it.
2 Hi-Potions — chest on the left of the North End screen by the young
Crusaders.
Thunder Blade (Auron) and Scout (Wakka, Sensor) — follow the thin
south-east trail from the North End; a faint feather on the left past the
two ledges. The Thunder Blade is worth equipping for what is coming at
Mushroom Rock.
Fortune Sphere — a feather down a north-east side path off the open area
on the Oldroad.
O’aka XXIII paces the Oldroad near a Save Sphere. Last loan.
Mars Crest — the chest at the very end of the Oldroad. It is Auron’s,
and it powers Masamune together with the Mars Sigil from the Monster Arena.
The gate
Back at the North End, dismount and talk to Dona. Clasko asks after Lucil; he
also lets you remount if you hopped off early. The Crusader on the left takes
donations: 100 gil for a Scout, 1,000 for an Ice Lance, 10,000 for a Moon
Ring. Nothing worth the gil; donating has no effect on the story. Seymour
arrives and gets the party through the blockade.
On a later visit
Jecht Sphere. Jecht Spheres appear only after the first one turns up in
Macalania Woods. Come back, hire a chocobo at the agency, and ride the Oldroad
to its very end — the sphere is on the ground beside the chest that held the
crest. One of the ten for Auron’s Tornado.
Everything in this area
South End
Highroad South
Highroad Central
Rin's Travel Agency
Newroad
Oldroad
North End
Later visits
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.
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