EliteGrindLab
FFX | X-2 · Zanarkand Ruins

Final Fantasy X | X-2 HD Remaster · FFX walkthrough

Zanarkand Ruins

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 page tells you what to do and what to pick up. It deliberately says nothing about what you see or learn once you are inside the dome. Let that happen to you.

Before you go in

Stock up while you still can. You want Phoenix Downs (twenty or more), Remedies and Holy Water. Armour that blocks Darkness, Silence, Confusion and Berserk is worth having on hand, along with something to swap it in and out.

The ruins

You make camp at the edge of the ruins. Save afterwards.

The path across the overpass has two chests: a Fortune Sphere on a bend, and armour for Rikku on a small platform on the left a little further on. Save again at the sphere by the dome’s entrance.

Inside the dome

The robed fiends in here are undead: a Phoenix Down kills them outright. That is the cheapest way through every fight with them.

Four chests on the way to the Cloister. Look on the upper level after the tunnel (turn back on yourself), down the right-hand path past the Save Sphere, on the lower level reached by doubling back after the small bridge, and on the right just inside the corridor at the end. Two of them are spheres you will want badly: a Friend Sphere and a Lv. 3 Key Sphere.

The Cloister of Trials

The last Cloister is a pattern puzzle, not a sphere-carrying one.

  1. Step on the panel at the front. Shapes appear on the screen. Walk the floor tiles that build the same shapes — tiles light up as you step on them, and a wrong one resets that pattern.
  2. Six pedestals rise. The four in the corners push into the wall; each one sets a new pattern on the screen in the second room. Solve all four, in any order.
  3. Two coloured spheres are now waiting beside the screen in the second room. Carry the red one to the empty pedestal on the left of the first room, and the light-blue one to the right.
  4. Save at the Save Sphere that appears. Then go through.

There is a chest hidden in this Cloister that you cannot reach yet. Do not spend time looking for it.

The guardian

The fight takes place on a ring of six glyphs, and you can move characters between them with a command. Its counterattack hits the three glyphs in front of it, so keep the party spread out. When it arms a glyph with a mine, step off before its next turn — anyone standing on it dies. Its tail can send a character berserk; cure it or wear armour that blocks it. Protect, then magic.

Save afterwards.

The last fight here

This one has three stages, and each heals the boss fully.

  • First stage: hitting it physically can blind the attacker; casting at it can silence the caster. Darkproof and Silenceproof armour, Remedies and Holy Water. Cast Haste on everyone.
  • Second stage: it opens by afflicting your whole party with Zombie. Zombied characters are hurt by healing, so it starts healing you. Cure the Zombie status where you need to — but read the next point first.
  • Third stage: it opens with an attack that instantly kills anyone who is not a zombie. Before you finish the second stage, make sure at least one character still has Zombie, or have an aeon out to take the hit. Then revive, cure, and finish it with everything you have.

Before you leave the room

When the fight is over, walk to the back and go down either staircase. You are moved to the top of the other one, and a chest appears. Open it now. If you walk out without it, getting it back later is very hard.

Then keep following the story out.

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.

How we decide what to print