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FFX | X-2 · X-2: Gunner's Gauntlet

Final Fantasy X | X-2 HD Remaster

Gunner's Gauntlet in Final Fantasy X-2: Controls, Scores and Every Prize

Updated 2026-10-10

Full spoilers.

The Gunner’s Gauntlet is Besaid’s shooting gallery. Yuna, as a Gunner, runs from the village down to the beach and shoots fiends for points. Clearing 500 is a Chapter 2 mission for Story Completion. Everything above that is optional, but the ladder ends in Adamantite, one of the best defensive accessories in the game, and the top level is an achievement.

When and where

Chapter How to play
2 Talk to the Aurochs outside the village, by the Save Sphere on the Village Slope. Their coach Beclem dares you to beat his score of 500. Beating it is worth 0.8% Story Completion and the Enigma Plate grid. Take the tutorial first.
3 Talk to Beclem again to replay the village course. After the temple mission, a second version opens in the Cloister of Trials: talk to the monk at its entrance.
5 Beclem has gone, and Datto runs the course in his place. The Cloister version is still open.

Only the Chapter 2 win counts for Story Completion. The prize ladder stays open in Chapters 3 and 5, and one run pays every level it passes, so a prize you didn’t reach is never lost.

How the village course works

You have seven minutes to get from the top of the Village Slope to the beach. Fiends come at you along the way. Every shot hits and takes off 1 HP, and a fiend dies when it reaches 0. Kills give points. Reach the beach in time with enough points, and you earn every prize level your score passed.

You fail if Yuna’s HP runs out, if the clock does, or if you run out of ammo with fiends still in your way. Fiends drop chests of ammo and other pickups when they die.

Controls

PlayStation Xbox Does
Left stick Left stick Move
Circle B Lock on to the nearest fiend
Square Y Switch target
Cross A Fire
Triangle X Upgrade the selected ammo
R1 / L1 RB / LB Change ammo type

Yuna reloads after about six shots, and nothing on screen tells you. Shots during the reload don’t fire, so tap in bursts. Changing ammo and upgrading in the middle of a fight is the hard part. Practise it in the tutorial.

Ammo

Ammo Effect
Ammo 1 damage to one fiend
Dual Shot 1 damage to two fiends
Death Kills one fiend outright
Volley Kills every fiend on screen
Quick Shot Rapid fire until its gauge runs out
HP Recovery Restores 15–19 HP

Upgrading: press Triangle to turn two rounds of one grade into one round of the next. Two Ammo make one Dual Shot, two Dual Shots make one Death, and two Deaths make one Volley.

Scoring and chains

Kills fill a chain gauge, and a higher chain multiplies the points each kill gives, up to ×3. Taking any hit resets the chain, and building it back up takes time. So staying untouched is worth more than moving fast.

Fiends

Your score raises your Gunner level as you go. Higher levels bring tougher fiends that are worth more points and drop better ammo.

Fiend HP Points Shows up Drops
Coyote 5 3 From the start 10–14 Ammo
Wild Wolf 7 5 From the start 1–2 Death
Shantak 10 10 From the start 10–14 Dual Shot
YSLS-99 17 15 From the start 1–2 Death
Creeper 1 1 Level 3 Little or nothing
Small Tomb 10 5 Levels 3–5 1 Volley
Nashorn 8 12 Level 4 HP Recovery
Bicocette 11 8 Level 6 1 Volley
Medium Tomb 16 8 Levels 6–7 2 Volley
Hrimthurs 6 25 Level 7 Quick Shot
Divebeak 12 4 Level 7 An upgrade
Large Tomb 20 15 Levels 8–9 3 Volley
X-Large Tomb 30 20 Top level 4 Volley

The safe spot

Near the end of the course, before the third waterfall, there’s a spot by the fence where passing fiends can’t touch you. Stand there and they walk straight past. That lets you build a chain without ever getting hit.

The high-score method uses this spot. Get there with at least one Volley in reserve. Once your level is high enough for Bicocettes to appear, shoot each one as it passes. It drops a Volley, and you fire that Volley into the crowd that has built up around you. With a full chain gauge, each loop is worth a lot of points. Repeat until you are comfortably past 2,800, then spend whatever Death and Volley rounds are left on the run down to the beach.

The rest is simple:

  • Don’t get hit. The chain is the score.
  • Keep Death rounds for big targets. Use them on YSLS-99s, Tombs, and anything with 7 HP or more. Plain Ammo handles Coyotes.
  • Upgrade spare Ammo into Dual Shots while nothing is close.

The Bicocette loop only works once your score has reached level 6. So the first Chapter 2 run is about getting a clean 500 to 1,000 without being hit. The big score comes on a later run.

The prize ladder

Score Prize
500 Enigma Plate (garment grid). Also clears the Chapter 2 mission
750 Power Wrist
900 Silver Bracer
1,000 Titanium Bangle
1,150 Mortal Coil (garment grid)
1,300 Beaded Brooch
1,400 Diamond Gloves
2,000 Faerie Earrings
2,800 Adamantite
Past 2,800 Top level, no item

Adamantite gives +120 Defense and +120 Magic Defense, plus Auto-Protect and Auto-Shell. It is worth an evening.

The Gunner achievement is for reaching the top level. That means scoring past 2,800 in one run. Scores from different runs don’t add up.

New Game Plus: your best score carries over. A new game has to beat it before any prize pays out again.

The Cloister of Trials version

This version opens after the temple mission in Chapter 3. Talk to the monk at the Cloister entrance. It plays differently:

  • First-person view. The stick turns Yuna on the spot instead of moving her along a path.
  • Twelve minutes to reach the end.
  • Ammo from kills goes straight into your stock instead of dropping in chests.
  • New fiends: Haunts, Death Daubers, Ahrimans, Flan Azul, Tonberries and a Mega Tonberry. Tonberries can drop huge amounts of ammo.
  • A Tomb with 80 HP blocks the four-way crossroads. It never attacks. Save your Death rounds for it.
  • Coyotes coming from behind do most of the damage you take. Keep turning.

It has no score ladder of its own. What you get from it is whatever you pick up along the way. Play it for fun or skip it. Nothing for 100% depends on it.