Final Fantasy X | X-2 HD Remaster
Final Fantasy X-2: Last Mission Guide (Iutycyr Tower)
Updated 2026-10-10
Full spoilers for the end of X-2.
Last Mission is a short epilogue set three months after the main game. Yuna, Rikku and Paine each get a letter calling them to Luca to explore the newly found Iutycyr Tower. You climb it one floor at a time, eighty floors in all, and the three of them talk about where they go from here.
It was first released in Japan with the International version and is in the HD Remaster from the start. It plays nothing like X-2: it is a turn-based dungeon crawler on a grid, closer to a roguelike than to anything else in the series.
Unlocking it
There is nothing to unlock. Pick Last Mission from the X-2 title menu. It has its own save files, and nothing carries over in either direction: no levels, items or dresspheres from your main file, and nothing from Last Mission goes back. It does not count toward Story Completion.
You want it for the five Last Mission achievements, which are part of the full X-2 list.
The rules
- Everything is a turn. Moving one square, attacking, casting, using an item, changing dressphere. After each of your turns, every enemy acts or moves one square.
- Floors are random each time: rooms, corridors, traps and one elevator up. Find the elevator, but clear what you can first, because experience and items are what carry you later.
- Enemies cannot cross from a corridor into a room. Wait in the corridor for a turn and let them come to you, and you get the first hit. If a room goes badly, step back into the corridor.
- Saving is free at the elevator every fifth floor. Elsewhere you need a Save Memo folio. Keep several save files: getting thrown out of the tower or losing your best dressphere can cost hours.
- Inventory holds 20 things, and that includes dresspheres and equipped accessories. Space is the resource you will fight over most.
Your character
You play one of the three for the whole run, and she decides your starting dressphere: Yuna starts as Gunner, Rikku as Thief, Paine as Warrior. Pick Rikku. Thief is what lets you steal from the Founder, which is how you get the best gear in the tower.
Dresspheres
- Dresspheres are found on the floors, bought in dress shops or made with a folio. You will see copies of almost every standard dressphere, including Psychic and Festivalist. The special dresspheres do not appear.
- Equip up to five. The first is your primary and gives its full stats; the other four give half.
- Each dressphere has its own HP. Damage hits the primary first. A dressphere that runs out of HP breaks for good. With none left you are a Freelancer, and at 0 HP you are thrown out of the tower.
- Dresspheres never gain experience. They level only by fusion: read a Dress Fusion Secrets folio to merge two of the same kind (two level 1s make a level 2). Copies come from the floor, the Dressmaker folio, or the Founder.
- Your own level rises from experience and from level-up potions. It is the only thing that raises your MP. Each level also adds 1 to 3 points to one random stat.
Good dresspheres to build around: Gun Mage as the primary (ranged attacks, strong growth), Dark Knight (highest HP, good defense), Samurai and Trainer. Keep a Black Mage for Cactuars, a Thief for the Founder, and a White Mage, whose Curaga heals both you and your dresspheres. Drop Alchemist, Lady Luck, Mascot and Warrior when space gets tight.
Accessories
Equipped dresspheres switch on auto-abilities, and those earn AP. When an auto-ability fills its AP, an accessory with that effect drops at your feet. Pick it up and equip it, and you keep the effect even after you drop the dresspheres that made it. Two can be worn at once.
| Accessory | Effect | How |
|---|---|---|
| Stealth Cape | Evade traps | 75 AP with Songstress, Thief and Psychic equipped |
| Rune of Sanity | Confuseproof | 55 AP with Gunner and Dark Knight |
| Longevity Charm | Doomproof | 60 AP; also sold for 12,500 gil |
| Triple Tiara | Three attacks per turn | Steal from the Founder on floor 44 or 66; 45,000 gil |
| Valkyrie Nails | More critical hits | Steal from the Founder on floors ending in 4 (not 44); 17,000 gil |
| Ace Gloves | Double damage when throwing | Steal from the Founder on floors ending in 6 (not 66); 9,800 gil |
| Sniper Cuffs | Attacks always hit | The Tonberry treasure (below) |
| Safety Pouch | Stops items exploding | Hidden stock in item shops, floors 36–55 |
Triple Tiara is the single biggest upgrade in the tower. Get it on 44.
Items
Two kinds: vials (drinks) and folios (books).
- Ethers (10 / 30 / 50 MP), Elixir (full restore of you and your dresspheres), and status cures.
- Enhancing Potion, Growth Tonic, Evolutionary Water: +1, +2 and +3 levels. Drink them at once.
- Save Memo: save at any elevator. Restart Guide: back to floor 1 with your level, gil and items. Shop Guide / Dress Shop Guide: open a shop. Find Secret Rooms: a teleporter to a secret room. The Dressmaker, Dress Fusion Secrets, Copy Techniques: make, fuse and copy items. The Seeing Book: reveal the whole floor. Hope: A Memoir: an automatic revive.
- Shops turn up at random between floors, with random stock that improves as you climb.
Traps
Hidden until you step on them, unless you have Stealth Cape or read a Trap Evading Primer.
| Trap | What it does |
|---|---|
| Biospray | Poison |
| Wind Slash | Damage |
| Plummet | Damage from above |
| Sticky Trap | Stuck for several turns |
| Pit Trap | Drops you a floor |
| Trampoline | Throws you somewhere random on the floor |
| Boo! Tile | Scatters your items around the room |
| Nefarious Pit | Unequips all your dresspheres |
| Cursed Seal | Curses an item so it cannot be used |
| Bomb’s Wrath | Starts a countdown on an item, which then explodes |
Enemies set them off too, with milder effects.
Stones
Grey stones break after a few hits and often hide an item. Gold stones pay gil equal to the damage you do, so hit them with your strongest attack.
The Founder
Stay on a floor too long and you get three warnings (“Eerie laughter rings out from afar…”), and then the Founder appears, a figure modelled on Trema. It usually takes around five to ten turns.
- First touch turns you into a Leblanc Goon: no abilities, no items.
- Second touch throws you out of the tower, back to the start. Being thrown out resets you to level 1 and costs you items.
- He does not appear on floors 20, 40, 60 or 80.
He is also your best source of gear. With a Thief equipped, at least 3 MP and a free inventory slot: stand on the elevator, let him turn you into a Goon, face him when he is one square away, steal, then ride the elevator up. Your items are locked until you leave the floor. Steal list:
| Item | Floors |
|---|---|
| Triple Tiara | 44 and 66 |
| Valkyrie Nails | floors ending in 4, except 44 |
| Ace Gloves | floors ending in 6, except 66 |
| Special Pass | floors ending in 9 |
| Level 4 dresspheres, vials and folios | random |
Floor by floor
Locked elevators
On floors that are multiples of 5 (except the boss floors), the elevator is strapped shut until you do a short list of tasks. “An action other than moving” means anything that is not a step: an attack, an item, a dressphere change.
| Floor | To unlock the elevator |
|---|---|
| 5 | Defeat 3 fiends; take an action other than moving |
| 10 | Defeat 10 enemies; take an action other than moving |
| 15 | Defeat 5 fiends; take an action other than moving; drop 2 items |
| 25 | Defeat 8 fiends; take an action other than moving; throw 2 items |
| 30 | Defeat 8 fiends; take an action other than moving; drink 2 potions |
| 35 | Defeat 8 fiends; take an action other than moving; drop 3 items; attack empty space 5 times |
| 45 | Defeat 8 fiends; take an action other than moving; read 2 folios; attack empty space 5 times |
| 50 | Defeat 10 enemies; take an action other than moving; pass 5 turns |
| 55 | Defeat 8 fiends; take an action other than moving; read 2 folios; attack empty space 3 times; pass 5 turns |
| 65 | Wait for the Founder to appear; take an action other than moving |
| 70 | Become a Leblanc Goon (Goon Bookmark folio, or let the Founder touch you once); take an action other than moving |
| 75 | Defeat 8 fiends; take an action other than moving; drop 3 items; throw 3 items; attack empty space 5 times; pass 5 turns |
Every tenth floor
On floors 10, 20, 30 and so on, the three girls talk, and you are given one to six random items, but only if you have room. Clear inventory space before you step off the elevator.
Bosses
A fixed boss waits on every twentieth floor.
| Floor | Boss | Notes |
|---|---|---|
| 20 | Ochu | Physical attacks only. |
| 40 | Stalwart | Gigancannon has a long range. Do not line up with it. |
| 60 | Tomb and Ultima Weapon | Meteor, Judgment, Dawn of Ruin, Final Abyss. Wear the Triple Tiara. |
| 80 | Major Numerus | Three rounds in a row. See below. |
Danger notes on the way
- 13–16: Protean Gels cast Blizzard. Berserker (Iceproof) or Songstress helps. They are also a good source of Dress Fusion Secrets.
- 15–19, 27–30, 75–77: Cactuars. They only fight back if you hit them, but their needles can wreck your primary dressphere. One Black Mage spell kills them.
- 17 on: King Takoubas confuse. Confuseproof (Rune of Sanity or Gunner) from here.
- 25 on: Doom starts appearing (Pairikas, later Zurvans, Mega Tonberries, Varans and Taromaitis). Get Doomproof before the 40s.
- 45 on: Protochimeras; keep Confuseproof on.
- 71–80: Malboros inflict Poison, Silence and Slow at once.
Floor 77
Reports agree on an odd one: do not take the elevator on 77. It leads to dead-end floors 78 and 79, and the Founder sends you back to 77. Instead, let the Founder touch you twice on 77, which takes you to floor 80.
The Tonberry treasure
The tower’s secret is a Mega Tonberry room holding the Sniper Cuffs.
- Start from floor 61 (it can work from the 40s, but later is more reliable). Bring three Find Secret Rooms folios and two Save Memos, keep a Dress Fusion Secrets on hand, and save when you arrive.
- Read Find Secret Rooms and take the teleporter. You land in a random room. If it is full of enemies, reload.
- You are looking for a room with grey stones arranged in a circle, an X or a triangle. Hit only the stone in the middle.
- Take the elevator, save with a Save Memo, and read the next Find Secret Rooms. Repeat until you have done all three shapes, reloading whenever you land in the wrong room.
- In the third room, do not take the elevator. Walk on into the next room for a Copy Techniques folio. Then break the gold stone to reach the Mega Tonberry room.
- Four Mega Tonberries (about 1,000 HP each) and one Tonberry. They cast Doom, so wear Doomproof and bring healing. Beat all four for the Sniper Cuffs.
The stone rooms pay out along the way: a level 15 Lady Luck, a VIP Card, a stack of Dress Fusion Secrets, and Restart Guide, Tidying Up and Dressmaker folios.
The top: Major Numerus
Floor 80. You fight Major Numerus three times in a row.
- Quake hits the whole floor and can confuse: wear Confuseproof.
- Putrid Vapor silences. The third round opens with a silencing attack, so heal before the second round ends or have items ready.
- It summons Fractus adds in rounds two and three. Ignore them; they vanish when the boss falls. After a Fractus hits you, turn back to make sure you are still attacking Numerus.
- It is immune to Doom.
- Triple Tiara plus Valkyrie Nails is the damage setup.
Beat it and the three reach the top of the tower. What they find there is a broken-down machina, and the letters were Paine’s idea all along. The ending uses the version in which Tidus has come back, whatever your main file did.
Achievements
| Achievement | For |
|---|---|
| Just Starting | Reach floor 10 |
| Still a Ways | Beat the floor 20 boss |
| Midway Through | Beat the floor 40 boss |
| Almost There | Beat the floor 60 boss |
| Giant Tower | Beat the floor 80 boss |
Some lists also show a separate achievement for picking up the Sniper Cuffs; others do not. Getting them is worth it either way.
Quick tips
- Grind the first 10–15 floors. Restart Guide takes you back to floor 1 with your level and items; it is worth using early and not past floor 20.
- Always step into a room from a corridor, never the other way round.
- Keep inventory slots free for the tenth-floor gifts and for stealing.
- Never fight with your best dressphere as primary if a weaker one can soak the hits. A broken dressphere is gone.