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FFX | X-2 · X-2: Via Infinito

Final Fantasy X | X-2 HD Remaster

The Via Infinito in Final Fantasy X-2: All 100 Cloisters

Updated 2026-10-10

Full spoilers.

The Via Infinito is a stack of a hundred floors, called Cloisters, under Bevelle. It opens in Chapter 5. The first twenty floors are easy and hold two of the ten Crimson Spheres. Below Cloister 40 it turns into the hardest content in the game, ending in two back-to-back superbosses at the bottom.

Clearing it is required for 100% Story Completion. It is not required for the ending, and it closes for that file when you take the portal at the end of the game. Do it before then.

Getting in

Chapter 5, Bevelle. In the New Yevon headquarters, take the doorway on the east (right-hand) side of the main floor. The Kinderguardians are standing by a glyph; they have found the way down. Save, then step on the glyph.

You arrive at Cloister 0. A ghostly figure appears in the opening scene and drops Crimson Sphere 6. Pick it up off the floor. Rikku’s “Farplane!” with the Kinderguardians is a Story Completion line, and so is watching the sphere (now or later from Shinra’s Treasure Spheres menu).

How the floors work

  • Every floor is a random layout drawn from a fixed pool for that depth. New layouts join the pool at Cloisters 21, 41 and 61.
  • Find the hole to go down. It is usually near the far end, and on some layouts you have to beat a Tonberry or hit a switch before it appears. You cannot go back up.
  • Every floor has a blue glyph that fully restores HP and MP and can take you out of the dungeon. Use it whenever you pass one.
  • The Charm Bangle does nothing here. Expect a fight on every floor.
  • Leaving costs you floors. When you come back, expect to start again from the deepest Great Cloister you have cleared (20, 40, 60 or 80), not from the floor you left. Leave from a boss floor when you can.
  • Warping. Once you have beaten a Great Cloister’s boss, a hidden warp point on Cloister 0 (off to the right) takes you straight there.
  • Great Cloisters are 0, 20, 40, 60, 80 and the bottom, Cloister 100, which the game shows as ∞. Each boss starts when you walk to the centre of the room.

What changes as you go down

Cloisters What to expect
1–19 Easy. Ordinary Tonberries, some optional and some guarding the way on. Elder Drakes jump out on a timer on one layout; walk past between jumps.
21–39 Switch rooms and stepping stones. Some Tonberries give you an item instead of fighting. Still easy.
41–59 A real step up. On Tonberry layouts, touching the small Tonberry brings a Mega Tonberry with it, and that can wipe a party. Leave them alone unless you are ready.
61–79 Mega Tonberries everywhere, none of them mandatory. One layout is full of Tonberries and switches: do not touch any Tonberry, hit switches until the exit opens.
81–99 The hardest band. Ambushes are more common, Mega Tonberry layouts keep coming, and friendly Tonberries can give up to two items each.

Friendly Tonberries. A Tonberry standing still with a smaller one next to it gives you a free item instead of fighting, once each. They appear from the twenties down.

Before you commit

  • Levels. Cloisters 1–40 are fine at story levels. For 60, 80 and the bottom, aim for the high 70s at least; the bottom pair is beatable at about 80 with good setups, and level 99 makes it routine. The Road to the Farplane is the safest place to grind.
  • Stock up: Phoenix Downs (a full stack before Cloister 60), Stamina Tonics, Elixirs or Megalixirs, Remedies and Softs.
  • Steal from every boss. None of them can be refought.
  • Bestiary. Every oversoulable fiend except two can turn up down here, so this is also where most of Shinra’s Bestiary gets filled in. See the fiend capture guide.

The bosses

Cloister Boss HP Steal (rare) Drop (rare)
20 Aranea 18,280 Turbo Ether (Kinesis Badge) Stamina Tonic (Mythril Bangle)
40 Black Elemental 9,999 Ether (Rune Bracer) Mana Tonic (Tetra Gloves)
60 Concherer 343,280 Elixir (Elixir x2) Blessed Gem (Crystal Gloves)
80 Chac 437,850 Ether (Ether x2) Shining Gem (Pixie Dust)
100 Paragon 200,000 Supreme Gem (Supreme Gem x2) Supreme Gem (Dark Matter)
100 Trema 999,999 Ether (Turbo Ether) Dark Matter (Dark Matter x2)

Oversouled versions have more HP and better drops.

Cloister 20: Aranea

A tougher cousin of the spider from the opening dungeon. Double physical hits, a bite that ignores defense, and Gooey End, which hits whoever is in front of it for Poison and Stop. Protect against both (Mighty Guard covers a lot of it) and it goes down easily.

Afterwards, turn around for Crimson Sphere 8. Paine’s “Maester Kinoc!” is a Story Completion line, and so is watching the sphere with Shinra. From now on you can warp straight to Cloister 20.

Cloister 40: Black Elemental

Only 9,999 HP, but huge defense and magic, and it casts Flare, Ultima (close to a party wipe on its own), Berserk, and Absorb on whoever has the most HP. Kill it fast:

  • Dark Knight’s Charon can do 9,999 in one go, and Darkness ignores its defense.
  • Reflect or a Star Curtain turns its spells back.
  • Draining its MP with Soul Spring leaves it with nothing to cast.
  • Bribe or Spare Change end it outright if you have the gil.

When it falls, a chest appears in the middle of the room with five accessories:

  • Moon Bracer
  • Shining Bracer
  • Speed Bracer (Auto-Haste)
  • Recovery Bracer
  • Cat Nip. When the wearer is in critical HP, every attack does 9,999. In this release it also forces Auto-Berserk (and, by most accounts, Slow), so the wearer cannot be controlled. It is still the engine of one of the standard strategies for Concherer.

Cloister 60: Concherer

343,280 HP and very high defense. Half its turns are a normal attack for around 3,000; a quarter are Gunk, which drains MP and poisons; a quarter are Megaton Press, a guaranteed KO on one character.

  • Carry plenty of Phoenix Downs and keep a reviver ready at all times.
  • Poison protection (Poisonproof, Ribbon, Star Pendant or the Restless Sleep grid) takes Gunk’s sting out.
  • The Cat Nip plan: a Thief with Cat Nip (and the Speed Bracer) at critical HP, Berserked and hitting for 9,999 a swing, with the other two as Dark Knights or Mascots reviving and protecting. Concherer cannot outlast it.
  • Dark Knight Darkness works if you would rather not gamble.

There is no item reward, but the scene afterwards contains a Story Completion line (Paine on who founded New Yevon).

Cloister 80: Chac

437,850 HP and immune to nearly every status, but not to Delay.

  • Stony Glare petrifies one character and goes through Stoneproof and Ribbon. Chac goes after petrified characters, which shatters them. Cure stone at once with a Soft or Remedy.
  • Heaven’s Cataract is heavy magic in a cone that also lowers stats.
  • The Delay plan: three Gunners on Trigger Happy, three Samurai on Dismissal, or three Warriors on Delay Buster, pushing her turn back forever. The Gunner version is the most reliable.
  • The MP plan: Soul Spring drains her MP so she cannot use Heaven’s Cataract.

No reward but a short scene.

Cloister 100 (∞): Paragon, then Trema

Two fights in a row. You go straight from Paragon into Trema with no chance to heal, and your HP and MP carry over. Save on Cloister 80, use the glyphs on the way down, and arrive full.

Paragon (200,000 HP). Its normal attack can Poison, Confuse or drain HP; Genesis is heavy magic that also strips your buffs; Big Bang can top 10,000. A reliable setup is three Mascots: Yuna on Moogle Wallja, Regenja and Cureja, Rikku on Chocobo Wing (Hastega) and items, Paine breaking the damage limit and using Cactling Gun. Two Dark Knights with an Alchemist healing also work. Re-apply buffs after every Genesis.

Trema (999,999 HP, maximum stats, no weaknesses). Dying Star is a three-hit physical chain; Choking Mist poisons, Beguiling Mire stops, Waning Moon drains MP; and he casts Demi, Flare, Meteor (at about half and a quarter HP) and Ultima when he is nearly dead. This is a level and gear check more than a puzzle:

  • One character heals full time. Megalixirs and Elixirs are what they are for.
  • Stamina Tonics on everyone at the start; Protect and Shell up at all times.
  • Break the damage limit for whoever is doing the damage.
  • Ribbons, or Poisonproof and Stopproof, take two of his moves away.

Beating Trema unlocks the Founder achievement and plays two last Story Completion lines (“So. You’re Trema.” from Paine, and Yuna’s line about losing her past). Iron Duke is the reward.

After the fight, drop through the hole to go back up to Bevelle.

Rewards

Where Reward
Cloister 0 Crimson Sphere 6
Cloister 20 (Aranea) Crimson Sphere 8
Cloister 40 (Black Elemental) Chest: Moon Bracer, Shining Bracer, Speed Bracer, Recovery Bracer, Cat Nip
Cloister 60 (Concherer) Nothing but the scene
Cloister 80 (Chac) Nothing
Cloister 100 (Trema) Iron Duke, the Founder achievement
Throughout Items from friendly Tonberries, boss steals and drops

Iron Duke doubles max HP and MP and adds +100 to Strength, Defense, Magic, Magic Defense, Accuracy and Evasion, +10 Agility and +50 Luck. It is the best stat accessory in the game. A second copy is a Farplane Cup prize in the Fiend Arena.

Story Completion

Seven lines in all, each worth a small slice of the total:

Cloister Line
0 Rikku’s “Farplane!” with the Kinderguardians
0 Watching Crimson Sphere 6
20 Paine’s “Maester Kinoc!”
20 Watching Crimson Sphere 8 with Shinra
60 Paine, after Concherer, on who founded New Yevon
100 Paine’s “So. You’re Trema.”
100 Yuna, after Trema

On a 100% file, clear Cloister 100 before you take the portal in the Farplane at the end of the game. If you are one step short of the target there, the Via Infinito is usually what is missing.

Fiend capture down here

Starting the Via Infinito changes what you can trap in Bevelle: a Mushroom Cloud, one of the best creatures in the game, becomes catchable there with a small pod. An Aranea that you raise and release unlocks Anima for the Aeon Cup. The fiend capture guide has the details.