Final Fantasy X Side Quests
Omega Ruins
If you think your characters are up to it, feel free to try taking on the Omega Ruins. Be warned, however: this is NOT an easy area. It isn’t the hardest part of the game, but it isn’t that easy, either. The only Field SystemField sphere used to save and restore the party's HP and MP; later spheres also connect to the airship. is at the entrance, and the nastiest random encounter can end the game before two-thirds of your party gets a turn.
Use the airship’s Search command within X 69–75, Y 33–38, then select Omega Ruins from the destination list. If it has not appeared, the Airship Secrets page has the complete coordinate instructions.
| Before going in | Why |
|---|---|
| First Strike on someone with Provoke or Flee | Great Malboro always ambushes here and opens with Bad Breath; First Strike still gives that one character a turn |
| Confuseproof and Stoneproof | Confusion and Petrification are the most immediately dangerous recurring statuses |
| Poisonproof and Berserkproof if available | Extra insurance against Great Malboro, Spirit, Machea, Halma, Black Element, and Demonolith |
| No Encounters | Useful for chest attempts, retreats, and the Main Ruins; it does not cancel the Upper Ruins' fixed platform battles while Omega lives |
| Capture weapons | Sixteen capturable fiends from two Arena ownership groups appear here |
| Full Overdrive gauges | Useful emergency exits with an aeon and extremely useful against both Weapons |
I recommend running around close to the Field SystemField sphere used to save and restore the party's HP and MP; later spheres also connect to the airship. for a while as you get to know the enemies here. If you have trouble doing anything, swap in everyone so each character gets a turn, have anyone who can Steal do so while the others defend, then call AeonNon-elemental aeon acquired in Bevelle whose attacks can exceed the normal 9,999 damage limit without a powered Celestial Weapon. and kill the enemy. Eventually you’ll reach the point where you aren’t shaking in terror every time the screen breaks for a random encounter. At that point, it may be time to move deeper into the Ruins.
Fiends, captures, and useful theft
You can seriously level up here with a minimal amount of wandering, especially while capturing ten of every fiend for the Arena. Just remember that the Arena uses each fiend’s canonical home, not necessarily the place where you found it.
| Arena ownership | Capturable in Omega Ruins |
|---|---|
| Omega Ruins | Zaurus, Floating Death, Black Element, Halma, Puroboros, Spirit, Machea, Master Coeurl, Master Tonberry, Varuna |
| Inside Sin | Wraith, Demonolith, Great Malboro, Adamantoise, Gemini (sword), Gemini (club) |
| Not capturable | Defender Z and Mimic |
Use the Monster Arena capture tracker for individual counters. Gemini’s sword and club forms are two different capture records. EnemyArmored Dome and Omega Ruins enemy that commonly drops a Lv. 2 Key Sphere, rarely drops a Lv. 3 Key Sphere, and cannot be captured. and Mimic do not belong on the list no matter how many times they try to involve themselves.
Enemies most likely to ruin your afternoon
- FiendInside Sin and Omega Ruins Malboro that can use Bad Breath immediately; Provoke restricts it to a safer attack.: It always ambushes in Omega Ruins and opens with Ronso RageMulti-status attack learned by using Lancet on a Malboro or Great Malboro; Calm Lands Malboros also use it below half HP unless Provoked.. Initiative is not enough; put Equipment AbilityLets the equipped character begin battle ready to act, including in encounters with dangerous opening attacks. on someone who can immediately use Provoke or Flee. Once Provoked, it stops using Ronso RageMulti-status attack learned by using Lancet on a Malboro or Great Malboro; Calm Lands Malboros also use it below half HP unless Provoked.. An Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle. is immune to most of the resulting status mess if you need one to clean up.
- FiendInside Sin and Omega Ruins fiend whose counter inflicts several ailments and whose party-wide breath can Petrify.: It counters targeted actions with Enemy AbilityDemonolith counterattack that can inflict Curse, Darkness, Poison, and Silence., inflicting Curse, Poison, Darkness, and Silence. SkillPhysical attack with a high chance to inflict Silence for one turn. prevents that counter, while Equipment AbilityPrevents Petrification unless the incoming effect ignores immunity. protects against its party-wide Status EffectTurns the target to stone and prevents action; a petrified target may also shatter and be removed from battle. attack. I like to have Wakka use SkillPhysical attack with a high chance to inflict Silence for one turn., Auron use SkillPhysical attack that attempts to reduce the target's Defense to zero and remove Armored protection., and Tidus use Wht MagicGrants Haste to the active party. followed by Wht MagicAttempts to inflict Slow on all enemies. after both FiendInside Sin and Omega Ruins fiend whose counter inflicts several ailments and whose party-wide breath can Petrify. are silenced.
- Spirit: Provoke it. Instead of Poison Mist and its Confusion/Poison nonsense, it spends its turns healing the character who Provoked it. Yes, really.
- FiendLate-game spellcaster that opens with Haste; repeatedly dispelling it can trap Varuna into recasting Haste instead of attacking.: It begins by casting Haste on itself. Wht MagicRemoves most positive status effects and all four Break effects from one target. the Haste and it usually wastes time recasting it, giving you room to attack. Beware Death if you let it continue normally.
- EnemyRare Omega Ruins fiend that counters direct attacks with Karma and can be bribed for Pendulums.: Any damage triggers Karma against the attacker, based on that character’s lifetime kills. Keep everyone healed, use Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle. or heavy attacks instead of pecking at it, and remember that escape is allowed.
- FiendArmored late-game fiend that absorbs Fire; Armor Break and status attacks make its large HP pool manageable., Halma, and EnemyArmored Dome and Omega Ruins enemy that commonly drops a Lv. 2 Key Sphere, rarely drops a Lv. 3 Key Sphere, and cannot be captured.: SkillPhysical attack that attempts to reduce the target's Defense to zero and remove Armored protection. makes all three much less annoying; Provoke also controls Halma and EnemyArmored Dome and Omega Ruins enemy that commonly drops a Lv. 2 Key Sphere, rarely drops a Lv. 3 Key Sphere, and cannot be captured..
Floating Death supplies Musk for Equipment AbilityPrevents Confusion unless the incoming effect ignores immunity., Halma supplies ItemMix and customization material associated with Berserk protection. for Equipment AbilityPrevents Berserk unless the incoming effect ignores immunity., FiendInside Sin and Omega Ruins fiend whose counter inflicts several ailments and whose party-wide breath can Petrify. supplies ItemUse item that inflicts Petrification on all enemies unless they are immune. for Equipment AbilityPrevents Petrification unless the incoming effect ignores immunity., and FiendLate-game spellcaster that opens with Haste; repeatedly dispelling it can trap Varuna into recasting Haste instead of attacking. or FiendInside Sin and Omega Ruins fiend that is weak to Holy, uses Doom, and has variable affinities to the four normal elements. can supply ItemUse item that attempts to inflict instant KO on all enemies. for Equipment AbilityPrevents instant KO unless the incoming effect ignores immunity.. These are not just collectibles. The dungeon is handing you ingredients for the exact defenses it keeps demanding.
If you run out of ordinary Power, Mana, Speed, or Ability Spheres while gaining levels, bounce between Omega Ruins and the capture areas you’re still filling. The weaker areas refill the red Spheres; Omega supplies the Character GrowthMovement resource earned through AP and spent to travel between nodes on the Sphere Grid.. You’ll be amazed how quickly your characters get to insane levels. The dedicated Sphere Grid and leveling page collects the more efficient late-game methods once the Arena tools are ready.
Battle chests and Mimics
Some random encounters contain a Zaurus and a treasure chest. Use Steal or Mug on the chest. If it contains an item, you receive the item and the chest disappears. If it has nothing to steal, it turns into one of four Mimic forms.
Mimics award no AP and no items, but defeating one gives 50,000 Gil, or 100,000 Gil if an active character has Equipment AbilityDoubles Gil received after battles when the equipped character is in the active party at victory.. Rikku’s fully powered Godhand has Equipment AbilityDoubles Gil received after battles when the equipped character is in the active party at victory., making this a terrific way to finance customization or BossOne-time Omega Ruins boss that can be fought normally or bribed for a large supply of Pendulums. bribe. Since there is nothing else to steal after the transformation, mug the chest and then get to work.
The twelve-chest gamble
The twelve field chests are not the same thing as the chests found in battle. They appear in four rooms: one pair, two groups of three, and one group of four. Their rewards form a single fixed sequence. A particular chest is not “the Lv. 4 Key Sphere chest”; the first successful chest opened anywhere gives the first reward, the next successful chest gives the second, and so on.
Each group is assigned either one trapped chest or no trapped chest when the dungeon configuration is set. A trap forces a Zaurus-and-chest battle and makes every unopened chest in that room vanish. Opening one chest and then leaving its group also sacrifices the remaining chests, so finish a group before moving away. Opening order, timing, music cues, and prayers to Yevon do not change which chest is trapped.
| Successful chest | Reward | Abilities where applicable |
|---|---|---|
| 1 | Lv. 4 Key Sphere | — |
| 2 | Defending Bracer for Auron | Silenceproof, Darkproof |
| 3 | Turnover for Wakka | Magic Counter, Counterattack |
| 4 | Lv. 3 Key Sphere ×2 | — |
| 5 | Defending Armlet for Kimahri | Stoneproof, Poisonproof, two empty slots |
| 6 | Friend Sphere ×2 | — |
| 7 | Lv. 4 Key Sphere | — |
| 8 | Phantom Ring for Yuna | Ice Eater, Fire Eater, Lightning Eater, one empty slot |
| 9 | Cactuar Wizard for Lulu | Half MP Cost |
| 10 | Warmonger for Rikku | Double AP, Double Overdrive |
| 11 | Teleport Sphere ×2 | — |
| 12 | Warp Sphere ×99 | — |
Main Ruins route
This section is very dark, so it’s hard to see, but the map fills in as you explore. The route below clears all four chest rooms, Key ItemOne of 26 volumes that progressively translates the Al Bhed language. XXVI, the glyph treasure, and BossOne-time Omega Ruins boss that can be fought normally or bribed for a large supply of Pendulums. without pretending the randomly assigned chest traps have a fixed solution.
| Step | Action |
|---|---|
| 1 | Save at the entrance. If you want the twelve-chest prize, equip Equipment AbilityPrevents random encounters while the relevant equipment is worn. and commit to the attempt before opening anything. |
| 2 | Head forward and take the first right. The dead-end room contains the two-chest group. Finish the group before leaving if you open either chest. |
| 3 | Return to the first junction, cross the hallway, and follow that corridor to the first three-chest group. |
| 4 | Continue across the little bridge to a fork. Go left and follow the corridor to the second three-chest group. |
| 5 | Return to the fork and take the right path. You will soon pass an inactive glyph beside a short ledge; remember it. |
| 6 | Continue past that glyph to the large room containing the four-chest group. Pick up Al Bhed Primer XXVI on the floor near the back torch. The original North American pickup text incorrectly calls it Volume XVI, but the Key Item and translated letter are correct. If this completes the alphabet, speak with Rin aboard the airship for ItemRare Mix material used to customize Double Overdrive. ×99. |
| 7 | Take the left exit from the four-chest room, then the left branch. Touch the glyph on the wall at the end. If you reach a glyph on the floor, you’ve found the elevator and took the wrong exit. |
| 8 | Return to the earlier inactive glyph near the short ledge and touch it. The columns rise into a bridge. Cross it and open the fixed chest for a Sphere GridMoves one character to any node that any character has activated.; this chest is not part of the twelve-chest gamble. |
| 9 | If you do not trust that your characters are unbelievably buff, equip Equipment AbilityPrevents random encounters while the relevant equipment is worn., return to the entrance, and save now. |
| 10 | Return to the four-chest room, take its right exit, and step on the floor glyph to ride the elevator. Replace Equipment AbilityPrevents random encounters while the relevant equipment is worn. and Capture equipment with your battle gear before moving down the corridor. |
| 11 | Approach the middle of the room to begin the BossOne-time Omega Ruins boss that can be fought normally or bribed for a large supply of Pendulums. battle. |
Ultima Weapon
The original North American PlayStation 2 boss has 70,000 HP. International, PAL, HD Remaster, and later versions raise that to 99,999 HP; the other battle facts below remain the same unless labeled.
- HP / Battle SystemFinishing an enemy with at least its required final-hit damage threshold, commonly improving AP or item rewards.: 70,000 HP; Battle SystemFinishing an enemy with at least its required final-hit damage threshold, commonly improving AP or item rewards.: 13,560 damage. Later versions: 99,999 HP; Battle SystemFinishing an enemy with at least its required final-hit damage threshold, commonly improving AP or item rewards. remains 13,560.
- Steal: ItemRare Mix material used to customize Overdrive → AP. ×10; rare: ItemRare Mix material used to customize Overdrive → AP. ×20. You can steal repeatedly with the usual decreasing success rate.
- Weak / Absorbs: No elemental weakness or absorption; immune to Gravity. Silence and Darkness work unusually well for a boss.
- Reward: 40,000 AP, or 50,000 for Battle SystemFinishing an enemy with at least its required final-hit damage threshold, commonly improving AP or item rewards.; 20,000 Gil. In the original North American release, a 1,400,000-Gil Bribe gives Pendulum ×99 rather than the ordinary rewards.
- Drops: Sphere GridSphere used to open a Lv. 3 locked node on the Sphere Grid. ×3, doubled to ×6 on Battle SystemFinishing an enemy with at least its required final-hit damage threshold, commonly improving AP or item rewards.; a guaranteed weapon with Equipment AbilityDoubles the rate at which the equipped character's Overdrive gauge charges. or armor with Equipment AbilityAllows the wearer's maximum MP to exceed 999, up to 9,999., two or three slots total.
- Strategy: Steal the Doors to Tomorrow before ending the fight, or use Ultima Weapon’s one-time Bribe if 99 Pendulums are worth more to you than the spheres and equipment. If fighting normally, Haste the party and attack hard before its six-step cycle reaches Core Energy, Holy, and Shimmering Rain. Equipment AbilityPrevents Confusion unless the incoming effect ignores immunity. and Equipment AbilityPrevents Petrification unless the incoming effect ignores immunity. cover its nastiest status turns.
When BossOne-time Omega Ruins boss that can be fought normally or bribed for a large supply of Pendulums. is gone, step on the teleporter. Consider returning to the entrance and saving before continuing. It is a long walk, but it is shorter than repeating everything after Omega introduces your party to the floor.
Upper Ruins gauntlet
Equipment AbilityPrevents random encounters while the relevant equipment is worn. cannot suppress the fixed fights on the circular platforms while Omega Weapon is alive. Each new platform triggers a battle once per visit, but walking back across a platform you’ve already cleared does not trigger that fight again.
| Step | Action |
|---|---|
| 1 | From the arrival point, go left and descend the rocky slope. Clear the encounters on the first two circular platforms and open the fixed chest for a Sphere GridMoves one character to the node currently occupied by another character.. |
| 2 | Return to the first platform. A platform without an enemy is one you’ve already visited. You’re welcome. |
| 3 | Take the other branch and cross each new circular platform. Heal and change equipment between battles whenever you need to; the next encounter does not begin until you step onto its platform. |
| 4 | Gemini’s sword and club forms appear together. Kill one quickly to prevent their combined attack, and Capture both at least once if you still need their Inside Sin records. |
| 5 | At the purple haze, equip Equipment AbilityPrevents Confusion unless the incoming effect ignores immunity. and Equipment AbilityPrevents Petrification unless the incoming effect ignores immunity., replace EquipmentA Monster Arena weapon carrying the Capture ability. with your real equipment, fill Battle SystemCharacter or aeon special attack resource charged according to the active Overdrive mode. gauges if practical, and put Kimahri in position to use Special AbilityKimahri ability that drains HP and MP and can teach him specific Ronso Rage techniques from compatible enemies.. |
| 6 | Enter the haze to fight Omega Weapon. |
Omega Weapon
This battle changes dramatically by version. The original North American and Japanese PlayStation 2 releases give Omega 99,999 HP; International, PAL, HD Remaster, and later versions give it 999,999 HP and much stronger defenses.
If you’re playing the original release, steal as many ItemRare Mix material used to customize SOS Overdrive. as you can stand, the wail on him, and let AeonNon-elemental aeon acquired in Bevelle whose attacks can exceed the normal 9,999 damage limit without a powered Celestial Weapon. supply the Battle SystemFinishing an enemy with at least its required final-hit damage threshold, commonly improving AP or item rewards. wearing him down as much as possible. On later versions, prepare for a real endurance fight - just don’t have AeonYuna's second aeon, a Fire-elemental summon obtained at Kilika Temple that absorbs Fire damage., AeonLightning-aligned aeon acquired at Djose Temple; it absorbs Lightning and can cast Thundara when first obtained., or AeonIce-aligned aeon acquired during the Macalania Temple battle; she absorbs Ice and can heal herself with Ice magic. use an elemental Battle SystemCharacter or aeon special attack resource charged according to the active Overdrive mode. and restore back several thousand of those hard-fought HP.
Pay close attention to the final scene. You gotta love Auron’s irony here. :D Afterward, the party is teleported to the entrance. Save immediately. Then equip Equipment AbilityPrevents random encounters while the relevant equipment is worn., retrace the route, and open the chest where Omega stood for a Sphere GridTurns an empty node into a Magic +4 node.. The old fixed platform battles no longer block the route, although ordinary random encounters replace them if Equipment AbilityPrevents random encounters while the relevant equipment is worn. is not equipped.