Final Fantasy X Walkthrough
Airship and Bevelle
Exploring the Airship
More cutscenes, and then you can wander around the ship. Leave the bridge and take the first left from Tidus’s point of view to find an Key ItemImports Al Bhed Primer progress from another compatible save file. in the Psyches’ room. If you collected all 26 Key ItemOne of 26 volumes that progressively translates the Al Bhed language. on another save, import them here and talk to Rin. Tidus will converse in fluent Al Bhed, and Rin will hand over 99 ItemRare Mix material used to customize Double Overdrive.. It takes 30 of them to customize Equipment AbilityDoubles the rate at which the equipped character's Overdrive gauge charges., so that is a pretty nice reward. You cannot have all 26 on this playthrough yet (Primer XXII is still ahead of you), but you can claim the Secrets from Rin later after finishing the set.
Sell off any extra equipment you’ve managed to pick up, but check the abilities before blindly clearing the inventory. Rin can also be recruited for MinigameSpira's underwater team sport and recurring minigame; successful actions earn player EXP, and later prizes include Wakka's Overdrives and Celestial Weapon components.. I don’t know if he’s any good. Brother, Wakka, and several Al Bhed Psyches are available on the ship too, if you’re building a team.
Continue away from the bridge to the area with the Al Bhed mother and child. The side corridor visible on the mini-map leads to Dona. Talk to her a few times and she will ask what you think about her quitting the pilgrimage. Choose “Sure, sounds good to me!” if you want her to quit and see that version of her later scenes. “Who cares?” pushes her to continue instead.
Return to the bridge and talk to Cid, then Brother at the far end. Talk to Cid again, then Rikku until she starts repeating herself, and finally Lulu. She suggests having Tidus or Rikku learn some magic before the battles ahead.
Both Tidus and Rikku are probably approaching Lv. 3 locks on the Character GrowthFFX character-development board where Sphere Levels move a character and spheres activate reached nodes.. If Lulu has already activated Blk MagicDeals heavy Lightning-elemental magic damage to one enemy., a Sphere GridMoves one character to any node that any character has activated. can jump one of them to that node, putting Blk MagicDeals heavy Fire-elemental magic damage to one enemy., Blk MagicDeals heavy Ice-elemental magic damage to one enemy., Blk MagicDeals heavy Lightning-elemental magic damage to one enemy., Blk MagicDeals heavy Water-elemental magic damage to one enemy., and HP +200 within easy reach. Not a bad jump, if I do say so myself. Check what you would be leaving behind on your grid first, though. To be perfectly honest, I usually let both of them stop at the locks and accrue Character GrowthMovement resource earned through AP and spent to travel between nodes on the Sphere Grid.. The upcoming fights can be handled without turning either one into Lulu, and if I absolutely had to pick somebody, I guess I’d send Rikku.
When you’re finished talking and shopping, try to leave the bridge. The ship is attacked, random encounters begin in the corridors, and it is time to go rescue Yuna.
Preparing for Evrae
Head toward the cabin and the rear of the ship, fighting the FiendFire-absorbing floating fiend that grows when attacked and explodes after its third growth; Kimahri can learn Self-Destruct from it. The Home and Airship version is much stronger than the early Highroad Bomb., FiendHard-hitting horned fiend on the Mi'ihen Highroad that drops early Ability Spheres and teaches Kimahri Fire Breath through Lancet., FiendFlying eye fiend encountered around Lake Macalania, Home, and the Airship; it is weak to Fire and belongs to the Macalania Monster Arena group., and FiendLarge Macalania Woods fiend that uses several elements and teaches Kimahri Aqua Breath through Lancet. that followed you from Home. Save in the cabin. One of the Al Bhed men there gives you four ItemRestores 1,000 HP to the active party and removes Poison, Silence, and Petrification., which are extremely useful in the next fight because one use heals the active party and removes Status EffectDeals damage based on the target's maximum HP after its turns., Status EffectPrevents the target from casting Wht Magic or Blk Magic., and Status EffectTurns the target to stone and prevents action; a petrified target may also shatter and be removed from battle..
Continue toward the deck until Auron introduces the guardian wyrm. Save again if you walked back from the cabin, then talk to Rin for one last shopping opportunity. His equipment is not especially exciting, but make sure you have a useful supply of ItemRemoves Poison from one character. and ItemRemoves Petrification from one character.. Remove elemental-strike weapons from your main attackers; BossGuardian wyrm fought from the airship deck before Bevelle; Tidus and Rikku can order Cid to move the ship during the battle. halves damage from all four basic elements.
Conquering the Wyrm
I like to start with Tidus, Rikku, and either Auron or Wakka. Have Tidus cast Wht MagicGrants Haste to the active party. if he knows it, then use Luck and Cheer while Rikku steals a ItemUse item that strikes random enemies five times with Water damage.. Auron’s SkillPhysical attack that attempts to halve the target's Strength. and Wakka’s SkillPhysical attack that attempts to inflict Darkness for three turns. make the close-range attacks much less frightening. Elemental magic does not do much here, Blk MagicDeals Gravity damage equal to one quarter of each enemy's current HP. and Status EffectDeals damage based on the target's maximum HP after its turns. do nothing, and I would not use Slow or Delay even though the status table says they can land. BossGuardian wyrm fought from the airship deck before Bevelle; Tidus and Rikku can order Cid to move the ship during the battle. responds by Hasting itself, and that makes avoiding Enemy AbilityEvrae's charged close-range breath attack, which damages the active party and inflicts Poison after Inhale. considerably harder.
At close range, BossGuardian wyrm fought from the airship deck before Bevelle; Tidus and Rikku can order Cid to move the ship during the battle. cycles through physical swipes, Enemy AbilityEvrae's one-turn preparation for Poison Breath at close range; use the pause to order Cid to pull the airship away., and Enemy AbilityEvrae's charged close-range breath attack, which damages the active party and inflicts Poison after Inhale.. When it inhales, use the Battle SystemA context-specific battle command that appears when the current encounter offers a special tactical action. to pull the airship away before its next turn. Enemy AbilityEvrae's charged close-range breath attack, which damages the active party and inflicts Poison after Inhale. should miss, and each turn Cid gets at long range lets him launch one of his three Guided Missile salvos. Wakka and Lulu can keep attacking from there; everybody else can heal, buff, defend, or wait until you move back in. Enemy AbilityEvrae's long-range multi-hit attack against the active party. still hits the party at range, so have Rikku use an ItemRestores 1,000 HP to the active party and removes Poison, Silence, and Petrification. when the damage starts adding up.
BossGuardian wyrm fought from the airship deck before Bevelle; Tidus and Rikku can order Cid to move the ship during the battle. eventually Hastes itself and becomes much more aggressive, so bring the ship close, keep Darkness and SkillPhysical attack that attempts to halve the target's Strength. in place, and focus on damage. Enemy AbilityEvrae's single-target gaze, which inflicts Petrification and a forced Slow effect. can Petrify and Slow one character; a ItemRemoves Petrification from one character. removes the Status EffectTurns the target to stone and prevents action; a petrified target may also shatter and be removed from battle. from one character, while an ItemRestores 1,000 HP to the active party and removes Poison, Silence, and Petrification. removes it from the whole active party and heals them. Neither one removes the forced Slow. Keep Sensor handy, swap everyone in for at least one action, and finish with something comfortably above 2,000 damage. I used OverdriveTidus's starting Swordplay technique; stopping the moving marker inside the highlighted center before time expires increases its damage. to get the Battle SystemFinishing an enemy with at least its required final-hit damage threshold, commonly improving AP or item rewards..
Bevelle Assault
Hey, Tidus has grind boots! Can I play a Tidus and Clank game at some point here? Oh… Sorry, I got sidetracked for a second. Let’s move right along, shall we?
You have to win five battles while the party charges toward the temple. Heal between fights with the ItemRestores 1,000 HP to one character. you’ve been stealing, or use an ItemRestores 1,000 HP to the active party and removes Poison, Silence, and Petrification. during battle when several people need help. A Equipment AbilityLets the equipped character begin battle ready to act, including in encounters with dangerous opening attacks. weapon on Tidus makes a Tidus, Auron, and Wakka assault team especially direct, but Rikku’s steals are too useful to ignore completely.
Have Rikku (or anyone who can Steal) take ItemRestores 1,000 HP to one character. and the occasional ItemUse item that damages one enemy and removes dispellable status effects. from the EnemyBevelle defender encountered with either a rifle or flamethrower during the five-battle temple approach., plus ItemRemoves most standard status ailments from one character. or a rare ItemRestores 100 MP to one character. from the machina. Be careful with MachinaBevelle combat machina whose Thrust Kick can eject a character, especially dangerous when it is the final enemy.: if it is the last enemy standing, Enemy AbilityYKT-63 attack that ejects one target from the battle. can eject one of your guys. When MachinaRanged Bevelle combat machina positioned behind front-line enemies until they are defeated. appears behind a row of monks, take out everyone in front of it first so your melee fighters can reach it. How much is that worth? After the fifth fight, watch the cutscenes and head into the temple.
Priests’ Passage
Ride the machina stairs down, let Rikku open the door, and descend until the party stops to talk. Before following them, pick up Key ItemOne of 26 volumes that progressively translates the Al Bhed language. from the floor just past the scene. Al Bhed Medanyde!
Use the Field SystemField sphere used to save and restore the party's HP and MP; later spheres also connect to the airship. in the Priests’ Passage. If you want the optional EquipmentKimahri weapon with Strength +10%, Strength +5%, and Strength +3%, available in the Bevelle Cloister and again from a Nucleus crystal. as well as the forced Sphere GridTurns an empty node into an HP +300 node., this is your chance to make a retry point.
Bevelle Cloister of Trials
The trick here is to press the confirm button while the flashing floor arrow points where you want the moving platform to turn. For the fast ones, mash a lot and pray. A turbo controller can really help out here.
Follow the complete Bevelle Cloister solution. The Sphere GridTurns an empty node into an HP +300 node. is the Cloister of TrialsSpecial Cloister sphere used to reveal a temple's optional treasure and contribute toward a later aeon unlock. treasure and the game forces you to collect it, so Bevelle’s seal for AeonSeymour's aeon, first fought at Macalania Temple; Pain inflicts instant death and Oblivion strikes the opposing party repeatedly. cannot be missed. The EquipmentKimahri weapon with Strength +10%, Strength +5%, and Strength +3%, available in the Bevelle Cloister and again from a Nucleus crystal. is the optional chest: make sure the route leaves you with the extra Cloister SphereTemple puzzle sphere used to power track segments and the optional Knight Lance path in Bevelle's Cloister of Trials. needed to power its path.
Save states and repeated-Cross helpers
An emulator save state before a fast direction glyph lets you retry the timing without riding the track around again. A turbo button may help the input register, but the current Raspberry Pi repeated-Cross helper does not know which direction you need and cannot solve the Cloister for you. See Emulator Notes and Automation for the distinction.
After collecting both chests, leave along the path to the right. Watch the cutscenes, name AeonNon-elemental aeon acquired in Bevelle whose attacks can exceed the normal 9,999 damage limit without a powered Celestial Weapon., save your game when control returns, and watch some more cutscenes. These are kind of important.