Final Fantasy X Walkthrough

Calm Lands

Onto the Plains

Head left and follow the cliffs west, around, and down onto the plains. Maechen is along the way if you want the history of this place. When Rin shows up, he’ll be in what I can only describe as a boat on skis. This mobile shop disappears after you leave north or begin chocobo training and then leave or reload the area, so buy anything you want now. Its EquipmentTidus armor sold only by the first-visit Calm Lands mobile shop; it carries Magic Counter. with Equipment AbilityCounters damage from a magical attack with a basic physical attack when possible. is unique to this shop; the EquipmentLulu armor sold by the Calm Lands mobile shop with Stoneproof and Silenceproof. and EquipmentRikku armor sold by the Calm Lands mobile shop with Auto-Med. are also useful, but don’t spend yourself broke. A very expensive optional Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle. is not far away.

EnemyLightning-weak machina found in the Calm Lands; it can be dismantled with Steal but is not a Monster Arena capture record. appears here but is not a Calm Lands capture record. Everything else in that table is. EnemyDangerous Calm Lands fiend whose Bad Breath inflicts multiple status effects; Provoke prevents it from choosing that attack. is the dangerous one: below half HP it can use 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., which is status hell and a likely Game Over without protection. Provoke stops that nonsense. EnemyCalm Lands serpent fiend whose Stone Gaze can Petrify one target and whose Sonic Tail hits the active party. and EnemyCalm Lands feline fiend that may use Blaster to inflict Petrification when its HP is low. can Petrify people, so status protection is more valuable than another tiny stat bump while you explore.

The place is enormous, so here is a sweep that collects the important things without making you cross it at random:

Calm Lands first-visit sweep
StepAction
1From the western entrance, visit Rin’s mobile shop before it disappears.
2Go directly to the far eastern edge (the green square on the minimap) to meet the Monster Arena owner. Accept his request and buy EquipmentA Monster Arena weapon carrying the Capture ability. before the rest of your wandering starts producing missed opportunities.
3While you are on the eastern side, cross to the far southeast corner and open the two chests below the entry plateau for 10,000 Gil and 5,000 Gil.
4Head to the fenced travel agency near the center-west. Watch the scene, shop if needed, and use the Field SystemField sphere used to save and restore the party's HP and MP; later spheres also connect to the airship.. Walk behind the agency for a partially hidden Sphere GridSphere used to open a Lv. 2 locked node on the Sphere Grid..
5Find CharacterTraveling summoner who challenges Yuna to optional aeon duels and awards items whether Yuna wins or loses. southwest of the central agency and accept her Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle. challenge before leaving the Calm Lands to the north.
6Finish in the northwest with Key ItemOne of 26 volumes that progressively translates the Al Bhed language. and the chocobo trainer.

Open the Monster Arena

Talk to the Arena owner and say, “All right, I’ll do it!” Buy EquipmentA Monster Arena weapon carrying the Capture ability. for at least Tidus, Wakka, and Auron, and be sure to equip them. That combination gives you speed, range, and Auron’s Piercing for Armored targets. The character holding the weapon must land the finishing blow; magic, Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle., and Overdrives do not register a capture.

Use the browser-local Monster Arena tracker to keep track of all the monsters you capture so you don’t have to keep coming back to check-in with him. It stores the data on your device, so use the same device throughout the capture party.

Capture one EnemyCalm Lands lupine fiend weak to Fire and Lightning and required for the area's Monster Arena set., EnemyFlying Calm Lands insect fiend weak to Ice and required for the area's Monster Arena set., EnemyFire-aligned Calm Lands flan weak to Ice; magical damage is best for weakening it before a Capture-weapon finish., EnemyArmored Calm Lands fiend weak to Fire and required for the area's Monster Arena set., EnemyCalm Lands serpent fiend whose Stone Gaze can Petrify one target and whose Sonic Tail hits the active party., EnemyLarge Calm Lands brawler weak to Fire; when it raises its dukes, it prepares to counter physical attacks., EnemyCalm Lands feline fiend that may use Blaster to inflict Petrification when its HP is low., EnemyCalm Lands chimera variant that can teach Kimahri Aqua Breath and takes half damage from Fire and Water., and EnemyDangerous Calm Lands fiend whose Bad Breath inflicts multiple status effects; Provoke prevents it from choosing that attack., then report back. The southern entry plateau is good for EnemyCalm Lands lupine fiend weak to Fire and Lightning and required for the area's Monster Arena set., EnemyFlying Calm Lands insect fiend weak to Ice and required for the area's Monster Arena set., EnemyFire-aligned Calm Lands flan weak to Ice; magical damage is best for weakening it before a Capture-weapon finish., and EnemyArmored Calm Lands fiend weak to Fire and required for the area's Monster Arena set.; the northwest is better for the five larger fiends. Opening the Arena unlocks Monster Arena CreationCalm Lands Area Conquest creation unlocked by capturing one of every capturable fiend in the area., awards 60 ItemUse item that attempts to inflict instant KO on all enemies., and produces the locked Celestial WeaponYuna's Celestial Weapon, claimed from the Monster Arena chest after capturing one of every Calm Lands fiend and obtaining the Celestial Mirror. chest. You need the Celestial Mirror before that chest will give Yuna her weapon.

If any of your characters run up against a Lv. 3 Lock on the Character GrowthFFX character-development board where Sphere Levels move a character and spheres activate reached nodes., don’t backtrack - just be patient. You can get plenty of Sphere GridSphere used to open a Lv. 3 locked node on the Sphere Grid. as soon as you clear the opening section of Mt. Gagazet.

Belgemine’s Shiva

To the south and west of the central Field SystemField sphere used to save and restore the party's HP and MP; later spheres also connect to the airship. you should find CharacterTraveling summoner who challenges Yuna to optional aeon duels and awards items whether Yuna wins or loses.. This time she calls AeonIce-aligned aeon acquired during the Macalania Temple battle; she absorbs Ice and can heal herself with Ice magic..

I used AeonNon-elemental aeon acquired in Bevelle whose attacks can exceed the normal 9,999 damage limit without a powered Celestial Weapon.: Haste, Focus, Reflex, Aim, Cheer. After that, attack over and over. When you’ve got an Battle SystemCharacter or aeon special attack resource charged according to the active Overdrive mode. ready, go ahead and use it; this should kill off AeonIce-aligned aeon acquired during the Macalania Temple battle; she absorbs Ice and can heal herself with Ice magic.. Her defense is unusually high, so Aeon OverdriveBahamut's non-elemental Overdrive, which can exceed the normal 9,999 damage limit. does much more useful work than ordinary attacks. She uses Blk MagicDeals moderate Ice-elemental magic damage to one enemy. and physical attacks, then Aeon AbilityShiva's special attack, which deals physical damage and normally delays the target's next turn. when her gauge fills.

You’ll get 30 Sphere GridActivates an HP, Strength, or Defense node that a character has reached. for winning, but more importantly you’ll get the Key ItemKey item that allows Yuna to improve an aeon's attributes by spending spheres.. You may now modify your Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle. attributes. Watch the tutorial to see how you can spend some of those spare Sphere GridTurns an empty node into a Strength +4 node. and level up AeonNon-elemental aeon acquired in Bevelle whose attacks can exceed the normal 9,999 damage limit without a powered Celestial Weapon. Strength! If you lose, you get 30 Sphere GridActivates an Agility, Accuracy, or Evasion node that a character has reached. instead, plus the Key ItemKey item that allows Yuna to improve an aeon's attributes by spending spheres., so the important part is guaranteed.

CharacterTraveling summoner who challenges Yuna to optional aeon duels and awards items whether Yuna wins or loses. also tells you to seek her out at the hidden temple of Remiem if you need more training. The Remiem Temple and Optional Aeons guide covers the route and later rewards. If you go about the business of capturing fiends, you’ll earn a LOT of spheres. Having your Key ItemKey item that allows Yuna to improve an aeon's attributes by spending spheres. at this point gives you somewhere productive to put them. AeonNon-elemental aeon acquired in Bevelle whose attacks can exceed the normal 9,999 damage limit without a powered Celestial Weapon. is arguably the best Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle. to start with.

Optional: Chocobos and Caladbolg

The chocobo trainer begins near the northwest corner. You do not need the Celestial Mirror to start training or ride a chocobo; you only need it to claim Celestial WeaponTidus's Celestial Weapon, reached after completing the four Calm Lands chocobo-training events and opened with the Celestial Mirror. after the final event. Complete Wobbly Chocobo first to earn an ItemFully restores one character's HP and MP. and unlock both riding and the remaining training events.

EventWhat changes
Wobbly ChocoboKeep the chocobo on course by steering left and right. The first win unlocks riding.
Dodger ChocoboThe chocobo runs straight; dodge the incoming Blitzballs.
Hyper Dodger ChocoboDodge the Blitzballs and the extra birds.
Catcher ChocoboRace the trainer, collect balloons, and avoid birds. This is the one tied to Tidus’s EquipmentA character-specific ultimate weapon powered up with its matching crest and sigil..

Beat Catcher Chocobo and the guard in the northwest stops blocking the sloping path. Go down there and use the Celestial Mirror on the seal to get Tidus’s EquipmentA character-specific ultimate weapon powered up with its matching crest and sigil., Celestial WeaponTidus's Celestial Weapon, reached after completing the four Calm Lands chocobo-training events and opened with the Celestial Mirror.. If you leave the screen before collecting it, race the trainer again to move the guard; you do not have to win that repeat race.

But don’t stop there. This weapon starts out as crap, so level it up if you’ve gotten this far. A displayed Catcher Chocobo time of 0:00.0 earns the Key ItemTidus's sigil for the final Caladbolg upgrade in the North American English PS2 release.. Balloons subtract time, so the adjusted result can reach zero even though the run itself obviously took longer. This does not have to be your second win. The Celestial Weapons guide has the complete weapon, crest, sigil, and upgrade route.

Once you can ride, the ItemUse item that grants Haste to one character for the battle. near the southeast edge opens the path to Remiem Temple. That side route also holds Key ItemOne of 26 volumes that progressively translates the Al Bhed language.; the temple itself has more Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle. fights and the Cloudy Mirror race.

How Much Should You Do Now?

If you want, you can finally play MinigameSpira's underwater team sport and recurring minigame; successful actions earn player EXP, and later prizes include Wakka's Overdrives and Celestial Weapon components. again. I’m all for continuing on with the game.

This is where I do my first real level-up sequence, but you have two sensible choices. My favorite is the efficient route: open the Arena, capture the Calm Lands and the Cavern of the Stolen Fayth if the party can handle it, take the readily available Sphere GridSphere used to open a Lv. 3 locked node on the Sphere Grid. from Mt. Gagazet, and save the serious leveling for Omega Ruins. Once the airship opens, bounce between Omega’s excellent AP and the unfinished capture areas that supply ordinary red spheres.

The backup is the grind route: start filling sets of ten in the Calm Lands, Thunder Plains, Macalania, the Cavern, Gagazet, and Zanarkand before the airship cleanup. It works and gives you a gentler power curve. It is also less elegant and involves substantially more walking. The Sphere Grid and Leveling guide preserves both full itineraries, including the old Besaid-to-Sin capture loop, without making you scroll past them every time you need this route page.

Continuing Northeast

When you’re ready, head to the upper-right corner of the Calm Lands. Bring a set of fully charged Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle., if you can, and swap out your EquipmentA Monster Arena weapon carrying the Capture ability. for better ones. Go through the crevasse, use the Field SystemField sphere used to save and restore the party's HP and MP; later spheres also connect to the airship., and cross the bridge. You’ll meet the Guado. Here comes a nasty beast.

Defender X

BossArmored stone-and-machina boss guarding the bridge between the Calm Lands and Mt. Gagazet. is tough against physical attacks, but SkillPhysical attack that attempts to reduce the target's Defense to zero and remove Armored protection. works. Don’t bother with SkillPhysical attack that attempts to halve the target's Strength. or Delay; he’s immune to them. SkillPhysical attack with a high chance to inflict Darkness for one turn. works too, though you’d best be ready for the Enemy AbilityDefender X attack that halves one target's current HP and delays the target; because it deals fractional damage, it cannot KO by itself. counter. Wht MagicGrants Haste to the active party. and SkillPhysical attack with a high chance to inflict Darkness for one turn. before he gets too many shots off. I had moderate success with SkillFast physical attack with unusually short recovery time, allowing the user to act again sooner.. Don’t forget to steal some ItemUse item that grants Shell to one character for the battle. from him.

If you would prefer to make the nasty beast considerably less nasty, Provoke it. BossArmored stone-and-machina boss guarding the bridge between the Calm Lands and Mt. Gagazet. will use Enemy AbilityDefender X attack that halves one target's current HP and delays the target; because it deals fractional damage, it cannot KO by itself. against the provoker every turn. Enemy AbilityDefender X attack that halves one target's current HP and delays the target; because it deals fractional damage, it cannot KO by itself. halves current HP, so it cannot deliver the killing blow. Everyone else can SkillPhysical attack that attempts to reduce the target's Defense to zero and remove Armored protection. and pile on damage while one increasingly annoyed character absorbs the punches.

Without that trick, BossArmored stone-and-machina boss guarding the bridge between the Calm Lands and Mt. Gagazet. uses Enemy AbilityDefender X's extremely powerful physical attack, used after three ordinary attacks unless Provoke changes its behavior. after three normal attacks, and five actions against it before its turn can provoke Wht MagicAttempts to inflict Slow on all enemies.. Once Armor Broken and below 16,000 HP, it can cast Ronso RageKimahri Overdrive learned with Lancet after Biran uses it; grants Protect, Shell, and all four elemental Nul statuses to the active party. Several enemies use their own version. for Protect, Shell, and all four Nul statuses. Use Wht MagicRemoves most positive status effects and all four Break effects from one target., then remember to apply SkillPhysical attack that attempts to reduce the target's Defense to zero and remove Armored protection. again. Those Nul statuses also make 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., and AeonIce-aligned aeon acquired during the Macalania Temple battle; she absorbs Ice and can heal herself with Ice magic. elemental Overdrives useless until the guard is removed. If Wht MagicAttempts to inflict Slow on all enemies. lands and your party is getting worked, bust out the charged Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle..

I don’t know what your Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle. look like, but I finished the battle with AeonNon-elemental aeon acquired in Bevelle whose attacks can exceed the normal 9,999 damage limit without a powered Celestial Weapon. 33,179-damage Battle SystemFinishing an enemy with at least its required final-hit damage threshold, commonly improving AP or item rewards. for two Sphere GridSphere used to open a Lv. 2 locked node on the Sphere Grid.. Take the right branch to go down into the valley and make use of the Field SystemField sphere used to save and restore the party's HP and MP; later spheres also connect to the airship. on your left.