Final Fantasy X Walkthrough
Zanarkand
Head forward to where everyone else is. Remember this scene? After watching it again, save and head out. Re-equip your EquipmentA Monster Arena weapon carrying the Capture ability. if you are doing that; you have one more stretch of Mt. Gagazet fiends before the Dome.
Road to the Dome
These are not a separate Zanarkand Arena group. All six fill the same Mt. Gagazet capture records you started on the mountain, so this is a good place to finish EnemyFloating-eye fiend found in the Mt. Gagazet cave and Zanarkand Ruins and required for the regional capture set., EnemyHighly defensive Mt. Gagazet and Zanarkand flan best handled with Armor Break when it must be captured; it can teach White Wind., EnemyArmored dual-horn fiend found in the Mt. Gagazet cave and Zanarkand Ruins and required for the regional capture set., EnemyLarge Mt. Gagazet and Zanarkand plant fiend whose attacks can inflict Poison or party-wide Confusion., EnemyPowerful Mt. Gagazet and Zanarkand fiend whose Heave can be avoided by Provoke and which can teach Mighty Guard., and EnemyPowerful Mt. Gagazet brawler that counters physical attacks after raising its dukes and is required for the regional capture set. without hiking backward.
Follow the ruined road. Around the first left bend, open the chest for a Sphere GridActivates a Luck node that a character has reached on the Sphere Grid.. After a while there is a cutscene, after which you can find another side path with a chest. This one contains a EquipmentFixed Rikku armor found on the Zanarkand Ruins overpass with MP Stroll. with Equipment AbilityGradually restores the wearer's MP while the party moves through the field. for Rikku.
Keep following the road until the pyreflies transport the party to the stadium at Zanarkand, aka the Dome. Save outside.
Dome
You cannot capture anything inside the Dome, so now put away the EquipmentA Monster Arena weapon carrying the Capture ability. and equip something useful for actually killing things.
For fun, throw ItemRevives one KO'd character with half of their maximum HP. on the zombies. :) The EnemyZombie Dome soldier appearing with a rifle or flamethrower; a Phoenix Down defeats it, and it commonly carries two Candles of Life. are also your first convenient source of Candles of Life, which customize Equipment AbilityGives physical attacks a strong chance to inflict Zombie unless the target is immune. with 30 or Equipment AbilityPrevents Zombie unless the incoming effect ignores immunity. with 10. That second option sounds ideal for the upcoming boss, but it is dangerous unless the same character also has Equipment AbilityPrevents instant KO unless the incoming effect ignores immunity.. More on that shortly.
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. normally drops a Sphere GridSphere used to open a Lv. 2 locked node on the Sphere Grid. and rarely drops a Sphere GridSphere used to open a Lv. 3 locked node on the Sphere Grid.. SkillPhysical attack that attempts to reduce the target's Defense to zero and remove Armored protection. it, control it with Special AbilityAttempts to force one enemy to target the user and may alter which attacks that enemy chooses., and have your best guardian deliver an Battle SystemFinishing an enemy with at least its required final-hit damage threshold, commonly improving AP or item rewards. so whichever sphere it rolled is doubled. If you cleaned out BossKimahri's Mt. Gagazet rival whose stats scale from Kimahri and who must use Mighty Guard before Lancet can learn it. and BossKimahri's Mt. Gagazet rival whose stats scale from Kimahri and who must use White Wind before Lancet can learn it., you probably do not need to farm here; take the occasional bonus and keep moving.
| Step | Action |
|---|---|
| 1 | Follow the first interior path through the covered passage. When the path slopes upward, look right for collapsed debris that lets you climb onto the roof of the enclosure. Follow it to a chest containing 10,000 Gil. |
| 2 | Return to the main path, continue to the next Field SystemField sphere used to save and restore the party's HP and MP; later spheres also connect to the airship., and save. |
| 3 | At the three-way split, take the northeast/right branch for a Sphere GridMoves one character to the node currently occupied by another character.. |
| 4 | Return to the split and go northwest/left. Cross the ruined girder, then look behind it for another beam sloping downward. Follow that hidden ramp to a Sphere GridSphere used to open a Lv. 3 locked node on the Sphere Grid.. |
| 5 | Return to the upper walkway and continue through the portal into the quiet corridor. |
| 6 | As the corridor bends, open the chest on the right for a Sphere GridChanges an empty Sphere Grid node into a Luck +4 node; a Fortune Sphere activates the new node.. |
| 7 | Use the Field SystemField sphere used to save and restore the party's HP and MP; later spheres also connect to the airship. at the far end, then go down the stairs into the final Cloister of Trials. |
Zanarkand Cloister of Trials
This is the one with all the dots. Step on the green square directly in front of you, then match the objects shown on the monitors (not the locations where the objects appear). A wrong floor shape resets the current pattern, but not the patterns you already completed.
The complete Zanarkand story-visit solution preserves the original handwritten diagram, including the Pattern A circle I crossed out afterward, and supplies a ten-step text route. The Cloister of TrialsSpecial Cloister sphere used to reveal a temple's optional treasure and contribute toward a later aeon unlock. is deliberately unavailable today. We will come back for it as soon as the airship is free.
Once all four large-room patterns are complete, move the Cloister of TrialsTemple sphere used to burn away barriers and operate the pedestal route through Kilika's Cloister of Trials. into the middle-left pedestal and the Cloister of TrialsTemple sphere used to reveal and power the pedestal route through Besaid's Cloister of Trials. into the middle-right pedestal. Everything starts glowing and a Field SystemField sphere used to save and restore the party's HP and MP; later spheres also connect to the airship. appears. USE IT! Unless you think you would LIKE to do that again?!?
Spectral Keeper
Now you fight the BossSix-platform Zanarkand Cloister boss whose frontal counters, Berserk Tail, and Glyph Mines make party positioning essential.. The six-platform layout looks much more complicated than it needs to be. Put each character on a nonadjacent platform. That way the Equipment AbilityCounters damage from a physical attack with a basic physical attack when possible. in front of the Keeper catches one person instead of three. Wht MagicGrants Haste to the active party. gives you more turns, and SkillPhysical attack that attempts to reduce the target's Magic Defense to zero. lets Lulu’s magic do better work. SkillPhysical attack that attempts to inflict Darkness, Silence, and Sleep for three turns. can land Silence.
If Boss AbilitySpectral Keeper attack that deals physical damage and has a 50% chance to inflict Berserk. gets through, use a ItemRemoves most standard status ailments from one character. immediately. Every fourth damaging hit arms Boss AbilitySpectral Keeper platform trap that instantly KOs a character or aeon still occupying the marked glyph when it detonates. on two platforms. Move anyone standing on a mined glyph before that character’s next turn; the explosion is an instant KO and does not care how impressive your armor is.
Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle. can help, but do not leave one sitting on a mine. I like using the Overdrives of the first four Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle., dismissing each when the mine appears, then bringing in AeonNon-elemental aeon acquired in Bevelle whose attacks can exceed the normal 9,999 damage limit without a powered Celestial Weapon. for Aeon OverdriveBahamut's non-elemental Overdrive, which can exceed the normal 9,999 damage limit. to smack the Keeper down and secure the extra Sphere GridSphere used to open a Lv. 4 locked node on the Sphere Grid.. Watch the remaining HP so the finishing hit clears your version’s Battle SystemFinishing an enemy with at least its required final-hit damage threshold, commonly improving AP or item rewards. threshold.
After killing it, save. Follow Yuna through the opening and the glowing blue door. After the long discussion gives you control again, walk back and save again. Really. Those are LONG discussions, and you don’t want to have to listen to all that again. Recharge the Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle. too. Trust me. This can easily be a 30-minute battle if your characters are not that strong, so don’t start unless you have time.
Boss Fight Prep
Bring ItemRemoves Zombie from one character. and a ItemRemoves most standard status ailments from one character. or 20. Wht MagicGrants Haste to the active party., Wht MagicDeals very heavy Holy-elemental magic damage to one enemy., and SkillFast physical attack with unusually short recovery time, allowing the user to act again sooner. are extremely useful if you have them. Equip Equipment AbilityPrevents Confusion unless the incoming effect ignores immunity. or Equipment AbilityRaises the wearer's resistance to Confusion. where possible, and use Equipment AbilityPrevents instant KO unless the incoming effect ignores immunity. if you have it (Equipment AbilityRaises the wearer's resistance to instant KO but does not guarantee immunity. is not particularly dependable against an attack with a 100% base instant-KO chance.)
Do not equip Equipment AbilityPrevents Zombie unless the incoming effect ignores immunity. or Equipment AbilityRaises the wearer's resistance to Zombie but does not guarantee immunity. without Equipment AbilityPrevents instant KO unless the incoming effect ignores immunity.. Zombie will protect you from Boss AbilityYunalesca's third-form opener, inflicting instant KO on the active party unless a character is a Zombie or has Deathproof., and every active character who is neither a Zombie nor Equipment AbilityPrevents instant KO unless the incoming effect ignores immunity. will die when the third form begins. A character with both Equipment AbilityPrevents Zombie unless the incoming effect ignores immunity. and Equipment AbilityPrevents instant KO unless the incoming effect ignores immunity. is safe; otherwise, let at least one active party member remain zombified before you finish the second form so that character can revive the others.
When ready, use the nearby Field SystemField sphere used to save and restore the party's HP and MP; later spheres also connect to the airship. and follow BossThree-form Zanarkand boss built around counterattacks, Zombie, healing magic, Mega Death, and Mind Blast. into the temple. To the best of my knowledge, there are no chests in these areas. (Well, unless you count the one that BossThree-form Zanarkand boss built around counterattacks, Zombie, healing magic, Mega Death, and Mind Blast. “clothing” fails to hide.)
Yunalesca
If you opt to go after her with Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle. that are not fully charged, this will be a long battle. Go back and recharge your Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle.. It’s not worth it otherwise. She has three forms and the last one is the nastiest, so save your charged summons for that one.
Form 1: 24,000 HP
Haste the party and start attacking. BossThree-form Zanarkand boss built around counterattacks, Zombie, healing magic, Mega Death, and Mind Blast. ordinary hit removes Haste, Protect, and Shell, so reapply only what you need rather than spending the whole phase buffing. She uses Boss AbilityYunalesca attack that removes half the target's maximum HP and restores HP to her; Zombie reverses the healing interaction. against the character with the highest current HP. Physical attacks result in a Darkness counter, magic = Silence, and Special abilities = Sleep. Don’t bother worrying about what status someone got hit with, use a ItemRemoves most standard status ailments from one character. and move on.
Each form is a new target with the same steal table, so take a fresh ItemDoubles one character's maximum HP for the current battle without restoring HP. (or rarely a ItemUse item that attempts to inflict instant KO on all enemies.) from all three if you have spare turns.
Form 2: 48,000 HP
Form 2 opens with Boss AbilityYunalesca party-wide physical attack that inflicts Zombie and becomes available in her second form., damaging the party and inflicting Zombie. She follows with Wht MagicRestores a moderate amount of HP to one target and damages targets with Zombie., Wht MagicRestores a large amount of HP to one target and damages targets with Zombie., and Wht MagicGrants Regen, restoring some HP after each of the target's next ten turns. aimed at your Zombies, which means the “healing” hurts them. You can cure Zombie with ItemRemoves Zombie from one character., but do not cure everybody. Leave at least one Zombie and use Wht MagicRemoves most positive status effects and all four Break effects from one target. on anyone who receives Wht MagicGrants Regen, restoring some HP after each of the target's next ten turns.. (But be aware that Wht MagicRemoves most positive status effects and all four Break effects from one target. removes Haste too.)
Keep everyone healthy enough to survive, but make absolutely sure at least one active character is still a Zombie before the 48,000th point of damage lands. If all three are clean and nobody has Equipment AbilityPrevents instant KO unless the incoming effect ignores immunity., the next form gets a very short introduction.
Form 3: 60,000 HP
Boss AbilityYunalesca's third-form opener, inflicting instant KO on the active party unless a character is a Zombie or has Deathproof. opens the phase and kills every active character who is neither a Zombie nor protected by Equipment AbilityPrevents instant KO unless the incoming effect ignores immunity.. This is why we’ve been keeping at least one Zombie at all times. Once the surviving character can act, revive anybody who needs it and rebuild the party.
Her fourth turn in this form is Boss AbilityYunalesca attack that can Confuse the party and Curses aeons, preventing their Overdrive gauges from charging., which damages and Confuses the party. Swap in Confusion-protected characters or an Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle. before that turn. Against Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle. she uses Boss AbilityYunalesca attack that can Confuse the party and Curses aeons, preventing their Overdrive gauges from charging. to inflict Curse, then Boss AbilityYunalesca attack that removes half the target's maximum HP and restores HP to her; Zombie reverses the healing interaction., Blk MagicDrains MP from one target and restores it to the caster., and Boss AbilityYunalesca attack that removes half the target's maximum HP and restores HP to her; Zombie reverses the healing interaction. again. A Curse prevents the Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle. gauge from charging, so summon only charged Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle. and use their Overdrives immediately; if one somehow survives long enough to become useless, dismiss it.
Between Holy, SkillFast physical attack with unusually short recovery time, allowing the user to act again sooner., and throwing away my Battle SystemA summoned ally that replaces the active party until it is dismissed, defeated, or wins the battle., I was able to whittle her down. When she had less than 10,000 HP, I called in AeonNon-elemental aeon acquired in Bevelle whose attacks can exceed the normal 9,999 damage limit without a powered Celestial Weapon.. Aeon OverdriveBahamut's non-elemental Overdrive, which can exceed the normal 9,999 damage limit. hit her for 57,118. Needless to say, this was an Battle SystemFinishing an enemy with at least its required final-hit damage threshold, commonly improving AP or item rewards.. XD I LOVE AeonNon-elemental aeon acquired in Bevelle whose attacks can exceed the normal 9,999 damage limit without a powered Celestial Weapon.! Even with the Battle SystemFinishing an enemy with at least its required final-hit damage threshold, commonly improving AP or item rewards., BossThree-form Zanarkand boss built around counterattacks, Zombie, healing magic, Mega Death, and Mind Blast. still only drops Sphere GridSphere used to open a Lv. 3 locked node on the Sphere Grid..
Head back out and save. You really don’t want to do that again, do you?
Go up the stairway you just came down, take the lower stairs back to the Field SystemField sphere used to save and restore the party's HP and MP; later spheres also connect to the airship., and ride the elevator out of the Dome. Almost immediately you will appear outside, but it is not obvious you are there. Walk toward the camera for your first real look at Sin. Anyone have any idea just what the heck that’s supposed to be, anyway?
Eventually you will be back on the airship. Talk to everyone. Yuna is near the stairs immediately before the deck; speak with her to get a plan, then return to Cid and explain it to him. You are now free to engage in almost every side quest!
First Airship Return
When you are ready to advance the plot, head to Highbridge.