FINAL FANTASY X

Complete 100% Guide — PS2 2001 & HD Remaster
26
Al Bhed Primers
7
Celestial Weapons
8
Aeons
6
Cloisters
10
Jecht Spheres
8
Dark Aeons

Final Fantasy X

Square's first Final Fantasy on PlayStation 2, and the first with voice acting and a fully three-dimensional world. It replaced the series' random-timing battle system with the Conditional Turn-Based Battle system, where a visible turn order tells you exactly who acts next and lets you swap any party member in mid-fight for free. Character growth moved off experience levels and onto the Sphere Grid, a board you walk one node at a time using the spheres you collect.

This guide is written against the HD Remaster, which is the International build: it includes the Expert Sphere Grid, the eight Dark Aeons, Penance, and the Eternal Calm bonus video. Where the original North American PlayStation 2 release behaves differently, the guide says so on the spot.

Read this before you start. Three things decide whether a save file can still reach 100% by the end: the four Al Bhed Primers inside Home and Bevelle, the Magic Counter Bucklers sold only on your first pass through the Calm Lands, and talking to Wantz on Mt. Gagazet. None of them announce themselves, and none can be recovered later.
The two big systemswhat actually drives the game
SystemHow it works
CTB battlesA turn list on the right shows the order of upcoming actions. Slow actions push you further down that list, fast ones bring you back sooner, and Haste physically reorders it. Swapping a character in costs nothing and does not skip the turn, so every fight is meant to be answered with the right specialist rather than a fixed party.
Sphere GridKilling something awards AP; enough AP gives a Sphere Level, and a Sphere Level lets you step one node. Stepping onto a node does nothing until you activate it with the matching sphere. Locked nodes need Key Spheres of the right tier. Because the board is shared, anyone can eventually learn anything.
Party roles at a glancewho to send in against what
CharacterBest againstWhy
TidusFast, evasive enemiesHigh Agility, and Haste plus the Cheer/Slow support line. His Swordplay Overdrives unlock by simply using Overdrives.
YunaAnything, indirectlyWhite magic and the aeons. An aeon takes the hit for the party, so summoning is the cheapest way to survive a telegraphed one-shot.
WakkaFlying enemiesThe only reliable ranged physical early on, plus the status line (Dark Attack, Silence Attack, Sleep Attack).
LuluElemental and flan-type enemiesBlack magic. Elemental weaknesses in this game are worth roughly double damage, so she deletes anything that has one.
AuronArmoured enemiesPiercing damage that ignores heavy armour, plus Power Break, Armor Break and Mental Break — the three commands that make hard fights easy.
KimahriWhatever you build him forStarts at the centre of the grid with nothing decided. Lancet steals HP/MP and learns Ronso Rages from specific fiends.
RikkuMachina enemiesSteal and Use. Grenades and elemental Gems carry the early game, and her Mix Overdrive is the strongest single ability in the game once you have items to burn.

Story Walkthrough — 8 Parts

Pick a part below, then use the Previous / Next buttons at the bottom of each one to move through the game.

How to read the tags. Every pickup, primer and detour in the walkthrough carries a coloured tag, so you can skim a part for one kind of thing without reading all of it.
TagWhat it marks
ITEMA consumable, sphere or piece of equipment
KEY ITEMA crest, sigil or quest object
PRIMERAn Al Bhed Primer, numbered as the game numbers it
SPHEREA Jecht Sphere — each one unlocks an Auron Overdrive
CELESTIALA Celestial Weapon or one of its upgrade parts
AEONA new aeon for Yuna
BOSSA named fight
MISSABLEGone for good if you walk past it
SIDE QUESTOptional, but part of the 100% route
SAVEA Save Sphere worth stopping at
PART 1Zanarkand, Baaj and Besaidthe prologue and the first temple

Everything before Besaid is on rails. None of it can be revisited, and only one Primer is at stake, so play it straight and save your attention for the island.

Dream Zanarkandnever revisitable
1
Walk to the stadium and sign autographs, then take the tutorial fights on the ruined expressway as Sin tears the city apart.
2
BOSS Sinspawn Ammes. Scripted. Auron hands you a sword and tells you to use it; his Overdrive clears the Sinscales in one go. Ammes only casts Demi, which can never kill you, so there is no way to lose.
Baaj — Submerged Ruinsnever revisitable
3
Tidus wakes in flooded ruins. Swim through, light the brazier for warmth, and sleep. BOSS Geosgaeno is unwinnable here — survive a few turns and the scene ends. You come back for a real rematch much later.
4
Rikku's salvage crew fishes you out. BOSS Klikk: have Rikku steal Grenades from it and throw them straight back while Tidus attacks.
5
On the salvage ship, dive to the sunken airship. PRIMER I is on the deck at the rear — a duplicate exists in the Sanubia Desert later, so this one is not a true loss. BOSS Tros: throw Grenades, and when it charges use the Pincer Attack trigger command that appears.
Besaid Islandthe first Cloister of Trials
6
Sin dumps Tidus off Besaid. Swim to shore, join the Aurochs, and follow Wakka to the village. KEY ITEM Moon Crest sits in a small alcove on the beach, reachable by walking along the sand to the right of the landing point — it is Yuna's Nirvana upgrade and there is no reason not to grab it now.
7
PRIMER II is in the Crusaders Lodge in Besaid Village. In the HD version Dark Valefor blocks the village entrance if you come back late, so take it on the way through.
8
Enter the temple and clear the Besaid Cloister of Trials — the full solution, including the Destruction Sphere you must not skip, is on the Cloister of Trials tab. MISSABLE The Destruction Sphere chest here is one of the six you need for Anima.
9
Yuna emerges with AEON Valefor. Sleep at the lodge, then take the road out of the valley. Wakka gives you a tutorial fight; Yuna's first summon is here.
10
SIDE QUEST Valefor's second Overdrive, Energy Blast, comes from a small errand in Besaid Village: speak to the woman in the item-shop tent about her missing dog, then find the dog further along the row of tents and talk to it. You can do this on any later visit.
PART 1 OF 8
PART 2Kilika, the sea and Lucathe second temple and the blitzball tournament

Two ships and a tournament. The Jecht Shot minigame on the first crossing is the only reason to pay attention on a boat, and Luca is where the party finally comes together.

S.S. Likinever revisitable, but the route can be retaken
1
PRIMER III is in the engine room below deck. A duplicate exists in the Sanubia Desert. SPHERE A Jecht Sphere sits on the bridge — you cannot view it until Macalania Woods, but you can note it now.
2
SIDE QUEST The Jecht Shot. Talk to Wakka on the deck and take the practice. Press the direction shown plus X as each prompt appears and clear all of them before the final swing. Learning it removes two blockers when Tidus shoots in blitzball. If you miss it, you can retake the Luca–Kilika ferry later, so it is not a permanent loss.
3
BOSS Sin's Fin. Stack Cheer two or three times, keep Sinscales cleared with Wakka and Lulu, and hit the fin itself when it is the only target.
Kilika Port and WoodsYuna's first sending
4
Sin has flattened the port. Watch the sending, then rest. PRIMER IV is in one of the huts on the walkways — this one has no duplicate, so take it before you leave.
5
In the woods, BOSS Sinspawn Echuilles blocks the path. Use Dark Attack on it: blinded, its Blender attack misses, and the fight becomes trivial. Valefor's Energy Ray finishes it.
6
SIDE QUEST Lord Ochu guards a side path in the woods. Optional, and a real fight this early. Fire magic hurts it, NulTide blocks its water attacks, and Esuna clears the poison. It falls asleep and regenerates, so burst it rather than grinding it down. Beating it early is good AP.
7
At the temple steps, BOSS Sinspawn Geneaux. Kill the two tentacles with physical attacks first, then Fire the exposed body once the shell opens.
8
Clear the Kilika Cloister of Trials and take the Destruction Sphere chest. Yuna gains AEON Ifrit.
9
ITEM The Kilika shop sells weapons with the Capture ability. You need Capture weapons for every character to fill the Monster Arena later, so buy a set the first time you can afford one — Capture cannot be added through customisation.
S.S. Winno and Lucathe tournament
10
PRIMER V is on the bridge of the S.S. Winno. A duplicate exists in the Sanubia Desert.
11
In Luca, PRIMER VI is in the basement locker room of the stadium and PRIMER VII is near the stairs by the Sphere Theater reception.
12
KEY ITEM Jupiter Crest is in a locker in the Aurochs' locker room. SPHERE A Jecht Sphere is in the hallway just outside the same room.
13
SIDE QUEST Win the blitzball tournament. You are not required to, but winning is the cleanest way to start the blitzball chain that eventually gives Wakka's Attack Reels and the Jupiter Sigil. Play Manual A, pass to whoever is unmarked, and shoot from close range. Losing here is recoverable — the league runs for the rest of the game.
14
Fiends storm the stadium. BOSS Oblitzerator: use the Pull Back trigger command, hit the crane with three Thunder spells to charge it, then Pull Back again — the crane strips most of its health in one drop.
15
Auron joins the party for good. On the way out of Luca he tells Tidus that Jecht is Sin.
PART 2 OF 8
PART 3Mi'ihen Highroad to DjoseOperation Mi'ihen

A long stretch of road with several one-way sub-areas. Mushroom Rock's ridge and beach close permanently once the operation ends, so sweep them before you commit to the battle.

Mi'ihen Highroadand the Oldroad detour
1
Rin hands you PRIMER VIII automatically at his Travel Agency. PRIMER IX is on the side trail near the agency.
2
KEY ITEM Mars Crest is at the far southern end of the Oldroad, the overgrown branch off the main highroad. SPHERE A Jecht Sphere sits beside it. Both are easy to walk past because the Oldroad looks like a dead end.
3
SIDE QUEST Belgemine appears on the highroad and challenges Yuna to an aeon duel. Beat her and she gives you spheres; her full set of eight duels at Remiem Temple is what eventually yields Yuna's Moon Sigil.
4
BOSS Ifrit in an aeon duel against Belgemine, then BOSS Chocobo Eater further up the road. Fire does double damage to the Chocobo Eater, and every hit of roughly 1,200 or more staggers it, which pushes it back toward the cliff instead of you. Push it off and you get a Lv.1 Key Sphere.
Mushroom Rock Roadthe ridge and beach close after this
5
PRIMER X is along the Precipice, on the narrow valley path. SPHERE Auron's Jecht Sphere is on an outcrop southwest of the large lift — the single easiest Jecht Sphere to miss on this stretch.
6
KEY ITEM Note the Lord Mi'ihen statue here. Much later you bring the Rusty Sword up from the Calm Lands gorge and use it on this statue to get Auron's Masamune.
7
Operation Mi'ihen begins. BOSS Sinspawn Gui, fought in stages. Kill the arms first — a single Fira or Thundara removes each one. Cast NulShock before the head's Demi, and let aeons take the body's Venom attack.
8
Sin annihilates the Crusaders. Everything on the ridge and beach is sealed from here.
Djose Highroad and Templethe third Cloister
9
PRIMER XI is tucked behind a pillar on the Djose Highroad.
10
Clear the Djose Cloister of Trials, take the Destruction Sphere chest, and Yuna gains AEON Ixion.
PART 3 OF 8
PART 4Moonflow, Guadosalam and MacalaniaSeymour, and the first real superboss window

This is where the game opens up. Macalania Woods hosts the Butterfly Hunt and the Jecht Sphere trail, and the Thunder Plains hold both a Primer and the 200-dodge grind for Lulu's Onion Knight.

The Moonflowshoopuf crossing
1
PRIMER XII is at the North Wharf. SPHERE A Jecht Sphere is in front of the rest area at the South Wharf.
2
BOSS Extractor, underwater. Deal around 500 damage while it hovers to force it down where you can reach it. Slow it to space out Depth Charges, and use lightning damage.
3
Rikku openly joins the party on the far bank.
Guadosalam and the FarplaneSeymour's proposal
4
PRIMER XIII is inside one of the houses in Guadosalam.
5
Visit the Farplane, watch Jyscal's sphere, and learn that Seymour murdered his own father. KEY ITEM The Venus Crest is in a Farplane chest, but only on a later visit — note it and come back.
Thunder Plainsthe lightning-dodge grind lives here
6
PRIMER XIV is at Rin's Agency on the plains. A duplicate exists in the Sanubia Desert. SPHERE A Jecht Sphere is by the northernmost lightning tower on the east side of the southern half.
7
SIDE QUEST Qactuar Stones. Praying at the three Qactuar Stones on the plains starts the chain that leads to Kimahri's Spirit Lance, found at the ruined tower near the Guadosalam entrance once a spectral Qactuar shows you the way.
8
SIDE QUEST Lightning dodging. Full method on the Minigames tab. You can do it now or in the endgame; doing it now means walking the plains with much weaker gear, so most players come back later with No Encounters equipped.
Macalania WoodsButterfly Hunt and the Jecht Sphere trail
9
PRIMER XV is on the Lake Road near the Save Sphere.
10
BOSS Spherimorph. Hit it with a physical attack, read the element of the spell it counters with, then hit it with the opposite element. It rotates elements after each cycle, so re-check every round. Beating it starts the Jecht Sphere trail and hands you the first sphere automatically.
11
SPHERE A second Jecht Sphere is in Macalania Woods South near the Save Sphere fork.
12
SIDE QUEST Butterfly Hunt. Run it now if you can — the pre-Spherimorph version has a longer timer and fewer red butterflies than the endgame version. Clearing the first map gives a Teleport Sphere; the second gives Kimahri's Saturn Sigil.
13
SIDE QUEST Later in the game, the Macalania Woods spring is where the Cloudy Mirror becomes the Celestial Mirror: bring the mirror here and reunite the wandering family, one member at a time.
Lake Macalania and the templethe ice breaks after this
14
PRIMER XVI is just left of Rin's Agency at the lake.
15
BOSS Crawler and Negator. The Negator shuts off magic and aeons — kill it first with Wakka or a Grenade, then flood the Crawler with Thundara. Summon an aeon to eat the Mana Beam.
16
Clear the Macalania Cloister of Trials and take the Destruction Sphere chest. Yuna gains AEON Shiva.
17
BOSS Seymour, with two Guado Guardians and then Anima. Remove the Guardians first, use aeon Overdrives on Seymour, and bring Shiva out against Anima — Blizzara heals her, so she can outlast Pain.
18
BOSS Wendigo on the frozen lake. Kill the Guado Guardians first and steal from them to stop their Auto-Potion. Esuna the Berserk it inflicts, then Sleep Attack it and hit it with black magic while it is down.
19
MISSABLE The ice collapses and Sin swallows the party. Anything you left under the ice, and the Macalania Travel Agency stock, is gone.
PART 4 OF 8
PART 5Bikanel Desert and Homethe most dangerous part of the game for a 100% run
Do not leave without: Primers XIX, XX and XXI. Home is destroyed at the end of this part and never reopens. If you walk out without them, the Al Bhed Primer set — and the trophy attached to it — is gone for that save file.
Sanubia Desertthe duplicate Primers live here
1
PRIMER XVII and PRIMER XVIII are both in Sanubia Central. The desert also holds spare copies of Primers I, III, V and XIV, so any of those four you missed earlier can be recovered here — and only here.
2
KEY ITEM Mercury Crest is in the shifting-sand pit in the western Sanubia Sands, near Home. Walk into the sinkhole rather than around it.
3
SIDE QUEST The Cactuar Gatekeepers start here. Nine of the ten are scattered across the desert screens and the Oasis; the tenth boards the airship. Completing all ten gives Rikku's Mercury Sigil. Full list and the trick for each on the Minigames tab.
Homedestroyed at the end of this section
4
PRIMER XIX MISSABLE is outside the entrance to Home. Take it before you step inside — advancing past the first corridor seals it.
5
PRIMER XX MISSABLE is on the bed in the southern Living Quarters, in the room with the forced fight.
6
PRIMER XXI MISSABLE is at the end of the northeast fork of the Main Corridor.
7
Fight through the Guado assault, reach the summoners' sanctum, and escape as Cid detonates Home. BOSS Evrae waits on the airship exterior: use Power Break and Dark Attack on it, use the Pull Back trigger to dodge Poison Breath, and let Wakka and Lulu work at range while Cid's missiles chip in.
PART 5 OF 8
PART 6Bevelle and the Calm Landsone more missable Primer, then the game opens up
Do not leave without: Primer XXII in the Priests' Passage — it is lost the instant you start the Bevelle Cloister of Trials. And in the Calm Lands, buy several Magic Counter Bucklers from the travelling merchant on your first arrival; that merchant never returns, and it is the only source of the Magic Counter ability in the game.
Bevellethe palace and Priests' Passage close permanently
1
Crash the wedding. PRIMER XXII MISSABLE is in the Priests' Passage, before the Save Sphere. Once the Cloister starts, that corridor is sealed for good.
2
Clear the Bevelle Cloister of Trials. This is the only Cloister where the Destruction Sphere is required to finish, so you cannot miss that particular chest. Yuna gains AEON Bahamut.
3
The party is condemned and thrown into the Via Purifico. You are split up: Yuna faces Isaaru's aeons alone (counter each with your own), while the others face BOSS Evrae Altana — it is Zombie, so two Phoenix Downs kill it instantly.
4
BOSS Seymour Natus on the Highbridge. Cast the Nul spells before he opens, keep Bio ticking, and remove Petrify from Shattering Claw immediately. Kill the Mortibody only when it is about to drain the party.
Calm Landsthe sidequest hub
5
PRIMER XXIII is in the northwest corner of the Calm Lands.
6
ITEM MISSABLE Buy Magic Counter Bucklers from the hovercraft merchant in the southern Calm Lands now. Buy more than you think you need.
7
SIDE QUEST Open the Monster Arena by capturing one of every fiend in the Calm Lands with Capture weapons. The owner sells Capture weapons if you did not buy any in Kilika.
8
SIDE QUEST Start chocobo training at the Calm Lands trainer. The four courses run from Wobbly Chocobo up to the Catcher Chocobo race — a time of 0:0:0 in that last one is Tidus's Sun Sigil.
9
KEY ITEM The Rusty Sword is at the bottom of the northern gorge, near the entrance to the Cavern of the Stolen Fayth. Take it back to the Lord Mi'ihen statue on Mushroom Rock Road for Auron's Masamune.
10
SIDE QUEST Cavern of the Stolen Fayth, off the gorge. Clear it, beat the guardian, and pay for AEON Yojimbo. PRIMER XXV is inside the cavern.
11
SIDE QUEST Remiem Temple, reachable only by chocobo from the Calm Lands. Win the chocobo race for the Cloudy Mirror and the chest prizes, beat Belgemine's eight aeons for Yuna's Moon Sigil, and pick up PRIMER XXIV in the northwest corner.
12
BOSS Defender X guards the northern gate. Armor Break and Mental Break, then Hastega and a Bahamut Overdrive.
PART 6 OF 8
PART 7Mt. Gagazet and ZanarkandWantz, the Ronso Rages, and Yunalesca
Do not leave without: talking to Wantz on the Mt. Gagazet mountain trail. If you skip him he never sets up shop in Macalania Woods later, and you permanently lose the only shop that sells four-slotted weapons and armour — the base equipment every endgame build is made from.
Mt. Gagazetthe Ronso trial
1
MISSABLE Speak to Wantz on the mountain trail. He is an ordinary-looking NPC with no quest marker.
2
SPHERE Braska's Jecht Sphere is in an alcove up a narrow path leading north off the mountain trail.
3
BOSS Biran and Yenke Ronso. Before you win, use Kimahri's Lancet on both of them repeatedly — this is the single convenient window to learn Self-Destruct, Thrust Kick, Fire Breath, Stone Breath, Aqua Breath, Doom, White Wind and Mighty Guard in one sitting. They buff each other, so kill whichever one is casting.
4
KEY ITEM Saturn Crest is in a chest between the pillars at the Gagazet Prominence, reachable after Seymour Flux.
5
BOSS Seymour Flux and Mortiorchis. Attack the Mortiorchis rather than Seymour, keep Holy Water ready for the Zombie he inflicts, and never let anyone sit at low HP because Total Annihilation hits the whole party.
6
BOSS Sanctuary Keeper in the Gagazet cave. Armor Break and Mental Break it, Dispel the Haste and Regen it gives itself, and Auron's Threaten will hold it still.
7
SIDE QUEST The underwater section of the Gagazet cavern holds Achelous, Splasher and Maelspike — capture two of each for the Monster Arena creation Shinryu.
Zanarkand Ruinsthe last Cloister
8
Clear the Zanarkand Cloister of Trials — the longest one in the game, and the one whose Destruction Sphere you cannot get on the first pass. You must return by airship later to finish the extra floor patterns and claim it. It is the sixth of the six chests Anima needs.
9
BOSS Spectral Keeper. It plants Glyph Mines on the floor tiles; keep your party members off tiles adjacent to each other and use the rotate command to shuffle positions. Mental Break, then Flare.
10
BOSS Yunalesca, in three forms. In the last form her Mega Death kills anyone who is alive — so keep the entire party Zombie and it fails outright. Remove Zombie only long enough to heal with items, and put it straight back on.
11
KEY ITEM Sun Crest is in a chest in The Beyond, the room past Yunalesca, and it appears only after she is beaten. Grab it before you leave the dome.
PART 7 OF 8
PART 8The airship and Inside Sinfree roam, then the end

From here the airship takes you anywhere, and every remaining sidequest is open. Everything on this site's other tabs — Celestial Weapons, the Monster Arena, Dark Aeons, Penance — is meant to be done in this window, before you commit to the last stretch.

Airship destinationstype these into the search screen
DestinationHow to reach it
Baaj TempleSearch coordinates around x=14, y=57. Holds Geosgaeno, Lulu's Onion Knight, and Anima behind the six statues.
Omega RuinsSearch coordinates around x=72, y=35. Ultima Weapon and Omega Weapon live here, plus Primer XXVI.
GodhandEnter the password GODHAND on the input screen, then fly there and use the Celestial Mirror for Rikku's weapon.
Sinthe approach
1
BOSS Sin's Left Fin and Right Fin, then Sinspawn Genais and Sin's Core, then Overdrive Sin. Armor Break and Mental Break carry all of them; use ranged attacks and aeons so Gravija hurts less. Kill Overdrive Sin before its gauge fills.
2
Inside Sin: City of Dying Dreams, then the Garden of Pain. BOSS Seymour Omnis — the floating wheels around him set his element. Attack a wheel to force the element you want, Nul it or absorb it, and Dispel his shell.
3
SAVE The Save Sphere in the Tower of the Dead is the last one before the point of no return. Everything up to here still lets you fly back out. Once you head north into The Nucleus, you are committed.
4
BOSS Braska's Final Aeon, in two forms. The Yu Pagoda beside it heals it and charges its Overdrive — kill the Pagoda every time it appears. Tidus's Talk command resets the Overdrive gauge, and it works twice. The second form applies Zombie and then heals you to death, so keep Holy Water on hand.
5
BOSS Yu Yevon. Unloseable: every aeon enters with Auto-Life. You fight it once per aeon you own, killing your own summons in turn. Its Pagodas heal it, so clear them first.
PART 8 OF 8

Cloister of Trials

Six temple puzzles, plus two special locations that have no Cloister at all. Every Cloister hides a Destruction Sphere in a side route, and each Destruction Sphere opens one chest. Those six chests are the only thing standing between you and Anima, so treat them as mandatory rather than optional.

The rule that matters. Each of the six statues in the Baaj antechamber lights up only if you claimed that temple's Destruction Sphere treasure. Five out of six leaves the seal shut. Zanarkand's is the one most players miss, because it cannot be taken on the first visit at all.
Besaidtreasure: Rod of Wisdom
1
Touch the glyph on the door to open it. Take the Glyph Sphere from its recess and use it on the next door.
2
In the corridor, put the Glyph Sphere into the recess on the left-hand wall, then touch the glyphs beside the pedestal.
3
Take the Besaid Sphere and place it in the pedestal to open the way forward. That also opens the side room.
4
DESTRUCTION SPHERE It is in that side room. Put it back into the recess the Besaid Sphere came out of, then push the pedestal onto the glowing tile. The chest holds the Rod of Wisdom for Yuna.
Kilikatreasure: Red Armlet
1
Pull the Kilika Sphere out of its holder and insert it into the recess to open the door.
2
Move the same sphere to the recess on the north wall, then use the two side recesses in turn.
3
Push the pedestal onto the glowing tile; it teleports. Collect the Glyph Sphere it reveals.
4
DESTRUCTION SPHERE The Glyph Sphere opens a small side room holding it. Insert it into the wall recess there and the chest blows open: Red Armlet.
Djosetreasure: Magic Sphere
1
Take the two Djose Spheres from the side walls and put them into the recesses flanking the double doors.
2
Inside, push the pedestal into the lightning field to charge a sphere, then insert the Charged Djose Sphere and ride the pedestal through the field.
3
DESTRUCTION SPHERE Touch the flickering glyph on the wall before you put the sphere into the pedestal — that is the branch that gives you the Destruction Sphere. Place it in the central pedestal for the Magic Sphere.
4
Upstairs, push all five pedestals into the wall recesses to complete the eye glyph, then ride the lift down.
Macalaniatreasure: Luck Sphere
1
Push the pedestal into the ice formation, then place the Macalania Sphere in the pedestal.
2
Rebuild the broken ice bridge by inserting spheres into the pillars in order, working from the lower level upward.
3
DESTRUCTION SPHERE Take the optional branch: re-create the original ice formation instead of the shortcut, then put the Destruction Sphere into the first recess on the left of the lower level. Chest: Luck Sphere.
Bevelletreasures: HP Sphere and Knight Lance
1
This one is a rail ride. Stand on the pedestal and press X on the directional glyphs as you pass them to switch tracks.
2
Grab a Bevelle Sphere at the first stop and insert it to restore the missing section of track.
3
Take a second Bevelle Sphere further along, cross, and insert it into the left-hand wall to light the path.
4
Collect the Glyph Sphere and put it in the recess on the far wall. The wall disappears, exposing the Destruction Sphere.
5
DESTRUCTION SPHERE Bevelle is the one Cloister where using it is required to finish, so this chest cannot be missed. Return it to activate the next glyph, then insert the first Bevelle Sphere and step on the glyph beneath the chest to bring the pedestal across. Chests: HP Sphere and the Knight Lance for Kimahri.
Zanarkand Dometreasure: Magistral Rod — and you cannot get it on the first visit
1
Step on the switch at the front of the room, then on the remaining white-dot switches in this order: the one straight ahead, the one to its right, the one north of that, the one southwest between them, and the one in the far northwest.
2
Push each of the four corner pedestals back. Each one reveals a pattern in the adjoining room; go in and reproduce the pattern by stepping on the white squares.
3
Put the Kilika Sphere in the left-centre pedestal and the Besaid Sphere in the right-centre pedestal to repair the lift. Spectral Keeper is next.
4
DESTRUCTION SPHERE EASY TO MISS Come back by airship after the story moves on. Complete the extra white-square patterns in both puzzle rooms and the Destruction Sphere appears from the niche in the monitor. Insert it into the recess to the right of the front screen for the Magistral Rod.
Baaj Templeno Cloister — this is where the six chests pay off
1
Search the airship map around x=14, y=57. Dive into the flooded ruin and fight BOSS Geosgaeno. Equip Stoneproof or Stone Ward — its gaze petrifies, and a petrified character can be shattered.
2
MISSABLE Geosgaeno drops the No Encounters weapon on its first kill only. Save before the fight and reload if it does not drop — this is the only in-game source of that ability.
3
CELESTIAL Onion Knight, Lulu's Celestial Weapon, is in a crevasse south of the pool. There is also a Megalixir and Mega Phoenixes down there.
4
Inside the antechamber, six statues stand for the six temples. All six lit means all six Destruction Sphere chests were claimed — and the seal opens on AEON Anima.
Remiem Templeno Cloister — a race and eight duels
1
Reachable only on a Calm Lands chocobo. Win the chocobo race for the Cloudy Mirror; the number of chests you touch on the way sets the prize tier.
2
Beat all eight of Belgemine's aeons, then send her, for Yuna's Moon Sigil. Beating her Bahamut also gives the Flower Sceptre, one of the two keys to the Magus Sisters.
3
PRIMER XXIV is in the northwest corner of the temple grounds.

Celestial Weapons

Seven weapons, one per character, and each needs three separate things: the weapon itself, its Crest, and its Sigil. The weapon alone is weak — it ignores the target's Defence but does almost no damage. The Crest lifts the 9,999 damage cap. The Sigil turns on the full ability set and the special damage formula.

Start with the mirror. Nothing here works without the Celestial Mirror. Win the Remiem Temple chocobo race for the Cloudy Mirror, then take it to Macalania Woods and reunite the wandering family — speak to each member in turn until the mirror clears.
CharacterWeaponWeapon locationCrest
TidusCaladbolgCalm Lands, northwest glyph — only after beating the chocobo trainerSun Crest — Zanarkand Dome, The Beyond, after Yunalesca
YunaNirvanaMonster Arena owner, after capturing one of every Calm Lands fiendMoon Crest — alcove on Besaid beach
WakkaWorld ChampionLuca cafe bartender, after placing in a blitzball tournamentJupiter Crest — locker in the Aurochs' locker room, Luca
KimahriSpirit LanceThunder Plains — pray at all three Qactuar Stones, then follow the spectral Qactuar to the ruined tower near the Guadosalam entranceSaturn Crest — chest between the pillars at Mt. Gagazet Prominence
LuluOnion KnightBaaj Temple, underwater crevasse south of the poolVenus Crest — Farplane chest on a later visit
AuronMasamuneTake the Rusty Sword from the Calm Lands gorge to the Lord Mi'ihen statue on Mushroom Rock RoadMars Crest — far southern end of the Mi'ihen Oldroad
RikkuGodhandEnter the airship password GODHAND, fly there, use the mirrorMercury Crest — sinking-sand pit in western Sanubia Sands
The seven Sigilsthis is the part that takes the time
SigilWhat you have to doWhat the finished weapon does
Sun Sigil
Tidus
Finish the Catcher Chocobo race with a time of 0:0:0. Balloons subtract three seconds, bird hits add three and stun you. In practice you need roughly thirteen balloons and no more than one hit.Damage rises as his current HP rises. Adds Evade & Counter and Magic Counter.
Moon Sigil
Yuna
Beat all eight of Belgemine's aeons at Remiem Temple, then send her.Damage rises with her current MP percentage. Adds Double AP and One MP Cost.
Jupiter Sigil
Wakka
A blitzball league prize. It only enters the prize pool once Wakka has all four Slots reels, and the draw is random — reset the blitzball data to reroll the prize list if it does not appear.Damage rises with his current HP. Adds Double AP and Evade & Counter.
Saturn Sigil
Kimahri
Win the second Butterfly Hunt in Macalania Woods — the harder, later run.Damage rises with his current HP. Adds Double AP and Evade & Counter.
Venus Sigil
Lulu
Dodge 200 lightning bolts in a row on the Thunder Plains.Damage rises with her current MP. Adds Magic Booster and One MP Cost.
Mars Sigil
Auron
Unlock ten Area or Species Conquest creations at the Monster Arena.Damage rises as his HP falls — the only inverted formula. Adds First Strike and Counterattack.
Mercury Sigil
Rikku
Find all ten Cactuar Gatekeepers in Bikanel and finish the hunt at Cactuar Village.Damage rises with her current HP. Adds Double AP and Gillionaire.
Every finished Celestial Weapon carries Break Damage Limit and Triple Overdrive on top of its two listed extras. That is why they are worth the work: Break Damage Limit is otherwise sixty Dark Matter per weapon.

Aeons & Overdrives

The aeonsfive come to you, three you have to earn
AeonHow you get it
ValeforBesaid Temple, story. Her second Overdrive, Energy Blast, comes from the Besaid dog errand: ask the item-shop woman about her missing dog, then go and talk to the dog.
IfritKilika Temple, story.
IxionDjose Temple, story.
ShivaMacalania Temple, story.
BahamutBevelle Temple, story.
YojimboCavern of the Stolen Fayth, off the northern Calm Lands gorge. Beat the guardian, reach the Chamber of the Fayth, and negotiate a price. Answer his question about your motive with the third option to set the base at 250,000 gil, then either haggle down or simply pay 250,001 — paying generously raises his compatibility, which is what makes him actually use Zanmato.
AnimaAll six Destruction Sphere chests, then Baaj Temple by airship. Kill Geosgaeno, light all six statues, open the seal.
Magus SistersNeeds Yojimbo and Anima first. Bring the Flower Sceptre (beat Belgemine's Bahamut at Remiem) and the Blossom Crown (Monster Arena reward for capturing one of every Mt. Gagazet fiend) to the door at the back of Remiem Temple.
Character Overdriveswhat unlocks what
CharacterUnlock condition
Tidus
Swordplay
Counts the number of Overdrives you have used. Spiral Cut from the start, Slice & Dice at 10, Energy Rain at 30, Blitz Ace at 80.
Auron
Bushido
Counts Jecht Spheres viewed. Dragon Fang from the start, Shooting Star after 1, Banishing Blade after 3, Tornado after 10.
Wakka
Slots
Element Reels from the start. Attack Reels is a tournament prize. Status Reels needs Attack Reels plus a few hundred battles fought, then a league win. Aurochs Reels needs Status Reels plus more battles, then a tournament win. All three are random draws from the prize pool — reset the blitzball data to reroll.
Lulu
Fury
Built in. Pick a spell and rotate the stick to cast it over and over.
Yuna
Grand Summon
Built in. Summons any aeon you own with its own Overdrive gauge already full.
Rikku
Mix
Built in. Combine two items for an effect neither has alone — the strongest ability in the game once you have stock.
Kimahri
Ronso Rage
Learned by using Lancet on the right fiend. Twelve in total, listed below.
Ronso RagesLancet these fiends
RageLancet this
JumpKnown from the start.
Seed CannonRagora, Kilika Woods.
Self-DestructBomb, Grenade, Puroboros — or Biran Ronso.
Thrust KickYKT-63 or YKT-11 — or Biran Ronso.
Fire BreathDual Horn, Valaha, Grendel — or Yenke Ronso.
Stone BreathBasilisk or Anacondaur — or Yenke Ronso.
Aqua BreathChimera or Chimera Brain — or Yenke Ronso.
DoomGhost or Wraith — or Biran Ronso.
White WindDark Flan or Spirit — or Yenke Ronso.
Bad BreathMalboro or Great Malboro, Calm Lands.
Mighty GuardBehemoth or Behemoth King — or Biran Ronso.
NovaOmega Weapon or Nemesis.
Why the Gagazet fight matters. Biran and Yenke between them carry eight of these Rages, and learning one instantly fills Kimahri's Overdrive gauge. Every ability is available from ordinary fiends later, but that fight is the only place you can collect eight in a row.
Mixes worth rememberingmost have several valid recipes; these are the common ones
MixIngredientsEffect
Trio of 9999Wings to Discovery x2Every party hit deals 9,999 for the rest of the fight.
SunburstShining Gem + Supreme Gem19,998 fixed damage to everything.
Final ElixirHi-Potion + any non-basic sphereFull HP and MP to the party, and revives.
Ultra NulAllHealing Spring x2All four Nul spells plus stat buffs.
Hyper Mighty GHealing Spring + Wings to DiscoveryProtect, Shell, Haste, Regen and Auto-Life on the party.
Mega PhoenixPhoenix Down x2Revives the whole party.
Freedom XEther + MuskZero MP cost for the rest of the fight.
EccentrickAmulet x2Doubles the Overdrive charge rate.
Hyper VitalityPotion + Stamina TonicDoubles maximum HP.
Nega BurstShadow Gem + Ability DistillerCuts the enemy's current HP by roughly three quarters.

Al Bhed Primers & Jecht Spheres

Twenty-six Primers translate the Al Bhed language a letter at a time. Four of them — XIX to XXII — sit in areas that close permanently, and those four are the reason most 100% runs fail.

The four that end runs: XIX, XX and XXI are all inside Home, which self-destructs. XXII is in the Priests' Passage at Bevelle and is sealed the moment the Cloister of Trials starts. Nothing recovers them.
#WhereNotes
ISalvage Ship, rear deckSpare copy in the Sanubia Desert
IIBesaid Village, Crusaders LodgeDark Valefor blocks the village on late visits in the HD version
IIIS.S. Liki, engine roomSpare copy in the Sanubia Desert
IVKilika Port, in one of the hutsNo spare — take it on the way through
VS.S. Winno, bridgeSpare copy in the Sanubia Desert
VILuca Stadium, basement locker room
VIILuca, by the Sphere Theater reception stairs
VIIIMi'ihen HighroadRin hands it to you automatically
IXMi'ihen Highroad, side trail near the Agency
XMushroom Rock Road, the PrecipiceOn the narrow valley path
XIDjose Highroad, behind a pillar
XIIMoonflow, North Wharf
XIIIGuadosalam, inside a house
XIVThunder Plains, Rin's AgencySpare copy in the Sanubia Desert
XVMacalania Woods, Lake Road near the Save Sphere
XVILake Macalania, left of Rin's Agency
XVIISanubia Desert, Central
XVIIISanubia Desert, Central
XIXHome, outside the entranceMISSABLE lost once you move past the first corridor
XXHome, southern Living QuartersMISSABLE on the bed in the forced-fight room
XXIHome, northeast fork of the Main CorridorMISSABLE
XXIIBevelle, Priests' PassageMISSABLE lost the moment the Cloister starts
XXIIICalm Lands, northwest corner
XXIVRemiem Temple, northwest cornerNeeds a chocobo to reach
XXVCavern of the Stolen Fayth
XXVIOmega RuinsAirship destination, around x=72 y=35
Jecht Spheresten of them — each viewing upgrades Auron

None of them can be viewed until you beat Spherimorph in Macalania Woods, which hands you the first one on the spot. After that, every sphere you find and watch counts toward Auron's Bushido Overdrives.

#Where
1Macalania Woods — given automatically after Spherimorph
2Macalania Woods South, near the Save Sphere fork
3Besaid Village, to the right of the temple entrance
4S.S. Liki, on the bridge
5Luca, hallway outside the Aurochs' locker room
6Mi'ihen Oldroad South, at the far southern end beside the Mars Crest
7Mushroom Rock Precipice, on the outcrop southwest of the large lift
8Moonflow South Wharf, in front of the rest area
9Thunder Plains South, by the northernmost lightning tower on the east side
10Mt. Gagazet Mountain Trail, in an alcove up a narrow northward path

Minigames

Five of the seven Sigils come out of a minigame, so none of this is optional if you want the Celestial Weapons. Each one below is written as the method that actually works rather than the rules the game gives you.

BlitzballAttack Reels and the Jupiter Sigil
1
Switch the control mode to Manual A. Auto plays itself badly and Manual B is unnecessary.
2
Speed is the stat that wins games. A fast player swims around defenders instead of triggering a breakthrough check, so the ball never gets taken. Build the roster around it.
3
Recruits worth signing: Brother (airship — the best all-round player in the game), Nimrook (airship cargo hold — far and away the best keeper, though you may have to wait out his current contract), Larbeight (Kilika docks — best forward), Ropp and Nedus for defence, and Miyu on the Moonflow north bank as a free early keeper.
4
The reliable scoring pattern: draw two defenders onto a fast midfielder, pass out to an unmarked forward, and shoot from close range with energy left over. Learn techniques by playing near opponents who use them, then buy them with Techcopy.
5
Wakka's reels are random prizes. Meeting the condition only puts the reel into the prize pool. If it does not drop, reset the blitzball data from the menu to reroll the pool and play the tournament again.
Chocobo trainingfour courses, Calm Lands
CourseWhat it asksReward
Wobbly ChocoboReach the goal inside about 12.8 seconds while the bird veers off line. Tap left and right to correct rather than holding a direction.Elixir, plus the ability to ride in the Calm Lands
Dodger ChocoboUnder about 16.8 seconds while dodging blitzballs.Lv.1 Key Sphere
Hyper Dodger ChocoboUnder about 18.5 seconds with blitzballs and homing birds. Wide sweeping curves beat small corrections.Lv.2 Key Sphere
Catcher ChocoboBeat the trainer in a race. Balloons take three seconds off, bird hits add three and briefly stun you.Lv.3 Key Sphere — and Sun Sigil at 0:0:0
The 0:0:0 method. Use the D-pad, never the analog stick — the analog stick moves noticeably slower. Avoiding birds matters far more than collecting balloons: one hit costs three seconds plus the stun, which is worth more than a balloon. Run several practice laps to memorise where the birds spawn, hug the top or bottom edge on whichever side is clear, and only detour for balloons that are already on your line.
Butterfly HuntMacalania Woods — Saturn Sigil
1
Two separate maps: the Central and South woods, then the North woods. Touch every blue butterfly before the timer runs out. Red butterflies cost you seconds and drop you into a fight with a strengthened local fiend.
2
Equip No Encounters before you start. A random battle in the middle of a run ends it.
3
Leaving the screen resets the run, including a finished one you have not cashed in yet. Walk to the reward, do not run out and back.
4
Do the first map before beating Spherimorph if you can — that version has a longer timer and fewer reds. The version you get in the endgame is the hard one.
5
Practical routing: run the trail a few times without chasing anything to learn where the butterflies sit, then take the one nearest your exit direction last so you never have to double back.
Lightning dodgingThunder Plains — Venus Sigil
1
Stand on the slope just north of the fork toward Rin's Travel Agency, near the entrance crater. Strikes land every three to four seconds there, which is as fast as the plains get.
2
Equip No Encounters. A random battle does not break the chain, but it wastes minutes and breaks your rhythm.
3
The cue is the white screen flash, not the sound. You have roughly a second after it to press X — far more slack than it feels like. Press once; mashing is what gets people hit.
4
Take breaks by opening the pause menu, not by walking away — walking risks an untimed strike. Some players find it easier with the sound muted.
5
Milestones along the way: 5 dodges gives two X-Potions, 50 gives three Strength Spheres, 100 gives three HP Spheres, 150 gives four Megalixirs, and 200 gives the Venus Sigil.
Cactuar GatekeepersBikanel — Mercury Sigil
1
Each Cactuar is a red-light game: move only while it is looking away, freeze the moment it turns. You get three approaches; failing gives a lesser sphere instead of a fight.
#NameWhere and what to do
1FlaileSanubia West, right after you examine the first stone. Straightforward rhythm — watch him, not the scenery.
2TomayThe Oasis. The easiest of the set.
3RoviveaSanubia East, in the western alcove. Start from behind him and work toward the front.
4ChavaSanubia West, by the discount signpost. Same rear-to-front approach.
5AlekSanubia Central, in the northeast ruins.
6AlojaSame ruins as Alek. The two turn at the same time, so treat them as one timer rather than two.
7VachellaSanubia East, near the Save Sphere. He turns three more times in quick succession — the hardest reaction test of the ten.
8RobeyaSanubia Central, in the treasure-chest area. Open the chests first; his timing is forgiving.
9IsrraSanubia West, at the antlion pits. The trick: drop into the pit nearest your start and run straight ahead — a hidden tunnel links the two pits and puts you out behind him.
10ElioStarts at the Oasis, then boards the airship. Find him on the deck — no chase, no fight.
Remiem Temple chocobo racethe prize tiers
1
You need a Calm Lands chocobo to get here at all. Ride the platform maze and beat the rival bird; the chests you touch on the way set which prize you are offered, and each prize is given only once.
2
Prizes: one chest gives an Elixir, two a Megalixir, three thirty Wings to Discovery, four thirty Pendulums, five sixty Three Stars. Go for five chests first and work downward — fewer chests gets easier with practice, not harder.
3
Winning the first time also gives the Cloudy Mirror. Clipping the coloured poles is survivable, so do not panic-steer around them.

Monster Arena

Open the arena by capturing one of every non-machina fiend in the Calm Lands using Capture weapons. From that point any fiend you capture anywhere is added, and the captures themselves drive three tiers of custom monsters.

Capture cannot be customised. It only comes on weapons bought in Kilika or from the arena owner. Buy a full set of seven so you never have to swap gear mid-hunt, and note that a capture only counts if the fiend is killed with a Capture weapon.
Area Conquestcapture one of every fiend in that region
CreationRegion
StratoavisBesaid
Malboro MenaceKilika
KottosMi'ihen Highroad — the standard farming target for red spheres
CoeurlreginaMushroom Rock Road
JormungandDjose Highroad
Cactuar KingThunder Plains
EspadaMacalania
Abyss WormBikanel
ChimerageistCalm Lands — unlocking this one also gives Yuna's Nirvana
Don TonberryCavern of the Stolen Fayth — the AP-farming target
CatoblepasMt. Gagazet — its reward is the Blossom Crown for the Magus Sisters
AbaddonInside Sin
VorbanOmega Ruins
Species Conquestcapture several of every fiend in that family
CreationFamilySphere it drops
FenrirCaninesAgility Spheres
OrnitholestesReptiles
PteryxBirds
HornetWasps and insects
VidatuImps and mages
One-EyeEvil eyesA common Dark Matter source
Jumbo FlanFlansMagic Spheres
Nega ElementalElementals
TanketHelms — needs five of each typeDefence Spheres
FafnirDrakes
Sleep SproutPlants
Bomb KingBombs
JuggernautRuminantsStrength Spheres
IroncladIron giants — needs ten of each type
Original creationsthe end of the road
CreationRequirement
Earth EaterUnlock two Area Conquest fiends. Drops Fortune Spheres — the only source.
Greater SphereUnlock two Species Conquest fiends
CatastropheUnlock six Area Conquest fiends
Th'ubanUnlock six Species Conquest fiends
NeslugCapture at least one of every fiend in Spira
Ultima BusterCapture at least five of every fiend in Spira
ShinryuCapture two each of Achelous, Splasher and Maelspike in the Gagazet cavern
NemesisCapture ten of every fiend in Spira and beat every other Area, Species and Original creation. Ten million HP.
Ten of everything is the real grind. Nemesis is the longest task in the game by a wide margin. If you only want the Mars Sigil for Auron, you need ten Area or Species creations unlocked, not all of them — that is a far shorter job.

Sphere Grid & Customisation

Standard or Expertyou choose once, at the start
GridWhat it is like
Standard860 nodes. Everyone starts on their own clearly defined path, so roles stay distinct for a long time. More total nodes, which matters only if you never stat-max.
Expert805 nodes, and everybody starts clustered near the centre with almost no path forced on them. Lets you put Haste on Tidus or magic on Auron very early. Only in the International and HD versions.
Which to pick. First time through, take Standard — the built-in roles teach you the battle system. If you already know the game or you intend to stat-max anyway, take Expert: once you are farming Clear Spheres and stat spheres at the Monster Arena, both grids reach identical caps and Expert gets you there with fewer wasted steps.
The spheres that move you aroundeach is single-use and costs no Sphere Level
SphereWhat it doesAlso customises
Return SphereJump to any node that character has already activatedFirst Strike (one weapon)
Teleport SphereJump to any node anyone has activatedEvade & Counter (one weapon)
Friend SphereJump to another party member's current positionCounterattack (one weapon)
Warp SphereJump to any node at all, activated or not
Master SphereActivates any node regardless of type
Clear SphereWipes a node back to empty so you can replace it
Stat-maxing in outlinethe endgame loop
1
Build Triple AP weapons with Overdrive to AP, then farm AP against Don Tonberry at the Monster Arena.
2
Use Clear Spheres on every low-value node — the plus-one HP and plus-one Accuracy nodes — to turn them into empty slots.
3
Fill the empties with the purple stat spheres that Species Conquest creations drop: Juggernaut for Strength, Tanket for Defence, Jumbo Flan for Magic, Fenrir for Agility.
4
Activate them with red spheres farmed from Kottos, steering the drops with Power, Mana, Speed and Ability Distillers.
5
Luck is optional and slow: Fortune Spheres come only from Earth Eater and there is no distiller for them. The caps are 9,999 HP and 999 MP normally, 99,999 and 9,999 with the Break Limit abilities, and 255 for everything else.
Weapon abilities worth the itemscost per ability
AbilityCostWhy
Break Damage LimitDark Matter x60The single most valuable ability in the game — and free on every finished Celestial Weapon
Triple OverdriveWinning Formula x30Charges Overdrives three times as fast
Triple APWings to Discovery x50The levelling ability
Overdrive to APDoor to Tomorrow x10Pairs with Triple AP for the Don Tonberry loop
One MP CostThree Stars x20Makes Doublecast Ultima sustainable
Magic BoosterTurbo Ether x30More magic damage for more MP
GillionaireDesigner Wallet x30Double gil, which funds bribing
Strength +20%Supreme Gem x4Cheap and worth stacking early
Armour abilities and the standard buildwhat to put in four slots
AbilityCostWhy
Auto-HasteChocobo Wing x80Non-negotiable
Auto-ProtectLight Curtain x70Halves physical damage all fight
Auto-PhoenixMega Phoenix x20Revives automatically — turns most superboss fights into a damage race
Break HP LimitWings to Discovery x30Only needed for Penance and Nemesis
RibbonDark Matter x99Blocks nearly every status — expensive, and the fourth slot for Dark Aeons
Auto-RegenHealing Spring x80The general-play fourth slot
StoneproofPetrify Grenade x20The cheap stand-in for Ribbon
No EncountersPurifying Salt x30Essential for the Butterfly Hunt and lightning dodging
Master ThiefPendulum x30Always steal the rare item
The standard armour. Take a blank four-slot armour — bought from Wantz in Macalania Woods, which is why missing him on Mt. Gagazet hurts so much — and fit Auto-Haste, Auto-Protect, Auto-Phoenix plus one situational ability. Build several sets and swap the fourth slot per fight rather than trying to make one armour do everything.

Bosses & Superbosses

Story bosses are listed in the walkthrough where you meet them. This page collects the optional fights — the ones you go looking for.

Optional fights along the wayworth doing when you reach them
FightWhereHow to beat it
Lord OchuKilika WoodsFire magic, NulTide against its water attacks, Esuna for poison. It sleeps and regenerates, so burst it down rather than trading.
Belgemine's aeonsHighroad, Calm Lands, RemiemCounter each aeon with your own. All eight at Remiem gives Yuna's Moon Sigil; her Bahamut also gives the Flower Sceptre.
YojimboCavern of the Stolen FaythBring aeons with full Overdrive gauges. Survive the Zanmato risk and the aeon is yours afterwards.
GeosgaenoBaaj TempleEquip Stoneproof or Stone Ward. Its first-kill drop is the only No Encounters weapon in the game — save beforehand.
Omega Ruinsairship destination, around x=72 y=35
FightHow to beat it
Ultima Weapon99,999 HP. It is vulnerable to Silence and to Doom, which makes an otherwise long fight short. Break Damage Limit turns it into a two-turn kill.
Omega Weapon999,999 HP and it absorbs elements, so no elemental damage. Aeon Overdrives, Celestial Weapon attacks, or Yojimbo's Zanmato. Lancet it for Kimahri's Nova.
Dark AeonsInternational and HD only — not in the original North American release

Each Dark Aeon physically blocks the way into its area, which means shops, chests and sidequests behind it are closed until it dies. Fight them in roughly ascending order of health.

#Dark AeonWhere it standsHealth
1Dark ValeforBesaid Village entranceabout 800,000
2Dark IfritBikanel, the ruins of Homeabout 1,400,000
3Dark IxionThunder Plains — fought twiceabout 1,200,000
4Dark ShivaMacalania Temple entranceabout 1,100,000
5Dark Magus SistersMushroom Rock Roadabout 2 to 3 million each
6Dark YojimboCavern of the Stolen Fayth — five consecutive fightsabout 1,600,000 each
7Dark BahamutZanarkand Domeabout 4,000,000
8Dark AnimaMt. Gagazetabout 8,000,000
The kit you need for all eight. Break Damage Limit and Break HP Limit, Auto-Haste, Auto-Protect and Auto-Phoenix, finished Celestial Weapons, and Strength, Defence, Agility and Luck at or near maximum. Ribbon in the fourth armour slot for Anima and Bahamut. Anything less and the fight is decided by their first Overdrive.
Penanceappears on the airship list once all eight Dark Aeons are dead
1
Twelve million HP on the body, plus a left and right arm at 500,000 each. The arms revive, and while both are alive Penance can use Judgement Day, which deals 99,999 damage and drains all MP from the whole party. Keeping at least one arm dead at all times is the whole fight.
2
For roughly the first nine million, the body has permanent Protect and uses Obliteration on the party along with Slow. Kill the left arm, keep it down, and work the body.
3
In the last three million it switches to Immolation: heavy single-target damage that also drains MP and applies Armor Break, which you should Dispel immediately.
4
Damage comes from Doublecast Ultima with One MP Cost, or Celestial Weapon attacks and Overdrives. Auto-Potion and Rikku's Mixes cover the incoming damage; Counterattack pays off heavily in the second half.
Nemesisthe last thing in the game
1
Ten million HP, and unlocking it needs ten captures of every fiend in Spira plus a win over every other arena creation. It is the longest single task in Final Fantasy X.
2
Fight it with maxed stats, Auto-Phoenix, and Quick Hit from finished Celestial Weapons. Lancet it for Kimahri's Nova if you did not get it from Omega Weapon.

Trophies

The HD Remaster adds a full trophy set. Most come naturally from the story; the list below flags the ones that need planning.

Story and easythese unlock as you play
TrophyHow
Speaking in TonguesFind a single Al Bhed Primer
Teamwork!Win a blitzball match
The Right ThingClear the Besaid Cloister of Trials
All TogetherAssemble the full party
HeartstringsSee the underwater scene — it needs the right dialogue choices at Macalania
Overcoming the PastBeat Yunalesca
The Destination of HatredBeat Seymour Omnis
The Eternal CalmBeat Yu Yevon
A Journey's CatalystWatch the Eternal Calm bonus video
Power StrikeDeal 9,999 or more in one hit
Mega StrikeDeal 99,999 in one hit — needs Break Damage Limit
The aeon setall three optional aeons plus the full collection
TrophyHow
Feel The PainObtain Anima — needs all six Destruction Sphere chests
It's All About The MoneyObtain Yojimbo
Delta Attack!Obtain the Magus Sisters
Summon MasterObtain every aeon
The long onesplan for these from the start
TrophyHow — and the catch
Master LinguistAll 26 Primers. MISSABLE — four of them are behind doors that close permanently.
Messenger from the PastAll ten Jecht Spheres. Several sit in areas you pass through once.
Theater EnthusiastBuy every sphere at the Luca Theater — which requires having found all the Jecht Spheres first.
Weapon MasterEvery Celestial Weapon, fully powered. This is the whole Crest and Sigil chain.
Blitzball MasterUnlock Attack Reels, Status Reels and Aurochs Reels.
StrikerLand the Jecht Shot on the S.S. Liki. Recoverable by retaking the ferry, but easy to forget.
Chocobo License / Chocobo RiderComplete all chocobo training, and finish the Catcher race at 0:0:0.
Lightning DancerDodge 200 bolts in a row.
A Talent for Acquisition200 successful steals with Rikku.
Under The TableSpend 100,000 gil or more on bribes.
Learning!Learn every Lancet ability.
Sphere Master / Perfect Sphere MasterComplete one character's grid, then all seven.
Overcoming The NemesisUnlock and beat Nemesis. The longest task in the game.
PerseveranceBeat Penance — which means all eight Dark Aeons first.
CompletionPlatinum: every other trophy.

100% Checklist

The five things that can end a 100% run. Everything else in this game is recoverable. These are not.
Collectionstick these off
Sidequeststhe ones with rewards attached
EndgameInternational and HD content