FINAL FANTASY X-2

Complete 100% Guide — PS2 2003 & HD Remaster
5
Chapters
19
Dresspheres
10
Crimson Spheres
100
Via Infinito Floors
3
Endings
35
Trophies

Final Fantasy X-2

The first direct sequel in the series, and nothing like the game it follows. Two years after Sin, Yuna, Rikku and Paine hunt spheres across a Spira that is busy arguing with itself. The turn-based Conditional Turn-Based system is gone, replaced by a fast Active Time Battle system where every action interrupts and chains, and the Sphere Grid is replaced by dresspheres — jobs you swap between mid-battle.

The important thing to understand before you start: this is a mission-structured game in five chapters, and a chapter never reopens. Anything you skip is gone. That is why almost nobody reaches 100% without following a route.

The single decision that decides your run. In Chapter 2 you are asked who gets the Awesome Sphere. Give it to the Youth League. Giving it to New Yevon caps your story completion at about 99% for the rest of the file, which means the Perfect Ending is impossible.
The systemswhat you are actually playing with
SystemHow it works
DresspheresJobs. Each character equips one at a time and can change to another mid-battle. Abilities are learned per dressphere with AP, and stay learned.
Garment GridsThe board the dresspheres sit on. Each grid has nodes and coloured gates between them; moving from one node to another crosses a gate and grants its effect for that battle. Grids also carry a flat passive bonus. Linking every node on a grid triggers that character's Special Dressphere.
Missions and hotspotsYou fly the Celsius and pick destinations. A hotspot marker means that location holds the current chapter's required story events. Clearing hotspots advances the chapter, so always do the non-hotspot locations first.
Story Completion %A hidden counter that rises in small fixed steps for specific scenes, missions, conversations and items. It is not a collection percentage — you cannot get it back by grinding. Only the Perfect Ending depends on it.
Where you should be at the end of each chapterif you took everything
ChapterTotalWhat it covers
Chapter 125.2%The sphere hunt begins; almost every location visited once
Chapter 244.8%The Awesome Sphere decision, the Syndicate uniforms, two Special Dresspheres
Chapter 359.6%The temples, and both Good Ending flags
Chapter 475.6%Almost entirely CommSphere viewing and the concert
Chapter 5100%Episode Complete in every area, the Via Infinito, and the Farplane
The save file rounds down. A file showing 25% may be anywhere from 25.0 to 25.9. Do not use the save screen to check whether you are on route — use the chapter totals above and the checklist tab.
Version notewhat the HD Remaster adds

This guide is written against the HD Remaster, which includes the International content and Last Mission. That adds the Creature Creator and Fiend Arena, the Festivalist and Psychic dresspheres, and several extra Garment Grids. The original North American PlayStation 2 release has none of those, so its dressphere count is lower — but the 100% route and the ending triggers are otherwise identical.

100% Story Route — 5 Chapters

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

How to read the tags. Every step in this route is tagged, so you can skim a chapter for one kind of thing without reading all of it.
TagWhat it marks
DRESSPHEREA dressphere — every one is a single-window pickup
GRIDA Garment Grid worth going out of your way for
SPHEREA Crimson Sphere — you need all ten to open the Den of Woe
%A step that adds Story Completion and is easy to skip
ENDINGA Good Ending flag — do not skip and do not mash buttons
BOSSA named fight
MISSABLEGone when the chapter ends
HOTSPOTA required story location — always save these for last
CHAPTER 1The sphere hunt beginstarget: 25.2%

Chapter 1 is a tour: you visit almost every location in Spira once. Nearly all of the percentage here comes from talking to people rather than from fighting, and several conversations must be run to the end without skipping.

Prologue and the Celsiusbefore anything else
1
% In Luca, touch the moogle standing behind the crates at the dock, then win the fight against the impostor. That gives you your first Garment Grid and the DRESSPHERE Songstress.
2
% On the Celsius, speak to Brother, Buddy, Shinra, Rikku and Paine on the bridge, then the Barkeep in the cabin, then rest, then view the Treasure Sphere. DRESSPHERE Speaking to Brother here also hands over Festivalist in the HD version.
3
Mt. Gagazet Floating Ruins: reach the top inside the timer and beat the Leblanc Syndicate. Afterwards, back on the Celsius, comfort Brother while lying down.
4
DRESSPHERE Black Mage comes from the Celsius after the Gagazet trip, via the fight with Boris.
Luca, Mi'ihen and Mushroom RockMushroom Rock is the biggest single block of percentage in the chapter
5
% Luca: watch Yuna's concert flashback, then speak to Rin in the eastern blitzball corridor about Sphere Break. Mi'ihen Highroad gives an automatic scene on entry.
6
% Mushroom Rock Road, in order: talk to Clasko at the entrance; accept Yaibal's mission; follow Ormi and Logos down to the Den of Woe for SPHERE Crimson Sphere 9; talk to Maroda; talk to Elma at the lift; talk to Lucil twice outside HQ.
7
ENDING Maechen is here. Listen to his whole story without mashing buttons — wait for the handshake prompt at the end. Talking to Maechen at every appearance is part of the Good Ending chain and the Good Listener trophy.
8
MISSABLE Run back and let Clasko board the Celsius, then talk to him again in the cabin. If he never boards, the Alchemist dressphere and the whole Chocobo Ranch chain die with him. View Crimson Report 1 at Shinra's station.
Djose, Moonflow, Guadosalam and the Thunder Plainssmall steps, easy to skip
9
% Djose: wait for the queue at the tent to clear, then talk to Gippal and take the Letter of Introduction.
10
DRESSPHERE Moonflow: talk to Tobli, then run the Hypello escort mission without losing any cargo for Gun Mage.
11
% Guadosalam: walk toward the Farplane entrance for the scene. Thunder Plains: the entrance scene alone is worth percentage.
Macalania Woodsthe one that ends the most runs
12
MISSABLE DRESSPHERE Full Throttle, Paine's Special Dressphere. Find Tromell at the second spring and talk to him four separate times. This is available in Chapters 1 and 2 only, and it is the classic reason a file cannot reach the Sphere Hunter trophy.
13
% Talk to Bayra, Donga and Pukutak, then run the O'aka chase mission. MISSABLE Let O'aka board the Celsius and talk to him in the cabin — his debt has to be paid before Chapter 3 or his shop and the associated percentage are lost.
Bikanel, Bevelle, Calm Lands and Gagazetset-up for later chapters
14
% Bikanel: complete one successful dig before the timer. Bevelle: walk to the temple and meet Baralai.
15
MISSABLE Calm Lands: sign up for the Publicity Campaign with either company. You must reach Level 5 with one of them by Chapter 5 or the Calm Lands Episode Complete is unreachable.
16
MISSABLE Mt. Gagazet: talk to Kimahri and pick the second dialogue option. You must do this in Chapter 1 and Chapter 2, or the Trainer dressphere in Chapter 3 never appears.
Hotspots — do these lastthey end the chapter
17
HOTSPOT Besaid: talk to Wakka, visit Lulu's hut, rest, work the cipher door in the cave, and beat BOSS Flame Dragon with ice magic and NulBlaze for DRESSPHERE White Mage.
18
HOTSPOT Zanarkand: go to the elevator, talk to Cid, and answer "You bet I do!" Take the Treasure Sphere.
19
HOTSPOT Kilika: Dona in the hut, then forest to temple, and beat BOSS YSLS-Zero — it is machina, so lightning and Rikku's Steal tear it apart.
CHAPTER 1 OF 5
CHAPTER 2The Awesome Sphere and the uniformstarget: 44.8%
Give the Awesome Sphere to the YOUTH LEAGUE. This is asked on the Celsius at the start of the chapter. New Yevon caps the file at roughly 99% permanently — there is no way to undo it and no way to reach the Perfect Ending afterwards.
1
% Rest on the Celsius, then hand the sphere to the Youth League. Take it to Nooj at Mushroom Rock, then return for the uniform-hunt briefing.
2
% Besaid: beat Beclem's record in the Gunner's Gauntlet. Kilika: talk to Dona and the villagers. Luca: go to Central Square and accept Shelinda's interview, skipping nothing.
3
MISSABLE Mi'ihen: complete stage 3 of the chocobo capture mission, rescue Calli in time, watch the Rikku scene, and let Clasko and Calli board the Celsius.
4
SPHERE MISSABLE Mushroom Rock: talk to Nooj at the Den of Woe for Crimson Sphere 7 — one of the two genuinely missable Crimson Spheres. Then Elma and Lucil at HQ, and view Crimson Report 7.
5
% Moonflow: sell all ten of Tobli's tickets. Guadosalam: trigger the chateau-guard scene — and this is the convenient place to clear O'aka's debt using the innkeeper's expensive item.
6
% Thunder Plains: talk to Cid. Macalania: find all three musicians — at the butterfly rings, at the walkway junction, and south of the four-way.
7
DRESSPHERE Calm Lands: arrive by airship so the Clasko scene fires, clear the old Monster Arena for Alchemist, capture a chocobo with Gyshal Greens, and talk to Lian and Ayde at the Travel Agency.
8
% Zanarkand: talk to Isaaru in the dome and finish the monkey-matching mission.
Hotspotstwo Special Dresspheres and the third uniform
9
HOTSPOT DRESSPHERE Djose Highroad: after the goons' conversation, take the glowing orb from behind a rock and beat Ormi for a uniform and Floral Fallal, Yuna's Special Dressphere.
10
HOTSPOT DRESSPHERE Bikanel Oasis: take the orb and beat Logos for a uniform and Machina Maw, Rikku's Special Dressphere.
11
HOTSPOT Mt. Gagazet: talk to Kimahri twice and pick the second option again. % Do not follow the Syndicate into the hot springs — climb to the upper northern overhang instead for the hidden extended scene. Then beat Ormi for the third uniform.
12
HOTSPOT SPHERE Guadosalam: infiltrate Chateau Leblanc. Take Crimson Sphere 4 from the treasure room and Crimson Sphere 10 from Ormi's room while you are inside.
13
HOTSPOT MISSABLE DRESSPHERE Bevelle Underground: solve the elevator and switch puzzle and open the chest for Dark Knight. This is the only chance in the entire game. Then beat BOSS Bahamut — its pattern is fixed: two attacks, two Impulses, then a five-turn wait before Mega Flare. Heal to full during that wait and you cannot lose.
CHAPTER 2 OF 5
CHAPTER 3The temples — and both Good Ending flagstarget: 59.6%
Both Good Ending triggers are in this chapter. One is a conversation in Guadosalam, the other is a button press at the very end of the chapter. Miss either and no amount of percentage will give you anything better than the Normal Ending.
1
Visit Djose before it becomes a hotspot. Rest on the Celsius and take the automatic scenes.
2
DRESSPHERE Luca: enter the Sphere Break tournament. Save after round two, then beat Shinra for Lady Luck.
3
% Mi'ihen: destroy the rogue machina, and kill the extra machina too. Mushroom Rock: talk to Yaibal and Lucil at the entrance. Djose: approach the temple for the Gippal scene. Moonflow: Tobli by the wagon.
Guadosalamthe first Good Ending flag — follow this order exactly
4
Talk to Logos and Ormi in the lounge, then to Leblanc upstairs, then to Logos and Ormi again. Take the secret passage.
5
% Watch both Ormi's sphere and Logos's sphere.
6
ENDING Talk to Maechen. Let the entire conversation play out — do not skip, do not mash. This is the first hard requirement for the Good Ending.
7
SPHERE Crate-hop up to the upper awning for Crimson Sphere 4 and Report 4, then view it on the Celsius.
The rest of the mapbefore the hotspots
8
MISSABLE DRESSPHERE Macalania: O'aka's debt must already be paid. Defend the Travel Agency and always choose "Keep Going" for Berserker, plus an X-Potion chest.
9
% Thunder Plains: Cid, then Lian and Ayde. Bikanel: talk to Marnela at Cactuar Nation to start the Gatekeeper hunt.
10
MISSABLE Calm Lands: rescue the trapped tourist, and make sure Shinra plants CommSpheres at both the Travel Agency and the upper floor of the Chocobo Ranch — Chapter 4 needs them.
11
DRESSPHERE Mt. Gagazet: go to the summit and beat Garik to stop the Ronso war, then collect Trainer from Kimahri. Zanarkand: talk to Isaaru and confirm the monkey mission is finished.
Hotspotsand the second Good Ending flag
12
HOTSPOT Besaid: clear the temple and beat BOSS Valefor.
13
HOTSPOT MISSABLE DRESSPHERE Kilika: sneak from port to forest to temple, and pick up Samurai lying on the floor in the Cloister — it is easy to walk straight past. Rescue Barthello, then beat BOSS Ifrit with NulBlaze and ice magic.
14
SPHERE Bevelle: spot Gippal on the Highbridge and again in the Antechamber, watch the underground scene with Nooj, Baralai and Gippal, and take Crimson Sphere 1. View Report 1.
15
HOTSPOT SPHERE Djose ends the chapter: clear the temple and beat BOSS Ixion — Shell first, then water magic and stat breaks. Crimson Spheres 2 and 3 are here.
16
ENDING The second flag. After Ixion, Yuna falls into the Farplane Abyss and says she is all alone. Press X repeatedly until you hear the whistle four times. This is the other hard requirement for the Good Ending.
CHAPTER 3 OF 5
CHAPTER 4CommSpheres and the concerttarget: 75.6%

Chapter 4 is almost entirely about sitting at Shinra's console and watching CommSphere feeds. There is very little combat and a great deal of percentage, and the single largest block in the game lives here. Work through the feeds patiently — many locations must be viewed several times, and the scene changes each time.

OpeningCelsius
1
% View Crimson Reports 2 and 3, talk to Paine on the deck, then rest.
2
% First CommSphere pass: Besaid (Wakka), Kilika (Dona), Mushroom Rock (Yaibal), Bevelle (Maroda). Then talk to Buddy and Paine on the bridge and take the concert decision.
The main CommSphere block4.4% — the biggest single block in the game
3
Besaid, about seven views. Two specific ones matter: Wakka leaving the tent on roughly the third view, and Beclem berating the Aurochs on roughly the sixth.
4
Kilika Temple: zoom in on the entrance. Luca: three views, one of which is the Shelinda interview.
5
Mi'ihen: view every area to work out who has been damaging the tree. The culprit is Rikku, and you need to have seen the evidence before Chapter 5 can pay it off.
6
Djose (the Al Bhed technician), Guadosalam (Ormi), Thunder Plains (the chocobo, via the Choco-Porter), Macalania Entrance (the musicians) and Macalania Travel Agency (O'aka), Bikanel Camp (Nhadala), and the Calm Lands Chocobo Ranch three times (Clasko).
7
% Mt. Gagazet Hot Springs is the long one — cycle it around fifteen times until you have seen Tobli, Buddy, the Barkeep, Isaaru, Maroda, Pacce, Lucil, Elma, Maechen, Cid, Nhadala, Rin and Dona. Also view the Gagazet Gate feed for Kimahri.
The concertand the second CommSphere pass
8
% Moonflow: chase Tobli all the way to the Guadosalam entrance. Back on the Celsius, rehearse with Rikku by mashing the face buttons.
9
% Second CommSphere pass: Besaid (zoom in on Beclem's head, then Lulu and Wakka), Kilika Port three times plus the Temple (Barthello), Mushroom Rock (Lucil and Yaibal), Moonflow twice (the second has the Hypello and Elma), Guadosalam (Ormi), Macalania Travel Agency (O'aka), and Zanarkand three times (Isaaru).
10
BOSS Thunder Plains: find the secret cave and beat Zalamander — it is fire-based, so NulBlaze and ice.
11
% On the Celsius, listen to the crowd argument, then talk to Tobli to start the concert. Play the Thunder Plains concert and take SPHERE Crimson Sphere 5 from Leblanc.
12
ENDING Back on the Celsius, talk to Maechen on the bridge and let him finish, then find Leblanc in the engine room.
CHAPTER 4 OF 5
CHAPTER 5Episode Complete everywheretarget: 100%
Two ordering rules. Do Zanarkand early — a known glitch can deny you the Mascot dressphere if Zanarkand is the last area you complete. And do not set foot in the Calm Lands until your Publicity Campaign company has reached Level 5, or that Episode Complete is lost.
1
% Celsius: view Crimson Report 5, talk to Buddy on the bridge, rest and be woken, talk to Buddy in the engine room, then step to the foot of the bed for Brother's scene.
2
ENDING Zanarkand first: Episode Complete, and Maechen's final story — the last one you need for the Good Listener trophy.
3
% Besaid, Kilika, then Luca — in Luca you follow the invisible moogle to complete the episode. Mi'ihen: Rin names the tree culprit.
4
SPHERE Mushroom Rock, worth 3% on its own: win the mini-tournament, talk to Lucil on the Observation Deck for Nooj's Sphere, and view the Deathseeker scene. With all ten Crimson Spheres you can open the Den of Woe and fight Rikku, Paine, Baralai, Gippal and Nooj for the episode.
5
BOSS Djose: beat the Experiment while it is still below level 5, repair it to level 5 using machina parts from the yellow-marked Bikanel digs, then beat it again. Doing both is what gives the second volume of Magical Dances.
6
% Moonflow: Episode Complete. Guadosalam: join the musicians in the square, then find Tromell outside, take Baralai's Sphere, and view the Yevon's Secret scene.
7
BOSS Thunder Plains: kill the ten tower fiends, then go to the secret cave, rescue Cid and beat Machina Panzer. Cid's tirade plays afterwards on the Celsius.
8
% Macalania: scenes at both springs, then O'aka and Wantz at the Travel Agency.
9
BOSS Bikanel: find the first nine Cactuar Gatekeepers, return to Cactuar Nation, then take Cactuar Hollow — Jumbo Cactuar, then Angra Mainyu. Talk to Benzo afterwards.
10
SPHERE BOSS Bevelle: the Via Infinito. Crimson Sphere 6 is on floor 0 and Crimson Sphere 8 comes from Aranea on floor 20. Beating Trema on floor 100 completes the episode.
11
% Calm Lands: Publicity at Level 5, run the chocobo ranch dispatches through all five levels without a single runaway, then the secret dungeon and Anything Eater. Mt. Gagazet: Episode Complete.
12
DRESSPHERE With Episode Complete everywhere except Bevelle, return to the Celsius and you are given Mascot. Talk to Brother to choose your Farplane entry point.
13
% Farplane: reach the Glen and find Leblanc, Ormi and Logos. Back on the Celsius: Shinra on the bridge, Buddy and Brother on the deck, the Cid confrontation in the cabin, and Rikku on the deck.
14
ENDING Farplane, the end. Beat BOSS Vegnagun and then Shuyin. Press X during the flower-field scene in the Farplane Glen, and when the fayth makes the final offer, answer "Yes!" — the first option.
CHAPTER 5 OF 5

Dresspheres

Nineteen in total in the HD Remaster. Every one is a single-window pickup tied to a specific chapter, which is why the Sphere Hunter trophy is the one most often lost. The table below gives the chapter, the exact place, and what each job is actually for.

The three that end collections: Full Throttle (Tromell, Macalania Woods, Chapters 1–2 only, four separate conversations), Dark Knight (one chest in the Bevelle Underground in Chapter 2), and Samurai (lying on the floor of the Kilika Cloister in Chapter 3).
DressphereWhere and whenWhat it does, and the abilities worth learning
GunnerYuna starts with itFast single-target ranged damage. Trigger Happy is the workhorse all game, especially with Cat Nip.
ThiefRikku starts with itHigh Agility, Steal and Master Thief. Soul Spring drains enemy MP — the key to Paragon and Trema.
WarriorPaine starts with itPhysical damage and stat breaks. Sentinel guards and counters; Excalibur for burst.
SongstressCh.1, Luca — beat the impostorSupport through Dances and Songs. Darkness Dance blinds an entire enemy group.
White MageCh.1, Besaid cave — beat Flame DragonThe healer. Curaga, Full-Life, and Pray for free out-of-MP healing.
Black MageCh.1, Mt. Gagazet — beat BorisThe nuker. The -aga spells, Drain and Osmose, and Flare through a grid.
Gun MageCh.1 Moonflow, or Ch.2 by selling Tobli's ticketsBlue magic. Learns Blue Bullets from enemies; Annihilator and Supernova hit hard, Mighty Guard and White Wind carry hard fights.
AlchemistCh.2, Calm Lands — the Clasko chocobo chainThe best support job in the game. Mix produces Miracle Drink, which makes the party temporarily untouchable, and Stash gives free items.
Dark KnightMISSABLE Ch.2, Bevelle Underground chestDarkness hits everything, ignores Defence and costs HP — the single best damage ability against superbosses. Charon and Drain round it out.
SamuraiMISSABLE Ch.3, on the floor of the Kilika CloisterBurst physical damage. Nonpareil stacks Strength, so five casts then a switch to Dark Knight is the standard superboss opener.
BerserkerCh.3, Macalania Travel Agency defenceAuto-Berserk bruiser. Mad Rush and Crush Claws.
TrainerCh.3, Mt. Gagazet — needs the second Kimahri dialogue option in both Ch.1 and Ch.2Fights alongside a pet. Each character gets her own animal with its own moves.
Lady LuckCh.3, beat Shinra at Sphere BreakGil, AP and gambling. Bribe is how you skip fights you do not want, and the double and triple EXP/AP abilities speed everything up.
MascotCh.5, Episode Complete everywhere except BevelleThe best job in the game. Ribbon, Auto-Protect and Auto-Shell built in, plus it borrows two other jobs' skill sets.
FestivalistHD only — talk to Brother on the Celsius after the prologueFireworks that heal and cleanse status, plus SOS Regen and SOS Wall.
PsychicHD only — win the Standard Cup in the Fiend ArenaMagic Guard and Physics Guard nullify whole damage types, and the elemental Eater abilities absorb instead of taking damage.
Floral FallalCh.2, Djose HighroadYuna's Special — see below.
Machina MawCh.2, Bikanel OasisRikku's Special — see below.
Full ThrottleMISSABLE Ch.1 or Ch.2 — Tromell, Macalania Woods, four timesPaine's Special — see below.
Special Dresspheresone character, three bodies

A Special Dressphere is entered by linking every node on a Garment Grid that has a special node. The character transforms for the rest of the battle, splits into a main body plus two limbs that act on their own turns, and cannot be swapped out.

SpecialWhat it does
Floral Fallal
Yuna
A core plus a left and right Pistil. The core casts the four elemental Whirls for three random hits each, and Great Whirl for twelve non-elemental magic hits. The left Pistil inflicts status, the right breaks Strength, Defence and Magic. Learns Ribbon, Triple HP, and both Break Limit abilities.
Machina Maw
Rikku
Rikku plus two machina arms. The missile attacks pair damage with Death, Bio, Berserk, Stop or Confuse; Shockwave hits groups; Vajra is heavy unblockable damage to everything. The arms repair HP and MP and cast Haste, Protect and Shell. Weak against bosses that are immune to status and heavily armoured.
Full Throttle
Paine
Paine plus two wings. Throttle and Fright for damage and Confuse, Sword Dance for groups. The wings restore HP, restore MP, and revive. Learns Ribbon, Double and Triple HP, and both Break Limit abilities.

Garment Grids

There are around sixty grids in the game and most of them are noise. A grid is worth carrying only for its passive bonus, its gates, or because it is the one that unlocks a Special Dressphere. The eight below are the ones that decide fights; everything else is listed underneath by what it is good for.

The grids that matterbuild around these
GridHow to get itWhy it is worth it
Tempered WillEpisode CompleteDoubles maximum HP and MP. The single most useful passive in the game.
Higher PowerCatch the Amazing Chocobo in the Ruin DepthsBreak HP Limit and Break Damage Limit on one grid.
The EndEncounter every Oversoul formBreak Damage Limit plus Finale.
Font of PowerBeat King VERMIN!Every ability costs 1 MP. Makes Darkness and Ultima sustainable.
Valiant LustreBeat Humbaba in Chapter 5The survivability grid. This is what you take into the Via Infinito.
Covenant of GrowthBeat FraileaDouble AP and EXP — the levelling grid.
Supreme LightClear all Den of Woe bossesAuto-Life and Holy.
MegiddoComplete all five temple Farplane routesFlare and Ultima.
HD and International gridsthe two best grids in the game are here
GridHow to get itWhat it gives
PeerlessWin the Aeon Cup three timesAlways Critical, Magic Booster, Auto-Haste and Break Damage Limit.
Last ResortFinish Almighty Shinra's fiend taleZero MP cost, Always Critical, Break Damage Limit.
AbominableWin the Grand Cup on Hard onceRibbon.
IntrepidWin the Standard Cup three timesTriple AP.
The rest, by purposepick from these when nothing above applies
PurposeGrids
Raw offenceFirst Steps (the starter), Vanguard, Bum Rush (three Syndicate uniforms), Undying Storm, Flash of Steel
DefenceProtection Halo (Flame Dragon), Hour of Need (beat Logos), Unwavering Guard (beat Ixion)
Single statStrength of One and Mounted Assault (chocobo dispatch rewards), Seething Cauldron (Magic), Stonehewn (Defence), Enigma Plate (Magic Defence, 500+ in Gunner's Gauntlet), Howling Wind (Agility), Ray of Hope (Luck and Evasion)
ElementalHeart of Flame, Ice Queen, Thunder Spawn, Menace of the Deep, Downtrodder (gravity), Sacred Beast (Holy), Tetra Master (four elemental Eaters — rescue 15 people and beat Yojimbo)
StatusRestless Sleep, Still of Night, Mortal Coil, Raging Giant, Bitter Farewell, Disaster in Bloom, Scourgebane (Bevelle Episode Complete — broad ailment immunity)
Auto-buffsSelene Guard (Auto-Shell), Helios Guard (Auto-Protect), Shining Mirror (Auto-Reflect), Wishbringer (Auto-Regen), Highroad Winds (Haste and Slow/Stop immunity), Covetous (Drain and Osmose)
HealingHealing Wind, Heart Reborn, Healing Light, Immortal Soul (beat Anima), Salvation Promised (Auto-Life)
FarmingHorn of Plenty (gil), Treasure Hunt (Mug and Double Items)

Via Infinito

A hundred floors under Bevelle, opened in Chapter 5. You can only go down — there is no climbing back up. Every floor with enemies has a blue glyph that fully restores HP and MP and teleports you to the surface so you can save, and the dungeon resumes from the last multiple of twenty. That is the intended shape: five sittings of twenty floors, not one heroic run.

Before you start. Level 75 or higher, and you want Break Damage Limit in place before floor 60. The standard party is an Alchemist using Mix for Miracle Drink as the anchor, plus two Dark Knights spamming Darkness, or a Gunner with Cat Nip and Trigger Happy for single targets. Carry Valiant Lustre or Tempered Will.
The five boss floorssave on the surface before every one
FloorBossWhat to expect
20AraneaAround 18,000 HP. It stops the whole party — bring status protection. Drops Crimson Sphere 8.
40Black ElementalOnly 9,999 HP but enormous defences. Its Ultima cannot be Reflected, so heal through it.
60ConchererAround 343,000 HP. Megaton Press deals 50,000 to 65,000; Gunk drains MP. This is the wall if you arrived under-levelled.
80ChacAround 435,000 HP. Stony Glare petrifies — bring Ribbon or Stoneproof, or it ends the run.
100Paragon, then TremaBack to back with no healing in between. Plan for both in one go.
What lives in betweenthe floors that slow you down
FloorsWhat is there
0 and 20Crimson Spheres 6 and 8. Floor 40 has a bracer cache.
1–60Iron Giants. Slow but not dangerous.
41–99Mega Tonberries. Walk around their sides rather than fighting — their knife is a flat kill.
47–59Cactuars and Jumbo Cactuar. Good AP if you are still levelling.
85–99Elder Drakes, plus Omega Weapon and Azi Dahaka in the deepest floors.
Paragon200,000 HP
1
Five physical attack patterns — some poison, some confuse, one ignores Defence entirely, one drains HP. Genesis hits everyone in front of him and strips every buff you have.
2
Big Bang can deal 99,999. It is baited by attacks that bypass Protect and Shell, so avoid those.
3
The clean answer is Soul Spring from a Thief: drain his MP and an Oversouled Paragon degenerates into casting Osmose over and over. Bribing him for roughly 800,000 gil is also a legitimate way past.
Trema999,999 HP, maxed stats
1
His Evasion is extremely high, so physical attacks miss unless you have very high Luck or Always Critical and accuracy support. Build for accuracy before you build for damage.
2
He chains three-hit physicals with almost no recovery, many of which cannot be dodged, and they inflict Poison or Stop.
3
His magic runs Demi, Flare, Ultima and Meteor. The first Meteor comes at 50% of his HP gone, the second at 75%, and Ultima after about 83%. In the HD version Meteor is magical, so Shell reduces it — get everyone above 9,000 HP before the first one.
4
The working plan: Mighty Guard, Dark Matter through Mix, Soul Spring to strip his MP so he is reduced to physicals, then grind him down with Darkness or Mascot. The reward is the Iron Duke accessory — double HP and MP, plus 100 to most stats.

Creature Creator & Fiend Arena

International and HD only. Talk to Shinra on the Celsius to open it. You capture fiends in the field, raise them, and enter them in tournaments — and you cannot get a Game Over from a cup, so it is a safe place to experiment.

Capturinghow it works
1
Buy or receive trap pods in four sizes: S, M, L and SP. Deploy a pod in a specific area and it catches a random fiend of that size from that area. SP pods target one named species instead of rolling randomly.
2
A captured fiend arrives at your party's average level and inherits your average experience, so late captures are not weak. Better pod tiers unlock as the chapters progress.
3
Fiend Tales. Each creature has a story that advances one step every time it is on the winning side of a cup whose level cap it does not exceed — usually four wins to finish. Completing a tale and then releasing the fiend fills its bestiary entry.
4
Once every fiend's tale is done and every fiend released, Shinra takes the final bestiary slot — and that also unlocks New Game Plus without replaying the story.
The cupsand what each one pays
CupLevel capReward
Standard19First win gives the Psychic dressphere; three wins give the Intrepid grid
Standard: Hard19Harder version of the same field
Grand39The Hard version gives the Abominable grid (Ribbon)
Chocobo CupRequires a chocobo in your active party
Cactuar CupRequires a cactuar in your active party
Youth League CupLucil, Elma, Yaibal, Nooj, Gippal, Baralai, Lulu and Kimahri
Aeon Cup89All eight aeons. Three wins give the Peerless grid
Fiend World CupA death match — no HP or MP restore between rounds
Farplane Cup99Unlocked by winning every other cup. See below.
Farplane Cupwhere the Final Fantasy X cast comes back
1
The field is Seymour (Ultima and Meteor), Tidus (Blitz Ace and Spiral Cut), Auron (stat breaks, and Shin-Zantetsu which is party-wide instant death), and Major Numerus.
2
Prizes by number of wins: first Ragnarok, second Key to Success, third Force of Nature, fourth the Iron Duke, and from the fifth on a random pick from that pool.
3
After collecting a prize the camera pans to a defeated character and asks whether to let them join. That is how you recruit Tidus, Auron and Seymour. Kimahri, Lulu and the Leblanc Syndicate are New Game Plus only; Buddy joins through the Chapter 3 story.
Arena superbossesthe two that need a real build
1
Almighty Shinra. Shinra transforms after you finish Omega Weapon's fiend tale. Completing and releasing him gives the Last Resort grid — zero MP cost, Always Critical and Break Damage Limit on one board.
2
Major Numerus. Four heads with roughly 2.7 million HP between them. Two of its commands ignore Defence entirely, so raw defence does nothing. The standard clear is Miracle Drink for invincibility windows, five stacks of Nonpareil as a Samurai, then switch to Dark Knight and grind the heads down with Darkness.

Bosses & Superbosses

Story bosseschapter by chapter
ChapterBossWhat works
1LeblancThe opening Songstress duel. It ends on a fixed turn count — just survive.
1BorisMt. Gagazet. A straight damage race; the reward is Black Mage.
1Flame DragonBesaid cave. Blizzard magic and NulBlaze. Reward: White Mage.
1YSLS-ZeroMachina, so lightning damage and Rikku's Steal. Ends the chapter.
2GeorapellaIt cycles elements. Scan it each round and answer with the opposite element.
2BaralaiProtect, then stat breaks, then burst him before Looming Glacier lands twice.
2BahamutA completely fixed pattern: two attacks, two Impulses, five turns of nothing, then Mega Flare. Heal to full during the wait and it cannot kill you.
3ValeforBesaid temple. Ranged damage and healing through Energy Blast.
3IfritKilika temple. NulBlaze and Blizzaga.
3IxionDjose temple. Shell first, then water magic with Armor Break and Mental Break.
3Garik and the RonsoMt. Gagazet summit. Plain physical race — beating them prevents the Ronso war.
4ZalamanderThunder Plains secret cave. Fire-based, so NulBlaze and ice.
5HumbabaGives the Valiant Lustre grid.
5AnimaGives the Immortal Soul grid.
5The ExperimentDjose. Beat it at low level, repair it to level 5 with Bikanel machina parts, then beat it again.
Vegnagunfour parts, then Shuyin
1
Tail. Its damage is a fixed percentage of your HP, so buffs do nothing. Just out-damage it.
2
Leg and three Nodes. The Nodes change colour: green heals it, yellow makes it immune to physical damage, red immune to magic. Ignore the Nodes entirely and burn the Leg down.
3
Core and two Bulwarks. The Bulwarks counter heavily. Kill them before Memento Mori finishes its three-turn charge.
4
Head. The Bulwarks come back one turn later each time. Cast Mighty Guard, clear the Bulwarks, and put everything into the Head.
5
Shuyin. Nine unblockable hits per attack, but he has no tricks. Mighty Guard, heal, hit hard.
Optional superbossesthe real endgame
BossWhereHow to beat it
Angra MainyuBikanel excavation, Ch.5333,444 HP with two escorts. Perdition's Flame hits ten times, so never field a large creature. Two Dark Knights on Darkness with an Alchemist healing, or drain its MP with Soul Spring. Drops Ribbon and unlocks the Mercurial Strike grid.
ParagonVia Infinito F100Soul Spring, or bribe past it.
TremaVia Infinito F100Accuracy first, 9,000+ HP before the first Meteor, Soul Spring to strip his magic.
Almighty ShinraFiend ArenaAppears after Omega Weapon's fiend tale is complete.
Major NumerusFarplane CupNonpareil stacking into Darkness, with Miracle Drink for the dangerous turns.
Omega Weapon and Azi DahakaDeep Via InfinitoOrdinary superbosses by this game's standards — a strong Dark Knight party handles both.

All Endings

There are three endings, and which one you get is decided by two conversations and one button press — not by how strong you are. Story completion percentage only matters for the last of them.

Normal Endingwhat you get by default

Beat Vegnagun and Shuyin with neither Good Ending flag set. There is a variant, sometimes called Normal B, where you additionally press X during the optional Farplane Abyss scene after the chapter completes — it adds a short scene but does not change the ending itself.

Good Endingtwo hard requirements, both in Chapter 3
1
FLAG 1 In Guadosalam, Chapter 3: go through the secret passage, watch both Ormi's sphere and Logos's sphere, then talk to Maechen and let the whole conversation play. Do not skip and do not mash buttons.
2
FLAG 2 At the end of Chapter 3, after Ixion at Djose, Yuna falls into the Farplane Abyss and says she is all alone. Press X repeatedly until you hear whistling four times.
3
At the very end, the fayth makes an offer. Choosing the first option gives Good Ending A, where Tidus surfaces off Besaid and Yuna dives from the Celsius. The second option gives Good Ending B.
Percentage does not matter here. A 40% file with both flags set gets the Good Ending; a 99% file without them does not.
Perfect EndingGood Ending A plus 100%

The Perfect Ending is Good Ending A with 100.0% story completion. It adds a short scene after the credits: Tidus and Yuna at the Zanarkand ruins, ending with Yuna pushing him into the water. Because giving the Awesome Sphere to New Yevon caps the file at about 99%, the Youth League branch is mandatory for this ending.

Extras worth doing anywaypart of the 100% route

Trophies

Thirty-five in the HD Remaster, including the Last Mission set. Realistically this is two playthroughs, because several trophies want New Game Plus content and the bestiary cannot be filled in one run.

Story and straightforwardthese come as you play
TrophyHow
Dressed for the OccasionChange dressphere on all three characters in a single battle
SpecialtyObtain any Special Dressphere
Zeroed OutBeat YSLS-Zero (Chapter 1)
Defeating an Old FriendBeat Bahamut (Chapter 2)
Dousing the FireBeat Zalamander
Teamwork!Win a blitzball match in Chapter 5
Complete AbilityMaster every ability on one dressphere
Complete EpisodeEpisode Complete in any Chapter 5 area
Treasure HunterThe Ribbon chest in the Bevelle Underground
Overkill99,999 damage in one hit
Machine of WarBeat Vegnagun
FounderBeat Trema on Via Infinito floor 100
Lifetime SupportComplete one fiend tale
Gambler's DreamRoll all matching on Gambler's Dice — pure luck
Missableplan these before you start
TrophyWhy it is missable
Sweet Perfection100% story completion. Needs the route followed from Chapter 1, and the Youth League branch.
Sphere HunterAll 19 dresspheres. Full Throttle, Dark Knight and Samurai are the traps.
Good ListenerHear all of Maechen's stories, unskipped, across four chapters.
MillionairePay off O'aka's 100,000 gil debt before the Chapter 3 Macalania mission.
Tricky TrapperHelp Clasko catch a chocobo by the end of Chapter 3 — which means letting him board in Chapters 1 and 2.
Chocobo WhispererCatch the Amazing Chocobo in the Ruin Depths. Missable and heavily luck-based.
The GunnerReach the maximum level in Gunner's Gauntlet — the window is chapter-limited.
Dancing QueenBeat the Experiment at both low level and maximum level for the second Magical Dances volume.
Monster MasterComplete the whole bestiary including every Oversoul form. The hardest trophy in the game by a wide margin.
Grindynot missable, but long
TrophyWhat it takes
Sphere BreakerWin ten Sphere Break matches
AlchemistUse Mix thirty times
Excellent NegotiatorUse Bribe thirty times — needs Lady Luck
LearnerLearn five Blue Bullets — each needs a specific enemy
Full ChainReach a 99-hit chain
Last Mission setReach floors 10, 20, 40, 60 and 80, plus the Tonberry treasure past floor 61
CompletionPlatinum: every other trophy

100% Checklist

The eight things that end a 100% run. Everything else can be caught up. These cannot.
Crimson Spheresall ten, or the Den of Woe stays shut
Chapter 5 Episode Completeevery one except Bevelle is needed for Mascot
Endingsboth flags plus 100%
Optional contentfor the platinum