Oh, shut up and help me remodel the Zanarkand page!
- Adding the shop listings from X-2.
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A city dead for a thousand years. A city I had to see with my own eyes. The end of Yuna's journey. The last chapter in my story.
Many summoners used to live on Besaid Island during the time of the Machina War between Bevelle and Zanarkand. Summoners are described as those with an enhanced sensitivity to pyreflies, trained to fight against Zanarkand while living a life of suppression regardless of their own desires. Summoners took the name of a "god" and once they died or became an unsent, they gave up that name, reverting to their original name with another succeeding the god's name. During this time mages and assassins from Zanarkand invaded Besaid, carrying bombs that resembled blitzballs to eliminate the summoners, and the practice of summoning was apparently wiped out from the island.
There are, in fact, two Zanarkands: the real Zanarkand that was annihilated by Sin at the end of the Machina War against Bevelle 1000 years ago, and the Dream Zanarkand, the exact reproduction of what Zanarkand was before its destruction, created directly from the memories of its former inhabitants.
The original Zanarkand was a city state whose people wished to enhance their lives using a mix of magic imbued within machina. The city state of Bevelle was militarized and focused on machina. Bevelle believed Zanarkand was planning a war and so Bevelle struck first.
During the war Yu Yevon, the leader of Zanarkand and the most powerful summoner in Spira, used this might to fight off the armies of Bevelle. They were unable to stop Bevelle and Yu Yevon sacrificed the people of Zanarkand, turning them into the fayth needed for the ultimate summoning, to preserve the metropolis in a dream state at the height of its power. Yu Yevon summoned a creature of unspeakable power to defend it, that became to be known as Sin.
Yu Yevon gave the creature two objectives: defend Dream Zanarkand and destroy any large city or cities that rely on machina. Unable to control Sin's power, Yu Yevon's mind became consumed and the newly summoned Sin turned on Zanarkand itself, destroying the metropolis.
A thousand years later the Zanarkand Ruins is the final destination of the summoners' pilgrimage to defeat Sin. Known as a holy place by Spirans, the ruins are unseen by all except the few summoners and their guardians who prove themselves worthy. Thus, Zanarkand has become mythologized as a fabled land at the end of the world where summoners can obtain the Final Aeon. Swarming with pyreflies, Zanarkand is a haven for many fiends, including zombie forms of Warrior Monks who lost their lives during the Machina War.
The pyreflies react to memories and recreate events from times past. During their journey through the ruins, Tidus, Yuna and their comrades witness visions of their predecessors, including Lady Yocun, a young Seymour and his mother, as well as Braska, Jecht, and a young Auron. Upon entering the Zanarkand Dome and completing the Cloister of Trials, one last challenge awaits the travelers: the Spectral Keeper. When the monster has been defeated Lady Yunalesca welcomes the summoner and the guardians and bestows upon them the Final Aeon, albeit at a heavy price.
The summoner must ask Yunalesca to turn their guardian into the fayth required for the Final Summoning. If the bond between the summoner and their former guardian is strong enough, the Final Aeon will destroy Yu Yevon's armor, Sin. The freed Yu Yevon will then possess the Final Aeon, killing the summoner, and fashion a new Sin with the Final Aeon as its core.
Summoner Yuna and her guardians journey to Zanarkand and set up camp outside the ruins before continuing. Upon meeting Yunalesca and learning of Sin's cyclical existence, Yuna rejects the tradition of Final Summoning as false hope, and refuses to choose any of her guardians for a sacrifice. Yunalesca attempts to kill Yuna and her guardians to release them from the sorrow of having lost their final hope, and for having rejected the teachings of Yevon. Yuna and her guardians prevail and Yunalesca fades away, and with her the practise of Final Summoning.
Outside the Zanarkand Dome the party spots Sin, but it appears mournful rather than aggressive. One of Yuna's guardians, Tidus silently promises Sin they will find another way to release it, for Sin's core is Tidus's father, Jecht, who was made the Final Aeon during a previous pilgrimage. The party is picked up by Cid's airship, the Fahrenheit.
If the party returns to Zanarkand, they may find summoner Dona and her guardian Barthello mourning the lack of Final Aeon (only if the party encouraged her to keep with her pilgrimage earlier), and if they descend to the Dome again they are attacked by Dark Bahamut.
During the Eternal Calm, Cid and Isaaru turn Zanarkand into a tourist attraction and people from all over Spira visit it. Buddy detects sphere waves emanating from the Zanarkand Ruins and Yuna, Rikku and Paine go investigate. Yuna and Rikku are angered the ruins have become a tourist attraction, Rikku comparing it to turning the ruins of Home into a theme park. They explain their views to Cid who leaves Zanarkand to spend his time pondering his options at the Thunder Plains. YRP runs into both the Kinderguardians and the Leblanc Syndicate, and at the bottom of the ruins finds half of a broken sphere.
After encouraging the local monkey species to populate the ruins, Cid, the tourists, and eventually Isaaru, abandon the ruins. Near the end of their journey the Gullwings meet Maechen in Zanarkand and discover he is an unsent. Ready to rest in peace, Maechen departs on the Farplane. If Yuna asked the fayth to revive Tidus* the two travel to Zanarkand Ruins where Tidus ponders about how the fayth put him back together again, and how they should enjoy the time they have together. and the player has 100% story completion
The camp site is where all summoners and guardians rest before they enter the dome and complete their pilgrimage.
Road to ZanarkandEdit
The Road to Zanarkand is lined with the ruins of fallen buildings and roads. The entire area is covered in pyreflies.
Final Fantasy X-2 Edit
Chocobo treasures Edit
Sending a chocobo to Zanarkand Ruins to look for treasures finds the following items (depending on the chocobo's level):
|1||Echo Screen, Echo Screen x2, Echo Screen x3, Echo Screen x4|
|2||Remedy, Dispel Tonic, Silver Hourglass, Ether|
|3||Remedy x2, Dispel Tonic x2, Gold Hourglass, Turbo Ether|
|4||Remedy x3, Dispel Tonic x3, Gold Hourglass x2, Kinesis Badge|
|5||Remedy x4, Dispel Tonic x4, Pretty Orb, Lag Shock|
To get Episode Complete in Zanarkand, the player must follow these steps:
- Chapter 1 - When meeting Cid at the Chamber of the Fayth, Yuna must voice her dislike of him having turned the place into a tourist attraction. The player must complete the hotspot mission. Best done after everything else in Chapter 1 has been completed, because if Zanarkand is the final hotspot to be cleared, the game will start the Kilika mission which ends the chapter.
- Chapter 2 – The player must complete the monkey matchmaking quest.
- Chapter 3 – Yuna must speak with Isaaru.
- Chapter 4 – The player must see all Zanarkand CommSphere scenes in which Isaaru is pondering what he should do.
- Chapter 5 - The player must visit Zanarkand.
Zanarkand is known for the Episode Complete bug. If the player completes the episode in Zanarkand last they won't be transported back to the Celsius and thus the scene where the Gullwings earn the Mascot dressphere is never triggered, even if the player fulfilled the requirements for it. The player stays in Zanarkand, so they can talk to Maechen without having to revisit. However, if the player has not yet completed the Den of Woe or the Chocobo Ranch sidequests, this will remedy the problem as they will be transported back to the Celsius upon completion.
Claim the Treasure Sphere Edit
- This is a compulsory mission required to complete the game.
Treasure Sphere Waves have been traced to the Zanarkand Ruins, once holy ground. Don't be the last sphere hunters to claim the prize!
- Objective: Acquire the treasure sphere.
- Unlock: Becomes available when the party returns to the Celsius after "Outrun the Leblanc Syndicate!"
- Reward: Amulet, Sphere Fragment
Final Fantasy X-2 Edit
Final Fantasy X Edit
Musical themes Edit
Several different music tracks are played in Zanarkand in Final Fantasy X. When the party first reach the Zanarkand Ruins, "Zanarkand" is played, which is also the main theme of Final Fantasy X. "A Fleeting Dream" is played along the road towards the Zanarkand Dome and the random encounter battles.
An entirely new track for the ruins, called "Zanarkand Ruins" on the original soundtrack, plays in Final Fantasy X-2. The track is arranged on a solo piano in the Final Fantasy X-2 Piano Collection album.
Other appearances Edit
One of the rooms from the Online Lobby is named Zanarkand.
Zanarkand is present as a room for preset characters of the Multiplayer Mode Online Lobby.
Zanarkand is the FMS for "Zanarkand", "A Fleeting Dream", and "KUON: Memories of Waves and Light".
The Zanarkand Ruins appears as a downloadable world.
Tidus is at the top of his game as star of the blitzball team the Zanarkand Abes. He is playing in the Jecht Memorial Cup tournament, when an immense creature attacks the city.
- Classic Rewards
|Mastery Reward||Mythril Armlet (VII)||1|
|Minor White Orb||5|
|First Time Completion||Minor Ice Orb||5|
- Elite Rewards
|Mastery Reward||Greater Black Orb||3|
|First Time Completion||Mythril||1|
In the original plot draft for Final Fantasy X, Zanarkand was called Registan, but the name was changed because an actual place of the same name exists. It was Kazushige Nojima's idea to use a name ending in either "-stan" or "-kand".
- In Final Fantasy X, the party does not perform victory poses in Zanarkand, but keep their battle stance.
- According to the Final Fantasy XIII-2 Ultimania Omega, Gilgamesh found his version of the Muramasa blade in Zanarkand Ruins.