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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.

Tidus

Zanarkand is a former metropolis at Spira's northernmost edge in Final Fantasy X and Final Fantasy X-2. In the English localization, Zanarkand is pronounced [ˈzæ.nɚ.kənd]. In modern days, it is an ancient holy site.

Story[]

Spoiler warning: Plot and/or ending details follow. (Skip section)

Final Fantasy X-2.5 ~Eien no Daishō~[]

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.

Final Fantasy X[]

Auronposter

Promotional artwork of Auron across both Dream Zanarkand (left) and true Zanarkand (right).

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, which became to be known as Sin.

Yu Yevon gave the creature two objectives: defend Dream Zanarkand and destroy any large city that relies 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. Yevon's daughter, Yunalesca, took it upon herself to vanquish Sin and turned her husband, Zaon, into an aeon and summoned him against Sin. Sin was defeated, Yunalesca died, and Yu Yevon's spirit possessed Zaon's aeon and made him into the new Sin. Yunalesca stays in Zanarkand as an unsent to pass on the wisdom of the Final Summoning, the only means of "defeating" Sin.

Zanarkand3

Zanarkand's ruins, 1,000 years after its destruction.

A thousand years later the Zanarkand Ruins is the final destination of the summoners' pilgrimage to defeat Sin, Yunalesca and Zaon's feat having been made dogma by the Temple of Yevon and propagated as the only means to ridding Spira from Sin with the people's atonement. Known as a holy place by Spirans, the ruins are unseen by all except the few summoners and their guardians who prove themselves worthy. 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.

Summoner Yuna and her guardians journey to Zanarkand and set up camp outside the ruins before continuing. 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.

Upon meeting Yunalesca and learning of Sin's cyclical existence, Yuna rejects the tradition of Final Summoning as false hope, and refuses to pick 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 practice 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 into 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.

Final Fantasy X-2[]

FFX-2 Zanarkand Ruins

Zanarkand Ruins in Final Fantasy X-2.

During the Eternal Calm, Cid and Isaaru turn Zanarkand into a tourist attraction and people from all over Spira come visit it. Buddy detects sphere waves emanating from the Zanarkand Ruins, and Yuna, Rikku, and Paine go investigate. To the trio's shock, the ruins have become a tourist attraction, learning from Isaaru it was Cid's idea. He leaves since he has work to do. The Gullwings meet Pacce and his group the Kinderguardians. Afterward, they run into some of Leblanc's goons, whom they defeat.

Finding Cid, Yuna and Rikku berate him for turning Zanarkand into a gift shop with Rikku comparing it to turning the ruins of Home into a theme park. Cid realizes his mistake and leaves for the Thunder Plains. On top of the ruins, a voice "taunts" Yuna's party, saying that they won't be able to easily take their treasure. They recognize the voice as Isaaru, who explains that he provides excitement for the tourists. He apologizes for the quiz, gives Yuna a Garment Grid, and leaves.

Finding a cave nearby, Yuna, Rikku and Paine reach the treasure sphere, but are ambushed by a Guardian Beast. After they slay the beast, they find that the sphere is broken in half, but take it anyway.

Yuna's party can let monkeys overpopulate the ruins by placing them next to their soulmates. With the monkeys overpopulating the ruins, the tourists leave, finally leaving the ruins in peace. The Gullwings later meet Maechen in the now abandoned 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*(and the player has 100% story completion) 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.

Spoilers end here.

Locations[]

Camp[]

FFX HD Zanarkand Camp Site

Zanarkand camp site.

The camp site is where all summoners and guardians rest before they enter the dome and complete their pilgrimage.

Road to Zanarkand[]

Zanarkand ruins

The Road to Zanarkand.

The Road to Zanarkand is lined with the ruins of fallen buildings and roads. The entire area is covered in pyreflies.

Zanarkand Dome[]

Zanarkand dome2

Zanarkand Dome.

The Zanarkand Dome is the ruins of the former temple and government seat of Zanarkand. Its architecture resembles the blitzball stadium in Dream Zanarkand.

Quests[]

Final Fantasy X-2[]

Chocobo treasures[]

Sending a chocobo to Zanarkand Ruins to look for treasures finds the following items (depending on the chocobo's level):

Level Treasure
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


Missions[]

Claim the Treasure Sphere[]
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

Episode Complete[]

The tourists are gone. Those monkeys did a pretty good job protecting the place. Not bad, monkeys!

Zanarkand Ruins highlighted on Celsius locations list

Cid and Isaaru have left the Zanarkand Ruins and the monkeys have taken over. The atmosphere has finally returned to how it was like two years ago with Yuna and her guardians.

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.

Episode Concluded[]

Forget the tourists... now people are saying they want to live here! Guess a new age is coming for Zanarkand.

Zanarkand highlighted on Celsius locations list

Yuna failed to chase the tourists away, so more and more people gather at the once hallowed ground.

Shop[]

Final Fantasy X-2[]

Castle Cornelia PSThis section about a location in Final Fantasy X-2 is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Items[]

Final Fantasy X[]

Enemies[]

Final Fantasy X[]

Behemoth in Zanarkand Ruins

Behemoth in Zanarkand Ruins.

The party does not perform victory poses in Zanarkand, but keep their battle stance.

Musical themes[]

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.

The Zanarkand theme also makes an appearance during Dissidia Final Fantasy as the background music during Tidus's story segment.

"Zanarkand Ruins" from Final Fantasy X-2

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[]

Dissidia Final Fantasy[]

One of the rooms from the Online Lobby is named Zanarkand.

Dissidia 012 Final Fantasy[]

Zanarkand is present as a room for preset characters of the Multiplayer Mode Online Lobby.

Pictlogica Final Fantasy[]

Castle Cornelia PSThis section about a location in Pictlogica Final Fantasy is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.


Theatrhythm Final Fantasy[]

Zanarkand, both during day and night, appears as the Field Music Sequence for "Zanarkand", and "A Fleeting Dream" respectively. The former only appears during a Dark Note.

Theatrhythm Final Fantasy Curtain Call[]

Zanarkand is the FMS for "Zanarkand", "A Fleeting Dream", and "KUON: Memories of Waves and Light".


Final Fantasy Airborne Brigade[]

Castle Cornelia PSThis section about a location in Final Fantasy Airborne Brigade is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Final Fantasy All the Bravest[]

Zanarkand Ruins ATB

The Zanarkand Ruins.

The Zanarkand Ruins appears as a downloadable world.

Final Fantasy Record Keeper[]

FFRK Zanarkand FFX

Painting image.

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.

Description

Zanarkand is unlocked by completing Mako Reactor No. 5 in the Final Fantasy VII realm. Completion of this dungeon unlocks Besaid in the Final Fantasy X realm.

Classic Rewards
Completion Type Item Quantity
Completion Reward Gil 700
Mastery Reward Mythril Armlet (VII) 1
Minor White Orb 5
First Time Completion Minor Ice Orb 5
Mythril 1
Elite Rewards
Completion Type Item Quantity
Completion Reward Gil 3,500
Mastery Reward Greater Black Orb 3
Stamina Shard 1
First Time Completion Mythril 1
Stamina Shard 1


Final Fantasy Brave Exvius[]

FFBE Zanarkand
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Mobius Final Fantasy[]

Castle Cornelia PSThis section about a location in Mobius Final Fantasy is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Other media[]

According to the Final Fantasy XIII-2 Ultimania Omega, Gilgamesh found his version of the Muramasa blade in Zanarkand Ruins.

Gallery[]

Etymology[]

The name Zanarkand comes from Samarkand,[1] Samarkand is a city in modern-day Uzbekistan that was once a wealthy city on the trade lines between China, India and the Arabic empires.

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".[2]

Zanarkand's monkey population and how they represent the ruins being free of both fiends and undesired tourists stem from Japanese beliefs that monkeys are synonymous with the Japanese word saru (さる, to expel?), in the sense of driving out evil, either by casting out trespassers or demonic exorcism. Monkeys in Japan are also believed to be the messengers of kami and are sometimes revered as holy animals, while they are ubiquitous to rabbits in terms of love and romancing.

See also[]

Citations[]

  1. Final Fantasy X Ultimania Ω (in Japanese). DigiCube/Square Enix, 476. ISBN 4-88787-021-3.
  2. Final Fantasy X Ultimania Omega, p.476-477 (Translation)
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