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Mt. Gagazet
Final Fantasy X/X-2 HD Remaster

Mt. Gagazet

Navigate the treacherous Mt. Gagazet in Final Fantasy X/X-2 HD Remaster. Includes strategies for the Biran and Yenke Ronso boss fight and details on the Mountain Trail enemies.

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Navigate the treacherous Mt. Gagazet in Final Fantasy X/X-2 HD Remaster. Includes strategies for the Biran and Yenke Ronso boss fight and details on the Mountain Trail enemies.

Note: While you're in the Mt. Gagazet areas (and beyond), Blitzball will be unavailable; however, you can still play by returning to the Calm Lands and using a Save Sphere there.

Gagazet Gate

Watch the scenes. There's an Item Shop and an Equipment Shop (male Ronso in the southeastern part of the clearing); you'll want to buy a few Holy Waters, which you probably don't have yet (the rest is just standard shop fare). You can also speak to your traveling party.

Save your game, then go north once you're done. It's now time for a surprise battle.

Boss: Biran Ronso, Yenke Ronso
Biran Ronso's Properties
HPVariableOverkill2,500
AP (Overkill)4,500 (6,750)Gil1,500
Ronso RageThrust Kick, Doom, Self-Destruct, Mighty Guard *
StealCommon: Lv. 3 Key Sphere | Rare: Lv. 3 Key Sphere ×2
DropsCommon: Return Sphere | Rare: Friend Sphere
Equipment Drop Rate100%
Slots (Abilities)2-3 (1)
Equipment AbilitiesWeapons: Piercing | Armor: MP +20%
Elemental and Status Properties
Elemental WeaknessesNone
Elemental ResistancesNone
Status VulnerabilitiesPower Break, Magic Break, Armor Break, Mental Break, Eject, Doom
Poison DamageImmune
Doom Count20
Yenke Ronso's Properties
HPVariableOverkill2,500
AP (Overkill)4,500 (6,750)Gil1,500
Ronso RageFire Breath, Stone Breath, Aqua Breath, White Wind *
StealCommon: Lv. 3 Key Sphere | Rare: Lv. 3 Key Sphere ×2
DropsCommon: Return Sphere | Rare: Friend Sphere
Equipment Drop Rate100%
Slots (Abilities)2-3 (1)
Equipment AbilitiesWeapons: Piercing | Armor: MP +20%
Elemental and Status Properties
Elemental WeaknessesNone
Elemental ResistancesNone
Status VulnerabilitiesPower Break, Magic Break, Armor Break, Mental Break, Eject, Doom
Poison DamageImmune
Doom Count20

* Ronso Rage only available after it has been cast by the enemy.

This fight is unique in that the opponents don't have fixed stats; rather, they depend on Kimahri's. There's also a position mechanic: when together, each Ronso will cover the other from damage, reducing your output to a laughable number.

Biran uses Bulldoze, a physical attack that causes him to move from one position to the other (be that towards or away from Yenke). He'll also use Blizzard and Thunder. When his HP drops below 25%, Biran will use Mighty Guard once, which hits himself (as well as Yenke if he is on the same side) with Protect, Shell, and NulAll. If Yenke dies, Biran will cast Berserk on himself, preventing him from using Mighty Guard.

Yenke, meanwhile, uses Fire Breath, Aqua Breath, and Bulldoze in that order. When his HP falls to below 25%, he will cast White Wind on himself, which also allows Kimahri to Lancet the skill. If Biran is killed before Yenke, Yenke will cast Haste on himself, and will recast it if it's removed.

This battle is not difficult to win, because the Ronsos have their stats adjusted to Kimahri's so even weak hornless Ronsos should be able to make it. Your precise strategy will depend on how exactly you raised Kimahri; use whatever you have at your disposal. The more interesting part is getting all the goodies. If you're missing any of the six Ronso Rages besides Mighty Guard and White Wind, you should use Lancet to get them (this also fills your Overdrive gauge). When Biran and Yenke are together, you should do nothing but Steal if Kimahri has the Ability and doesn't need to heal; both Ronsos are an excellent source of Lv. 3 Key Spheres, and you can expect to easily get seven or more of the spheres before the battle's over (and it's probably a good idea to Steal from each Ronso four or so times). Once they're apart, use the opportunity to attack the two Ronso warriors. Once one is knocked under 25% HP and has used his skill, bring the other down to 25% as well so you can learn both Mighty Guard and White Wind; when that's done, defeat them, staying healed as always.

Each Ronso Drops a Return Sphere or, much more rarely, a Friend Sphere.

After you win, return to the southern screen and use the Save Sphere, then go north once again.

Mountain Trail

The Mountain Trail is a very long (essentially) dungeon whose enemies are a significant upgrade in strength over the ones we've seen before now. With that in mind…

Mountain Trail Fiends
ItemsSee below
EnemiesBandersnatch, Bashura, Grat, Grenade, Imp, Mech Defender, Mech Leader, Nidhogg

…let's look over the enemies here, as usual. Imp and Nidhogg are the same as in the Cavern of the Stolen Fayth if you went down there and in any event are basic enemies whose strategies should be obvious by now (Imp is weak to Water, Nidhogg to Ice). Bandersnatch is weak to Fire and just the newest wolf iteration. Bashura is an Ogre upgrade. It has a lot more HP, so soften it up with Demi before going after it (it's also weak to Fire). Grat is very dangerous; if allowed to take two turns, it will use Seed Burst, which inflicts Confusion plus minor damage on one character, so make taking them down quickly (weak to Fire) a priority, since Confusion protection is still hard to come by. Grenade is simply a Bomb upgrade; they're highly resistant to magic, but their HP isn't that impressive so strong physical attackers should be able to bring them down before they Self-Destruct (they're still weak to Ice as well). Lastly, the two Mechs are just standard machina opponents (though Mech Defender hits very hard).

For elements, assuming you're not Capturing fiends (which you probably should be), Tidus will lik

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