Final Fantasy X | X-2 HD Remaster
Spira twice over — Final Fantasy X and its sequel X-2, two games in one remaster, each walked through twice.
Square Enix · PC, PS3, PS4, PS Vita, Switch, Xbox One · Official site
54 of 54 areas written · 54 of 54 catalogued. Progress is shown honestly below rather than hidden behind empty pages.
Guides
Final Fantasy X
Zanarkand
The opening night in a city of lights: a blitzball game, a run down the highway and the game's first fights. Two choices at New Game matter more than anything in the area itself — pick your Sphere Grid with care, because it is permanent.
Baaj Temple
Alone in cold water and drowned ruins. Six chests, two things to find before you can make a fire, and the first fight you actually have to manage your HP in.
Al Bhed Salvage Ship
A working ship, a crew you cannot understand yet, and your first look at the Sphere Grid. Grab the book lying on the deck before you dive — this ship does not come back.
Besaid Island
A quiet island, a blitzball team, a village around a temple and the first trial puzzle. Talk to everyone twice, take the extra chest inside the trial, and visit the dog before you leave.
S.S. Liki
A short crossing on a ferry pulled by chocobos. Explore below deck before you talk to Yuna at the bow — one conversation there starts things moving, and the trip ends soon after.
Kilika Island
A harbour town on stilts, a jungle full of guards with things to give away, and the second temple on the pilgrimage. Talk to everyone in the woods and look down every side path — most of what is worth having here is a gift, not a chest.
S.S. Winno
The overnight boat to the blitzball tournament. A short, quiet stretch: one chest, one book on the bridge, a travelling merchant, and a blitzball trick worth learning before you land. Save before you touch the ball.
Luca
The biggest city you have seen so far, in the middle of the blitzball tournament. Five docks, a stadium and a theatre to explore, a handful of chests tucked behind crates, and one match you have to play yourself. Winning it is nice; losing it costs you nothing that matters.
Mi'ihen Highroad
A long road north out of Luca, busy with travellers who want to give the summoner something for the journey. Talk to everyone, take the duel you are offered, and when you get the chance to ride a chocobo, keep riding — the best chests on the road are only reachable from its back.
Mushroom Rock Road
A winding climb through towers of rock to a command post at the top of the cliffs. Almost every soldier on the way up has something to hand you, so talk to all of them — and talk to them now, on the way up.
Djose Highroad and Temple
A short road of tall stone pillars, then a temple on an island of floating rock and its trial. Bring Softs, talk to everyone on the road, and check the temple's side rooms before you go up the stairs.
Moonflow
A forest road down to a wide river, a ride across it on the back of a huge beast, and a quiet trail on the far bank. Level Yuna's aeons on the way in and keep a Lightningstrike weapon handy for the crossing.
Guadosalam
A town grown inside the roots of a giant tree, home to the Guado. A short, quiet stop: a few chests, a shop worth visiting before the next stretch of road, and a visit you will not want to rush.
Thunder Plains
A long walk across an open plain under a permanent thunderstorm. Lightning towers give shelter, a button press dodges the bolts, and a travel agency halfway across is the only roof for miles. Dress for lightning before you set out.
Macalania Woods
A glowing crystal forest of branching paths, hidden chests and water-element fiends. Swap off any Waterstrike weapons, keep Lulu close, and look behind the trees — most of the treasure here is tucked out of sight.
Lake Macalania and Macalania Temple
A frozen lake, a travel agency in the snow and a temple built into the ice. Shop before you set out across the lake, talk to everyone inside the temple, and take the extra steps in the temple's ice puzzle for its hidden chest.
Bikanel Island
You wake alone on a desert island and spend it gathering your party back up. The sand is full of chests, two Al Bhed Primers lie in the open, and the sinkholes in the far west hide the best treasure behind short fights.
Home
A short, fight-heavy stretch through a town in trouble, with three Al Bhed Primers, a chest that wants a password, and two more that set you a quiz. Explore every room before you take the doorway beside the Save Sphere in the main corridor — there is no coming back through it.
The airship and Bevelle
A rescue by air, a boss fought from a moving deck, and the one city in the game you get exactly one pass through. Its Cloister of Trials has a chest that is very easy to walk past — open everything before you leave it.
Via Purifico and the Highbridge
Two halves of a prison, played separately: a maze of teleporters on land and a flooded tunnel underwater, each ending in a fight. Then a long bridge, a save sphere at each end, and the boss waiting in the middle.
The Calm Lands
A quiet stop in the woods, then the widest open space in the game. Three chests, a primer, a shop, and a lot of things that open here but are meant for later. Take the chests, ride a chocobo once, and save before the bridge.
Cavern of the Stolen Fayth
An optional cave below the north end of the Calm Lands, with good chests, a hard fight at the back and an aeon who will only work for money. It never closes, so take the chests now and come back for the aeon when you can pay.
Mt. Gagazet
The long climb. Kimahri has to prove himself at the gate, the trail has a merchant you should not walk past, and the caves near the top hold two puzzles that open the way. Two hard fights; stock up before you start.
Zanarkand Ruins
The end of the pilgrimage road: a walk through the ruins, the last Cloister of Trials, and two hard fights. Save at every sphere, and check the room after the last fight before you leave it.
The airship and the assault on Sin
The airship is yours and the whole world is one menu away. Hidden places, every optional grind in the game and the last push of the story all start here, and nothing closes while you take your time. Go after the big fight when you are ready, not before.
Inside Sin and the end
The last dungeon: a long walk through strange country with good chests on the side paths and hard ordinary fights. You can still leave from its save spheres right up to a point near the end, and the game tells you when you reach it.
Final Fantasy X-2
Chapter 1: Luca and the Floating Ruins
The opening hour: a concert, a chase along the Luca docks, your first look at the airship you will live on, and a race up a mountain against the clock. Stop for the moogle on the docks, talk to everyone on the ship, and save before the first mission.
Chapter 1: Besaid, Kilika and Luca
Three islands from the first game, revisited. A required mission on Besaid, a short stop in Kilika that is easy to skip and should not be, and an optional return to Luca with a garment grid hidden at the end of a dock.
Chapter 1: Mi'ihen, Mushroom Rock and Djose
Three stops up the old pilgrimage road: a long highway full of chests, a foggy gorge mission for a group recruiting outside a big headquarters, and a temple where people are queuing to go digging. Talk to everyone at the headquarters, and let the old man there finish his story.
Chapter 1: Moonflow, Guadosalam, Thunder Plains and Macalania
North from the river to the frozen woods. An escort job where every crate counts, a quiet walk through the Guado's city, a calmer storm than you remember, and a forest full of people who want a word. Talk to the little man in red before you take the escort, and save first.
Chapter 1: Bikanel, Bevelle and the Calm Lands
Three optional stops on the Celsius map. A desert dig that needs the letter from Djose, a short walk through a holy city, and a wide plain full of attractions and two long-running campaigns. Do all three before the Chapter 1 finale; none of them is required, and every one of them counts.
Chapter 1: Mt. Gagazet and Zanarkand
A mountain visit that is all conversation, then the ruins at the far end of the world, now a tourist trap with a treasure hunt at the bottom. The answers you pick on the mountain matter much later, and one answer in the ruins earns a garment grid.
Chapter 1: Kilika and the Awesome Sphere
Back to the island for the sphere everyone is talking about. A walk through guarded woods where the right password saves you a fight and earns a grid, a monkey hunt on the side, and a fight at the temple steps that closes the chapter. Finish everything else on the map first.
Chapter 2: The Awesome Sphere, Besaid, Kilika and Luca
Chapter 2 opens on the airship with a decision about the sphere you just won, then sends you south: a shooting challenge on Besaid, a short stop at Kilika and a television interview in Luca. Rest in the cabin before you leave the ship, and think before you answer the question on the bridge.
Chapter 2: Mi'ihen, Mushroom Rock and Djose
Back up the old pilgrimage road. A girl on the Highroad needs help with a chocobo, a headquarters in the gorge has company waiting, and something worth picking up turns up on the road out of Djose. Sweep the Highroad for chests before you go into the travel agency.
Chapter 2: Moonflow, Guadosalam, Thunder Plains and Macalania
Four stops up the north road, each with a job attached: tickets to sell on the riverbank, a closed door in the Guado town, ten lightning towers to tune and a missing band to find in the woods. None of it is hard. All of it is this chapter only, so do it now.
Chapter 2: Bikanel and the Calm Lands
A quick trip to the desert oasis for something you need, then the Calm Lands, where an old friend wants help clearing out a building. One easy fight, a new dressphere at each stop, and a chance to start catching chocobos.
Chapter 2: Mt. Gagazet and Zanarkand
The Ronso have problems and Kimahri wants your advice. Then a climb after a rival crew up the mountain to some hot springs, and a stop in the ruins beyond, where a lot of monkeys need matchmaking. Take the long way up the cliffs.
Chapter 2: Chateau Leblanc
A heist in borrowed clothes. Walk in the front door of a rival's mansion, talk your way upstairs, then find the way behind the walls. One minigame here decides which of two accessories you get, so read before you start it.
Chapter 2: Infiltrating Bevelle
The chapter's last mission: force your way across the bridge and down through the old temple. A long dungeon with a lot of treasure, a platform puzzle that hides the best accessory in the chapter, and a new dressphere near the bottom. Finish your Chapter 2 errands before you start.
Chapter 3: Djose and Besaid
A new chapter, a new tool from Shinra, and trouble at home. Stop at Djose before anything else — a short scene there does not wait — then answer the call from Besaid. Restocked chests on the airship and around the island.
Chapter 3: Kilika and Luca
A required trip into Kilika's temple, with a sneaking game at the gate that pays out if you are patient. Then an optional coin tournament in Luca whose prize is a dressphere worth having early.
Chapter 3: Mi'ihen, Mushroom Rock, Moonflow and Guadosalam
A race against the clock on the Highroad, two short stops for conversations, and a quiet return to a house you have been inside before. The house hides the two most important pickups of the chapter.
Chapter 3: Thunder Plains, Macalania and Bikanel
A walk through the storm, a siege at the lakeside shop that pays out a new dressphere, and a trip into the desert that starts a long hunt across the whole map. The siege is the part not to skip.
Chapter 3: Bevelle and the Calm Lands
Two stops on the Celsius map. A walk back through the holy city with its chests refilled and a sphere on the floor at the end, then a cave full of stranded tourists under the Calm Lands. Pick up the sphere before you leave, and bring every tourist out.
Chapter 3: Mt. Gagazet, Zanarkand and the Djose finale
A climb up the mountain on foot, a refilled set of ruins with a matchmaking job, and the mission that ends the chapter. Djose is the last thing you do in Chapter 3 — finish everything else on the map before you land there.
Chapter 4: CommSpheres and the Thunder Plains concert
A short chapter that happens almost entirely on the airship. Watch what the CommSpheres you set up last chapter have to show you, chase one debtor, rehearse, and play the concert. Most of the map is closed; what counts here is patience.
Chapter 5: Zanarkand, Besaid and Kilika
The final chapter opens with every location on the map lit up. Start with a short loop of the ship, then go to the ruins, the first island and the forest port. Each one has a short story to finish and a few new chests. Talk to everyone before you leave the ruins.
Chapter 5: Luca and the Mi'ihen Highroad
Two quick episodes. Luca starts its sports season and has one easy chase through town. The Highroad wraps up the investigation you have been feeding since Chapter 1. Ride a chocobo before you leave it.
Chapter 5: Moonflow, Guadosalam and the Thunder Plains
A show on the river, a town finally choosing who leads it, and the storm plains' towers overrun again. The plains end in a cave, and there is a puzzle dungeon to come back for once that is done.
Chapter 5: Macalania, Gagazet and the Calm Lands
Three quiet stops in the cold north of the map, each with a short story of its own to finish, then the open plains with a few good chests and a lot of loose ends from earlier chapters coming due. The chocobo ranch is where the long side project starts; give it time.
Chapter 5: Djose, Bikanel and Bevelle
A machine to fight twice, a desert to dig up between the fights, a last hunt through the sand, and a walk back into the holy city with its chests full again. Go to Djose before you dig anywhere, and save before every boss.
Chapter 5: Mushroom Rock and the Den of Woe
The Youth League wants a word, and a word here means a run of fights down the whole road. Win, collect the new chests on the way, and then look into the cave at the bottom of the ravine that has been shut all game. It only opens for players who have been collecting the red spheres.
Chapter 5: The Farplane and the ending
The last trip down. Five ways in, one hard road to the bottom, and a Save Sphere that still lets you go home before the very end. Finish everything you mean to finish before the last step, because the game ends where this page does.