Final Fantasy X | X-2 HD Remaster: everything you can permanently lose
357 permanent losses and 65 where only that copy is lost, in the order you reach them, each with the exact moment it stops being obtainable. Ticks here sync with the completion tracker.
Two different things get called "missable". Most guides merge them, which is why players think an early Materia they walked past has ruined a run. An orange Missablebelow means gone for good. A blue Copy missable means you lost that one and we tell you where the next is.
Entries also carry how far a claim has been taken, but only when that tells you something: Confirmed in game was played and checked, and Sources disagree means the guides we researched contradict each other and we have not picked a winner. No badge means ordinary researched reference.
Final Fantasy X
68 permanent losses and 32 copy-missable. Nothing here carries over to or from the other game.
Zanarkand
The streets
Baaj Temple
Point of no return: Lighting the fire ends the first visit. Take all six chests before you strike the Flint. The late airship return dives straight down to the Chamber of the Fayth and does not walk you back through the temple hall.
The sunken ruins
The temple hall
Al Bhed Salvage Ship
Point of no return: The ship cannot be revisited. The deckhand's Potions go with it once the dive is over; Al Bhed Primer Vol. I has only a spare copy in the Sanubia Desert much later.
The deck
Besaid Island
Point of no return: Boarding the S.S. Liki ends the beach and dock gifts for good. The village itself — the Cloister's Rod of Wisdom, Primer Vol. II, Energy Blast and the village chests — can be reached again by ferry from Luca until the events at Macalania Temple. After that the only way back is the airship, and Dark Valefor guards the village entrance. Miss the Rod of Wisdom and Anima costs you a superboss.
The beach
The village
Temple and Cloister of Trials
The morning
The dock
S.S. Liki
Point of no return: Talking to Yuna at the bow for the second time starts the attack, and the ship is not yours again until it docks. Al Bhed Primer Vol. III has a replacement copy much later in the Sanubia Desert; the Remedy chest and the suitcase Potions come back only on a later ferry ride.
Below deck
Kilika Island
Point of no return: Boarding the S.S. Winno for Luca ends the first visit. Lord Ochu, the Crusaders' gifts in the woods (Antidotes, Remedy, Hi-Potion, Elixir, NulBlaze Shield, the Phoenix Downs) and the tavern Ether from the rescue all belong to this visit. The three woods chests, the tavern Primer and the Cloister chest can all be collected on a later return.
Kilika Port
Kilika Woods
S.S. Winno
Point of no return: Docking at Luca ends the trip. The bridge copy of Al Bhed Primer Vol. V goes with it — a replacement turns up in the Sanubia Desert only if you missed this one — and the first attempt at the Jecht Shot is over.
Deck and bridge
Luca
The tournament
Mi'ihen Highroad
Point of no return: Passing the Mushroom Rock gate ends your last chance to lend O'aka gil, which fixes his prices for the rest of the game. The travellers' gifts are a one-time offer: talk to everyone on the way north. The chests, the chocobo treasure, the crest and the later Jecht Sphere all stay.
South End
Highroad South
Highroad Central
Rin's Travel Agency
Oldroad
Mushroom Rock Road
Point of no return: Telling the guard at the command post you are ready starts Operation Mi'ihen. Every Crusader gift on the road — the Ether, the Hi-Potions, the Phoenix Downs, the ten Potions, the X-Potion, the 400 gil and the Mega-Potion — is gone once the battle is over. The chests all stay and can be taken on a later visit.
The road in
The valley
The precipice
Moonflow
South Bank Road
Thunder Plains
Rin's Travel Agency
Lake Macalania and Macalania Temple
Point of no return: Nothing on the lake or in the temple is lost for good, but the temple's people turn on you after the fight upstairs: Tromell's Shell Targe, the priests' Ether and Elixir, the 2 Hi-Potions from the man by the Remedy chest and the 400 gil from the Al Bhed soldier on the approach should all be taken before you climb the stairs. Under the lake, open both chests before you talk to Auron — that conversation ends the area. The Luck Sphere can be had later, but on this version a return trip means beating Dark Shiva on the temple approach first.
Temple approach
Temple hall
Under the lake
Home
Point of no return: The doorway beside the Save Sphere at the three-way split in the main corridor. Go through it and the upper rooms are shut behind you: Al Bhed Primers XX and XXI, the Chest of Dreams, the password chest (Friend Sphere), the quiz and number chests (Skill Sphere, Special Sphere) and both Al Bhed Potion chests. Primer XIX, outside, should be taken before you first go in. Boarding the airship at the far end leaves Home for good — it cannot be revisited, and Primers XIX, XX and XXI exist nowhere else, so missing any of them ends Master Linguist and Rin's all-Primers reward for the playthrough.
Outside
The upper rooms
The three-way split
Past the Save Sphere
The airship and Bevelle
Point of no return: Bevelle is never revisited. Walking out of the Cloister of Trials past the glowing glyph ends the visit for good, and with it Al Bhed Primer XXII, the HP Sphere (Bevelle's Destruction Sphere chest) and the Knight Lance. Open the HP Sphere chest regardless: whether skipping it leaves Bevelle's statue at Baaj dark, and so costs Anima, is disputed.
The airship
Bevelle — Priests' Passage
Bevelle — Cloister of Trials
Via Purifico and the Highbridge
Point of no return: The Via Purifico is never revisited. All seven chests in Yuna's maze go with it, and the Rematch and Avenger chests underwater are lost the moment you open the gate locks during the Evrae Altana fight.
Yuna's maze
Underwater
Cavern of the Stolen Fayth
Chamber of the Fayth
Mt. Gagazet
Mountain Gate
Mountain trail
Zanarkand Ruins
Point of no return: Leaving the Beyond after Yunalesca without taking the Sun Crest. When you come back by airship, Dark Bahamut stands guard over that room and the crest is out of reach until he is beaten. The Magistral Rod cannot be had on this visit at all; it waits for a return trip.
The Beyond
Final Fantasy X-2
289 permanent losses and 33 copy-missable. Nothing here carries over to or from the other game.
Chapter 1: Luca and the Floating Ruins
Point of no return: Two losses close inside this stretch, not at the end of the chapter. Walking past the moogle on Dock 2 forfeits a Chapter 1 Story Completion scene and with it 100% and the Perfect Ending. Talking to Shinra on the bridge after the Floating Ruins, before comforting Brother, loses Brother's scene the same way.
Luca: the opening
The Celsius
Mt. Gagazet: Floating Ruins
Back on the Celsius
Chapter 1: Besaid, Kilika and Luca
Kilika Port
Luca
Chapter 1: Mi'ihen, Mushroom Rock and Djose
Point of no return: Nothing locks when you leave these three places, but the end of Chapter 1 (beating the boss of the Kilika mission) closes every Story Completion scene below, Crimson Sphere 9 at the Den of Woe entrance and the Restless Sleep garment grid. Yaibal and Maechen close sooner: answer Yaibal wrong or interrupt Maechen and those scenes are gone on the spot.
Mi'ihen Highroad
Mushroom Rock Road
The Ravine
Youth League Headquarters
Back on the Celsius
Back on Mushroom Rock Road
Djose Temple
Chapter 1: Moonflow, Guadosalam, Thunder Plains and Macalania
Point of no return: Starting the Hypello escort before you talk to Tobli loses his scene for good, and with it 100%. Losing any cargo costs the Circlet, the Helios Guard grid and 100%. Everything else here — the four musicians, Tromell's first talks, O'aka's hiding place and the area scenes — closes at the end of Chapter 1 (beating the boss of the Kilika mission). Full Throttle itself waits until the end of Chapter 2.
Moonflow
Guadosalam
Thunder Plains
Macalania Woods
Lake Macalania
The O'aka chase
Chapter 1: Bikanel, Bevelle and the Calm Lands
Bikanel Desert
Bevelle
The Calm Lands
Chapter 1: Mt. Gagazet and Zanarkand
Mt. Gagazet
Zanarkand Ruins
The Beyond
Chapter 1: Kilika and the Awesome Sphere
Point of no return: Beating YSLS-Zero at Kilika Temple ends Chapter 1. Every Chapter 1 Story Completion scene, mission and conversation you have not done closes with it: Bikanel, Bevelle, the Calm Lands and Mt. Gagazet visits, Tobli before the Hypello, Tromell's scenes (Full Throttle itself has a Chapter 2 catch-up), hiding O'aka, Crimson Sphere 9, Restless Sleep, the first Kimahri answer, the first camera conversation in Kilika, a cabin rest. Unopened chests carry forward; the Kilika Woods close until Chapter 3.
The temple stairs
Chapter 2: The Awesome Sphere, Besaid, Kilika and Luca
Point of no return: Choosing where the Awesome Sphere goes is final for this playthrough. Take it to Mushroom Rock Road (the Youth League): siding with New Yevon leaves a single playthrough just short of 100% Story Completion, and only New Game Plus makes up the difference. Every scene below, the cabin rest, the Gunner's Gauntlet mission and Shelinda's interview close with the end of Chapter 2.
Aboard the Celsius
The Awesome Sphere
Besaid
Kilika
Luca
Chapter 2: Mi'ihen, Mushroom Rock and Djose
Point of no return: Starting "Cuckoo for Chocobos!" closes most of the Mi'ihen Highroad until the mission is over, so open its chests and do the first round of campaign talks before you walk into Rin's Travel Agency. Ending the chocobo rodeo early, by catching the bird on the spot or letting it escape five times, or failing to reach Calli in time, costs Story Completion. All the scenes here close with the end of Chapter 2.
Cuckoo for Chocobos!
Mushroom Rock Road
Chapter 2: Moonflow, Guadosalam, Thunder Plains and Macalania
Point of no return: Every job, scene and reward on this page closes when Chapter 2 ends with the Bevelle mission. That includes YRP's ticket sales (which decide the Chapter 5 Moonflow episode), the tower calibrations (whose scores decide the Chapter 5 tower chests, Ribbon included; whether they stay open into Chapter 3 is disputed, so treat this chapter as the only chance), Track Down the Troupe and the last chance to clear O'aka's debt. Unopened chests carry forward until a later chapter replaces them.
Moonflow
Guadosalam
Aboard the Celsius
Thunder Plains
Macalania Woods
Lake Macalania
Chapter 2: Bikanel and the Calm Lands
Point of no return: The Bikanel mission is required and cannot be missed. In the Calm Lands, Clean Sweep, the Alchemist dressphere and Highroad Winds are meant for Chapter 2 but Clasko gives a second chance in Chapter 3. Catching a wild chocobo must be done before Chapter 3 ends. Lian and Ayde's first meeting is a Chapter 2 scene. Do not dig in the desert more than you have to: every machine part you unearth makes a Chapter 5 boss stronger.
Bikanel Desert
Calm Lands
Chapter 2: Mt. Gagazet and Zanarkand
Point of no return: Kimahri's question and the Ronso conversations close with Chapter 2, and they decide the Trainer dressphere in Chapter 3 and Ronso scenes in Chapters 3 and 5. On the climb, following the Fem-Goon instead of scaling the cliff skips the extended hot springs scene (a Story Completion line) and walks you past two chests. Operation: Monkey! has one more chance in Chapter 3. Unopened chests carry forward until a later chapter replaces them.
Mountain Gate
Spring into Action
Zanarkand Ruins
Chapter 2: Chateau Leblanc
The Hidden Passageway
The last room
Chapter 2: Infiltrating Bevelle
Point of no return: Beating Bahamut at the bottom ends Chapter 2. That closes every Chapter 2 Story Completion scene, the O'aka debt (a Chapter 5 Macalania scene needs it cleared), the YRP ticket sales, the Thunder Spawn grid, Kimahri's second and last question, Full Throttle from Tromell if you skipped it in Chapter 1, the Chapter 2 cabin rest, the first window for Clean Sweep and Alchemist and for the Dark Knight chest (both return in Chapter 3), the first window for Operation: Monkey! (Chapter 3 is the last), and the steals and Drill Shot from Baralai and Bahamut. Save in the Labyrinth before the last two fights.
The bottom
Chapter 3: Djose and Besaid
The Celsius
Djose
Protect Besaid Temple!
Chapter 3: Kilika and Luca
Kilika Port
Rush the Gate
Kilika Temple
Luca
Chapter 3: Mi'ihen, Mushroom Rock, Moonflow and Guadosalam
Mi'ihen Highroad
Mushroom Rock Road
Moonflow
Chateau Leblanc
Chapter 3: Thunder Plains, Macalania and Bikanel
Thunder Plains
Macalania Woods
Lake Macalania
Bikanel Desert
Cactuar Nation
Chapter 3: Bevelle and the Calm Lands
Bevelle
Cavern of the Stolen Fayth
The Ranch and the campaigns
Chapter 3: Mt. Gagazet, Zanarkand and the Djose finale
Point of no return: Beating Ixion at Djose ends Chapter 3. It closes every Chapter 3 Story Completion scene in Spira; Crimson Sphere 1 (Bevelle floor) and Crimson Sphere 4 (Chateau Leblanc Hidden Passageway), without which the Den of Woe never opens; Berserker (all six "Secure the Agency!" fights); the Undying Storm grid (Mi'ihen); the Trainer dressphere from Kimahri; Wishbringer and Mighty Guard from Garik; the last chance at Operation: Monkey!, which gates a Chapter 5 scene; the Sprint Shoes steal from Ixion; catching a chocobo for the Chapter 4 Ranch scene; the Chapter 3 cabin rest; the second of three Kilika camera-operator talks for Invincible; and, above all, the CommSpheres themselves — an area you never visited in Chapter 3 has no CommSphere in Chapter 4, and every scene it would have shown is lost. Lady Luck has a Chapter 5 rematch, and Publicity can be topped up once on the Chapter 4 Moonflow.
Mt. Gagazet
Zanarkand Ruins
Djose Temple
Chapter 4: CommSpheres and the Thunder Plains concert
Point of no return: Talking to Shinra on the bridge after the concert ends Chapter 4. It closes every CommSphere scene in all three waves, the Paine scene on the bridge (lost even earlier, when you start the Moonflow mission), the Chapter 4 cabin rest, the rehearsal prize, and Leblanc's engine-room scene with Crimson Sphere 5 — without which the Den of Woe never opens. Visit the engine room first.
The Celsius
CommSpheres: wave 1
CommSpheres: wave 2
The Moonflow
The rehearsal
CommSpheres: wave 3
The concert
Chapter 5: Zanarkand, Besaid and Kilika
Point of no return: Leaving the Zanarkand Ruins by the Save Sphere before Maechen has finished his last story loses his three lines and the Good Listener achievement for good. Every Chapter 5 location locks its result the moment its episode ends. "Episode Concluded" at any of them means no Mascot on this file, and the reasons for it were all set in earlier chapters, so nothing done here can repair a Concluded result.
The Celsius
Zanarkand Ruins
Besaid
Kilika Woods and Temple
Kilika Port
Chapter 5: Luca and the Mi'ihen Highroad
Point of no return: In Luca, walking away from the moogle and going back to the ship when Rikku and Paine suggest it ends the episode as Concluded. That costs Mascot and 100%. The Highroad's verdict was fixed by your Chapter 4 CommSphere calls, and nothing here changes it.
Luca
Mi'ihen Highroad
Chapter 5: Moonflow, Guadosalam and the Thunder Plains
The Moonflow
Guadosalam
Thunder Plains
Chapter 5: Macalania, Gagazet and the Calm Lands
Macalania Woods
Lake Macalania
Mt. Gagazet
The Calm Lands
Chocobo Ranch
Ruin Depths
Chapter 5: Djose, Bikanel and Bevelle
Djose Temple: the first fight
Bikanel: the last Gatekeepers
Cactuar Hollow
Showdown in the Sands
Bikanel: digging
Djose Temple: the rematch
Bevelle
Via Infinito: Cloisters 0–20
Chapter 5: Mushroom Rock and the Den of Woe
Mushroom Rock Road
Youth League headquarters
The Den of Woe
Chapter 5: The Farplane and the ending
Point of no return: The portal that opens in the Farplane Glen after Anima and the Leblanc scene. The Save Sphere beside it still takes you back to the Celsius, so save there and keep that slot. Once you go through the portal there is no way back to the airship. Every unfinished episode, the Via Infinito, the Den of Woe and the Celsius scenes are then lost for this file. A clear save after the credits starts New Game Plus with Story Completion carried over.
Before you go down
Road to the Farplane
Back on the Celsius
The ending
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