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FFX | X-2 · Tracker

Final Fantasy X | X-2 HD Remaster

Final Fantasy X | X-2 HD Remaster completion tracker

Tick things off as you go. Progress is saved in this browser only — there is no account and nothing is sent anywhere, so clearing your browser data clears your progress.

54 of 54 areas catalogued so far. Areas still being worked through are listed below so you can see what is coming, and what is not finished yet.

Final Fantasy X

FFX overall

Zanarkand

New Game

The streets

The highway

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

The fire

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

The dive

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 lagoon

The village

Temple and Cloister of Trials

The morning

The path out

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

The attack

Coming back

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

Kilika Temple

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.

Passenger quarters

Deck and bridge

Later crossings

Luca

Stadium and docks

Theatre and square

The rescue

The tournament

The attack on the stadium

Later visits

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

Newroad

Oldroad

North End

Later visits

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

The command post

The aftermath

Coming back later

Djose Highroad and Temple

Djose Highroad

Djose Temple

Cloister of Trials

The next morning

Moonflow

South Bank Road

South Wharf

The crossing

North Wharf

North Bank Road

Coming back later

Guadosalam

The town

The mansion

The Farplane

Leaving town

Thunder Plains

The southern plains

Rin's Travel Agency

The northern plains

Macalania Woods

The southern woods

The central woods

The northern woods

Lake Road

The spring

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.

Agency front

The ice

Temple approach

Temple hall

The confrontation

Cloister of Trials

The escape

Under the lake

Bikanel Island

The oasis

Sanubia Desert — East

Sanubia Desert — Central

Sanubia Desert — West

Later

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 — the tower

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

The Highbridge

The Calm Lands

Macalania Woods, the second time

The Calm Lands

Remiem Temple (detour)

The bridge and the gorge

Cavern of the Stolen Fayth

The tunnels

The clearing

Chamber of the Fayth

Side rooms

Mt. Gagazet

Mountain Gate

Mountain trail

Prominence

The caves

Summit

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 ruins

The dome

Cloister of Trials

The Beyond

Afterwards

The airship and the assault on Sin

When the airship opens

Before you go inside

The assault on Sin

Inside Sin and the end

Point of no return: Examining the glyph on the tower in the City of Dying Dreams sends you into the Nucleus and the final battles. From there you cannot return to the airship or save, and there is no post-game — the credits end the file. Save at the sphere before the tower and keep that slot: it is the completion save, and loading it puts you back with the airship and everything optional still open.

Sea of Sorrow

Garden of Pain

City of Dying Dreams

The tower

The Nucleus

Dream's End

Final Fantasy X-2

FFX-2 overall

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

Besaid

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

Great Hall

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 Celsius

Kilika Port

Kilika Woods

The temple stairs

Kilika Temple

Chapter 1 ends

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

Gunner's Gauntlet prizes

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.

Mi'ihen Highroad: before the agency

Cuckoo for Chocobos!

Mi'ihen Highroad: after the mission

Mushroom Rock Road

Djose

Djose Highroad

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

Getting in

The private quarters

The Hidden Passageway

Security overrides

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 Highbridge

New Yevon Headquarters

Cloister of Trials

Antechamber

The towers

The Labyrinth

The Gaol

The lift room

The bottom

Chapter 3: Djose and Besaid

The Celsius

Djose

Besaid Island

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

Mi'ihen Highroad chests

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

Calm Lands

Cavern of the Stolen Fayth

The Ranch and the campaigns

Back to Besaid with the key

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

Before Djose

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

Thunder Plains

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 Port

Kilika Woods and Temple

Kilika Port

Kilika Woods and Temple

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

The New Cave

Chapter 5: Macalania, Gagazet and the Calm Lands

Macalania Woods

Lake Macalania

Mt. Gagazet

The Calm Lands

The gorge and the cave

Chocobo Ranch

Fiend Colony

Ruin Depths

The companies' top prizes

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 Heart of the Farplane

The ending