Final Fantasy X/X-2 HD Remaster - Locations

The regions of Spira in the order a player walks the pilgrimage in Final Fantasy X, followed by the optional and post-game areas and the changed world of Final Fantasy X-2.
of 25 entries · updated 2026-09-15
Name Type Description Region Points Of Interest
Dream Zanarkand Starting City A living, modern city preserved by the Fayth that is not the real Zanarkand at all, built from the memories of the people who died a thousand years ago. Spira (a dream of the Fayth) Zanarkand Dome (blitzball stadium) Tidus' home The bridge where Sin attacks
Baaj Temple Ruined Temple The sunken ruin where Tidus wakes after being swallowed by Sin, and where he first meets the lost aeon Anima and a hidden Al Bhed base. Baaj Islands Underwater ruin interior Anima's chamber, reachable only in the endgame Al Bhed machina salvage
Besaid Island Starting Area A wind-swept southern island of beaches, waterfalls and jungle, home to Besaid Village and the first temple on the pilgrimage. Besaid Besaid Village Besaid Temple and the Cloister of Trials The beach where the party learns to travel together
S.S. Liki Transport The ramshackle ferry that carries the party from Besaid to Kilika. Besaid to Kilika Open sea deck battles Auron's first appearance
Kilika Island Coastal Region A jungle village built on stilts over the water, devastated by Sin just before the party arrives. Kilika Kilika Port Kilika Temple and Cloister of Trials The pier where Yuna sends the dead
Luca Hub City Spira's largest city and the home of blitzball, built around a huge spherical stadium, a busy dock district and the waterways that connect them. Luca Luca Stadium Dock district and the S.S. Winno departure point Luca's blitzball league and tournaments (including the World Champion prize)
Mi'ihen Highroad Overland Route A long, open road across the peninsula linking Luca to Mushroom Rock Road, guarded by Crusaders and filled with chocobo riders, shops and optional detours. Mi'ihen Peninsula Chocobo rental Crusader encampments The Al Bhed shop and the Mi'ihen travel agency
Mushroom Rock Road Battlefield A narrow cliffside road where the Crusaders launch Operation Mi'ihen, their attempt to destroy Sin with machina. Mi'ihen Peninsula Operation Mi'ihen battlefield The Sinspawn Gui boss arena Crusader and Al Bhed joint camp
Djose Temple Temple Region A temple set in a high cliff above the sea, with a highroad lined with chocobos and an Al Bhed machina dig site nearby. Djose Djose Highroad Djose Temple and Cloister of Trials The Moonflow approach
The Moonflow River Crossing A great river crossed by riding a shoopuf, a living ferry, with Pyreflies drifting over the water at night. Moonflow Shoopuf crossing Pyrefly observation point Rikku's joining sequence
Guadosalam Town / Gateway The tree-dwelling home of the Guado and the only doorway to the Farplane. Guadosalam The Farplane entrance Seymour's mansion Guado tree settlement
Thunder Plains Hazard Region A permanently storming plain where lightning strikes at random and can be dodged on cue for rewards. Thunder Plains Lightning dodging challenge Rin's travel agency Cactuar stone circles
Macalania Woods and Lake Forest / Lake Region A frozen, crystal-lit forest leading to Macalania Temple and the frozen lake beyond it. Macalania Macalania Woods paths and the butterfly hunt Macalania Temple and Cloister of Trials Lake Macalania and the Celestial Mirror upgrade spot
Bikanel Island and Home Desert Region A vast desert hiding the Al Bhed's travelling home settlement and their salvage operations. Bikanel Sanubia Desert Home (Al Bhed settlement) The Cactuar Village side quest
Bevelle Capital City Yevon's capital, built in tiers of stone and machina around the temple where summoners are ordained. Bevelle Bevelle Temple The Via Purifico prison Yevon's palace and the wedding hall
Calm Lands Open Plateau A wide, empty plateau where High Summoners are said to have fought Sin, now a hub for the Monster Arena, chocobo training, the Remiem Temple road and several hidden Celestial Weapons. Calm Lands Monster Arena Chocobo training course Remiem Temple road and the Caladbolg gorge Cavern of the Stolen Fayth entrance
Cavern of the Stolen Fayth Optional Dungeon A cave beneath the Calm Lands where Yojimbo's Fayth was hidden after being stolen from a temple. Calm Lands Yojimbo's chamber The Phantom boss Masamune, Auron's Celestial Weapon
Remiem Temple Optional Temple A ruined temple across a chocobo-only path in the Calm Lands, home to Belgemine's aeon duels and the Celestial Mirror that unlocks every Celestial Weapon upgrade. Calm Lands Belgemine's aeon duels The Celestial Mirror Chocobo racing down from the temple
Mt. Gagazet Mountain Pass A snow-covered mountain sacred to the Ronso, whose peak is lined with the frozen faces of the Fayth and the wall of dead summoners who came before. Gagazet Ronso trial and Kelk Ronso's judgement The Fayth Scar Seymour Flux boss arena
Zanarkand Ruins Ruined City The real Zanarkand, destroyed a thousand years ago at the end of the Machina War, its dome still holding Yunalesca and the Fayth that dream the city Tidus came from. Zanarkand Zanarkand Dome interior Yunalesca's chamber The trial against Yunalesca
Inside Sin Final Dungeon The city of dying dreams carried inside Sin's shell, where the pyreflies of the dead and the remains of the real Zanarkand are held. Sin The sea of sorrow (pyrefly currents) Jecht's final arena Yu Yevon's chamber
Omega Ruins Optional Dungeon The hardest optional dungeon in the game, reachable only by airship search on an unnamed island. Unknown Omega Weapon boss Sphere and item farming spots Chests of rare equipment
The Farplane Otherworld The realm the dead pass into when a summoner performs the Sending, visible through the gateway at Guadosalam as images of the people visitors remember. Guadosalam The gateway at Guadosalam Pyreflies and the Sending Vegnagun's chamber beneath the Farplane (Final Fantasy X-2)
Chateau Leblanc Dungeon / Base (Final Fantasy X-2) The Leblanc Syndicate's headquarters, a gaudy mansion that the sphere hunters break into and out of during X-2's story. Lake Macalania area Leblanc's quarters Trap-laden corridors Leblanc Syndicate boss fights
The Celsius Base / Airship (Final Fantasy X-2) The Al Bhed airship that serves as X-2's hub: the party is dropped into any region on the map from here, and the ship houses sphere research, the crew and the mission board that structures the sequel's chapters. Spira (all regions) Bridge and pilot's seat Cabin for the party's dresspheres and gear Mission board and chapter structure
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