By PowercalledIam. Version 1.21, Last updated 19/04/10.
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Final Fantasy XIII Walkthrough and Guide
Copyright Brian Perry (PowercalledIam) 2010
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Introduction: {Int}
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Hello, my name is Brian and this is a walkthrough of the US Xbox 360 release of
Final Fantasy XIII. This is my first walkthrough, although with your support
more will be on the way!
A NOTE ABOUT SPOILERS:
While this guide does not explicitly state the content of cutscenes (i.e.
"AERIS DIES!"), it does include names, new mechanics, and other things that
could lead to the ability to infer information about the story. If you wish to
avoid learning more about the game than you want to, then it's up to you not to
read ahead.
Let's get started!
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Updates {Udt}
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4/1/2010 - v.1.00 : First edition of the guide. Includes full walkthrough and
most mission marks.
4/7/2010 - v.1.10 : Sidequests section complete. Added first portion of items
and enemies sections. New achievements.
4/12/2010 - v.1.11: Achievements sections complete. Added Paradigms section.
5/11/2010 - v.1.20: Updated enemy list. Added THANK YOUS!!!!!!!!!!
5/16/2010 - v.1.21: Updated items list.
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Table of Contents: {ToC}
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-Introduction {Int}
-Updates {Udt}
-Table of Contents {ToC}
-Walkthrough {Wal}
-Disc 1
-Chapter 1 {Ch1}
-Chapter 2 {Ch2}
-Chapter 3 {Ch3}
-Chapter 4 {Ch4}
-Disc 2
-Chapter 5 {Ch5}
-Chapter 6 {Ch6}
-Chapter 7 {Ch7}
-Chapter 8 {Ch8}
-Chapter 9 {Ch9}
-Disc 3
-Chapter 10 {Ch10}
-Chapter 11 {Ch11}
-Chapter 12 {Ch12}
-Chapter 13 {Ch13}
-The Archylte Steppe {TAS}
-The Yaschas Massif {TYM}
-Sidequests {Sq0}
-Paradigms {Pdm}
-Items {Itm}
-Achievements {Amt}
-Enemy List {Emy}
-Thanks {tnx}
-Contact Info {CoI}
-Copyright {Cop}
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Walkthrough {Wal}
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<<>>
-------------------------------------------------------------------------------
Chapter 1: Hanging Edge {Ch1}
-------------------------------------------------------------------------------
The game doesn't waste any time, starting you off in battle after the initial
cutscene. There is a tutorial about the Active Time Battle system, which is
covered in the Controls section of the walkthrough. In any case, once the
battle proper starts, select auto-battle until the Warmech dies. Phase 2 uses
the Wave Cannon move, which damages both party members for about 50 damage, but
just keep auto-battling it until it's dead. You shouldn't need to (as the item
usage tutorial hasn't even come up yet), but drop a potion if your health gets
low.
You are now in control of Lightning. Navigating the environment and minimap
should be fairly self-explanatory, but check the Controls section if you need
help. For now (and most of the game), head toward the yellow arrow on the
minimap.
Straight ahead is first save/shop point. A note about shops: everything in the
game is expensive, and gil is relatively hard to come by for a much of the
game. However, most--if not all--of what you need is provided by enemy drops
and treasures. The only things that are really worth buying are components,
which don't become truly useful until partway through Chapter 11. This also
means that there's no real point to selling things you're not using, as you're
likely not going to be using the gil you get. Just keep them around. Anyway,
save and continue forward. You will run into a couple soldiers and an enemy
encounter tutorial. Just auto-battle them to death. Continue forward until
you see a small blue ring in front of a pile of rubble. These rings are jump
points. Just continue forward through the ring to jump over the rubble.
Fight some more wardens, jump some more rubble, and then you will see a small
floating ball on the left side of the road. This is a treasure chest, which
contains a potion.
Continue forward. You'll fight a new enemy: Pantherons, but just auto-battle
to death. On the stairs to the right is a chest containing two potions.
Continue down the road, save, jump over the rubble and into another new enemy
to auto-battle: Arial Recon.
There's a chest on stairs to the left with an Iron Bangle. Equip it on
Lightning to boost her HP. Back on the road, continue ahead. Continue on, and
when you jump off the next set of stairs back onto the road, check right for a
treasure chest and 50 gil. Continue forward until you reach a battle with an
item usage tutorial. After the battle, backtrack to the stairs on the left,
then save and jump onto the platform.
The red ring on the platform signals something to be interacted with. Stand in
the ring and press A to activate the platform. Move on to activate a battle
with the Attack Chain tutorial.
Location: The Resistance Front
After the cutscene, you'll be playing as Snow. Check behind you for a chest
with 50 gil. Move forward, save, then jump into the next screen. In battle,
Snow begs a fundamental question regarding fighting in a Final Fantasy
universe: why use weapons when you can beat people to death?
Anyway, keep moving forward, beating and blowing people up until you see a
cutscene where Snow asks for volunteers. After the scene, check the chest to
the left for an Iron Bangle and give it to Snow. Save at the save point ahead,
keep moving and beating, then punch out the Behemoth, and save after the
cutscene.
Back with Lightning, you'll fight a Myrmidon. Actually pay attention with this
battle, you'll need to drop a couple potions when Lightning's health gets low.
After several cutscenes, you're back with Snow, who survived a multi-story fall
due to the protective properties of his bandanna. Grab the chest with a Power
Circle, and equip it on Snow, then save on the left. After the first set of
stairs, check right for a chest with 100 gil. At the end of the road, examine
the machine to fly off.
After the cutscene, you control Hope. Save at the save point, and then examine
the airship.
Chapter 1 complete!
-------------------------------------------------------------------------------
Chapter 2: The Pulse Vestige {Ch2}
-------------------------------------------------------------------------------
Start off with an easy scripted fight, and then backtrack to where the airship
crashed to find a chest with 30 gil. Save at the save point, and then go up
the stairs to the right. Head left toward the treasure sphere and defeat all
the enemies to unlock the chest with 4 Potions. Back down the other side of
the stairs, you'll see a tutorial on pre-emptive strikes. Defeat the
Scandroids and grab the Iron Bangle in the chest. Give it to Vanille. Jump
over the rubble via the blue ring by a second crashed ship and head to the
upper-right area to trigger a cutscene.
You've switched back to Snow. Backtrack behind you for a chest with 2 Potions.
Save at the save point and activate the green pillar dead ahead.
You're back with Lightning again. After the cutscene, you'll see a Shroud
tutorial. Save, and head straight ahead until you reach a large round
platform, where you should defeat the Scandroids for a Phoenix Down. Before
you fight the Myrmidon, you can make life easier by using a Shroud, or you can
pop potions like last time. In either case, head up the stairs, grab the chest
with the Gladius, equip it to Lightning, and keep going up. There's another
Myrmidon with a Pantheron, so prepare with a Shroud or have some potions ready.
Head forward to trigger a cutscene, then you're back with Snow.
Backtrack again to find 2 potions, then head forward and activate another green
pillar and hop on the elevator platform.
Hope you had fun with Snow, because now you're back to Vanille! Head up the
stairs and to the right for a Fortisol, then head through the hall behind you.
You've already been through everything else. Save in the new screen, and keep
going, taking the chest with 100 gil on the way. After the cutscene, Snow
joins your battle as party leader against the Cie'th.
However, after the battle you're back with Lightning! Head to the platform to
nowhere with the Power Wristband, which increases Strength by 20. Give this to
Sazh. Keep the Iron Bangle on Lightning to keep her HP up. Head up the stairs
until you see a big Cie'th in an archway. It's not as scary as it looks, but
Fortisol can help if you have trouble. Save, then head into the next area.
Hack through the Ghouls until you reach two more Ghasts. Pop a Fortisol, but
still keep an eye on HP.
During the cutscene, everybody meets up, and your party is left with Lightning,
Snow, and Sazh. Switch Snow's Iron Bangle with Sazh's Power Wristband to make
Snow a juggernaut, and then head up. On the horizontal platform there's a
chest with 5 potions and a save point, then head forward until a cutscene
triggers. After a series of very bad decisions, you're fighting a Fal'Cie!
/-----------------------------------------------------------------------------\
| Boss Battle: Anima |
| |
| Strategy: Take out both the manipulators, and then hit Anima while it's |
| regenerating them. Do not attack Anima with the manipulators alive, as they|
| will rock your socks for it! It will take a few rounds of regeneration to |
| bring down Anima, and a couple potions, even with the manipulators down. |
| |
| Reward: Doctor's Code |
\-----------------------------------------------------------------------------/
Chapter 2 complete!
-------------------------------------------------------------------------------
Chapter 3: Lake Bresha {Ch3}
-------------------------------------------------------------------------------
After several cutscenes, you'll be forced into a battle with the paradigm
system tutorial. Then, after another cutscene, you get yet another tutorial,
this time about the Crystarium (aka Sphere Grid, for you FFX players out
there). Jump over the gap, and head off to the left to grab a chest with a
Pearlwing Staff. It's a new weapon for Vanille, and it may not seem as good,
but keep in mind that Vanille has no physical attacks since becoming a l'Cie.
Backtrack, save, and head up the other branch. Make sure to jump up on the
platform with the chest with 7 chipped fangs. After the series of impressive
jumps, go right for a chest with 200 gil, then approach Snow for a cutscene
that lands you in a battle with...another tutorial!
Continue on, getting the 5 Cie'th Tears on the right on the way. Once you
first encounter Breshan Bass, head to the left for a Silver Bangle. Give it to
Lightning. Careful, the bass are a little tougher than enemies you've fought
so far. If you see character dipping in to the yellow, switch paradigms to
Solidarity to heal.
Backtrack, head up the other branch, and save at the save point ahead.
Continuing on, past the cutscene and the Pantherons (which you should
absolutely wreck with your new Crystarium powers), there's a chest with a
Phoenix Down. Before going through the archway, there's another chest with 50
gil on the right. A little further up is a chest with 8 vials of strange
fluid, then a Magician's Mark past the PSICOM guys on the left. Equip it on
Vanille. Continue up, make some more impressive jumps, and save.
After the cutscene, you'll be in a battle with...another tutorial! Slash boss
battle.
/-----------------------------------------------------------------------------\
| Boss Battle: Manasyin Warmech |
| |
| Like the tutorial says, the warmech can mess you up if you let it. As soon |
| as your party is in the yellow, switch to Solidarity to heal. What this |
| really means is, when it uses its laser sweep move, switch to Solidarity, |
| because soon it will follow up with Crystal Rain, which does a whole lot of |
| damage. Once you're healed, you can continue ruining its day with |
| Relentless Assault. Remember: better safe than dead. |
| |
| Reward: Digital circuit |
\-----------------------------------------------------------------------------/
Your party changes up after the fight, and Solidarity turns into Diversity, but
operates much the same way, if not better. Remember to use your CP, then
continue on. When the path branches again, go right for 6 more vials of
strange fluid. Jump down to the tube on the left for Deneb Duelers and 240
gil. Equip the duelers on Sazh, then go back and take the right tube. Once
across, take the tube on the right to get 6 vials of enigmatic fluid. Turn
around and press forward. When you see the bridge, go right for 7 wicked
fangs. Cross the bridge, then go back after the dialogue and activate the
machine to open the way.
Save once across the bridge again, and then get into battle with...another
tutorial! Wail on the behemoth, switch to Diversity if necessary, then
backtrack and grab the chest on the ledge after the battle for a Librascope.
Move forward into another cutscene, then onward until the path splits again.
On the right are two digital circuits. After the bridge, make a series of
impressive jumps, then take the upper path for 2 flasks of paraffin oil.
Continue down through a semi-hidden ice cave for 50 gil, which reconnects with
the main path. Once you get up to a larger platform, head right for 3 lengths
on insulated cable.
Save at the save point before you run into the cutscene and continue on. On
the path there's a chest with 30 gil, then another chest in a slightly larger
room with 6 begrimed claws.
Location: Gates of Antiquity
Once you reach the gates there is a save point on the right, then at the top of
the stairs is a chest with 600 gil on the right. In the back of the room on
the right is a chest with 2 digital circuits. Afterwards, jump on the bridge
on the left side of the room. Once across the bridge, if you take the stairs
down instead of jumping, there's a chest with 7 begrimed claws.
In the back of this room on the left is a chest with a Spark Ring, then
continue up the stairs and straight ahead of you on the path is a chest with 3
potions. Save at the save point ahead, then travel on through a few long
hallways until you find a chest with a nugget of millerite. Once you get to
the large room with pillars, you can jump over the doorway rubble to get back
to the save point. If you take the path on the right of the large room, you
reach a chest with a strip of ferroelectric film.
Up the stairs is another save point, as well as a couple chests with a phoenix
down and two Librascopes, then head up for a scene and a boss battle.
/-----------------------------------------------------------------------------\
| Boss Battle: Garuda Interceptor |
| |
| Use Libra on the Garuda Interceptor first thing, and then after that |
| standard tactics apply. Relentless Assault until you're hurt, then switch |
| to Diversity to heal. After the cutscene, Libra again, and continue |
| pounding on it. Your priority is to stagger it so you can actually do |
| damage. |
| |
| Reward: Silver Bangle
\-----------------------------------------------------------------------------/
After the battle, Sazh will be able to use the Synergist role, and Vanille can
be a Saboteur.
But none of that matters, because you're back with Snow! Pop some potions
during the battle to keep your health up, but otherwise it's not too hard.
Then you are immediately plunged into battle with...another tutorial! Slash
Eidolon battle.
/-----------------------------------------------------------------------------\
| Eidolon Battle: Shiva |
| |
| The important thing to remember here is the last part of the tutorial, |
| saying that the Shiva sisters appreciate defensive roles. Just switch to |
| Sentinel, and time your steelguards for when you see Shiva move. When you |
| see her go into "ATB Charge," wait for it to end, and then activate your |
| guard. She'll start doing them consistently toward the end of the doom |
| counter. Guard against a few of those, and you'll see a prompt to push the |
| X button on the right side of the screen. Do so to end the battle. The |
| other important thing to note is that only one of the sisters actually |
| attacks you. The other one heals you, so just concentrate on guarding. |
\-----------------------------------------------------------------------------/
Chapter 3 complete!
-------------------------------------------------------------------------------
Chapter 4: The Vile Peaks {Ch4}
-------------------------------------------------------------------------------
After the cutscene you'll fight some Pantherons. When's the last time you
remember playing a game that had the same enemies at a several hours through as
on the first level? Anyway, go down the path until you trigger another scene.
Now you're using the other half of the team, Lightning and Hope. For this
team, set the Supersoldier Paradigm as your default, then switch to Slash &
Burn once Hope has fully buffed the party (Protect/Shell on both characters).
Use War & Peace if you need a heal. Save at the save point, then hop up to the
right to grab a chest with a Librascope. After several series of impressive
jumps, a cutscene triggers.
Back with Sazh and Vanille, similar tactics apply. Buff/debuff with Syn/Sab,
Dualcasting for damage, Rav/Med to heal. Save at the save point, then continue
on. Up ahead, a bunch of robots are fighting. Stagger the Pulsework Soldier
first, as it is difficult to stagger enemies without a commando, and it has
lots of HP. Then buff, then switch back to damage. After dealing with the
robots, activate the machine to open the way. Up ahead you will find a chest
with a Black Belt.
Activate the panel to continue, then just keep going until you find Hope.
Now tactics can change up a bit. You can basically have any Paradigms you
want, as long as you have damage, heal, and buff/debuff. I had three combos:
Rav/Rav/Rav, Syn/Sab/Rav, and Rav/Med/Syn. Start with casting Faith on
everyone and debuffing enemies, then follow with full attack. Heal when
necessary (which also has hope casting Protect/Shell). Of course, you can
always use a Fortisol to skip straight to hurting things, too... Also, Now
that you have three party members, you can force staggers just by throwing
enough spells at enemies, and maybe throwing one spell at a time with Y to keep
the chain gauge up.
Once you get to the top of the cliff, there is a chest with a Ninurta, which I
did not equip. Save up ahead and continue on until you reach a cutscene. Keep
going until you find a save point on the left with treasure spheres containing
phoenix down and a Metal Armband. Then it's just forward march until you reach
another save point. Lightning joins up ahead.
Keep Lightning as a Commando no matter what. Other than that keep Bully as the
default Paradigm, followed by Relentless Assault. Diversity heals. Full steam
ahead until you reach a machine at the end of the path. Activate it to open
the way. Save and continue. Inside an open crate to the right is a chest with
a Librascope. Up ahead on the right is another chest with an Ember Ring.
Keep going to another save point, then a cutscene triggers ahead for a boss
battle.
/-----------------------------------------------------------------------------\
| Boss Battle: Dreadnought |
| |
| Buff yourself, Deprotect the Dreadnought, and then go for the stagger. |
| Pretty standard battle. Just remember to recast Deprotect when it finishes |
| Steam Cleaning itself. The second phase is the exact same thing, except you|
| need to keep an even closer eye on HP. |
| |
| Reward: Omni-kit |
\-----------------------------------------------------------------------------/
After the battle Sazh can become a Commando, and Lightning can become a Medic.
Also, you will FINALLY be able to upgrade weapons and accessories with all
those until-now useless components you've been collecting. Upgrades are
completely inefficient at this point, but the basics are as follows: organic
components give experience bonus multipliers, digital components are worth more
Exp, but reduce the multiplier. The maximum multiplier is x3.
There's a save point up ahead where you can experiment with upgrades if you
want. After that is a scene, which ends in Lightning and Hope fighting some
PSICOM guys. After more cutscenes, it's Lightning and Hope off again. Tactics
are easy. Lightning Commandos, Hope does whatever else you need. Another save
point ahead. Keep moving, then off to the left is a treasure sphere with 3
fiber-optic cables. The next time the path splits, there's a chest with a
Librascope to the right.
Another save point, then another cutscene, leading to a battle, then another
cutscene.
Now you're riding a battlemech, which kind of operates like a super-chocobo. A
button attacks, running through fences regains power. You can always just run
enemies over, too.
After your mini-rampage, check the spheres for a Spark Ring and 300 gil. In
the tunnel is a chest with 2 electrolytic capacitors, then a save point up
ahead. At the split in the road, go right for a chest with a Spark Ring. The
next split has a chest with a phoenix down on the right. Keep going to another
save point, and the inevitable cutscene ahead of it. Time for another Eidolon
battle!
/-----------------------------------------------------------------------------\
| Eidolon Battle: Odin |
| |
| This battle is a bit different than the Shiva battle. Set up a paradigm for|
| two Medics, medic and Synergist, Medic and Ravager, and two Ravagers. Start|
| with the Medic/Synergist combo to buff Shell and Protect. Then switch to |
| Medic and Ravager until Odin starts wrecking one of your party members even |
| harder than usual, and switch to double Medic. When he uses his shield move,|
| make sure you're totally healed, then switch to double Ravager. It takes a |
| lot of switching paradigms, and a lot of healing, but it can be done. |
\-----------------------------------------------------------------------------/
Don't forget to change your paradigms back to normal. Continue on to the
cutscene and battle with...another tutorial! Beat on enemies until the gauge
under Lightning's health is mostly full and/or Odin's gauge is mostly empty,
then press X. Use the left joystick and the A button to attack. Finish off
with Y before Odin disappears.
After the battle, you're in control of Sazh and Vanille. Backtrack all the way
to a chest with a phoenix down, then head back up to the save point. Slash and
Burn should be fine as a default paradigm. You shouldn't need to buff too
much. However, you may want to debuff the Pulsework Soldiers so you can
actually do damage to them.
Press forward until you find a machine to activate. Do so to open the way.
When the path splits, go right for an Auric Amulet. Save at the save point and
keep on trucking. Up ahead on the path is a chest with an Ember Ring. When
the path opens up, there is a save point in the center, and the lower right
path has a tuft of phoenix down. After that, work your way around and start
activating the four machines on the catwalk around the central machine.
On the new inner catwalk you opened up, on the right there is a Fortisol. Grab
it and move on up. The battle with two bombs and two clockwork soldiers can be
tough, so you might want to drop a shroud before the battle. Up ahead on the
trail is a chest with 300 gil, then a cutscene and the option to save after
that.
When you gain control of Snow, head into the shop in the center of the beach
and talk to Snow's friends, then find Serah on the dock.
Chapter 4 complete!
Disc 1 complete!
<<>>
-------------------------------------------------------------------------------
Chapter 5: The Gapra Whitewood {Ch5}
-------------------------------------------------------------------------------
After changing discs, saving, and watching a cutscene, you're in control of
Hope and Lightning. Since Hope is the leader, give him Lightning's Silver
Bangle, and give her the Black Belt. You should also have enough CP to get
Hope an additional accessory slot, if you leveled up his Synergist enough.
When you're ready, follow the path until you find another cutscene, then
activate the elevator. Another save point, then keep moving. When the path
finally splits, wreck the behemoth on the left and grab the chest for 3
antidotes. Go on ahead for another cutscene, then take the elevator down and
save. At the second light pillar, there is a chest with a Hawkeye on the
right. Keep on keeping on until you get to another cutscene, then save, get on
another elevator, watch another cutscene.
Now you're in a large pit area. The message that pops up basically means "kill
everything you see to proceed." If the Silver Lobos poison you, don't worry
too much, just heal if your health gets low. In the third pen area, there is a
chest with 6 antidotes immediately on the right.
After the fourth pen, there is a short cutscene and you're forced into battle
with a Feral Behemoth. Use Libra to find its weakness (water), then cast
Protect on both party members and keep your health up, but otherwise just
Commando/Ravager to stagger it, and then stomp it into the ground. Or air,
should Lightning have the Launch ability.
After the battle, proceed forward, and then climb up the giant crystal leaf
thing. At the top there will be another cutscene. After the scene, Lightning
will be in charge, so give her back the Silver Bangle. Otherwise everything
stays the same. Head forward and climb down the giant crystal leaf thing.
Save at the bottom. The top path has a chest with a Star Pendant. I equipped
it on Hope. Take the middle path afterwards. Climb another giant crystal leaf
thing, and follow the path to another cutscene. A couple light pillars later,
there is a chest on the left with an Edged Carbine. After you fight another
Feral Behemoth, climb down the giant crystal leaf thing and save.
If you go behind the electric fence on the left, there is a treasure sphere
with 1500 gil. When the path splits, go right for a chest with 8 vials of
fragrant oil. Before jumping up the next giant crystal leaf thing, head to the
next pen area for a chest with a Watchman's Amulet.
Once on the upper path, take the elevator up to the next area and save. Up
ahead is a cutscene, then keep moving. Right on the path is a chest with an
Ethersol, and a save point. Activate the panel at the other end of the
platform to trigger a boss battle.
/-----------------------------------------------------------------------------\
| Boss Battle: Aster Protoflorian |
| |
| This boss battle is pretty standard. Libra, buff, stagger, own. It changes|
| its vulnerabilities, but Libra keeps up with it, so auto-battle will still |
| be effective. |
| |
| Reward: Tungsten Bangle |
\-----------------------------------------------------------------------------/
After the battle, march on to a save point, then onward to a cutscene.
Chapter 5 Complete!
-------------------------------------------------------------------------------
Chapter 6: Sunleth Waterscape {Ch6}
-------------------------------------------------------------------------------
Location: Sunleth Waterscape
Man, they keep teasing you with letting you use Snow again, don't they?
Anyway, Sazh and Vanille off again. Make sure to level them up; it's
impressive. Save and move on. When the path branches, go left for a chest
with 8 vials of mysterious fluid. Going on ahead, there's a chest next to a
save point with a Belladonna Wand. When the path opens up, there's a chest on
the right side with a set of Procyons. When the path splits again, go left for
a chest with a Doctor's Code. After that, there's a cutscene ahead.
The Scalebeast the message warns you about isn't a death sentence. Just
stagger it like anyone else. It takes time and a couple staggers, but it gives
a good amount of CP, so it may be worth it. Pre-emptive strikes help, as does
Faith.
Jump down to the left and defeat the Scalebeast for a chest with 15 iron
shells. On the main path there's another chest with a Librascope. Down a bit
further there's another chest with 10 scaled wings. At the waterfall you'll
run smack into a cutscene.
After the scene, Sazh is gone, so set off to the left to find him. After the
next scene, hop across the rocks to the save point and move on to another
cutscene! On the right path, there's a chest with a Metal Armband.
Basically, the idea of the next section is to change the weather to suit the
enemies you want to fight. If you turn off the rain, there are Wyverns around.
If you choose to take one on, pop a shroud, debuff and stagger. There is a
Metal Armband after the second weather orb, and an Aqua Ring on the left after
the fourth orb. Also note that enemies will respawn when you change the
weather, so this is a good place to level for a bit, especially since the
upcoming boss battle is relatively difficult. When you reach the save point,
there is a cutscene and boss battle afterwards.
/-----------------------------------------------------------------------------\
| Boss Battle: Enki and Enlil |
| |
| Toss a Librascope at the bosses, and then the fun begins. You'll have to |
| switch constantly between all your paradigms. Try and buff yourselves while|
| debuffing them. I also highly recommended that you level up Vanille until |
| she has Esuna, because they can cast Deprotect/Deshell on you. Watch out |
| for "Enrage," because it means they're going to do a lightning- or water- |
| based attack very soon. Keep your HP up and try and take one out. The |
| second one will be much easier. |
| |
| Reward: Fulmen Ring and Riptide Ring |
\-----------------------------------------------------------------------------/
Head up the ramp until you reach the electric fence. Head through the fence
for a cutscene and save option.
End of Chapter 6!
-------------------------------------------------------------------------------
Chapter 7: Palumpolum {Ch7}
-------------------------------------------------------------------------------
Make sure to level your characters, but otherwise you should be good to go. At
the end of the areas you're in, hook around to the left to find 3 lengths of
fiber-optic cable, and then drop down into the sewer on the top-left side of
the map. There's a semi-hidden left turn a short walk up with a chest
containing 3 holy waters. Hop out of the sewer, and then head up the hill.
You should really do everything in your power to avoid the flying motorcycle
enemy. Its Gatling Gun attack WILL kill Lightning, even with protect and both
character spamming Cure. Just wait until it flies by and run to the next sewer
entrance. If you're dead set on killing it, Libra, Protect, and summon Odin.
Don't worry about your bestiary, plenty more of these show up later.
Once you're in the sewer and jump down to the main duct, there's a chest on the
right with a Librascope. Jump down, save, and continue to a cutscene.
Activate the machine to summon the elevator platform, and head across the gap.
Once across, activate another machine and get back on the same elevator to get
to a platform with a phoenix down and 4 holy waters.
Down the path a bit, approach Hope to examine the Fal'Cie. At the elevator
platform, activate the left machine to get to a platform with 2 Mobius coils
and an Aqua Ring. Then head back, and just get back on the elevator to
continue.
A bit down the path, there is another cutscene, after which just keep going.
On the path there is a chest with a Warding Talisman. Down the path, after
another cutscene, get on the elevator and cross the gap, and then save and
continue to another cutscene leading to a battle.
Snow is finally back, riding his lesbian twin motorcycle straight into
someone's day! Shiva works the same way as Odin. Press various combinations
of a direction and the A button (or just press A to auto-battle) until you're
almost out of time, then ruin everyone's day by pressing Y.
As the ensuing tutorial says, Snow's best suit is tanking. Set him as Sentinel
until Hope can whittle down the enemies, and then finish them off with Slash &
Burn. Obviously you should focus on weak enemies first, so you can bring the
full wrath of your party down on stronger enemies. An important thing to note
is that Provoked enemies are easier to stagger, though another party member
would be necessary to take full advantage of that.
LEVEL UP SNOW OR YOU WILL REGRET IT.
When you're done setting up your party's CP, Paradigms, and equipment, save and
continue. After hopping up the ice cave, before jumping on the next ice track,
go all the way to the end of the path you're on for a chest with a Fortisol.
After the ice track, go up the ramp to a platform with a Paladin. I kept Snow
with the Power Circle because he's already blocking bazooka shots; he doesn't
need another defense boost.
When you hop down into the outer rim, head left for a chest with 4 lengths of
insulated cabling. Save and continue until you reach a cutscene. When you
regain control, Fang is leading your party. Lightning is a better Commando,
but you need her as a Ravager for chain bonuses. You don't need Fang as a
Sentinel unless you're healing. So I had Fang as Commando and Lightning as
Ravager, then Sab/Com and Sen/Med. Fang casts Slow as a Saboteur. When you've
set up your party (CP, equip, Paradigm), save and continue until you reach a
cutscene.
Upon regaining control, you're playing as Snow and Hope again. Turn around for
a chest with 4 holy waters, then save and go kick some butt. At the first
intersection, you can jump up to an upper path at the left corner, and then
continue to the end for 2 incentive chips. Farther up, you'll find a treasure
sphere with a Guardian Armlet and a save point. There's a cutscene after the
path takes a turn into an alley. The following battle will take forever if you
wait for Hope to kill a couple of them, so Protect yourself, then switch
between Slash and Burn and Lifeguard for healing.
After a couple of the air soldier battles, there's another cutscene. Save up
ahead, and forward march into yet another cutscene. Once you drop down to the
lower road, backtrack for a Shaman's Mark, which is amazing for Hope. And with
Snow's Sentinel, you can actually beat the Falco Velocycle that shows up
without summoning Shiva!
When you get to the end of the section you're on, take the narrower upper path
for 3 thrust bearings, then to the right for a Vidofnir. Upon getting across
the bridge and up the ramp, there's a chest to the right with a Deceptisol.
After hopping up the scaffolding, hook around to the right for 2000 gil. A few
battles and some jumps later, you're at a save point, past which is a cutscene
and boss battle.
/-----------------------------------------------------------------------------\
| Boss Battle: Ushumgal Subjugator |
| |
| Let Hope buff the party, and apply Libra. Slash & Burn for damage, |
| Lifeguard for healing. As long as Barfire stays active, neither of your |
| characters should have much to worry about. Just watch out for his launch |
| move. |
| |
| Reward: Abominable Wing |
\-----------------------------------------------------------------------------/
Scene, save, scene, back with Fang and Lightning.
Backtrack for 10 bestial claws. Save point on top of the scaffolding. There's
a Gae Bolg on the lower path a bit ahead. It has Improved Counter for Fang.
Which would be great...if she had any counter moves. Since she doesn't, stick
with the Bladed Lance.
When you come up against the Lodestar Behemoth, the phrase "Exceptionally high
HP" appears in the notes. It also has an exceptionally high stagger point. In
addition, when its health gets lower, it stands up and starts using a giant
sword. Still, slow it, beat on it, and heal yourself, and you'll be fine. If
you want to use a Deceptisol to get the drop on it, that works fine too.
Up ahead on the path is another cutscene, then continue on. In the upper right
corner before the path narrows on the left, there's a chest with an Axe Blade.
Go on for another cutscene. Save at the save point afterwards. In the upper-
left corner of the first large room, there's a Tungsten Bangle. Follow the
hallway to the right. Take the staircase on the left down for a treasure
sphere with a Black Belt. Down the next set of stairs is a save point, then
down the next hallway for a scene leading into a battle. Using Hope. By
himself.
/-----------------------------------------------------------------------------\
| Boss Battle: Ushumgal Subjugator |
| |
| It's actually not that bad. Buff yourself, Libra, and Ravage it to death. |
| Medic to heal, obviously. Eventually Fang and Lightning will join, and Fang|
| will lead. Get everyone Protected and the boss slowed, then beat on it with|
| Relentless Assault. Diversity to heal. When it gets staggered, Fang will |
| launch it, making it useless and doing phenomenal amounts of damage (I maxed|
| out at 999.99% chain gauge). Rinse and repeat. |
| |
| Reward: Shield Talisman |
\-----------------------------------------------------------------------------/
When you regain control of Fang, there's a treasure on the left with a phoenix
down, then approach Hope for a scene. Afterwards, save at the save point, and
activate the television by the red ring. At the end of the scene, you're in a
battle with Lightning leading. Same tactics. Evened Odds, Relentless Assault,
Diversity. When the battle's over, adjust your party. The Shield Talisman you
won from the Subjugator is great for your party leader (Lightning). Then level
everyone, and set up your Paradigms to include a Com/Com/Rav, so you can
finally use Lightning as the Commando she was born to be.
Near where you start is a chest with an Ethersol, and in the very back of the
house is a Brawler's Wristband. You need to defeat all the enemies to be able
to open them. Head into room by the red ring when you're ready. The end
result is a boss battle.
/-----------------------------------------------------------------------------\
| Boss Battle: Havoc Skytank |
| |
| This thing is a monster. It has 3.8 metric asstons of HP, is immune to all |
| status ailments, cannot be staggered, and hits like a nuclear rhinoceros. |
| First goal is to Protect yourself. After that, keep a Medic on hand and use|
| the other two to attack. Ruin works just as well as any Ravager spell; the |
| only downside to two Commandos is that the second Commando will attack a |
| different target. Fang's Sentinel is useless because the Skytank cannot be |
| Provoked. Attack the turrets and hulls first to reduce its firepower. Then|
| it will open up its main cannon, but if you keep up Protect and your HP, |
| this isn't anywhere near as bad as having two turrets, two missile bays, and|
| a pulse cannon raining bad day on your heads. |
| |
| Reward: Uraninite |
\-----------------------------------------------------------------------------/
Chapter 7 Complete!
-------------------------------------------------------------------------------
Chapter 8: Nautilus {Ch8}
-------------------------------------------------------------------------------
Now you're in control of Sazh and Vanille, who have a lot of CP to spend. Make
sure Sazh gets Haste! It is (in my opinion) the most effective buff in the
game. Save at the save point nearby, then head toward the map marker. After
the scene, go to the next map marker for another scene. And after THAT scene,
head to the map marker for ANOTHER scene. Despite all the people and the
visual activity, there's not a lot to do here.
Guess what you do next? That's right, elevator at the map marker, scene a few
steps in. There's a save point near the lift, too. There's a treasure sphere
at the end of the uppermost branch of this area. That's third to the left when
facing the elevator. The chest contains a phoenix down.
Down the main path is a scene. Surprised? Me too.
Examine the gaggle of overly-adorable midget sheep at the far end of the path,
followed by the souvenir cart, followed by the fountain, followed by the group
of chocobos on the right side of the area. This drops a treasure sphere with a
Star Pendant. There's a save point down the path, then another scene, which
puts you next to a save point with lots of angry soldiers ahead of you.
A bit down the path there's a pair of Spica Defenders. When the path splits,
go right. When it splits again, go straight for a Guardian Armlet. When it
splits yet again, save at the save point, then go straight to receive a
Healer's Staff, which boosts Vanille's Cure spell. There's a boss battle past
the save point in the other direction.
/-----------------------------------------------------------------------------\
| Boss Battle: Midlight Reaper |
| |
| You'll want to make sure Sazh has learned Haste, because it makes a hundred |
| thousand HP go by a lot faster. It's a pretty long battle anyway. Make |
| sure Sazh keeps the party Hasted and Faithed, and have Vanille Imperil it. |
| After that, Libra, Slash and Burn, stagger, repeat. When it readies its |
| main cannon, make sure the person it's targeting is fully healed. If you're|
| unsure, just heal both characters. As long as you stay faster than it, |
| you'll come out on top in the end. |
| |
| Reward: The Motherload |
\-----------------------------------------------------------------------------/
After the scene, walk forward into a scene, which ends in an Eidolon battle.
/-----------------------------------------------------------------------------\
| Eidolon Battle: Brynhilder |
| |
| Vanille is back in the party, so you won't die immediately. Brynhilder |
| likes people who buff party members, so just spam buffs until you're just |
| repeating yourself, and then switch to a damage Paradigm. Heal when |
| necessary, and spam more buffs if they run out. |
\-----------------------------------------------------------------------------/
Chapter 8 complete!
-------------------------------------------------------------------------------
Chapter 9: The Palamecia {Ch9}
-------------------------------------------------------------------------------
Location: The Lindblum
When you're ready to leave (CP, equip, etc.), talk to the man at the map marker
to proceed.
Location: The Palamecia
When you land, you're forced into a battle. Your party is Fang, Hope, and
Lightning leading. The Paradigms you start with are fine, with the exception
of making Lightning [one of] your medic[s] once she learns Raise. Defeat the
enemies in the first room, after which you'll make a series of impressive
jumps, and activate the panel by the red ring. Hop on the elevator, make more
impressive jumps, and turn right for 4 digital circuits.
At the end of the path, there's a short scene. Backtrack once it's done for
some millerite. Once you hop across a parked ship, turn right for 3 incentive
chips. After the next ship you jump over, there's a chest to the left with 4
flasks of silicone oil. Head inside the main ship for a scene.
When you're back in control, save and go kick some butt. At the intersection,
you can go straight to reach a save point in the next area, or you can turn
right to continue. The first turn after going right has a treasure sphere with
a Lifesaber. A bit further up is an Ember Ring, and a save point ahead of
that. Toward the end of the hallway on the right is a chest with a Pandoran
Spear, and ahead of that is a cutscene.
You're back in charge of Sazh and Vanille, so do all the normal party-change
stuff, save, and head out. Use the panel on the left of the first bulkhead you
run into to proceed. When the path splits, turn right twice, then use the
panel to open up a room with a Royal Armlet. At the top of the path, grab the
12 vials of murky ooze in the chest, then open the bulkhead and proceed into a
cutscene.
Back with Lightning and crew, run up to a save point then head right. About a
quarter of the way around, there's a treasure on the right containing a White
Cape. On the other side of the room you can find a Pain Dampener. The bottom
portion of the innermost ring has some rhodochrosite, and the top has a perfect
conductor. Approach the door at the top for a scene, which leaves you back
with Sazh and Vanille.
Save at the save point, and then go around to one side. The middle path is
entirely too difficult. When you get around to the top, backtrack up to the
middle and grab the chest with a phoenix down. After the next scene, a battle
ensues. This is moderately difficult for these characters, but take out the
wasps first, then turn your attention to the Thermadon. Buff/debuff as always,
then Slash and Burn until staggered.
Back with Lightning again, save at the save point and backtrack to find a
Whistlewind Scarf. After the section with the airbrakes, take the rightmost
path to find a perfect conductor. Fight through the next section until you
reach a save point, then run down the raised path to find 13 barbed tails.
In the next section, take one of the moving platforms down to the lower path.
There is a treasure sphere by the third moving platform containing 300 gil.
After that, traverse to the far upper-right corner to obtain a Spark Ring. As
you walk through the next path, a boss battle will trigger at the map marker.
/-----------------------------------------------------------------------------\
| Boss Battle: Kalavinka Striker |
| This boss is much easier than some of the previous ones. Libra, |
| buff/debuff, Relentless Assault, dead. I never even healed, and still only |
| got 3 stars. It's a little tougher when it comes by the second time, but |
| only because of its new high-power single-character laser. Still not a big |
| deal. |
| |
| Reward: Soulfont Talisman |
\-----------------------------------------------------------------------------/
After the scene, your full party is together for the first time. And you can
FINALLY change who's in it! I ended up with Lightning (who you still have to
have as your leader), Sazh, and Fang. The Paradigms I set were Com/Syn/Sab,
Rav/Rav/Com, Med/Com/Sen, Med/Rav/Com, and Com/Rav/Sen.
Save when you have your party set up, activate the panel opposite the save
point. Activate the panel on the left side of the platform you just got to,
and you'll find a treasure sphere with a Librascope. Activate the left panel
on that platform to get a Pain Dampener. Repeat on the other side of the room
for 2 Rune Bracers. Continue down the right side of the room and you'll find
an Umbra on the next platform. The next platform down on the other side of the
room has 3600 gil. Once you get down to the next level, extend the platforms
on either side to get a perfect conductor and a Gold Bangle. When you're
ready, head down the middle to the final platform, which has an Ethersol and a
save point. Go to the door to trigger a scene and boss battle.
/-----------------------------------------------------------------------------\
| Boss Battle: Barthandelus |
| |
| First order of business: Librascope. This is almost exactly like the |
| Skytank battle. Buff yourself, and then destroy Barthandelus's various |
| armor pieces. Once you've done that, you can apply some debuffs to make |
| life easier. Keep your buffs/debuffs and HP up, and you'll eventually work |
| your way though that 400k HP. |
| |
| Reward: Entite Ring |
\-----------------------------------------------------------------------------/
Chapter 9 complete!
Disc 2 complete!
<<>>
-------------------------------------------------------------------------------
Chapter 10: The Fifth Ark {Ch10}
-------------------------------------------------------------------------------
When you regain control, save and head up the tunnel. There's another save
point after the scene, then continue up to another cutscene and battle. After
the battle, you can change your party leader, and give all characters all
roles. Be warned, however, it is horrendously expensive to train a character
in a role they are not naturals in.
There's a Hero's Amulet down the path to the right once the cutscene is done.
Once you get to the open area, hang a left to nab 8 bomb shells. After that,
just advance until you reach another save point. At the bottom of the stairs,
hop onto the far track and head left for a Saint's Amulet. Then head the other
way on the same track, hop up the rubble to the right at the intersection to
grab a chest containing 10 vials of medicinal oil.
When the path reaches another junction, turn right and nab the chest with a
Rainbow Anklet, then turn around for a save point. Once through the door, turn
left and follow the narrow ledge, then jump off the far side. Turn right for
600 gil, then turn around and go the other way. Jump down the far side again,
and then turn left through the door. Save at the save point and continue
forward into a cutscene.
The Beserkers look big and tough and scary, but they stagger and die like
everything else. To the right of the exit is a sphere with a pair of Regels,
which do not stagger enemies. Aka suck. Once through the door, activate the
panel on the left by the red ring. There's a save point at the bottom, then
turn right to nab a chest with an Auric Amulet. Go down the other way on the
other track until the track turns around and you run into a Greater Behemoth,
which is best if you sneak up on, but isn't unbeatable by other means by any
stretch.
When the track ends, hop down to the right for a chest with an Alicanto. Same
deal as the Regels. If you jump up to the platform with all the Noctilucales
(slugs) and then jump across to the platform with the slugs and behemoth, you
can find a chest with 7 gargantuan claws.
Continue down the path until you reach the next station. There's a treasure
sphere on the right side of the far wall with a Metal Armband and another one
right of the save point with an Ethersol. Down the path a bit more you'll run
into a cutscene and boss battle.
/-----------------------------------------------------------------------------\
| Boss Battle: Cid Raines |
| |
| Raines has this annoying little habit of changing what he's doing depending |
| on what you're doing. If you're buffing, he'll attack the buffer. If |
| you're attacking, he'll heal (including his debuffs). But if you keep up |
| the pressure, his HP will start to drop. When he sprouts wings at about |
| two-thirds health, that's when the fun starts. He'll start to buff himself,|
| debuff your party/remove your buffs, and damage your entire party at once. |
| You may want to keep a Sentinel on hand at all times, and switch the other |
| two between buff/debuff, healing, and damage. When he guards, that's your |
| chance to breathe. You can heal, re-apply buffs/debuffs, or go all out |
| attacking him to drive up his chain gauge. |
| |
| Reward: Tetradic Crown |
\-----------------------------------------------------------------------------/
After the battle and scene, head in the direction of the map marker to save,
then activate the elevator. Once you get to the main area, work your way down.
It doesn't matter which way you go. The inner path has battles, the outer path
doesn't. Save once you enter the door at the bottom and enter the door. Kick
ass, take names, go to the other door. Same deal in the next room.
There's a chest in the next corridor, open it for a Feymark. In the next area,
proceed until you reach a jump, jump down the far side, and enter the door.
Another fight room. Take it or leave it. In the second fight room, hang a
left to find a third fight room. You'll be forced to fight a Berserker, but
you'll be rewarded with 3 electrodes in the chest. Head to the map marker for a
save point and another elevator.
Proceed through the next room to find another save point. When you cross the
bridge, there are 2 otherworldly bones on the left side of the next hallway.
Enter the door, fight the Berserkers, save, and activate the door by the red
ring to trigger a scene and an Eidolon battle.
/-----------------------------------------------------------------------------\
| Eidolon Battle: Bahamut |
| |
| Bahamut likes people who weaken him, and can survive him. Start off by |
| throwing every debuff you have at him, and then switch Fang to Sentinel. |
| Heal when necessary, and have the other two attack. Bahamut's Gestalt Gauge|
| builds up a lot faster than previous Eidolons, so as long as he doesn't mow |
| you down, you should come out on top quickly. |
\-----------------------------------------------------------------------------/
After the battle, re-adjust your party if you want, then head down the new path
for another cutscene.
Chapter 10 complete!
-------------------------------------------------------------------------------
Chapter 11: Gran Pulse {Ch11}
-------------------------------------------------------------------------------
There's a save point behind you if you care to use it, then adjust your party
and head toward the map marker. There's a chest by the Dire Flan that contains
a Partisan. Much further up you run into a cutscene and another Eidolon
battle.
/-----------------------------------------------------------------------------\
| Eidolon Battle: Alexander |
| |
| Alexander likes buffs and heals, so have Hope buff your party to all hell, |
| heal when necessary, and do damage otherwise. |
\-----------------------------------------------------------------------------/
With the Cie'th Stone tutorial comes YOUR FIRST SIDEQUEST AND THE DEATH OF
LINEAR GAMEPLAY! Sidequests will be handled in the sidequests section,
however. You can check that section for more details.
The Archylte Steppe and connecting areas are ENORMOUS, and not directly related
to the main quest. So right here I'm going to continue with the main story.
However, I highly recommend that you check out the Archylte Steppe, Yaschas
Massif, and Sidequests sections. You can get some cool items and level up
significantly before you continue.
When you're ready, follow the map marker until you reach a small path that
leads to a cave. You'll see a brief scene to let you know you're going the
right way.
Location: The Mah'habara Subterra
Shortly inside the cave you'll find a Hauteclaire. When the path splits, go
straight and you'll come across a Boxed Phalanx. Defeat him first, or he'll
just keep summoning more Hoplites. Of course, if you feel like fighting an
infinite battle, go ahead. Just be warned that the Hoplites do a ton of
damage, especially when the Phalanx buffs them to all hell.
If you go right instead, you'll come across an optional boss: the Juggernaut.
If you decide to take him on, have a Syn/Sab/Sab, and a Com/Sab/Med in addition
to Relentless Assault and Diversity. Start the battle off by giving yourself
Haste and Barfire, and spamming Juggernaut with every debuff you have. He'll
start using his Steam Cleaning move, during which you should use Diversity to
heal and Relentless Assault to attack. When it's done, either switch back to
Espionage or Scouting Party if you still need to heal. That way he'll spend a
lot of his time Steam Cleaning and much less of his time wiping the floor with
you. If you beat him there's a chest with a Platinum Bangle behind the door.
Up ahead is a scene and save point. After the scene, Lenora's Garage will sell
perfect conductors, which makes it feasible to upgrade your weapons. Use
natural components (such as chipped fang, etc) until you have exp x3. Then buy
all the perfect conductors you can afford, and use them all at once on the x3
weapon. Sell all your other digital components (unless they're better than
perfect conductors) and put them toward perfect conductors, because digital
components reduce your exp bonus. You may also want to play around with
exactly how many conductors you need to max out a given weapon. No use wasting
exp!
Continue forward until you reach two hangars to your left with 4 electrodes and
4 lengths of chobham armor. Go on ahead for a cutscene. Head around to the
right and hop across a couple broken platforms to find 4 tesla turbines. A bit
further down the path is a sphere with 2 Saint's Amulets. When you hit
sunlight again, save and prepare for an Eidolon battle.
/-----------------------------------------------------------------------------\
| Eidolon Battle: Hecatonchires |
| |
| Hecatonchires likes Medics and Saboteurs, so go ahead and do that. Use |
| Divide & Conquer to debuff him, Lifeguard when you need a heal, and Slash & |
| Burn any other time. The Doom counter was EXTRAORDINARILY LOW when I beat |
| him, so it might take a few tries. |
\-----------------------------------------------------------------------------/
Further down the path you'll find an Ice Charm. Save when the path opens up,
then head to the right to find a particle accelerator. There's another
Juggernaut on top, and no reason to take it on, so head left. There's a chest
with 3 crystal oscillators on the right. Further down the path is a chest
between two ramps. Nail it for 3 perfect conductors.
When you get to the platform with the map marker, stand in the middle and
examine the crates on the far side, and then go to the other platform and board
Atomos.
Location: The Sulyya Springs
When you get off, save and continue until you see another scene. Upon
regaining control, head right for 13 vials of strange fluid, then grab the 10
vials of enigmatic fluid on the next platform. Head right and you can score an
Aquabane Brooch, 6 moistened scales, and 5 seapetal scales.
Follow the path until you come upon 7 abyssal scales, and continue into another
cutscene. There's a save point behind you, and then continue on. Just before
the load door is a treasure sphere with a Cie'th tear.
Location: Taejin Tower
Another save point, and keep moving. It's comforting to be following a
straight line again, isn't it? Another scene further up.
To the left, before the doors to the tower, is a chest with 20 sinister fangs.
There's a cutscene shortly inside the big circular room. Before getting on the
lift, explore the room for 4721 gil, 12 chipped fangs, and a Sparkbane Brooch.
When you're ready, save and get on the elevator.
Once you get to the second tier, head out past the save point and into a
cutscene. The pop-up tutorial says you need to go on missions for three
Menhirrim, so let's get to that. Activate the statue by the red ring to
receive mission mark 21. Accept the mission, then head up the stairs left of
the statue. The mark is at the map marker. Haste, stagger, kill like anything
else. Watch for Imperilga. You'll get a Speed Sash for killing it.
Activate the statue in this room to go on mark mission 22. Follow the path
around until you run straight into it. It's the one that looks like a blue
Boxed Phalanx. Popping a Deceptisol makes this battle much easier.
Buff/debuff, take out the Bellows, then destroy the minions. You'll get three
particle accelerators.
Examine the final statue and take on the final mission. The mark is in the
room with the first statue. Just sneak up on it and it doesn't stand a chance.
You'll pick up a Warrior's Wristband from it.
Head back to the inner path for another cutscene, and then follow the path all
the way around to find 5 spark plugs. Go up the stairs inside the room you
passed, grabbing the Simurgh on the way. Activate the statue in the last room
to continue. Go right once back on the inner path for 2 Metal Armbands, then
head to the elevator and go to the fourth tier.
Go forward, past the save point, and grab the 2 Glass Orbs, then head into the
room and take the elevator to the fifth tier. In this room there are 9 ancient
bones near the elevator. Obtain them, then activate the statue and start
mission 24. The mark is in the same room. Kill it to obtain 6 moonblossom
seeds. Go back down to the fourth tier.
Take the exit on the other side of the original elevator and grab the Gale
Ring, and the 2 Rainbow Anklets in the next room. Then take the elevator in
that room up to the sixth tier. Activate the statue in this room and take on
the Vetala hunt. Activate the statue in the next room to open up ANOTHER room,
which contains 4 tears of woe and an Unsetting Sun. Go down the stairs, save,
and the Vetala is at the bottom. Libra it, then cast at it until it staggers,
then switch to physical attacks. Be prepared to heal. You'll get a cobaltite
for killing it.
In the same room as the Vetala is a chest with a Librascope, and then activate
the statue in the next room for mission 26. Approach the statue outside for a
cutscene. Backtrack to the last room of tier 6 to fight the mark. It's not a
hard battle, but keep an eye on your HP. You get a Diamond Bangle from it.
The ice around the last statue on the fifth tier has disappeared, so go back
there, saving on the way. After the cutscene, activate the statue to open the
way. Take the elevator down, then take the central elevator up to the sixth
tier. Going forward, the first room on the left has a Clay Ring and 8 tears of
remorse. In the next room, take the elevator to the apex. In this room you
can find 2 Frostbane Brooches and an Ethersol. Once you're ready, go to the
central platform for a boss battle.
/-----------------------------------------------------------------------------\
| Boss Battle: Dahaka |
| |
| Libra, buff/debuff, and stagger. Once he recovers from the first stagger, |
| he'll inflict pretty much every status effect there is on your entire party,|
| so you may want to use Dispelga. Later, he'll use a powerful full-party |
| fire spell. His vulnerabilities change up, too, but keep hacking away with |
| Relentless Assault until he's staggered again, and his vulnerabilities will |
| return to normal, so go for the kill. |
| |
| Reward: Tetradic Tiara. |
\-----------------------------------------------------------------------------/
If you activate the statue on this floor, take the elevator down to the seventh
tier, and activate the statue in that room, you can find a Collector's Catalog
on the path. The central elevator will also go to all floors. When you're
ready, go toward the map marker on the apex and take the elevator down.
Location: Oerba
Save, then walk down the path until you reach a road with another save point.
Head left down a short side road for some perovskite. Down the road a bit
further is a cutscene. On the upper floor of the house in front of you,
examine the small robot on the floor for a scene. Outside, examine the small
vehicle, then the bookshelf in the building to the left. Next, follow the path
down, nabbing the Heavenly Axis on the way.
Fight the Vampire at the bottom for the next part. Go up the small staircase
on the left to grab a Librascope. Inside the building on the right a little
further down is the next part by the blackboard. The roof of this building has
a moogle puppet and some Pliades Hi-Powers. At the top of the path, save and
head into the building.
Once you get to the tracks at the top, examine the scrap heap directly ahead
for the final part. Look left for a chest with a Flamebane Brooch. Backtrack
to the little robot for a short scene, then talk to it for 10 Deceptisols, 2
ultracompact reactors, a gold nugget, 5 vials of perfume, 3 platinum ingots,
and an achievement.
Anyway, once you've sold the gold, platinum, and perfume and proceeded max out
a couple weapons, continue on the path you were on top of before. There's a
sphere with a Taming Pole not too far down. Next to the save point ahead is a
chest containing an Ethersol. Shortly ahead is a cutscene and boss battle.
/-----------------------------------------------------------------------------\
| Boss Battle: Barthandelus |
| |
| Haste yourself, then switch to Diversity for the rest of the battle. He |
| attacks a lot, but none of them are particularly damaging, so you just need |
| to stay on top of your HP. He inflicts some debuffs, but nothing Esuna |
| can't fix. After two or three staggers, he'll be down. Again. |
| |
| Reward: Goddess's Favor |
\-----------------------------------------------------------------------------/
Explore your newly-expanded Chrystarium, and then examine the Cie'th Stone for
a cutscene. Board the ship when you're ready.
Chapter 11 Complete!
-------------------------------------------------------------------------------
Chapter 12: Eden {Ch12}
-------------------------------------------------------------------------------
After the awesome cutscene, you're landed in battle with Lightning and Odin.
I'm pretty sure the battle is just meant to be awesome, as the warmech never
even attacked. Sanctum Labs opens up after the battle.
Down the way a bit, there's a chest with a Lionheart behind an orange ring
thing. After the next circular platform, you can wrap around to the right for
9240 gil. When you get to the semicircular platform, another cutscene.
Save and go knock some heads. Another scene, more heads to knock. Activate
the red pods at the end of the path. The scene puts you in battle with a
Behemoth King. A few battles forward is a chest with a Rebel Heart. Further
up, by the Proto-Behemoth (which is frankly easier than a Behemoth King) is a
sphere with an Otshivani. Save and hop the rubble into a boss battle.
/-----------------------------------------------------------------------------\
| Boss Battle: The Proudclad |
| |
| This throwback is immune to all status effects and halves all elements, so |
| just buff yourself and hack away at it. Relentless Assault/Diversity to |
| stagger, then switch to Com/Com/Med for damage. After it recovers from the |
| first stagger is when it lets loose, buffs itself, and starts counter- |
| attacking, so focus on healing for that portion. Eventually it'll let up, |
| and you can start doing some damage again. |
| |
| Reward: Particle accelerator. |
\-----------------------------------------------------------------------------/
Hop across the gap and onto the elevator. Yay more cutscenes! You know how at
the beginning of Chapter 11 I told you not to go up against the giant turtles?
Yeah, that's still true. Have a Medic handy at all times, buff your party like
it's going out of style, and then do your best to stagger it.
After the battle, save and press forward. There's a Punisher a bit further up.
Jump off the rubble at the end of the road. When you see the next giant
turtle, loop around to the right to find 15000 gil. On the sidewalk near there
are 5 perfect conductors. Open the door at the bottom of the stairs.
Use the save point and keep going.
When the path splits, going straight will net you 6 particle accelerators once
you get to the circular section. Going straight instead of turning right from
there allows you to procure a Librascope. The next circular section has 2
Blaze Rings on the right hand side. After that, take the path with the Tyrant
on it toward the other circular section. Take the stairs shortly on the right
and you'll come across a Champion's Badge. Go left from the stairs until you
reach the map marker and a cutscene.
Save at the save point, and grab the chest in sight of it for a pair of Antares
Deluxes. Make your way through the minefield of Humbabas and Juggernauts until
you reach another cutscene. Save, then nab one of the two chests directly
ahead for a plush chocobo on the right OR 6 particle accelerators on the left.
The even-gianter turtle will then break the glass, taking the chest with it. I
recommend the particle accelerators. If you're worried about the Treasure
Hunter achievement, don't worry, it specifically says "weapons and
accessories." I suppose you could try to kill it, but it definitely one-shot
my whole party...
Once past that, in an alcove to the right are 17 hellish talons, and opposite
that are another 12 hellish talons. Then open the door at the map marker.
Save and continue up to the chest with a Mistileteinn. Further up is a
cutscene. Go right and follow the path until you see another cutscene. Save
and grab the chest near the save point with a Power Glove. Make sure to grab
the Ethersol at the end of the path, then prepare for a boss battle!
/-----------------------------------------------------------------------------\
| Boss Battle: The Proudclad |
| |
| Once again, immune to all status ailments, so buff your party and start |
| hurting it. It doesn't do a lot of damage at once, but it does steady |
| damage, so keep a Medic on tap. Once again, the trouble comes when it |
| "Deactivates Limiters." Make sure to keep your HP topped off, or it can get|
| the drop on you pretty fast. This is a very long battle, mostly because its|
| stagger gauge resets every time it switches modes. Really the best thing |
| you can do is stagger it, launch it, and do everything in your power to make|
| sure it doesn't touch ground again. |
| |
| Reward: Royal Armlet and Eden Pharmaceuticals |
\-----------------------------------------------------------------------------/
Save and get onto the elevator.
Chapter 12 complete!
-------------------------------------------------------------------------------
Chapter 13: Orphan's Cradle {Ch13}
-------------------------------------------------------------------------------
At the top of the stairs is a scene and another save point. Hop over to the
map marker for another scene. At this point you can choose to return to Gran
Pulse or Edenhall for any unfinished business (sidequests, leveling, treasures,
etc.). If you take the path opposite the map marker, you can find a
Librascope, a Cherub's Crown, and some millerite.
When you're ready, go to the map marker and examine the flying statue thing to
activate two moving platforms. Taking the one on the left, then going to the
end of the right path gets you 4 superchargers. Taking the left path, then
dropping down to the right gets you 4 perfect conductors. Taking the ramp down
from there lets you find a chest with 5 turboprops. Back on the main path, the
ends of the opposite side have 2 particle accelerators and some uranite.
Taking the right moving platform has 20 seaking's beards right there. Take the
ramp up and you'll find 2 Ageisols immediately on the right. Before the next
ramp up are 9 tears of woe on the left, and at the top of the ramp is a Gale
Ring. Backtrack all the way to the bottom and loop right before the map marker
to find a Shamanistic Spear. Go down the ramp, save, and examine the flying
statue thing.
After activating the statue, hop up to the right, then back down left a little
bit up and continue to the end of the path for a sphere containing a Tetradic
Crown. After that, backtrack, jump down to the right, and get on the moving
platform there. Save at the save point and go all the way down the right path
for 6 starblossom seeds.
On the left path, turn left the first time you can to find a chest with 8 mats
of black myoclium. At the end of the path, turn left again to nail a chest
with some rhodochrosite.
NOTE: Before you examine the next statue, you might want to farm this area
some. Sacrifices drop perfume, which sells for 12,500 gil, making them the
best gil-farming enemy until you feel like taking on Adamantoises. As you may
have noticed, this area changes as you go through it, and this may be the best
point to run around killing things and looting their corpses. However, even
post-game, you can still fight some Sacrifices in Orphan's Cradle and Eden,
just not as many.
When you're ready, save and go ahead and examine the flying statue thing. This
puts you into a battle with a Bandersnatch and a Jabberwocky. They can be
tough, but just use Libra, buff/debuff, and focus-fire on one until it's dead
and switch to the other. The Bandersnatch takes magic damage, and the
Jabberwocky takes physical, so you might want to have a Paradigm with two
Commandos set up.
After the battle and following cutscene, save and press forward. You can
choose to go back to the entrance at this point, if you want. Don't worry, you
can come back easily. If you take on the Immortal in front of you, you can
warp to the upper level, which has two chests containing an Adamant Bangle and
a Weirding Glyph. Warp back down and procure the Elixer and Scarletite in the
chests. Warp again to return to where you were.
From here you can either choose to go left or right. Left has fewer strong
enemies and right has more weak enemies. I prefer left, but it's up to you.
Anyway, continue toward the map marker once you make your way around.
Save and examine the flying statue thing, which puts you into battle again.
Just buff/debuff and beat the hell out of it, really.
You once again have the option to go back, and another save point. Ahead is a
short cutscene, after which you should take the ramp up. On the way are 3000
gil and 5000 gil. Fight your way toward the map marker, save, and examine the
flying statue thing for a boss battle.
/-----------------------------------------------------------------------------\
| Boss Battle: Tiamat Eliminator |
| |
| This thing is annoying as hell. It is immune to status ailments, negates |
| your buffs, and has a titanic amount of HP. It fights a lot like the |
| Proudclad. Buff and stagger it when it's in the air, focus on healing when |
| it's on the ground. |
| |
| Reward: Imperial Armlet |
\-----------------------------------------------------------------------------/
After the battle, warp to the next area. Save and continue until you reach a
treasure sphere with an Ethersol. THIS IS THE POINT OF NO RETURN. Ahead are a
couple cutscenes and a series of boss battles.
/-----------------------------------------------------------------------------\
| Boss Battle: Barthandelus |
| |
| You know the score by now. Buff/debuff, murder. |
\-----------------------------------------------------------------------------/
/-----------------------------------------------------------------------------\
| Boss Battle: Orphan |
| |
| This one starts off with an attack that brings your entire party's HP down |
| to critical, so be prepared to heal first thing. After that, it's the same |
| old story. Buff/debuff and rail on it. Be wary of its instant KO attack. |
| Get your party members back on their feet ASAP. |
\-----------------------------------------------------------------------------/
/-----------------------------------------------------------------------------\
| Boss Battle: Orphan |
| |
| Ok, Square, seriously? This is ridiculously easy. Orphan can only be |
| damaged when it's staggered, so Haste, Relentless Assault until it is, and |
| then slice through it like a woodchopper eating puppies. Never even healed.|
\-----------------------------------------------------------------------------/
Chapter 13 complete!
Disc 3 complete!
Final Fantasy XIII complete!
-------------------------------------------------------------------------------
The Archylte Steppe {TAS}
-------------------------------------------------------------------------------
NOTE: These directions may not be perfectly clear, but the Steppe is a large
place. Use this more as a checklist than a step-by-step guide.
From the first Cie'th Stone and save point you come across, follow the wall to
the left. You'll eventually come across a chest with a Lightning Charm.
Continue following the wall to the right to find a Wind Charm. Keep going
around to the wall and you'll come upon an Earth Charm.
Eventually you will come across an Oretoise (the titanic turtles). Do not
fight them. You will die. That is all. This is in fact very telling of a lot
of monsters around here. If it's big, don't fight it until you're stronger.
North of a save point to the north by northwest of where you started is a chest
with 11 Monstrous Fangs. Follow the wall by the save point around to the left
and you'll eventually come across some Millerite.
The plateau the Millerite chest overlooks has three chests with 8 Smooth Hides,
a Fire Charm, and an Ice Charm. Follow the wall of that plateau left and
you'll find a crevice with 5 Librascopes. The hill with all the wyverns flying
around it has a chest with 5 severed wings.
There's another chest you would find if you followed the wall to the right from
the start with a Zephyr Ring.
Straight ahead of the first Cie'th Stone is a Rod of Thorns. Ahead and to the
left from the pond is a chasm with a chest next to it containing a Speed Sash.
On top of the cliff overlooking all the oretoises is a chest with a cactuar
doll. To the right of that is a scene, then another chest with a Clay Ring.
After viewing this scene, Cactuars start to appear on the Steppe. They do a
good bit of damage at this point, but they can be handled. Haste, Protect, and
Enfire your party, and then use Com/Rav/Med or Com/Com/Med for damage. Its
stagger point is too high to worry about. They're worth 5000 CP and
occasionally drop Cactuar dolls.
By the pond across from the entrance to the Subterra, there's a chest with 2615
gil. Near there is a chest guarded by an Adamanchelid with a gold nugget.
Across from that is another Adamanchelid with a chest containing another gold
nugget.
In the corner of the behemoth plain you can find a chest with 2 Platinum
Bangles.
AFTER YOU GET THE GYSAHL REINS:
Ok, here's how chocobos work. You run into three enemies, they buck you off.
You run into one Oretoise, they buck you off. You try to enter another area,
they buck you off. However, you don't get thrown into battle, you can get
around a lot faster, and you can find some new stuff/places.
When you see the "!" mark over your chocobo's head, it means it's found a
buried treasure. I was dumb at first, but now I'm here to prevent you from
being dumb as well. Digging with chocobos is NOT some sort of sadistic hot-or-
cold game based on an enigmatic bouncing balloon. The chocobo actually LOOKS
TOWARD THE TREASURE. If you see the "!" mark, check which way your chocobo is
facing, then start examining dirt patches (THEY'RE ALWAYS IN DIRT PATCHES) in
that direction. You'll eventually see a target and a prompt to dig. As far as
I can tell, the treasures are random, but the ultimate prize is a Ribbon, which
also bestows an achievement.
There is a chest with a gold nugget on a cliff by the oretoise area. The hill
over the first pond has a nugget of scarletite.
Use a chocobo to jump up to a new path by all the scalebeasts and you'll run
into a line of tadpole things that spawn an Ochu. On the way are 7 diabolic
tails. In this area you can find 6 gloomstalks. Examine the big sheep for
some wool. Sheep will now appear periodically around the Steppe like Cactuars
did, granting fuzzy components to all.
Probably the smartest thing to do about the Ochu is to use the chocobo to go
around the Microchus to grab the treasure. If you don't do that, you'll have
to come back later when you can handle them. The chest contains a Platinum
Bangle.
After mark 30, a new area is opened up by the Ochu meadow. This area has 9
fractured horns, a Collector's Catalog, and a Witch's Bracelet.
-------------------------------------------------------------------------------
Location: The Yaschas Massif {TYM}
-------------------------------------------------------------------------------
If you backtrack to where you fought Alexander, there's a chest with a Rune
Bracelet.
Proceed to the right once the path opens up for a scene. Backtrack to where
the scene was for 9 diabolic tails. Follow the map marker until you see a
chest on the right containing a Rune Bracelet. Just before the next save
point, you can jump to an upper path which has 1827 gil.
If you go up past the save point without turning, you can reach 2 nuggets of
millerite. When the path splits, take the right side to find a Mythril Bangle.
Up ahead there is a scene and save point, then jump down and to the right for
some rhodochrosite.
Up ahead on the left you can find 3 spined horns. Ahead of that on the right
is a Whistlewind Scarf. Backtrack a ways until you trigger another scene.
Instead of jumping up the big log, take the ledge to find 8 vials of esoteric
oil.
Taking the path away from the map marker, you can find a Watchman's Amulet
further up on the left. Across the area near the Watchman's Amulet is a small
path with a chest of Millerite. At the very end of this path is a Glass Orb.
===============================================================================
Sidequests {Sq0}
===============================================================================
The majority of the sidequests in Final Fantasy XIII are mission marks, similar
to the ones found in Final Fantasy XII. They first become available early in
Chapter 11. The strategies I have listed are those I used to get 5 stars in
the mark battle.
If you're having trouble finding a mark by my description, just go to the
general area and check your map. The star is the mark battle.
In addition, your map will tell you where stones you've already checked are,
the details of the mark, and your rating if you've already completed it once.
Just press X.
You can search with Ctrl + F and {Sq[Mark #]} or by the mission name.
-------------------------------------------------------------------------------
Mark 1: Pond Scum {Sq1}
Stone Location: Archylte Steppe
Rank: D
Mark: Ectopudding
Mark Location: Travel straight ahead of the Cie'th Stone until you reach a
pond. On the left side there is a save point, and ahead of the save point is
the Ectopudding.
Strategy: Get behind it, stagger, kill. Really simple.
Reward: Energy Sash
Rank: Good Samaritan
-------------------------------------------------------------------------------
Mark 2: Goodwill Hunting {Sq2}
Stone Location: Archylte Steppe, Central Expanse, by the Ectopudding pond
Rank: D
Mark: Uridimmu
Mark Location: You'll find Uridimmu pretty much straight ahead across the
expanse, going from the pond to the Cie'th Stone and onward. In any case, you
can always look on your map for the marker.
Strategy: This battle is significantly more difficult than the last one, but
basic principles apply. Buff yourself, then set up a Sentinel to soak damage
while your other party members pick off the minions. Then focus on Uridimmu
itself.
Additional note: It can be hard to get the 5 stars right now, so just reattempt
it when you're stronger.
Reward: Cobaltite
-------------------------------------------------------------------------------
Mark 3: Massif Contamination {Sq3}
Stone Location: Archylte Steppe, near Uridimmu fight
Rank: D
Mark: Ugallu
Mark Location: The Yaschas Massif is located past where you fought Alexander.
The Ugallu is located in the first open area you come across.
Strategy: If you lure it out, then run back outside its range, you can get
behind it while it's walking back into place. If that's not working,
Deceptisol always does. Once you get it into battle, buff/debuff, stagger,
kill. Just don't give it time to attack and you'll get your 5 stars.
Reward: Platinum Bangle
Rank: Mercifex
-------------------------------------------------------------------------------
Mark 4: A Hero's Charge {Sq4}
Stone Location: Yaschas Massif, near Ugallu fight
Rank: D
Mark: Adroa
Mark Location: Head down the log near the Cie'th Stone until you reach the
second save point. Save, and go straight instead of left. The Adroa clan is
shortly ahead.
Strategy: There are a couple issues with this fight. 1) There are lots of
them. 2) They are all highly resistant to magic. So you're going to want
three paradigms: 2 Commandos with a Synergist, a Ravager, or another Commando.
If you're fast enough you shouldn't need to worry about healing. Sneak up on
them, buff, and wreck them all very fast, particularly the two Verdelets in the
back. Why? The Verdelets can summon Ugallus, which ends in a bad day had by
all. If you manage to kill them before they can finish summoning, the day is
yours.
Alternate strategy: After you sneak up on them, cast Fogga until there isn't a
single one of them that can do a damn thing.
Reward: Pearl Necklace
-------------------------------------------------------------------------------
Mark 5: Joyless Reunion {Sq5}
Stone Location: Yaschas Massif, on the way to Adroa fight
Rank: D
Mark: Edimmu
Mark Location: The Edimmu is located in the same section of the Massif as the
Ugallu. Just check your map for the mission marker.
Strategy: This battle is much simpler than the last one. Haste, Relentless
Assault, heal when necessary. If you're having trouble, use another Commando
(or two) instead of two Ravagers, as it's pretty resistant to magic.
Reward: Sorcerer's Mark
-------------------------------------------------------------------------------
Mark 6: No Place Like Home {Sq6}
Stone Location: Yaschas Massif, by the save point before the area with all the
Cie'th.
Rank: C
Mark: Munchkin Maestro
Mark Location: On the way back from the Cie'th Stone, hang a left at the split
and you'll run into the Maestro.
Strategy: This battle is insano-easy. You don't even need to preemptively
strike to nail the 5-stars. Just Haste and Relentless Assault until
everything's pushing up daisies.
Reward: Fulmen Ring
-------------------------------------------------------------------------------
Mark 7: Bituitus, the Pillager {Sq7}
Stone Location: Yaschas Massif, Paddraean Archaeopolis
Rank: C
Mark: Bituitus
Mark Location: The mark is more or less right next to the stone. Pretty hard
to miss, what with the cutscene upon trying to leave and all.
Strategy: You know that Fulmen Ring you got after the last mark? Yeah, might
want to equip that on your party leader. Besides that, you're going to want to
cast Haste, punch it full of debuffs, then switch to Diversity (Com/Rav/Med).
It will cast all sorts of debuffs on your party, so you need someone with
Esuna. If someone falls (hopefully not your leader, with the lightning
resistance), don't wait for a Medic, just use a phoenix down or Renew. It's
also resistant to most magic, but that's what Imperil is for, right?
Reward: R&D Depot
Rank: Archaeopolitain Idol
-------------------------------------------------------------------------------
Mark 8: The Eleventh Hour {Sq8}
Stone Location: Vallis Merdia, by the camp where you started Chapter 11
Mark: Rakshasa
Rank: C
Mark Location: The mark where you fought Alexander.
Strategy: Getting 5 stars on this is really much easier if you drop a
Deceptisol, but it is by no means undoable otherwise. Just buff, kill the
Flans, and then focus on the Rakshasa.
Reward: Collector's Catalog
-------------------------------------------------------------------------------
Mark 9: Heave-ho {Sq9}
Stone Location: Archylte Steppe, near the first Cie'th Stone.
Rank: C
Mark: Kaiser Behemoth
Mark Location: The Kaiser Behemoth is by the pond where you fought the
Ectopudding.
Strategy: As always, much easier if you sneak up on it. Then just buff,
stagger, and keep it in the air until it's dead.
Reward: Rhodochrosite
-------------------------------------------------------------------------------
Mark 10: Hollow Hope {Sq10}
Stone Location: Archylte Steppe, near the pond.
Rank: C
Mark: Ambling Bellows
Mark Location: It's located in the Archylte Steppe by the entrance to the
Mah'habara Subterra.
Strategy: Preemptively strike it, Haste, Relentless Assault.
Reward: Superconductor x 4
-------------------------------------------------------------------------------
Mark 11: Pride Before a Fall {Sq11}
Stone Location: Archylte Steppe, far to the north, in the foggy area with all
the behemoths.
Rank: C
Mark: Adroa
Strategy: This is actually easier than the last Adroa battle. Sneak up on
them, Haste, Fogga, and then use two or three Commandos to rifle through them.
The only complication is if one of the Adroas conjures a Verdelet, which are
more resistant to magic and can summon even more powerful creatures.
Reward: Frost Ring x 2
-------------------------------------------------------------------------------
Mark 12: Geiseric, the Profane {Sq12}
Stone Location: Archylte Steppe, at the end of the path near the Mark 11
battle.
Rank: C
Mark: Geiseric
Mark Location: From the Cie'th Stone, follow the left wall until you find a
cutscene and the Geiseric.
Strategy: Haste yourself, then Deshell and Slow the Geiseric. Com/Rav/Med to
heal, then Relentless Assault when it's staggered.
Reward: Royal Armlet
Rank: Baneslayer
Additional note: After completing this mission, go down the path you opened up
until you reach a cutscene. There is a chest to the left with 6 seapetal
scales. On the opposite side is a Water Charm.
-------------------------------------------------------------------------------
Mark 13: Eternity Unpromised {Sq13}
Stone Location: Archylte Steppe, to the right as you exit the path from the
last mission.
Rank: C
Mark: Goblin Chieftain
Mark Location: The Chieftain and his clan are located by the entrance to the
Mah'habara Subterra.
Strategy: Standard deal. Preemptive strike, Haste/debuff, kill the minions,
kill the Chieftain.
Reward: Cobaltite
-------------------------------------------------------------------------------
Mark 14: Defender of the Flock {Sq14}
Stone Location: Archylte Steppe, by the pond near the mark 13 fight.
Rank: C
Mark: Sahagin
Mark Location: Go to the chocobo pond (by the Mark 12 Stone) and you'll see a
cutscene that puts you into battle.
Strategy: This is another basic battle with the standard strategy: Haste,
Relentless Attack, and Diversity to heal.
Reward: Gysahl Reins
Rank: Feathered Friend
Additional Note: You can ride chocobos now, giving you access to additional
treasures and locations.
-------------------------------------------------------------------------------
Mark 15: Tribal Warfare {Sq15}
Stone Location: Archylte Steppe, on the hill by the Ectopudding pond.
Rank: C
Mark: Goblin Chieftain
Mark Location: The battle is right next to the Mark 11 Cie'th Stone.
Strategy: Exactly the same as the last Chieftain battle, just with more
goblins. Haste, take out the minions, go for the chief.
Reward: Survivalist Catalog
-------------------------------------------------------------------------------
Mark 16: Surrogate Slayer {Sq16}
Stone Location: Archylte Steppe, on the cliff overlooking the oretoises.
Rank: C
Mark: Sahagin
Mark Location: The battle is at the Font of Namva, same as the last Sahagin
fight.
Strategy: This is similar to the last fight, but a bit harder. Take out the
Ceratoraptors first, as they call more enemies. Then take out the rest of
them. I was pretty much using Diversity the whole fight. Those things can do
a lot of damage.
Reward: Rhodochrosite
-------------------------------------------------------------------------------
Mark 17: A Widow's Wrath {Sq17}
Stone Location: Archylte Steppe, on the path to the Mah'habara Subterra.
Rank: B
Mark: Pulsework Champion
Mark Location: Check your map for the exact location, but it's about halfway
across the plain to the left of the stone.
Strategy: Sneak up on it, buff/debuff, Relentless Assault.
Reward: Perfect conductor x 3
-------------------------------------------------------------------------------
Mark 18: So Close, Yet So Far {Sq18}
Stone Location: Mah'habara Subterra, on the path after seeing the Fal'Cie.
Rank: C
Mark: Ambling Bellows
Mark Location: Despite the description of it being hard to find, the mark is on
the path right next to the stone.
Strategy: Do yourself a favor and use a Deceptisol. If you don't, you're just
going to have to take out the Ambling Bellows while the Hoplites wail on you.
This way, you can buff, take out the mark, and then finish off the Hoplites.
The Bellows will call more Hoplites if you don't take care of it first.
Reward: Sorcerer's Mark
Rank: Dismantler
-------------------------------------------------------------------------------
Mark 19: Triangle of Tragedy {Sq19}
Stone Location: Mah'habara Subterra, after taking a ride on Atomos.
Rank: C
Mark: Uridimmu
Mark Location: The mark battle is located in the waterfall room of the
Subterra.
Strategy: This is another easy battle. Haste + Relentless Assault = win.
Reward: Cobaltite
-------------------------------------------------------------------------------
Mark 20: Words Unspoken {Sq20}
Stone Location: Taejin's Tower, as soon as you enter the area
Rank: C
Mark: Goblin Chieftain
Mark Location: It's right up the path.
Strategy: Haste, Relentless Assault, dead.
Reward: Rhodochrosite
-------------------------------------------------------------------------------
Mark 21: A Tremulous Terror {Sq21}
Stone Location: Taejin's Tower, first Menhirrim mission (story)
Rank: C
Mark: Gelatitan
Mark Location: Follow the path to the left of the statue. It's at the map
marker.
Strategy: Another standard battle. Buff/debuff, stagger, kill. Watch out for
Imperilga, as it makes Waterga hurt a whole lot more.
Reward: Speed Sash
-------------------------------------------------------------------------------
Mark 22: Infernal Machine {Sq22}
Stone Location: Taejin's Tower, second Menhirrim mission (story)
Rank: C
Mark: Ambling Bellows
Mark Location: Follow the path until you find the mark. It's at the map
marker.
Strategy: You've probably taken on a couple of these at this point, so you know
the drill. Drop a Deceptisol, buff/debuff, take out the Bellows, then destroy
the minions.
Reward: Particle accelerator x3
-------------------------------------------------------------------------------
Mark 23: Natural Defenses {Sq23}
Stone Location: Taejin's Tower, third Menhirrim mission (story)
Rank: B
Mark: Gurangatch
Mark Location: It's in the room with the first Menhirrim statue.
Strategy: Sneak up on it and you'll annihilate it. Buff/debuff, stagger, dead.
Reward: Warrior's Wristband
-------------------------------------------------------------------------------
Mark 24: A Potent Sting {Sq24}
Stone Location: Taejin's Tower, fifth tier (story)
Rank: B
Mark: Mushussu
Mark Location: It's in the same room as the Menhirrim.
Strategy: Preemptive strike, buff/debuff, stagger, kill. It's highly resistant
to magic, so you might want to have some physical characters.
Reward: Moonblossom seed x6
-------------------------------------------------------------------------------
Mark 25: Spectral Haunt {Sq25}
Stone Location: Taejin's Tower, sixth tier (story)
Rank: B
Mark: Vetala
Mark Location: Activate the second statue on the sixth tier, then go down the
stairs in the room that opens up.
Strategy: This fight is kind of weird. Cast Libra on it so your AIs know what
to do, then buff/debuff, and just keep casting at it until it staggers. Once
that happens, it's most vulnerable to physical attacks, so you might want to
have a Com/Com/Med setup.
Reward: Cobaltite
-------------------------------------------------------------------------------
Mark 26: So Shrill, the Cry {Sq26}
Stone Location: Taejin's Tower, fifth tier (story)
Rank: B
Mark: Penanggalan
Mark Location: Backtrack up the stairs to the sixth tier. The Penanggalan is
in the last room on this tier.
Strategy: Drop a Fort- or Deceptisol before the battle, and then skip straight
to Relentless Assault. Use high-level spells to clear out the minions, and
then kill the Penanggalan.
Reward: Diamond Bangle
Rank: Monumental Ally
-------------------------------------------------------------------------------
Mark 27: Mithridates, the Lone {Sq27}
Stone Location: Taejin's Tower, apex
Rank: B
Mark: Mithridates
Mark Location: The mark will only come out if you take the central elevator of
the tower to the ground tier from the apex.
Strategy: It is a fantastically good idea to give your party every piece of
lightning defense you have. Its Levinbolt attack does phenomenal amounts of
damage. Set up a Syn/Com/Med and your usual Relentless Assault and Diversity.
The mark will throw a bunch of debuffs at your party immediately. Your
priorities are to have the Medic heal them while your Synergist casts Haste,
Barthunder, and Faith. After that, keep your health way up until it's
staggered, and pound it when it is. You won't get the 5 stars unless you kill
it with the first stagger.
Additional note: This mark is very difficult to get 5 stars at this point. You
may want to come back later to attempt it.
Reward: Blaze Ring
Rank: Grudge Settler
-------------------------------------------------------------------------------
Mark 28: Faded Glory {Sq28}
Stone Location: Oerba, at the first turn in the road in the first area.
Rank: C
Mark: Ceratosaur
Mark Location: The battle is at the bottom of the path. A giant group of pink
lizards is kind of hard to miss.
Strategy: Just Relentless Assault them to death. Firaga, Blitz, and Painga
will take care of them, even without buffing/debuffing. In fact, doing so
would take too long, as you need to finish the battle in about 30 seconds to
get the 5 stars.
Reward: Giant's Glove
-------------------------------------------------------------------------------
Mark 29: Faltering Faith {Sq29}
Stone Location: Mah'habara Subterra, where you first fought a Juggernaut
Rank: B
Mark: Juggernaut
Mark Location: Warp to Taejin Tower. The mark is on the path toward the tower.
Strategy: This one can be kind of hard to get the 5 stars. Use a Fortisol, and
then preemptively strike it. Give it a couple debuffs like Imperil and
Deshell, and then you should be able to Relentless Assault it to death before
it recovers.
Reward: Uraninite
-------------------------------------------------------------------------------
Mark 30: Syphax, the Insidious {Sq30}
Stone Location: Archylte Steppe, at the end of the chocobo path that has the
Ochu
Rank: B
Mark: Syphax
Mark Location: Warp to Sulyya Springs and ride on Atomos. He'll take you to a
new area of the Subterra. Jump to the right as soon as you get the chance.
Make sure to grab the moogle puppet and the perovskite on the way.
Strategy: Haste, kill the bats until Syphax shows up, and then wreck it. Much
easier than the last Undying.
Reward: Uraninite (plus the 4 perfect conductors and 2 particle accelerators in
the nearby spheres)
Rank: Heartstriker
-------------------------------------------------------------------------------
Mark 31: Newfound Purpose {Sq31}
Stone Location: Archylte Steppe, in the area opened after Stone 30
Rank: B
Mark: Pulsework Champion
Mark Location: It's on the far side of the same area as the stone.
Strategy: Preemptive strike, Relentless Assault, maybe Haste. Maybe.
Reward: Perfect conductor x3
-------------------------------------------------------------------------------
Mark 32: And Then There Was One {Sq32}
Stone Location: Vallis Merida, near your base camp
Rank: B
Mark: Amam
Mark Location: The Amam is near by the pond where Stone 14 is, in the Western
Benchlands of the Archylte Steppe.
Strategy: Preemptive strike for the win.
Reward: Glass Buckle
-------------------------------------------------------------------------------
Mark 33: A Parent's Pledge {Sq33}
Stone Location: Same area as mark 31
Rank: B
Mark: Adamanchelid
Mark Location: The turtle is more or less in the middle of the Archylte Steppe.
Check your map.
Strategy: It can be difficult to get 5 stars here. Buff/debuff, heal
moderately, and then go for Relentless Assault. Keep hitting it, even if a
couple members have worryingly low HP. The battle should last around a minute.
If it Bays and stuns anyone, just retry.
Reward: White Cape
-------------------------------------------------------------------------------
Mark 34: Zenobia, the Butcher {Sq34}
Stone Location: Archylte Steppe, right next to the Mark 31 Stone.
Rank: B
Mark: Zenobia
Mark Location: In the same area as the stone. Just jump down and go down the
ramp and the battle will trigger.
Strategy: Surprise! But it's not as hard as you might hope/fear. Debuff your
foe to all hell and Relentless Assault it.
Reward: Hermes Sandals
Rank: Curse Lifter
-------------------------------------------------------------------------------
Mark 35: The Road Less Traveled {Sq35}
Additional Note: From here through Mark 51 the missions are done semi-
tournament style. After defeating one mark, you have an option of two more.
You will have to go through the same battles several different times to get all
of them. Many of the final enemies are extremely difficult, so go grind some
if you're having trouble.
Stone Location: Faultwarrens, the area beyond the Mark 34 Stone.
Rank: C
Mark: Gurangatch
Mark Location: Accept the mission and you'll be taken to the area it's in.
Strategy: Preemptive strike and win.
Reward: Witch's Bracelet
-------------------------------------------------------------------------------
Mark 36: Dark Deliverance {Sq36}
Stone Location: One of the stones available after the Mark 35 battle.
Rank: C
Mark: Amam
Mark Location: Accept the mission to go to it. Grab the gold dust and the
starblossom seed in the area.
Strategy: See above.
Reward: Uraninite
-------------------------------------------------------------------------------
Mark 37: Dying of the Light {Sq37}
Stone Location: Mark 35 fight
Rank: C
Mark: Rafflesia
Mark Location: Accept the mission to go to it.
Strategy: It's highly resistant to magic attacks, so go in with a physical
party. A preemptive strike and some Blitzes and you'll get your 5 stars.
Reward: Star Pendant
-------------------------------------------------------------------------------
Mark 38: Moonlit Madness {Sq38}
Stone Location: One of the stones available after the Mark 36 battle.
Rank: B
Mark: Verdelet
Mark Location: Accept the mission to go to it.
Strategy: Physical attacks to kill the Verdelets, and then debuff and
Relentless Assault to kill the Juggernaut if they summon one. It is of course
preferable to kill/Fog the one trying to summon before it manages to do so.
Reward: Diamond Bangle (also the Zealot's Amulet in the area)
-------------------------------------------------------------------------------
Mark 39: Seeing Stars {Sq39}
Stone Location: Mark 36 or 37 battle.
Rank: C
Mark: Ochu
Mark Location: Accept the mission to go to it.
Strategy: You can't sneak up on them, so just cast Haste and Enfire on your
Commando, and try to kill the Ochu as fast as possible before it spawns more
Microchus. The passive ability "Random: Stagger" can help tremendously if
you're lucky (See Items section).
Reward: Siltstone Ring
-------------------------------------------------------------------------------
Mark 40: Solar Power {Sq40}
Stone Location: Mark 37 fight
Rank: B
Mark: Verdelet
Mark Location: Accept the mission to go to it. You can score a starblossom
seed on the way.
Strategy: There's only two of them, so you should be able to finish them off
before they summon anything. Especially with preemptive strike.
Reward: Zealot's Amulet
-------------------------------------------------------------------------------
Mark 41: Gaian Grudge {Sq41)
Stone Location: Mark 38 fight.
Rank: A
Mark: Tonberry
Mark Location: Accept the mission to go to it. Grab the Warding Talisman
behind the Ochu on the way.
Strategy: Preemptive strike, buff/debuff. If you're lucky, you can kill two of
them with the initial stagger. If you're extraordinarily lucky (like me), your
Random Stagger passive ability will trigger on the third one. If you're not,
just debuff and Relentless Assault it. If you don't manage to kill at least
one with the first stagger, retry.
Reward: Doctor's Code
-------------------------------------------------------------------------------
Mark 42: Antihero {Sq42}
Stone Location: Mark 38 fight.
Rank: B
Mark: Borgbear Hero
Mark Location: Accept the mission to go to it.
Strategy: Preemptive strike, Haste, and kill the minions first. Otherwise one
of them will transform into another Borgbear Hero. Stick with Diversity, or
the damage will really pile up.
Reward: Witch's Bracelet
-------------------------------------------------------------------------------
Mark 43: The Hero Never Dies {Sq43}
Stone Location: Mark 40 fight.
Rank: B
Mark: Borgbear hero
Mark Location: Accept the mission to go to it. There's a starblossom seed if
you take the left branch.
Strategy: Use a Deceptisol, Haste, take out the minions, then take out the big
guys. Not too difficult.
Reward: Speed Sash
-------------------------------------------------------------------------------
Mark 44: The Old Ones Go to Rust {Sq44}
Stone Location: Mark 40 fight.
Rank: A
Mark: Corrosive Custard
Mark Location: Accept the mission to go to it.
Strategy: Preemptively strike, and then drop a Librascope. Buff/debuff and
damage the Corrosive Custard as much as you can first. Then kill the other two
and finish off the Custard.
Reward: General's Belt (plus the cactuar doll in the area)
-------------------------------------------------------------------------------
Mark 45: Emergent Evolution {Sq45}
Stone Location: Mark 41 fight.
Rank: A
Mark: Neochu
Mark Location: Accept the mission to go to it.
Strategy: Buff your party, and then there are a couple ways to cheese this
battle, and that's exactly what you should do. Cheese it hard and don't even
think about feeling bad. Method 1: Death spam. Have Vanille as your party
leader, set up a Sab/Sen/Med, and have her use Death until it works. Method 2:
Instant Chain. Set up your equipment to have the Instant Chain passive
ability. Then your best bet is to spam Blitz with Sazh. Then use Com/Com/Com
and don't let it touch ground again. Method 3: Hedge your bets and do both!
Give Vanille Instant Chain, or have someone else attacking. Make sure to
switch back in plenty of time to heal.
Reward: Hunter's Friend
-------------------------------------------------------------------------------
Mark 46: On Silent Wings {Sq46}
Stone Location: Mark 42 fight.
Rank: A
Mark: Zirnitra
Mark Location: Accept the mission to go to it.
Strategy: I hate these things so much. So much. Set Lightning as your
Sentinel with a pair of Nimbletoe Boots. She'll Elude to the point where you
never have to heal, hopefully. Syn/Sen/Sab, then Rav/Sen/Rav. When it
staggers, use an ability like Sazh's Cold Blood if you have it to drive up its
chain gauge even more, and follow up with Com/Com/Com. Toss a Medic into a
couple additional Paradigms (such as Rav/Sen/Med or Com/Com/Med) if/when you
need to heal.
Additional Note: You can cheese the hell out of Zirnitras, too, but it hasn't
worked well for me. Sab/Sen/Med to try Death Spam, or just do what I have
above to try Instant Chain.
Reward: Gilgamesh, Inc.
Rank: Halcyonion Hero
-------------------------------------------------------------------------------
Mark 47: Unfocused Rage {Sq47}
Stone Location: Mark 42 fight.
Rank: B
Mark: Raktavija
Mark Location: Accept the mission to go to it.
Strategy: Start the fight with Syn/Com/Rav, and then switch to Rav/Rav/Rav once
you're buffed. When it's staggered, go to Com/Sab/Sab until it has Imperil,
Deshell, and Deprotect, and switch to Com/Com/Rav (or Com). Use Rav/Rav/Med to
heal when it's not staggered, Com/Com/Med when it is.
Additional Note: If Raktavija one-shots you with Multicast the first time you
fight it (as it did with me), just come back when you're stronger. I have no
idea how this thing is B-rank. By the way, have I mentioned how awesome fully
upgraded Royal/Imperial Armlets are? Because they're awesome.
Reward: Mnar stone
-------------------------------------------------------------------------------
Mark 48: The Abyss Stares Back {Sq48}
Stone Location: Mark 43 fight.
Rank: A
Mark: Verdelet
Mark Location: Accept the mission to go to it.
Strategy: Try and kill the Verdelet that's summoning before it manages to do
so. If you can't, kill all the Verdelets, and then buff/debuff and take out
the Tonberry. Probably the easiest of the rank A fights.
Reward: Twenty-sided Die
Rank: Walker of the Wheel
-------------------------------------------------------------------------------
Mark 49: Tyrannicide {Sq49}
Stone Location: Mark 43 fight.
Rank: A
Mark: Tyrant
Mark Location: Accept the mission to go to it.
Strategy: I was pleasantly surprised when Titan only dropped ONE Tyrant on me.
Anyway, buff/debuff, Diversity until it's dead. Try to ignore the sword it
summons if you can.
Reward: Particle accelerator x7
Rank: Deus ex Machina
-------------------------------------------------------------------------------
Mark 50: Road to Predation {Sq50}
Stone Location: Mark 44 fight.
Rank: B
Mark: Humbaba
Mark Location: Accept the mission to go to it.
Strategy: Again, pleasantly surprised by one Humbaba. You've fought them
before, so Haste, Imperil, and Relentless Assault until it transforms. Then
reapply Imperil and Relentless Assault until dead. Don't worry if it kills
someone, just hammer it into the ground.
Reward: Scarletite
-------------------------------------------------------------------------------
Mark 51: Attacus, the Soulless {Sq51}
Stone Location: Mark 41-44 fights, but you must have completed Marks 45-50 for
it to activate.
Mark: Attacus
Mark Location: Accept the mission to go to it.
Strategy: Holy hell this is a long battle. I had Lightning as a Sentinel (ONLY
A SENTINEL), because Elude + Nimbletoe Boots (upgrade Whistlewind Scarf twice)
= she never gets hit. Then I had Fang as a Saboteur, as she casts Deprotect,
Deshell, and Slow (effective once he pulls out his second sword). KEEP THESE
DEBUFFS ON HIM AT ALL TIMES. Control your Synergist directly so you can cast
Haste, Faith, and Bravery manually. Use whoever you have that is a competent
Sab/Med OR Syn/Med (i.e. has Curasa). Pop a Fortisol before the battle, then
debuff him and switch to Rav/Rav/Sen until his chain gauge is somewhere in the
200-400 range (depending on how strong your characters are). Then do damage
with Com/Com/Sen. Keep up with your buffs/debuffs, heal when necessary, and
once you get the rhythm down you'll just coast through this fight. Oh, and
whatever Paradigms you have, make sure one character is always attacking
Attacus. You'll be pissed if his chain gauge resets.
Reward: Genji Glove
Rank: Guardian of Virtue
-------------------------------------------------------------------------------
Mark 52: Head in the Clouds {Sq52}
Stone Location: Archylte Steppe, one the plateau near the mark 14 pond.
Rank: A
Mark: Zirnitra
Mark Location: It's located by one of the entrances to the oretoise plateau.
Strategy: Same as Mark 46. Buff/debuff, Rav/Rav/Sen, Com/Com/Com to kill.
Reward: Gale Ring
-------------------------------------------------------------------------------
Mark 53: Freedom from Fear {Sq53}
Stone Location: Mah'habara Subterra, at the other end of the path from the
Syphax battle. There are 3 perfect conductors, a Rainbow Anklet, 2 Metal
Armbands, and 2 particle accelerators on the way.
Rank: A
Mark: Zirnitra
Mark Location: Yaschas Massif, on the path to the archaeopolis.
Strategy: There's some Alrunes, but they're so easy at this point they're
probably there to make the encounter EASIER and drive down the target time.
Just preemptively strike (Deceptisol is probably necessary), Blitz them away
and then focus on the Zirnitra.
Reward: Blaze Ring
-------------------------------------------------------------------------------
Mark 54: The Bigger They Are... {Sq54}
Stone Location: Archylte Steppe, near the path to the Mah'habara Subterra
Rank: B
Mark: Gigantuar
Mark Location: The Gigantuar is on the cliff overlooking the Oretoise plain,
where you first met Cactuars.
Strategy: I have no idea why this is a B-rank battle. You need to hit it hard
and hit it fast. Don't bother buffing; its 10,000 Needles attack debuffs as
well as attacking your day directly. Rav/Rav/Rav to stagger it, Com/Com/Rav
(or Com) to kill it.
Reward: Cactuar doll
Rank: Needleworker
-------------------------------------------------------------------------------
Mark 55: Can't We All Just Get Along? {Sq55}
Stone Location: Oerba, on the roof of the building by the dock.
Rank: A
Mark: Neochu
Mark Location: Archylte Steppe, Aggra's Pasture, where the first Ochu you saw
is.
Strategy: (To the tune of Michael Jackson's "Beat it"): Cheese it! Just cheese
it! No one wants to cheese it, cheese it! Anyway, set up Lightning as your
Sentinel with Nimbletoe Boots. Buff/debuff, then spam Blitz with Sahz while
another Commando keeps the minions busy with Ruinga. Make sure Sahz has the
Instant Chain weapon ability! When it staggers, switch to Com/Com/Com, and
have Sahz attack the MINIONS! This way, it's more likely one of your other
Commandos will Launch the Neochu. While it is in the air, Blitz away the
minions, then kill the Neochu before it hits the ground.
Reward: Growth Egg
-------------------------------------------------------------------------------
Mark 56: A Toothy Grin {Sq56}
Stone Location: Archylte Steppe, the ring of Cie'th Stones by the entrance to
the oretoise plateau.
Rank: C
Mark: Ugallu
Mark Location: It's in the Yaschas Massif, where the mark 4 fight is.
Strategy: The only hard thing about this fight is completing it in time for the
5 stars. I recommend using a Deceptisol and then just Relentless Assaulting
them into oblivion.
Reward: Rhodochrosite
-------------------------------------------------------------------------------
Mark 57: What's Yours Is Brine {Sq57}
Stone Location: Archylte Steppe, ring of stones
Rank: C
Mark: Sahagin
Mark Location: Go to where you fought Alexander.
Strategy: Again, a preemptive strike and Relentless Assault are all you need.
Reward: Uraninte
-------------------------------------------------------------------------------
Mark 58: The Culler of Many {Sq58}
Stone Location: Archylte Steppe, ring of stones
Rank: B
Mark: Humbaba
Mark Location: Mah'habara Subterra, the first save point from the entrance
(right after the first Boxed Phalanx you fought).
Strategy: Preemptive strike and Relentless Assault.
Reward: Speed Sash
-------------------------------------------------------------------------------
Mark 59: Two-faced Fiend {Sq59}
Stone Location: Archylte Steppe, ring of stones
Rank: A
Mark: Zirnitra
Mark Location: Sulyya Springs, subterranean lake
Strategy: Deceptisol to preemptively strike. Buff/debuff, and then take out
the minions immediately before they call more. Otherwise, same as Mark 46.
Reward: Energy Sash
Rank: Hand of Wrath
-------------------------------------------------------------------------------
Mark 60: Degela Vu {Sq60}
Stone Location: Archylte Steppe, ring of stones
Rank: A
Mark: Gelatitan
Mark Location: It's on the apex of Taejin's Tower.
Strategy: Preemptive strikes help, as always. Barwater is also enormously
helpful. Buff/debuff, and then take them out one at a time.
Reward: Mnar Stone
-------------------------------------------------------------------------------
Mark 61: I, Juggernaut {Sq61}
Stone Location: Archylte Steppe, ring of stones
Rank: A
Mark: Juggernaut
Mark Location: Oerba. Very hard to miss.
Strategy: I don't understand how the last Juggernaut was a rank B and this one
is a rank A, but you know what to do. Preemptive strike, buff/debuff,
Relentless Assault.
Reward: Royal Armlet
-------------------------------------------------------------------------------
Mark 62: Indomitable Will {Sq62}
Stone Location: Archylte Steppe, ring of stones
Rank: A
Mark: Raktavija
Mark Location: Archylte Steppe, on top of a hill near the Ectopudding pond
(chocobo required).
Strategy: This is a rough battle. Equip Magus's Bracelets, Witch's Bracelets,
and Royal/Imperial Armlets to get your magic defense as high as possible. Go
in with at least an Aegisol. I started with Com/Syn/Rav to get Haste, and then
switched to Rav/Rav/Rav to go for the stagger. Rav/Med/Med to heal when
necessary (frequently). Once one of them is staggered, go with Sab/Com/Med to
debuff, and follow up with Com/Rav/Rav. Do NOT use more than one Commando, or
it will attack the other one uselessly. It took me a couple staggers to kill
the first one. Reapply Haste as necessary. Shell is a bonus, but they debuff
frequently enough that it may be too much to hope for. After the first one is
dead, the second one is a cinch. I went full Com/Com/Com when it was staggered
(I think it's the first and only time I ever used Hope as a Commando). Don't
be afraid to use Renew and Phoenix Downs as necessary.
Reward: Genji Glove
-------------------------------------------------------------------------------
Mark 63: Crushed by Doubt {Sq63}
Stone Location: Sulyya Springs, far end of the subterranean lake.
Rank: A
Mark: Adamantortoise
Mark Location: Archylte Steppe
Strategy: If you can beat it, you're more or less guaranteed 5 stars. However,
managing to beat it is another matter entirely. Chances are that at this point
in the game you've already started farming these, and know what you're doing,
but in case not, there are a few methods:
Method 1: Make Vanille your party leader, Haste her, summon, spam Death, and
hope it works before it gets back up and kills you.
Method 2: Make Sazh your party leader. Haste, Bravery, Faith on him, then
summon. Buff your summon, then switch to Commando and start Blitzing the
stricken turtle for all it's worth. When your party returns, finish
buffing/debuffing and Rav/Rav/Rav to stagger. Once that happens, start a Cold
Blood and switch to Com/Com/Com. Blitz until dead. By the way, did you know
your ATB gauge fills itself when you switch Paradigms (after minimum of two
rounds)? I recommend having two Com/Com/Com Paradigms and switching between
them every other round.
Method 3: Make Fang your party leader, and give everyone as much Earth and
physical resistance gear possible. Sab/Syn/Com to buff/debuff against ONE leg,
and then Rav/Rav/Rav (or Med, if it's killing you too fast. But if it's
killing you too fast, try one of the other methods.) to stagger. Com/Rav/Rav
until it's about to destagger (or until its chain gauge is at about 450, if
Fang has a Genji Glove), and then use a Highwind to kill the leg. Sen/Med/Med
to heal and repeat on the other leg. When it goes down, debuff, stagger, and
stab in the face repeatedly. You'll have to bring it down two or three times.
Reward: Genji Glove
Rank: Adamantine Crusader
Additional Note: After completing this mark, all but ONE of the Oretoises on
the Archylte Steppe become Guis. They are essentially the same, but more
powerful. By which I mean they cast Ultima.
-------------------------------------------------------------------------------
Mark 64: The Doomherald {Sq64}
Stone Location: Oerba, where you fought Barthendelus.
Rank: A
Mark: Vercingetorix
Mark Location: Yaschas Massif, Paddraean Acheopolis, where you fought the first
Undying, Bituitus.
Strategy: Give your party as much physical defense gear as possible. I had
Snow as my party leader to guarantee the leader always had some HP left. This
is not a normal fight. Start off with Sab/Sab/Sab until it has Slow (the only
thing Snow can inflict on him) and Poison. You can set up a Sen/Sab/Sab too,
if you find that Snow is pulling off Slow before Poison hits. When it's fully
debuffed, switch to Sen/Com/Com until it shields itself. When it does, use
Med/Med/Med to get yourself back into the green, and then Syn/Syn/Syn to buff.
Repeat all of this until it's dead. Two things to note: 1) do not be afraid to
use Renew or Phoenix Downs, and 2) when you see "Wicked Whirl," switch your
party to Sen/Sen/Sen if you don't want them dead. Use Med/Med/Med to heal
before getting back to whatever part of the strategy you were at.
Reward: Gold Watch
Rank: Great Redeemer
===============================================================================
Paradigms {Pdm}
===============================================================================
As you are likely well aware, Paradigms are arrangements of character Roles
that can be selected in battle. This section is not a comprehensive list of
Paradigms, but rather describes which Paradigms I find most useful and why.
Let's start off with a quick examination of the Roles:
Commando (Com): The physical damage-dealing Role. Choose a Commando if you
want something dead in a hurry. Commandos dramatically slow down the rate at
which the Chain Gauge depletes itself. The only major downside is that they
hardly contribute anything toward the Chain Gauge; they merely slow it down.
Ravagers (Rav): The elemental magic Role. The right-hand side of the Enemy
Intel screen is dedicated entirely to which of a Ravager's spells will be
effective. They generally deal moderate damage (there are always enemies who
are more resistant to either physical or magical damage), but the major draw to
Ravagers is their Chain Gauge boost. It's the go-to Role if you need something
staggered. However, left to their own devices, Ravagers will witness the Chain
Gauge depleting itself just as quickly.
Sentinels (Sen): These guys have exactly one function: to soak damage. They
draw enemies to themselves and take reduced damage from hits (or evade them
entirely). Their Fringeward ability significantly reduces damage taken by
party members, as well. I have no idea what their effect on the Chain Gauge
is, as I haven't seen them attack enough to measure.
Synergist (Syn): The buffing Role. Buffs basically break down into offensive
or defensive. Offensive buffs include increased physical or magical damage, or
imbuing attacks with elemental properties. Defensive buffs do the opposite.
Haste is the KING OF ALL BUFFS.
Saboteur (Sab): In most Final Fantasy games, buffing/debuffing simply isn't
worth my time or MP. However, in this game Sqeenix has managed to make it
vital without being an onus. Saboteurs deal minor amounts of damage, but their
most attractive feature is their ability to make enemies take more damage while
dealing less. Combining one with a Synergist is almost unfair sometimes (and
utterly necessary others). As for the Chain Gauge, they fall in between
Commandos and Ravagers. The meter fills and depletes pretty steadily.
Medic (Med): They heal people. ...Really well?
Now that we're all abundantly clear on what individual Roles do, let's look at
some Paradigms. For right now, I'm only including 3-person Paradigms, but the
principles stay the same for two people. Usually you just have one less of a
certain Role or have two Paradigms where one would do for three people.
Listed in order of how awesome I think they are:
Espionage (Syn/Sab/Sab): I start nearly every battle off with this Paradigm.
When I say "buff/debuff" in the walkthrough, this is generally what I mean.
Just stick with it until your party is adequately buffed (or needs to heal),
and then switch to another Paradigm to rail on your weakened enemies.
Relentless Assault (Com/Rav/Rav): You can get through 95% of the game with this
as your offensive Paradigm. The Commando does damage and the Ravagers fill the
Chain Gauge until the enemy is staggered. It proceeds to do very nice focus-
fired damage post-stagger, too. It's beautiful.
Diversity (Com/Rav/Med): If you need to heal, but don't want to give up your
Relentless Assault, Diversity is the way to go. One character takes a time-out
to heal the party while the other two pound on something.
Tri-disaster (Rav/Rav/Rav): Staggers mobs. Staggers mobs good. The only thing
to watch out for is that unless you have hit said mob with a Commando before
switching to this Paradigm, the Chain Gauge will empty as fast as you can fill
it up.
Cerberus (Com/Com/Com): This Paradigm has two functions. First, if you have a
boss or other powerful enemy staggered, Cerberus will generally take maximum
advantage of that. However, Commandos by default like to attack different
targets, so if there is more than one enemy on the screen, you won't bring the
full wrath of your party down on the desired enemy. Which brings us to
function 2. If you're fighting a group of weak mobs that you want to bring
down quickly, I can't think of a much better way than having three Commandos
spamming Blitz or Ruinga. Aggression (Com/Com/Rav) is a good substitute if you
don't have three Commandos.
Combat Clinic (Sen/Med/Med): Let's say you're fighting something that's maybe a
little too strong for you to handle, and it's wiping the floor with you. This
Paradigm will draw enemies to your tank, I mean Sentinel, while the other two
provide you with much-needed respite.
Tortoise (Sen/Sen/Sen): There are very few situations where this is useful. As
in, I can think of two (Mark 64 and Long Guis). However, it's good to be aware
of it for when you need it. If there is an attack that would otherwise wipe
your party, Tortoise will frequently save you. With three Sentinels stacking
party bonuses on top of their own, Ultima doesn't look so bad anymore.
That's it. For most fights, the first six Paradigms should be all you need.
However, if you find that you're using one more than some others, give yourself
two of the same Paradigm. Why? Because if you switch between them every other
round, the act of switching will completely fill your ATB Gauge. Even if you
do use all of them, try switching between Relentless Assault and Tri-disaster
once in a while. You'll notice that enemies stagger much faster with increased
attack frequency.
===============================================================================
Items (By Lee Heazel) {Itm}
===============================================================================
Welcome to the item section of the walkthrough, and you will be spending quite
a bit of time here.
Just like in most other RPGs items are procured through the defeat of your
enemies or the looting of treasure chests scattered throughout the environment
(floating orbs in this game. Square is always such the mold breaker.) If you're
coming to Final Fantasy XIII from a previous iteration though you'll find that
items are handled very differently.
Firstly, there are noticeably less of them, but each is much more pivotal in
its application. Second, most every item has a function, no matter how small,
that will help you in some manner down the line. It is therefore wise to not
sell any of the items you find unless their explicit purpose is to be exchanged
for money (don't worry, both the game and this guide will let you know which
these are.) Finally, nearly everything you will need is encountered in the
field. There is no need to visit a shop to exchange an outdated weapon or
accessory for another newer model.
The item section is laid out as so:
-Item database {dat}
-Weapons {daw}
-Lightning {dli}
-Sazh {dsa}
-Snow {dsn}
-Hope {dho}
-Vanille {dva}
-Fang {dfa}
-Accessories {daa}
-Components {dac}
-Consumables {dai}
-Shrouds {das}
-Component management {com}
-Upgrading {upg}
-Dismantling {dis}
-Equipment synergies {syn}
-Shop overview {shp}
-------------------------------------------------------------------------------
Item Database {dat}
-------------------------------------------------------------------------------
Items in Final Fantasy XIII fall into five categories: weapons, accessories,
components, consumables, and shrouds. Weapons, accessories, and consumables
should be familiar concepts for any RPG player, but components and shrouds are
a bit of a deviation from the usual Final Fantasy formula.
Weapons: self-explanatory. In the equipment menu you can switch out the weapons
your characters are using from the menu of those you possess. As expected,
weapons enhance your character's strength and magic attributes, but their
effects go beyond mere stat-boosting. Many weapons also endow certain
accessory-like effects upon the wielding character that should be weighed just
as heavily as the raw stat boosts.
Accessories: also self-explanatory. Accessories can be equipped to characters
through the same menu as weapons. These items provide various enhancements to
the equipped character. Through a process known as synergy, covered in its own
separate section, various accessory and weapon combinations can provide
additional benefits beyond their base boosts.
Components: as you battle through the world of Final Fantasy XIII, you will
find that enemies frequently drop components. These items, which can accumulate
to large sums in your inventory, are utilized for upgrading your weapons and
accessories.
Consumables: A Final Fantasy staple, these are the items that the player can
utilize in-battle to augment his or her performance.
Shrouds: A new feature of Final Fantasy XIII, shrouds are valuable consumables
utilized outside of battle to augment your encounters or avoid them entirely.
--------------------------------------------------------------------------
Weapons {dat}
--------------------------------------------------------------------------
Rule one concerning weapons, and I cannot stress this enough, but it is
especially important with weapons: DO NOT SELL ANY OF THEM. Unlike in other
iterations of Final Fantasy, the differences between these weapons are not
simple superiority versus inferiority, but vary depending upon how you wish to
use your character.
If you first get the Power Circle for Snow early in the game for example, it
seems supreme compared to his default Wild Bear. But do not dispose of your
Bear! For one, bears are cute and fuzzy in contrast to the cold uncaring nature
of a geometric shape. And more importantly, while the Power Circle might be
superior for Snow's Commando role it will cause him to fall flat on his face as
a Ravager.
Simply put, each weapon has its role, and as your idea of what you intend for
each character to specialize in changes, so too will their weapons. Therefore
it's incredibly unwise to be rid of any of the weapons you find.
Beyond boosting stats, many weapons augment your character with their unique
effects as well. These bonuses should be weighed just as heavily as the
attributes that they improve. Many are role specific, and most completely
change the way a character is handled in combat. Vanille's Pearlwing Staff for
example is unrivaled among her other weapons in improving upon her magic stat,
but lacks any special properties. Belladonna's Wand may look a little tame by
comparison, but its Improved Debuffing special property improves her chances of
successfully applying debuffs to enemies, greatly improving her effectiveness
as a saboteur.
In addition to special properties, additional bonuses can be bestowed through
item synthesis. By equipping a weapon with a certain accessory, additional
enhancements are bestowed upon that character. In most cases these improvements
work in-line with the special property of the involved weapon. While Vanille's
Belladonna's Wand improves the chance to apply a debuff for example,
synthesizing it with select item will increase the duration of any debuffs that
are applied.
These features are covered in detail in the Synthesis section.
So how does one improve their weapons if the game doesn't provide superior
replacements? The answer is upgrading. Though covered in detail in its own
section, simply put the application of components to your weapons will increase
their individual "exp" value and eventually cause them to level up, improving
their stats. When a weapon reaches its maximum level, indicated by "level *,"
it can be "catalyzed" into a new superior version and the level-up process
continues. The process is similar to reincarnation from the Disgaea series,
except that the process cannot continue indefinitely.
Each character procures eight different weapons in their armory over the course
of the game. Each weapon can be upgraded through three separate forms: a base,
advanced, and ultimate. It should be noted that once a weapon reaches its
ultimate form it "becomes too good" for synthesis bonuses and loses the ability
to bestow them.
Each weapon is presented in the following format:
----- Group name
Weapon name
-------------------------------------
| Experience | Max level | Catalyst |
-------------------------------------
|Shop values | Purchased | Treasure |
-------------------------------------
| Strength || Magic | Rank |
-------------------------------------
Special Property
Synthesis
Notes
Group name: The name of the weapon group. Though there is no definitive name
granted within the game, this heading grants both you and I a title by which we
can refer to the item in question regardless of how its actual name changes
through the upgrade process. This also besets any confusion that may result
when weapons reach their ultimate forms, all of which share the same name.
Weapon name: The name of the actual weapon itself. Though each character could
have eighteen different names for their weapons, once a weapon reaches ultimate
form it adopts an ultimate name that is universal among their entire armament.
For example, once Lightning's Blazefire Saber and Axis Blade reach their
ultimate forms, both adopt the name of Omega Weapon despite having very
different attributes. Care should be taken here.
Experience: The upgrade process works on an experience system, and each item
requires a different amount to level up. This value is formatted as:
min(additive) > total(needed).
"Min" is the amount of experience that is needed for the weapon to increase
from level 1 to 2, "additive" is the value by which the previous level's
experience requirement is increased in order for the weapon to advance past the
current (for example, if a weapon needs 800 exp to travel from level 1 to 2 and
916 to travel from level 2 to 3 this value will equal 116 (916 minus 800.)
Likewise, travel from level 3 to 4 will require approx 1032 exp), and "total"
is a lump sum of all of the experience that is needed for the weapon to travel
from level 1 to star. The game tosses us a bone through the upgrade process in
that all of the experience the weapon gains in its first iteration is added to
the weapon when it advances a tier; an item after an upgrade will often be a
number of levels above the base. Therefore the "needed" value is provided for
advanced and ultimate tiers, letting you know how much experience you will need
to reach star levels immediately after upgrading as opposed to level 1.
Max Level: The maximum amount of experience required for the item to reach its
maximum "star" level. Upon achieving star level, the item can be morphed into
its next version with a catalyst stone.
Catalyst: Listed here is the name of the Catalyst component that is required to
initiate an items metamorphosis from a star level to a level one of its next
tier of advancement. Catalyst stones are covered in components section.
Shop values: Shop values indicate the buy/sell price of the item. Unless you're
experimenting with weapons or deconstructing them for parts, you should never
really need to know these values, but they are presented anyway for your
convenience. They are listed as buy/sell, with "buy" being their cost and
"sell" being how much they can be sold for. A "XXX" value indicates that it
cannot be bought.
Purchased: This field indicates which shop the weapon can be procured in. A
value of "XXX" indicates that it cannot be bought.
Treasure: If the weapon can be found in a treasure chest, and most basic
weapons can, it will be listed by location and chapter number here. A value of
"XXX" indicates that it cannot be found in a treasure sphere.
Strength: The boost that the weapon bestows in the strength stat. This value is
formatted as:
min(+increment) > max.
"Min" is the strength that the weapon grants at level one, "increment" is how
much the bonus increases with each level it gains, and "max" is the strength
value of the item once it reaches its star level.
Magic: The amount by which the weapon increases the character's magic stat. It
is formatted in exactly the same way as strength.
Special Property: This field is reserved to cover the item's special property
that it provides the player when equipped. Beyond its name, I will also
describe its function.
Synthesis: Here I list the items that provide synthesis bonuses to the weapon
as well as cover the features that they provide.
Notes: Present only at the end of a set of weapon upgrades. My tips and advice.
This is purely from my point of view, but that perspective is based upon
intense observation, arduous experimentation, and thorough discussion with
other players. I will summarize the weapon and its features as well as how it
will make the character you equip it on play.
Rank: To complicate the leveling process even further, every weapon has a rank.
Rank applies only to the upgrade process, covered in depth in the upgrade
section, but in brief this value modifies the experience that components grant
the weapon during the upgrade process. The higher the rank, the less experience
a component will bestow. Ranks scale from 1 to 11, and in general any component
is worth approx three times as much to a rank 1 weapon than an 11.
Enough preludes! Let's begin!
==> Lightning {dli} <==
Lightning leans strongly upon a varied offensive. Her two strongest roles are
Commando and Ravager, and she performs equally well at both. Though she lacks
the raw attack power of Snow and Fang and falls a bit behind in the magic
department compared to Vanille and Hope, her flexibility gives her an immense
advantage. Once an enemy's weakness is uncovered, she is guaranteed to have the
tool necessary to strike them where it hurts. This flexibility also makes her
an unparalleled chain gauge builder, switching offensive roles to both build
and maintain that all-important meter.
When choosing your weapons for Lightning, her flexibility and chain-gauge
building capabilities should rest foremost in your mind.
----- Blazefire Saber
Blazefire Saber
-------------------------------------------------------------------------
| Exp: 300(57) > 26,325 | Max level: 26 | Catalyst: Perovskite |
-------------------------------------------------------------------------
| Buy/Sell: 2,000/1,000 | Purchased: Up in Arms | Found: Default weapon |
-------------------------------------------------------------------------
| Strength: 15(+4) > 115 || Magic: 15(+4) > 115 | | Rank: 3 |
-------------------------------------------------------------------------
Special Property: None
Synthesis: Physical Wall. Depending upon the number of accessories equipped,
Lightning can reduce the amount of damage she receives from physical attacks by
a sum of 5, 10, 20, or 30.
Flamberge
------------------------------------------------------------------------
| Exp: 1,500(215) > 484,950(458,625) | Max level: 61 | Cat: Trapezohedron
------------------------------------------------------------------------
| Buy/Sell: XXX/4,000 | Purchased: XXX | Found: XXX |
------------------------------------------------------------------------
| Strength: 23(+5) > 323 || Magic: 23(+5) > 323 | Rank: 5 |
------------------------------------------------------------------------
Special Property: None
Synthesis: Physical Wall.
Omega Weapon
----------------------------------------------------------------
| Exp: min(increment) > total | Max level: 100 | Catalyst: XXX |
----------------------------------------------------------------
| Buy/Sell: XXX/12,800 | Purchased: XXX | Found: XXX |
----------------------------------------------------------------
| Strength: 26(+6) > 620 || Magic: 26(+6) > 620 | Rank: 11 |
----------------------------------------------------------------
Special Property: None
Synthesis: None
Notes: A solid, well-rounded, yet very basic weapon. It is fit in the hands of
both a fighter and a mage, and seeing as Lightning's two strongest roles are
Commando and Ravager respectively it makes her equally powerful at both. Its
stats are more than respectable and it comes with no innate drawbacks.
Unfortunately its boons in attributes are accompanied by a disappointing lack
of special properties and a lackluster synthesis ability make it very basic.
Using its damage wall synthesis ability is rather handy in the early stages of
the game when numbers are small and chipping five to ten damage off of an
attack is respectable. But by the time Lightning has unlocked all of her
accessory slots the enemies are dishing out incredible sums of damage, and
soaking up twenty ticks from such a huge number is largely negligible and
hardly worth pursuing. And once the weapon transcends into its ultimate form
even this feature disappears.
Blazefire Saber is the epitome of a starter weapon; it is able to remain strong
throughout the game with no drawbacks, but on the same coin it provides no
bonus features to speak of. Its synthesis ability is strong at the onset but
fades rapidly into near uselessness. I'd say that it's worth investing in, but
you will likely find yourself drifting towards the more interesting items in
Lightning's armory.
----- Gladius
Gladius
---------------------------------------------------------------------------
| Exp: 800(116) > 58,500 | Max level: 26 | Catalyst: Uraninite |
---------------------------------------------------------------------------
| Buy/Sell: 7,100/3,550 | Bought: Up in Arms | Found: Chapter 2: Ambulatory
---------------------------------------------------------------------------
| Strength: 25(+6) > 175 || Magic: 13(+3) > 88 | Rank: 4 |
---------------------------------------------------------------------------
Special Property: None
Synthesis: Physical Wall. Depending upon the number of accessories equipped,
Lightning can reduce the amount of damage she receives from physical attacks
by a sum of 5, 10, 20, or 30.
Helter-Skelter
---------------------------------------------------------------------------
| Exp: 1,500(168) > 398,940(340,440) | Max level: 61 | Cat: Trapezohedron |
---------------------------------------------------------------------------
| Buy/Sell: XXX/14,200 | Purchase: XXX | Found: XXX |
---------------------------------------------------------------------------
| Strength: 28(+7) > 448 || Magic: 10(+3) > 190 | Rank: 6 |
---------------------------------------------------------------------------
Special Property: None
Synthesis: Physical Wall.
Omega Weapon
----------------------------------------------------------------
| Exp: min(increment) > total | Max level: 100 | Catalyst: XXX |
----------------------------------------------------------------
| Buy/Sell: XXX/45,440 | Purchased: XXX | Found: XXX |
----------------------------------------------------------------
| Strength: 30(+7) > 723 || Magic: 12(+2) > 210 | Rank: 11 |
----------------------------------------------------------------
Special Property: None
Synthesis: None
Notes: Where the Blazefire Saber focuses on providing Lightning with a balance
of magic and strength, the Gladius scoffs magic in favor of providing raw,
abundant strength. In terms of the provision of physical damage per second it
is completely unrivaled. Unfortunately there is indeed an issue in the lacking
of magic ability... okay, it has more than the Axis Blade, but not once it
reaches its ultimate incarnation. As for special properties and synthesis
abilities it also takes a page from the Blazefire: no drawbacks, minimal boons.
You might notice something familiar under your synthesis abilities. That's
right! It's Physical Wall again! Oh Physical Wall, how we love you and your
long-term uselessness. In fact, the problems with the Gladius's special
abilities are identical to the Blazefire: they're either negligible or absent
altogether. Physical Wall continues to provide a boon early in the game and
quickly wasting away until it's tarnishing the tips of your enemy's swords as
they impale you. Physical Wall is merely the extra few cents you get among the
dollars provided by the Gladius's and compatible accessories' base effects.
Granted there are numerous items that can produce this synergy effect, and many
of them sport the same theme as the Gladius itself, encompassing most of the
fields of increasing your physical damage or cutting down on that which enemies
deal unto you. Who can argue with a tiny bonus on top of that monstrous +150
strength, +20% physical resistance, or auto-Bravery and Protect? And because
the synergy bonus is so easy to overlook, there's no major gripe to be had when
you need to completely revamp your character's accessory load out.
But back to the first hand, Special Properties: Surprise! You get nothing! You
lose! Good day sir!
If the Blazefire Saber had a full frontal lobotomy and filled the empty cavity
with steroids, this would be the result. In essence, the Gladius is about
compromise. When Lightning attacks as a Commando or uses her "-strike"
abilities as a Ravager she will do immense sums of damage, but you can
effectively rule out being able to dish out anywhere near such amounts with
Ruin or the menagerie of pure magic Ravager spells.
----- Edged Carbine
Edged Carbine
-----------------------------------------------------------------------
| Exp: 420(75) > 35,295 | Max level: 26 | Catalyst: Perovskite |
-----------------------------------------------------------------------
| Buy/Sell: 4,600/2,300 | Up in Arms | Chapter 5: Field Trial Range N |
-----------------------------------------------------------------------
| Strength: 8(+3) > 83 || Magic: 20(+6) > 170 | Rank: 3 |
-----------------------------------------------------------------------
Special Property: None
Synthesis: Magical Wall. Depending upon the number of accessories equipped,
Lightning can reduce the amount of damage she receives from magical attacks by
a
sum of 5, 10, 20, or 30.
Razor Carbine
---------------------------------------------------------------------------
| Exp: 1,500(215) > 484,950(449,655) | Max level: 61 | Cat: Trapezohedron |
---------------------------------------------------------------------------
| Buy/Sell: XXX/9,200 | Purchased: XXX | Found: XXX |
---------------------------------------------------------------------------
| Strength: 10(+3) > 190 || Magic: 28(+7) > 448 | Rank: 5 |
---------------------------------------------------------------------------
Special Property: None
Synthesis: Magical Wall. See above.
Omega Weapon
----------------------------------------------------------------
| Exp: min(increment) > total | Max level: 100 | Catalyst: XXX |
----------------------------------------------------------------
| Buy/Sell: XXX/29,400 | Purchased: XXX | Found: XXX |
----------------------------------------------------------------
| Strength: 12(+2) > 210 || Magic: 30(+7) > 723 | Rank: 11 |
----------------------------------------------------------------
Special Property: None
Synthesis: None
Notes: The Gladius and Edged Carbine are two faces of the Blazefire Coin. The
Blazefire is a balance of strength and magic, the Gladius is a full-blown
strength weapon, and the Edged Carbine takes a magical approach. Stat for stat
the Carbine is nearly the polar opposite of its stronger, dumber brother. Each
point of strength of the Gladius the Carbine can match with magic, and vice
versa. As such it is not difficult to see how the two carry a number of very
similar as well as very opposite properties.
The Edged Carbine is a spell caster weapon through and through. Its strength
stat is pathetic in order to contrast its monumental magic stat. Utilized in
the Ravager or Medic role there are no better a weapon to be had without
fiddling with synergies and special properties. You will notice however that
the Edged Carbine is a bit lower in price and easier to upgrade than the
Gladius. This is for a very good reason: while a good idea in theory, the Final
Fantasy battle system makes it just a touch inferior.
Firstly, there are the considerations to be taken when comparing Ruin and magic
spells to Attack and -strike abilities. There is a cost for safely tossing
missiles from afar: melee abilities enjoy the application of a 1.2 damage
modifier to their output, while ranged abilities get stuck with a 1.0. The math
here isn't difficult to figure out: going melee with a Gladius will allow you
to deal 20% more damage than staying in the back and casting spells, assuming
all stats and resistances are even across the board.
Secondly, enemies with magic resistances and immunities can really mess up
Lightning's day. Where other weapons allow the option of switching between
Commando to physically attack and Ravager to cast spells or use -strike
abilities for spell-like effects, the Edged Carbine restricts you to dealing
damage purely through magic, greatly constricting the number of options you
have when encountering different sorts of foes.
On the up side, the game acknowledges the inherent weakness of the Edged
Carbine and makes it significantly cheaper to upgrade. While this does cut down
on the cost of a maxed-out Omega Weapon version of this gunblade, the end
product still falls victim to the same modifier system.
As the magical equivalent of the Gladius, the Edges Carbine has a slightly
different synthesis ability: Magic Wall! What a twist! Magic Wall functions
exactly the same as Physical Wall, except it works against magical damage.
Regardless of the change in effect and synthesis accessories, this ability
suffers from the same pitfall: early-game usefulness and end-game
negligibility. All previous criticism on Physical Wall apply equally as much
here. And the weapon continues to umimpress with the absence of a special
property.
Much like the Gladius the Edged Carbine is a study in compromise. Lightning can
cut the physical attacks from her repertoire in favor of safe, distanced spell
casting. In addition, by focusing solely upon this aspect of her character she
can perform better at it than she would with more balanced weapons.
Unfortunately, the drawbacks inherent in the battle system and enemy types
limit this weapons use immensely. Though this is an incredibly good choice if
you plan to make Lightning a dedicated spell caster, it is designed incredibly
poorly for any attempts to have her act otherwise.
----- Axis Blade
Axis Blade
---------------------------------------------------------------------------
| Exp: 1,200(225) > 72,450 | Max level: 21 | Catalyst: Adamantite |
---------------------------------------------------------------------------
| Buy/Sell: 15,000/7,500 | Plautus's Workshop | Chapter 7, Central Arcade |
---------------------------------------------------------------------------
| Strength: 8(+2) > 48 || Magic: 8(+2) > 48 | Rank: 5 |
---------------------------------------------------------------------------
Special Property: Attack: ATB Charge. Every attack that Lightning performs
charges her ATB gauge just a touch. I estimate that its charge rate is 25% to
35% of a single block with each attack that connects, depending upon damage
dealt. In essence this is one attack for every three and a half to four
performed. Beautiful.
Synthesis: ATB Rate: +%. This synthesis ability functions much like a miniature
Haste spell that never dissipates. Depending upon the number of items equipped
the rate at which her ATB bar charges can fluctuate between 10% to 20% by
accessory count, allowing an additional attack for every ten to five performed.
Enkindler
--------------------------------------------------------------------------
| Exp: 3,600(261) > 168,920(96,470) | Max level: 41 | Cat: Trapezohedron |
--------------------------------------------------------------------------
| Buy/Sell: XXX/19,500 | Purchased: XXX | Found: XXX |
--------------------------------------------------------------------------
| Strength: 13(+3) > 133 || Magic: 13(+3) > 133 | Rank: 9 |
--------------------------------------------------------------------------
Special Property: Attack: ATB Charge II. Incredibly similar if not identical to
ATB Charge I. I have yet to find any differences save name.
Synthesis: ATB RATE: +%. See above.
Omega Weapon
----------------------------------------------------------------
| Exp: min(increment) > total | Max level: 100 | Catalyst: XXX |
----------------------------------------------------------------
| Buy/Sell: XXX/34,125 | Purchased: XXX | Found: XXX |
----------------------------------------------------------------
| Strength: 18(+3) > 315 || Magic: 18(+3) > 315 | Rank: 11 |
----------------------------------------------------------------
Special Property: Attack: ATB Charge II. See above.
Synthesis: None
Notes: The Axis Blade is acquired early in the game, and as such players who
pick it up will likely look at its stats and dismiss any notion of its use.
This is a mistake. I absolutely love this weapon. Granted, if one were to judge
by stats alone the Axis Blade would stand far behind its contemporaries. It's
maxed-out advanced form sports strength and magic stats only slightly stronger
than the maxed-out basic form of her Blazefire Saber, and likewise a maxed-out
ultimate form of the Axis falls less than 10 points below a maxed-out advanced
form of the Blazefire. So why bother with a weapon that clearly seems to
underperform?
The answer lies in its Special Property and Synthesis Bonuses, both of which
are very useful and, when combined, absolutely amazing. Thanks to the ATB
Charge ability each successful attack by Lightning will fill her ATB gauge but
slightly. The amount varies, seemingly based upon the damage being dealt, but
usually a 5-attack set will fill between one to one and a half ATB bars. This
allows her to dish out a bonus round of damage for each three to four she would
normally partake in.
The synthesis bonus capitalizes upon this feature by bestowing an unwavering,
permanent mini-haste effect increasing her atb charge rate by small sums.
Couple these with the accessories that bestow the effects: the Hermes Sandals
line that drops Haste on the player, and the Whistlewind Scarf line that awards
free ATB segments at the start of battle, and you get a menagerie of bonuses
that allow Lightning to pummel her enemies incessantly as other characters sit
and wait their turns. And even though it lacks abilities that directly affect
the chain gauge, the sheer frequency with which Lightning will attack with this
weapon boosts it up at absurd speeds.
A really nasty trick with this weapon that can be abused on tougher enemies
(smaller ones wouldn't survive long enough to make it worth mention) is to
couple this weapon and synergy accessories with Lightning's Army of One Ravager
ability. The Axis Blade's Special Property provides stock to her ATB gauge each
time an attack lands. Army of One delivers an unceasing barrage of attacks,
each one contributing to charging her ATB gauge even further. All things
considered, once Army of One goes through its entire motion it should have
boosted her gauge by no less than two and a fourth blocks and often as much as
four, depending upon enemy defense. You should have just enough time to enter
her abilities menu and select Army of One again before it fills.
Using a similar concept as with Army of One, Blitz can also be used to
supercharge your ATB against groups of enemies. Each foe you hit with a single
Blitz attack will contribute, so don't feel shy about charging into a large
group with this weapon.
Though equally powerful in the hands of a Commando or a Ravager the Axis Blade
stands weak alone, yet when coupled with the right set of equipment it becomes
astonishingly powerful. Properly formulated, this weapon allows Lightning to
jump right from the gates, assailing her foes immediately, relentlessly, and
incessantly. And seeing as how her character is similar to that of a nimble
fencer, I feel that this weapon fits her perfectly. A word of warning on
accessories though: once you obtain an Aurora Sash for Lightning do not upgrade
it further into Nimbletoe Boots. Though still able to bestow the synergy bonus,
Nimbletoe Boots augment an ability used only by Sentinels and are thus all but
offensively useless.
----- Lifesaber
Lifesaber
----------------------------------------------------------------------------
| Exp: 1,500(215) > 76,650 | Max level: 21 | Catalyst: Scarletite |
----------------------------------------------------------------------------
| Buy/Sell: 20,000/10,000 | Plautus's Workshop | Chapter 9, Crew Corridors |
----------------------------------------------------------------------------
| Strength: 8(+4) > 88 || Magic: 8(+4) > 88 | Rank: 5 |
----------------------------------------------------------------
Special Property: Improved Raise. Provides a small sum of additional health
when Lightning uses the Raise spell to rise an ally from the grave.
Synthesis: Low HP: Power Surge. When Lightning's health dips below 10% she will
enjoy a modest boost to her attack power for the duration of her grievous
injury.
Peacemaker
---------------------------------------------------------------------------
| Exp: 3,000(240) > 319,800(243,150) | Max level: 41 | Cat: Trapezohedron |
---------------------------------------------------------------------------
| Buy/Sell: XXX/26,000 | Purchased: XXX | Found: XXX |
---------------------------------------------------------------------------
| Strength: 25(+5) > 225 || Magic: 25(+5) > 225 | Rank: 8 |
---------------------------------------------------------------------------
Special Property: Improved Raise II. Functions much like Improved Raise, except
it bestows slightly more health to the target.
Synthesis: Low HP: Power Surge. See above.
Omega Weapon
----------------------------------------------------------------
| Exp: min(increment) > total | Max level: 100 | Catalyst: XXX |
----------------------------------------------------------------
| Buy/Sell: XXX/45,500 | Purchased: XXX | Found: XXX |
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| Strength: 25(+5) > 520 || Magic: 25(+5) > 520 | Rank: 11 |
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Special Property: Improve Raise II. See Above
Synthesis: None
Notes: I normally try to remain neutral in regard to weapons, pointing out
theirstrengths in addition to their flaws, but there is little decent to be
said about the Lifesaber. Its stats, though balanced, are lackluster. It
enhances the effects of the Raise spell, which a decent medic is the last spell
a medic should rarely have to use, and its synthesis ability is completely
contradictory to the purpose of the weapon.
The first and greatest problem inherent in this weapon is the role its
synthesis bonus pigeonholes Lightning into: Medic. While the character does
make a handy healer, this is far, far removed from her strong suit of being an
offensive powerhouse. Lightning should be a backup healer at most, assisting
Hope or Vanille if they can't get the job done quickly enough. Though capable
of playing main healer Lightning is painfully lacking in her access to Curaja
and Curasa, the two best healing spells for bringing characters back from the
brink of death.
Instead she has to wait for her patients to taste the bitter release of the
grave before her synthesis bonus kicks in and she can revive them with a touch
more health than they would have had otherwise. The loss of an ally can mean
the draining of a chain gauge, the absence of a better healer, or even the
unleashing of a dangerous foe that a Sentinel had distracted. Character death,
regardless of how brief, can be detrimental to your team's victory. Even more
so than Physical and Magical Wall, this synthesis ability is almost entirely
pointless.
Disappointing synthesis ability aside, the Low HP: Power Surge ability does
have a decent use. Allowing Lightning's health to drop below a certain point
gives her a burst of attack power until its risen back up. This seems like a
fun concept, but a very risky endeavor for Lightning who's HP, though a
respectable amount, does not add up to an enormous sum like Snow's or Fang's.
While nursing her power surge, one stray hit will often be all it takes to
plant her face to the mat, and what good is Improved Raise when the one who
needs to use it is KO'd?
Finally there are the stats, which I regard as though they were childen who
brought home straight C report cards. Though not absolutely terrible, these
numbers are still moderately disappointing. It does slightly beat out the
Lionheart in this field, but whereas the Lionheart makes up with its incredible
chain-building capabilities the Lifesaber dumps a pile of useless in our laps.
Lifesaber is the Batman and Robin of Lightning's Arsenal. Its special property
is not only incredibly situational but also piss poor. Its synthesis ability is
too risky to confidently implement. And instead of counteracting these problems
with decent stats we instead get strength and magic bonuses that are on par at
best. And as an extra slap in the face, its exp demands are exceedingly high.
It is best to toss this weapon in your bag never to be seen again, or even
dismantled for parts.
----- Organyx
Organyx
---------------------------------------------------------------------
| Exp: 300(42) > 21,450 | Max level: 26 | Catalyst: Cobaltite |
---------------------------------------------------------------------
| Buy/Sell: 280,000/14,000 | Purchased: Gilgamesh Inc. | Found: XXX |
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| Strength: 37(+6) > 187 || Magic: 37(+6) > 187 | Rank: 2 |
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Special Property: Leadenstrike. Reduces your ATB charge rate by a value of 70%
(it charges at 30% of its base speed.)
Synthesis: Vampiric Strike. 1% of the damage you deal with damaging abilities
is returned to you in health. If you deal 4000 damage, you get healed for 40.
Apocalypse
-------------------------------------------------------------------------
| Exp: 800(116) > 261,080(239,630) | Max level: 61 | Cat: Trapezohedron |
-------------------------------------------------------------------------
| Buy/Sell: XXX/36,400 | Purchased: XXX | Found: XXX |
-------------------------------------------------------------------------
| Strength: 50(+6) > 410 || Magic: 50(+6) > 410 | Rank: 4 |
-------------------------------------------------------------------------
Special Property: Ironstrike. Similar to Leadenstrike yet more palpable. Your
ATB charge is reduced by a value of 50%.
Synthesis: Random: Vampiric Strike. See above.
Omega Weapon
----------------------------------------------------------------
| Exp: min(increment) > total | Max level: 100 | Catalyst: XXX |
----------------------------------------------------------------
| Buy/Sell: XXX/63,700 | Purchased: XXX | Found: XXX |
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| Strength: 57(+7) > 750 || Magic: 57(+7) > 750 | Rank: 11 |
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Special Property: Ironstrike. See above.
Synthesis: None
Notes: On the opposite side of the fence from the Axis Blade is the Organyx.
Aside from being made by naturally grown vegetables and free-roaming livestock
(far-fetched pun,) the Organix stands as Lightning's strongest weapon in stats.
However, such awesome firepower comes at the price of reduced attack speed, and
this can be a debilitating crutch. The culmination of this weapon's effects on
Lightning when all bonuses are applied makes her a deadly, albeit slow-moving,
force that refuses to die and always strikes true.
The first thing you might notice about the Organyx is that you cannot find it
on the field. In order to procure this most dangerous of weapons you need to
visit the Gilgamesh Inc. store and shell out a whopping 280 thousand gil.
Seeing as how the only way to obtain access to this store is to defeat a deadly
A-rank mark in the Faultwarrens the chances of you attaining this weapon before
clearing story mode is minute. If you are considering using this once you
finally get your hands on it upgrade it immediately to Apocalypse. While the
50% slow rate of Ironstrike makes the weapon debilitating, Leadenstrike's 70%
makes it neigh unusable. Fortunately, this weapon has very low exp
requirements, making it the easiest of Lightning's weapons to level up.
Organyx is a study in the importance of considering special abilities when
picking a weapon. On stats alone this weapon reigns supreme, sporting more
strength than the Gladius and more magic than the Edged Carbine in every form
When it hits, it hits incredibly hard. However, the Ironstrike property
cripples this otherwise amazing damage output by reducing the frequency of its
occurrence. In effect, this property is akin to being afflicted with the slow
debuff, except it can never be dispelled, never wears off, and another slow can
be piled on top. Accessories and Haste buffs can be employed to counteract
these shortcomings, but at the same time they could be used to enhance other
weapons not suffering from these debilitations. On a weapon that would
otherwise boasts incredible potential, this one major drawback knocks it back
down to mediocrity.
As far as synthesized abilities go, Organyx provides the always interesting
Vampiric Strike. Every time you deal damage to an enemy you gain 1% of that
total amount back in health. This may seem lackluster, but given Organyx's
enormous damage dealing potential Lightning will actually find herself
consuming significant chunks of health. The downside is that Organyx requires
no less than three of its' synthesis accessories to accompany it before
producing the ability. If you've unlocked all of Lightning's accessory crystals
this leaves you a measly single slot to fill as you please. And while the
accessories that produce the effect are incredibly useful in their own rights,
they are just as incredibly situational. Cherub's Crown and its derivatives
boost death resistance, a skill rarely used by enemies. Zealot's Amulet bestows
Vigilance, a buff with very limited use for Commandos and Ravagers.
Organyx is a powerful weapon; this much cannot be denied. Its damage output is
beyond compare regardless of role, and it can even return some of that pain
back to the player in health. However, its special property of Ironstrike
hampers its functionality immensely, reducing it to acting only half as often
as most of Lightning's other weapons. But before dismissing it entirely,
consider this: it is several times as powerful as the Axis Blade, allowing it
the potential to deal just as much damage even if it's not quite as
exploitable. If you do decide to specialize with the Organyx I strongly
recommend hunting down and equipping a Genji Glove to remove that pesky damage
cap, for with this weapon you will be getting very close to it.
----- Hauteclaire
Hauteclaire
----------------------------------------------------------------
| Exp: 800(116) > 58,500 | Max level: 26 | Catalyst: Uraninite |
----------------------------------------------------------------
| 20,000/10,000 | Gilgamesh Inc. | Chapter 11, Mah'Habara, Maw of the Abyss |
----------------------------------------------------------------
| Strength: 13(+5) > 138 || Magic: 13(+5) > 138 | Rank: 4 |
----------------------------------------------------------------
Special Property: Stagger Lock. If an enemy's stagger gauge is full, attacks
with this weapon will not push them over into staggered status.
Synthesis: Random: Instant Chain --- Gestalt/TP Boost. Lightning will get a
different synthesis ability based upon how many synthesis accessories are
equipped. One or two will bestow Instant Chain, while any more will award
Gestalt/TP Boost.
The Random: Instant Chain ability gives each attack by the character a random
chance to completely fill the target's chain meter. The proc chance for this
ability is 0.5%.
Gestalt/TP Boost: Improves any other effects existant on the character that
provide income to the Gestalt and TP gauges. These include accessories,
abilities, and the default post-battle awardance.
Durandal
---------------------------------------------------------------------------
| Exp: 1,500(168) > 398,940(340,440) | Max level: 61 | Cat: Trapezohedron |
---------------------------------------------------------------------------
| Buy/Sell: XXX/26,000 | Purchased: XXX | Found: XXX |
---------------------------------------------------------------------------
| Strength: 18(+6) > 378 || Magic: 18(+6) > 378 | Rank: 6 |
---------------------------------------------------------------------------
Special Property: Stagger Lock. See above.
Synthesis: Random: Instant Chain --- Gestalt/TP Boost. See above.
Omega Weapon
----------------------------------------------------------------
| Exp: min(increment) > total | Max level: 100 | Catalyst XXX |
----------------------------------------------------------------
| Buy/Sell: XXX/45,500 | Purchased: XXX | Found: XXX |
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| Strength: 18(+7) > 711 || Magic: 18(+7) > 711 | Rank: 11 |
----------------------------------------------------------------
Special Property: Stagger Lock. See above.
Synthesis: None
Notes: The Hauteclaire deserves some seriously positive consideration for
inclusion into your armory. Its stats compared to Lightning's other weapons are
massive, falling just short of Organyx. What's more its numbers are equal in
both strength and magic, making it equally effective for both Ravager and
Commando use. Its special abilities add character to this weapon in just the
right places, improving her ability to increase the chain gauge with Instant
Chain. The only real downside to this weapon is Stagger Lock which, though
potentially debilitating, is reduced to a mere quirk if kept in mind.
The synthesis bonuses for Hauteclaire are the Instant Chain and Gestalt/TP
Boost abilities, and you can choose which you get depending upon how many
accessories you equip that contribute to the synergy bonus. If you have one or
two accessories you get the Instant Chain bonus, which essentially rolls a die
every time you attack. With a 0.5% chance, when this ability will completely
fill the target's chain gauge, leaving it open to a single tap to stagger. This
ability is very situational: it's useless against smaller foes that
systematically perish in a matter of seconds, but against heavily armored
enemies in prolonged battles the occasional crit roll of Instant Chain can
spell a sudden, unexpected end to the fight in your favor.
Equipping three or more relevant accessories nets you instead the Gestalt/TP
Boost bonus, which synergizes with every form of TP and Gestalt gauge-filling
methods your character employs, boosting their effects. It improves how much TP
you get after battle, how much you get from accessories, etc. And since one of
the accessories that produce this effect also provides TP in-battle by killing
enemies, this combo was made in heaven. Unfortunately unless you make frequent
use of TP abilities, summons, or are exploring an area filled with unidentified
monsters to Libra, this combination is likely to go to waste. It's completely
possible, and often just as effective, to go through battle without the use of
these skills. I never found much use for this synthesis bonus, and aside from
TP grinds I doubt many of you will either.
The only pitfall with Hauteclaire lies in its special property: Stagger Lock.
This property sounds absolutely crippling, but it's actually quite easy to get
around. Weapons with Stagger Lock are perfectly capable of building and
maintaining the chain gauge; they simply cannot give an enemy that final push
over the brink into a staggered state. Another deal-breaker? Absolutely not.
All you need is another character in an offensive role to tap them over the
edge and this weapon's special property is painlessly circumvented. The only
way this process might be impeded is if both characters have weapons with
Stagger Lock, which says a lot more about poor planning on the player's part
than weapon shortcomings.
Hauteclaire can be near-accurately equated to the Blazefire Saber 2.0. It's
just as balanced, yet noticeably stronger. With no consideration taken to
synthesis bonuses, this is easily Lightning's best all-around damage dealing
weapon. Its stats are second only to Organyx, and it lacks that pesky
Ironstrike. It does most everything the starter weapon can, and better. Granted
the Hauteclaire doesn't have Phyiscal Wall, but by the time in the game this
weapon is procured such a paltry synthesis bonus shouldn't even cross your
mind. Its only downside is the ominously sounding Stagger Lock, which is hardly
the game-stopping mechanism that it sounds like.
----- Lionheart
Lionheart
-----------------------------------------------------------------------
| Exp: 1,500(215) > 76,650 | Max level: 21 | Catalyst: Scarletite |
-----------------------------------------------------------------------
| 28,000/14,000 | Plautus's Workshop | Chapter 12, Grand Prix Circuit |
-----------------------------------------------------------------------
| Strength: 8(+3) > 68 || Magic: 8(+3) > 68 | Rank: 6 |
-----------------------------------------------------------------------
Special Property: Quick Stagger. If the target's chain gauge is filled 90% of
the way or more, the next attack will automatically stagger it.
Synthesis: Random: Instant Chain --- Gestalt/TP Boost. Lightning will get a
different synthesis ability based upon how many synthesis accessories are
equipped. One or two will bestow Instant Chain, while any more will award
Gestalt/TP Boost.
The Random: Instant Chain ability gives each attack by the character a random
chance to completely fill the target's chain meter. The proc chance for this
ability is 0.5%.
Gestalt/TP Boost: Improves any other effects existant on the character that
provide income to the Gestalt and TP gauges. These include accessories,
abilities, and the default post-battle awardance.
Ultima Weapon
---------------------------------------------------------------------------
| Exp: 3,000(240) > 319,800(243,150) | Max level: 41 | Cat: Trapezohedron |
---------------------------------------------------------------------------
| Buy/Sell: XXX/36,400 | Purchased: XXX | Found: XXX |
---------------------------------------------------------------------------
| Strength: 13(+5) > 213 || Magic: 13(+5) > 213 | Rank: 8 |
---------------------------------------------------------------------------
Special Property: Quick Stagger. See above.
Synthesis: Random: Instant Chain --- Gestalt/TP Boost. See above.
Omega Weapon
----------------------------------------------------------------
| Exp: min(increment) > total | Max level: 100 | Catalyst: XXX |
----------------------------------------------------------------
| Buy/sell: XXX/63,700 | Purchased: XXX | Found: XXX |
----------------------------------------------------------------
| Strength: 13(+5) > 508 || Magic: 13(+5) > 508 | Rank: 11 |
----------------------------------------------------------------
Special Property: Quick stagger. See above.
Synthesis: None
Notes: The Lionheart is different and it demands to be used differently. Its
stats, though not the weakest in Lightning's armory, still leave something to
be desired. But those abilities take the cake. The focus of the Lionheart is to
trade a little potency for absolute chain gauge domination. None of its
abilities hamper it; all of them positively influence Lightning's staggering
potential in ways that can be sudden and provide massive payoff.
Worst thing first: the stats. Lionheart isn't a major damage-dealing weapon.
It's stronger than the Axis Blade, but lacks the capabilities to unleash
relentless assaults. It's only slightly weaker than the Lifesaber, but that
abomination would have little positive to contribute to any character, much
less Lightning. It will still deal a respectable sum of damage, but not nearly
as much as the Hauteclaire. This is because the Lionheart isn't so much a
weapon as a tool that can turn the tide of any battle in the blink of an eye.
The stars of this weapon are its special property and synthesis ability, and
two skills could never be so well-matched. Just like the Hauteclaire, Lionheart
sports the Instant Chain and Gestalt/TP Boost synthesis abilities. Both
synthesis and property are dedicated to enhancing Lightning's already adept
chain bonus skills by boosting that gauge up ever higher. You should never
upgrade this weapon to Gestalt/TP Boost; doing so will negate its purpose.
Stick with that random full-bar filling Instant Chain.
While Instant Chain is working to give you those occasional full bars, Quick
Stagger is there to cut down on how much bar you need to fill. Once the total
amount in the bar reaches above 90%, Quick Stagger steps in, cutting off the
remaining 10% and giving you that stagger. This cuts down on the time you spend
trying to knock off those last tiny bits that can take so many unneeded turns.
A note concerning this ability that should be common logic: try not to equip
weapons with Quick Stagger on two allies in the same party, as it'd be kind of
redundant.
Lionheart is an incredibly useful weapon that perfectly complements the
offensive, chain-gauge building nature of Lightning's best roles and demands
serious consideration for inclusion to her arsenal. While it lacks the rapid
delivery of the Axis blade or the pure punching power of the Hauteclaire, it is
still a formidable weapon in the right hands. However, if you do plan to
specialize in the Lionheart be ready to drop some serious cash. It demands some
huge numbers in experience in order to gain levels.
==> Sazh {dsa} <==
More than any other character Sazh is dependent upon his weaponry. His base
stats are comparatively low, so he turns to his weaponry and their incredible
stats to compensate, bringing him up to the rest of the party in battle
capability. What this means is that when he's performing functions that his
weapons focus on he does them exceptionally well, but when he isn't the lack in
performance is very noticeable. He will spend much of the early game acting as
a commando, but his real strengths shine later when he's able to reliably
assume the mantles of synergist and ravager, and more than one weapon
accentuates these roles.
When choosing your weapons for Sazh, keep in mind his power as a support
character, and pay special attention to the stats that they provide.
----- Vega 42s
Vega 42s
-------------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 26 | Catalyst: Perovskite |
-------------------------------------------------------------------------
| Buy/Sell: 2,000/1,000 | Purchased: Up in Arms | Found: Default weapon |
-------------------------------------------------------------------------
| Strength: 12(+5) > 137 || Magic: 14(+5) > 139 | | Rank: 3 |
-------------------------------------------------------------------------
Special Property: None
Synthesis: Magical Wall. Depending upon the number of accessories equipped,
Sazh can reduce the amount of damage he receives from magical attacks by a sum
of 5, 10, 20, or 30.
Altairs
------------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 61 | Cat: Trapezohedron
------------------------------------------------------------------------
| Buy/Sell: XXX/4,000 | Purchased: XXX | Found: XXX |
------------------------------------------------------------------------
| Strength: 20(+6) > 380 || Magic: 30(+6) > 390 | Rank: 5 |
------------------------------------------------------------------------
Special Property: None
Synthesis: Magical Wall. See above.
Total Eclipses
----------------------------------------------------------------
| Exp: min(increment) > total | Max level: 100 | Catalyst: XXX |
----------------------------------------------------------------
| Buy/Sell: XXX/12,800 | Purchased: XXX | Found: XXX |
----------------------------------------------------------------
| Strength: 20(+8) > 812 || Magic: 30(+8) > 822 | Rank: 11 |
----------------------------------------------------------------
Special Property: None
Synthesis: None
Notes: The Vega 42s are model default weapons. And they're actually not that
bad. Though basic, the Vegas act as powerful tools useful for most any
function. Their only real downside lies in their lack of decent special
features.
Regardless of whether you want Sazh to deal physical or magical damage the
Vegas provide plenty of versatility with their balanced stats. And while not
ridiculously powerful, they pack enough of a punch to make him a viable damage
dealer in any team. Many of Sazh's other weapons sacrifice one stat in favor of
boosting another, but the Vegas find a happy medium.
If you wanted to augment Sazh's performance with these guns however, you're
nearly out of luck. Like most default weapons the Vegas have no special
properties and a very lackluster synthesis ability. Magic Wall may be useful in
the early parts of the game when enemy damage is small, but come the later
stages it reaches near uselessness and should be disregarded altogether. There
should be no love lost of this bonus if the decision is made to upgrade them to
the ultimate tier.
The Vegas are powerful and versatile, but simple. Aside from basic stats they
have no way to really improve upon Sazh's performance in any way. If you really
don't care for their lack of specialty, by all means stick with them. But there
are many more interesting weapons to choose from.
----- Deneb Duellers
Deneb Duellers
---------------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 26 | Catalyst: Perovskite |
---------------------------------------------------------------------------
| Buy/Sell: 3,900/1,950 | Up in Arms | Found: Chapter 3: Encased in crystal
---------------------------------------------------------------------------
| Strength: 8(+4) > 108 || Magic: 24(+9) > 249 | Rank: 3 |
---------------------------------------------------------------------------
Special Property: None
Synthesis: Magical Wall. Depending upon the number of accessories equipped,
Sazh can reduce the amount of damage he receives from magical attacks by a sum
of 5, 10, 20, or 30.
Canopus AMPs
---------------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 61 | Cat: Trapezohedron |
---------------------------------------------------------------------------
| Buy/Sell: XXX/7,800 | Purchase: XXX | Found: XXX |
---------------------------------------------------------------------------
| Strength: 14(+6) > 374 || Magic: 36(+10) > 636 | Rank: 5 |
---------------------------------------------------------------------------
Special Property: None
Synthesis: Magical Wall. See above.
Total Eclipses
----------------------------------------------------------------
| Exp: min(increment) > total | Max level: 100 | Catalyst: XXX |
----------------------------------------------------------------
| Buy/Sell: XXX/24,960 | Purchased: XXX | Found: XXX |
----------------------------------------------------------------
| Strength: 14(+6) > 608 || Magic: 36(+11) > 1,125| Rank: 11 |
----------------------------------------------------------------
Special Property: None
Synthesis: None
Notes: If you want a weapon with plain, straight up magical power, look no
further than this. The ridiculously high magic stat on the Duellers will
provide all a ravager needs to tear enemies apart with spells. This incredible
magic attribute however comes at the cost of an otherwise mundane weapon.
Every character has at least one: a weapon that strengthens one stat in favor
of another. Though it follows this trend, the Duellers are somewhat reasonable
in their distribution. The magical attributes of this weapon is absolutely
monstrous, sporting the second highest magic stat both in Sazh's inventory and
the game. The strength stat however leaves a bit to be desired, hovering
consistently at half the potency of the magic stat. Though lacking in
comparison, the strength stat is still quite respectable.
As far as special abilities go, the Duellers are rather bland. They sport the
exact same attributes of the Vega 42s: Magic Wall with synthesis (a long-term
useless synthesis ability) and no special property. This makes deciding between
the Vegas and Duellers a choice based purely on stats and what your plan is in
regards to Sazh.
If you want simple, raw magical power there is no better choice than the
Duellers. They sport the second greatest magic stat in the game with no
catches, and still sport a reasonable strength stat. This all combines to make
it a decent weapon through the second half of the game. Its only real downside
is that it lacks any decent special abilities. Regardless, the power of this
weapon deserves some serious consideration.
----- Aldebarans
Aldebarans
-----------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 26 | Catalyst: Cobaltite |
-----------------------------------------------------------------------
| Buy/Sell: 263,000/13,150 | Purchased: Gilgamesh Inc. | Found: N/A |
-----------------------------------------------------------------------
| Strength: 0(+0) > 0 || Magic: 40(+9) > 265 | Rank: 2 |
-----------------------------------------------------------------------
Special Property: Leadenstrike. Reduces your ATB charge rate by a value of 70%
(it charges at 30% of its base speed.)
Synthesis: Vampiric Strike. 1% of the damage you deal with damaging abilities
is returned to you in health. If you deal 4000 damage, you get healed for 40.
Sadalmeliks
---------------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 61 | Cat: Trapezohedron |
---------------------------------------------------------------------------
| Buy/Sell: XXX/34,190 | Purchased: XXX | Found: XXX |
---------------------------------------------------------------------------
| Strength: 0(+0) > 0 || Magic: 60(+10) > 660 | Rank: 4 |
---------------------------------------------------------------------------
Special Property: Ironstrike. Reduces your ATB charge rate by a value of 50%
Synthesis: Vampiric Strike. 1% of the damage you deal with damaging abilities
is returned to you in health. If you deal 4000 damage, you get healed for 40.
Total Eclipses
----------------------------------------------------------------
| Exp: min(increment) > total | Max level: 100 | Catalyst: XXX |
----------------------------------------------------------------
| Buy/Sell: XXX/59,832 | Purchased: XXX | Found: XXX |
----------------------------------------------------------------
| Strength: 0(+0) > 0 || Magic: 61(+11) > 1,150 | Rank: 11 |
----------------------------------------------------------------
Special Property: Ironstrike. See above.
Synthesis: None
Notes: Behold! The most powerful magical weapon in the game! Relish that perk,
because it's otherwise this weapon is a piece of junk. Sure this weapon will
allow you to toss out spells that pack a monstrous punch, but the pitfalls of
this weapon are too deep and too debilitating to make it even worthwhile.
The first glaring downside to the Aldebarans are their stats. Yes, it has
incredible magical potency, but what likely catches the eye even more is the
strength attributes: across the board zeros. Even in its maxed out ultimate
form this weapon provides absolutely nothing to Sazh's strength score, turning
him into a pitiful commando. And while it may be the most powerful magical
weapon in Sazh's inventory, the Deneb Duellers fall in very close behind by
only a couple dozen points. And the Duellers actually provide some strength to
back up commando roles.
So you think you can get around this shortcoming by simply disregarding Sazh as
a physical attacker? Think again. This train wreck of a weapon concept comes
complete with the leadenstrike and ironstrike special properties, cutting the
number of turns Sazh can act by no less than half across all roles he assumes.
And while the vampiric strike synthesis ability acts as a tasty little cherry
to act as incentive, it none the less sits atop a sunday of horrendous quality.
Considering the effort you need to go through to even get access to this
weapon, not to mention its incredible price tag once you do, the Aldebarens are
easily the worst guns in Sazh's inventory. If you do by some lapse in judgment
decide to invest in this weapon, upgrade it immediately to the Sadalmeliks to
reduce your wait time to more tolerable levels. Otherwise, stick to the Deneb
Duellers or choose another weapon.
----- Pleiades Hi-Powers
Pleiades Hi-Powers
---------------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 26 | Catalyst: Perovskite |
---------------------------------------------------------------------------
| 22,000/11,000 | Gilgamesh Inc. | Chapter 11, Deserted Schoolhouse |
---------------------------------------------------------------------------
| Strength: 40(+12) > 340 || Magic: 0(+0) > 0 | Rank: 3 |
---------------------------------------------------------------------------
Special Property: Paper Tiger. Reduces Sazh's maximum HP by 60% (he has 40% of
his normal amount.)
Synthesis: Damage Wall. Depending upon the number of accessories equipped, Sazh
can reduce the amount of damage he receives from all attacks by a sum of 5, 10,
15, or 20.
Hyades Magnums
--------------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 61 | Cat: Trapezohedron |
--------------------------------------------------------------------------
| Buy/Sell: XXX/28,600 | Purchased: XXX | Found: XXX |
--------------------------------------------------------------------------
| Strength: 60(+18) > 1,140 || Magic: 0(+0) > 0 | Rank: 5 |
--------------------------------------------------------------------------
Special Property: Silk Tiger. Reduces Sazh's maximum HP by 30% (he has 70% of
his normal amount.)
Synthesis: Damage Wall. See above.
Total Eclipses
----------------------------------------------------------------
| Exp: min(increment) > total | Max level: 100 | Catalyst: XXX |
----------------------------------------------------------------
| Buy/Sell: XXX/50,050 | Purchased: XXX | Found: XXX |
----------------------------------------------------------------
| Strength: 61(+11) > 1,150 || Magic: 0(+0) > 0 | Rank: 11 |
----------------------------------------------------------------
Special Property: Silk Tiger. See above.
Synthesis: None
Notes: The Pleiades are... tolerable. These are easily the most powerful
strength weapons in the game, but much like the Aldebarans this power comes at
a monumental sacrifice. Fortunately the sacrifices made for these guns are not
quite as debilitating as their magical equivalents, and with strength you can
simply do more. Plus there are a few perks that make this weapon worth at least
a glance.
The main draw of the Pleiades is their strength attribute, and boy is it
phenomenal. At star level in the second tier they reach 1,140, which no other
weapon can even come close to at that point in development. This is all at the
expense of a magic stat that remains unwaveringly red-line zero. This
essentially pigeonholes Sazh into a commando role, but allows him to do a very
fine job at it as long as enemy attention is kept away from him. Once he
switches to ravager he still has some use, unloading strike spells of
incredible potency.
Another major downsides of these guns are the paper tiger and silk tiger
special properties, which savagely reduce his maximum HP. This can be offset
modestly by the Sazh's naturally high HP and unnoticeably by the Damage Wall
synthesis ability. The paper and silk tiger properties can occasionally be
sidestepped by having a sentinel in the party at all times, directing attention
away from Sazh so that he may dish out unparalleled sums of damage.
Unfortunately, most of the games more difficult enemies have attacks that hit
the whole party, and what may moderately injure another party member will pop
Sazh's health bar like a balloon. Silk tiger is easier to stomach, reducing his
HP to 70% instead of 40%, but still places Sazh in a dangerous state of having
low HP.
If you've read any of my rants concerning physical or magic wall, magnify them
to a degree for damage wall. This synthesis ability cuts down on ALL damage
received regardless of source, but pays for its versatility with reduced
effectiveness. Just like its specified contemporaries, it turns nearly useless
by mid-game.
If you decide to grab the Aldebarans, my suggestion is to upgrade them to their
second tier immediately and stop when they reach star level. Doing away with
paper tiger in favor of silk is vital to surviving this game's more dangerous
encounters. And considering a star level ultimate form of this weapon only has
10 more strength than an equal lev` el in the advanced tier, there's little
reason to develop beyond. With all considerations in place however, this weapon
acts as an incredibly powerful, if not high-risk tool.
----- Rigels
Rigels
--------------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 26 | Catalyst: Uraninite |
--------------------------------------------------------------------------
| Buy/Sell: 19,000/9,500 | Gilgamesh Inc. | Chapter 11, Hibernatorium
--------------------------------------------------------------------------
| Strength: 10(+6) > 160 || Magic: 15(+6) > 165 | Rank: 4 |
-------------------------------------------------------
Special Property: Stagger Lock. If an enemy's stagger gauge is full, attacks
with this weapon will not push them over into staggered status.
Synthesis: Instant Chain --- Gestalt/TP Boost. Lightning will get a different
synthesis ability based upon how many synthesis accessories are equipped. One
or two will bestow Instant Chain, while any more will award Gestalt/TP Boost.
The Random: Instant Chain ability gives each attack by the character a random
chance to completely fill the target's chain meter. The proc chance for this
ability is 0.5%.
Gestalt/TP Boost: Improves any other effects existent on the character that
provide income to the Gestalt and TP gauges. These include accessories,
abilities, and the default post-battle awardance.
Polaris Specials
---------------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 61 | Cat: Trapezohedron |
---------------------------------------------------------------------------
| Buy/Sell: XXX/24,700 | Purchased: XXX | Found: XXX |
---------------------------------------------------------------------------
| Strength: 16(+8) > 496 || Magic: 24(+8) > 504 | Rank: 6 |
---------------------------------------------------------------------------
Special Property: Stagger Lock. See above.
Synthesis: Instant Chain --- Gestalt/TP Boost. See above.
Total Eclipses
----------------------------------------------------------------
| Exp: min(increment) > total | Max level: 100 | Catalyst: XXX |
----------------------------------------------------------------
| Buy/Sell: XXX/43,225 | Purchased: XXX | Found: XXX |
----------------------------------------------------------------
| Strength: 16(+10) > 1,006 || Magic: 24(+10) > 1,125 | Rank: 11 |
----------------------------------------------------------------
Special Property: Stagger Lock. See above.
Synthesis: None
Notes: In terms of balancing flexibility with power, The Rigels are arguably
Sazh's best offensive weapons. There is quite a lot positive to be said about
this set of guns, and surprisingly little negative mixed in to balance them
out. Though not his most powerful weapon in any one field, the damage output of
these guns is phenomenal regardless of what they're being used for. And the
special abilities, though not very prominent, add just a touch of sweet and
sour icing on the package. The only real downsides are that they make him
dependant upon his team to deliver staggers.
Though it falls shortly behind the Pleiades in strength and Deneb Duelers and
Aldebarans in magic, if one were to sum both of these up into a single stat the
Rigels would sport the highest number of the bunch. They sport a beautiful
equilibrium of strength and magic that together tower above all of his other
armaments.
In the realm of synthesis abilities the Rigels gain a very interesting bonus.
The Instant Chain option gives him a chance with every attack to max out his
target's chain gauge. Coupled with a character that gets access to the Haste
buff well before anybody else and you have a machine that dishes out constant
damage with a good chance of seeing this property proc. Gestalt/TP boost can be
useful if you need to farm up some TP for an upcoming encounter I suppose.
One downside of this weapon is the Stagger Lock property, but this catch can be
tirelessly sidestepped. Simply put, Stagger Lock prevents Sazh from pushing an
enemy into stagger status when the chain gauge fills. Once he's filled it up
with his blazing attack however, it's no grand chore to switch paradigms so
that someone else can tip them over. So all that's needed is for another
character to deal that last touch of damage and inflict the stagger. Problem
solved.
The Rigels are powerful tools in the right hands, but unfortunately they don't
lend much use to other roles. Outside of ravager and commando they do nothing
for Sazh, making him far more effective at the roles of damage dealer and gauge
builder than anything else. And his reliance on other party members to actually
inflict the stagger that he builds requires a paradigm containing at least one
other character in offensive roles. With all things considered however, the
Rigels reign supreme.
----- Spica Defenders
Spica Defenders
----------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 21 | Catalyst: Scarletite |
---------------------------------------------------------------------------
| Buy/Sell: 14,500/7,250 | Plautus's Workshop | Found: Chapter 8,the Mall |
---------------------------------------------------------------------------
| Strength: 6(+2) > 46 || Magic: 15(+4) > 95 | Rank: 5 |
--------------------------------------------------------
Special Property: Augment Maintenance. Increases the duration of offensive
buffs, such as Enfrost, that Sazh casts by 40%.
Synthesis: Positive Effect. Increases the duration of all buffs that Sazh casts
by 30%, 50%, 70%, or 90%.
Sirius Sidearms
-------------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 41 | Cat: Trapezohedron |
-------------------------------------------------------------------------
| Buy/Sell: XXX/18,850 | Purchased: XXX | Found: XXX |
-------------------------------------------------------------------------
| Strength: 20(+3) > 140 || Magic: 20(+5) > 220 | Rank: 8 |
-------------------------------------------------------------------------
Special Property: Augment Maintenance II. Increases the duration of offensive
buffs that Sazh casts by 80%.
Synthesis: Positive Effect. See above.
Total Eclipses
----------------------------------------------------------------
| Exp: min(increment) > total | Max level: 100 | Catalyst: XXX |
----------------------------------------------------------------
| Buy/Sell: XXX/32,987 | Purchased: XXX | Found: XXX |
----------------------------------------------------------------
| Strength: 20(+7) > 713 || Magic: 20(+9) > 911 | Rank: 11 |
----------------------------------------------------------------
Special Property: Augment Maintenance II. See above.
Synthesis: None
Notes: Sazh's strongest role is undoubtedly that of a synergist, and Spicas
capitalize on this. These guns were built from the ground up to accentuate this
most important of Sazh's roles. Though its stats are nothing special, its
combination of synergy bonus and special ability make surviving prolonged
battles exponentially easier. If you wish to focus on Sazh's synergist role,
there are no weapons that would belong in his hands nearly as well as the
Spicas.
When contributing in a firefight, the Spicas are modestly respectable. Though
they don't suffer from the comparatively low stats of the Antares Deluxes or
the Procyons, the damage output these guns provide is nothing special. There is
a strong, albeit not dominating, lean towards the ravager class with a higher
magic stat than strength, but enough leeway exists for Sazh to play in both
fields.
The beauty of these firearms however lies in their ability to support Sahz as
he supports his team. Both its special property and synergy bonuses focus on
enhancing his synergist role, extending the duration of his buffs, and when
combined turn him into one heck of a buffing force. Elemental weapon
enchantments last for untold minutes, and that all-important Haste buff for
which Sazh is so valuable will never seem to go away.
The tragedy of these weapons is that, with a full synthesis bonus on top of the
special property in play Sazh will be spending most of his time outside of the
synergist role, and generally underperforming. However, when placed within it,
he will be able to lay out buffs that can last entire prolonged battles.
----- Antares Deluxes
Antares Deluxes
---------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 21 | Catalyst: Uraninite |
---------------------------------------------------------------------
| 22,000/11,000 | Plautus's Workshop | Chapter 12, Leviathan Plaza |
--------------------------------------------------------------------
| Strength: 12(+4) > 92 || Magic: 18(+4) > 98 | Rank: 4 |
---------------------------------------------------------
Special Property: Chain bonus boost. Every time Sazh performs an action that
raises the chain gauge, this weapon property provides a small bonus
contribution.
Synthesis: ATB Rate: +%. This synthesis ability functions much like a miniature
Haste spell that never dissipates. Depending upon the number of items equipped
the rate at which his ATB bar charges can fluctuate between 10% to 20%.
Fomalhaut Elites
--------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 41 | Cat: Trapezohedron |
--------------------------------------------------------------------
| Buy/Sell: XXX/28,600 | Purchased: XXX | Found: XXX |
-----------------------------------------------------------
| Strength: 16(+5) > 216 || Magic: 22(+5) > 222 | Rank: 6 |
-----------------------------------------------------------
Special Property: Chain Bonus Boost II. Functions identically to Chain Bonus
Boost I, except with a slightly higher bonus.
Synthesis: ATB Rate: +%. See above.
Total Eclipses
---------------------------------------------------------------
| Exp: min(increment) > total | Max level: 100 | Catalyst XXX |
---------------------------------------------------------------
| Buy/Sell: XXX/50,050 | Purchased: XXX | Found: XXX |
------------------------------------------------------------
| Strength: 16(+6) > 610 || Magic: 22(+6) > 616 | Rank: 11 |
------------------------------------------------------------
Special Property: Chain Bonus Boost II. See above.
Synthesis: None
Notes: The Deluxes are an odd set of weapons. In terms of raw stats they are
found to be somewhat lacking, but this weapon isn't designed primarily for
dealing damage anyway. Instead it serves as a powerful tool for building the
chain gauge, reflecting Sazh's strong support role. Its special property and
synergy bonuses are geared towards filling chain gauges both rapidly and
efficiently.
The drawback to the Deluxes lies in their stats, which are frankly rather weak,
especially for a character who relies so heavily on his weaponry to keep him on
par with the rest of the team. On the up side however, both stats are evenly
balanced permitting equal level performance in both ravager and commando roles.
As mentioned previously however, these weapons shine mostly for their offensive
properties as opposed to their damage dealing capabilities.
And what useful properties it has. To make up for low damage output the Deluxes
tote along the ATB Rate + synthesis, a useful ability that increases the rate
at which his ATB segments fill. Couple this with Sazh's early access to the
Haste spell and he will be gaining ATB segments before the player can even put
them to good use even before they gain access to the Sprint Shoes accessory.
Then there's Chain Bonus Boost, a weapon property that cause Sazh's attacks to
have a greater impact on the chain gauge. Through the combination of these two
abilities, Sazh can burn through chain gauges at ridiculous speed.
Since the philosophy for these guns is to attack the chain gauge directly
instead of through damage output, they require a bit of thought in order to use
most effectively in a party. If you plan to focus on their use, consider high-
damage output weapons for your other party members. Weapons with Stagger Lock
sport high stats habitually, and the boost effect of the Deluxes is beautiful
at helping inflict that stagger. It is also ideal to utilize the ravager or
saboteur roles in lieu of commando; the awards from Chain Bonus Boost are based
upon percentage, and that bonus is wasted on the paltry sum that a commando's
attacks produce. When utilized properly however, the Deluxes are wonderful
support tools that can quickly crack the toughest of enemies' shells.
----- Procyons
Procyons
-----------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 21 | Catalyst: Dark Matter |
-----------------------------------------------------------------------
| 30,000/15,000 | Plautus's Workshop | Chapter 6, Sun-dappled trail |
---------------------------------------------------------------------
| Strength: 14(+4) > 94 || Magic: 9(+2) > 49 | Rank: 6 |
-----------------------------------------------------------------------
Special Property: Stagger Maintenance. When an enemy is staggered by this
weapon the duration of the stagger is extended by 10%
Synthesis: Instant Chain --- Gestalt/TP Boost. Sazh will get a different
synthesis ability based upon how many synthesis accessories are equipped. One
or two will bestow Instant Chain, while any more will award Gestalt/TP Boost.
The Random: Instant Chain ability gives each attack by the character a random
chance to completely fill the target's chain meter. The proc chance for this
ability is 0.5%.
Gestalt/TP Boost: Improves any other effects existent on the character that
provide income to the Gestalt and TP gauges. These include accessories,
abilities, and the default post-battle awardance.
Betelgeuse Customs
---------------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 41 | Cat: Trapezohedron |
---------------------------------------------------------------------------
| Buy/Sell: XXX/39,000 | Purchased: XXX | Found: XXX |
---------------------------------------------------------------------------
| Strength: 20(+6) > 260 || Magic: 18(+3) > 138 | Rank: 10 |
---------------------------------------------------------------------------
Special Property: Stagger Maintenance II. Identical to Stagger Maintenance one
in function. The duration of the enemy's stagger state is extended by 30%.
Synthesis: Random: Instant Chain --- Gestalt/TP Boost. See above.
Total Eclipses
----------------------------------------------------------------
| Exp: min(increment) > total | Max level: 100 | Catalyst: XXX |
----------------------------------------------------------------
| Buy/sell: XXX/68,250 | Purchased: XXX | Found: XXX |
----------------------------------------------------------------
| Strength: 26(+6) > 620 || Magic: 18(+4) > 414 | Rank: 11 |
----------------------------------------------------------------
Special Property: Stagger Maintenance II. See above.
Synthesis: None
Notes: I don't really like these guns. Like the Antares Deluxes they are a
chain gauge maintaining set, covering the stagger state as well as the building
stage. They headline their capabilities with the incredible Stagger Maintenance
special property unique to Sazh. Unfortunately, outside of the stagger state
they are unpredictable and incredibly weak. This weapon colors Sazh's support
role side much like several other weapons of his in a rather enigmatic shade.
The main problem with these weapons lies in their stats, or lack thereof. It is
clear that this weapon is made for the commando in mind, sporting significantly
more strength than magic. But even the strength score is disappointingly low,
hovering around the same level as the Antares Deluxes' balanced attributes.
Stat for stat these are Sazh's weakest guns.
Stagger Maintenance is an amazing ability, and disserves a fair amount of
respect. Each second that an enemy is staggered is increasingly precious for
the player, and these weapons capitalize on that by extending it longer than
what is natural. That glorification aside, there is some criticism to go with
it. In order to successfully apply Stagger Maintenance Sazh must be the
character to trigger the stagger state. In the havoc of heated battle this can
be unbelievably difficult to pull off intentionally. As far as gauge building
goes, the Procyons utilize the Random: Instant Chain synthesis group which,
though handy, is unpredictable and thus unreliable.
You need to put a lot of thought into your party's weapon loadout if you plan
to use these weapons, more so than with the Antares Deluxes. Triggering Stagger
Maintenance with any form of frequency requires either an incredible amount of
party control or gearing everybody else out with Stagger Lock weapons. When
this weapon does pay off however, it pays off big. Enemies with empty chain
gauges may suddenly find themselves both staggered and stuck in that state for
an extended period of time. Outside of these uncommon situations though the
Procyons perform at sub-par levels across the board and should be seriously
reconsidered.
==> Snow {dsn} <==
Among your party Snow is clearly the most heavily built, and it shows in the
way he handles. He sports by far the highest HP total and a huge Strength stat.
While capable of being a very strong ravager, he is however limited to water,
ice, and wind spells, limiting his capabilities to harm certain enemies
elementally. He is built to soak up damage as well as inflict it, and Snow has
a menagerie of weapons at his disposal to assist him in these tasks.
When it comes to protection and brawling Snow is unmatched, able to soak up
damage like a proverbial sponge and dish it out with equal ferocity. Keep this
in mind while perusing his arsenal.
----- Wild Bear
Wild Bear
-------------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 26 | Catalyst: Perovskite |
-------------------------------------------------------------------------
| Buy/Sell: 1,800/900 | Purchased: Up in Arms | Found: Default weapon |
-------------------------------------------------------------------------
| Strength: 15(+5) > 140 || Magic: 15(+5) > 140 | | Rank: 3 |
-------------------------------------------------------------------------
Special Property: None
Synthesis: Physical Wall. Depending upon the number of accessories equipped,
Snow can reduce the amount of damage he receives from physical attacks by a sum
of 5, 10, 20, or 30.
Feral Pride
------------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 61 | Cat: Trapezohedron
------------------------------------------------------------------------
| Buy/Sell: XXX/3,600 | Purchased: XXX | Found: XXX |
------------------------------------------------------------------------
| Strength: 23(+6) > 383 || Magic: 23(+6) > 383 | Rank: 5 |
------------------------------------------------------------------------
Special Property: None
Synthesis: Physical Wall. See above.
Save the Queen
----------------------------------------------------------------
| Exp: min(increment) > total | Max level: 100 | Catalyst: XXX |
----------------------------------------------------------------
| Buy/Sell: XXX/11,520 | Purchased: XXX | Found: XXX |
----------------------------------------------------------------
| Strength: 24(+7) > 717 || Magic: 23(+7) > 717 | Rank: 11 |
----------------------------------------------------------------
Special Property: None
Synthesis: None
Notes: The Wild Bear serves as a perfectly viable weapon through most of the
game. In an odd move for a starter weapon the Wild Bear capitalizes on
flexibility. Most of his stronger weapons suffer from stat unbalance, low stats
in favor of abilities, or high stats with dangerous side effects. But the Wild
Bear supports all three of his primary roles without preference, though not
quite to the extreme levels as the more specialized weapons do.
As with many of the characters with varied offensive primary roles, this
starting weapon has beautifully balanced stats, allowing Snow to excel equally
in both ravager and commando roles. However, it is worth noting that the Wild
Bear's stats are modestly higher than every other balanced weapon in his
inventory save the aptly named Sacrificial Circle. This allows him the
capability to function above average in mindless brawls whether he's dealing
physical damage or magical.
Also of note is his synthesis ability physical wall. Unlike on most characters
where this ability is put to waste, it does have a minute amount of use for
Snow once his sentinel role is unlocked. Physical wall's flat damage filter
kicks in after all other damage dealt to the character is calculated, and the
sentinels' guard abilities reduce the damage they receive to mere chips. While
in the end game shaving away 20 damage from 1162 seems paltry, it's a tad more
palpable when that same 20 is dropped from 102. Though still somewhat
negligible it retains a bit of use.
The Wild Bear is useful beyond a shadow of a doubt. Even though its perks are
minute, it has no downsides and improves upon every aspect of Snow's primary
repertoire without limiting it to any degree. While basic, its an all around
brick of usefulness.
----- Power Circle
Power Circle
----------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 26 | Catalyst: Scarletite |
-------------------------------------------------------------------------
| Buy/Sell: 4,500/2,250 | Up in Arms | Chapter 1: Aerorail Trussway 3-N |
-------------------------------------------------------------------------
| Strength: 23(+7) > 198 || Magic: 13(+1) > 3 | | Rank: 6 |
-----------------------------------------------------------
Special Property: None
Synthesis: Physical Wall. Depending upon the number of accessories equipped,
Snow can reduce the amount of damage he receives from physical attacks by a sum
of 5, 10, 20, or 30.
Battle Standard
------------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 61 | Cat: Trapezohedron
------------------------------------------------------------------------
| Buy/Sell: XXX/9,000 | Purchased: XXX | Found: XXX |
------------------------------------------------------------------------
| Strength: 33(+8) > 513 || Magic: 5(+2) > 125 | Rank: 8 |
------------------------------------------------------------------------
Special Property: None
Synthesis: Physical Wall. See above.
Save the Queen
----------------------------------------------------------------
| Exp: min(increment) > total | Max level: 100 | Catalyst: XXX |
----------------------------------------------------------------
| Buy/Sell: XXX/28,800 | Purchased: XXX | Found: XXX |
----------------------------------------------------------------
| Strength: 34(+9) > 925 || Magic: 4(+2) > 202 | Rank: 11 |
----------------------------------------------------------------
Special Property: None
Synthesis: None
Notes: An interesting contender to steal the Wild Bear's thunder, the Power
Circle is remarkably similar yet incredibly different. It bears the same
special property and synthesis ability as the Wild Bear but its stats are quite
a bit more specialized. It still provides the tri-role functionality as Snow's
default weapon, but provides a lot more power in exchange for a bit of
limitation in options.
In the realm of attributes the Power Circle clearly favors strength over magic.
This doesn't damage Snow's functionality to a crippling degree, however. Magic
is clearly the lesser option compared to straight up punching foes in the face
as a commando, and he is still perfectly able to utilize this weapon's
incredible strength stat to deal elemental magic damage with the ravager's
strike abilities. What this weapon denies him is the effective use of his
normal ravager spells, which isn't particularly damaging, and the commando's
ruin spell, which can cause a few problems. In situations where the party faces
enemies strong against physical damage it is near pointless to keep Snow as a
commando if you expect him to deal damage. In most other situations however
Snow is able to MacGyver his strength stat into producing pain.
As with the Wild Bear, the Power Circle comes complete with the physical wall
synthesis ability. This is modestly useful for trimming away some of the damage
that is already shaved off when Snow assumes the sentinel role. Though hardly
useful outside of this purpose, it is worth at least a second glace.
Unfortunately (or fortunately) there is no special property to accompany this
weapon, leaving it somewhat basic.
The Power Circle is a considerable alternative to the Wild Bear, powerful in
comparison yet oh so slightly restricting. Considering how early in the game
you nab this particular weapon, you will likely be juggling between the two
trying to figure out which you prefer.
----- Unsetting Sun
Unsetting Sun
-------------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 26 | Catalyst: Perovskite |
-------------------------------------------------------------------------
| Buy/Sell: 1,800/900 | Purchased: Up in Arms | Found: Default weapon |
-------------------------------------------------------------------------
| Strength: 15(+5) > 140 || Magic: 15(+5) > 140 | | Rank: 3 |
-------------------------------------------------------------------------
Special Property: None
Synthesis: Physical Wall. Depending upon the number of accessories equipped,
Snow can reduce the amount of damage he receives from physical attacks by a sum
of 5, 10, 20, or 30.
Feral Pride
------------------------------------------------------------------------
| Exp: min(increment) > total | Max level: 61 | Cat: Trapezohedron
------------------------------------------------------------------------
| Buy/Sell: XXX/3,600 | Purchased: XXX | Found: XXX |
------------------------------------------------------------------------
| Strength: 23(+6) > 383 || Magic: 23(+6) > 383 | Rank: 5 |
------------------------------------------------------------------------
Special Property: None
Synthesis: Physical Wall. See above.
Save the Queen
----------------------------------------------------------------
| Exp: min(increment) > total | Max level: 100 | Catalyst: XXX |
----------------------------------------------------------------
| Buy/Sell: XXX/11,520 | Purchased: XXX | Found: XXX |
----------------------------------------------------------------
| Strength: 24(+7) > 717 || Magic: 23(+7) > 717 | Rank: 11 |
----------------------------------------------------------------
Special Property: None
Synthesis: None
Notes: The Wild Bear serves as a perfectly viable weapon through most of
===============================================================================
Achievements {Amt}
===============================================================================
This is a list of the achievements I have gotten so far. Details as to how to
get them where applicable.
-------------------------------------------------------------------------------
Story Completion Achievements
-------------------------------------------------------------------------------
Instrument of Fate: 15 G
-Received at the beginning of Chapter 1
Instrument of Dissent: 15 G
-Received at the beginning of Chapter 2
Instrument of Tragedy: 15 G
-Received at the beginning of Chapter 3
Instrument of Flight: 15 G
-Received at the beginning of Chapter 4
Instrument of Vengeance: 15 G
-Received at the beginning of Chapter 5
Instrument of Survival: 15 G
-Received at the beginning of Chapter 6
Instrument of Rebellion: 15 G
-Received at the beginning of Chapter 7
Instrument of Shame: 15 G
-Received at the beginning of Chapter 8
Instrument of Wrath: 15 G
-Received at the beginning of Chapter 9
Instrument of Truth: 15 G
-Received at the beginning of Chapter 10
Instrument of Hope: 15 G
-Received at the beginning of Chapter 11
Instrument of Faith: 30 G
-Received at the beginning of Chapter 12
Instrument of Change: 95 G
-Received at the end of the final credits.
-------------------------------------------------------------------------------
Cie'th Stone Achievements
-------------------------------------------------------------------------------
Kelger's Cup: 15 G
-Completed all low-level (D rank) Cie'th Stone missions.
Xezat's Chalice: 15 G
-Completed all mid-level (C Rank) Cie'th Stone missions.
Dorgann's Trophy: 30 G
-Completed all high-level (B rank) Cie'th Stone missions.
Galuf's Grail: 30 G
-Completed all Cie'th Stone missions.
Natural Selector: 30 G
-Passed Titan's Trials
-Complete Mission Mark 51. See Sidequests section.
Floraphobe: 30 G
-Received after completing Mark 54. See Sidequests section.
Exorcist: 30 G
-Received after defeating all seven Undying Cie'th Stone missions.
L'Cie Paragon: 80 G
-Earned a 5-star rating for all Cie'th Stone missions.
-Note: I did this WITHOUT the Gold Watch, WITHOUT fully-leveled weapons, and
BEFORE completing the Crystarium, so YOU CAN TOO.
-------------------------------------------------------------------------------
Crystarium Achivements
-------------------------------------------------------------------------------
Sentinel's Seal: 15 G
-Received after reaching Role Level 5 for Sentinel with one character.
Ravager's Seal: 15 G
-Received after reaching Role Level 5 for Ravager with one character.
Medic's Seal: 15 G
-Received after reaching Role Level 5 for Medic with one character.
Synergist's Seal: 15 G
-Received after reaching Role Level 5 for Synergist with one character.
Commando's Seal: 15 G
-Received after reaching Role Level 5 for Commando with one character.
Saboteur's Seal: 15 G
-Received after reaching Role Level 5 for Saboteur with one character.
Master's Seal: 30 G
-Received after reaching Role Level 5 for all Roles for all characters.
-------------------------------------------------------------------------------
Other Achievements
-------------------------------------------------------------------------------
Loremaster: 80 G
-Decerned the full attributes of 100 enemies.
-You'll get this one eventually by just playing through the game and using
Libra on new or tough enemies. I got it in Chapter 10 because I leap
without looking.
Pulsian Pioneer: 15 G
-Took over 10,000 steps on the lowerworld surface.
-Once you get to Oerba, find Vanille's pet robot in one of the nearby houses.
Collect spare parts near the red rings, and then check back with the robot
twice to get this achievement.
Superstar: 80 G
-Earned a 5-star rating in battle to determine the world's fate. See
walkthrough.
Gysahl Wealth: 15 G
-Dig up a Ribbon while riding a chocobo.
Limit Breaker: 30 G
-Dealt 100,000+ damage with a single attack.
-After getting the Genji Glove (from Mark 51, 62, or 63. See Sidequests
section), equip it on your Commando and go stagger an Oretoise or a Behemoth
or something. You'd have to TRY not to get this achievement.
Adamant Will: 30 G
-Defeated a Long Gui (the blue Adamantoises seen after Mission 63).
-There is a hard way to do this, and an easy way. The hard way is to kit up
with Gaian Rings, Magus's Bracelets, Imperial Armlets, etc. and try to take
it out like a normal Adamantoise (with the addition of a Sen/Sen/Sen
Paradigm to counter Ultima).
-The easy way is to SAVE YOUR GAME, level up and dismantle your three
Doctor's Codes, and gear up with Genji Gloves and strength-boosting
accessories. Go in with a Fortisol, use Sazh to summon immediately, Blitz
until your party comes back, debuff, stagger, stab. When it gets back up,
pop an Elixer and repeat. Once you get the achievement, simply reload your
game and everything will be back the way it was.
Treasure Hunter: 80 G
-Held every weapon and accessory. Talk to Bhakti in Oerba once you think
you have everything.
-This will almost certainly be the last achievement you get. You must have
held, at some point in the game, 119 different accessories and 102 different
weapons. That's 8 base weapons for each character, 8 second-tier weapons
for each, and 1 ultimate weapon for each. You don't need to have everything
at the same time. Farming Adamantoises until you can afford 5 lumps of dark
matter is your long-lead item.
-UPDATE! Instead of gil-farming for Dark Matter, you can farm Shaolong Guis
(the baby oretoises that spawn after Mission 63) to win Dark Matter
directly! (Thanks to Sword Seraph)
-The accessories are harder to keep track of, but the only ones I needed to
buy were a Titanium Bangle and a Serenity Sachet. The rest can be obtained
through upgrading. You could upgrade a Tungsten Bangle for the former, too.
===============================================================================
Enemy List (By Victor Orr) {Emy}
===============================================================================
SOLDIERS:
----------------------------------------------
Name:PSICOM Enforcer
HP: 171
Level: 24
Type:Soldiers
Subcategory: PSICOM Shock Troops
Stagger Resistance: 20
Stagger Value: 130.0%
Common Drop: Potion
Rare Drop: Phoenix Down
Crystogen Points: 3
Elements:
Normal - All
Strong -
Weak -
Half -
Immune -
Status Immunities:
Notes:
-
-
-
-
-------------------------
Name:PSICOM Tracker
HP: 1296
Level: 16
Type:Soldiers
Subcategory: PSICOM Shock Troops
Stagger Resistance: 50
Stagger Value: 200.0%
Common Drop: Potion
Rare Drop: Phoenix Down
Crystogen Points: 8
Elements:
Normal - All
Strong -
Weak -
Half -
Immune -
Status Immunities:
Notes:
-
-
-
-
---------------------------------
Name:PSICOM Scavenger
HP: 9660
Level: 13
Type:Soldiers
Subcategory: PSICOM Shock Troops
Stagger Resistance: 50
Stagger Value: 140.0%
Common Drop: Phoenix Down
Rare Drop: Incentive Chip
Crystogen Points: 51
Elements:
Normal - All
Strong -
Weak -
Half -
Immune -
Status Immunities:
Notes:
- Delivers devastating physical attacks.
- Capable of bestowing Vigilance.
-
-
-----------------------------------
Name:PSICOM Raider
HP: 20592
Level: 9
Type:Soldiers
Subcategory: PSICOM Shock Troops
Stagger Resistance: 10
Stagger Value: 195.0%
Common Drop: Credit Chip
Rare Drop: Incentive Chip
Crystogen Points: 128
Elements:
Normal - All
Strong -
Weak -
Half -
Immune -
Status Immunities:
Notes:
- Delivers devastating physical attacks.
- Capable of inflicting Pain.
- Capable of inflicting Fog.
- May assume a difficult to damage state.
-----------------------------------------
Name:Targeting Beacon (1st)
HP: 975
Level: 0
Type:Soldiers
Subcategory: PSICOM Shock Troops
Stagger Resistance: 100
Stagger Value: 200.0%
Common Drop:
Rare Drop:
Crystogen Points: 3
Elements:
Normal - All
Strong -
Weak -
Half -
Immune -
Status Immunities: Deprotect, Deshell, Slow, Poison, Imperil, Curse, Pain, Fog,
Daze, Death
Notes:
-Unremarkable.
-
-
-
--------------------------------
Name:PSICOM Warden
HP: 84
Level: 21
Type:Soldiers
Subcategory: PSICOM HUnters
Stagger Resistance: 0
Stagger Value: 120.0%
Common Drop: Potion
Rare Drop: Phoenix Down
Crystogen Points: 3
Elements:
Normal - All
Strong -
Weak -
Half -
Immune -
Status Immunities:
Notes:
- Relatively low HP.
-
-
-
-------------------------------------------
Name:PSICOM Ranger
HP: 324
Level: 16
Type:Soldiers
Subcategory: PSICOM Hunters
Stagger Resistance: 50
Stagger Value: 200.0%
Common Drop: Potion
Rare Drop: Phoenix Down
Crystogen Points: 7
Elements:
Normal - All
Strong -
Weak -
Half -
Immune -
Status Immunities:
Notes:
- Capable of bestowing Protect.
- Capable of bestowing Shell.
-
-
-----------------------------------
Name:PSICOM Predator
HP: 3780
Level: 13
Type:Soldiers
Subcategory: PSICOM Hunters
Stagger Resistance: 70
Stagger Value: 140.0%
Common Drop: Phoenix Down
Rare Drop: Incentive Chip
Crystogen Points: 51
Elements:
Normal - All
Strong -
Weak -
Half -
Immune -
Status Immunities:
Notes:
- Delivers devastating physical attacks.
- Capable of inflicting Curse.
-
-
-----------------------------------
Name:PSICOM Infiltrator
HP: 9504
Level: 10
Type:Soldiers
Subcategory: PSICOM Hunters
Stagger Resistance: 10
Stagger Value: 160.0%
Common Drop: Credit Chip
Rare Drop: Incentive Chip
Crystogen Points: 128
Elements:
Normal - All
Strong -
Weak -
Half -
Immune -
Status Immunities:
Notes:
- Delivers devastating physical attacks.
-
-
-
-----------------------------------------
Name:PSICOM Bombardier
HP: 11340
Level: 13
Type:Soldiers
Subcategory: PSICOM Artillery
Stagger Resistance: 50
Stagger Value: 140.0%
Common Drop: Phoenix Down
Rare Drop: Incentive Chip
Crystogen Points: 58
Elements:
Normal - All
Strong -
Weak -
Half -
Immune -
Status Immunities:
Notes:
- Delivers devastating physical attacks.
-
-
-
--------------------------------------------
Name:PSICOM Destroyer
HP: 23760
Level: 12
Type:Soldiers
Subcategory: PSICOM Artillery
Stagger Resistance: 20
Stagger Value: 150.0%
Common Drop: Credit Chip
Rare Drop: Incentive Chip
Crystogen Points: 218
Elements:
Normal - All
Strong -
Weak -
Half -
Immune -
Status Immunities:
Notes:
- Susceptible to Slow.
- Delivers devastating physical attacks.
- Chain bonus can be easily accumulated.
-
------------------------------------------------
Name:PSICOM Aerial Recon
HP: 189
Level: 44
Type:Soldiers
Subcategory: PSICOM Airborne
Stagger Resistance: 80
Stagger Value: 110.0%
Common Drop: Potion
Rare Drop: Phoenix Down
Crystogen Points: 0
Elements:
Normal - All
Strong -
Weak -
Half -
Immune -
Status Immunities:
Notes:
-
-
-
-
---------------------------------------------
Name:PSICOM Aerial Sniper
HP: 7350
Level: 17
Type:Soldiers
Subcategory: PSICOM Airborne
Stagger Resistance: 90
Stagger Value: 110.0%
Common Drop: Phoenix Down
Rare Drop: Incentive Chip
Crystogen Points: 58
Elements:
Normal - Fire, Ice, Lightning, Water,Earth, Wind, Magical
Strong -
Weak -
Half - Physical
Immune -
Status Immunities:
Notes:
- Delivers devastating physical attacks.
-
-
-
---------------------------------------------------
Name:PSICOM Dragoon
HP: 12024
Level: 10
Type:Soldiers
Subcategory: PSICOM Airborne
Stagger Resistance: 90
Stagger Value: 110.0%
Common Drop: Credit Chip
Rare Drop: Incentive Chip
Crystogen Points: 163
Elements:
Normal - Fire, Ice, Lightning, Water,Earth, Physical, Magical
Strong -
Weak -
Half - Wind
Immune -
Status Immunities:
Notes:
- Delivers devastating physical attacks.
- Susceptible to Slow.
-
-
--------------------------------------------
Name:PSICOM Huntress
HP: 11960
Level: 22
Type:Soldiers
Subcategory: PSICOM Epopts
Stagger Resistance: 45
Stagger Value: 180.0%
Common Drop: Credit Chip
Rare Drop: Incentive Chip
Crystogen Points: 192
Elements:
Normal - All
Strong -
Weak -
Half -
Immune -
Status Immunities:
Notes:
- Delivers devastating physical attacks.
- Capable of bestowing Bravery.
- Capable of bestowing Protect.
- Capable of bestowing Shell.
---------------------------------------------
Name:PSICOM Marauder
HP: 11340
Level: 13
Type:Soldiers
Subcategory: PSICOM Elites
Stagger Resistance: 50
Stagger Value: 140.0%
Common Drop: Phoenix Down
Rare Drop: Incentive Chip
Crystogen Points: 58
Elements:
Normal - Fire, Ice, Lightning, Water,Earth,Magical
Strong -
Weak -
Half - Physical
Immune -
Status Immunities:
Notes:
- Low stagger threshold.
-
-
-
-------------------------------------
Name:PSICOM Executioner
HP: 4050
Level: 30
Type:Soldiers
Subcategory: PSICOM Elites
Stagger Resistance: 90
Stagger Value: 130.0%
Common Drop: Credit Chip
Rare Drop: Millerite
Crystogen Points: 20
Elements:
Normal - Fire, Ice, Lightning, Water,Earth,Wind
Strong -
Weak -
Half - Physical, Magical
Immune -
Status Immunities:
Notes:
-
-
-
-
-------------------------------------------
Name:PSICOM Warlord
HP: 22680
Level: 17
Type:Soldiers
Subcategory: PSICOM Elites
Stagger Resistance: 85
Stagger Value: 120.0%
Common Drop: Credit Chip
Rare Drop: Rhodochrosite
Crystogen Points: 128
Elements:
Normal - Fire, Ice, Lightning, Water,Earth,Wind
Strong -
Weak -
Half - Physical, Magical
Immune -
Status Immunities:
Notes:
- Delivers devastating physical attacks.
- Executes powerful magic attacks.
-
-
----------------------------------------
Name:PSICOM Reaver
HP: 59400
Level: 13
Type:Soldiers
Subcategory: PSICOM Elites
Stagger Resistance: 30
Stagger Value: 250.0%
Common Drop: Credit Chip
Rare Drop: Cobaltite
Crystogen Points: 384
Elements:
Normal - Earth, Physical
Strong -
Weak -
Half - Fire, Ice, Lightning, Water, Wind, Magical
Immune -
Status Immunities:
Notes:
- Capable of inflicting Deshell.
- Capable of inflicting Deprotect.
- Executes powerful magic attacks.
- Susceptible to Deprotect.
-------------------------------------------------
Name:Corps Regular
HP: 1560
Level: 11
Type:Soldiers
Subcategory: Corps Footmen
Stagger Resistance: 20
Stagger Value: 150.0%
Common Drop: Potion
Rare Drop: Phoenix Down
Crystogen Points: 16
Elements:
Normal - Water Wind Earth Physical Magical
Strong -
Weak - Fire Ice
Half - Lightning
Immune -
Status Immunities:
Notes:
- Delivers devastating physical attacks.
-
-
-
-----------------------------------------
Name:Corps Watchman
HP: 6048
Level: 10
Type:Soldiers
Subcategory: Corps Footmen
Stagger Resistance: 30
Stagger Value: 150.0%
Common Drop: Potion
Rare Drop: Phoenix Down
Crystogen Points: 32
Elements:
Normal - Lightning Water Wind Earth Physical Magical
Strong -
Weak - Ice
Half -
Immune - Fire
Status Immunities:
Notes:
- Employs powerful fire-based attacks.
-
-
-
-------------------------------------------
Name: Corps Pacifex
HP: 5670
Level: 10
Type:Soldiers
Subcategory: Corps Footmen
Stagger Resistance: 10
Stagger Value: 130.0%
Common Drop: Phoenix Down
Rare Drop: Credit Chip
Crystogen Points: 32
Elements:
Normal - Fire Ice Wind Earth Physical Magical
Strong -
Weak - Lightning
Half - Water
Immune -
Status Immunities:
Notes:
- Delivers devastating physical attacks.
- Delivers devastating water-based attacks.
-
-
-------------------------------------------
Name: Corps Gunner
HP: 1092
Level: 10
Type:Soldiers
Subcategory: Corps Gunmen
Stagger Resistance: 20
Stagger Value: 150.0%
Common Drop: Potion
Rare Drop: Phoenix Down
Crystogen Points: 14
Elements:
Normal - Water Wind Physical Magical
Strong -
Weak - Fire Ice
Half - Lightning
Immune -
Status Immunities:
Notes:
- Capable of bestowing Barthunder.
-
-
-
------------------------------------
Name: Corps Marksman
HP: 2205
Level: 9
Type: Soldiers
Subtype: Corps Gunmen
Stagger Resistance: 30
Stagger Value: 150.0%
Common Drop: Potion
Rare Drop: Pheonix Down
Crystogen Points:29
Elements:
Normal - Lightning Water Wind Earth Physical Magical
Strong -
Weak - Ice
Half -
Immune - Fire
Status Immunities:
Notes:
- Capable of bestowing Enfire.
-
-
-
----------------------------------------------------------
Name: Corps Tranquifex
HP: 3612
Level: 9
Type:Soldiers
Subtype: Corps Gunmen
Stagger Resistance:0
Stagger Value: 135.0%
Common Drop: Phoenix Down
Rare Drop: Credit Chip
Crystogen Points: 32
Elements:
Normal - Fire Ice Wind Earth Physical Magical
Strong -
Weak - Lightning
Half - Water
Immune -
Status Immunities:
Notes:
- Delivers devastating physical attacks.
- Capable of bestowing Enwater.
-
-
-----------------------------------------------------------------
Militarized Units
-----------------------------------------------------------------
Name:Watchdrone
HP: 1890
Level: 18
Type:Militarized Units
Subtype:Drones
Stagger Resistance: 90
Stagger Value: 110.0%
Common Drop:Digital Circuit
Rare Drop: Paraffin Oil
Crystogen Points: 10
Elements:
Normal - Fire Ice Earth Physical Magical
Strong -
Weak - Lightning Water
Half -
Immune -
Status Immunities: Poison Pain Daze
Notes:
- Employs powerful lightning-based attacks.
- Coordinates attacks against a single target.
-
-
--------------------------------------
Name: Deckdrone
HP: 15840
Level: 10
Type: Militarized Units
Subtype: Drones
Stagger Resistance: 90
Stagger Value: 113.0%
Common Drop: Digital Circuit
Rare Drop: Silicone Oil
Crystogen Points: 141
Elements:
Normal - Water Earth Physical Magical
Strong -
Weak - Fire Ice
Half - Wind
Immune - Lightning
Status Immunities: Poison Pain Daze
Notes:
- Delivers devastating physical attacks.
- Employs powerful lightning-based attacks.
- Susceptible to Curse.
-
-----------------------------------
Name:Myrmidon
HP: 1260
Level:18
Type: Militarized Units
Subtype: Tilters
Stagger Resistance:0
Stagger Value: 110.0%
Common Drop: Digital Circuit
Rare Drop: Polymer Emulsion
Crystogen Points:0
Elements:
Normal - Ice Lightning Water Wind Earth Physical Magical
Strong -
Weak - Fire
Half -
Immune -
Status Immunities: Poison Pain Daze
Notes:
- Attacks quickly and relentlessly.
-
-
-
----------------------------------------
Name: Crusader
HP: 7290
Level: 11
Type: Militarized Units
Subtype: Tilters
Stagger Resistance:0
Stagger Value: 200.0%
Common Drop: Digital Circuit
Rare Drop: Ferroelectric Film
Crystogen Points: 16
Elements:
Normal - Fire Ice Lightning Water Wind Earth Magical
Strong -
Weak -
Half - Physical
Immune -
Status Immunities: Posion Pain Daze
Notes:
- Attacks quickly and relentlessly.
-
-
-
--------------------------------
Name: Orion
HP: 25200
Level: 12
Type: Militarized Units
Subtype: Tilters
Stagger Resistance:
Stagger Value:
Common Drop:
Rare Drop:
Crystogen Points:77
Elements:
Normal - Fire Ice Lightning Water Wind Earth Magical
Strong -
Weak -
Half - Physical
Immune -
Status Immunities: Poison Pain Daze
Notes:
- Employs powerful lightning-based attacks.
- Delivers devastating physical attacks.
- Susceptible to Slow.
-
------------------------------------
Name: Viking
HP: 140976
Level: 5
Type:Militarized Units
Subtype: Tilters
Stagger Resistance: 83
Stagger Value: 160.0%
Common Drop: Digital Circuit
Rare Drop: Perfect Conductor
Crystogen Points: 320
Elements:
Normal - Ice Wind Earth Physical Magical
Strong -
Weak - Lightning Water
Half -
Immune - Fire
Status Immunities: Poison Pain Daze
Notes:
- Employs powerful fire-based attacks.
- Susceptible to Slow.
- Susceptible to Deprotect.
- Susceptible to Deshell.
--------------------------------------------
Name: Uhlan
HP: 10842
Level: 10
Type: Militarized Units
Subtype: Golem
Stagger Resistance: 80
Stagger Value: 140.0%
Common Drop: Electrolytic Capacitor
Rare Drop: Ceramic Armor
Crystogen Points: 20
Elements:
Normal - Fire Ice Wind Earth Physical Magical
Strong -
Weak - Lightning Water
Half -
Immune -
Status Immunities: Poison Pain Daze
Notes:
- Delivers devastating physical attacks.
- Employs powerful fire-based attacks.
-
-
-------------------------------------------
Name: Ciconia Velocycle
HP: 7290
Level: 14
Type: Militarized Units
Subtype: Cognispeeders
Stagger Resistance: 50
Stagger Value: 160.0%
Common Drop: Digital Circuit
Rare Drop: Insulated Cabling
Crystogen Points: 24
Elements:
Normal - Fire Ice Lightning Water Wind Earth
Strong -
Weak -
Half - Physical Magical
Immune -
Status Immunities: Curse
Notes:
- Physical and magic resistance low when staggered.
- High damage-dealing potential.
- Employs powerful lightning-based attacks.
-
----------------------------------------
Name: Falco Velocycle
HP: 14700
Level: 25
Type: Militarized Units
Subtype: Cognispeeders
Stagger Resistance: 85
Stagger Value: 140.0%
Common Drop: Digital Circuit
Rare Drop: Fiber-optic Cable
Crystogen Points: 90
Elements:
Normal - Fire Ice Water Wind Earth
Strong -
Weak - Lightning
Half - Physical Magical
Immune -
Status Immunities: Curse
Notes:
- Delivers devastating physical attacks.
- High damage-dealing potential.
-
-
-------------------------------------
Name: Milvus Velocycle
HP: 25200
Level: 6
Type: Militarized Units
Subtype: Cognispeeders
Stagger Resistance: 50
Stagger Value: 220.0%
Common Drop: Digital Circuit
Rare Drop: Turbojet
Crystogen Points: 48
Elements:
Normal - Fire Ice Lightning Water Wind Earth Physical Magical
Strong -
Weak -
Half -
Immune -
Status Immunities: Curse
Notes:
- Employs powerful water-based attacks.
-
-
-
----------------------------------------------
Name: Midlight Reaper
HP: 100800
Level: 56
Type: Militarized Units
Subtype: Armatures
Stagger Resistance: 50
Stagger Value: 160.0%
Common Drop: Gyroscope
Rare Drop: Piezoelectric Element
Crystogen Points: 1500
Elements:
Normal - Water Wind Earth
Strong -
Weak - Fire Ice
Half - Physical Magical
Immune - Lightning
Status Immunities: Pain Fog
Notes:
- Delivers devastating physical attacks.
- Susceptible to Imperil.
-
-
------------------------------------------------
Name: Havoc Skytank (Boss)
HP: 441000
Level: 56
Type: Militarized Units
Subtype: Armatures
Stagger Resistance: 95
Stagger Value: 200.0%
Common Drop: Uranite
Rare Drop: N/A
Crystogen Points: 1800
Elements:
Normal - Fire Ice Lightning Water Earth Physical Magical
Strong -
Weak -
Half -
Immune - Wind
Status Immunities: All
Notes:
- Cannot be attacked from close range.
- Delivers devastating physical attacks.
- Not affected by interference / weakening abilities.
- There are places other than the main body that can also be attacked.
Name: Starboard Hull (Part of Boss: Havoc Skytank)
HP: 12600
Level: 51
Type:
Subtype:
Stagger Resistance: 90
Stagger Value: 200.0%
Common Drop:
Rare Drop:
Crystogen Points: 0
Elements:
Normal - Fire Ice Lightning Water Earth Physical Magical
Strong -
Weak -
Half -
Immune - Wind
Status Immunities: All
Notes:
- Cannot be attacked from close range.
- Delivers devastating physical attacks.
- Not affected by interference / weakening abilities.
- Coordinates attacks against a single target.
--------------------------------------------
Name: Starboard Turret (Part of Boss: Havoc Skytank)
HP: 10710
Level: 51
Type: Militarized Units
Subtype: Armatures
Stagger Resistance:90
Stagger Value: 200.0%
Common Drop: None
Rare Drop: None
Crystogen Points: 0
Elements:
Normal - Fire Ice Lightning Water Earth Physical Magical
Strong -
Weak -
Half -
Immune - Wind
Status Immunities: All
Notes:
- Cannot be attacked from close range.
- Delivers devastating physical attacks.
- Not affected by interference / weakening abilities.
- Coordinates attacks against a single target.
Name: Portside Hull (Part of Boss: Havoc Skytank)
HP: 12600
Level: 51
Type: Militarized Units
Subtype: Armatures
Stagger Resistance: 90
Stagger Value: 200.0%
Common Drop: N/A
Rare Drop: N/A
Crystogen Points: 0
Elements:
Normal - Fire Ice Lightning Water Earth Physical Magical
Strong -
Weak -
Half -
Immune - Wind
Status Immunities: All
Notes:
- Cannot be attacked from close range.
- Delivers devastating physical attacks.
- Not affected by interference / weakening abilities.
- Coordinates attacks against a single target.
Name: Portside Turret (Part of Boss: Havoc Skytank)
HP: 10710
Level: 51
Type: Militarized Units
Subtype: Armatures
Stagger Resistance: 90
Stagger Value: 200.0%
Common Drop: N/A
Rare Drop: N/A
Crystogen Points: 0
Elements:
Normal - Fire Ice Lightning Water Earth Physical Magical
Strong -
Weak -
Half -
Immune - Wind
Status Immunities: All
Notes:
- Cannot be attacked from close range.
- Delivers devastating physical attacks.
- Not affected by interference / weakening abilities.
- Coordinates attacks against a single target.
------------------------------------------------------
Name: Pantheron
HP: 375
Level: 22
Type: Militarized Units
Subtype: Razorclaws
Stagger Resistance: 0
Stagger Value: 103.0%
Common Drop: Chipped Fang
Rare Drop: Wicked Fang
Crystogen Points: 3
Elements:
Normal - Lightning Water Earth Physical Magical
Strong -
Weak - Fire Ice
Half -
Immune -
Status Immunities: None
Notes:
- Low stagger threshold.
-
-
-
--------------------------------------------------------
Name: Thexteron
HP: 3120
Level: 10
Type: Militarized Units
Subtype: Razorclaws
Stagger Resistance: 70
Stagger Value: 120.0%
Common Drop: Chipped Fang
Rare Drop: Wicked Fang
Crystogen Points: 16
Elements:
Normal - Fire Water Wind Earth Physical Magical
Strong -
Weak - Ice Lightning
Half -
Immune -
Status Immunities: None
Notes:
- Delivers devastating physical attacks.
- Capable of bestowing Bravery.
-
-
----------------------------------------------------------
Name: Adamantheron
HP: 96800
Level: 9
Type: Militarized Units
Subtype: Razorclaws
Stagger Resistance: 90
Stagger Value: 120.0%
Common Drop: Chipped Fang
Rare Drop: Sinister Fang
Crystogen Points: 780
Elements:
Normal - Wind Earth Physical Magical
Strong -
Weak - Ice Water
Half - Fire Lightning
Immune -
Status Immunities: None
Notes:
- Capable of bestowing Haste.
- Susceptible to Daze.
- Capable of bestowing Bravery.
-
--------------------------------------------------
Name: Zwerg Scandroid
HP: 57
Level: 12
Type: Militarized Units
Subtype: Zwerg Droids
Stagger Resistance: 0
Stagger Value: 130.0%
Common Drop: Torn Leather
Rare Drop: Thickened Hide
Crystogen Points: 0
Elements:
Normal - Fire Ice Lightning Water Wind Earth Physical Magical
Strong -
Weak -
Half -
Immune -
Status Immunities: None
Notes:
- Relatively low HP.
-
-
-
------------------------------------------------
Name: Zwerg Metrodroid
HP: 2160
Level: 10
Type: Militarized Units
Subtype: Zwerg Droids
Stagger Resistance: 20
Stagger Value: 200.0%
Common Drop: Torn Leather
Rare Drop: Smooth Hide
Crystogen Points: 128
Elements:
Normal - Ice Earth Physical Magical
Strong -
Weak - Fire Wind
Half -
Immune - Lightning Water
Status Immunities: None
Notes:
- Executes powerful magic attacks.
-
-
-
------------------------------------------------------
Name: Vespid
HP: 6930
Level: 13
Type: Militarized Units
Subtype: Vespids
Stagger Resistance: 25
Stagger Value: 230.0%
Common Drop: Molted Tail
Rare Drop: Barbed Tail
Crystogen Points: 38
Elements:
Normal - Fire Ice Lightning Water Wind Earth Physical Magical
Strong -
Weak -
Half -
Immune -
Status Immunities: Curse
Notes:
- Executes powerful magic attacks.
- Susceptible to Slow.
-
-
--------------------------------------------------
Name: Frag Leech
HP: 1575
Level: 8
Type: Militarized Units
Subtype: Leeches
Stagger Resistance: 0
Stagger Value: 200.0%
Common Drop: Gummy Oil
Rare Drop: Fragrant Oil
Crystogen Points: 116
Elements:
Normal - Fire Ice Lightning Water Wind Earth Physical Magical
Strong -
Weak -
Half -
Immune -
Status Immunities: None
Notes:
- Employs powerful fire-based attacks.
-
-
-
---------------------------------------------
Name: Lucidon
HP: 10080
Level: 23
Type: Militarized Units
Subtype: Armadons
Stagger Resistance: 90
Stagger Value: 120.0%
Common Drop: Segmented Carapace
Rare Drop: Iron Shell
Crystogen Points: 96
Elements:
Normal -
Strong - Physical Magical
Weak -
Half - Fire Ice Lightning Water Wind Earth
Immune -
Status Immunities: All
Notes:
- Performs an attack with both physical / magical attributes.
- Physical and magic resistance low when staggered.
- Not affected by interference / weakening abilities.
-
----------------------------------------------------
Name: Thermadon
HP: 43200
Level: 11
Type: Militarized Units
Subtype: Armadons
Stagger Resistance: 80
Stagger Value: 165.0%
Common Drop: Segmented Carapace
Rare Drop: Iron Shell
Crystogen Points: 269
Elements:
Normal - Fire Ice Lightning Water Wind Earth
Strong - Physical Magical
Weak -
Half -
Immune -
Status Immunities: None
Notes:
- Performs an attack with both physical / magical attributes.
- Physical and magic resistance low when staggered.
- Has high HP.
- Susceptible to Slow.
------------------------------------------------------
Name: Flanitor
HP: 3780
Level: 20
Type: Militarized Units
Subtype: Flan
Stagger Resistance: 85
Stagger Value: 115.0%
Common Drop: Murky Ooze
Rare Drop: Vibrant Ooze
Crystogen Points: 64
Elements:
Normal - Fire Ice Lightning Water Wind Earth Physical Magical
Strong -
Weak -
Half -
Immune -
Status Immunities: None
Notes:
- Delivers devastating physical attacks.
-
-
-
--------------------------------------------------------
Name: Flanberg
HP: 12600
Level: 10
Type: Militarized Units
Subtype: Flan
Stagger Resistance: 0
Stagger Value: 190.0%
Common Drop: Murky Ooze
Rare Drop: Vibrant Ooze
Crystogen Points: 102
Elements:
Normal - Fire Ice Wind Earth Physical Magical
Strong -
Weak - Water
Half -
Immune - Lightning
Status Immunities:
Notes:
- Delivers devastating physical attacks.
-
-
-
-------------------------------------------------------
Name: Beta Behemoth
HP: 1800
Level: 20
Type: Militarized Units
Subtype: Behemoths
Stagger Resistance: 70
Stagger Value: 500.0%
Common Drop: Potion
Rare Drop:
Crystogen Points: 0
Elements:
Normal - Fire Ice Wind Earth Physical Magical
Strong -
Weak - Lightning Water
Half -
Immune -
Status Immunities: Curse Pain Death
Notes:
- Delivers devastating physical attacks.
-
-
-
---------------------------------------------------------
Name: Alpha Behemoth
HP: 20250
Level: 6
Type: Militarized Units
Subtype: Behemoths
Stagger Resistance: 70
Stagger Value: 200.0%
Common Drop: Begrimed Claw
Rare Drop: Bestial Claw
Crystogen Points: 36
Elements:
Normal - Ice Lightning Wind Earth Physical
Strong -
Weak - Fire Water
Half - Magical
Immune -
Status Immunities: Curse Pain
Notes:
- Delivers devastating physical attacks.
- Magical attacks are ineffectual.
-
-
-----------------------------------------------------
Name: Lodestar Behemoth
HP: 37800
Level: 18
Type: Militarized Units
Subtype: Behemoths
Stagger Resistance: 40
Stagger Value: 500.0%
Common Drop: Begrimed Claw
Rare Drop: Bestial Claw
Crystogen Points: 128
Elements:
Normal - Fire Ice Lightning Water Wind Earth Physical Magical
Strong -
Weak -
Half -
Immune -
Status Immunities: Curse Pain
Notes:
- Delivers devastating physical attacks.
- Susceptible to Slow.
- Has high HP.
-
-----------------------------------------------------------
Name: Proto-behemoth
HP: 484000
Level: 8
Type: Militarized Units
Subtype: Behemoths
Stagger Resistance: 90
Stagger Value: 200.0%
Common Drop: Begrimed Claw
Rare Drop: Hellish Talon
Crystogen Points: 3250
Elements:
Normal - Wind Earth Physical Magical
Strong -
Weak - Ice Water
Half - Fire Lightning
Immune -
Status Immunities: Curse Pain
Notes:
- Can alter own form.
- Delivers devastating physical attacks.
- Attacks quickly and relentlessly.
-
----------------------------------------------------
Name: Manasvin Warmech (First Time)
HP: 360
Level: 75
Type: Militarized Units
Subtype: Annihilators
Stagger Resistance: 0
Stagger Value: 300.0%
Common Drop: Potion
Rare Drop:
Crystogen Points: 0
Elements:
Normal - Fire Ice Wind Earth Physical Magical
Strong -
Weak - Lightning Water
Half -
Immune -
Status Immunities: Poison Daze Death
Notes:
-
-
-
-
-----------------------------------------------------
Name: Manasvin Warmech (Second Time)
HP: 32400
Level: 60
Type: Militarized Units
Subtype: Annihilators
Stagger Resistance: 50
Stagger Value: 160.0%
Common Drop: Digital Circuit
Rare Drop:
Crystogen Points: 64
Elements:
Normal - Fire Ice Wind Earth Physical Magical
Strong -
Weak - Lightning Water
Half -
Immune -
Status Immunities: Poison Daze Death
Notes:
- Delivers devastating physical attacks.
-
-
-
--------------------------------------------------------
Name: Anavatapta Warmech
HP: 280500
Level: 54
Type: Militarized Units
Subtype: Annihilators
Stagger Resistance: 20
Stagger Value: 250.0%
Common Drop: Tesla Turbine
Rare Drop:
Crystogen Points: 26000
Elements:
Normal - Fire Ice Water Wind Earth Physical Magical
Strong -
Weak - Lightning
Half -
Immune -
Status Immunities: Poison Pain Fog
Notes:
- Its weak point is thunder attribute.
-
-
-
---------------------------------------------------
Name: Garuda Interceptor
HP: 8000
Level:
Type: Militarized Untis
Subtype: Annihilators
Stagger Resistance: 50
Stagger Value: 170.0%
Common Drop: Silver Bangle
Rare Drop:
Crystogen Points: 240
Elements:
Normal - Fire Ice Lightning Water Physical Magical
Strong -
Weak - Wind
Half -
Immune - Earth
Status Immunities:
Notes:
- Employs powerful lightning-based attacks.
-
-
-
---------------------------------------------------------
Name: Kalavinka Striker
HP: 108000
Level: 56
Type: Militarized Units
Subtype: Annihilators
Stagger Resistance: 25
Stagger Value: 300.0%
Common Drop: Soulfront
Rare Drop:
Crystogen Points: 1280
Elements:
Normal - Fire Ice Water Earth Magical
Strong -
Weak -
Half - Wind Physical
Immune -
Absorb - Lightning
Status Immunities:
Notes:
- Employs powerful lightning-based attacks.
- Delivers devastating physical attacks.
- Susceptible to Slow.
- Susceptible to Curse.
--------------------------------------------------------
Name: Aster Protoflorian
HP: 129600
Level: 59
Type: Militarized Units
Subtype: Annihilators
Stagger Resistance:80
Stagger Value: 200.0%
Common Drop: Tungsten Bangle
Rare Drop:
Crystogen Points: 1000
Elements:
Normal - Physical Magical
Strong -
Weak -
Half - Fire Ice Lightning Water Wind Earth
Immune -
Absorb - Lightning
Status Immunities: Death Dispel
Notes:
- Delivers devastating physical attacks.
- This enemy changes its weak point.
-
-
------------------------------------------------------
Name: Vernal Harvester
HP: 924000
Level: 5
Type: Militarized Units
Subtype: Annihilators
Stagger Resistance: 80
Stagger Value: 200.0%
Common Drop: Electrode
Rare Drop: Moebius Coil
Crystogen Points: 3380
Elements:
Normal - All
Strong -
Weak -
Half -
Immune -
Status Immunities: Dispel
Notes:
- This enemy changes its weak point.
- Delivers devastating physical attacks.
- Executes powerful magic attacks.
-
--------------------------------------------
Name: Ushumgal Subjugator (First Time)
HP: 126000
Level: 57
Type: Militarized Units
Subtype: Annihilators
Stagger Resistance: 95
Stagger Value: 150.0%
Common Drop: Abominable Wing
Rare Drop:
Crystogen Points: 980
Elements:
Normal - Fire Ice Water Wind Earth Physical Magical
Strong -
Weak - Lightning
Half -
Immune -
Status Immunities: Death Dispel
Notes:
- Employs powerful fire-based attacks.
- Delivers devastating physical attacks.
- Its weak point is thunder attribute.
-
-------------------------------------------------
Name: Ushumgal Subjugator (Second Time)
HP: 378000
Level: 55
Type: Militarized Units
Subtype: Annihilators
Stagger Resistance: 70
Stagger Value: 250.0%
Common Drop:
Rare Drop:
Crystogen Points:
Elements:
Normal - Fire Ice Water Wind Earth Physical Magical
Strong -
Weak - Lightning
Half -
Immune -
Status Immunities: Death Dispel
Notes:
- Delivers devastating physical attacks.
- Susceptible to Slow.
- Its weak point is thunder attribute.
-
--------------------------------------------------------
Name: Tiamat Eliminator
HP: 3825000
Level: 52
Type: Militarized Units
Subtype: Annihilators
Stagger Resistance: 75
Stagger Value: 200.0%
Common Drop: Imperial Armlet
Rare Drop:
Crystogen Points: 48000
Elements:
Normal - Physical Magical
Strong -
Weak -
Half - Fire Ice Lightning Water Wind Earth
Immune -
Status Immunities: All
Notes:
- Employs powerful ice-based attacks.
- Delivers devastating physical attacks.
- Can alter own form.
- Not affected by interference / weakening abilities.
-----------------------------------------------------
Name: The Proudclad (First Time)
HP: 1530000
Level: 54
Type: Miltiarized Units
Subtype: Annihilators
Stagger Resistance: 90
Stagger Value: 150.0%
Common Drop: Particle Accelerator
Rare Drop:
Crystogen Points: 10000
Elements:
Normal - Physical Magical
Strong -
Weak -
Half - Fire Ice Lightning Water Wind Earth
Immune -
Status Immunities: All
Notes:
- Delivers devastating physical attacks.
- Not affected by interference / weakening abilities.
-
-
----------------------------------------------------
Name: The Proudclad (Second Time)
HP: 3570000
Level: 51
Type: Miltiarized Units
Subtype: Annihilators
Stagger Resistance: 90
Stagger Value: 150.0%
Common Drop: Royal Armlet
Rare Drop:
Crystogen Points: 100000
Elements:
Normal - Physical Magical
Strong -
Weak -
Half - Fire Ice Lightning Water Wind Earth
Immune -
Status Immunities: All
Notes:
- Delivers devastating physical attacks.
- Can alter own form.
- Not affected by interference / weakening abilities.
-
----------------------------------------------------------------
FERAL CREATURES
----------------------------------------------------------------
Name: Silver Lobo
HP: 6300
Level: 11
Type: Feral Creatures
Subtype: Beasts
Stagger Resistance: 80
Stagger Value: 120.0%
Common Drop: Chipped Fang
Rare Drop: Wicked Fang
Crystogen Points: 48
Elements:
Normal - Lightning Water Wind Earth Physical Magical
Strong -
Weak - Fire
Half - Ice
Immune -
Status Immunities:
Notes:
- Capable of inflicting Poison.
- Coordinates attacks against a single target.
-
-
----------------------------------------------------
Name: Gorgonopsid
HP: 30600
Level: 5
Type: Feral Creatures
Subtype: Beasts
Stagger Resistance: 10
Stagger Value: 160.0%
Common Drop: Chipped Fang
Rare Drop: Monstrous Fang
Crystogen Points: 440
Elements:
Normal - Water Wind Earth Physical Magical
Strong - Fire
Weak - Ice
Half - Lightning
Immune -
Status Immunities: Slow Poison
Notes:
- Capable of inflicting Poison.
- Delivers devastating physical attacks.
-
-
--------------------------------------------
Name: Uridimmu
HP: 45900
Level: 9
Type: Feral Creatures
Subtype: Beasts
Stagger Resistance: 50
Stagger Value: 200.0%
Common Drop: Chipped Fang
Rare Drop: Sinister Fang
Crystogen Points: 1225
Elements:
Normal - Fire Water Earth Physical Magical
Strong - Wind
Weak - Lightning
Half -
Immune - Ice
Status Immunities: Slow Poison
Notes:
- Capable of inflicting Poison.
- Delivers devastating physical attacks.
-
-
------------------------------------------------
Name: Aman
HP: 446250
Level: 12
Type: Feral Creatures
Subtype: Beasts
Stagger Resistance: 80
Stagger Value: 270.0%
Common Drop: Chipped Fang
Rare Drop:
Crystogen Points: 6500
Elements:
Normal - Fire Water Physical Magical
Strong -
Weak - Ice Earth
Half -
Immune - Wind
Absorb - Lightning
Status Immunities:
Notes:
- Capable of inflicting Curse.
- Employs powerful lightning-based attacks.
- Delivers devastating physical attacks.
- Attacks quickly and relentlessly.
----------------------------------------------------
Name: Managarmr
HP: 155232
Level: 8
Type: Feral Creatures
Subtype: Beasts
Stagger Resistance: 70
Stagger Value: 400.0%
Common Drop: Chipped Fang
Rare Drop: Sinister Fang
Crystogen Points: 1900
Elements:
Normal - Fire Ice Wind Earth Physical Magical
Strong -
Weak - Water
Half -
Immune -
Absorb - Lightning
Status Immunities: DeShell Pain
Notes:
- Employs powerful lightning-based attacks.
- Capable of inflicting Curse.
- Capable of inflicting Imperil.
-
------------------------------------------------------
Name: Ugallu
HP: 282960
Level: 3
Type: Feral Creatures
Subtype: Beasts
Stagger Resistance: 60
Stagger Value: 210.0%
Common Drop: Chipped Fang
Rare Drop: Sinister Fang
Crystogen Points: 1330
Elements:
Normal - Fire Water Earth Physical Magical
Strong -
Weak - Ice Wind
Half -
Immune - Lightning
Status Immunities: Slow Poison
Notes:
- Delivers devastating physical attacks.
- Capable of inflicting Poison.
- Capable of inflicting Curse.
-
-------------------------------------------------------
Name: Megistotherian
HP: 438480
Level: 7
Type: Feral Creatures
Subtype: Beasts
Stagger Resistance: 10
Stagger Value: 450.0%
Common Drop: Chipped Fang
Rare Drop: Monstrous Fang
Crystogen Points: 2600
Elements:
Normal - Lightning Water Earth Physical
Strong - Wind
Weak - Fire
Half - Magical
Immune - Ice
Status Immunities: DeShell Slow Poison
Notes:
- Capable of inflicting Poison.
- Capable of inflicting Curse.
- Delivers devastating physical attacks.
- Susceptible to Deprotect.
-------------------------------------------------------
Name: Bloodfang Bass
HP: 81
Level: 10
Type: Feral Creatures
Subtype: Terraquatics
Stagger Resistance: 0
Stagger Value: 200.0%
Common Drop: Strange Liquid
Rare Drop: Enigmatic Fluid
Crystogen Points: 3
Elements:
Normal - Ice Wind Earth Physical Magical
Strong -
Weak - Fire Lightning
Half - Water
Immune -
Status Immunities:
Notes:
- Relatively low HP.
-
-
-
------------------------------------------------------
Name: Breshan Bass
HP: 2430
Level: 12
Type: Feral Creatures
Subtype: Terraquatics
Stagger Resistance: 50
Stagger Value: 130.0%
Common Drop: Strange Fluid
Rare Drop: Enigmatic Fluid
Crystogen Points: 8
Elements:
Normal - Ice Wind Earth Physical Magical
Strong -
Weak - Fire Lightning
Half - Water
Immune -
Status Immunities:
Notes:
-
-
-
-
--------------------------------------------------
Name: Hedge Frog
HP: 513
Level: 13
Type: Feral Creatures
Subtype: Terraquatics
Stagger Resistance: 10
Stagger Value: 120.0%
Common Drop: Strange Fluid
Rare Drop: Mysterious Fluid
Crystogen Points: 8
Elements:
Normal - Ice Earth Physical Magical
Strong -
Weak - Fire Lightning Wind
Half -
Immune - Water
Status Immunities:
Notes:
- Capable of inflicting Deprotect.
-
-
-
-------------------------------------------------
Name: Mud Frog
HP: 9450
Level: 8
Type: Feral Creatures
Subtype: Terraquatics
Stagger Resistance: 40
Stagger Value: 160.0%
Common Drop: Strange Fluid
Rare Drop: Mysterious Fluid
Crystogen Points: 48
Elements:
Normal - Ice Earth Physical Magical
Strong -
Weak - Fire Lightning Wind
Half -
Immune - Water
Status Immunities:
Notes:
- Calls for companions.
-
-
-
-------------------------------------------------
Name: Ceratosaur
HP: 35100
Level: 4
Type: Feral Creatures
Subtype: Terraquatics
Stagger Resistance: 10
Stagger Value: 300.0%
Common Drop: Strange Fluid
Rare Drop: Ineffable Fluid
Crystogen Points: 630
Elements:
Normal - Lightning Wind Physical Magical
Strong -
Weak - Fire Earth
Half -
Immune -
Absorb - Ice Water
Status Immunities:
Notes:
- Susceptible to Pain.
- Susceptible to Slow.
- Capable of inflicting Deprotect.
-
--------------------------------------------------------
Name: Ceratoraptor
HP: 70200
Level: 18
Type: Feral Creatures
Subtype: Terraquatics
Stagger Resistance: 10
Stagger Value: 150.0%
Common Drop: Strange Fluid
Rare Drop: Ineffable Fluid
Crystogen Points: 1400
Elements:
Normal - Lightning Wind
Strong - Magical
Weak - Fire Earth
Half - Physical
Immune -
Absorb - Ice Water
Status Immunities:
Notes:
- Calls for companions.
- Susceptible to Daze.
- Capable of inflicting Deprotect.
- Coordinates attacks against a single target.
-----------------------------------------------------
Name: Gremlin
HP: 896
Level: 14
Type: Feral Creatures
Subtype: Spooks
Stagger Resistance: 902
Stagger Value: 130.0%
Common Drop: Torn Leather
Rare Drop: Thickened Hide
Crystogen Points: 16
Elements:
Normal - Earth Physical Magical
Strong -
Weak - Fire Lightning Wind
Half - Ice Water
Immune -
Status Immunities:
Notes:
-
-
-
-
----------------------------------------------------
Name: Garchimacera
HP: 3510
Level: 12
Type: Feral Creatures
Subtype: Spooks
Stagger Resistance: 45
Stagger Value: 120.0%
Common Drop: Torn Leather
Rare Drop: Thickened Hide
Crystogen Points: 46
Elements:
Normal - Earth Physical
Strong -
Weak - Fire Lightning Wind
Half - Ice Water Magical
Immune -
Status Immunities:
Notes:
- Executes powerful magic attacks.
-
-
-
---------------------------------------------------
Name: Imp
HP: 5880
Level: 5
Type: Feral Creatures
Subtype: Spooks
Stagger Resistance:
Stagger Value: 120.0%
Common Drop: Torn Leather
Rare Drop: Smooth Hide
Crystogen Points: 128
Elements:
Normal - Lightning Wind Earth Physical
Strong -
Weak - Fire
Half - Ice Water Magical
Immune -
Status Immunities:
Notes:
- Summons companions.
-
-
-
----------------------------------------------------
Name: Ahriman
HP: 15120
Level: 9
Type: Feral Creatures
Subtype: Spooks
Stagger Resistance: 90
Stagger Value: 150.0%
Common Drop: Torn Leather
Rare Drop: Smooth Hide
Crystogen Points: 0
Elements:
Normal - Fire Ice Lightning Water Wind Earth Physical
Strong -
Weak -
Half - Magical
Immune -
Status Immunities:
Notes:
- Executes powerful magic attacks.
-
-
-
--------------------------------------------
Name: Leyak
HP: 15300
Level: 1
Type: Feral Creatures
Subtype: Spooks
Stagger Resistance: 10
Stagger Value: 150.0%
Common Drop: Torn Leather
Rare Drop: Smooth Hide
Crystogen Points: 440
Elements:
Normal - Fire Lightning Earth Physical
Strong - Magical
Weak - Ice Water
Half -
Immune -
Absorb - Wind
Status Immunities:
Notes:
- Summons companions.
- Susceptible to Fog.
- Its weak point is ice attribute.
-
------------------------------------------------
Name: Rangda
HP: 27000
Level: 1
Type: Feral Creatures
Subtype: Spooks
Stagger Resistance: 30
Stagger Value: 170.0%
Common Drop: Torn Leather
Rare Drop: Smooth Hide
Crystogen Points: 740
Elements:
Normal - Fire Lightning Earth Physical
Strong - Magical
Weak - Ice Water
Half -
Immune -
Absorb - Wind
Status Immunities:
Notes:
- Calls companions.
- Susceptible to Fog.
- Its weak point is ice attribute.
-
----------------------------------------------------
Name: Adroa
HP: 21600
Level: 7
Type: Feral Creatures
Subtype: Spooks
Stagger Resistance: 75
Stagger Value: 110.0%
Common Drop: Torn Leather
Rare Drop: Supple Leather
Crystogen Points: 700
Elements:
Normal - Physical Magical
Strong - Fire Ice Lightning Water Earth
Weak -
Half -
Immune -
Absorb - Wind
Status Immunities:
Notes:
- Summons companions.
- Executes powerful magic attacks.
- Susceptible to Fog.
- Low stagger threshold.
------------------------------------------------------
Name: Verdelet
HP: 38880
Level: 9
Type: Feral Creatures
Subtype: Spooks
Stagger Resistance: 99
Stagger Value: 103.0%
Common Drop: Torn Leather
Rare Drop: Supple Leather
Crystogen Points: 1000
Elements:
Normal - Physical Magical
Strong -
Weak -
Half -
Immune - Fire Ice Lightning Water Earth
Absorb - Wind
Status Immunities:
Notes:
- Summons companions.
- Executes powerful magic attacks.
- Susceptible to Fog.
- Low stagger threshold.
-------------------------------------------------------
Name: Incubus
HP: 2964
Level: 17
Type: Feral Creatures
Subtype: Daemons
Stagger Resistance: 80
Stagger Value: 130.0%
Common Drop: Shattered Bone
Rare Drop: Sturdy Bone
Crystogen Points: 16
Elements:
Normal - Fire Ice Wind Earth Physical Magical
Strong -
Weak - Lightning Water
Half -
Immune -
Status Immunities: Pain Fog
Notes:
- Coordinates attacks against a single target.
- Delivers devastating physical attacks.
-
-
-------------------------------------------------------
Name: Succubus
HP: 975
Level: 16
Type: Feral Creatures
Subtype: Daemons
Stagger Resistance: 80
Stagger Value: 130.0%
Common Drop: Shattered Bone
Rare Drop: Sturdy Bone
Crystogen Points: 15
Elements:
Normal - Fire Ice Wind Earth Physical Magical
Strong -
Weak - Lightning Water
Half -
Immune -
Status Immunities: Pain Fog
Notes:
- Coordinates attacks against a single target.
- Capable of inflicting Deprotect.
- Capable of bestowing Bravery.
-
------------------------------------------------------
Name: Skata'ne
HP: 23520
Level: 14
Type: Feral Creatures
Subtype: Daemons
Stagger Resistance: 80
Stagger Value: 150.0%
Common Drop: Shattered Bone
Rare Drop: Sturdy Bone
Crystogen Points: 218
Elements:
Normal - All
Strong -
Weak -
Half -
Immune -
Status Immunities: Pain Fog
Notes:
- Coordinates attacks against a single target.
- Delivers devastating physical attacks.
-
-
--------------------------------------------------
Name: Stikini
HP: 16800
Level: 12
Type: Feral Creatures
Subtype: Daemons
Stagger Resistance: 50
Stagger Value: 130.0%
Common Drop: Shattered Bone
Rare Drop: Sturdy Bone
Crystogen Points: 192
Elements:
Normal - All
Strong -
Weak -
Half -
Immune -
Status Immunities: Pain Fog
Notes:
- Coordinates attacks against a single target.
- High damage-dealing potential.
- Capable of inflicting Daze.
-
--------------------------------------------------------
Name: Yaksha
HP: 61446
Level: 8
Type: Feral Creatures
Subtype: Daemons
Stagger Resistance: 60
Stagger Value: 280.0%
Common Drop: Shattered Bone
Rare Drop: Ancient Bone
Crystogen Points: 1700
Elements:
Normal - Fire Ice Lightning Wind Magical
Strong -
Weak - Water Earth
Half - Physical
Immune -
Status Immunities: DeShell Poison Pain Fog Daze
Notes:
- Delivers devastating physical attacks.
-
-
-
-------------------------------------------------
Name: Yakshini
HP: 58212
Level: 10
Type: Feral Creatures
Subtype: Daemons
Stagger Resistance: 80
Stagger Value: 150.0%
Common Drop: Shattered Bone
Rare Drop: Ancient Bone
Crystogen Points: 1750
Elements:
Normal - Physical Magical
Strong -
Weak - Water Earth
Half - Fire Ice Lightning Wind
Immune -
Status Immunities: DeShell Poison Pain Fog Daze
Notes:
- Capable of inflicting Deprotect.
- Capable of bestowing Bravery.
- Susceptible to Slow.
-
--------------------------------------------------------
Name: Rakshasa
HP: 162000
Level: 8
Type: Feral Creatures
Subtype: Daemons
Stagger Resistance: 90
Stagger Value: 185.0%
Common Drop: Shattered Bone
Rare Drop: Ancient Bone
Crystogen Points: 1470
Elements:
Normal - Fire Ice Water Earth Physical Magical
Strong -
Weak - Lightning
Half - Wind
Immune -
Status Immunities: Pain Fog
Notes:
- Capable of inflicting Fog.
- Capable of inflicting Deprotect.
- Capable of bestowing Shell.
- Susceptible to Slow.
-----------------------------------------------------
Name: Barbed Specter
HP: 9009
Level: 9
Type: Feral Creatures
Subtype: Stalkers
Stagger Resistance: 50
Stagger Value: 210.0%
Common Drop: Molted Tail
Rare Drop: Barbed Tail
Crystogen Points: 38
Elements:
Normal - Ice Water Wind Earth Physical Magical
Strong -
Weak - Fire
Half - Lightning
Immune -
Status Immunities:
Notes:
- Delivers devastating physical attacks.
- Capable of inflicting Poison.
-
-
----------------------------------------------------
Name: Triffid
HP: 56160
Level: 6
Type: Feral Creatures
Subtype: Stalkers
Stagger Resistance: 75
Stagger Value: 180.0%
Common Drop: Molted Tail
Rare Drop: Diabolic Tail
Crystogen Points: 540
Elements:
Normal - Ice Lightning Physical Magical
Strong -
Weak - Fire Wind
Half -
Immune - Earth
Status Immunities:
Notes:
- Capable of inflicting Poison.
- Capable of inflicting Deprotect.
- Capable of inflicting Deshell.
-
---------------------------------------------------
Name: Mushussu
HP: 121275
Level: 10
Type: Feral Creatures
Subtype: Stalkers
Stagger Resistance: 20
Stagger Value: 185.0%
Common Drop: Molted Tail
Rare Drop: Sacred Beast Fenghuang TAil
Crystogen Points: 2500
Elements:
Normal - Physical Magical
Strong - Wind
Weak -
Half -
Immune - Earth
Absorb - Fire Ice Lightning Water
Status Immunities: DeShell Poison Curse Pain Fog Daze
Notes:
- Attribute attacks are not very popular.
- Capable of inflicting Curse.
- Capable of inflicting Poison.
-
----------------------------------------------------
Name: Scalebeast
HP: 37125
Level: 11
Type: Feral Creatures
Subtype: Armadillons
Stagger Resistance: 95
Stagger Value: 115.0%
Common Drop: Semented Carapace
Rare Drop: Iron Shell
Crystogen Points: 160
Elements:
Normal -
Strong -
Weak -
Half - Fire Lightning Water Wind
Immune -
Status Immunities:
Notes:
-
-
-
-
--------------------------------------------
===============================================================================
Thanks {tnx}
===============================================================================
-To the University of Baltimore, especially the Simulation and Digital
Entertainment program, for education, encouragement, and assisting in finding
people to help me out with this thing.
-To Victor Orr, for writing the Enemy List.
-To Lee Heazel, for writing the Items List.
-To Sword Seraph, for the tip about farming Dark Matter.
===============================================================================
Contact Info {CoI}
===============================================================================
If you have any questions, comments, corrections, or requests, e-mail me at:
powercallediam (at) gmail (dot) com
Please put "FFXIII" or something similar in the subject so I don't delete it.
===============================================================================
Copyright {Cop}
===============================================================================
This guide may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without the advance written permission of the author. Use
of this guide on any other web site or as a part of any public display is
strictly prohibited, and a violation of copyright.