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Final Fantasy Type-0 EGuide

This document provides a guide to Final Fantasy Type-0 HD, including summaries of key sections: 1) "Type-0 101: The Fundamentals of War" covers basic gameplay mechanics such as party composition, equipping items, battle encounters, and game over conditions. 2) "Characters" introduces the playable characters in the game. 3) "Walkthrough" outlines the main story missions and chapters to complete the game. 4) Additional sections provide guidance on side quests, chocobo breeding, earning in-game currency, summons, and a bestiary.

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Luchy Blanco
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© © All Rights Reserved
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0% found this document useful (0 votes)
596 views1,037 pages

Final Fantasy Type-0 EGuide

This document provides a guide to Final Fantasy Type-0 HD, including summaries of key sections: 1) "Type-0 101: The Fundamentals of War" covers basic gameplay mechanics such as party composition, equipping items, battle encounters, and game over conditions. 2) "Characters" introduces the playable characters in the game. 3) "Walkthrough" outlines the main story missions and chapters to complete the game. 4) Additional sections provide guidance on side quests, chocobo breeding, earning in-game currency, summons, and a bestiary.

Uploaded by

Luchy Blanco
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 1037

Final Fantasy Type-0 HD Official Digital

Guide
for PS4, Xbox One

Type-0 101: The Fundamentals of War


Characters
Walkthrough
Playthrough Two
The Rubicus
Side Quests
Chocobo Breeding
Phantoma Tips, Drop Rates, and Purchase Locations
Eidolons
Bestiary

Type-0 101: The Fundamentals of War


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Your Party
Equipping Items
Battle
Lock-On
Killsight
Magic
Altocrystarium
Abilities
Squad Command
Obtaining Phantoma
Parameters
Status Effects
Tips for Winning Battles

Characters
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Ace
Deuce
Trey
Cater
Cinque
Sice
Seven
Eight
Nine
Jack
Queen
King
Machina

Walkthrough
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Introduction
Weapons, Accessories, and Items

Side Quests
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Introduction
Chapter 1: War-Three Hours that Changed the World
Chapter 2: Raise the Vermilion Banner
Chapter 3: Weapons of Mass Destruction
Chapter 4: The Last Queens Return to Oblivion
Chapter 5: The First Battle of Judecca
Chapter 6: Terra Mortis-Khalias Decision
Chapter 7: Fate of the Crystal-The Endless Battle
Chapter 8: Verdict: Finis

The Rubicus
o
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Introduction
Chapter 1: War-Three Hours that Changed the World-Mission 0
Chapter 2: Raise the Vermilion Banner
Mission 1
Mission 2
Mission 3
Chapter 3: Weapons of Mass Destruction
Mission 4
Mission 5
Chapter 4: The Last Queens Return to Oblivion
Mission 6
Chapter 5: The First Battle of Judecca
Mission 7
Mission 8
Chapter 6: Terra MortisKhalias Decision
Mission 9
Chapter 7: Fate of the Crystal-The Endless Battle
Mission 10
Mission 11
Chapter 8: Verdict: Finis
Mission 12

Playthrough Two
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Rem

Introduction
Tasks
Sub-Events
Optional Dungeons
l'Cie Crystals
Akane
Knowing Tags

Chocobo Breeding
o

Chocobo Breeding

Phantoma Tips, Drop Rates, and Purchase Locations


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Eidolons
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Introduction
Phantoma Harvested from Enemies Changes Based on Various Factors
Phantoma Information
Introduction
Ifrit-Class
Golem-Class
Shiva-Class
Odin-Class
Diabolos-Class
Bahamut-Class

Bestiary
o
o

Bestiary Part 1
Bestiary Part 2

Type-0 101: The Fundamentals of War Your


Party
Active Members and Reserve Members
Those who actually fight in battle are called active members, and those who wait to switch in are
called reserve members. During a mission, active members and reserve members are all party
members. Those characters who are not party members cannot participate in any battles during a
mission.

Organizing Your Party


There are only some circumstances when you can organize party members. Depending on the
situation, the characters who can join the party will differ.
Organizing Members by Status
First, choose the members who will take part in the mission. Then, after deciding what to equip
and the squad command, you can decide who from your party members should be active
members. The rest become reserve members. Apart from RTS missions, you can normally
choose up to three active members. The initial character you choose as an active member will be
the active leader by default.
Active members that have joined from the pool of reserve members will be invincible for eight
seconds.
When switching your active leader, the new active leader will attack the surrounding area with a
shock wave, and the old active leader and new active leader will switch positions. These two

characters will be invincible until they have switched positions (until the character you now
control has finished its switch pose).

Party Characteristics
Active members (your allies) other than the active leader have several special characteristics.
Follow the Active Leader

Normally, your party will follow the active leader when moving. However, if a party member
gets caught behind a wall or some other scenery and gets separated from the active leader, the
party member will warp to where the active leader is.
Individual Fighting

Your allies choose which enemies they attack, dodge enemy attacks, and use Defense commands
on their own. Party members will give priority to enemies other than the one the active leader is
targeting.
Damage and MP/AP Consumption Are Reduced

The damage your allies take is halved and the costs to MP and AG are cut down to a third of
normal. This will help avoid any deaths your allies might sustain from battling enemies while out
of your control.

Type-0 101: The Fundamentals of War


Equipping Items
How to Equip Items
Equipping an item means making it available for use or able to be used quickly during battle.
You can equip regular items, weapons, accessories, or commands. The way you equip these is
different for each type.

Equipping Items or Commands


Regular items are equipped on the Items screen. Weapons, accessories, and commands are
equipped from the Armament screen in the Relic Terminal.
Regular Items

You can equip only one type of regular item on the Items screen (see below). You can then use
the equipped item with the press of the Down button on the Directional Pad. Any character who
is the active leader can use an equipped item.

Equipping Regular Items


1. Open to the Info screen
2. Select the Items tab
3. Select Items
4. Select Equip
From here, select an item you want to equip. Selecting an already equipped item will un-equip it.

Items that have SET in the top left of their icons are currently equipped.

Icons of items that you have equipped and their remaining amounts will be shown at the bottom
of the screen by the active members health bars, during battles and missions.
Weapons/Accessories/Commands
Weapons can be equipped in any of the circumstances mentioned below. When you have decided
to equip a weapon, it will appear in a slot (as shown in the screenshot below). You can decide
what should be equipped for each slot. Accessories, abilities, and attack spells can be removed
by pressing the assigned button.

You can equip weapons


When you open the Relic Terminal and select Armament.
After deciding who will join the party before starting a mission.
By selecting Equip in a store.
Note: During a mission, you can only change the equipment of party members on that mission,
and only at a Relic Terminal.

Equip Slots

The following is a breakdown of what each section of the Armament screen does and how it
functions.
Weapons: Press the normal attack button.
Accessories: The effect will be activated by equipping alone.
Defense Commands: Assigned to the Defense Command button.
Abilities or Magic: To use the ability in the top ability slot, use the Command 2 button. For the
bottom ability slot, use the Command 1 button.

Type-0 101: The Fundamentals of War Battle


Encounters
Encounters are battles that occur on the Map of Orience. There are random encounter battles
that happen when youre moving, and also triggered encounter battles that occur when you
touch an enemy that is visible to you.

Combat

The flow of a combat encounter is different depending on if it is on the Map of Orience or


elsewhere.
Random Encounters

You will sometimes encounter enemies as you move across the Map of Orience. An encounter
will switch you to a special battle map. If you touch any of the enemies moving around on the
Map of Orience, your characters will enter a triggered encounter battle.
Fight Enemies that Appear

Choose an action and fight! When you have defeated an enemy, you will get EXP right away and
your character may also level up.
Return to the Map of Orience

When all enemies are defeated, the battle ends. Then, when everything that can be obtained from
the enemy (such as Phantoma) has been acquired, you will return to the Map of Orience or you
will be prompted to fight another, stronger wave of enemies.
Meet Enemies in Each Area

During a mission or in a dungeon, there will be enemies stationed at certain points, and battle
will commence with no change on screen.
Fight Enemies that Appear

Fighting the enemy here is the same as doing battle on the Map of Orience. The only major
difference is that you may receive a Special Order during a mission.
Battle Ends

Even if you defeat all the enemies in a mission or a dungeon, there will be no change on the
screen, and you will be able to continue your exploration.
After finishing an encounter battle, your HP and MP will recover and your Ability Gauge will
replenish. In missions, however, you wont recover without a Recovery Portal.

Use a Teleport Stone When You Want to Flee

To run away from enemies on the Map of Orience, you will need to use the Teleport Stone item.
Teleport Stones cannot be equipped. When you want to use one, you will have to open to the
Items screen. But while the Items screen is open, the battle will continue, so be careful of the
enemies continuing attacks.
You cannot use a Teleport Stone during a mission, and when you run away, you will need to find
a place where enemies cannot reach you. In a dungeon, other than fleeing, you can also use
Teleport Stones, but remember that using a Teleport Stone will bring you to the Map of
Orience.
Placing Teleport Stones on the top-left of the Items window when you arrange your items
manually will mean you can access them quickly.

Game Over Conditions


A Battle Member Dies

A character who has no remaining HP will collapse dead. After fifteen seconds, his or her body
will disappear, unless it is the body of the active leader.
Switch Out

It doesnt matter whether a fallen character has disappeared or not, you can switch him or her out
for another active member using the Up Directional Button.
Death and Game Over

When all of your party is dead, including reserve members, it is game over. Choose whether to
go back to the title screen or load a save file.

Resurrecting Dead Characters


Use a Phoenix Down*
Use Magic: Raise*
Have Reraise status on the character before they die
Enter Akademeia or a town
*Only effective when a characters body is still on the field

Tips to Remember!
Active members who have been resurrected from death are invulnerable for eight seconds.
In the Expert Trial Colonel Faiths Last Stand (where you must survive enemy attacks for five
minutes in certain conditions), if the active leader stays dead for a certain amount of time, even if
you have reserve members left, it will be game over.

If you have selected Missions from the Title Menu, you will not be able to load a save file
when you get game over.

If the Enemy Has a CO, Non-CO Enemies Can Surrender


You may encounter leaders (called COs) within a group of enemies. Defeating the CO will
immediately end the battle, and the remaining enemies can be easily defeated, or you can steal
their items.
Defeat the Leader

Defeat the leader to end the battle. When the remaining enemies try to run away from your active
leader and allies, their Killsights will appear.
Enemy Surrenders

Enemies that havent reached the area entrance/exit a few seconds after the battle has finished
will stop running and surrender. Approach a surrendered enemy and press the assigned button to
obtain items.

Tips to Remember!
If an enemy reaches the area entrance or exit, the enemy will escape and disappear from the
screen.
Machine enemies (such as Martinets) will disappear when their leader is defeated, unless the
machine is being piloted by a human enemy, at which point theyll surrender and youll be able
to steal items from them.
You cannot attack enemies that have surrendered, and if you steal items, that enemy will
disappear.

Sometimes Random Encounters Will Happen Back to Back


Choose to Fight or Retreat
After defeating all the enemies in random encounter battles, sometimes you will be told that
there are more enemies nearby. You can choose to fight them or flee.

Continuous Battles
If you choose to keep fighting, you will have the same party line-up and the enemy level will be
higher than the first battle. Your HP and MP will remain the same as it was when you ended the
last fight and KOd party members will not resurrect between these fights. If you win five battles
or you select Retreat, the battle will end and you will be returned to the Map of Orience.
Enemy Level Will Change with Each Additional Battle

Compare rows: Select


Battle Number
2nd Battle
3rd Battle
4th Battle
5th Battle

Level Change
2 levels higher than the 1st battle
4-6 levels higher than the 1st battle
8-12 levels higher than the 1st battle
16-24 levels higher than the 1st battle

Ambushes and First Strikes


When you get into a random encounter battle, occasionally an explosion animation will be
displayed on the screen before combat actually begins. The color of the explosion will tell you if
youve been ambushed or if youve got the jump on your enemies.
First Strike (Red Explosion Effect)

Positive status effects will be enjoyed by the active leader, or there will be a Killsight on the
enemy. Status effects, probability, and their duration are the same for any battle.

Ambush (Blue Explosion Effect)


Negative status effects will appear on allies, or the enemy will enter Rage. The status that
appears will depend on the group of enemies, but the same status effects will share a duration.
Status Effects During an Ambush

Compare rows: Select


Status
Burn
Freeze
Shock
Silence
Poison
Stop
Killsight

Weather

Duration
15 seconds
2 seconds
15 seconds
60 seconds
15 seconds
4 seconds
15 seconds

Apart from good weather, the weather will have an impact on the battle.
Impact of Weather

Compare rows: Select

Normal
Fog

x 1.00 x 1.00 x 1.00


x 0.50 x 1.13 x 1.00

Kings
Gun
Attacks
x 1.00 x 1.00 x 1.00 x 1.00
x 1.50 x 1.00 x 0.25 x 1.00

Snow
Storm

x 0.06 x 1.50 x 0.25

x 0.25 x 1.00 x 1.50 Decreases 10 m

Snow
x 0.25 x 1.13 x 0.50
Sandstorm x 1.00 x 0.25 x 0.13

x 0.50 x 1.00 x 1.00 Decreases 40 m


x 0.13 x 1.00 x 2.00 x 1.00
10 m

Heat
Wave

x 1.50 x 0.06 x 1.00

x 0.06 x 1.00 x 0.50 x 1.00

x 0.13 x 0.50 x 1.50

x 3.98 x 1.00 x 0.13 Decreases 10 m

x 0.25 x 1.00 x 1.13

x 2.00 x 1.00 x 0.25 Decreases 40 m

Weather Fire
Ice Lightning Water Earth Wind
Type Attack Attack Attack Attack Attack Attack

Heavy
Rain
Rain

Lock-On
Distances
40 m
10 m

40 m

Other
Factors

HP reduces at
a rate of 3.75
every second
apart from
when you are
standing still

HP reduces at
a rate of 2.8
every second
apart from
when you do
nothing

Some accessories will nullify certain weather effects. However, these accessories will not correct
the negative effects the weather puts on Kings ranged attacks.
What enemies appear will often differ depending on the weather.
When enemies are influenced by the weather, there will be a change to damage amount
depending on the type of weather.

You Will Recover HP if You Are Standing Still


When an active member is standing and doing nothing, he or she will automatically recover HP.
When you want to save items or MP, check that you are safe and there are no enemies nearby,
then you can replenish HP by waiting and doing nothing. The speed of recovery differs
depending on whether you have your weapon drawn or not and whether there are enemies in the
same area or not. Changes are shown in the table.

Characters Can Either Have Their Weapons Drawn or Sheathed

Drawn Weapon

Press both assigned buttons at the same time to use the Triad Maneuver, Vermilion Bird, or
summon an Eidolon.
Sheathe weapon with L1 on PlayStation 4 or LB on Xbox One.
Attack using the normal attack button.
Use assigned abilities.
Use assigned magic.
Carry out a Defense command.
Obtain Phantoma.
Use dodge ability.
Lock-On to enemies.

Sheathed Weapon

Press both assigned buttons at the same time to use the Triad Maneuver, Vermilion Bird, or
summon an Eidolon. (Vermilion Bird will automatically unsheathe weapon.)
Unsheathe weapon with L1 on PlayStation 4 or LB on Xbox One.
Attack using normal attack, abilities, or magic. (All will automatically unsheathe weapon.)
Carry out a Defense command.
Obtain Phantoma.
Use dodge ability.
Lock-On to enemies.
Compare rows: Select
Changes
Movement speed

Description
When you draw your weapon, your movement speed will change
depending on the character.

The speed at which you


recover HP when
Recovery will be quicker when your weapon is sheathed.
standing idly
Damage inflicted by
If the enemy attacks you when you have your weapon sheathed, not

Compare rows: Select


Changes
enemy attack

Description
only will you have no defense, but damage will also be double. Also, if
you would have recoiled, you will instead fall down.

Attack Using the Normal Attack Button


Some characters, such as Trey, can use charged attacks by holding down the normal attack
button for a period of time, then releasing it to fire a stronger-than-normal attack. In the case of
Cater, you do not need to hold down the button to charge. Instead, it will automatically charge
when Cater is not attacking.
Melee Attacks and Ranged Attacks
Pressing the normal attack button while entering a direction will, for many characters, perform a
different skill from a regular attack. (However, there are many skills that will only appear once
the ability for it has been learned.) If you draw your weapon with a normal attack, unlike an
ability command, it will not consume the Ability Gauge.

Tips to Remember!
Most characters normal attacks are determined by whether they are ranged or melee characters,
but there are some characters, like Ace and King, who can perform melee attacks although they
are ranged characters. Check out each characters abilities in the Promotion menu at any Relic
Terminal to discover their full capabilties.
Combos
If you keep pressing the normal attack button or hold it down, you will be able to chain attacks
toward a maximum combo (the maximum combo differs depending on the character and type of
attack). Depending on how you perform the combo, the combo flow will change. There are also
situations where a strong combo finish will be added, depending on if youve learned the
ability.
Charging
In the case of Cater, you do not need to hold down the button to charge. Instead, it will
automatically charge when Cater is not attacking.

Defense Commands

Defense commands are defensive spells and Block. Using defensive spells works the same as
using attack spells, while Block is used by holding the Defense button. It reduces damage taken
to 1/8 of the original damage you wouldve incurred and protects you from recoil, but while in
use the Ability Gauge will go down by 18.75 every second.

Dodging
Dodge allows you to move quickly and makes your character invincible for a short time, making
it easy to avoid enemy attacks.
As shown in the table, the length of invincibility differs depending on the character. There can
also be differences in character animation when weapons are drawn.
Ace can warp when dodging with a weapon drawn. Cater will slide. Other characters will have
their own unique dodges. When characters have their weapons sheathed, they will all roll.

Tips to Remember!

Dodge can be canceled at the end of its action and a second one performed. The number of times
it can be performed consecutively is three times once the character has learned the Triple Slip
ability and limitless once the character has learned Slipstream.
Even if you carry out back-to-back dodges, there will still be some time between the dodge
actions where you are not invincible.
When the Defense spell: Avoid is equipped and the character has enough MP to use it, if the
character is attacked by the enemy, Avoid will automatically take effect and the character will
dodge.

Recoiling and Falling Down

Active members and enemies may recoil or be brought down when they take an attack.
Attacks have a recoil value and characters have a recoil resistance. Many characters have a recoil
resistance of zero, but Eight, Jack, King, and Machina have a recoil resistance of one. Other
characters will have even greater recoil resistance.
When playable characters or enemies take an attack, the recoil value of the attack and the
characters recoil resistance will determine whether the character recoils or not. When recoiling,
any actions in process will be interrupted, and no action will be possible until the recoil
animation has finished. Also, when a character is recoiling, there is a chance that they will fall
down.

Why Does a Character Recoil?


When the recoil value is greater than the recoil resistance by at least two, the character recoils.
When the recoil value is greater than the recoil resistance by 1, action will be stopped for a
moment, but the character will not recoil.
If the recoil value is less than the recoil resistance, the character will not recoil.
When there is a critical hit, a character or enemy will definitely recoil.
When in a Protect state, Endure state, or while defending, dodging, using an item, or harvesting a
Phantoma, the character will not recoil.
If an ability animation is in progress, the character cant recoil even if attacked (Nines Jump for
example). There are also stationary abilities where the character wont recoil even if they take an
attack (Queens Divine Judgment for example).

Why Does a Character Fall Down?


When a character falls down, it will be at a probability of fall rate x fall resistance(%).
The fall rate is a value carried by the attack. The fall resistance is a value carried by the
character.
When a critical hit occurs for skills where the fall rate is above 0% and it is an opponent who can
fall down, the opponent will fall down.
If a character recoils with their weapon sheathed, they will fall down.

Tips to Remember!
When a character has fallen down, the length of time they cannot move is even longer than when
recoiling, but some characters may be invincible while they are down, meaning you wont be
able to damage that enemy while its on the ground. The getting-up action can be canceled with a
dodge.

Stun
When an enemy takes an attack and certain conditions are fulfilled, the enemy will be stunned.
When an enemy is attacked, the damage inflicted will also carry a Stun value (the Stun value is
not shown on screen). If you ever successfully stun an enemy, go in for an all-out attack!

Conditions of Removing Stun

The duration elapses (duration differs depending on the enemy).


Enemies that are stunned will crouch and be unable to move (if you are locked on to this enemy,
you will be able to see the word Stun above their HP gauge). Note that during a Stun
animation, Killsight and Breaksight do not appear until the enemy is fully crouched.
Effects of Stun
Will not be able to move for a short time.
With a Stun status, right after the enemy crouches, a Killsight or Breaksight will appear.
Damage will be double. (For Cinques Focus, Sevens Insult to Injury, and Machinas Cyclone
Drive, damage will be quadruple.)
What Increases or Decreases an Enemys Stun Value?
When you inflict damage on an enemy, the enemy will bank the Stun value of the attack.
Collected Stun value will decrease at a rate of thirty every second. (Behemoth types and giant
types have a decrease rate of sixty per second.)
While stunned, Stun value will not increase or decrease.
When the Stun effect lifts, Stun value will be reset to zero.

Tips to Remember!
Allies will not be stunned.
Hellthunder, Hellthunder II, and Ultima II will inflict Stun in the same way as other statuses.

Cancel
When an action is interrupted and another action is started, this is called Cancel.
Main Circumstances Where You Can Cancel an Action
In a combo, you can cancel the end of an attack action by using an ability.
You can cancel the end of certain ability actions with dodge or another ability.
You can cancel dodge actions with another dodge or an ability.
When a character is getting up from falling down, you can cancel this with a dodge.

When a character has learned the ability Quick Draw or something similar to it, the end of
certain actions can be canceled with a spell with the attribute of fire, ice, or lightning. When
canceling, the spell cast time will be zero and it will be cast as soon as the button is pressed.

Critical
When an enemy takes an attack, there is a chance of it being a critical hit depending on the
critical hit rate of the attack.
Critical Effects
This nullifies the opponents defense and inflicts double damage. (For some enemies, it is not
possible to nullify the defense.)
Critical hits will knock down any enemy that is capable of being knocked down.
When a critical hit happens, other than the screen flashing, there will be a sound effect to
accompany it.

Tips to Remember!
There are no critical hits for enemy attacks.
When there is a Killsight or Breaksight, there will be no critical hits.
Some attacks from Eight, Jack, and other characters will have a 20x increased critical hit rate
when attacking an enemy from behind.

Attributes
Attacks that have attributes will have differing damage depending on the resistance of your
enemy to that attribute.
The ten types of attributes are below. Most weapons and abilities have bullets, impact, pierce, or
cut attributes. Half of the attack spells have fire, ice, or lightning attributes. On the other hand,
water, earth, and wind attacks are very rare.
There are some enemies that will absorb the damage of certain attributes (without taking
damage).
Attribute Types

Bullets Impact Pierce Cut Fire


Ice
Lightning Water Earth Wind

Tips to Remember!
Some attacks will not have any attribute.
When a character wears certain accessories, the damage taken from attacks of certain attributes
will be reduced by a certain rate.
Some enemy attacks will have multiple attributes, and when you receive one of these attacks,
you will receive the average damage output from each attribute.

Damage Calculations
The damage when an ability or spell is used is calculated using a specific formula for each ability
or spell. The basic calculation is as below. However, the results of this calculation will vary
depending on the level difference between the attacking side and defending side. These
variations have a large impact on damage, so if your level is higher than your opponents, it will
be very advantageous. Also, the final damage will be affected by various other factors, such as
Killsight.

Type-0 101: The Fundamentals of War LockOn


Target Mark
Marks show opponents you can attack and opponents you can find out more about. The active
leader can carry out actions such as attacking, or see HP and Status information on opponents
who have a target mark.

Locking On
Target Mark Is Displayed

When you approach an item, enemy, or switch, target marks will be displayed on them.
Lock-On with the Assigned Button
Press the assigned button to Lock-On. The target mark will change and the camera will
automatically follow the Lock-On target. If the character has the Intel ability unlocked, the
player will be able to see the status and health of enemies.

Switching Lock-On Target


Pressing a direction on the Right Analog Stick while locked on will switch the Lock-On target. If
you Lock-On to a CO, the target mark will be slightly different.
Remove Lock-On
If you release the assigned button, you will lose the Lock-On. Opening the Info screen will also
remove the Lock-On.
You Can Change the Lock-On by Using the Right Analog Stick
Compare rows: Select

Direction Pressed

Up

Switch
Switche
s to a
closer
thing
that
cannot
be
attacke

You Can Change the Lock-On by Using the Right Analog Stick
Compare rows: Select

Direction Pressed

Switch
d (dead
enemie
s,
switche
s,
items,
etc.).

Down

Switche
s to a
closer
oppone
nt that
you can
attack.

Left/Right

Switche
s to an
oppone
nt you
can
attack
that is
on your
left/rig
ht.

Type-0 101: The Fundamentals of War


Killsight
Killsight and Breaksight
When locked on to a target, you may see a large mark that appears in specific
circumstancesa red Killsight or a yellow Breaksight. When these are displayed, you
have a great chance of performing a killer attack!

Killsight and Breaksight


Killsight and Breaksight will often be displayed the instant an enemy has begun an attack

You Can Change the Lock-On by Using the Right Analog Stick
Compare rows: Select

Direction Pressed

or finished an attack.
Killsight (Red)

If any of the active characters successfully perform an attack the moment Killsight is
displayed, he or she will instantly kill the enemy. If you defeat an enemy with Killsight,
Phantoma from that enemy has a chance to be more valuable.
Breaksight (Yellow)

Switch

You Can Change the Lock-On by Using the Right Analog Stick
Compare rows: Select

Direction Pressed

If any of the active characters successfully perform an attack the moment that Breaksight
is displayed, there will be a percentage of the opponents max HP lost from the inflicted
attack damage. (The percentage differs depending on the enemy.)

Tips to Remember!
Even if there is a target mark, if you are not locked on, there will be no Killsight or
Breaksight.
When the active leader lands an attack on an opponent without Killsight or Breaksight,
Killsight or Breaksight wont appear on that opponent for the immediate second after,
and may be skipped altogether until the opponent later repeats the animation that initiates
a Killsight or Breaksight.
If one of your allies lands an attack on an opponent with Killsight or Breaksight,
Killsight or Breaksight will disappear.

Switch

You Can Change the Lock-On by Using the Right Analog Stick
Compare rows: Select

Direction Pressed

There will be no critical hits on opponents with Killsight or Breaksight.


If you land an attack on an opponent with Killsight or Breaksight, you will replenish a
chunk of your Ability Gauge.
When damage is absorbed from an attack with an attribute (e.g., attacking a Flame Flan
with fire magic), Killsight or Breaksight will have no effect.

Using Items
The method of using items differs depending on the type of item.
Recovery Items
There are two ways of using recovery items. Neither method will use your MP or Ability
Gauge.
Use From the Items Screen
Open the Info screen and select: Items tab g Items g Use. You can then select which item
you want to use and who you want to use it on. However, this method will only allow
you to use the items below. Also, you wont be able to use an item if there is no reason to
use that item. For example, you cant use a potion when all of your party has full HP.
Usable Items
Regular items that can be
equipped

At any time (apart from situations where there is no point in


using it).

Auric Hourglass, Argentic


Hourglass

Only during Free Time (you cant use them on the day of a
mission).

Press the Assigned Button to Use


Press the assigned button to use equipped items. When using most items this way, you
will be the target. As with using items from the Items screen, you cannot use items when
there is no reason to do so.
Enhancers

Switch

You Can Change the Lock-On by Using the Right Analog Stick
Compare rows: Select

Direction Pressed

Switch

At a Relic Terminal, select Promotion g Stats. Select a character and then decide which
item you want to use. Using these will increase the stat that is listed in the items name
and description.
Crystal Shard
Use a Relic Terminal and select Promotion g Vermilion Bird. Each time you use a
Crystal Shard on the Vermilion Bird Squad Command, it will increase the spells charge
level by one.
Weapons/Accessories
Other than improving stats, many weapons and accessories also have various special
effects. In order to gain the effect or stat boost, the weapon and/or accessories must be
equipped.
Phantoma
Phantoma cant be used directly like items, but can be used to enhance spells in the
Altocrystarium.
Chocobo
When traveling across the Map of Orience (including RTS missions), press the two
assigned buttons at the same time to choose from any chocobo you have to ride.
Things to be Careful of When Using Items from the Items Screen
In this game, you can enter battle even when the Items screen is open. If you have to use
the Items screen to use an item, try to do it as quickly as possible. While the Items screen
is open, you can still move, which means you can select items while fleeing.
While the Items screen is open, you wont be able to attack or dodge. So close the Items
screen right away after youre used an item.

Type-0 101: The Fundamentals of War Magic

Ra Level/Ga Level
When the end of the spell name ends in a ra, it is at its second stage. When the spell name ends
in a ga, it is at its third stage. Before spells become ra or ga spells, they are simply basic
magic.

Magic Types and Usage


Spells are divided into Defense spells and Attack spells. Both cost MP when you use them.
Equipping Magic

There are different buttons and different slots for Attack and Defense magic.
Hold Down the Button to Cast

During a mission or an encounter battle, hold down the assigned button for a particular spell to
be cast.
During casting, the command bar will light up. For spells that can be charged, a light will
continue to move to the right. When the light reaches the right side, the spell will reach its
second stage. Some spells can even be charged to a third stage.
Recoiling or falling will interrupt casting and the spell will not be completed.
Release the Button to Complete the Cast

Once a spell is charged, release the button to cast the spell. The charge time differs between
spells and changes due to enhancement at the Altocrystarium.

Tips to Remember!
Many attack spells have a cast time of zero, so you only need to press and release the
corresponding button to use.
Basically, you can still move when casting an attack spell, or even dodge, although the charging
will pause while you are dodging.
You can cancel some spells by releasing the button during the cast, or cast a weaker form of the
spell by releasing the button before an attack spell is fully charged.

The Meanings of Spell Names


There are letters added to the end of the names of many of the fire, ice, and lightning spells.
These letters are abbreviations of weapon names and show what kind of attack it is.

Abbreviations

Compare rows: Select


Abbreviation

Meaning

RF (Rifle)

Fires bullets forward

SHG (Shotgun)

Fires forward over an area

ROK (Rocket)

Lobs a grenade-like projectile that explodes on impact

MIS (Missile)

Fires a missile forward that explodes on impact

BOM (Bomb)

Releases an explosion around the active character that does damage within the
immediate area

Some Spells will Change to ra or ga When You Cast Them

When chargeable, most spells will change to higher-level spells before you cast them. For
higher-level magic, the MP cost stays the same, but its power increases and/or multiple targets

can be affected, among other things. However, if you are hit or release the button before the spell
is charged to one of its higher levels, it will not become a higher-level spell for that attack.

Spells that Change to Higher-Level Spells


Fire: RF, SHG, ROK, MIS, BOM
Blizzard: RF, SHG, ROK, MIS, BOM
Thunder: RF, SHG, ROK, MIS, BOM
Cure
Protect
Invisible
Esuna
While charging basic magic, a light on the command bar will start moving from the left. When it
reaches the right, the spell becomes a ra spell. If you continue to cast it, it may become a ga
spell in the same way, depending on your magic stat and the how much youve leveled the spell
up in the Altocrystarium.
Indicators Relating to Higher-Level Spells
When you equip a spell, the name of the highest-level spell that character can cast with his or her
magic is displayed.

Tips to Remember!
When a character has learned a ra or ga spell, if you cancel another action to use a spell, the
casting time will be zero and the spell will be used in its most basic form if the character has
enough magic for it.

Spells and Magic


The spells are ordered by the magic necessary for them at the Altocrystarium.
Each spell requires different magic, and depends on the characters fire magic, ice magic,
lightning magic, or defense magic. The strength of each spell is determined by the magic stats
displayed as part of your character stats in the Squad menu screen, the Armament screen, and so
on.

Spells and Their Related Magic Stats


Compare rows: Select

Spells

Magic Stat

Fire Spells

Fire Magic

Ice Spells (Blizzard)

Ice Magic

Lightning Spells (Thunder)

Lightning Magic

Defense Spells, Holy

Defense Magic

Unlocking Magic
Spells can be equipped for the first time once they are unlocked.

How to Unlock Spells Most Spells


Clear certain missions.
Successfully complete certain SOs.
Complete certain Tasks.
Attend certain Moogle Classes.
Accumulate SPP.

Type-0 101: The Fundamentals of War


Altocrystarium
Altocrystarium
Spending Phantoma in the Altocrystarium improves magic. To enhance magic, you will first
need to connect with the Altocrystarium before the Phantoma you have collected can be used.
Furthermore, only the spells that have already been unlocked can be enhanced.

Using the Altocrystarium

Phantoma can increase the level of your spells individual stats, such as power, cast time, range,
and more.
When Upgrading Spells Becomes Available
Upgrading spells becomes available in Chapter 2, after your first Free Time session and after
checking in at the Altocrystarium.
Access to Upgrading Spells
You can check in at the Altocrystarium or select Altocrystarium from the Relic Terminal.
Spell Properties
When upgrading spells, choose from one to five properties to enhance. The properties you can
select will differ depending on the spell.
Changes Depending on Level of Each Property
Compare rows: Select
Property
Power,

Changes Depending on Level


For each 1.6-1.7 increase in level, basic power (damage output/heal effectiveness) will

Changes Depending on Level of Each Property


Compare rows: Select
Property

Changes Depending on Level

Recovery

increase by 1 (if the spell is of magic type II, the basic power will increase by 1 for every
0.1-0.2 increase in level)

MP Cost

MP cost is reduced by 1 for each 0.3-0.4 increase in level

Cast Time

Cast time is reduced by 0.1% for each 0.1 increase in level

Range

Range increases by 4 cm for each 0.1 increase in level

Speed

Bullet speed increases by 4.5 cm per second for each 0.1 increase in level

Homing

The change of angle per second gets greater by 0.75 degrees for each 0.1 increase in level

Duration

Increases by 1 second for every 1.1-1.2 increase in level

Resilience

Increases the amount of damage Wall can withstand

Necessary Phantoma
The necessary Phantoma type and amount differs depending on the type of spell and the property
to be enhanced. (There are cases where two types of Phantoma are required.) Furthermore, the
necessary Phantoma will change depending on the level of the property to be enhanced.
Levels of Each Property
The strength of each property is shown by its level. There may be instances when upgrading a
property increases the level of the selected property, but also decreases the level of another
property.

Tips to Remember!
Enhancing properties other than MP Cost will, in most cases, reduce the level of MP Cost.
When enhancing MP Cost, there are many cases where the level of another property will be
reduced, although this depends on the spell.

There Is a Max and Min for Each Propertys Level

By carrying out upgrades, you can enhance a spell, but you cannot perform infinite
enhancements. The maximum level for each spell and each property is already determined, and
even if you attempt to enhance past the maximum level, it will have no effect. Each level also

has a minimum (all spell properties share a minimum level of 1.0). When an upgrade is carried
out that would reduce the level of another property below the minimum, it will not fall below the
minimum. Instead the level will not decrease at all.

Tips to Remember!
When you earn SP ranks, spells that you have gained the right to use (special spells) will be
maxed out from the very first time you use them, and you cannot enhance them further.

The Strength of Spells Varies


The level of each property of a spell is shown on screen with any decimal places removed, but
the strength of the spell is still influenced by these decimal places. Because of this, even if the
spell is shown on the screen to be at the same level as another spell of the same type, but
different element, there may be a difference in the spells strength.

Type-0 101: The Fundamentals of War


Abilities
Abilities
Each character and Eidolon have special abilities. There are two types: command abilities that
can be used as commands, and auto abilities that, once learned, will always be in effect. The
general effects are shown as icons.

Learning and Using Abilities


When an ability is unlocked, you can spend AP (Ability Points) to learn it.

Learning Abilities
1. Check a Relic Terminal
2. Select Promotion
3. Select Abilities*
4. Choose a character to learn an ability
5. Select the ability you want the character to learn
*When you want an Eidolon to learn an ability, select Eidolons

Getting AP
Method

Who Gets AP

Amount

Level increase Character who has had a level increase 18

Using Command Abilities


Equipped command abilities can be used by pressing the assigned buttons. However, most
command abilities will use a certain amount of the Ability Gauge (AG) when used, so be
careful.

Tips to Remember!
The Ability Gauge will be used when you use Block or use the Triad Maneuver, or if you switch
the character you are controlling.
When you enter a Recovery Portal, the Ability Gauge will be entirely replenished.

Type-0 101: The Fundamentals of War Squad


Command
You can choose from a range of options prior to starting a mission. The three main categories for
squad commands are Triad Maneuver, Eidolon, and Vermilion Bird. Some of these commands
may only be used once the required conditions have been met, or may entail suffering severe
damage.

Triad Maneuver
This is when the three members of your party join forces to unleash a powerful move.

Triad Maneuver Availability


Enabled from the start of Chapter 3 on the first playthrough.
Enabled from the start of Chapter 2 on the second playthrough.

Triad Maneuver Conditions


Triad Maneuvers must be equipped.*
Your party must have three members, none of whom have Frozen, Stop, or KO status.
The active leader must have a full Ability Gauge.

*Once the Triad Maneuver is equipped, it will remain equipped whenever you are not on a
mission.

Using Triad Maneuvers


Giving the Signal
Press the appropriate buttons at the same time to signal the start of a Triad Maneuver. Your
Ability Gauge will be drained. The active leader will unleash a shock wave hitting all foes in the
vicinity.
Triad Maneuver Strikes
The other two members of your party will charge at the target and strike with shock waves and
their Triad Maneuver attack. Press the normal attack button and your active leader will unleash a
Triad Maneuver attack.
Returning to Original Positions
When your allies have finished their attack, they will instantly return to their initial positions.
From the time your allies receive the signal to attack to the end of the Triad Maneuver, they are
invulnerable to enemy attacks.

Launch a Triad Maneuver and a shock wave will stop all enemies in their tracks by inflicting
Stop status on them.

Triad Maneuvers vary depending on the character. The name of the move is displayed on the top
of the screen.

Tips to Remember!
During a Triad Maneuver, only the Ability Gauge of the active leader will be used up.
If the active leader dodges or is struck after issuing the signal for a Triad Maneuver, the active
leader will be unable to use his or her Triad Maneuver strike. (Normal attack button attacks will
revert to standard strikes.)

Eidolons
Eidolons refers to powerful creatures that can be summoned to fight in place of the active
leader.
When Eidolons Can Be Summoned
You will be able to summon Eidolons after receiving the required Summoning Permit
during The Capture of Togoreth Stronghold mission or from the start of Chapter 3. (You will
only be able to enable the Eidolon squad command from Chapter 3 onwards.)

Eidolons you have unlocked will level up and gain abilities in the same way as active leaders.
During your second playthrough, youll be able to use Eidolons from the start of Chapter 2. That
being said, you can only summon an Eidolon during missions.

Conditions for Summoning an Eidolon


The Eidolon must be equipped before starting a mission. (Only unlocked Eidolons can be
equipped. On your first playthrough, once you have obtained the required Summoning Permit
and unlocked Ifrit, this Eidolon will be automatically equipped.)
Eidolon cannot be dead.

How to Unlock Eidolons


Clear certain missions.
Successfully complete certain SOs.

Summoning Eidolons
Opening a Portal

Pressing the two assigned buttons together for 0.4 seconds will open a portal below your active
leader. Your active leader will then die and an Eidolon will be summoned.

Controlling Eidolons in Battle

You can control the Eidolon just like your active leader, but it will differ in the ways listed in the
section below. Some Eidolons will move automatically and cannot be controlled.
The Eidolon Vanishes

Once the period for the summon expires, the Eidolon will vanish and be replaced by your dead
active leader. (You will need to switch active leaders in order to control your party.)
If you try to open a portal in a space that is too narrow, it will not fully open and no Eidolon will
be summoned. (Your active leader will not die.)
The remaining time that the Eidolon you have summoned will fight for is displayed above the
Ability Gauge.

Main Ways Eidolons are Different from Active Leaders


They only appear for a certain amount of time. The length of time they appear for differs
depending on the Eidolon. (Learning Summon Extension in the Promotion menu for Eidolons
will extend the time they appear for.)
MP will recover automatically at a rate of 4.4-4.6% per second. (This can be accelerated with
certain abilities.)
They cannot dodge.
They will not obtain Phantoma.
They will not obtain items.

Ability commands cannot be changed.

Tips to Remember!
After summoning an Eidolon, you can switch to other party members, but you will be unable to
return to controlling the Eidolon.

Eidolons Can Come When You Fall in Battle


The affinity felt towards you by the Eidolon is a hidden stat you wont see displayed on-screen.
If there is an Eidolon with a high affinity for you, they may be automatically summoned and
come to the rescue when your party falls in battle. This is known as a surprise summon. Surprise
summons will only take place when you are on a mission and have an Eidolon squad command
equipped. This will not occur during battles on the Map of Orience.
1. Wiped Out
When all members of your party, including reserve members, have died, the Game Over screen
will be displayed.
2. Surprise Summon
If you have met the required conditions and its your lucky day, a surprise summon could occur.
The summoned Eidolon will do battle automatically for 30 seconds.
3. Resurrection
If the Eidolon falls in battle or the summon period expires, it will disappear. Your entire party
will be resurrected and your game will continue.
Eidolons Assigned to Surprise Summons
Which Eidolon appears is determined by which one you have the highest affinity with and
whether or not that Eidolon is still alive. The Eidolon that shows up may not be the one you
equipped at the start of the mission.
Eidolon affinity levels will increase and only increase at the end of a mission; they do not change
during missions. Affinity starts at 50 and has a minimum of 0 and a maximum of 255, which
increases or decreases based on whether or not the Eidolon you summoned is killed in combat or
disappears naturally after its timer runs out.
If you die more than once during a mission, the probability of a surprise summon will decrease.
It will decrease to half the second time you fall, before being reduced to a third, then a quarter,
and lower. After clearing a mission or saving and reloading data, the probabilities will return to
their original values.

Tips to Remember!
You cannot boost the time an Eidolon appears for during a surprise summon.
If there is insufficient room for a portal in your present location, a surprise summon will not take
place.

Vermilion Bird
Vermilion Bird is a squad command that inflicts damage on an enemy while also possibly
conferring the Reraise status on your active leader.

When You Can Use Vermilion Bird


In your first playthrough, you can use Vermilion Bird from Chapter 3, when you have completed
the required Task during your second Free Time session.
From your second playthrough, you will be able to use it from Chapter 2, assuming you unlocked
it in your first playthrough.
Vermilion Bird can only be equipped during missions.

Conditions for Using Vermilion Bird


It must be equipped as a squad command.
Your party must have three members, none of whom have Frozen, Stop, or KO status.

Using Vermilion Bird


1. Casting the Spell

Press the assigned buttons at the same time to begin casting Vermilion Bird. Keep the buttons
held down and, as with other magic spells, you will see light moving from left to right at the
command bars location. MP will be consumed as you cast the spell.
2. Increasing Vermilion Bird Level

When the light reaches the limit on the right, the spell will reach Level 1 and you will be able to
cast it. Keep the button held down and the light will travel from left to right again. Each time it
reaches the right side, the level will increase until reaching the maximum level possible.
3. Launching the Attack
Release the buttons to unleash Vermilion Bird. Your allies will encircle the enemy at a high
speed and all launch the fiery attack. They will then return to their original positions. Your party
will be invulnerable while Vermilion Bird is being used.

Vermilion Bird Levels and MP Consumption


If your active leaders MP runs out before Vermilion Bird reaches Level 1, he or she will be
unable to continue casting it and it will be canceled.
If your active leaders MP runs out with Vermilion Bird at Level 1 or above, its level will not
increase further.
Even if Vermilion Bird has reached its maximum level, continuing to hold down the button will
still drain MP.
Only the active leaders MP will be drained.

Tips to Remember!
The degree of damage dealt by Vermilion Bird will vary according to the power of your fire
magic.

Vermilion Bird Power Varies According to Level


Value of Vermilion Bird Level
Initial value is set at 5.

By using Crystal Shards within the Promotion menu, this value can be increased by a single level
at a time, up to a maximum of 100.
Your current Vermilion Bird level type is displayed above the Ability Gauge. The maximum
level is 100.
Variation According to Level of Vermilion Bird
Level 5 Vermilion Bird
Change
(Default Value)
Casting time before
reaching Level 1

3.17 seconds

Variation According to Level of Vermilion Bird


With each additional level, this is reduced by 0.03
seconds. (Minimum value is 0.17 seconds.)

Variation Depending on Level When Launched


Value at
Variation Depending on Level When Launched
Change
Lv. 1
Reraise status
probability

26.5%

For every increase of 2 levels, probability is boosted by 1.5%, up to a


maximum of 100%.

Type-0 101: The Fundamentals of War


Obtaining Phantoma
Phantoma
Phantoma can be thought of as soul energy. Magical research would be impossible without it. It
can be obtained from enemies that fall on the battlefield and can be used to conduct upgrades in
the Altocrystarium.

How to Get Phantoma


You can get Phantoma from deceased foes, or from Phantoma vendors.
1. A Mark is Displayed

Target fallen enemies and a mark will be displayed around the target indicator. The type of
Phantoma will be different depending on the color and shape of this mark.
2. Preparing to Take the Phantoma

Lock on to a target and your active leader will prepare to harvest the Phantoma. The fallen
enemy will float and a red line will connect it to your character.
3. Obtaining Phantoma

Press the assigned button while locked on to a deceased target to take the Phantoma. You can get
the Phantoma from every enemy you are connected to by a red line at the same time.

Effect of Obtaining Phantoma


Once an enemys Phantoma has been harvested, it will explode, doing damage to any other
enemies in the vicinity.
Balls of light will fly at high speeds from the enemies. If your active leader comes into contact
with these balls, it can have the effects listed below. Note that you will be invulnerable for a
short period after obtaining Phantoma, but the duration of this period varies according to the
character.
MP Recovered by Obtaining Phantoma
Compare rows: Select

Phantoma Type

MP Recovered

MP Recovered by Obtaining Phantoma


Compare rows: Select

Phantoma Type

MP Recovered

Red, Blue (excluding Argent), Yellow

Green

12

Purple

30

Tips to Remember!
Any enemies that are still alive will be targeted prior to fallen enemies. If you wish to obtain
Phantoma from a fallen enemy prior to taking on another foe, press the Right Analog Stick up to
cycle between an active target and deceased target while locked on.
Enemies will disappear ten to fifteen seconds after dying, so you need to obtain their Phantoma
before that. Once your active leader is connected to a dead enemy with a red line, the enemy will
remain on screen for four times longer.
Phantoma cannot be harvested from mechanical enemies such as Martinets, unless they are
piloted by soldiers.

Type-0 101: The Fundamentals of War


Parameters
There are eight different stats you can check via the Squad menu. These are HP, MP, Attack,
Defense, Fire Magic, Ice Magic, Lightning Magic, and Defense Magic. There is also a Magical
Defense stat, which is not displayed on screen.

The Role of Parameters


In battle, the active leader or Eidolon with the highest stats has an advantage.
What Each Stat Means
Compare rows: Select
Name
HP

Description
Physical health. If it hits zero, you will die.

What Each Stat Means


Compare rows: Select
Name

Description

MP

Decreases when you use magic.

Attack

Affects the damage done by your strikes.

Defense

Affects the damage taken from enemy strikes.

How to Improve Your Stats


Level up.
Use enhancers or boost items.
Complete Moglins classes.
Do Secret Training.
Carry out certain Tasks.
After completing his Events, get Ryid to join Class Zero.
After completing his Events, get Quon to join Class Zero.
Equip accessories and weapons.
Learn certain abilities (Eidolon only).

You can check parameters by selecting the Squad tab from the Info screen, selecting Reserves at
a Relic Terminal, or prior to beginning missions.
Highlighting accessories or weapons to equip within the Armament menu will display gauges
over certain stats, allowing you to compare possible stat increases and decreases.

Tips to Remember!
HP and MP can reach a maximum of 9999. Other stats have a maximum of 255.
Some accessories lower certain stats.

Some Enemy Strikes Are Affected by Magical Defense


The damage when you are hit by certain enemy strikes, such as the fire attack of the Nox Suzaku,
is reduced by your Magical Defense, a stat that isnt displayed on screen. This value never
changes. Enemies also have different levels of Magical Defense, and it can reduce the damage
taken from certain strikes.

Levels
Members of Class Zero and Eidolons will level up and grow stronger each time they accumulate
a certain amount of EXP.

Effects of Leveling Up
Your stats will improve.
You will gain AP.
Abilities will be unlocked.*
You will do more damage (varies depending on level gap with enemy).
You will take less damage. (Varies depending on level gap with enemy. Wont vary when your
level is equal or greater than enemy.)
*Some abilities only unlock upon the unlocking of other abilities, and for characters like Jack
and Machina thats the only wayjust leveling up wont do the trick.
Getting Hold of EXP

Compare rows: Select


Method

Who Gains It?

How Much?

Defeat
enemies

Everyone who took part in the battle and is still alive will
gain EXP the moment the enemy dies.

Varies depending on the


enemy defeated

Do special
training

Everyone (except Eidolons)

2000-100,000

The maximum amount of EXP you can gain from defeating an enemy is 99,999.
Characters who have the Ring of Pulse, Glove of Lindzei, Armlet of Etro, or Amulet of Mwynn
equipped cannot obtain EXP.
Accumulated EXP per Level and AP Gained at Each Level (Including Eidolons)
Compare rows: Select
Lv.

EXP

AP

Accumulated EXP per Level and AP Gained at Each Level (Including Eidolons)
Compare rows: Select
Lv.

EXP

AP

Accumulated EXP per Level and AP Gained at Each Level (Including Eidolons)
Compare rows: Select
Lv.

EXP

AP

Accumulated EXP per Level and AP Gained at Each Level (Including Eidolons)
Compare rows: Select
Lv.

EXP

AP

7450

8000

9100

10

10535

11

12026

12

14157

13

16974

14

20719

15

25724

16

31079

17

37799

18

45569

19

55313

20

65379

21

77069

22

89109

23

102171

24

117599

25

134280

Accumulated EXP per Level and AP Gained at Each Level (Including Eidolons)
Compare rows: Select
Lv.

EXP

AP

Accumulated EXP per Level and AP Gained at Each Level (Including Eidolons)
Compare rows: Select
Lv.

EXP

AP

26

153007

27

172672

28

194107

29

217282

30

243316

31

274179

32

310503

33

350720

34

395950

35

444890

36

497540

37

554075

38

614495

39

678800

40

747165

41

819590

42

896075

43

976813

44

1,061,803

Accumulated EXP per Level and AP Gained at Each Level (Including Eidolons)
Compare rows: Select
Lv.

EXP

AP

Accumulated EXP per Level and AP Gained at Each Level (Including Eidolons)
Compare rows: Select
Lv.

EXP

AP

45

1,151,130

46

1,244,880

47

1,343,141

48

1,446,003

49

1,553,558

50

1,665,899

51

1,783,121

52

1,905,321

53

2,032,598

54

2,165,053

55

2,302,789

56

2,445,911

57

2,594,526

58

2,748,743

59

2,908,674

60

3,074,433

61

3,246,136

62

3,423,901

63

3,607,849

Accumulated EXP per Level and AP Gained at Each Level (Including Eidolons)
Compare rows: Select
Lv.

EXP

AP

Accumulated EXP per Level and AP Gained at Each Level (Including Eidolons)
Compare rows: Select
Lv.

EXP

AP

64

3,798,103

65

3,994,789

66

4,198,035

67

4,407,972

68

4,624,733

69

4,848,454

70

5,079,274

71

5,317,334

72

5,562,778

73

5,815,753

74

6,076,409

75

6,344,899

76

6,621,379

77

6,906,008

78

7,198,948

79

7,500,365

80

7,810,682

81

8,130,344

82

8,459,818

Accumulated EXP per Level and AP Gained at Each Level (Including Eidolons)
Compare rows: Select
Lv.

EXP

AP

Accumulated EXP per Level and AP Gained at Each Level (Including Eidolons)
Compare rows: Select
Lv.

EXP

AP

83

8,799,594

84

9,150,187

85

9,512,137

86

9,886,011

87

10,272,405

88

10,671,945

89

11,085,288

90

11,513,124

91

11,956,902

92

12,419,810

93

12,907,587

94

13,430,180

95

14,004,997

96

14,663,372

97

15,472,151

98

16,581,738

99

18,593,749

Tips to Remember!

When you are forming your squad prior to beginning a mission, bear in mind that the likelihood
of a squad member becoming Primed will vary depending on their relative level within the
party.
The maximum level your characters and Eidolons can reach is 99. This is mostly true for
enemies, but some will have levels of over 100 in the more challenging areas of the game.
The EXP you gain from defeating enemies will be reduced if your level is higher than your foe.
This effect is relative to the total EXP gained, meaning it is less apparent the more EXP you get
from defeating an enemy.

Type-0 101: The Fundamentals of War Status


Effects
Some status effects have positive effects, while others are negative. Negative effects can be
caused by being attacked or being in a hazardous environment, while positive effects come from
using certain magic spells, abilities, or items. Certain positive status effects are only effective
against enemies, while others only work on you and your allies.

Status Effect Infliction


The probability of a status effect being inflicted depends on the targets resistance and the
difference between you and your targets level.
Status Effect Infliction Rate (%)

Most Attacks
Attack Dependent Probability Target Resistance + Level of Attacker, Level of Target x 5
The chances of inflicting a status effect depend of several factors: The attack used, what
equipment your team is wearing and what resistances the enemy has. Most bosses cannot be
inflicted by status effects. On the other hand, your team can wear equipment that will nullify
certain status effect, making it impossible for them to be afflicted.
If the probability of success is 100%, the status effect will always be inflicted unless the target is
invulnerable.
When a move is designated as unstoppable, the status effect will be inflicted even if the target is
invulnerable.
Eidolons are all invulnerable to negative status effects.

With the exception of poison or drains to attribute resistance, once status effects are in effect,
they cannot be inflicted again.

Status Effects with Different Probabilities


Zantetsuken (Odin Eidolon)*
(60 + Charge Level x 24) Target Death Resistance
Shin-Zantetsuken (Grmnir Eidolon)*
(80 + Charge Level x 24) Target Death Resistance
Moxie volume will increase when a killer blow is delivered by Sice.
*Increase Charge Level for Zantetsuken and Shin-Zantetsuken by holding down the assigned
button.
*Zantetsuken and Shin-Zantetsuken are guaranteed to deliver a fatal blow to any enemy with a
Death resistance of zero.
Check Status Effects On Screen

The name of current status effects will be displayed over an allys name on the bottom of the
screen, or below an enemys HP gauge when you are locked on to them. (The name is not
displayed if the target is dead or if it is an effect that drains attribute resistance.) If the name of
the status effect is outlined in blue, it has positive effects. If it is outlined in brown, this indicates
that it has negative effects.
Most status effects alter the appearance of your allies or enemies.

Curing Negative Status Effects


Most negative status effects are cured when a certain amount of time has passed.

Main Methods of Curing Negative Status Effects


Allowing a certain amount of time to pass.
Using the spell Esuna or an item such as a Remedy (see below).
Using a Recovery Portal.
Using a curative status effect.
Returning to the Map of Orience after a mission or encounter battle.

Tips to Remember!
The duration of a negative status effect will vary depending on the way it was inflicted.

Status Effect List


How to Read the List

Name: The name of the status effect is displayed.


Effect/Description: The effect of the status effect is given with additional details where
required.
How to Cure: The method of curing the status effect is given. The symbol
effect is cured, while indicates that it is not.

means that a status

Passage of Time: Indicates whether or not time will cure the effect.
Esuna, etc.: Indicates whether effect will be cured by the methods given in the Esuna and Other
Cures note.

Death, Exit to Map of Orience: Indicates whether the effect is cured by death or exiting to the
Map of Orience.
Other: Indicates there is a cure not listed above.

Esuna and Other Cures


Use spells such as Esuna, Esunara, Esunaga, Full-Cure, or Full-Cure II.
Use items such as Remedy, Mega-Remedy, Aurum Medica, or Insect Oil.
Use a Recovery Portal.
Trigger an invulnerability effect.
Negative Status Effects: Description and how to cure
Compare rows: Select

Name

Effect/Description

Death,
Passage Esuna, Exit to
of Time etc. Map of
Orience

Other

Burn

Loss of 1/8 of total HP inflicted every five


seconds along with recoil effect.

Shock

Loss of 1/128 of total HP inflicted every two


seconds along with recoil effect.

Silence

Victim unable to cast magic spells or


Vermilion Bird. Cannot affect enemies.

Poison

HP drained by 7.5 per second. Regen status


canceled. If a Poison status is inflicted on a
target who is already poisoned, its duration
will be reset.

Trigger Regen
status.

Stop

Victim unable to move. While frozen,


automatic HP recovery will not function.
Stops most of the extended effects of other
status effects (damage from Burn and Shock,
HP reduction from Poison, HP recovery effect
of Regen, etc.). Cancels Haste status.

Trigger Haste
status.

When attribute resistance decreases, the


Attribute
damage taken from attribute-related attacks
Resistance
increases. When attribute resistance is

Negative Status Effects: Description and how to cure


Compare rows: Select

Name

Down

Death,
Passage Esuna, Exit to
of Time etc. Map of
Orience

Effect/Description

reduced, it can be further lowered if another


status effect reducing resistance is inflicted.
Only works on enemies.

Stun

Victim unable to move. As soon as the victim


crouches, Killsight or Breaksight will be
displayed. Damage inflicted will be doubled.
(Damage inflicted by Cinques Focus attack,
Sevens Insult to Injury strike and Machinas
Cyclone Drive will be quadrupled.) Only
works on enemies.

Killsight

Any strike inflicted is fatal. If an enemy has


been significantly damaged, whenever its
Breaksight would normally appear, red
Killsight will appear instead. Hitting an
enemy that has its Killsight exposed will kill
that enemy immediately.

Death

Other

Damage is taken.

Damage is taken.

Victim cannot perform any actions. Victim


cannot participate in battle. All other status
effects are canceled.

Use Phoenix Down.


Use Raise. A
surprise summon
occurs. Enter
Akademeia, or
another town.

*Will not be cured by Remedy, Mega-Remedy, Elixir, Megalixir, Aurum Medica, recovery
portals, or invincibility.
Positive Status Effects: Description and removal
Compare rows: Select
Name/Change
in Status

Effect/Description

Passage of
Time

Esuna,
etc.

Death,
Exit to
Map

Other

Positive Status Effects: Description and removal


Compare rows: Select
Name/Change
in Status

Effect/Description

Passage of
Time

Esuna,
etc.

Death,
Exit to
Map

Other

Protect

Damage taken from attacks will be


halved. Character will not fall or recoil.
Stun value will not increase (enemies
only). Critical strikes will not be taken
(enemies only).

Invisible

Lowers the likelihood of being attacked


by enemies. (Note that you are still
vulnerable to being struck by attacks
intended for others if you are in the
wrong location.) Cannot affect
enemies.

Get hit by a
strike.

Regen

HP will recover at a rate of 0.56% of


maximum HP per second. (This is in
addition to automatic HP recovered
when character is not active.) Cures
Poison status.

Become
poisoned.

Reraise

Resurrects dead character with full HP.


Cannot affect enemies.

Effect is
triggered.

Aura

Doubles damage inflicted by certain


moves.

Trance

Doubles damage inflicted by magic


spells and Vermilion Bird.

Quick

Time required to cast spell is halved.


Cannot effect enemies.

Haste

Movement speed doubles. Cures Stop


status.

Stop status
inflicted.

Endure

Character will not fall or recoil. Cannot


affect enemies.

Barrier

Renders spells and Vermilion Bird


ineffective. Only works on enemies.

Positive Status Effects: Description and removal


Compare rows: Select
Name/Change
in Status

Effect/Description

Passage of
Time

Esuna,
etc.

Death,
Exit to
Map

Other

Invincible

Character is invulnerable to all strikes.


Character will not fall or recoil. Any
status effect curable with Esuna or
related spells will be cured.

Freecast

Spells can be cast without using MP.


Cannot affect enemies.

Primed

Identical effects to Aura and Trance


statuses. Damage taken is halved. (If
this is used at the same time as the
Protect status, the effects will not be
combined.) Cannot affect enemies.

Clear or quit
mission.

Rage

The same effects as one or all of Aura,


Haste and Endure will be triggered. The
effects triggered will vary depending
on the enemy. When status ends,
Killsight will be triggered for six
seconds. Only works on enemies.

Negative Status Effects: triggers and resistances


Compare rows: Select
Name

Triggers

Resistances

Burn

Hellthunder, Hellthunder II,


Elementillery [Cater], Elementalash
[Seven], Wildfire Mace [Cinque],
Wildfire Whipblade [Seven], Wildfire
Spear [Nine], Bewitching Fragrance
[Sice], Ifrit, Firebrand, Rubricante,
Vulcan, Calamity, Ignis, Vermilion Bird,
Ambushed (self-triggered)

Mythril Armor, Mythril Helm, Ignis Codex, Tome


of Ifrit, Blaze Armlet, Armlet of Ifrit, Sublimation
Ring, Gemini Ring, Lunar Armlet, Arias Amulet,
Flameshield Cloak, Gold Anklet, Ribbon, Super
Ribbon, Lucid Lenses [Queen], SP Crystal, Genji
Helm, Agito Insignia

Freeze

Hellthunder, Hellthunder II,


Elementillery [Cater], Elementalash
[Seven], Hoarfrost Mace [Cinque],
Hoarfrost Whipblade [Seven], Hoarfrost

Mythril Armor, Glacies Codex, Tome of Shiva,


Arctic Armlet, Armlet of Shiva, Sublimation Ring,
Thundersnow Ring, Lunar Armlet, Arias Amulet,
Frostshield Cloak, Mobility Gear, Gold Anklet,

Positive Status Effects: Description and removal


Compare rows: Select
Name/Change
in Status

Effect/Description

Passage of
Time

Esuna,
etc.

Death,
Exit to
Map

Other

Spear [Nine], Shiva, Shankara, Petite


Shiva, Ambushed (self-triggered)

Ribbon, Super Ribbon, Lucid Lenses [Queen], SP


Crystal, Genji Helm, Iceblade Hilt, Agito Insignia

Shock

Hellthunder, Hellthunder II,


Elementillery [Cater], Elementalash
[Seven], Voltaic Mace [Cinque], Voltaic
Whipblade [Seven], Voltaic Spear
[Nine], Ambushed (self-triggered)

Mythril Armor, Fulgur Codex, Tome of Ramuh,


Thunderbolt Armlet, Armlet of Ramuh, Gemini
Ring, Thundersnow Ring, Lunar Armlet, Arias
Amulet, Sparkshield Cloak, Gold Anklet, Ribbon,
Super Ribbon, Lucid Lenses [Queen], SP Crystal,
Genji Helm, Agito Insignia

Silence

Ambushed (self-triggered)

Aegis Codex, Tome of Lakshmi, White Cape,


Medical Kit, Ribbon, Super Ribbon, SP Crystal,
Genji Helm, Agito Insignia

Poison

Bio, Hellthunder, Hellthunder II, Viral


Spray [Cater], Toxic Mist [Sice], Venom
Bow [Trey], Toxic Scythe [Sice], Black
Star Pendant, Medical Kit, Ribbon, Super Ribbon,
Widow [Jack], Bewitching Fragrance
SP Crystal, Genji Helm, Agito Insignia
[Sice], Baalberith, Ambushed (selftriggered)

Attribute
Resistance
Down

Debuff Shot [Cater], Piercing Gleam


[Jack]

Stun

Hellthunder, Hellthunder II, Ultima II,


Enemy stun effect will increase until it
reaches a set value

Killsight

Killfire, Killfire II, Death, Giga Burst


[Ace], Burst Delta [Trey], Grand Delta
[Trey], Last Stand (used on self) [Eight],
Tranquility (after learning Tranquility:
Angels Earrings, Super Ribbon, SP Crystal, Agito
+Killsight) [Jack], Justice Guard [Queen],
Insignia
Odin, Grmnir, Ambushed (selftriggered), when Invincible status ends
in Darkside mode (self-triggered)
[Queen], Rage status ends

Death

Grim Reaper [Sice], Reapers Tarot


[Ace], Black Trump [Ace], Thanatos

Safety Bit, Super Ribbon, SP Crystal, Agito

Positive Status Effects: Description and removal


Compare rows: Select
Name/Change
in Status

Effect/Description

Bow [Trey], Yoichis Bow [Trey],


Reapers Scythe [Sice], Persephones
Scythe [Sice], Killer Knuckles [Eight],
Rapture [Jack], Death Penalties [King],
Valkyries [King], Assassins Daggers
[Rem], Bewitching Fragrance [Sice],
Zantetsuken [Odin], Shin-Zantetsuken
[Grmnir], Hit enemy targets with
Killsight displayed.

Passage of
Time

Esuna,
etc.

Death,
Exit to
Map

Other

Insignia

Positive Status Effects: triggers


Compare rows: Select
Name

Protect

Triggers
Protect, Protectra, Protega, Boost, Boost II, Concerto [Deuce], Hymn of Healing [Deuce] (after
learning Flinchproof Hymn), Rigid Scaleskin, Ice Shard, Pretty Pelt, Turtle Shell, Reed Cloak,
U1-Vulcanizer, SP Robe, SP Shield, SP Cape, SP Armor, SP Helm, SP Crystal, Agito Insignia,
agree to certain SOs

Invisible Invisible, Invira, Inviga, Boost, agree to certain SOs

Regen

Ferrum Medica, Aes Medica, Argentum Medica, Tree Sap, Turtle Shell, U1-Vitality Apparatus,
U2-Vitality Apparatus, Seraphim Score [Deuce], Lace Leggings [Seven], Hagakure [Jack],
Betrothal Ring [Rem], SP Cape, SP Armor, SP Helm, SP Crystal, Assault Targe, Agito Insignia,
agree to certain SOs

Reraise

Reraise, Reraise II, Giga HP Charge [Ace], Undying Wish [Rem], Phoenix Pinion, Anima Lantern,
Life Armlet (Only on Chapter 1), Vermilion Bird

Aura

Boost, Boost II, Concerto [Deuce], Concerto ff [Deuce], Last Stand [Eight], Fortified Ration,
First Aid Kit, Strength Serum, Support Serum, Fire Shard, Fury Bristle, Pretty Pelt, Bomb Core,
Onion Armor, U1-Strength Apparatus, U2-Strength Apparatus, SP Armor, SP Helm, SP Crystal,
Amulet of Mwynn, Assault Targe, Agito Insignia, Golem, Gigas, Troll, Titan, Surprise Strike,
agree to certain SOs

Trance

Full-Magic II, Concerto ff [Deuce], Flan Ooze, Bomb Core, Beast Flesh, Crystal Mail, SP Armor,
SP Helm, SP Crystal, Enchanted Badge, Agito Insignia, First Strike, agree to certain SOs

Positive Status Effects: triggers


Compare rows: Select
Name

Triggers

Quick

Full-Magic II, Lightning Shard, Flan Ooze, Dragon Fang, Cactus Spine, Armlet of Etro, Black
Cowl, Enchanted Badge, Akatoki Amethyst, Agito Insignia, agree to certain SOs

Haste

Last Stand [Eight], agree to certain SOs

Endure

Thick Hide, Adamant Armlet, Oracles Codex [Ace], Transcendent Scroll [Eight], Meteor Buckle
[Nine], agree to certain SOs

Barrier

Automatically triggered by certain enemies

Invincible

Dragon Ore, Golem, Gigas, Troll, Titan, enter Darkside mode [Queen], join battle from
Reserves, reverse Death status, agree to certain SO

Full-Magic, Full-Magic II, Giga MP Charge [Ace], Light Feather, Dragon Fang, Beast Horn, SP
Freecast Helm, SP Crystal, Ring of Pulse, Grand Mages Badge, Agito Insignia, Surprise Strike, agree to
certain SOs
Primed

Start mission

Type-0 101: The Fundamentals of War Tips


for Winning Battles
Here well analyze the battle system and offer tips to make your life easier. Put these tips into
practice and youll be able to emerge victorious from even the toughest battle.

1. Start by Selecting Characters Who Are Easy to Control


The four easiest characters to use are as follows: Ace, Trey, Cater, and King. They can all
perform ranged attacks, making it much easier for them to hit the enemy than it is for some other
characters. You will be able to launch strikes at the enemy from a distance while staying out of
harms way, making fighting easy.
Rem is a great character to use for casting magic because her maximum MP is very high. Her
MP can be replenished with Manalchemy, Siphon Sphere, or Siphon Delta, and she can then
launch ranged magic attacks, making her battle style similar to the four characters listed above.
Its a good idea to get familiar with controlling around two to four of these characters, as this
will allow you to proceed through the missions relatively smoothly.

2. If Battles Are Tough, Its Time to Level Up

If you think the enemies youre facing are too tough, the problem is almost certainly that your
level is too low. The damage dealt by attacks is closely related to the gap in levels between you
and your opponent, as shown in the table below. Be sure to level up to near Moglins
recommendations before going into battle and youll find it makes things a whole lot easier.
Multiplier Effect of Level Gap on Damage Done by Attacks
When Attackers Level is Higher*
Compare rows: Select

Level Gap**

Damage Multiplier

80

x 61.00

70

x 56.51

60

x 48.81

50

x 39.09

40

x 28.50

30

x 18.23

20

x 9.44

19

x 8.69

18

x 7.96

17

x 7.23

16

x 6.60

15

x 5.97

14

x 5.36

13

x 4.80

12

x 4.26

11

x 3.77

10

x 3.30

x 2.88

When Attackers Level is Higher*


Compare rows: Select

Level Gap**

Damage Multiplier

x 2.50

x 2.16

x 1.86

x 1.60

x 1.39

x 1.22

x 1.10

x 1.02

x 1.00

When Attackers Level is Lower*


Compare rows: Select

Level Gap**

Damage Multiplier

80

x 0.02

70

x 0.02

60

x 0.02

50

x 0.03

40

x 0.04

30

x 0.05

20

x 0.11

19

x 0.11

18

x 0.13

17

x 0.14

When Attackers Level is Higher*


Compare rows: Select

Level Gap**

Damage Multiplier

16

x 0.15

15

x 0.17

14

x 0.19

13

x 0.21

12

x 0.23

11

x 0.26

10

x 0.30

x 0.34

x 0.40

x 0.46

x 0.53

x 0.62

x 0.71

x 0.82

x 0.91

x 0.98

x 1.00

*The figures given for the multiplier are estimates.


**If the level gap is 81 or over, it will be treated as being 80.

3. Time It Right and Aim for the Killsight and Breaksight


When you attack enemies, you should always try to target each enemys Killsight or Breaksight.
But remember that if you wait until you see the Killsight or Breaksight before you strike, youre
likely to miss your chance. You have to observe the enemys movements and learn the precise

point when the Killsight or Breaksight is displayed. Its important to get a sense of the time it
takes from you pressing the attack button to your attacks hitting the enemy. Master these skills
and youll be able to time your attacks to strike the enemy at the precise moment when either the
Killsight or Breaksight appears.

4. Learn to Lock On and Switch


To ensure youre ready to strike when a Killsight or Breaksight is displayed, its a good plan to
keep the lock-on button pressed down in battle. That way, your target is always in your sights.
Just remember that if you keep the button held down after defeating the enemy, you will still be
locked on to the same enemy. Switch your target using the Right Analog Stick so you can move
swiftly on to the next enemy. You can also release the lock-on button and then hold it down
again to set your sights on a different target.

5. Stock Up on Potions and Equip Them


Potions are your best bet for keeping your HP levels topped up in battle. With a single Potion
costing just 100 Gil, you can stock up on large quantities of them. When Potions are equipped,
you can use them with just the press of a button, making them simple to use even in the heat of
battle. You can buy Potions from the orderlys store, so be sure to stock up. If you use a lot of
Potions in battle, dont forget to replace them right away.

6. Switch Between Characters for Both Attacking and Healing


Remember that you can switch the character youre controlling in the middle of battle by
pressing left or right on the directional pad. If one of your squad is low on HP, its a good plan to
switch to them and then use a potion or recovery item to restore their HP. You can also increase
the effectiveness of your attacks by switching between members of your squad.

7. Always Accept SOs Before Heading to a New Area


Its a good idea to accept any SO you receive right before moving on to a new area, even if you
dont intend to carry it out. The SO will be canceled when you enter the new area, but you will
still get to carry over any positive status effects triggered by taking on the SO.

8. What Accessories Should I Equip?


The equipment listed in this section is highly recommended.
Accessories That Boost EXP
In this game, the difficulty of battles is directly related to your level. If you have accessories that
boost EXP, be sure to equip them to your main character, at least until they reach level 99.

Useful Item That Is Easily Acquired


Name
Effect
Growth Egg Doubles the EXP you gain

Boosting Attribute Resistance


Its best to equip accessories that will reduce the damage taken from the specific types of attack
used by different enemies. If you find it too troublesome to swap equipment for every battle, its
smart to equip accessories that are either ballistic or impact resistant, or ideally both. Youll need
this kind of defense against enemies youll be meeting a lot, such as Imperial Troopers and
enemies using Magitek Armor.
Useful Items That Are Easily Acquired
Compare rows: Select
Name

Effect

Flak Jacket

Ballistic Resistance +25%

Ballistic Shield

Ballistic Resistance +30%

Deflector

Max HP +50%, Ballistic Resistance +30%

Shock Armor

Impact Resistance +25%

Quake Killer

Impact Resistance +35%

Zircon Shield

Ballistic/Impact Resistance +25%

Arias Amulet

All Resistance +10%, Block Burn/Freeze/Shock

Boosting Maximum MP
Characters that rely on magic spells should ideally have items equipped that boost their
maximum MP. This is especially useful for Rem, who has high maximum MP from the start.
Accessories that boost both maximum MP and other magical powers are particularly good.
Useful Items That Are Easily Acquired
Compare rows: Select

Name

Effect

Useful Items That Are Easily Acquired


Compare rows: Select

Name

Effect

Gold Bracelet

Max HP/MP +20%

Combat Apparatus

Max HP/MP +30%

Platinum Bracelet

Max HP/MP +40%

Ferric Ring

Max MP +20%

Argentic Ring

Max MP +30%

Auric Ring

Max MP +40%

9. Learning Abilities Is Vital


You will gain the AP required to learn new abilities each time you level up. After you level up,
head to the Promotion menu within a Relic Terminal and choose the ability youd like to learn.

10. Make Use of the Altocrystarium to Level Up MP Cost


Magic spells use up a lot of MP and wont be any use to you once your MP runs out. This is
where the Altocrystarium comes in, as it will boost magical efficiency by reducing MP use and
letting you use more magic. Its a good idea to decrease the MP Cost for SHG, SHG-II, and
BOM spells. The time it takes to cast these spells will increase, but at the same time, youre
already able to cast basic magic instantly. This is a great way to reduce the amount of MP you
use as well as not having to worry about using Quick Draw abilities.

11. When to Use Akademeias Support Personnel


When support characters from Akademeia join you, be aware that any members of your squad
who are relegated to reserve members will not earn any EXP. Under normal circumstances, its
best not to accept support from Akademeia, ensuring that all three of your squad members earn
EXP. Its useful to call in Support Personnel when you only have a single active member, or the
mission level is higher than you are comfortable with and your squad members are at serious risk
in battle.

12. Which Squad Command Should I Use?


The easiest of the three squad commands to use is the Triad Maneuver. If you enable this
command, it will give you the opportunity to inflict serious damage on enemies that are hard to
target using Killsights and Breaksights. After using a Triad Maneuver, your Ability Gauge will

be completely drained, but it will build up again as you attack enemies. Dont hesitate to use
Triad Maneuvers whenever you can.

13. Earning Gil


If you keep taking out enemies with the Setzer airship with a combo rate of x256, youll be able
to earn a huge amount of Gil. Just be aware that its very difficult to pull this off successfully,
and if you dont get it right it actually becomes a very inefficient way to boost funds. Youll need
to activate the Setzer from the Silent Key before being able to attempt bringing in Gil this way.
Keep the points detailed below in mind to increase the efficiency of your money making.
Tips For Earning Gil in Missions
Adjust the difficulty level depending on the level of your player character.
When the difficulty level is Officer or higher, its a good plan to fight with a single player so
youll earn a bigger bonus and improve your battle stats. To speed things up, ignore enemies you
dont need to do battle with.
You can earn Elixirs fairly easily from picking up items in missions and side areas, and
completing SOs and Tasks. Each Elixir can then be sold for a total of 2000 Gil.

14. Earning EXP


The best way to make your life easier in battles is to level up. Use the methods listed below to
earn EXP. You should aim for the level of your main characters to either be equal to or higher
than the level of the mission you are taking on.
Remember to Study
When you have Free Time, its a good idea to head to Classroom Zero to take lessons from
Moglin. Moglin will sometimes teach a class that will allow your whole squad to gain large
amounts of EXP. Taking lessons is one of the simplest ways to power-up your team, so
remember not to skip class!
Remember to Do Secret Training
You can earn EXP while not playing Type-0 HD by having a member of your squad do Secret
Training from the Arena in Akademeia. If you put a squad member in Secret Training, the next
time you start the game, youll find that this squad member will have a whole lot of additional
EXP. Its a great way to level up with minimal effort. In order for your character to gain any
experience from Secret Training, two hours must pass. For every two hours that pass, your
character will battle one opponent. Your character can only battle a maximum of twelve
opponents (twenty-four hours), so its a good idea to check in once a day and end the current
training to begin another session and keep the EXP flowing.

Repeat Missions
Choose the missions appropriate to your level and progress through the story. Give yourself a
further boost by equipping items such as Growth Eggs, which increase your EXP yield. When
your characters level is much lower than the level for the mission, you should equip the spell
Avoid, which will make your character automatically dodge out of the way of enemy strikes.

Characters Ace
Ace is primarily a ranged fighter, but his versatility makes him an asset in almost any situation.

Essential Details
Initial Status

Compare rows: Select

Level:

EXP:

7320

AP:

Accessories:

Glacies Prima, Vol. I; Life Armlet

Weapon:

Playing Cards

Commands:

Cut Cards; Blizzard BOM

Defense Command:

Wall

Basic Attributes

Compare rows: Select

Movement SpeedWeapon Stowed:

7.8 meters per second

Movement SpeedWeapon Drawn:

8.4 meters per second

Flinch Resistance:

Knockdown Resistance:

0.92

Knockback Resistance:

1.0

Stats and Abilities


Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Fire Magic Ice Magic

Lightning
Magic

Defense
Magic

Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Lightning
Magic

Fire Magic Ice Magic

Defense
Magic

230

250

58

47

53

55

56

57

10

276

265

62

48

55

57

58

59

20

387

304

72

51

60

62

63

64

30

488

343

82

53

65

67

68

69

40

578

382

92

56

70

72

73

74

50

660

421

102

58

75

77

78

79

60

731

460

112

61

80

82

83

84

70

793

500

122

63

85

87

88

89

80

844

539

132

66

90

92

93

94

90

887

578

142

68

95

97

98

99

99

916

609

151

70

99

101

102

103

Class Zero
Rank

12th

8th

10th

12th

9th

8th

5th

6th

These numbers do not reflect stat bonuses granted by accessories or weapons.


Available Abilities

Compare rows: Select


Ability

Effect

Accelerate

Increase movement speed.

Twinspell

Equip two spells at once.

Quickdraw II

Cast level II finishing magic.

Quickdraw III

Cast level III finishing magic.

Available Abilities

Compare rows: Select


Ability

Effect

Triple Slip

Execute up to three dodges in succession.

Slipstream

Execute any number of dodges in succession.

Untouchable

Window for dodging increases.

Intel

Check status of locked-on targets.

Quick Reflexes

Dodge even during other actions.

Melee Attack

Perform a melee attack with Left Analog Stick Up + normal attack.

Melee Attack II

Perform a finishing move after melee attacks.

Quick Draw

Cast a finishing spell after melee attacks.

Focus

Perform a charged attack with Left Analog Stick Down + normal attack.

Focus II

Increase number of hits for charged strikes.

Finishing Blow

Perform a finishing move after normal attacks.

Quick Draw

Cast finishing magic after a normal attack.

Cut Cards

Draw cards from a deck of various effects.

Attack Hand

Draw cards from a deck stacked with attack effects.

Support Hand

Draw cards from a deck stacked with support effects.

Life Hand

Draw cards from a deck stacked with HP recovery effects.

Spirit Hand

Draw cards from a deck stacked with MP recovery effects.

Blind Stud

Lay a card on the ground and activate to damage enemies.

Blind Stud: Time Up

Blind Stud remains active for a longer time.

Blind Stud: AG Down

Reduce AG cost of Blind Stud.

Jackpot Shot

Fire a laser beam forward.

Jackpot Shot: Crit Up

Increase critical hit rate of Jackpot Shot.

Available Abilities

Compare rows: Select


Ability

Effect

Jackpot Shot: Time Up

Jackpot Shot remains active for a longer time.

Jackpot Shot: AG Down

Reduce AG cost of Jackpot Shot.

Jackpot Triad

Fire lasers in three directions.

Jackpot Triad: AG Down

Reduce AG cost of Jackpot Triad.

Wild Card

Teleport to location of enemy hit by card and attack.

Wild Card: Power Up

Increase power of Wild Card.

Wild Card: Crit Up

Increase critical hit rate of Wild Card.

Wild Card: AG Down

Reduce AG cost of Wild Card.

Unlocking Abilities: Required Conditions

Recommended Strategies
Ace is an extremely versatile character. With his impressive assortment of available abilities,
Ace can be customized to fit nearly any role.

First and foremost, Ace is a ranged fighter. His Max HP and Defense are relatively low, so its
generally best to attack targets from medium to long distances. That said, Aces melee attacks
are incredibly useful in dealing with particularly aggressive enemiesespecially when an enemy
offers a Breaksight or Killsight opportunity.
No matter which role you need Ace to fill, however, make sure you take full advantage of his
evasion-focused abilities. Frequent dodging is the best way to ensure that Ace stays in a fight.
Unlocking Recommended Abilities
Compare rows: Select

Ability

Required Level

AP Cost

Melee Attack

Melee Attack II

Focus II

Unlocking Recommended Abilities


Compare rows: Select

Ability

Required Level

AP Cost

Spirit Hand

Accelerate

11

Triple Slip

12

Slipstream

12

Jackpot Shot

13

Jackpot: Crit Up

13

Jackpot: Time Up

13

Jackpot: AG Down

13

Untouchable

19

Ace is a jack-of-all-trades, and your preferred play style will determine which abilities youll
find most useful. In almost all cases, however, unlocking Aces Melee Attack ability should be
your top priority.

Aces melee attacks can damage multiple enemies with each hit, making them ideal for clearing
out groups of weaker enemies. A well-timed melee attack is also a great way to replenish Aces
AG, allowing for increased use of his more powerful abilities.
The Spirit Hand ability can sometimes replenish MP for the entire party. Whether or not your
play style favors magic, equipping Spirit Hand can help ensure that your allies are able to use
magic-based commands as needed.
As you encounter tougher enemies, Aces evasion-focused abilities become increasingly
important. Unlock Accelerate, Triple Slip, Slipstream, and Untouchable as they become
available. This combination of abilities will greatly improve Aces chances of surviving difficult
battles, and well-timed dodges can make it much easier to take advantage of Breaksight and
Killsight opportunities.
The Jackpot Shot is a long-range attack that can deliver several hits to a single target. Once a
Jackpot Shot has been fired, Ace is free to move around the area and take additional actions. A
successful Jackpot Shot can also slow an enemys approach, making it a surprisingly versatile
tool on the battlefield.

Combat Tips: Ace


When playing as Ace, focus on attacking your targets from a distance. Aces HP and Defense
ratings are relatively low, and opting for ranged attacks is one of the better ways to keep Ace

healthy during difficult battles.

Aces cards travel a bit slower than most projectiles, making it more difficult to hit fast-moving
enemies. If Aces attacks arent landing, dont hesitate to adjust your tactics. When needed,
adjust your position, select a new target, or utilize Aces faster abilities.

If an enemy is simply resistant to Aces ranged attacks, move in closer to take full advantage of
Breaksight and Killsight opportunities. This makes it much harder to spot incoming attacks,
however, so dodge often to minimize the chances of taking damage.

The cards thrown during Aces normal attack arc a bit before traveling straight toward their
intended target. This makes it possible for Ace to curve his attacks around obstacles, dealing
damage without leaving the safety of cover.
Attack Hand, Support Hand, and Life Hand can all be useful, and Aces Cut Cards ability offers
versatility at the cost of predictability. If your play style relies on magic use, however, Spirit
Hand is hard to beat. This ability is particularly helpful when Ace is teamed up with multiple
magic users. If Ace draws three or more yellow cards in a single hand, the entire party recovers
some MP when the cards are used!

Characters Deuce
Deuce is an outstanding support character with some interesting offensive abilities.

Essential Details
Initial Status

Compare rows: Select

Level:

EXP:

8182

AP:

Accessories:

Ignis Primus, Vol. I; Bronze Bangle

Weapon:

Flute

Commands:

Concerto; Fira RF

Defense Command:

Cura

Basic Attributes

Compare rows: Select

Movement SpeedWeapon Stowed:

7.8 meters per second

Movement SpeedWeapon Drawn:

6.0 meters per second

Flinch Resistance:

Knockdown Resistance:

0.92

Knockback Resistance:

1.0

Stats and Abilities


Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Fire Magic Ice Magic

Lightning
Magic

Defense
Magic

Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Lightning
Magic

Fire Magic Ice Magic

Defense
Magic

209

309

52

44

60

52

45

63

10

228

318

54

44

61

53

46

64

20

319

365

64

47

66

58

51

69

30

403

412

74

49

71

63

56

74

40

478

459

84

52

76

68

61

79

50

545

506

94

54

81

73

66

84

60

604

553

104

57

86

78

71

89

70

655

600

114

59

91

83

76

94

80

697

646

124

62

96

88

81

99

90

732

693

134

64

101

93

86

104

99

757

731

143

66

105

97

90

108

Class Zero
Rank

14th

2nd

13th

13th

2nd

11th

13th

2nd

These numbers do not reflect stat bonuses granted by accessories or weapons.


Available Abilities

Compare rows: Select


Ability

Effect

Accelerate

Increases movement speed.

Twinspell

Equip two spells at once.

Quick Draw II

Cast level II finishing magic.

Quick Draw III

Cast level III finishing magic.

Available Abilities

Compare rows: Select


Ability

Effect

Triple Slip

Execute up to three dodges in succession.

Slipstream

Execute any number of dodges in succession.

Untouchable

Window for dodging increases.

Intel

Check status of locked-on targets.

Melee Attack

Perform a melee attack with Left Analog Stick Up + normal attack.

Melee Attack II

Perform a finishing move after melee attacks.

Quick Draw

Cast a finishing spell after melee attacks.

Tone Cluster

Place a tone cluster with Left Analog Stick Down + normal attack.

Fermata

Increase power of Tone Cluster.

Acoustic Amplifier

Increase power of normal attacks.

Acoustic Amplifier II

Further increase power of normal attacks.

Concerto

Enhance allies abilities and force them to fight.

Flinchproof Concerto

Prevent flinching while playing Concerto.

Concerto: AG Down

Reduce AG cost of Concerto.

Concerto ff

Force allies to fight using only physical attacks.

Concerto ff: AG Down

Reduce AG cost of Concerto ff.

Requiem of Ruin

Damage enemies.

Flinchproof Requiem

Prevent flinching while playing Requiem of Ruin.

Requiem of Ruin: Power Up

Increase power of Requiem of Ruin.

Requiem of Ruin: AG Down

Reduce AG cost of Requiem of Ruin.

Dissonant Sonata

Damage surrounding enemies and possibly inflict Stun.

Flinchproof Sonata

Prevent flinching while playing Dissonant Sonata.

Available Abilities

Compare rows: Select


Ability

Effect

Dissonant Sonata: Effect Up

Increase stun rate of Dissonant Sonata.

Dissonant Sonata: AG Down

Reduce AG cost of Dissonant Sonata.

Hymn of Healing

Restore HP to all allies.

Flinchproof Hymn

Receive Protect status while playing Hymn of Healing.

Hymn of Healing: HP Up

Increase amount of HP recovered with Hymn of Healing.

Hymn of Healing: AG Down

Reduce AG cost of Hymn of Healing.

Crescendo

Increase power of normal attacks.

Crescendo Molto

Increase maximum Crescendo level.

Unlocking Abilities: Required Conditions

Recommended Strategies
Deuce is best used as a support character. When needed, however, she does have access to some
fairly effective offensive abilities.

Deuces normal attack creates a mass of sound that bounces around the area, randomly striking
nearby enemies. This provides some interesting tactical options, but it does limit her ability to
focus her attacks on a specific target. She also has very low ratings in Attack and Defense, and
she has the lowest max HP in all of Class Zero.
In most cases, its best to let Deuce support your party as you take direct control of more attackfocused characters. Her Concerto and Hymn of Healing are particularly helpful during difficult
battles, and keeping her away from the action will help ensure her survival.
Unlocking Recommended Abilities
Compare rows: Select

Ability

Required Level

AP Cost

Triple Slip

13

Slipstream

13

Unlocking Recommended Abilities


Compare rows: Select

Ability

Required Level

AP Cost

Acoustic Amplifier

15

10

Acoustic Amplifier II

15

18

Untouchable

20

Hymn of Healing

23

Flinchproof Hymn

23

Hymn of Healing: HP Up

23

Hymn of Healing: AG Down

23

Accelerate

25

Melee Attack II

27

Flinchproof Concerto and Concerto: AG Down are both useful abilities, but unlocking them
requires a significant amount of AP. Focus on increasing Deuces survivability, enhancing her
normal attack, and maximizing her Hymn of Healing.

Keeping Deuce healthy during heated battles can be fairly challenging, so make sure you unlock
Triple Slip and Slipstream as soon as possible. Invest in Untouchable and Accelerate as they
become available to maximize Deuces survivability.
Acoustic Amplifier and Acoustic Amplifier II will make Deuces normal attacks significantly
more powerful. These abilities cost a large amount of AP, but they allow Deuce to deal more
damage while she focuses on party support.
Hymn of Healing is arguably Deuces most valuable support skill, so unlocking and upgrading
this ability should be a priority. Keeping her allies healthy is often the best contribution Deuce
can make to a battle.
Its often necessary to engage in direct combat. When Deuce is pursued by a particularly
aggressive enemyor when she needs to replenish her AGcombining melee attacks with her
normal attack can be very effective. Unlock her Melee Attack II ability to make the most of these
situations.

Combat Tips: Deuce


Deuce is a valuable member of any party, but knowing when to move her in and out of the leader
role is an important part of maximizing her effectiveness in combat. Shes best at providing
support, but taking direct control of Deuce can present some interesting tactical opportunities.

Deuces normal attack is unconventional, but it can be very effective. The large mass of sound
that appears during a normal attack can land multiple hitsas it does, Deuce is free to take
additional actions. Dodging is often the best option, but performing melee attacks or offensive
magic after initiating a normal attack can greatly increase Deuces damage output. Using shortrange attacks is also a great way to score Breaksight and Killsight hits.

Deuces support abilities can quickly deplete her AG. Whenever you take control of Deuce, look
for opportunities to replenish her reserves. Dash in and attack distracted enemies, or dodge
around a single target as Deuces normal attack deals damage. Doing so will weaken enemy
forces while ensuring that Deuce is able to continue supporting her allies.

Deuce moves much slower while shes playing her flute. Move to a safe location before
beginning a normal attack, and invest in any abilities that prevent flinching during your preferred
support commands.
Deuce has a number of powerful abilities, and all of them have their place on the battlefield.
Hymn of Healing can be useful in virtually any scenario, but consider equipping a support skill
in the second command slot. Concerto or Crescendo can be a big help against formidable
enemies when your party is relatively healthy.

Characters Trey
Trey is a master at dealing heavy damage from long range.

Essential Details
Initial Status

Compare rows: Select

Level:

EXP:

9834

AP:

Accessories:

Cupric Ring; Bronze Bangle

Weapon:

Longbow

Commands:

Raining Arrows; Blizzard BOM

Defense Command:

Wall

Basic Attributes

Compare rows: Select

Movement SpeedWeapon Stowed:

7.8 meters per second

Movement SpeedWeapon Drawn:

6.0 meters per second

Flinch Resistance:

Knockdown Resistance:

0.84

Knockback Resistance:

1.0

Stats and Abilities


Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Fire Magic Ice Magic

Lightning
Magic

Defense
Magic

Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Lightning
Magic

Fire Magic Ice Magic

Defense
Magic

288

299

68

58

51

63

48

55

10

301

308

69

58

52

64

49

56

20

420

353

79

61

57

69

54

61

30

530

398

89

63

62

74

59

66

40

629

444

99

66

67

79

64

71

50

717

489

109

68

72

84

69

76

60

795

534

119

71

77

89

74

81

70

862

580

129

73

82

94

79

86

80

918

625

139

76

87

99

84

91

90

964

670

149

78

92

104

89

96

99

996

706

158

80

96

108

93

100

Class Zero
Rank

11th

3rd

5th

7th

13th

3rd

9th

10th

These numbers do not reflect stat bonuses granted by accessories or weapons.


Available Abilities

Compare rows: Select


Ability

Effect

Accelerate

Increase movement speed.

Twinspell

Equip two spells at once.

Quick Draw II

Cast level II finishing magic.

Quick Draw III

Cast level III finishing magic.

Available Abilities

Compare rows: Select


Ability

Effect

Triple Slip

Execute up to three dodges in succession.

Slipstream

Execute any number of dodges in succession.

Untouchable

Window for dodging increases.

Intel

Check status of locked-on targets.

Charged Shot

Fire charged shots by holding down the normal attack button.

Charge Level-IV

Increase speed and power of charged shots.

Charge Level-V

Further increase speed and attack power of charged shots.

MAX Charge

Drastically increase speed and attack power of charged shots.

Quick Draw

Cast finishing magic after a max-level charged shot.

Raining Arrows

Shower enemies with arrows.

Raining Arrows: Power Up

Increase power of Raining Arrows.

Raining Arrows: AG Down

Reduce AG cost of Raining Arrows.

Freezing Rain

Shower enemies with Stop-inducing arrows.

Freezing Rain: Time Up

Freezing Rain remains active for a longer time.

Freezing Rain: AG Down

Reduce AG cost of Freezing Rain.

Burst Delta

Generate a portal that drains enemies HP and inflicts Killsight.

Grand Delta

Generate a portal that drains more of enemies HP and inflicts Killsight.

Dynamite Arrow

Fire explosives that detonate after a short time.

Dynamite Arrow: Power Up

Increase power of Dynamite Arrow.

Dynamite Arrow: AG Down

Reduce AG cost of Dynamite Arrow.

Hawkeye

Aim and fire at distant enemies.

Hawkeye: AG Down

Reduce AG cost of Hawkeye.

Available Abilities

Compare rows: Select


Ability

Effect

Firewall

Attack enemies while conjuring a barrier of flame.

Firewall: Power Up

Increase power of direct attacks from Firewall.

Firewall: Time Up

Firewall remains active for a longer time.

Firewall: AG Down

Reduce AG cost of Firewall.

Concentrate

Focus attention in order to temporarily increase Attack.

Concentrate: Effect Up

Increase effect of Concentrate.

Concentrate: Time Up

Concentrate remains active for a longer time.

Unlocking Abilities: Required Conditions

Recommended Strategies
Trey can deal massive damage from almost anywhere on the battlefield. Support is hardly his
focus, but he has a few abilities that are quite effective at limiting enemy movements.

Treys Charged Shot is easily his most useful ability. Its capable of dealing massive damage
from great distances, and it can be released any time a Breaksight or Killsight opportunity
appears. This powerful attack has the added benefit of replenishing Treys AG, helping to ensure
that support abilities can be used as needed.
Trey is somewhat limited when it comes to close-quarters combat, but skills like Freezing Rain
and Firewall can be used to hinder enemy movements. His max MP is relatively high, and hes
surprisingly proficient with Ice Magic, so spells like Blizzard BOM can be a big help when
dealing with persistent enemies.
Unlocking Recommended Abilities
Compare rows: Select

Ability
Triple Slip

Required Level

AP Cost
1

Unlocking Recommended Abilities


Compare rows: Select

Ability

Required Level

AP Cost

Slipstream

Charge Level-IV

11

Charge Level-V

11

MAX Charge

11

12

Accelerate

14

Freezing Rain

15

Freezing Rain: Time Up

15

10

Freezing Rain: AG Down

15

12

Untouchable

18

Concentrate

19

Concentrate: Effect Up

19

Concentrate: Time Up

19

Once youve unlocked Triple Slip and Slipstream, upgrading Treys Charged Shot ability should
be your priority. His support abilities can be very handy in combat, but Treys at his best when
hes dealing damage.

Trey has average Defense, but his max HP is relatively low. Unlock Triple Slip, Slipstream,
Accelerate, and Untouchable to improve his survivability on the battlefield.
Charge Level-IV, Charge Level-V, and MAX Charge all become available at Level 11.
Combined, they cost a fair amount of AP, but theyre well worth the investment. Firing a series
of fully charged shots is generally the best way for Trey to contribute to a battle.
Freezing Rain is probably Treys most useful support skill. Unlock and upgrade this ability to
hinder enemy movements and minimize incoming attacks whenever you spot a cluster of
enemies.
The combination of Concentrate, Concentrate: Effect Up, and Concentrate: Time Up can
significantly increase Treys damage output over the course of a battle. If your priority is raw
damage, this combination of abilities is a great option.

Combat Tips: Trey


Treys support skills can be very helpful, but dealing damage is what he does best. His charged
shots should account for the bulk of his attacks, so Treys AG is rarely an issue. When playing as
Trey, staying healthy is likely to be your most difficult challenge. Dodge regularly and try to
keep all active enemies in your field of view.

Treys running slows a bit while hes charging a shot, but its best to keep moving. Trey can
dodge without resetting a charged shot, but doing so will prolong the charging process.
Whenever possible, use basic movement to avoid attacks as you charge Treys shots. In an
emergency, its best to simply stop attacking and run to a safer location.

Trey is particularly good at exploiting Breaksight and Killsight opportunities. With his
considerable attack range and fast-moving projectiles, hes an expert at picking off vulnerable
targets. When you spot such an opportunity, immediately perform a normal attack (or release a
Charged Shot) to deal massive damage.

Combining the effects of Treys fully upgraded Concentrate ability with his charged shots can be
devastating. When it comes to heavy, single-target damage, youll be hard pressed to find a
better combination.
With Treys high max MP and impressive Ice Magic proficiency, spells like Blizzard BOM can
be very useful in close quarters. Depending on the terrain, Treys Firewall ability can make it
very difficult for enemies to approach. Regardless of your preference, its usually wise to equip
at least one ability that can help Trey deal with agile enemies.

Characters Cater
Cater can imbue her ranged attacks with a variety of useful effects, and her charged attacks offer
unmatched target penetration.

Essential Details
Initial Status

Compare rows: Select

Level:

EXP:

10019

AP:

Accessories:

Glacies Prima, Vol. I; Cupric Ring

Weapon:

Magicite Pistol

Commands:

Elementillery; Blizzard BOM

Defense Command:

Cure

Basic Attributes

Compare rows: Select

Movement SpeedWeapon Stowed:

7.8 meters per second

Movement SpeedWeapon Drawn:

10.5 meters per second

Flinch Resistance:

Knockdown Resistance:

0.92

Knockback Resistance:

1.0

Stats and Abilities


Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Fire Magic Ice Magic

Lightning
Magic

Defense
Magic

Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Lightning
Magic

Fire Magic Ice Magic

Defense
Magic

253

278

51

50

57

56

56

56

10

264

286

52

50

58

57

57

57

20

370

329

62

53

63

62

62

62

30

466

371

72

55

68

67

67

67

40

553

413

82

58

73

72

72

72

50

631

455

92

60

78

77

77

77

60

699

497

102

63

83

82

82

82

70

758

540

112

65

88

87

87

87

80

808

582

122

68

93

92

92

92

90

848

624

132

70

98

97

97

97

99

877

658

141

72

102

101

101

101

Class Zero
Rank

13th

6th

14th

10th

5th

8th

6th

9th

These numbers do not reflect stat bonuses granted by accessories or weapons.


Available Abilities

Compare rows: Select


Ability

Effect

Accelerate

Increase movement speed.

Twinspell

Equip two spells at once.

Quick Draw II

Cast level II finishing magic.

Quick Draw III

Cast level III finishing magic.

Available Abilities

Compare rows: Select


Ability

Effect

Triple Slip

Execute up to three dodges in succession.

Slipstream

Execute any number of dodges in succession.

Untouchable

Window for dodging increases.

Intel

Check status of locked-on targets.

Quick Reflexes

Dodge or attack even during other actions.

Charged Shot

Charge shots when gun is unholstered but not in use.

Quick Draw

Cast finishing magic after a max-level charged shot.

Speedy Charge

Reduce amount of time needed to charge a shot.

Explosive Shell

Fire exploding shots with Left Analog Stick Up + normal attack.

Explosive Shell: Stun Up

Increase stun rate of Explosive Shell.

Bullet Boost

Increase power of rapid-fire bullets used in normal attacks.

Elementillery

Fire shots imbued with elemental magic (defaults to Fire).

Flame Shot: Power Up

Increase the power of Elementillerys Flame Shot.

Frost Shot

Imbue shots with Ice magic with Left Analog Stick Up + Ability button.

Frost Shot: Crit Up

Increase critical hit rate of Elementillerys Frost Shot.

Voltaic Shot

Imbue shots with Lightning magic with Left Analog Stick Down + Ability
button.

Voltaic Shot: Power Up

Increase power of Elementillerys Voltaic Shot.

Land Mine

Set a bomb in the ground that can be detonated later.

Land Mine: Power Up

Increase power of Land Mine.

Land Mine: AG Down

Reduce AG cost of Land Mine.

Debuff Shot

Fire shots that lower enemies Defense.

Debuff Shot: Effect Up

Increase effect of Debuff Shot.

Available Abilities

Compare rows: Select


Ability

Effect

Debuff Shot: AG Down

Reduce AG cost of Debuff Shot.

Stilling Shot

Fire ammo that inflicts Stop.

Stilling Shot: Time Up

Stilling Shot remains active for a longer time.

Stilling Shot: AG Down

Reduce AG cost of Stilling Shot.

Hawkeye

Aim and fire at distant enemies.

Hawkeye: AG Down

Reduce AG cost of Hawkeye.

Viral Spray

Release a venomous gas that inflicts Poison.

Viral Spray: Time Up

Viral Spray remains active for a longer time.

Viral Spray: AG Down

Reduce AG cost of Viral Spray.

Unlocking Abilities: Required Conditions

Recommended Strategies
With her Elementillery-based skills, Cater can imbue her shots with special attributes to take
advantage of her enemies specific weaknesses. Elementillery attacks do consume a fair amount
of AG, however, so its best to use them sparingly. In many cases, Cater is most effective when
shes simply firing charged shots at distracted enemies.

Caters charged shots work differently from those of other ranged characterskeeping her
weapons drawn and unfired will automatically charge her next shot. Cater can move, dodge, and
utilize most of her command abilities without resetting a charge, so its often best to avoid using
her normal attack until a shot is fully charged.
Cater doesnt have many options in close-quarters combat. Evasion is usually the best strategy,
but the Land Mine ability can be a big help in dealing with nearby enemies.
Unlocking Recommended Abilities
Compare rows: Select

Ability
Accelerate

Required Level
10

AP Cost
2

Unlocking Recommended Abilities


Compare rows: Select

Ability

Required Level

AP Cost

Triple Slip

12

Slipstream

12

Explosive Shell: Stun Up

14

Land Mine

20

Land Mine: AG Down

20

12

Land Mine: Power Up

20

Bullet Boost

25

Speedy Charge

25

12

Untouchable

26

Like most ranged characters, Cater is fairly vulnerable in close-ranged combat. Unlock evasionbased abilities as they become available, then unlock Explosive Shell: Stun Up and Land Mine to
improve her survivability. Caters charged shots will account for the bulk of her damage output,
but experiment with her other abilities as you earn enough AP to unlock them.

Caters max HP and Defense are both fairly low, and she has relatively few options when it
comes to close-quarters combat. Make sure you unlock Accelerate, Triple Slip, Slipstream, and
Untouchable as they become available.
Explosive Shell: Stun Up increases the chances that Caters Explosive Shell attack will inflict
affected targets with Stun. Caters projectiles move fairly slowly, so it can be difficult to hit agile
enemies. Incapacitating a troublesome target is the best way to ensure a direct hit.
Caters Land Mine ability is a great way to deal with incoming enemies. Invest in Land Mine:
AG Down and Land Mine: Power Up to surprise approaching hostiles and relocate while they
recover.
Bullet Boost and Speedy Charge ensure that Cater maximizes her damage output over the course
of a battle. Unlock both of these skills as soon as they become available.

Combat Tips: Cater


With her Elementillery abilities, Cater is a fairly versatile damage dealer, and her supportfocused attacks can be helpful during tough battles. Repeated use of these abilities, however, will
quickly deplete her AG. Focus on using Caters charged shots to deal reliable damage while
regenerating her AG.

Cater moves fairly quickly while her weapons are drawn, but she can also dodge while her
weapons are charging. Skills like Elementillery and Land Mine can also be used without penalty.
Firing an Explosive Shell or suffering a knockdown, however, will fully deplete a charged shot.

Caters charged shots move fairly slowly, and nimble enemies wont have much trouble avoiding
them. Try to fire while a target is distracted, incapacitated, or recovering from a recent action.
When all else fails, consider moving in a bit closer to minimize your chance of missing a shot.

Unlike her normal attacks, Caters charged shots are capable of penetrating enemies. Whenever
possible, fire a fully charged shot through multiple targets to maximize the damage dealt with
each attack.
Caters Land Mine ability is a great way to deal damage and escape from approaching enemies.
Tap the assigned button once to lay a trap for an incoming enemy. Double-tapping the assigned
button will cause a mine to explode immediately after it appears. This is a great way to deal with
nearby enemies.

Characters Cinque
Cinque uses slow, short-range attacks to deal massive damage to her enemies.

Essential Details
Initial Status

Compare rows: Select

Level:

EXP:

8542

AP:

Accessories:

Bronze Bangle; Gauntlets

Weapon:

Mace

Commands:

Earthquake; Fire RF

Defense Command:

Cure

Basic Attributes

Compare rows: Select

Movement SpeedWeapon Stowed:

7.8 meters per second

Movement SpeedWeapon Drawn:

5.4 meters per second

Flinch Resistance:

Knockdown Resistance:

0.92

Knockback Resistance:

1.0

Stats and Abilities


Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Fire Magic Ice Magic

Lightning
Magic

Defense
Magic

Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Lightning
Magic

Fire Magic Ice Magic

Defense
Magic

391

237

72

67

54

52

47

59

10

427

244

74

67

55

53

48

60

20

597

280

84

70

60

58

53

65

30

753

316

94

72

65

63

58

70

40

893

352

104

75

70

68

63

75

50

1019

388

114

77

75

73

68

80

60

1128

424

124

80

80

78

73

85

70

1224

460

134

82

85

83

78

90

80

1304

495

144

85

90

88

83

95

90

1369

531

154

87

95

93

88

100

99

1415

560

163

89

99

97

92

104

Class Zero
Rank

3rd

9th

2nd

2nd

9th

11th

10th

5th

These numbers do not reflect stat bonuses granted by accessories or weapons.


Available Abilities

Compare rows: Select


Ability

Effect

Accelerate

Increase movement speed.

Twinspell

Equip two spells at once.

Quick Draw II

Cast level II finishing magic.

Quick Draw III

Cast level III finishing magic.

Available Abilities

Compare rows: Select


Ability

Effect

Triple Slip

Execute up to three dodges in succession.

Slipstream

Execute any number of dodges in succession.

Untouchable

Window for dodging increases.

Intel

Check status of locked-on targets.

Focus

Perform a charged attack with Left Analog Stick Down + normal attack.

Charge II

Increase maximum charge level.

Charge III

Further increase maximum charge level.

Quick Draw

Cast finishing magic after a max-level charged attack.

Combo Cast

Cast finishing magic after two consecutive normal attacks.

Earthquake

Attack the ground to damage surrounding enemies and possibly inflict Stun.

Magnitude 7.0

Increase stun rate of Earthquake.

Magnitude 10.0

Further increase stun rate of Earthquake.

Flinchproof Quake

Prevent flinching during Earthquake.

Gaia Pulse

Attack the ground to damage enemies in a straight line and possibly inflict
Stun.

Gaia Pulse: Effect Up

Increase stun rate of Gaia Pulse.

Homerun Swing

Strike opponents after building power by holding down the Ability button.

Windup Boost

Increase maximum charge level of Homerun Swing.

Windup Boost II

Further increase maximum charge level of Homerun Swing.

Homerun Swing: Crit Up

Increase critical hit rate of Homerun Swing.

Cheerleader

Psych self up to inflict more damage with the next attack.

Cheerleader: Effect Up

Increase effect of Cheerleader.

Cheerleader: AG Down

Reduce AG cost of Cheerleader.

Available Abilities

Compare rows: Select


Ability

Effect

Whirling Mace

Spin around to strike and knock back enemies.

Whirling Mace: Crit Up

Increase critical hit rate of Whirling Mace.

Mace Cyclone

Spin around to strike and send enemies flying.

Flinchproof Cyclone

Prevent flinching during Mace Cyclone.

Payback

Damage enemies and drain more HP when users HP is low.

Payback: Crit Up

Increase critical hit rate of Payback.

Unlocking Abilities: Required Conditions

Recommended Strategies
What Cinque lacks in speed and agility, she more than makes up for in raw power. This melee
fighter can deliver massive damage with a single blow, but her slow attack speed makes every
miss a costly mistake.

Cinque enjoys very high HP, Attack, and Defense, but her more elaborate attacks can leave her
extremely vulnerable to incoming damage. Fortunately, Cinques normal attacks are among the
strongest in Class Zero, and a single normal attack is capable of sweeping through multiple
targets.
Cinques Focus ability allows her to perform charged attacks, and her Earthquake can inflict
nearby enemies with Stun. Upgrading these abilities should be your priority, but make sure you
experiment with all of her available commands as youre able to unlock them. Consider the
balance of power and attack speed and select abilities that complement your play style.
Unlocking Recommended Abilities
Compare rows: Select

Ability
Focus

Required Level

AP Cost
2

Unlocking Recommended Abilities


Compare rows: Select

Ability

Required Level

AP Cost

Charge II

Charge III

Magnitude 7.0

Magnitude 10.0

Flinchproof Quake

Untouchable

Gaia Pulse

14

Gaia Pulse: Effect Up

14

Triple Slip

15

Slipstream

15

Accelerate

16

Cinques fighting style makes it difficult for her to avoid incoming attacks. Focus on maximizing
her damage output before you spend AP on her evasion-focused abilities. This allows you to
make the most of Cinques earlier levels, but it also means relying on allies, magic, and healing
items to keep Cinque standing during difficult battles.

Unlock Focus, Charge II, and Charge III to deal maximum damage with a single strike. This
allows Cinque to retreat between attacks with a minimum drop to her overall damage output.
Magnitude 7.0 and Magnitude 10.0 greatly increase the stun rate of Cinques Earthquake ability,
and Flinchproof Quake helps ensure that she can utilize the command when needed. Investing in
these skills makes it much easier for Cinque to deal with swarming enemies.
Untouchable can be unlocked at Level 9, but Triple Slip and Slipstream dont become available
until Level 15. These skills allow Cinque to dodge in and out of attack range, increasing her
overall survivability.
Gaia Pulse has a much longer range than most of Cinques attacks, and unlocking Gaia Pulse:
Effect Up increases the chances of stunning targeted enemies. This combination is a great way
for Cinque to incapacitate nimble enemies before initiating one of her more elaborate attacks.

Combat Tips: Cinque


Cinque is capable of dealing massive damage, but her slow attack speed makes proper timing a
must. When in doubt, stick to normal attacks and adjust her position as needed.

Cinques charged attacks can generate impressive burst damage, but they severely limit her
movement. Shes able to dodge without depleting a charge, but its often best to utilize charged
attacks against enemies that are distracted or incapacitated. Beginning a charged attack
immediately after stunning an enemy, for example, can be very effective.

In most cases, Cinques normal attacks offer the best balance between damage output and
survivability. Deliver a single blow, then dodge away from incoming attacks. This not only helps
keep Cinque relatively healthy, it also minimizes her chances of flinching or being knocked
down.

Cinque can absorb more damage than most characters, but her fighting style can make it difficult
to stay healthy. Her Payback ability can be a big help in tough battles, but relying on it can
quickly deplete her AG. When playing as Cinque, make sure at least one ally is proficient in
group healing, and try to keep a decent stockpile of HP items on hand.
The Gaia Pulse ability can damage and stun distant enemies, but its usefulness is limited by the
terrain. Before using this attack, make sure you have a clear path to your intended targets.
Depending on the specific mission, you may find it helpful to exchange Gaia Pulse for one of
Cinques other command abilities.

Characters Sice
Sice specializes in fast, short-range attacks. By defeating enemies, Sice absorbs malice to
increase her power and abilities.

Essential Details
Initial Status

Compare rows: Select

Level:

10

EXP:

11644

AP:

10

Accessories:

Fulgur Primus, Vol. I; Cupric Ring

Weapon:

Scythe

Commands:

Dark Nebula; Thunder SHG

Defense Command:

Cure

Basic Attributes

Compare rows: Select

Movement SpeedWeapon Stowed:

7.8 meters per second

Movement SpeedWeapon Drawn:

6.6 meters per second

Flinch Resistance:

Knockdown Resistance:

0.92

Knockback Resistance:

1.0

Stats and Abilities


Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Fire Magic Ice Magic

Lightning
Magic

Defense
Magic

Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Lightning
Magic

Fire Magic Ice Magic

Defense
Magic

10

391

233

62

62

53

54

62

58

20

547

268

72

65

58

59

67

63

30

689

302

82

67

63

64

72

68

40

818

336

92

70

68

69

77

73

50

932

371

102

72

73

74

82

78

60

1033

405

112

75

78

79

87

83

70

1120

440

122

77

83

84

92

88

80

1193

474

132

80

88

89

97

93

90

1253

508

142

82

93

94

102

98

99

1295

536

151

84

97

98

106

102

Class Zero
Rank

6th

10th

10th

5th

12th

10th

3rd

7th

These numbers do not reflect stat bonuses granted by accessories or weapons.


Available Abilities

Compare rows: Select


Ability

Effect

Accelerate

Increase movement speed.

Twinspell

Equip two spells at once.

Quick Draw II

Cast level II finishing magic.

Quick Draw III

Cast level III finishing magic.

Triple Slip

Execute up to three dodges in succession.

Available Abilities

Compare rows: Select


Ability

Effect

Slipstream

Execute any number of dodges in succession.

Untouchable

Window for dodging increases.

Intel

Check status of locked-on targets.

Combo Bonus

Increase the number of hits in a normal attack.

Combo Bonus II

Further increase the number of hits in a normal attack.

Combo Bonus III

Drastically increase the number of hits in a normal attack.

Quick Draw

Cast finishing magic after four consecutive normal attacks.

Mobile Strike

Attack while moving with Left Analog Stick + normal attack.

Advance Cast

Cast finishing magic after a forward mobile strike.

Slip Cast

Cast finishing magic after a backward mobile strike.

Moxie

Increase power by defeating enemies and absorbing their malice.

Moxie: Power Up

Absorb more malice.

Moxie: Power Up II

Absorb even more malice.

Tenacity

Reduce the amount of malice lost when taking damage.

Dark Nebula

Use absorbed malice to attack in a straight line.

Dark Nebula: +Stop

Add Stop effect to Dark Nebula.

Dark Nebula: AG Down

Reduce AG cost of Dark Nebula.

Negative Aura

Use absorbed malice to attack surrounding enemies.

Negative Aura: +Drain

Add Drain effect to Negative Aura.

Negative Aura: AG Down

Reduce AG cost of Negative Aura.

Grim Reaper

Use absorbed malice to attack enemies and possibly inflict Death.

Toxic Mist

Attack enemies with a wall of poison.

Available Abilities

Compare rows: Select


Ability

Effect

Toxic Mist: AG Down

Reduce AG cost of Toxic Mist.

Death Maelstrom

Generate a cyclone that follows after locked-on targets.

Death Maelstrom: Power Up

Increase power of Death Maelstrom.

Death Maelstrom: Time Up

Death Maelstrom remains active for a longer time.

Death Maelstrom: AG Down

Reduce AG cost of Death Maelstrom.

Black Hole

Manipulate gravity to gather enemies in one place.

Black Hole: AG Down

Reduce AG cost of Black Hole.

Unlocking Abilities: Required Conditions

Recommended Strategies
Sice absorbs malice from her defeated enemies, increasing her power and allowing the use of
certain abilities. Taking damage drains stored malice, so its important to weigh apparent risks
against potential rewards in any skirmish.

With her short-range weapon and high attack speed, Sice favors a fairly aggressive fighting style.
Still, avoiding incoming damage is an important part of a winning strategy. Mastering the
fundamentals of Sices close-quarters combat is the best way to ensure her effectiveness in
battle.
Sice is proficient in Lightning Magic, but her max MP is relatively low. If you opt for offensive
magic use, plan on using party members or equipped items to replenish spent MP.
Unlocking Recommended Abilities
Compare rows: Select

Ability

Required Level

AP Cost

Accelerate

Moxie: Power Up

14

12

Unlocking Recommended Abilities


Compare rows: Select

Ability

Required Level

AP Cost

Triple Slip

14

Slipstream

14

Untouchable

14

Moxie: Power Up II

22

14

Negative Aura

22

Negative Aura: +Drain

22

Negative Aura: AG Down

22

Tenacity

28

18

Sices ability to absorb malice is an important element of her combat style. Because malice is
lost when Sice takes damage, unlock her evasion-focused abilities as quickly as possible.
Upgrade her default Moxie ability for higher levels of malice absorption, then unlock and
upgrade Negative Aura. Once youve accomplished this, experiment with Sices other abilities to
find combinations that match your play style.

Unlock Accelerate right away, but postpone spending additional AP until Sice reaches Level 14.
Unlock Moxie: Power Up to increase the amount of malice Sice can store, then unlock her
remaining evasion-focused moves to help ensure that Sice can retain the malice she drains from
her enemies.
At Level 22, unlock Moxie: Power Up II, then acquire and upgrade Negative Aura. A fully
upgraded Negative Aura deals significant damage to nearby enemies while replenishing Sices
HP.
At Level 28, unlock Tenacity to reduce the amount of malice Sice loses from taking damage.
Once youve done this, unlock her remaining abilities as AP becomes available.

Combat Tips: Sice

Sices malice absorption makes her a challenging character to master, but her various abilities
allow for surprising versatility on the battlefield.
Negative Aura, Negative Aura: +Drain, and Negative Aura: AG Down is a powerful
combination. With its significant area damage and restorative effect, a fully upgraded Negative
Aura is one of Sices most useful abilities.
Sices current stored malice is indicated by her weapons aura. With maximum malice, her
scythe is covered in a red glow with a faint black pulse along the blade.

Malice: Weapon Appearance


Compare rows: Select

Malice Level

Weapon Aura

03

No aura

47

The blade flashes red

811

A red aura covers the entire weapon

12

A black aura appears on the blade

Malice Absorption

Compare rows: Select


Event

Change in Malice Level

Defeat an enemy (no Killsight)

+1

Defeat an enemy (Killsight)

+2

Damaged or knocked down (without Tenacity)

-2

Malice: Weapon Appearance


Compare rows: Select

Malice Level
Damaged or knocked down (with Tenacity)

Weapon Aura
-1

Characters Seven
Seven specializes in mid-range melee combat. Shes not only capable of imbuing her weapon
with various properties, but shes also a fairly impressive magic user.

Essential Details
Initial Status

Compare rows: Select

Level:

EXP:

10121

AP:

Accessories:

Glacies Prima, Vol. I; Gauntlets

Weapon:

Whipblade

Commands:

Snakebite; Blizzara BOM

Defense Command:

Cura

Basic Attributes

Compare rows: Select

Movement SpeedWeapon Stowed:

7.8 meters per second

Movement SpeedWeapon Drawn:

5.4 meters per second

Flinch Resistance:

Knockdown Resistance:

0.92

Knockback Resistance:

1.0

Stats and Abilities


Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Fire Magic Ice Magic

Lightning
Magic

Defense
Magic

Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Lightning
Magic

Fire Magic Ice Magic

Defense
Magic

363

262

67

55

59

65

47

62

10

379

270

68

55

60

66

48

63

20

530

310

78

58

65

71

53

68

30

668

350

88

60

70

76

58

73

40

792

390

98

63

75

81

63

78

50

904

430

108

65

80

86

68

83

60

1001

470

118

68

85

91

73

88

70

1086

510

128

70

90

96

78

93

80

1157

549

138

73

95

101

83

98

90

1215

589

148

75

100

106

88

103

99

1255

621

157

77

104

110

92

107

Class Zero
Rank

7th

7th

6th

8th

4th

2nd

10th

3rd

These numbers do not reflect stat bonuses granted by accessories or weapons.


Available Abilities

Compare rows: Select


Ability

Effect

Accelerate

Increase movement speed.

Twinspell

Equip two spells at once.

Quick Draw II

Cast level II finishing magic.

Quick Draw III

Cast level III finishing magic.

Available Abilities

Compare rows: Select


Ability

Effect

Triple Slip

Execute up to three dodges in succession.

Slipstream

Execute any number of dodges in succession.

Untouchable

Window for dodging increases.

Intel

Check status of locked-on targets.

Quick Draw

Cast finishing magic after a normal attack.

Foreflay

Deliver a long-reaching attack with Left Analog Stick Up + normal attack.

Foreflay II

Increase number of hits for Foreflay.

Foreflay III

Further increase number of hits for Foreflay.

Whirlwhip

Deliver a wide-area attack with Left Analog Stick Down + normal attack.

Whirlwhip II

Increase number of hits for Whirlwhip.

Whirlwhip III

Further increase number of hits for Whirlwhip.

Insult to Injury

Powerfully lash enemies inflicted with Stun.

Snakebite

Capture an enemy and either reel them in or instantaneously approach the


target.

Livewire

Electrify ensnared enemies to damage and possibly inflict Stun with Left Analog
Stick Up + Ability button.

Snakebite: AG Down

Reduce AG cost of Snakebite.

Diving Strike

Launch whipblade skyward to pierce enemies from above.

Diving Strike: Power Up Increase power of Diving Strike.


Elementalash

Strike enemies with a whip imbued with elemental magic (defaults to Fire).

Flamelash: Power Up

Increase power of Elementalashs Flamelash.

Frostlash

Imbue whip with Ice Magic with Left Analog Stick Up + Ability button.

Frostlash: Power Up

Increase power of Elementalashs Frostlash.

Available Abilities

Compare rows: Select


Ability
Thunderlash

Effect
Imbue whip with Lightning Magic with Left Analog Stick Down + Ability button.

Thunderlash: Power Up Increase power of Elemenalashs Thunderlash.


Sadistic Spikes

Drive whipblade into the ground to summon Stop-inflicting thorns.

Sadistic Spikes: Time Up Sadistic Spikes remains active for a longer time.
Sadistic Spikes: AG
Down

Reduce AG cost of Sadistic Spikes.

Drainlash

Attack enemies and absorb HP.

Drainlash: Power Up

Increase power of Drainlash.

Osmoselash

Attack enemies and absorb MP.

Osmoselash: Power Up Increase power of Osmoselash.

Unlocking Abilities: Required Conditions

Recommended Strategies
Seven is able to alter the range of her melee strikes. Shes adept in Fire Magic and Ice Magic, but
she rates fairly low in Lightning Magic. With her Elementalash ability, however, she can imbue
her weapon with various bursts of elemental power. Her more elaborate techniques tend to leave
her fairly vulnerable, but Sevens normal attacks are capable of dealing fast, reliable damage.

With abilities like Snakebite, Diving Strike, and Sadistic Spikes, Seven can be used to fill a
variety of roles, and choosing the best skills for a given mission can be a challenge. At her core,
however, Seven is still a melee fighter. Her normal attack, Foreflay, and Whirlwhip can be used
at any time to deal damage and replenish her AG.
Once Insult to Injury is unlocked, Seven is particularly effective against stunned enemies.
Consider selecting allies with Stun-inflicting abilities to maximize her damage output over the
course of a mission.
Unlocking Recommended Abilities
Compare rows: Select

Ability
Snakebite: AG Down

Required Level

AP Cost
5

Unlocking Recommended Abilities


Compare rows: Select

Ability

Required Level

AP Cost

Livewire

Elementalash

10

Frostlash

10

Thunderlash

10

Triple Slip

15

Slipstream

15

Untouchable

15

Diving Strike

15

Sadistic Spikes

17

Sadistic Spikes: Time Up

17

Sadistic Spikes: AG Down

17

10

Foreflay II

25

Foreflay III

25

Whirlwhip II

25

Whirlwhip III

25

Insult to Injury

25

Sevens various abilities have a significant effect on her fighting style. Your personal preferences
and mission parameters will determine exactly which skills are most useful in battle, so acquire
and test her various command abilities as they become available. Before each mission, consider
which role youd like Seven to fill, then equip the abilities that are likely to be most helpful.

Snakebite: AG Down and Livewire both enhance Sevens Snakebite ability. Unlock these
abilities to allow for more frequent use of Snakebite, and to gain the option of electrocuting
ensnared enemies.
Elementalash and its upgrades Frostlash and Thunderlash all become available at Level 10. This
combination of skills allows Seven to better exploit elemental weaknesses found in some
enemies. Elementalash abilities will quickly drain Sevens AG, however, so its best to use them
sparingly. Avoid investing in additional Elementalash upgrades until youve unlocked some of
Sevens less situational abilities.
Triple Slip, Slipstream, and Untouchable all become available at Level 15. Unlock all of these
abilities to enhance Sevens dodge, then invest in Diving Strike to add a true ranged attack to her
arsenal. When equipped, Diving Strike allows Seven to launch mortar-like attacks at distant
targets.
When combined, Sadistic Spikes, Sadistic Spikes: Time Up, and Sadistic Spikes: AG Down
create one of Sevens most useful support abilities. This command ability creates a large cluster
of Stop-inducing spikes, so proper use can severely limit enemy movements in confined spaces.
At Level 25, upgrade Sevens Foreflay and Whirlwhip, then unlock Insult to Injury. This ensures
that Seven is capable of dealing maximum damage regardless of which command abilities you
choose to bring into a specific mission.

Combat Tips: Seven


Sevens attacks vary in range, power, and bonus effects, so her combat style is surprisingly
flexible. In general, however, shes a mid-range melee expert. Abilities like Elementalash and
Diving Strike make her a force on the battlefield, while Drainlash and Osmoselash can make her
one of the most self-sufficient members of Class Zero.

Many of Sevens more powerful attacks can quickly deplete her AG. For basic combat, its
usually best to rely on a mixture of normal attacks and Foreflay. This allows Seven to deal
consistent short-range and medium-range damage.

Seven is gifted in most magic types, and her Ice Magic proficiency is the second highest in Class
Zero. Equipping Osmoselash along with a spell like Blizzard BOM can make Seven a formidable
magic user during prolonged battles.
Snakebite is a great way to strike distant enemies when they are vulnerable to Killsight attacks.
Under normal conditions, a successful Snakebite offers multiple follow-up moves. Once youve
latched on to an enemy, your options will be determined by enemy type, unlocked abilities, and
available AG.

Snakebite Follow-Up Commands


Compare rows: Select
Input

Result

Left Analog Stick

Seven moves in the corresponding direction.

Ability button

Seven pulls herself toward the ensnared enemy.

Left Analog Stick Up + Ability (Requires Livewire and sufficient AG) Seven electrocutes the ensnared
button
enemy, possibly inflicting Stun.
Left Analog Stick Down +
Ability button

Seven pulls the ensnared enemy to her location.

Normal attack

Seven releases the ensnared enemy.

Dodge

Seven releases the ensnared enemy and performs a dodge.

Characters Eight

Eight is a master of hand-to-hand combat. With his brute strength, blazing speed, and various
fighting styles, Eight is an impressive close-combat specialist.

Essential Details
Initial Status

Compare rows: Select

Level:

EXP:

9614

AP:

Accessories:

Bronze Bangle; Gauntlets

Weapon:

Brass Knuckles

Commands:

Swiftwind Stance; Blizzard BOM

Defense Command:

Block

Basic Attributes

Compare rows: Select

Movement SpeedWeapon Stowed:

7.8 meters per second

Movement SpeedWeapon Drawn:

10.5 meters per second

Flinch Resistance:

Knockdown Resistance:

0.92

Knockback Resistance:

1.0

Stats and Abilities


Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Fire Magic Ice Magic

Lightning
Magic

Defense
Magic

Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Lightning
Magic

Fire Magic Ice Magic

Defense
Magic

386

185

69

63

53

60

55

49

10

403

191

70

63

54

61

56

50

20

564

219

80

66

59

66

61

55

30

711

247

90

68

64

71

66

60

40

843

275

100

71

69

76

71

65

50

961

303

110

73

74

81

76

70

60

1065

331

120

76

79

86

81

75

70

1155

360

130

78

84

91

86

80

80

1230

388

140

81

89

96

91

85

90

1292

416

150

83

94

101

96

90

99

1335

438

159

85

98

105

100

94

Class Zero
Rank

4th

11th

4th

4th

11th

5th

7th

12th

These numbers do not reflect stat bonuses granted by accessories or weapons.


Available Abilities

Compare rows: Select


Ability

Effect

Accelerate

Increase movement speed.

Twinspell

Equip two spells at once.

Quick Draw II

Cast level II finishing magic.

Quick Draw III

Cast level III finishing magic.

Available Abilities

Compare rows: Select


Ability

Effect

Triple Slip

Execute up to three dodges in succession.

Slipstream

Execute any number of dodges in succession.

Untouchable

Window for dodging increases.

Intel

Check status of locked-on targets.

Sidestep

Dodge sideways with Left Analog Stick Left/Right + normal attack.

Blind Strike

Increase critical hit rate when attacking some enemies from the rear.

Quick Draw

Cast finishing magic after a normal attack.

Rising Uppercut

Counterattack when downed by pressing normal attack at the right time.

Backhand

Deliver an attack with a high Stun rate with Left Analog Stick Down + normal
attack.

One-Two Cast

Cast finishing magic after a backhand attack.

Swiftwind Stance

Shift to a simple stance and perform combos with the Ability button (and
optionally, Left Analog Stick Up/Left/Right).

Swiftwind Special

Strike the ground during a combo by pressing Left Analog Stick Down + Ability
button.

Swiftwind Stance:
Power Up

Increase power of the series of punches in Swiftwind Stance.

Wildfire Stance

Shift to an aggressive stance and perform combos with the Ability button (and
optionally, Left Analog Stick Up/Left/Right).

Wildfire Special

Conjure a pillar of fire during a combo by pressing Left Analog Stick Down +
Ability button.

Wildfire Stance:
Power Up

Increase power of charge attack by pressing Left Analog Stick Up + Ability button.

Quickbolt Stance

Shift to an erratic stance and perform combos with the Ability button (and
optionally, Left Analog Stick Up/Left/Right).

Quickbolt Special

Strike enemies and absorb HP during a combo by holding Left Analog Stick Down

Available Abilities

Compare rows: Select


Ability

Effect
+ Ability button.

Quickbolt Stance:
Power Up

Increase power of flying kick by pressing Left Analog Stick Up + Ability button.

Explosive Fist

Slowly approach enemies and deliver a devastating punch.

Explosive Fist: Power


Increase power of Explosive Fist.
Up
Flinchproof Fist

Receive invulnerability while performing Explosive Fist.

Sacrificial Slug

Drop users HP down to 1 and inflict tremendous damage on enemies.

Lightspeed Jab

Deliver a weak but extremely fast punch.

Lightspeed Swarm

Teleport toward enemies with Lightspeed Jab.

Lightspeed Jab:
Distance Up

Increase distance teleported with Lightspeed Jab.

Last Stand

Receive Haste and Aura, but inflict user with Killsight.

Last Stand: AG Down Reduce AG cost of Last Stand.


Phantom Rush

Dodge all enemy attacks.

Phantom Rush: AG
Down

Reduce AG cost of Phantom Rush.

Unlocking Abilities: Required Conditions

Recommended Strategies
Among his classmates, Eight ranks well in max HP, Attack, and Defense, and his movement
speed is fairly impressive. His various command abilities can provide a bit of utility on the
battlefield, but Eights fighting stances offer true versatility.

All of Eights stances offer a variety of attacks, and each stance has its own unique strength.
Swiftwind Stance favors fast strikes, Wildfire Stance can be used to fire projectiles or summon
pillars of fire, and Quickbolt Stance can be used to regenerate Eights HP. Stance attacks also
replenish Eights AG, and many of them feature high critical hit rates when a target is attacked
from the rear.
Eights Phantom Rush allows him to automatically evade incoming attacks. This ability drains
his AG, however, so dodging is still important. A fully upgraded Lightspeed Jab allows him to
zip around the battlefield, taking advantage of Killsight opportunities. Abilities like Sacrificial
Slug and Last Stand grant massive damage output while leaving Eight extremely vulnerable. As
always, experiment with the available abilities to find a combination that matches your play
style.

Unlocking Recommended Abilities


Compare rows: Select

Ability

Required Level

AP Cost

Swiftwind Special

Rising Uppercut

Wildfire Stance

Wildfire Special

Backhand

Accelerate

17

Triple Slip

17

Slipstream

17

Untouchable

17

Phantom Rush

17

Phantom Rush: AG Down

17

Quickbolt Stance

17

Quickbolt Special

17

Lightspeed Jab

17

Lightspeed Swarm

17

Lightspeed Jab: Distance Up

17

Most of Eights abilities have relatively low AP costs, so its easy to invest in a wide variety of
skills. Early in the game, focus on unlocking Eights fighting styles and their specials, his
evasion-based abilities, and any abilities that dont require a command slot.

Swiftwind Special, Wildfire Stance, and Wildfire Special will dramatically improve Eights
versatility in battle. Backhand provides a quick attack with a high Stun rate.
Accelerate, Triple Slip, Slipstream, and Untouchable provide the expected boost to Eights
survivability. Phantom Rush and Phantom Rush: AG Down, however, combine to form a
particularly impressive defensive ability. When Phantom Rush is equipped, holding the Ability
button causes Eight to automatically dodge incoming attackseven while Eight is running. The
effect lasts until the button is released or Eights AG is depleted.
Unlock Quickbolt Stance and Quickbolt Special to give Eight a reliable option for HP recovery.
Combine Lightspeed Jab, Lightspeed Swarm, and Lightspeed Jab: Distance Up for unmatched
mobility. Not only does this combination allow Eight to dart between targets, its an excellent
way to strike a distant enemy inflicted with Breaksight or Killsight. Once youve acquired the
recommended skills, use earned AP to enhance your preferred stances, then unlock Eights
remaining abilities.

Combat Tips: Eight


Eight has impressive speed and strength, good Defense, and a diverse arsenal of abilities.
Phantom Rush is particularly valuable during tough battles, but a fully upgraded Lightspeed Jab
is great for dealing with scattered enemies. These two abilities make a formidable combination,
but dont underestimate the usefulness of Eights various stances.
Swiftwind Stance, Wildfire Stance, and Quickbolt Stance each have their own unique moves and

combinations, so its worth taking the time to master all of them.

Swiftwind Stance Attacks


Compare rows: Select
Command
Ability button

Attack
Eight performs a stepping jab followed by a flurry of quick punches. Hold the
Ability button to extend the flurry. Attacking from behind the target grants a
high chance of critical damage.

Left Analog Stick Up + Eight slides forward to deliver a low kick. Attacking from behind the target
Ability button
grants a high chance of critical damage.
Left Analog Stick Down (Requires Swiftwind Special) Eight leaps up and drives his fist into the ground,
+ Ability button
creating a small shock wave.
Left Analog Stick
Left/Right + Ability
button

Eight performs a sweeping aerial kick. Attacking from behind the target grants a
high chance of critical damage.

Wildfire Stance Attacks


Compare rows: Select
Command

Attack

Ability button

Eight fires a slow-moving projectile of energy. Rapidly tap the Ability button to
fire a steady stream of projectiles.

Left Analog Stick Up +


Ability button

Eight crouches down and charges forward for a damaging attack. Attacking
from behind the target grants a high chance of critical damage.

Left Analog Stick Down + (Requires Wildfire Special) Eight slams his fists into the ground, summoning a
Ability button
pillar of fire.
Left Analog Stick
Left/Right + Ability
button

Eight performs a spinning handstand, resulting in a brief flurry of kicks.


Attacking from behind the target grants a high chance of critical damage.

Quickbolt Stance Attacks


Compare rows: Select
Command
Ability button

Attack
Eight leaps forward, performing two quick aerial kicks. Double tap and hold the
Ability button to perform an extended flurry of kicks after Eights initial attack.
Attacking from behind the target grants a high chance of critical damage.

Eight launches himself forward with both legs extended. Double tap and hold the
Left Analog Stick
Ability button to perform an extended flurry of kicks after Eights initial attack.
Up + Ability button
Attacking from behind the target grants a high chance of critical damage.
Left Analog Stick
Down + Ability
button

(Requires Quickbolt Special) Eight drops to the ground and emits a shock wave
capable of draining HP from nearby enemies. Hold the Ability button to meditate,
regenerating HP at a rate of 7.5% of max HP per second.

Eight performs a stepping palm strike. The hand Eight uses corresponds to the choice
Left Analog Stick
of Analog Stick Left/Right. Repeat a command for a two-hit combo, or alternate the
Left/Right + Ability
commands for an extended series of palm strikes. Attacking from behind the target
button
grants a high chance of critical damage.

Characters Nine
Nine is a mid-range melee fighter with high HP and an impressive Defense rating.

Essential Details
Initial Status

Compare rows: Select

Level:

EXP:

7196

AP:

Accessories:

Bronze Bangle; Life Armlet

Weapon:

Lance

Commands:

Jump; Fire RF

Defense Command:

Block

Basic Attributes

Compare rows: Select

Movement SpeedWeapon Stowed:

7.8 meters per second

Movement SpeedWeapon Drawn:

7.8 meters per second

Flinch Resistance:

Knockdown Resistance:

0.8

Knockback Resistance:

1.0

Stats and Abilities


Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Fire Magic Ice Magic

Lightning
Magic

Defense
Magic

Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Lightning
Magic

Fire Magic Ice Magic

Defense
Magic

370

155

63

67

54

41

39

46

10

445

164

67

68

56

43

41

48

20

622

188

77

71

61

48

46

53

30

785

213

87

73

66

53

51

58

40

931

237

97

76

71

58

56

63

50

1062

261

107

78

76

63

61

68

60

1176

285

117

81

81

68

66

73

70

1276

310

127

83

86

73

71

78

80

1359

334

137

86

91

78

76

83

90

1427

358

147

88

96

83

81

88

99

1474

377

156

90

100

87

85

92

Class Zero
Rank

1st

14th

7th

1st

8th

13th

14th

13th

These numbers do not reflect stat bonuses granted by accessories or weapons.


Available Abilities

Compare rows: Select


Ability

Effect

Accelerate

Increase movement speed.

Twinspell

Equip two spells at once.

Quick Draw II

Cast level II finishing magic.

Quick Draw III

Cast level III finishing magic.

Available Abilities

Compare rows: Select


Ability

Effect

Triple Slip

Execute up to three dodges in succession.

Slipstream

Execute any number of dodges in succession.

Untouchable

Window for dodging increases.

Intel

Check status of locked-on targets.

Quick Draw

Cast finishing magic after certain normal attacks.

Clean Sweep

Deliver a wide-area attack with Left Analog Stick Down + normal attack.

Clean Sweep II

Increase number of hits for Clean Sweep.

Sweeping Cast

Cast finishing magic after certain wide-area attacks.

Clean Sweep III

Increase number of hits for Clean Sweep.

Mobile Strike

Attack while moving with Left Analog Stick Up + normal attack.

Mobile Strike II

Increase number of hits for Mobile Strike.

Jump

Leap towards enemies and strike.

Jump: Power Up

Increase power of Jump.

Jump: Crit Up

Increase critical hit rate of Jump.

Jump: AG Down

Reduce AG cost of Jump.

White Knight

Generate a safety zone that restores HP and prevents damage.

White Knight: AG Down

Reduce AG cost of White Knight.

Whirling Lance

Twirl spear to attack enemies.

Whirling Lance: AG Down

Reduce AG cost of Whirling Lance.

High Jump

Leap high into the air and deliver a powerful strike from above.

High Jump: Power Up

Increase power of High Jump.

High Jump: Power Up II

Further increase power of High Jump.

Available Abilities

Compare rows: Select


Ability

Effect

Javelin Throw

Launch spear to pierce and damage enemies.

Javelin Throw: Crit Up

Increase critical hit rate of Javelin Throw.

Laser Lance

Launch spear in a straight line to severely damage enemies.

Laser Lance: Power Up

Increase power of Laser Lance.

Primal Roar

Unleash a guttural roar to inflict enemies with Stop.

Primal Roar: Time Up

Primal Roar remains active for a longer time.

Primal Roar: AG Down

Reduce AG cost of Primal Roar.

Unlocking Abilities: Required Conditions

Recommended Strategies
Nine uses his lance to deliver mid-range melee strikes with speed and precision. His normal
attacks can be chained for some devastating combos, and abilities like Jump and Javelin Throw
allow for occasional long-range attacks.

Nine has Class Zeros highest rating in max HP and Defense, so he can absorb a good deal of
damage. He can also use his White Knight ability to create an impenetrable barrier that grants
HP regeneration to him and any nearby allies.
When playing as Nine, its usually best to rely on his normal attacks for basic combat. This not
only deals reliable damage, it also ensures constant regeneration of his AG. Nine isnt a very
effective spell caster, so its often best to forego magic in favor of one of his more practical
command abilities.
Unlocking Recommended Abilities
Compare rows: Select

Ability
Jump: AG Down

Required Level

AP Cost
5

Unlocking Recommended Abilities


Compare rows: Select

Ability

Required Level

AP Cost

Jump: Crit Up

Accelerate

White Knight

Triple Slip

Slipstream

Untouchable

White Knight: AG Down

Whirling Lance

13

Whirling Lance: AG Down

13

Clean Sweep II

13

Clean Sweep III

13

Nine has some interesting abilities, but its best to focus on his core abilities early in the game.
Upgrade his Jump right away, then use earned AG to unlock all of his evasion-based abilities.
Once thats done, look to unlock commands that will increase Nines versatility on the
battlefield.

Nines Jump ability offers a nice balance of speed and range, so Jump: AG Down and Jump: Crit
Up make for good early investments. Along with his normal attacks, an upgraded Jump will help
maximize Nines damage output during his first several levels.
Unlock Accelerate to increase Nines movement speed, then acquire Nines White Knight ability.
White Knight: AG Down is a great investment, but spend available AP on the rest of his evasionbased abilities before you unlock it.
Purchase Whirling Lance and Whirling Lance: AG Down to give Nine a viable option for area
damage, then unlock Clean Sweep II and Clean Sweep III. By this point, Nine should be well
suited for virtually any mission. Simply unlock his remaining abilities and upgrades as AP
becomes available.

Combat Tips: Nine


Compared to his classmates, Nine is a fairly straightforward fighter. Equipping Jump and White
Knight for use along with his normal attacks is quite often your best option. However, with
abilities like High Jump, Laser Lance, and Primal Roar, Nine can become a fairly versatile melee
combatant.

Chain four of Nines normal attacks to perform a devastating medium-range combo. Theres a
bit of a delay just after the third hit, but the final blow has a fairly good chance of knocking
down weaker enemies.

Jump is one of Nines default commands, and its also one of his most useful abilities. It has
good range, reasonable damage, and it can be upgraded to increase its power, crit rate, and AG
efficiency. Nines normal attacks will account for the bulk of his damage, but well-timed Jump
attacks can be very effective in the heat of battle.

When White Knight is equipped, hold the Ability button to summon a protective dome around
Nine. This dome not only protects Nine and any nearby allies from incoming attacks, it grants
steady HP regeneration. However, the dome will only remain until the button is released, or until
Nines AG is depleted.
Javelin Throw and Laser Lance allow Nine to attack from a distance, but hes at his best when
hes fairly close to his target. This allows him to do consistent damage, and it increases his
chances of scoring Breaksight and Killsight attacks.

Characters Jack
Jack is capable of delivering devastating melee strikes, and the bulk of his abilities are focused
on increasing his potential damage.

Essential Details
Initial Status

Compare rows: Select

Level:

EXP:

9417

AP:

Accessories:

Bronze Bangle; Cupric Ring

Weapon:

Katana

Commands:

Reflex; Fire RF

Defense Command:

Block

Basic Attributes

Compare rows: Select

Movement SpeedWeapon Stowed:

7.8 meters per second

Movement SpeedWeapon Drawn:

2.1 meters per second

Flinch Resistance:

Knockdown Resistance:

0.8

Knockback Resistance:

1.0

Stats and Abilities


Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Fire Magic Ice Magic

Lightning
Magic

Defense
Magic

Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Lightning
Magic

Fire Magic Ice Magic

Defense
Magic

340

175

75

49

57

39

49

51

10

355

180

76

49

58

40

50

52

20

496

207

86

52

63

45

55

57

30

626

233

96

54

68

50

60

62

40

742

260

106

57

73

55

65

67

50

846

286

116

59

78

60

70

72

60

938

313

126

62

83

65

75

77

70

1017

340

136

64

88

70

80

82

80

1083

366

146

67

93

75

85

87

90

1137

393

156

69

98

80

90

92

99

1175

414

165

71

102

84

94

96

Class Zero
Rank

9th

12th

1st

11th

5th

14th

8th

11th

These numbers do not reflect stat bonuses granted by accessories or weapons.


Available Abilities

Compare rows: Select


Ability

Effect

Accelerate

Increase movement speed.

Twinspell

Equip two spells at once.

Quick Draw II

Cast level II finishing magic.

Quick Draw III

Cast level III finishing magic.

Available Abilities

Compare rows: Select


Ability

Effect

Triple Slip

Execute up to three dodges in succession.

Slipstream

Execute any number of dodges in succession.

Untouchable

Window for dodging increases.

Intel

Check status of locked-on targets.

Ninja Slice

Increase critical hit rate when attacking some enemies from the rear.

Quick Draw

Cast finishing magic after a normal attack.

Combo Bonus

Increase the number of hits in a normal attack.

Focus

Concentrate to temporarily increase Attack with Left Analog Stick Down +


normal attack.

Focus: Power Up

Increase effect of Focus.

Reflex

Read enemies attacks and deliver a mid-range counterslash.

Reflex: Power Up

Increase power of Reflex.

Reflex: Crit Up

Increase critical hit rate of Reflex.

Reflex: AG Down

Reduce AG cost of Reflex.

Transience

Consume users HP to inflict heavy damage on enemies.

Transience: Power Up

Increase power of Transience.

Transience: Power Up II

Further increase power of Transience.

Transience: AG Down

Reduce AG cost of Transience.

Lightning Flash

Slash in rapid succession.

Lightning Flash: Crit Up

Increase critical hit rate of Lightning Flash.

Lightning Flash: AG Down

Reduce AG cost of Lightning Flash.

Deliverance

Rush at and attack enemies inflicted with Killsight.

Deliverance: AG Down

Reduce AG cost of Deliverance.

Available Abilities

Compare rows: Select


Ability

Effect

Piercing Gleam

Lower the enemys Defense.

Piercing Gleam: Effect Up

Increase effect of Piercing Gleam.

Piercing Gleam: Power Up Increase power of Piercing Gleam.


Piercing Gleam: AG Down Reduce AG cost of Piercing Gleam.
Tranquility

Read enemies attacks and deliver a devastating counterslash.

Tranquility: Power Up

Increase power of Tranquility.

Tranquility: +Killsight

Add Killsight effect to Tranquility.

Tranquility: AG Down

Reduce AG cost of Tranquility.

Unlocking Abilities: Required Conditions

Recommended Strategies
Jack has the highest Attack rating in Class Zero, and hes capable of dealing massive damage. He
moves very slowly when his weapon is drawn, however, and hes often left vulnerable after he
performs an attack. This makes it very important for Jack to make the most of each strike.

Jacks focus is on raw damagehe offers very little in terms of party support. Counterattacks
like Reflex and Tranquility can be used to increase his survivability, but its often best to equip
skills that are likely to boost his potential damage over the course of a mission.
Ninja Slice increases Jacks critical hit rate when he attacks some enemies from the rear, and
Focus allows him to temporarily increase his Attack power. When all else fails, however, Jacks
normal attacks are able to do serious damage to virtually any target.
Unlocking Recommended Abilities
Compare rows: Select

Ability

Anticipated Level

AP Cost

Triple Slip

14

Combo Bonus

15

Unlocking Recommended Abilities


Compare rows: Select

Ability

Anticipated Level

AP Cost

Lightning Flash

17

Slipstream

21

Piercing Gleam

23

Focus: Power Up

30

Deliverance

32

Tranquility

36

Transience

46

Quick Draw

57

12

Quick Draw II

72

20

Quick Draw III

97

38

Untouchable

99

Accelerate

99

Jacks abilities have no level requirements, but they must be unlocked in order. This means you
wont have access to specific commands early in the game without investing time into leveling
Jack up. Although you have no control over how you spend your AP, there are some abilities that
are worth using as soon as they become available.

Jack has a very low movement speedparticularly when his weapon is drawn. Accelerate is the
last skill to be unlocked, but Deliverance does give him some situational mobility. Use this
command during a targets Killsight state to perform a long-range lunge attack. Lightning Flash
is a good high-speed melee combo with a bit of forward movement. Its not suitable for moving
between targets, but it can help him keep pace with an enemy thats likely to dodge away from a
normal attack.
Piercing Gleam is the closest thing Jack has to a support ability. Equip it when you expect your
party to face a particularly durable enemy. Transience is a high-risk move that consumes Jacks
HP to inflict heavy damage. Tranquility is a devastating counterattack. It requires proper timing,
but it allows Jack to deal massive damage to aggressive enemies.
Focus can be activated to temporarily increase Jacks Attack. The effect triggers fairly quickly,
so remember to use it whenever you want to deal a little extra damage.

Combat Tips: Jack


Jacks raw damage makes him an asset on virtually any mission, but his limited mobility and
relatively slow attack speed can make it difficult for him to deal with nimble targets. Its
sometimes best to switch leaders and allow Jack to deal damage on his own until a suitable target
presents itself.

You can stow Jacks weapon to increase his movement speed, but it leaves him particularly
vulnerable to incoming damage. In most cases, its best to simply dodge toward enemies
particularly once youve unlocked Slipstream.

Jacks Combo Bonus ability increases the number of hits in a normal attack, but hes left
vulnerable after each swing. If a normal attack misses, try to dodge the incoming counterattack
and regroup for a second attempt.

Jacks Ninja Slice can make him very effective against distracted opponents, but dont put too
much effort into trying to flank potential targets. Its often better to simply attack than to spend
time adjusting Jacks position.
Jacks Transience ability sacrifices nearly all of his HP to deal massive damage over a large area.
During this attack, however, Jack is immune to damage. If one or more party members is capable
of healing him, theyll generally do so before the attack ends. This means that with suitable
support, Jack can utilize the power of Transience with minimum risk.

Characters Queen
Queen is a capable melee fighter with some excellent support abilities.

Essential Details
Initial Status

Compare rows: Select

Level:

EXP:

7523

AP:

Accessories:

Cupric Ring; Life Armlet

Weapon:

Longsword

Commands:

Divine Judgment; Thunder SHG

Defense Command:

Cure

Basic Attributes

Compare rows: Select

Movement SpeedWeapon Stowed:

7.8 meters per second

Movement SpeedWeapon Drawn:

7.8 meters per second

Flinch Resistance:

Knockdown Resistance:

0.92

Knockback Resistance:

1.0

Stats and Abilities


Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Fire Magic Ice Magic

Lightning
Magic

Defense
Magic

Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Lightning
Magic

Fire Magic Ice Magic

Defense
Magic

315

275

61

60

55

58

69

59

10

361

292

64

61

57

60

71

61

20

505

335

74

64

62

65

76

66

30

636

378

84

66

67

70

81

71

40

755

421

94

69

72

75

86

76

50

861

464

104

71

77

80

91

81

60

954

507

114

74

82

85

96

86

70

1034

550

124

76

87

90

101

91

80

1102

592

134

79

92

95

106

96

90

1157

635

144

81

97

100

111

101

99

1195

670

153

83

101

104

115

105

Class Zero
Rank

8th

5th

9th

6th

7th

6th

2nd

4th

These numbers do not reflect stat bonuses granted by accessories or weapons.


Available Abilities

Compare rows: Select


Ability

Effect

Accelerate

Increase movement speed.

Twinspell

Equip two spells at once.

Quick Draw II

Cast level II finishing magic.

Quick Draw III

Cast level III finishing magic.

Available Abilities

Compare rows: Select


Ability

Effect

Triple Slip

Execute up to three dodges in succession.

Slipstream

Execute any number of dodges in succession.

Untouchable

Window for dodging increases.

Intel

Check status of locked-on targets.

Quick Draw

Cast finishing magic after a normal attack.

Balestra Lunge

Rush toward enemies and attack with Left Analog Stick Up + normal
attack.

Balestra Lunge II

Increase maximum number of hits in a Balestra Lunge.

Riposte Slash

Jump away from enemies and attack with Left Analog Stick Down + normal
attack.

Riposte Slash II

Fire magic shots after a Riposte Slash by returning Left Analog Stick to
center.

Feint Spell

Cast finishing magic after a Riposte Slash in some situations.

Divine Judgment

Conjure a cross-shaped light that heals allies by draining enemies HP.

Divine Judgment: Speed Up

Increase revolution speed of Divine Judgment.

Divine Judgment: Power Up Increase power of Divine Judgment.


Divine Judgment: HP Up

Increase amount of HP recovered with Divine Judgment.

Divine Judgment: AG Down

Reduce AG cost of Divine Judgment.

Magic Martyr

Expend HP instead of AG to generate an MP-restoring field.

Magic Martyr: Effect Up

Improve HP/MP exchange rate of Magic Martyr.

Flinchproof Martyr

Magic Martyr continues even after taking damage.

Speedrush

Approach targets at high speed.

Speedrush: AG Down

Reduce AG cost of Speedrush.

Mana Sphere

Fire energy orbs that fissure and damage enemies.

Available Abilities

Compare rows: Select


Ability

Effect

Mana Sphere: Power Up

Increase power of Mana Sphere.

Mana Sphere: Crit Up

Increase critical hit rate of Mana Sphere.

Mana Sphere: AG Down

Reduce AG cost of Mana Sphere.

Gate of Destiny

Expend HP instead of AG to generate a portal that damages enemies.

Gate of Destiny: Power Up

Increase power of Gate of Destiny.

Gate of Destiny: Crit Up

Increase critical hit rate of Gate of Destiny.

Justice Guard

Nullify and counter enemy attacks while occasionally inflicting Killsight.

Justice Guard: Power Up

Increase power of Justice Guard.

Justice Guard: AG Down

Reduce AG cost of Justice Guard.

Unlocking Abilities: Required Conditions

Recommended Strategies
Queen is an excellent support character, but shes also a fairly capable close-combat fighter. She
may lack the power and range offered by some other melee specialists, but she has good mobility
and relatively fast combos.

Equipped with abilities like Divine Judgment and Magic Martyr, Queen can focus almost
entirely on supporting her allies. Speedrush and Mana Sphere can be equipped when party
support is less of a concern. Its also worth noting that Queen is a proficient magic user, so
equipping an offensive spell can also be useful. Before a mission, consider which role youd like
Queen to fill and choose the appropriate abilities.
Queen has a relatively low Attack rating, but adding finishing magic to her melee combos can
help boost her potential damage.
Unlocking Recommended Abilities
Compare rows: Select

Ability
Divine Judgment: HP Up

Required Level

AP Cost
3

Unlocking Recommended Abilities


Compare rows: Select

Ability

Required Level

AP Cost

Twinspell

Magic Martyr

Flinchproof Martyr

Magic Martyr: Effect Up

Balestra Lunge II

11

Accelerate

11

Triple Slip

11

Slipstream

11

Untouchable

11

Riposte Slash II

11

Speedrush

11

Speedrush: AG Down

11

Quick Draw

11

Feint Spell

11

Quick Draw II

11

12

Queen is a great support character, so unlock and upgrade abilities that will benefit her allies.
Her evasion-focused abilities can be unlocked fairly early in the game, so make sure you acquire
all of them before investing AP in her offensive commands and damage-related upgrades.

Unlock Divine Judgment: HP Up right away to improve Queens group healing. Next, unlock
Twinspell to gain access to Queens Magic Martyr abilities. Unlock Magic Martyr, Flinchproof
Martyr, and Magic Martyr: Effect Up to further enhance Queens support capabilities.
Balestra Lunge II is a prerequisite for many of Queens essential abilities, so make sure you
unlock it early in the game. Purchase Accelerate, Triple Slip, Slipstream, and Untouchable as AP
becomes available.
Unlock Riposte Slash II to enhance another of Queens core melee attacks, then purchase
Speedrush and Speedrush: AG Down. Speedrush allows Queen to teleport directly to her target,
which can be very helpful during hectic battles.
Purchase Quick Draw, Feint Spell, and Quick Draw II to increase Queens damage output with
finishing magic, then unlock her remaining abilities and upgrades as AP becomes available.

Combat Tips: Queen


Queen is an excellent support character, but shes also a capable melee fighter. During battle,
monitor your allies status and use Queens abilities to replenish your partys HP and MP as
needed.

Divine Judgment is a great way for Queen to keep nearby allies healthy, and it also deals a fair
amount of damage to nearby enemies. This versatility makes it a good choice for virtually any
mission.

Queen is a proficient spell caster, so equipping offensive magic can help boost her damage
output over the course of a mission. Combining a spell like Thunder SHG with Queens Magic
Martyr ability helps ensure that shes able to deal magic damage for the duration of a mission.
The HP lost during Magic Martyr can be easily replenished with items or healing spells.

Queens Speedrush allows her to dash toward a target, so its particularly useful when you want
to launch a surprise attack. However, it can also be used to escape from dangerous situations
just lock on to an available target to dart away from an incoming attack. Speedrush does have a
limited range, however, so choose your targets wisely.
As a melee fighter, Queen specializes in quick, short-range combos. These combos become a bit
more effective once youve unlocked and upgraded abilities that grant finishing magic. Still, its
often best to dodge clear of incoming attacks before Queen completes a combo. During hectic
fights, try peppering enemies with quick strikes while keeping Queen healthy.

Characters King
King uses twin revolvers to deal steady damage from long range.

Essential Details
Initial Status

Compare rows: Select

Level:

10

EXP:

11873

AP:

10

Accessories:

Bronze Bangle; Gauntlets

Weapon:

Twin Revolvers

Commands:

Point-Blank Shot; Blizzard BOM

Defense Command:

Block

Basic Attributes

Compare rows: Select

Movement SpeedWeapon Stowed:

7.8 meters per second

Movement SpeedWeapon Drawn:

6.9 meters per second

Flinch Resistance:

Knockdown Resistance:

0.92

Knockback Resistance:

1.0

Stats and Abilities


Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Fire Magic Ice Magic

Lightning
Magic

Defense
Magic

Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Lightning
Magic

Fire Magic Ice Magic

Defense
Magic

10

397

170

62

40

45

59

48

45

20

555

195

72

43

50

64

53

50

30

700

220

82

45

55

69

58

55

40

830

245

92

48

60

74

63

60

50

947

270

102

50

65

79

68

65

60

1049

295

112

53

70

84

73

70

70

1138

320

122

55

75

89

78

75

80

1212

345

132

58

80

94

83

80

90

1272

370

142

60

85

99

88

85

99

1315

390

151

62

89

103

92

89

Class Zero
Rank

5th

13th

10th

14th

14th

7th

10th

14th

These numbers do not reflect stat bonuses granted by accessories or weapons.


Available Abilities

Compare rows: Select


Ability

Effect

Accelerate

Increase movement speed.

Twinspell

Equip two spells at once.

Quick Draw II

Cast level II finishing magic.

Quick Draw III

Cast level III finishing magic.

Triple Slip

Execute up to three dodges in succession.

Available Abilities

Compare rows: Select


Ability

Effect

Slipstream

Execute any number of dodges in succession.

Untouchable

Window for dodging increases.

Intel

Check status of locked-on targets.

Marksmanship

Deal more damage when closer to enemy, but less damage in bad
weather.

Reload

Reload by pressing Left Analog Stick Down + normal attack.

Multitask

Enable user to fire weapon while reloading.

Kick

Perform a melee attack with Left Analog Stick Up + normal attack.

Direct Shot

Fire a special shot after melee attacks.

Quick Draw

Cast a finishing spell after melee attacks.

Hi-Cap Magazine

Increase magazine capacity from 12 to 18 rounds.

Hi-Cap Magazine II

Increase magazine capacity from 18 to 24 rounds.

Point-Blank Shot

Inflict tremendous damage on nearby enemies.

Charge I

Increase attack power of Point-Blank Shot by holding down button.

Charge II

Increase charge level of Point-Blank Shot.

Charge III

Max out charge level of Point-Blank Shot.

Point-Blank Shot: Crit Up

Increase critical hit rate of Point-Blank Shot.

Point-Blank Shot: AG Down

Reduce AG cost of Point-Blank Shot.

Magazine Blast

Launch and fire at an ammo cartridge to make it explode.

Magazine Blast: Power Up

Increase power of Magazine Blast.

Magazine Blast: AG Down

Reduce AG cost of Magazine Blast.

Endless Waltz

Fire continuously with both guns.

Endless Waltz: AG Down

Reduce AG cost of Endless Waltz.

Available Abilities

Compare rows: Select


Ability

Effect

Trigger Finger

Draw gun quickly to counter enemy attacks.

Trigger Finger: Power Up

Increase power of Trigger Finger when guns are holstered.

Trigger Finger: AG Down

Reduce AG cost of Trigger Finger.

Hawkeye

Aim and fire at distant enemies.

Hawkeye: AG Down

Reduce AG cost of Hawkeye.

Iron Will

Prevent user from being KOd.

Iron Will: Time Up

Aura effect of Iron Will remains active for a longer time.

Iron Will: AG Down

Reduce AG cost of Iron Will.

Unlocking Abilities: Required Conditions

Recommended Strategies
King is most effective when hes attacking from a distance, peppering enemies with shots from
his twin revolvers. His weapons require regular reloads, so its important to keep track of his
ammunition. Hes not very skilled in close combatand hes got the lowest Defense rating in
Class Zerobut with abilities like Point Blank-Shot, Magazine Blast, and Trigger Finger, he
does have a few options for dealing with particularly aggressive enemies.

Kings normal attack range is roughly the same as the range of his lock-on ability. However, the
damage he does is affected by his distance from an acquired target. The farther away he is, the
less damage King does. Weather conditions can also affect his range and damage potential, but
the defensive benefits of long-range combat generally outweigh any loss in damage output.
King doesnt offer much in the way of party support, so hes free to focus on raw damage. A
constant stream of normal attacks is often the best way he can help his allies in battle.
Unlocking Recommended Abilities
Compare rows: Select

Ability
Accelerate

Required Level

AP Cost
2

Unlocking Recommended Abilities


Compare rows: Select

Ability

Required Level

AP Cost

Direct Shot

11

Triple Slip

13

Magazine Blast

14

Slipstream

16

Trigger Finger

16

Multitask

17

Hi-Cap Magazine

18

Magazine Blast: Power Up

18

Hawkeye

20

Trigger Finger: Power Up

21

Untouchable

24

Hawkeye: AG Down

24

Magazine Blast: AG Down

25

Trigger Finger: AG Down

26

Hi-Cap Magazine II

27

14

Due to minimum level requirements, it takes some time to upgrade Kings most useful abilities.
Plan ahead to make sure youve acquired prerequisite skills and saved sufficient AP to unlock
desired abilities as soon as theyre available.

Unlock Accelerate, then unlock Direct Shot to improve Kings performance in close combat.
This increases the chance of a critical attack after King uses his Kick ability to deliver a melee
strike. Purchase Triple Slip, Slipstream, and Untouchable as they become available.
Magazine Blast becomes available at Level 14. Magazine Blast: Power Up becomes available at
Level 18, and Magazine Blast: AG Down can be purchased at Level 25. These combined
abilities provide a surprisingly versatile short- to mid-range area attack, so unlock each of them
as King meets the minimum level and AP requirements.
Multitask allows King to fire a couple shots during reloads, while Hi-Cap Magazine and HighCap Magazine II increase the ammo capacity of his weapons. Since Kings normal attacks will
account for the bulk of his damage, each of these abilities should be unlocked as they become
available.
Trigger Finger is a powerful counterattack, and Hawkeye allows King to fire effective shots from
great distances. Along with Magazine Blast, these two abilities will give King some great
command options. Purchase the related upgrades as they become available, then use earned AP
to unlock the rest of Kings abilities.

Combat Tips: King


King does more damage at close range, but the risk is rarely worth the reward. Its generally best
to stay back from the action and fire a steady stream of normal attacks. Focus on attacking key

targets as you look for opportunities to use Kings more powerful abilities.

Compared to his classmates, King isnt a particularly effective magic user. Its usually best to
forgo offensive magic, reserving Kings limited MP for defensive purposes. Magazine Blast and
Hawkeye make a useful combination for nearly any mission.

Weather conditions that lower Kings lock-on range will also limit his attack range. Kings
distance from a target will always affect his damage, but snow and rain will reduce the damage
of his normal attacks at any range. Accessories that prevent the effects of weather dont change
this adjustment. Weather conditions dont affect the damage of Point-Blank Shot, Hawkeye, or
Magazine Blast.

Even once youve unlocked Multitask, King is fairly vulnerable while hes reloading his
weapons. During particularly hectic battles, take care to monitor Kings ammunition and try to
perform manual reloads in relatively safe areas.
When Magazine Blast is equipped, press the Ability button to have King toss a few spare
magazines. Press the button again to have King shoot all of the magazines, causing them to
explode. The timing of your second button press will determine the range of the attack and the
spread of the resulting explosions. King requires three bullets to detonate the magazines, so make
sure his weapons have sufficient ammo before you start the attack.

Characters Machina
Machina is a skilled melee fighter with excellent survivability, and his aptitude for magic makes
him a fairly versatile damage dealer.

Essential Details

Initial Status

Compare rows: Select

Level:

10

EXP:

11198

AP:

10

Accessories:

Fulgur Primus, Vol. I; Bronze Bangle

Weapon:

Bolt Rapiers

Commands:

Cyclone Drive; Thunder SHG

Defense Command:

Cure

Basic Attributes

Compare rows: Select

Movement SpeedWeapon Stowed:

7.8 meters per second

Movement SpeedWeapon Drawn:

6.6 meters per second

Flinch Resistance:

Knockdown Resistance:

0.84

Knockback Resistance:

1.0

Stats and Abilities


Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Lightning
Magic

Fire Magic Ice Magic

Defense
Magic

10

433

302

73

64

61

63

62

58

20

606

347

83

67

66

68

67

63

Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Lightning
Magic

Fire Magic Ice Magic

Defense
Magic

30

764

391

93

69

71

73

72

68

40

906

436

103

72

76

78

77

73

50

1033

480

113

74

81

83

82

78

60

1144

525

123

77

86

88

87

83

70

1241

570

133

79

91

93

92

88

80

1322

614

143

82

96

98

97

93

90

1388

659

153

84

101

103

102

98

99

1435

694

162

86

105

107

106

102

Class Zero
Rank

2nd

4th

3rd

3rd

2nd

4th

3rd

7th

These numbers do not reflect stat bonuses granted by accessories or weapons.


Available Abilities

Compare rows: Select


Ability

Effect

Accelerate

Increase movement speed.

Twinspell

Equip two spells at once.

Quick Draw II

Cast level II finishing magic.

Quick Draw III

Cast level III finishing magic.

Triple Slip

Execute up to three dodges in succession.

Slipstream

Execute any number of dodges in succession.

Untouchable

Window for dodging increases.

Available Abilities

Compare rows: Select


Ability

Effect

Intel

Check status of locked-on targets.

Finishing Cast

Cast finishing magic after a normal attack.

Combo Cast

Cast finishing magic after certain normal attacks.

Combo Bonus

Increase number of hits for normal attacks.

Cyclone Drive

Continue damaging enemies until user runs out of AG.

Cyclone Drive: Power Up

Increase power of Cyclone Drive.

Cyclone Drive: Power Up II Further increase power of Cyclone Drive.


Finishing Blow

Add finishing kick to Cyclone Drive.

Finishing Blow: Crit Up

Increase critical hit rate of Cyclone Drives finishing kick.

Cyclone Drive: AG Down

Reduce AG cost of Cyclone Drive.

Awakening

Restore all HP and turn all normal attacks into Furious Blades until user
takes damage.

Awakening: Power Up

Increase power of Furious Blades.

Flinchproof Awakening

Awakening continues even after taking damage.

Awakening: AG Down

Reduce AG cost of Awakening.

Stunning Slash

Strike with a high chance of inflicting Stun.

Stunning Slash: Effect Up

Increase stun rate of Stunning Slash.

Stunning Slash: AG Down

Reduce AG cost of Stunning Slash.

Guardian Blades

Summon spinning swords that simultaneously attack and defend.

Guardian Blades: AG Down Reduce AG cost of Guardian Blades.


Siphon Sword

Attack enemies and drain HP.

Siphon Sword: Power Up

Increase power of Siphon Sword.

Siphon Sword: AG Down

Reduce AG cost of Siphon Sword.

Available Abilities

Compare rows: Select


Ability

Effect

Dark Side

Pierce multiple enemies in succession to drain HP and possibly inflict Stun.

Dark Side: Crit Up

Increase critical hit rate of Dark Side.

Dark Side: Targets Up

Increase number of targets for Dark Side.

Unlocking Abilities: Required Conditions

Recommended Strategies
When it comes to core stats, Machina ranks near the top of Class Zero. Hes a short-range melee
fighter, but hes also a talented magic user, and his Dark Side ability offers an excellent option
for long-range attacks. Hes not particularly fast, however, so his fighting style favors precision
over raw aggression.

Machina possesses multiple abilities that allow him to quickly regain HP in the heat of battle. He
doesnt offer much in the way of party support, but some of his techniques have a fair chance of
inflicting their targets with Stun. Machinas normal attacks regenerate AG fairly quickly,
allowing for frequent use of his more powerful abilities.
Its usually best to equip Machina with a long-range attack and at least one ability capable of
recovering HP. Most of his damage is likely to come from well-placed normal attacks, but his
more powerful command abilities can devastate incapacitated targets.
Unlocking Recommended Abilities
Compare rows: Select

Ability
Cyclone Drive: Power Up

Required Level

AP Cost
3

Unlocking Recommended Abilities


Compare rows: Select

Ability

Required Level

AP Cost

Accelerate

Triple Slip

Slipstream

Untouchable

Cyclone Drive: Power Up II

Finishing Blow

Siphon Sword

16

Siphon Sword: Power Up

Siphon Sword: AG Down

Dark Side

Dark Side: Crit Up

Dark Side: Targets Up

10

Combo Bonus

Awakening

Flinchproof Awakening

Awakening: AG Down

Awakening: Power Up

Machinas abilities have no level requirements, but most of them only become available once
prerequisite abilities have been unlocked. The faster Machina earns AP, the earlier he can obtain
specific abilities.

Unlock Cyclone Drive: Power Up, then invest AP in all of Machinas evasion-focused abilities.
Once youve acquired Untouchable, unlock Cyclone Drive: Power Up II.
Unlock Siphon Sword and both of its upgrades. This short-range attack heals Machina as it
damages enemies. As AP becomes available, purchase Dark Side and both of its upgrades. This
command also heals Machina as it damages enemies, but it has a very long range.
Unlock Combo Bonus to extend his normal attacks, then purchase Finishing Blow. This ability
adds a melee strike to the end of Cyclone Drive, but its also a prerequisite skill for Awakening.
Purchase Awakening and all three of its upgrades, then unlock Machinas remaining abilities as
AP becomes available.

Combat Tips: Machina


Machina is an effective short-range fighter with some versatile command abilities. Hes not the
most nimble character, but he boasts some of the highest attributes in Class Zero. With his high
max HP, impressive Defense rating, and multiple HP-restoring abilities, he can withstand a lot of
damage over the course of a mission.

Most of Machinas attacks will only hit enemies that are directly in front of him. Use the LockOn feature to ensure that Machina is facing a target when he begins each attack. Machinas
combat style can also make it difficult for him to damage multiple opponents with a single strike.
Its often better to dodge between attacks than to try and lure multiple enemies into Machinas
attack range.

In addition to healing magic, Machina has multiple abilities that can restore his HP. Siphon
Sword and Dark Side both drain HP from their targets, and Awakening restores all of Machinas
HP when its activated. Consider equipping one of these command abilities whenever Machina
participates in a mission.

Machina is at his best in close combat, but its usually wise to equip some type of long-range
attack. With its ability to drain HP, Dark Side is an excellent option. However, Machina has very
high ratings in Max MP and most types of magic, so an appropriate offensive spell can be very
effective on the battlefield.
Skills like Stunning Slash and Dark Side have a chance to inflict enemies with Stun. This makes
it easier to land Killsight attacks, but its also much easier for Machina to utilize his more
powerful attacks when the intended target is stunned.

Characters Rem
Rem uses her daggers to deliver high-speed melee strikes, but shes also a first-rate magic user
with a variety of MP-restoring abilities.

Essential Details
Initial Status

Compare rows: Select

Level:

EXP:

9377

AP:

Accessories:

Cupric Ring; Gauntlets

Weapon:

Daggers

Commands:

Fira RF; Thundara SHG

Defense Command:

Curaga

Basic Attributes

Compare rows: Select

Movement SpeedWeapon Stowed:

7.8 meters per second

Movement SpeedWeapon Drawn:

7.8 meters per second

Flinch Resistance:

Knockdown Resistance:

0.92

Knockback Resistance:

1.0

Stats and Abilities


Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Fire Magic Ice Magic

Lightning
Magic

Defense
Magic

Growth by Level

Compare rows: Select


Level

Max HP Max MP Attack

Defense

Lightning
Magic

Fire Magic Ice Magic

Defense
Magic

322

546

64

51

64

66

71

70

10

337

563

65

51

65

67

72

71

20

471

645

75

54

70

72

77

76

30

594

728

85

56

75

77

82

81

40

704

811

95

59

80

82

87

86

50

803

894

105

61

85

87

92

91

60

890

977

115

64

90

92

97

96

70

965

1060

125

66

95

97

102

101

80

1028

1142

135

69

100

102

107

106

90

1080

1225

145

71

105

107

112

111

99

1116

1291

154

73

109

111

116

115

1st

8th

9th

1st

1st

1st

1st

Class Zero
10th
Rank

These numbers do not reflect stat bonuses granted by accessories or weapons.


Available Abilities

Compare rows: Select


Ability

Effect

Accelerate

Increase movement speed.

Twinspell

Equip two spells at once.

Quick Draw II

Cast level II finishing magic.

Quick Draw III

Cast level III finishing magic.

Available Abilities

Compare rows: Select


Ability

Effect

Triple Slip

Execute up to three dodges in succession.

Slipstream

Execute any number of dodges in succession.

Untouchable

Window for dodging increases.

Intel

Check status of locked-on targets.

Guarded Finish

Perform a defensive finishing blow after normal attacks with Left Analog
Stick Down + normal attack.

Quick Draw

Cast finishing magic after a Guarded Finish.

Strong Finish

Perform a powerful finishing blow after normal attacks with Left Analog Stick
Up + normal attack.

Finishing Cast

Cast finishing magic after a Strong Finish.

Combo Cast

Cast finishing magic after a normal attack.

Reflex Cast

Cast finishing magic after a first attack.

Siphon Sphere

Fire MP-draining energy orbs that can hit multiple times.

Siphon Sphere: Range Up Increase range of Siphon Sphere.


Siphon Sphere: Time Up

Siphon Sphere remains active for a longer time.

Manalchemy

Expend AG to restore MP to user and allies.

Manalchemy: AG Down

Reduce AG cost of Manalchemy.

Undying Wish

Grant Reraise to all allies for a brief period of time.

Undying Wish: AG Down

Reduce AG cost of Undying Wish.

Seraphim Strike

Summon magical energy to deliver a powerful strike from above.

Seraphim Strike: Power Up Increase power of Seraphim Strike.


Seraphim Strike: Speed Up Increase firing speed of Seraphim Strike.
Seraphim Strike: AG Down Reduce AG cost of Seraphim Strike.

Available Abilities

Compare rows: Select


Ability

Effect

Siphon Delta

Generate a field that absorbs MP.

Siphon Delta: Power Up

Increase power of Siphon Delta.

Siphon Delta: AG Down

Reduce AG cost of Siphon Delta.

Dagger Boomerang

Launch daggers to damage enemies.

Dagger Boomerang: AG
Down

Reduce AG cost of Dagger Boomerang.

Flying Daggers

Launch daggers for a short-ranged but powerful attack.

Flying Daggers: Power Up Increase power of Flying Daggers.

Unlocking Abilities: Required Conditions

Recommended Strategies
In Class Zero, Rem ranks highest in max MP and all categories of magic, but shes also an
exceptionally nimble melee fighter. By combining her dagger strikes with offensive magic, Rem
is capable of dealing significant damage.

In close combat, Rem favors speed over power. Take full advantage of her evasive abilities to
minimize the damage she suffers. She has several abilities that augment her melee combos, and
her normal attacks are ideal for landing Killsight strikes.
Rem has multiple abilities that replenish her MP, so shes also capable of aggressive magic use.
Siphon Sphere and Siphon Delta drain enemy MP as they deal damage. Manalchemy converts
Rems AG into MP for herself and her allies. Along with Undying Wishan ability that
temporarily grants Reraise to all alliesRem can be a valuable member of any party.
Unlocking Recommended Abilities
Compare rows: Select

Ability
Manalchemy

Required Level

AP Cost
3

Unlocking Recommended Abilities


Compare rows: Select

Ability

Required Level

AP Cost

Guarded Finish

Triple Slip

11

Slipstream

11

Untouchable

11

Siphon Sphere

14

Siphon Sphere: Range Up

14

Siphon Sphere: Time Up

14

Siphon Delta

14

Siphon Delta: AG Down

14

Undying Wish

15

Undying Wish: AG Down

15

Quick Draw

17

Strong Finish

19

Finishing Cast

21

Accelerate

27

Reflex Cast

28

18

Quick Draw II

28

12

Quick Draw III

28

26

Rem has a variety of useful skills. During her earlier levels, however, its best to focus on
abilities that replenish MP, improve her evasion, and enhance her melee combos. Proper AP
investment will ensure that Rem offers true versatility on the battlefield.

Unlock Manalchemy to acquire one of Rems most useful support abilities, then grab Guarded
Finish to augment her melee combos. Purchase Triple Slip, Slipstream, and Untouchable to
improve her dodge.
Unlock Siphon Sphere and both of its upgrades, then purchase Siphon Delta and Siphon Delta:
AG Down. Siphon Sphere summons a slow-moving projectile capable of landing several hits on
a single target. Siphon Delta creates a mid-sized hazard on the ground. Both Siphon Sphere and
Siphon Delta restore Rems MP as they deal damage.
Unlock and upgrade Undying Wish to increase Rems options for party support. Purchase the
remaining recommended abilities to expand Rems melee combos and enhance her mobility,
then use earned AP to unlock the rest of her abilities.

Combat Tips: Rem


With her agility, magic proficiency, and powerful support skills, Rem is a versatile melee fighter.
Depending on which abilities you choose to equip, Rem can fill a variety of roles on the
battlefield.

Rems Twinspell ability is available by default, and considering her aptitude for magic,
equipping two offensive spells is a viable strategy. Aggressive magic use will drain her MP fairly
quickly, however, and with two offensive spells equipped, Rem is unable to utilize any of her
MP-restoring abilities. Still, with the right party members or a supply of MP-restoring items,
Rem can be used as a dedicated spell-caster.

In most cases, its best to equip one of Rems MP-restoring abilities. Because Manalchemy also
benefits party members, its usually the best choice when Rem is accompanied by at least one
proficient magic user. Siphon Sphere or Siphon Delta should be equipped to improve Rems
damage output when party support isnt a priority.

Rem has several abilities that add special strikes or finishing magic to her melee combos. In fact,
after a single normal attack, Rem has the option to perform a Guarded Finish, a Strong Finish, or
finishing magic (Combo Cast). Its often better to perform a finishing move after each normal
strike than to attempt lengthier combos.
Rems Undying Wish ability grants a ten-second Reraise effect to nearby party members. This
can be used to aid a desperate ally, but it can also be used just before summoning an Eidolon.
Because the sacrificed character is automatically revived, you can call on an Eidolon multiple
times without losing a single party member.

Walkthrough Introduction
This section of the guide covers all of the story missions in Final Fantasy Type-0 HD. Well
point out the best time to do the optional content, like Tasks, Events, and Trials. Well also cover
the optional dungeons, like Agito Tower, and all the content in the second and third
playthroughs.
There are a few things to note about the way we format this section. Whenever youre on a
mission we will list the individual rooms, what items can be found in them, and what the Special
Order for that room is. We will list all of the rooms in a given area on labeled map images and
number them with the route we want you to take through the mission. Well point out items as
they pop up while youre on a mission, so you can get everything you need to stay ahead of the
curve.
In between missions youll have free time to do optional content. We have a list of everything
that can be done during free time at the start of the free time section, and then we cover what
optional content you should do to best prepare for your next mission in greater detail deeper in
that section of the guide. The goal is to minimize any grinding you might have to do to prepare
for the next mission and also load you up with the best gear and items to make the upcoming
mission that much easier.
With all of that out of the way, lets get started with the game!

Walkthrough Chapter 1: War-Three Hours


that Changed the World-Mission 0
Taking Back Akademeia

S-Rank Requirements
Time Phantoma Casualties
08:00 40

Last-Minute Cramming
We suggest allowing the tutorial to play at the start of the game. Its very brief and it teaches you
what buttons do what while you complete the mission.
The Vermilion Bird Gate
Head straight toward the gates and theyll open automatically. Defeat the Imperial Troopers as
they appear while making your way to the top of the stairs. Once you defeat the Commanding
Officer at the top of the stairs, use the Recovery Portal before leaving the area.
Before proceeding through to the next area, head up the flight of stairs to the right of the door
leading out of the Vermilion Bird Gate to find a Potion on the ground.

The Terraced Square


Once youve defeated the three Imperial Troopers in this room (two in front of you and one in
front of the stairs on the right), a giant monster shrouded in smoke appears. Lock On to the
monster and evade its fireballs. You can use Aces Wall to give yourself some added protection.
The monster will disappear after a minute or two, so attacking isnt necessary.
In the center of the room is a Knowing Tag. Once youve grabbed that, head to the north side of
the room to find a Recovery Portal and a locked door. Use the panel directly in front of the door
to open it and move to the next area.
Tasuki Bridge
Grab the Hi- or X-Potion off the ground near the barricade in front of you and head across the
bridge. Use Ace to take out the two Troopers in front of you and the two on each side of the
bridge. Make sure to dodge a lot to avoid getting shot by the Troopers on the sides of the
bridge.
Rubrum Square (Safe Zone)
In the center of Rubrum Square is a Relic Terminal where you can save, and another Recovery
Portal. Save your game whenever you get the chance, but hold off on upgrading your characters
for now. When youre finished with your business in Rubrum Square, head through the passage
on the east side of the area to enter the Airship Landing.
Airship Landing
After entering the area, head toward the panel on the east side of the room while defeating the
nearby Troopers. Activate the panel to raise a platform that will create a bridge to the northeast
side of the room. A CO in a giant, Magitek Armor called a Nymurod will be standing in front of
the lift leading to the next area. Defeat the walker with Ace by staying a few feet away from it.
Staying near the Nymurod will cause it to leap into the air frequently, but will also help you
avoid the jumps. Stay to its sides to avoid being shot by its front-facing machine guns.
Once youre finished in this area, walk onto the lift behind where the COs Nymurod was
standing to be taken up to the Imperial Flagship.

Imperial Flagship

While the lift is climbing to the Imperial Flagship, two Imperial Troopers drop down onto it from
above. Once the lift reaches the Flagship, you find three more Troopers, all hiding behind a
barricade. Switch to Ace and use Blizzard BOM while standing next to the barricade to knock it
out in one hit. There is also a RPG-155 Gunner in a balcony directly to the right of where the
barricades were. Use Aces normal attack to take him out, then head for the next area.
Main Deck
There will be four more Imperial Troopers, two of which are hiding behind more barricades. Use
Blizzard BOM to destroy them and defeat all four Troopers in the area. Head to the north side of
the room to find another CO, a couple of Troopers, and several more RPG-155 Gunners on the
balconies on either side of the CO.
Once youve cleared the area of enemies, the northern door opens and the Flagships core is
exposed. Approach the core and plant a Magicite Bomb. Head to the south exit of the room.
When you reach the south exit, more Troopers and another CO appear. The CO is piloting
Magitek Armor and will try to hip-check you with it if you get too close. Charge up Queens
Thunder SHG or use Aces Blizzard BOM to quickly defeat the CO. Fire slowly moves toward
you from the north side of the room, so youll need to defeat the CO quickly. Once he has been
defeated, youll be escorted back to [5] The Airship Landing.
Airship Landing (Destroyed)
Heading straight will take you back to Rubrum Square, but you wont be able to come back to
the Airship Landing. Before you go, if you take a right from where you landed and head up the
rubble on the north side of the room, youll find an Elixir or Ether. Once youve grabbed the item,
head down the broken path to reach Rubrum Square.
Rubrum Square Revisited
If you head past the Relic Terminal to the large puddle of blood where Bahamut was lying,
youll find a Potion. This is a good time to upgrade your partys skills, but you are also free to
save your AP for later. Use the Class Zero section of the guide to get suggestions on how to
upgrade your party.
Once youre ready, head to the north side of the area to enter the Fountain Courtyard.
Fountain Courtyard
In the center of the courtyard are two more Nymurods. Once youve dealt with the Nymurods,
you can head up the flight of stairs to the north and grab either a Hi-Potion or a Fortified
Rationan item that will restore 50% of its users health and give them the Aura buff, which
allows whoever has it to do double physical damage for a short period of time. Equip this item
before moving on to the next area.

Arena

Boss: Dinsleif

The Dinsleif isnt particularly fast, and Odin is more than capable of dealing with it. Just keep
in mind that Odin isnt invincible, and if you leave him to take too much damage before
defeating the boss youll lose the fight. The fastest way to defeat the Dinsleif is to charge up
Odins Zantetsuken ability. As you hold the button assigned to this attack, a percentage appears
above Odins head. When that percentage reaches 100, move toward the Dinsleif and release
the button to perform the attack. Zantetsuken is Odins ultimate attack. It can kill anythinggod
or beastin a single hit. Or at least its supposed to be able to.
Unfortunately, Zantetsuken will only destroy the Dinsleifs treads, disabling its ability to roll
around the Arena. All is not lost, however: the Dinsleif is mostly immobile and will only attack
by using satellite strikes, which are easily dodged so long as you keep dodging. Whenever it
begins attacking with the satellite strikes, it fires a total of four before taking a breather.

For this leg of the fight, we suggest using Jack. His damage output will make this fight easy and
his dodge nearly warps him as fast as Aces does. This means he can dodge out of the satellite
strikes over to the other side of the Dinsleifs head, strike, and then dodge out of the way again,
avoiding all four of the strikes with ease. Just dont wait too long to move, as his dodge does
have a bit of a wind-up.
After a dozen or so attacks, the Dinsleif will be finished.
Mission Accomplished
After your fight with the Dinsleif, youll be transported back to the Fountain Courtyard where
your fellow cadets are tending to their wounds. Head through the northern door to complete the
mission.

Walkthrough Chapter 2: Raise the Vermilion


Banner
Events, Tasks, and Expert Trials (First Break6 Hours)

Events

Compare rows: Select


Location

Who

Reward

Note

Terrace

Machina/Rem

Cutscene and a Hi-Potion

Cemetery

Machina/Rem

Cutscene and an X-Potion

Must be either Machina or Rem

Sorcery

Dr. Al-Rashia

Hi-Potion

Orientation
Welcome to your first day of school at Akademeia. This is the place where you will spend most
of your time between Missions. There is a lot to do here, but well get to that momentarily. First,
head straight toward the newly restored fountain. Before you can actually reach the fountain, a
fellow cadet named Aki will stop you and tell you to head to Class Zeros homeroom. You can
check where Classroom Zero is located by pressing either the Menu button on an Xbox One
controller or Options on a PS4 controller to bring up the Info screen. While in Akademeia, or
during a Mission, youll find a map of your location on the right side of the Info screen at all
times. The flashing symbol on the map always points you to your next objective while in the
school. While on a Mission, there will be no symbol, but the area youre supposed to head
toward will have a flashing circle around it.
There isnt much you can do in the school at the moment, so proceed toward Classroom Zero for
now. Head to the north side of the area and through the door to reach the Entrance. From here, go
through the door at the end of the left hall to reach the Hallway. On your way through the
Hallway, Class Zeros Mother Dr. Al-Rashia will stop you. Once shes finished with her
conversation, head through the door at the end of the Hallway to enter Classroom Zero.

Once in Classroom Zero, head to the front of the room to start a cutscene. After the cutscene talk
to the floating, white creature with a question mark above its head. This is Class Zeros personal
Moogle, Moglina creature that will teach you lessons whenever Kurasame isnt around.
Moglin wont have anything to teach you at the moment, but well make sure to let you know
when it does.
Moglin instructs you to head to the Cemetery, which you can reach by heading through the door
on the right side of the room. Before you go, stop and speak with the girl with the INFO icon
above her head. Her name is Aria, and she serves as Class Zeros personal Orderly, providing
items for sale. She doesnt have much to sell now, but you can purchase Potions and Ethers from
her if youd like. We suggest you buy at least 10-20 Potions; healing items are invaluable for
battle, as they dont take any Magic Points (MP) and dont have a charge period before you can
use them like Cure magic does.
Once youve finished your business with Aria, head through the door to her left to reach the
Back Garden. This tranquil little yard is where most Class Zero members tend to spend their off
hours. There isnt much to do now, so head to the end of the Back Garden and hit the Action
button on the metal gate.

Free Time in Akademeia

Once the cutscene in the Cemetery completes, a question mark appears above the Cemetery gate.
Pressing the Action button to inspect the gate will notify you that you should bring either Rem or
Machina to inspect the gate. Ignore that for now and instead head back to Classroom Zero.
Moglin goes over some of the details regarding spending free time (that is, time in between
Missions) in Akademeia. Moglin only covers a small part of life as a Class Zero cadet, so well
explain the rest of the details for you.

Head to the great portal in the center of the Entrance, just outside of the Hallway leading to
Classroom Zero. Head to the Sorcery room and talk to the man with the INFO icon above his
head. Tell him to allow SOs.

Special Orders
Special Orders (SOs) are challenges that are issued to you in every area during a Mission. When
you see an envelope icon appear at the top of the screen during a Mission, hit the touch pad
button on the PS4 or the View button on the Xbox One to take a look at the SO. SOs always give
you a challenge that, if you accept, will require you to complete a task while you remain in the
area you took the challenge in. Youll be required to complete the task within a time limit upon
risk of death, but completing SOs offers additional rewards at the end of a Missionsome even
offer a specific item right then and there. Youll also be given a temporary buff to help you
complete the SO.

Time
Every time you are given free time after a Mission, youll be given a time limit. During this first
break period youll only have a scant six hours to explore Akademeias halls and try out some of
the Events. Time doesnt tick down by normal means in Final Fantasy Type-0 HD. Instead it
ticks down every time you take part in an Event, leave Akademeia outside of a Mission, or take
on an Expert Trial. (Well talk more about Expert Trials later.) Leaving Akademeia takes up six
hours, while taking part in an Event only takes two. Completing an Expert Trial takes twelve
hours, which constitutes a full day in Final Fantasy Type-0 HD.

Over-Eager
If youre dying to move on to the next Mission and arent looking to see everything Final
Fantasy Type-0 HD has to offer, you can always head to Central Command and speak with the
Dominion Tribune in the back of the room. He will allow you to skip ahead to the day of your
next Mission to get you into the action without further delay.

Events

Any time you see a green exclamation point above an NPCs head it means you can hold a
conversation with that character. Every time you speak with an NPC youll be rewarded with an
item and sometimes be given a new cutscene that will either be displayed right then and there, or
put in the Rubicusa sort of record book of every enemy, character, and most cutscenes youve
seen, just to name a few of its features.
The classes that Moglin offers are also considered Events, so they only pass two hours of time as
well. Make taking classes in Classroom Zero the main priority over anything else during your
free time. Classes offer Experience Points (EXP) or permanent boosts to your MP, Hit Points
(HP), or magic power to your entire party just for completing them.

Tasks

Tasks are marked by a yellow icon with the word TASK in it and serve largely as Type-0 HDs
side quests. Whenever you talk to someone with the TASK icon above his or her head youll be
given an objective. If you complete the objective, youll be rewarded with an item, magic ability,
accessory, or so on. Most Tasks require you to leave Akademeia, which automatically deducts
six hours from your remaining free time. Always take Moglins classes first, then seek out Tasks
that can be done without leaving Akademeiawell make sure to note them for you when they
appear.
There are other free time activities you can partake in called Expert Trials. You wont see Expert
Trials for a bit, so were going to hold off on discussing them for now. Dont worry, well let you
know as soon as they show up.

Support Personnel Points


Before a Mission starts, you are given the choice of allowing SP (Support Personnel) into your
Mission. SP are support characters that replace your party members temporarily during a Mission.
AThe more enemies they defeat, and the longer theyre on the field, the more Support Personnel
Points (SPP) you get (provided they dont die of course). When SP leave, their accrued SPP will
be added to your SPP wallet. We dont suggest using SP on your first trip through a Mission, but
there are plenty of opportunities to use SP later...we promise!

What to Do First
At the beginning of every Free Time section of a chapter in this walkthrough, youll find a list of
all of the Events, Tasks, and Expert Trials available to you during this period, where they are
located, how to activate them, and what reward you get for completing them.
Generally we make a few suggestions on which Events, Tasks, and Expert Trials you should do,
but deciding what to do after that will be up to you. You wont have enough time to do
everything on your first playthrough of Final Fantasy Type-0 HD, so dont freak out about trying
to see it all. Instead, try picking any Tasks you can do without leaving Akademeia first, as they
take no time. Do any Expert Trials that youre strong enough to handle. But first and foremost,
always, ALWAYS take Moglins classes. After youve done all of that, look through the list of
Events, Tasks, and Expert Trials, gauge how much time you have left and what rewards each of
those side missions offers, and then make a decision on what you want to do from there.
There are only three things you can do today, and they are all Events, so go ahead and knock
those out now to pass the time. Once youve finished itll be time for another Mission.

Chocobos
Make sure to stop by the Chocobo Ranch through the great portal and talk to Obane, who is
directly in front of the portals exit. Shell give you ten male and ten female chocobos, which
will be very helpful in the Missions to come.

Missions
Were not going to spend too much time talking about this subject here, but if youre having a
hard time understanding anything about how the game works or what this guide says about
Missions, head to the Type-0 101 section of the guide to find more detailed information about
Missions.
For now, the main elements you need to be thinking about when dealing with Missions are your
party composition, what Primed status means and how to obtain it, and the benefits of quitting a
Mission before receiving a Game Over.
Squad Composition
Squad composition is incredibly important in Type-0 HD, as there are a lot of situations youll
run into while in the field that can completely block your progress without the right squad under
your control. Generally, your squad should always consist of a melee attacker, a ranged attacker,
and anyone with a healing ability or Cure spell. The melee party member can be subbed out, but
they typically do the most damage. A ranged character and a character with Cure are nonnegotiable.
There are plenty of situations that call for a ranged character, most of which give you a very hard
time if a ranged character isnt available. Make sure to replace a KOd ranged attacker with an
able-bodied one to keep your team fighting-fit.

Another factor to consider is Primed status, which you can get by putting certain characters into
your party at the start of a Mission. Primed status is awarded to any characters that have gold
borders around their names when you first select your team at the start of a Mission. Primed
status is a buff that has the same effects as Aura and Trance. This means that as long as you have
Primed status, youll do double physical and magical damage.
The last necessary element to consider when selecting a team is the individual levels of your
party members. Your party members only gain EXP when in battle or through Moglins classes;
if a character doesnt fight, he or she wont gain experience. The best way to determine whether
or not to bring a lower- or higher-level character to a Mission is whether or not youve done the
Mission before. If youre redoing Missions from the Title Screen, feel free to pick whoever you
want for battle. But if youre going through a Mission or Expert Trial for the first time, you
almost always want to bring your best characters to the fight. If youre doing Tasks outside of
Akademeia, however, you are almost always better off bringing your lower-level characters,
since a lot of Tasks involve defeating monsters at different points of the World Map. This will
give you a lot of time to fight monsters that are almost always manageable for your lower-level
characters, allowing your lower-level party members to gain some very necessary levels.
Live to Fight Another Day
The last thing to keep in mind before starting a Mission is quitting. We know, we know, quitting
is never the answer. But in the case of Type-0 HD, quitting is often not only an option, but its
also a very good idea. If every member of Class Zero is KOd while outside of Akademeia or a
town, youll be given a Game Over, which forces you to reload your most recent save. If you

open the menu during a Mission, however, you can select Abort Mission and be taken back to
the point you were last at before the Mission started while keeping all of the EXP you gained
during that Mission. Youll lose all of the items and SPP you collected along the way, but
leaving with all of your EXP intact means youll be that much stronger for the next time you
challenge that Mission again. So never be afraid to quit out of a Mission when things are looking
particularly hairy.

Battle Preparation
Before you leave Akademeia for your first real Mission, make sure to stop by the Relic Terminal
at either the Hallway or the Main Gate and select Promotion to upgrade each of your
characters abilities. If you need some suggestions on which skills you should be working toward
for each character, check out the Class Zero section of the guide.

A Brave New World

Once you leave Akademeia, youll be on the World Map. Youll have to deal with random
encounters while on the World Map, but you can use chocobos if youre not in the mood to
fight.
Head to McTighe, the town directly in front of Akademeia, to start your next Mission.

About Support Personnel

Whenever you start a Mission, youll be asked if you want to allow SPs to join you. Always say
no on your first time through a Mission. Support Personnel will randomly replace your party
members, but they arent controllable, leave at random times, and if they are KOd during a
Mission, it counts as a Casualty on your Report Card at the end of the Mission. Save SPs for
when you redo Missions from the Missions option on the Title Screenyoull have plenty of
opportunities to use SPs then.

Walkthrough Mission 1
The Cadets First Deployment

Mission Level: 12
S-Rank Requirements
Time Phantoma Casualties
06:00 48

Special Order
Performance Evaluation: Fight your way through the enemy ambush.
Time Limit: 5:00

Effect: Protect 0:30


Reward: Elixer

McTighe Midtown [1]


As soon as you enter McTighe, you encounter three Imperial Troopers running away from you.
Defeat them and head through the north passage to enter the next area.
McTighe Midtown [2]
Three more Imperial Troopers are waiting for you in the center of this area. Defeat them, then
head through the east exit to reach McTighe Midtown [3].
McTighe Midtown [3]
Youll find four Imperial Troopers in this area: One at the bend and three more behind barricades
on the other end of the area. Defeat all four of them to get the northern door to open.
McTighe Midtown [4]

In the center of this area are a couple more Troopers and a Commanding Officer. If you accept
the SO for this location and complete it, youll be given an Elixir as a reward. The SO simply
requires you to defeat the enemies in this room, which means you only need to kill the CO to
claim the reward. After completing the room, return to area 2 and go north.
Imperial Line

In the midpoint of this area is a set of stairs (they will be on your right). Imperial Troopers have
covered the stairs with barricades and planted themselves at the top of them; they even have two
Autoturrets at the top of the stairs to gun you down. Moglin suggests you go through the areas
west exit and wrap around on the soldiers, but if youre willing to brave a frontal assault, you can
accept the Performance Evaluation SO for this area to earn yourself an item.
As intimidating as this area might seem, all you need to do is switch to a melee character, or a
character with Blizzard BOM, and destroy the barricades. Once youve cleared a set of
barricades, defeat the soldiers behind them. Then move on to the next set of barricades until
youre at the top. Attack the Autoturrets from behind, but be as quick as you can about defeating
them or theyll shred you before you can finish them off.

Once youve defeated the Troopers and Autoturrets, take a left-handed U-turn at the top of the
stairs, moving past the warehouse on your right. Follow along the railing on your left until you
encounter a third Autoturret. Destroy it, then follow the railing back to the warehouse. The doors
open and a CO and his two Troopers appear. Defeat them and youll have completed the
Performance Evaluation SO for this area.
Head to area 6 via the west exits of this area if youre interested in getting another item. If not,
head east to area 7 to continue on with the Mission.
McTighe Midtown [5]
There are three Imperial Troopers along the slope in this area. If you head down the west alley,
you can find the item for this area. Once youre done, head east back into area 5, then northeast
to area 7.

Special Order
Performance Evaluation: Crush the enemy defense point with a frontal attack.
Time Limit: 5:00
Effect: Haste 0:15
Reward: Ferric Ring

Special Order
Performance Evaluation: Destroy the fuel tank.
Time Limit: 5:00
Effect: Endure
Reward: Megalixir

McTighe Midtown [6]


There are four Imperial Troopers, two of which are on the elevated platform on the other side of
the area. Youll need a ranged character to take them out and clear the room. You dont need to
defeat any of the enemies in this room to move on to area 8 or to use the Recovery Portal in this
room.
McTighe Midtown [7]
There is a CO in the middle of this room and a never-ending supply of snipers on the balconies
take one out and another will come to replace it. Defeat the CO to get the doors to area 9 to open
up, then head through them.
Demolished Square (Safe Zone)
There is only an item on the top-left side of this room and nothing more. Once youve grabbed it,
head through to area 10 to face the boss of this Mission.
Imperial Command

The boss of this Mission is pretty simple: hes just a CO in a Nymurod with a lot of health.
Switch to a ranged character and stay to the Nymurods sides while attacking it.

Before focusing down the Nymurod, target Major Massena, and then use the Right Analog Stick
to change targets until you select the fuel tank. Fire at it while Major Massena is on the ground to
blow it up and complete the SO.

After completing the SO, start focusing on taking out the boss. Hell have two Troopers that will
come in from the southeast and southwest corners of the room. Dont worry about themmore
will appear to take their place. Just focus on taking out the Nymurod. Once the CO has been
defeated, the Mission is complete.
Mission Accomplished
Before heading back to Akademeia, enter McTighe and talk to the man at the center of the
platform on the other side of town. Hes the mayor of McTighe and hes feeling pretty down
about the town getting attacked. He had planned to give a speech today, but none of the
townspeople showed up. Agree to help gather the people, then talk to everyone around the square.
Youll also need to check all of the doors along the walls of McTighe in order to find everybody.
Once youve found everybody, the mayor will stand up. Talk to him again and youll receive
lCie Mizuas Crystal.

Once youve completed this informal Task, head back to Akademeia to start another round of
free time. You can return to Akademeia by foot and risk battling in random encounters, or you
can fast travel there from the Info screen.

Events, Tasks, and Expert Trials (Second Break12 Hours)


Moogle Classes
FGHT-100: Principles of Combat

2,000 EXP

DFMG-100: Introduction to Defense Magic Defense Magic +2


Events

Compare rows: Select


Location

Who

Reward

Note

Main Gate

Enra

Hi-Potion

Fountain
Courtyard

Celestia (Short
woman with white
hair)

Cutscene,
Turbo Ether

Fountain

Azuma (Purple-haired Elixir

Events

Compare rows: Select


Location

Who

Reward

Note

Courtyard

cadet)

Airship
Landing

Dominion Citizen

Hi-Potion

Entrance

Class Eighth Moogle

Mega-Potion

Crystarium

Machina/Ace

Cutscene,
Turbo Ether

If youre Machina speak to Ace, and vice versa.

Armory
Kazusa
/Kazusas Lab

There must be 6 or less hours left in the day in


Cutscene, Etc. order to talk to Kazusa. Refer to the Side Quests
Section of this guide for details.

Armory

Ether

Ready Room Carla

Cutscene,
Pretty Pelt

Terrace

Tokito

Hi-Potion

There must be 6 or so less hours in the day in order


to talk to Tokito.

Terrace

Class Third Moogle

Mega-Potion

Terrace

Emina

Cutscene, Etc.

Machina/Rem

You must have more than six hours left on the clock
Cutscene,
in order to talk to Machina/Rem. If youre Rem
Mega-Potion
speak to Machina.

Terrace

King

There must be 6 or so less hours in the day in order


to talk to Emina.

Priorities
You have twelve hours to kill in Akademeia this time, which isnt nearly enough time to do
every Event that is available to you. Remember: Type-0 HD is a game that expects you to play
through more than once, so dont worry about seeing everything the first time.

For Your Devotion


Class First Mooglethe moogle right in front of the door leading into Akademeias Entrance
will reward you for the number of hours youve played. The list shows what youll receive from
the moogle and how many hours you need to play to get it.

10 Hours Magic: Avoid


30 Hours Ribbon
50 Hours Growth Egg
70 Hours Regal Crown
100 Hours Warlocks Headdress
200 Hours Soul of Thamasa
500 Hours Super Ribbon

Take Moglins classes in Classroom Zero above anything else right now. Once youve completed
those, talk to Machina/Rem on the Terrace to get a bit of history on the mysterious pairs past.
Once youve completed that, talk to Kazusa in the Armory (you must have six or less hours of
Free Time remaining to do this) twice to get him to let you in to his laboratory, which is behind a
bookcase on the left side of the Crystarium. This will open up some new Events for you later
down the road. Just make sure that you have six or less hours before you talk to Kazusa or he
wont let you in to his lab. Any remaining time is yours to spend how you wish.
Once youve used up all of your time, head to Classroom Zero and talk to Kurasame to start the
next Mission.

Emina
This Free Time session marks the first time youll be able to speak with Emina. She often spends
her time on the Terrace and can only be spoken to when you have six or less hours remaining in
a day. You must speak with the Sorcery Researcher in the Sorcery room and hell tell you what
gift to bring her. Youll then need to head to a gift merchant somewhere in Orience, buy the gift,
and then give it to Emina to be able to initiate future Events.
Once youve completed the second Emina-related Event, youll be given the Sheer spell. The
items you receive as rewards are different every time you complete an Event with Emina.

Your Squad Loadout


When dealing with an RTS Mission, the order in which you select your party members while on
the Reserves screen will determine who shows up when you enter cities. Make sure you put the
characters you want in your party at the top of the Reserves list.

Walkthrough Mission 2
Operation Reconquista (RTS)
S-Rank Requirements
Time Objectives Casualties
20:00 9

Mission Level: 13
Victory Conditions: Occupy Corsi
Failure Conditions: Lose McTighe

Spells and RTS Missions


Make sure that you always equip whoever you choose for RTS Missions with one or two spells.
Abilities dont work while youre on the world map, but spells certainly do.
Occupy Domain 1

Head to Domain 1, which is directly in front of McTighe. Youll need to defeat the enemy units
coming out of Domain 1 as they leave it in order to slow their progress to McTighe and to allow
McTighes troops to reach Domain 1. Using a chocobo and chocobo kicks, the enemy units
should be taken out in one hit.
Once your troops have begun circling Domain 1, feel free to leave it unattended.
Destroy the Autoturret South of Domain 1

Once Domain 1 has been captured, head southeast of the town into the forest and youll find an
Autoturret. Destroy it to complete Moglins first special mission.
Order Domain 1 to Attack Aqvi
Domain 1 will now be under your direct control, since you destroyed the Autoturret. Approach
Domain 1 and hit the Action button on it to give orders for which troops are to be produced and
direct them where they should go. Order Domain 1 to make Blaze Units and send them to Aqvi,
which is directly south of Domain 1.
Blaze Units are excellent at capturing towns, while Spark Units excel at destroying machines.
Machines wont appear until later in this Mission, so dont worry about making Spark Units until
then.
Invade Aqvi
Defeat the enemy units that Aqvi keeps producing in order to get your troops close enough to
Aqvi to attack. Once your troops have lowered Aqvis energy shield, approach the town and
press the Action button to invade it.

Southern Square
You only have five minutes to defeat the commander in Aqvi or hell escape. Dont linger while
in Aqvi; race to area 2 and defeat the commander.
Three Imperial Troopers are attacking some of your classmates in the center of the plaza. Defeat
them to get the northern door to the next area open, then head through it.
Southern Avenue

The commander of Aqvinamed Major Herriotis in the back end of area 2, next to the
Nymurod. Try to defeat him first, as it will make the next Mission easier.
Collect Five Phantoma
Before you leave Aqvi, Moglin gives you a Mission to collect five Phantoma. Hang out in area 2
and defeat the enemy soldiers until youve accrued five Phantoma. Once youve completed the
Mission, leave Aqvi.
Attack Corsi
Have Aqvi and Domain 1 send Blaze Units to Domain 2. Once they take Domain 2, theyll head
directly for Corsi and youll have the help of an additional force from Domain 2.

Before your forces can take Corsi and Domain 2, however, Corsi will send a counterattack
toward McTighe. The counterattack features wave after wave of Warrior Units that are quite
resilient to McTighes counteroffensive, which means youll have to help fight off the Warrior
Units yourself.
Chocobo kicks wont pack the punch necessary to defeat the units; any attacks you do to the
Warrior Units are very likely to result in a counterattack from their mounted guns. If youre
using Trey, you can stay just far enough away from the Warrior Units to still Lock-On to them,
but to also dodge them after firing a fully charged arrow from Treys bow.
Once your forces take Domain 2, theyll make their way to Corsi, which will immediately stop
the flow of Warrior Units.
Invade Corsi
Head to Corsi once the Warrior Unit attack has slowed. Once the energy shield around Corsi has
diminished, invade Corsi.

Main Street
There is a blockade of barricades and Imperial Troopers in the center of this room. If you have
Blizzard BOM on any of your characters, use it to destroy the barricades. If not, you can also kill
one of the Troopers with a ranged character and harvest his Phantoma to break the barricades.
Angular Alley
In the center of the Angular Alley are three Imperial Troopers. On either side of them are
balconies with a single sniper in each. Farther down the alley from the Troopers are Shock
Troopers: shield-bearing enemies that will smack you with their shields if you let them get
close.

You need to defeat the two Shock Troopers and three Imperial Troopers to move on to the next
area. To deal with the Shock Troopers, attack them from behind or immediately after they attack.
Most attacks they do involve them lifting their shields momentarily, which will give you the
opportunity to strike.
Once youve sorted the enemies, head to the Town Square to face the CO and leader of this
regions army.
Town Square
CO Lieutenant Hamilton will be riding inside of a Magitek Armor with extra health and the
ability to deal extra damage. Stay behind Hamilton as often as possible to avoid most of his
attacks. Hell try to perform a shoulder-press. If you see him charge toward you, immediately try
to circle him and reposition yourself behind him. His second shoulder-press can be pretty tricky,
so always be on the move and never stand in front of him if you can help it.
Mission Accomplished
Before heading back to Akademeia, enter Corsi. In the center of Corsi, on the left side of the
road, is lCie Kayaharas Crystal. At the very back of Corsi is an unmarked Shopkeeper who
sells and buys Phantoma.

Buy the Sexy Swimsuit from the Corsi Merchant at the center of town; youll need it for a Task
later.

Corsi Phantomist

Compare rows: Select


Item

Price

Red Phantoma

1000 Gil

Blue Phantoma

1000 Gil

Yellow Phantoma

1000 Gil

Corsi Merchant

Compare rows: Select


Item

Price

Til Finis Comes, With You

1000 Gil

Rose Bouquet

1000 Gil

Hydrangea Bouquet

1000 Gil

Sexy Swimsuit

1500 Gil

Ruby Necklace

2000 Gil

You can also head south of Corsi to Aqvi and purchase a few accessories from the Aqvi
Merchant. You should definitely head there to pick up a Teleport Stone, as it will allow you to
teleport out of any location (outside of a Mission) and out of any trouble you might run into.
Aqvi Merchant

Compare rows: Select


Item

Price

Ignis Primus, Vol. I

800 Gil

Glacies Prima, Vol. I

800 Gil

Fulgur Primus, Vol. I

800 Gil

Aegis Prima, Vol. I

800 Gil

Teleport Stone

2000 Gil

Once youre finished with both Aqvi and Corsi, head back to Akademeia.
Events, Tasks, and Expert Trials (Third Break2 Days)
Moogle Classes

Compare rows: Select


MAGC-100: Principles of Magic

Magic Power +1

FRMG-100: Introduction to Fire Magic Fire Magic +1


ICMG-100: Introduction to Ice Magic

Ice Magic +1

LTMG-100: Introduction to Lightning


Magic

Lightning Magic
+1

Events

Compare rows: Select


Location

Who

Reward

Note

Machina/Rem

Cutscene,
Must have Machina/Rem as your active leader.
Ether

Armory/Kazusas
Lab

Kazusa

There must be 6 or less hours left in the day in order


Cutscene,
to talk to Kazusa. Refer to the Side Quests Section of
Etc.
this guide for details.

Terrace/Sorcery

Emina/Sorcery
Researcher

There must be 6 or less hours left in the day in order


Cutscene,
to do Emina events. Refer to the Side Quests Section
Etc.
of this guide for details.

Sorcery

Dr. Al-Rashia

Cutscene,
Play as Ace.
Hi-Potion

Lounge

Naghi

Cutscene,

Ether

Ready Room

Koharu

MegaPotion

Ready Room

Dominion
Legionary

Hi-Potion

Classroom Zero

Central Command Sice

Ether

Moogle Classes

Compare rows: Select


Entrance

Class Fifth Moogle Hi-Potion

Fountain Courtyard Class First Moogle Hi-Potion


Airship Landing

Class Tenth Moogle Hi-Potion

Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

Armory

Guildsman

Give one Pretty Pelt.

Iron Bangle Found on Coeurls in Corsi Cave.

Sorcery

Sorcery
Researcher

Give one Red


Phantoma.

Ferric Ring

Central
Command

Dominion Officer Defeat two Vertigo.

Lounge

Administration
Official

Main Gate

Logistics Officer Give three Potions.

Ether

Crystarium

Class Ninth
Cadet

Defeat one Striker.

Strikers are the Magitek Armor


Ignis Primus,
enemies that can be found randomly
Vol. II
in battles in the Rubrum Region.

Fountain
Courtyard

Enra

Have Rem meet up


with Enra.

Phoenix
Down

Give Tokito a Sexy


Swimsuit.

Fulgur
Can be purchased from Corsis
Primus, Vol.
Merchant.
II

Ready Room Tokito

Glacies
Vertigo can be found in the forests of
Prima, Vol. II the Rubrum Region.

Give the
Administration Official Megalixir
100 SPP.

Change your lead character to Rem.

Outside of Akademeia
Compare rows: Select
Location
McTighe

Who
Amane

Task
Defeat three Lesser

Reward
Silver

Note
Coeurls can be found in Corsi Cave.

Tasks

Compare rows: Select


Location

Who
Coeurls.

Task

Reward

Note

Bracelet

Corsi

Takano

Defeat ten Aqua Flans. HP Enhancer

Aqua Flans can be found on the plains in the


Rubrum Region.

Aqvi

Koki

Give Koki a Fire Shard. Ferric Ring

Fire Shards can be found from Bombs in


Corsi Cave.

For More Information


If you want more information about the Tasks, Expert Trials, and Events in Final Fantasy Type-0
HD, refer to the Side Quests section of this guide.

Brave New World


This Free Time session opens up a lot of opportunities for you. You can now freely leave
Akademeia to explore the world. Chocobos can now be bred. The Altocrystarium is now open, as
is the Arena. You also have far more Events and Tasks than you have time to complete. If you
really focus on doing the Tasks, you can get them all finished within the time allotted, but you
wont have enough time to take all of Moglins classes. Well show you how to do all of the
Tasks, but we still suggest you take all of Moglins classes. Ultimately, the choice is yours.
To save you from feeling overwhelmed, well go over each of these new additions and what they
mean.
Leaving Akademeia

You can now leave Akademeia at any point, so long as you arent on a Mission Day and/or have
six or less hours remaining. Tasks will show up in most towns youve liberated, which is a great
reason to leave Akademeia, and many of the Tasks youll have access to in Akademeia will lead
you out of the school. Dont leave needlessly, but be prepared to go out and explore at least a
couple of times per Free Time.
Breeding Chocobos

Were not going to go into too much detail about chocobo breeding here. If you want a more indepth look, head to the Type-0 101 section of the guide. For now, what you need to know is
that Hishow, the man on the right side of the chocobo stable at the Chocobo Ranch, will breed
any two chocobos you own, so long as you have a male chocobo and a female chocobo. What
chocobos and Greens you use during breeding will determine what chocobos are born.
Make a point to visit the Chocobo Ranch after every six hours of Free Time to breed chocobos
and to pick up any offspring youve bred. You can reach the Chocobo Ranch from the great
portal in the center of the Entrance.
The Altocrystarium

This is one of the most important areas in Akademeia, as it lets you upgrade your individual
magic spells using the Phantoma youve picked up from fallen enemies or purchased. To
upgrade a spell, simply select it while in the Altocrystarium, then scroll to the trait youd like to
upgrade. The top-right corner of the screen tells you what Phantoma you need to upgrade that
specific trait. If you have the Phantoma, there is absolutely no reason not to upgrade a spell
unless you want to save some Phantoma for another spell.
The one catch to upgrading is that every upgrade you perform on a spell decreases the MP Cost
traits level, which in turn increases the MP cost of that spell. You can upgrade MP Cost to try
and counter this, but it will lower a random trait as a result.
Make a point to visit the Altocrystarium often and do your best not to stockpile Phantoma. Once
you reach ninety-nine of a Phantoma, you wont pick any more of that Phantoma up until you
offload some of them. This means youll be wasting any Phantoma of that type that you pick up
from enemies.

You can find the portal to the Altocrystarium in the Hallway leading to Classroom Zero. Simply
visiting the Altocrystarium will get you a new spell called Thunder RF, which attacks enemies at
mid-range.

The Arena

The Arenas most important feature is Secret Training, which allows one party member to gain
EXP while youre not playing the game. The longer youre away from the game, the more EXP
that party member will gain. Make a point to always have a party member in Secret Training
whenever you quit the game, if youre in Akademeia of course.
You can also do a Combat Simulation, which allows you to fight against wave after wave of
Imperial Troopers and Supersoldiers. This is a more direct way of gaining EXP than Secret
Training, and you get Phantoma from any defeated enemies.
You can find the Arena on the west side of the Fountain Courtyard.

Tasks in Akademeia
There are a handful of Tasks that you can do without leaving Akademeia and ticking down the
clock. You should always try and knock Tasks like these out whenever you can; the rewards
always give you more resources for your next Mission or outing into Orience.
If you picked up the Sexy Swimsuit from Corsis Merchant, you can take it to Tokito in the
Ready Room to get the Fulgur Primus, Vol. II accessory. You can also switch your active leader
to Rem and talk to Enra in the Fountain Courtyard to earn yourself a Phoenix Down. If you
speak to the Logistics Officer at the Main Gate and give her three Potions, youll earn an Ether.
You can also give a Red Phantoma to the Sorcery Researcher in the Sorcery Room to get a Ferric
Ring accessory.

Replaying Missions

The last Task you can do without leaving Akademeia is an important one. If you take the great
portal to the Lounge and speak with the Administration Official, youll be given a Task to collect
100 SPP. Save your game and then quit back to the Title Screen. Select the Missions option
and load your most recent save file. A list of the Missions youve already completed will appear,
allowing you to play through them again to try and obtain S-Rank on each difficulty level, or, in
our case, play a Mission again with SP Support enabled.
When you allow SP into your Mission, theyll replace your party members. Theyll stick around
for a little bit, or until they are defeated, and theyll accrue SPP (Support Personnel Points) while
they defeat enemies or just by being on a Mission with you.
For the Administration Officials Task, you simply need to accrue 100 total SPP and then speak
with her again. Play the The Cadets First Deployment Mission again with SP Support enabled
and youll very likely gain the SPP you need in one try.
You can, and should, replay Missions as many times as you want. Getting an S-Rank on a
Mission will grant you rewards, and youll also be able to keep any items and EXP you get
during a Mission. If youre having trouble with a particular story Mission, you can always replay
past Missions to get your party members leveled up.
Once youve accrued 100 SPP, reload your game and head back to the Lounge. Speak with the
Administration Official to receive a Megalixir.

Venturing Out

What you do with your remaining time is up to you, but we suggest that you take time to do
Tasks that involve entering Corsi Cave. This place has enemies that are at a much higher level
than any of your team will be, but with some proper planning you should be able to challenge
them and survive. Youll earn lots of EXP from adventuring here and, best of all, you can knock
out three Tasks in one outing.

Youll want to prepare by accumulating SPP through redoing Missions, and then heading over to
the SPP Merchant in Akademeias Central Command to buy up each of the available SPP
weapons for your party members. Thatll take a lot of time, but it will also get your partys level
up enough to handle Corsi Cave. If grinding is not your style, you can still give Corsi Cave a try
as you are. Fight enemies until your party is nearly wiped, use a Teleport Stone, enter a town to
revive all of your party members, and then head back to Corsi Cave to try again. This will also
net you plenty of levels to get you ready for the next Mission.

Do It All
If you want an in-depth explanation of Corsi Cave, head over to the Side Quests section of the
guide.

Mission Time!

To truly start this Mission, youll first need to make your way to Togoreth, which is in the
Togoreth Region, north of Corsi. Be very careful when exploring regions beyond Rubrum. Large
monsters of varying types roam around the world map in other regions, including Togoreth.
Togoreths monster of choice is the Tauricorn: a quadrupedal, spike-shouldered giant that is level
99. Bumping in to one of these goliaths while roaming Togoreth Regions plains and forests is a
guarantee that one of your party members is going to die. In fact, all of the large monsters that
appear on the world map will be at level 99, and theyll attack until your active leader has been
KOd, or until the monster is defeated. You can attempt to stem the damage by immediately
switching to the party member in your three-man squad that is the least vital, but your best bet
for avoiding trouble is staying away from these monsters altogether. Luckily, chocobos can
easily outrun the lumbering beasts, so try to stay on a chocobo at all times if youre just trying to
get from one point to another.

Chocobo Hunting
Any location that has giant monsters roaming will also have chocobos wandering around. If you
approach a chocobo youll capture it and add it to your chocobo supply. Make a point to capture
chocobos whenever they are nearby to keep your stock full.

To find the city of Togoreth while in the Togoreth Region, you need to head to the left side of
the large, sloped hill that is directly in front of you as you enter the region. Once youve reached
the city, youll be given the Mission prompt again, which will allow you to decide one last time
if youre ready. If you are, enter Togoreth. Just be ready for a tough fight; this Mission is a real
challenge.

Walkthrough Mission 3
The Capture of Togoreth Stronghold
Mission Level: 13
S-Rank Requirements
Time Phantoma Casualties
25:00 90

Main Gate
Two Militesi Coeurls and an Imperial Trooper are near the bottom of the S-shaped slope, waiting
to greet you. At the top of the slope are two more Coeurls and another Trooper. As soon as you
step foot into the confines of the concrete structure, three more Coeurls and a CO appear. There
are gunners in the windows on either side of the structure, but taking out the CO swiftly will save
you the trouble of having to deal with them. Youre going to want to take out the CO as quickly
as possible if youre doing the SO for this area.

Special Order
Defeat the imperial leader at the gate using your active leader.
Time Limit: 3:00
Effect: Aura 1:30
Reward: Elixir
Central Stairwell

Special Order

Defeat the imperial leader at the ramparts using your active leader. (Need a ranged character.)
Time Limit: 3:00
Effect: Invincible 0:30
Reward: Ignis Tertius, Vol. I
In the center of the room are two Nymurods; three Imperial Troopers will pour out of the gate
behind them. Three more Imperial Troopers each line the left and right walls above the north
gate. The CO is walking along the wall on the left side of the gateyoull have to use Lock-On
and begin switching targets with the Right Analog Stick until youve targeted him to attack him.
If you took the SO, youll have invincibility for thirty seconds. If you want to end this fight
quickly, immediately race up to the left wall and try to target the CO to take him out. There are
experience and Phantoma to be gained here, if youre willing to stick it out.
Once youve cleared the room, head through the west passage.

West Stairwell

Special Order
Endurance Test: Allow no casualties.
Time Limit: 1:00
Effect: Protect 0:15
Reward: Magic: Fire ROK-II
This is one of the harder rooms in the game. Once you reach the center of the room, the device
(called a Channelgate) that is blocking the passage on the right will activate and block the only
ways in and out of the room. Shortly after, a Golem appears that will kill any of your party
members in a single hit. You need to either destroy the Channelgate and risk attacks by the
Golem, or you need to avoid the Golem for a minute while waiting for the entrance and exit to
open again.

If you plan on completing the SO in this room, youll need to get as far away from the Golem as
possible. The hard part is keeping your party alive, since they tend to attack any enemies
regardless of how strong. If you run to the north passage immediately after starting the SO, you
can wait it out until youve completed it; the Golem is far too slow to reach you before you
complete the SO.

After a minute, head through the north exit.

Patience
The SO wont pop up until the Golem is on the field, so make sure to reject any SOs that dont
match the one listed above if you want to be able to do it.
North Gate
A Warrior CO and a couple of Imperial Troopers are in the middle of this area. After youve
defeated them, head through the south passage.

Special Order
Defeat three Imperial Troopers using your active leader. (Make sure not to kill the CO until this
is finished.)
Time Limit: 1:00
Effect: Invincible 0:30
Reward: Feathered Cap
Second Laboratory (Safe Zone)
There isnt much to do here except grab the items scattered around the room, save, and use the
Recovery Portal to heal up. When youre finished, head through the southeast exit to the Matriel
Storage.
Matriel Storage

Special Order
Cover Practice: Protect the dominion legionary.
Time Limit: 1:00
Effect: Protect 0:30
Reward: (Aces Weapon) Lustrous Deck
There are a couple of Militesi Coeurls and a Supersoldier CO when you first enter the area. If
you picked up the SO, race toward the CO and kill him swiftly to complete it.
Inner Corridor

There are two Imperial Troopers in the center of the hall and two on each side of the halls upper
level. If you take the SO, youll need to defeat the two Troopers in the halls center immediately
to get the Warriors to appear. Whenever the Warriors do a shoulder-press, a Killsight opportunity
will appear. Using a ranged character for this makes it a lot easier to avoid getting cornered by
both Warriors. Wait for the shoulder-press, then immediately attack.

Special Order
Score Killsight strikes on two Warriors using your active leader.
Time Limit: 1:00
Effect: Protect 0:30
Reward: Megalixir

Sample Depository
Approach the NPC in the center of the room and speak with her to be given a Summoning Permit
and your first Eidolon, Ifrit. Eidolons are incredibly powerful monsters that you can summon
with the sacrifice of your active leader. Theyll replace him or her for limited time and also act as
another party member if you stop controlling them. Because of the sacrifice of a party member,
using Eidolons should be a last resort and should never be used if youre trying to S-Rank a
Mission.
For this room, hold off on using an Eidolon; the next room will be much easier if you wait. For
now, defeat the Demonicorns and Troopers that pour into the room, then head through the west
passage to the Dynamo Access.
Dynamo Access

Special Order
Take down the Golem using your active leader.
Time Limit: 1:00
Effect: Invincible 1:00
Reward: Mythril Gloves

On the north side of the room is another Channelgate blocking access to your destination.
Another Golem is also roaming around in the center of the room. You need to destroy the
Channelgate while avoiding the Golem. This would be a good time to summon Ifrit, as he will
give you a better chance of surviving the Golems attack. In addition, Ifrits damage output will
make destroying the Channelgate go much faster.
To avoid Ifrits death at the hands of the Golem, summon him while at the top of the stairs and
use Meteor Strike on the Channelgate until its health is at one bar. Head down and finish the
Channelgate off with melee attacks; the Golem wont have enough time to kill Ifrit before you
destroy the Channelgate.
Completing the SO during this playthrough is pretty much impossible, so dont worry about it
right now. Just get out of the room as quickly as possible.
Central Dynamo (Safe Zone)
Approach the dynamo and shut it down. After the dynamo shuts down, the security system for
the base will be shut down, which will disable the Channelgates from summoning Golems in the
base. A Relic Terminal and a Recovery Portal appear after the dynamo is disabled.
Dynamo Access Revisited

Several Coeurls and Imperial Troopers flood into the room while the Warrior CO sits in the
southeast corner of the room. Youll need to head through the south passage to enter the next
area, but you need to defeat the CO before the door will open.
Before heading through the south passage, you can head up the western staircase and proceed
through the door in the southwest corner of the room to reach area 10.
First Laboratory(Safe Zone)
Stronghold Core
There are lots of Imperial Troopers in this room, but if you dont want to fight off the enemy
forces, you can just head through the south passage to reach the Central Stairwell.

Central Stairwell Revisited (Safe Zone)

There isnt much to do here, but if you want to complete another SO that has an item as a reward,
just head south back to area one and complete the SO listed below.
When youre finished with 2-2, head through the west passage to re-enter the West Stairwell.

Special Order
Harvest five Phantoma from imperial troopers using your active leader.
Time Limit: 2:00
Effect: Freecast 0:15
Reward: Ballistic Armor
West Stairwell
The West Stairwell is packed with Imperial Troopers, and a Mid-Sized Carrier is hovering next
to the center of the area. Use a ranged character and shoot down the Carrier, then head through
the east passage to reach the West Stairwell [2].

You can also head through the north passage and complete the SO listed below to earn yourself a
Megalixir. You dont need the Troopers to actually be fleeing when you hit them with a Killsight

strike for it to count. Youll also need to look over the left side of the center of the map to find
most of the soldiers that you need to hit Killsight on.
Head to the West Stairwell [2] when youre finished.

Special Order
Score Killsight strikes on seven retreating troopers using your active leader.
Time Limit: 2:00
Effect: Freecast 0:15
Reward: Megalixir

West Stairwell [2]

Special Order
Take down three Warriors using your active leader.

Time Limit: 1:30


Effect: Invincible 0:45
Reward: Firewyrm Armlet
There are plenty more Troopers in this room, along with several Warriors. Youll need to wait
for the Warrior CO to enter the field before you can defeat him and exit the area.
South Concourse
This room is loaded with Coeurls. Youll also have to contend with a Mid-Sized Carrier that is
looming over the right side of the area. After you defeat a few of the Imperial Troopers, a
Supersoldier CO will enter the field. In order to exit the area youll need to defeat him.
East Stairwell
If youre looking to complete the SO for this area, youll need to ignore the Troopers in front of
you and race to the other side of the room. Find and defeat the Warrior CO, then turn back
around and inspect all of the surrendered soldiers. Youll very likely find an item that can be
used in battle, so long as there is a decent amount of surrendered soldiers on the field.
When youre finished, head through the northwest pass to reach the North Stairwell.

Special Order
Acquisition Challenge: Search surrendered troopers for an item that can be used in battle.
Time Limit: 2:00
Effect: Invincible 0:45
Reward: U1-Shock Damper
North Stairwell

Special Order
Take down three enemies using your active leader.
Time Limit: 1:00
Effect: Invincible 0:30
Reward: Metal Gloves

Several Imperial Troopers litter the North Stairwell, and a Nymurod is lying in wait for you in
the center of the room. Focus on taking out the Nymurod; Commander Schmitz is in this room
and hell provide buffs like Rage to the other enemies in the room until you defeat the
Nymurodhell flee after the Nymurod has been defeated, cowardly as he is. Defeat the
remaining enemies to complete the SO, then head to the top of the stairs to reach the passage to
the next area.

Upper Corridor (Safe Zone)


Use the Recovery Portal and save your game to prepare for the next room. The commander of
the base is in the next room, and he can hit rather hard.
Make sure you have a ranged character with lightning magic. The boss fight is coming up and
youll have a massive advantage if you are prepared. Just dont bring Trey as your ranged
character; he wont be able to keep up with the bosss speed.

Imperial Command
Head up the passage until you reach the conference room. There are several Imperial Troopers
who attempt to impede your progress. Once you reach the conference room, youll have to face
off with the CO, an Imperial Trooper, and a Supersoldier.
Focus on taking out the Trooper and Supersoldier first. You can use the end of the hallway
leading into the conference room as cover. Hide behind the corner, pop out with a ranged
character, fire a few shots, then go back to cover before you can take a hit.

On that note, the CO doesnt do much that a Trooper doesnt do, but his attacks do far more
damage and he isnt easily staggered by your attacks. Expect counterattacks after each of your
attacks. Try a stick-and-move approach by attacking once or twice and then dodging. Get a feel
for his attack pattern, so you can more safely dodge his attacks, and dont be afraid to burn
through your Potions to survive this fight. A melee character is much better suited for this fight;
ranged characters tend to get knocked over by the COs shot before doing a significant amount of
damage themselves.
Outskirts

Boss: General Qator Bashtar

This fight is completely about persistence and ranged attacks. General Bashtars Magitek Armor
(MA) will move well beyond the speed of any of your characters, so landing even a single melee
attack will be a massive challenge. Instead, switch to your ranged squad member and unload on
the boss.

Dodging his moves is completely dependent on your observational skills. The only time the
General stops zig-zagging around the room is when he attacks. Simply dodging as soon as he
stops is usually enough to avoid an attack, but thats not a guarantee to avoid everything. The
truth is that he moves too fast to predict what hes going to do next and then respond to it. Your
best bet is to fire at him non-stop until he stops, then dodge and continue firing. If he lowers
himself closer to the ground, hell very likely perform a shoulder-press, which will end with a
Breaksight opportunity. If you land a Breaksight strike, General Bashtars MA will drop to the
ground, offering you plenty of time to wail on him with your melee character.

Bashtar performs a couple other moves that give you a Breaksight strike opportunity, but they all
involve Bashtar being lower to the ground and you having excellent reflexes. If you do happen to
find yourself in trouble, you can always use the Recovery Portal on the north side of the map.
After a certain amount of time it will begin to rain, which will limit the effectiveness of fire
attacks, but boost the power of lightning attacks. Use this to your advantage by hitting Bashtar
with lightning when it starts to rain.
If you havent used Ifrit yet, hes also excellent for this fight. He can do a fair bit of damage
without the need of a Breaksight opportunity.
It only takes knocking Bashtars MA out of the air two or three times, followed by a flurry of
attacks to finish him off. Once hes been defeated the Mission is complete.
Mission Accomplished
Completing this Mission will net you the Ice Eidolon, Shiva. You can only bring one Eidolon
with you at a time, and youll have to make the choice when youre selecting your party for a
Mission. Dont worry: Eidolons are powerful enough that youll deal plenty of damage no matter
who you bring.

Walkthrough Chapter 3: Weapons of Mass


Destruction
Before you start your next Free Time session, head to Central Command and report to Kurasame.
Hell give you permission to continue using Eidolons and the Triad Maneuver.

Triad Maneuver
The Triad Maneuver allows you to perform a triple-attack if all three of your squad members are
alive and you have a full AG bar. It is performed during battles in the same way you summon an
Eidolon, but this move doesnt take the life of anyone except the enemy youve targeted. Each of
your squadmates will perform a move specific to them alone to deal massive damage, and
standing close to the enemy while activating the Triad Maneuver will freeze any enemy in place
for a brief amount of time to allow you to get off a few additional attacks.
This attack is the one we suggest you use whenever youre trying to obtain S-Rank in a past
Mission.
With that out of the way, lets get started with your first Free Time session for Chapter 3.
Events, Tasks, and Expert Trials (First Break4 Days)
Moogle Classes

Compare rows: Select


FGHT-101: Survey of Battle Basics

10,000 EXP

MAGC-101: Survey of Basic Magic

Magic Power
+1

DFMG-101: Elementary Defense Magic Defense Magic


I
+2
HPUP-100: Introduction to Health

Max HP +20

Events

Compare rows: Select


Location

Who

Reward

Note

Main Gate

Class Sixth Moogle Hi-Potion

Fountain

Orderly

Glass

Allows you to get an Accessory later.

Moogle Classes

Compare rows: Select


Courtyard

Pendant
Class Fourth
Moogle

Hi-Potion

Crystarium

Quon

Cutscene,
Turbo

Ether

Crystarium

Tachibana

Hi-Potion

Airship Landing

Central Command Trey

MegaPotion

Central Command

Dominion
Legionary

Hi-Potion

Back Garden

Bench

Cutscene,
You need to be playing as Ace to start this Event.
Elixir

Back Garden

Cater

Ether

Armory

Mutsuki

Cutscene,
Mega
Remedy

Sorcery

Dr. Al-Rashia

Cutscene,
You need to be playing as Rem to start this Event.
X-Ether

Armory /Kazusas
Kazusa
Lab

There must be 6 or less hours left in the day in order


Cutscene,
to talk to Kazusa. Refer to the Side Quests Section of
Etc.
this guide for details.

Lounge

Carla

N/A

Lounge

Akagi

Hi-Potion

Terrace/Sorcery

Emina/Sorcery
Researcher

There must be 6 or less hours left in the day in order


Cutscene,
to do Emina events. Refer to the Side Quests Section
Etc.
of this guide for details.

Give her 1000 Gil.

Tasks

Compare rows: Select


Location

Who

Task

Main Gate Logistics Officer

Reward

Note

Give the Logistics Officer three


5 X-Potions
Ethers.
Take one prisoner by defeating
Ballistic
Imperial COs in the North
Shield
Togoreth Region forests.

You must accept the Expert


Trial United Front to get
access to North Togoreth and
complete this Task.

Crystarium Provost

Recover Akademeias entire


history.

Open the treasure in the first


room in Corsi Cave.

Hallway

Defeat three enemies with Fire Magic


RF.
Power +3

Crystarium

Class Ninth
Cadet

Dr. Al-Rashia

Wizards
Hat

Can be done in the Arena in a


Simulated Battle.
You need to accept the
United Front Expert Trial to
get access to the North
Togoreth Region at this point.

Central
Dominion
Command Legionary

Defeat six Perkunas.

Copy of
Aegis
Veritas

Central
Kurasame
Command

Land ten Killsight/Breaksight


strikes and report back to
Kurasame.

10,000 EXP

Armory

Guildsman

Give three jugs of Tree Sap to


the Guildsman.

Shock Shield

Sorcery

Sorcery
Researcher

Give three Green Phantoma to Argentic


the Sorcery Researcher.
Ring

Lounge

Administration Give 300 SPP to the


Official
Administration Official.

Fulgur
Secundus,
Vol. II

Defeat Capparwires in
Togoreth Region.

Outside of Akademeia
Compare rows: Select
Location
Mi-Go

Who
Moto

Task
Defeat ten
Hundlegs.

Reward
Aegis Tertia, Vol. II

Note
Plains in Togoreth Region. South of the
bridge is Keziah.

Tasks

Compare rows: Select


Location
Keziah

Who

Task
Defeat four
Bombs.

Nenji

Reward

Note

Three Blaze Armlets Northern Corridor

Expert Trials

Compare rows: Select


Name

Level Requirement

Instructions

Note

The Keziah Diversion Level 35

Send a squad of four to Keziah as a


diversion.

Second playthrough

United Front

Reclaim Mi-Go.

Second playthrough

Level 36

For More Information


If you want more information about the Tasks, Expert Trials, and Events in Final Fantasy Type-0
HD, refer to the Side Quests section of this guide.

Expert Trials

This is the first chapter youll have access to Expert Trials in the game. Expert Trials are
formatted exactly the same way as the story Missions, but Expert Trials are typically far more
challenging than story Missions, and most require you to be on your second or third playthrough.
Expert Trials also take twelve hours off of your Free Time to complete.
Expert Trials are serious business and require a lot of preparation. If youre not at least within
five levels of an Expert Trials level requirement, you shouldnt bother even trying during this
playthrough; attempting it is almost a guarantee of failure.
The NPCs that offer Expert Trials can always be found at the Main Gate of Akademeia.

Mission Time!
When youve finished with your Free Time, head to Classroom Zero and speak with Kurasame
to begin the next Mission. To help you prepare for your Mission, Kurasame will give you the
Protect spell and three Magicite. The Magicite is to be used for the Missions objectives, so dont
worry about them. The Protect spell, on the other hand, is a spell that boosts the defense of
whoever it is cast on, but it takes the place of your Cure spell or your Defensive Ability. Its not
bad to have at least one of your three-man team equipped with Protect for added support.

Akademeia Airlines

The end of your Free Time will also mark the reopening of the Airship Landing. You could visit
the Airship Landing before, but the actual airships were out of commission due to the Militesi
attack at the start of the game. You can now allow a pilot to ferry you to specific locations
around Orience, instead of having to get there on foot.
To start, the only location you can reach is Mi-Go, which is in the North Togoreth Region,
directly north of (you guessed it) the Togoreth Region. More locations for the airship to land will
open up as you capture more regions for Rubrum.
Your destination is in the Iscah Region west of Togoreth. Use an airship to fly to Mi-Go.

Last Minute Preparation


Mi-Go Gift Merchant

Compare rows: Select


Item

Price

Compact Mirror

2000 Gil

Tea Set

2000 Gil

Picture Frame

3000 Gil

Mi-Go Gift Merchant

Compare rows: Select


Item

Price

Makeup Kit

3000 Gil

Perfume Set

3000 Gil

Mi-Go Accessories and Greens Merchant


Compare rows: Select

Item

Price

Gold Bracelet

3000 Gil

Amulet

2200 Gil

Ignis Secundus, Vol. I

2500 Gil

Glacies Secunda, Vol. I

2500 Gil

Fulgur Secundus, Vol. I

2500 Gil

Aegis Secunda, Vol. I

2500 Gil

Flame Armlet

2000 Gil

Frost Armlet

2000 Gil

Blitz Armlet

2000 Gil

Teleport Stone

2000 Gil

Tantal Greens

100 Gil

Pahsana Greens

100 Gil

You can enter Mi-Go to do some last-minute shopping and even grab a Task (if you didnt
complete it during your Free Time). You can also earn yourself another lCie Crystal here (take a
look at the Side Quests section of the guide for more details).
Once youve finished preparing, head south to reach the Togoreth Region. From there, head west
to reach the Iscah Region. Follow the arrow on your minimap to reach your destination and
begin the Mission.

Walkthrough Mission 4
The Infiltration of Iscah
Mission Level: 17
S-Rank Requirements
Time Phantoma Casualties
15:00 90

Squad Commands
Youll have to choose between bringing an Eidolon or using the Triad Maneuver while selecting
your squad. As we said earlier, the Triad Maneuver is a strong attack that can only be used when
all three of your squad members are alive and you have a full AG bar. Summoning Eidolons
requires the sacrifice of your active leader, but youll receive a powerful monster companion for
a limited amount of time.
Either one is fine, but to help you make the decision, here are a few things to consider. Getting
an S-Rank on your first try through a Mission is almost impossible (Mission 3 not withstanding);
Eidolons are excellent when things are looking pretty dire, and using them frequently means they
level up and get stronger. The Triad Maneuver, on the other hand, is something youll be able to
use over and over during a Mission, unlike Eidolons.
Whichever Squad Command you choose, youll be fine if your party is at least around level 17.
Iscah Aqueduct UG-91 (Safe Zone)
Theres nothing of interest in this area. Head through the north passage to move to the next
area.
Iscah Aqueduct UG-92
As soon as you enter this area, the center of the room will be flooded. In order to lower the water
level, youll need to head to the west side of the room and turn the valve.

On the other side of the room, three Evil Eyes are waiting for you. Try not to hold still while
fighting these one-eyed fiends. They love creating a spire of light beneath your feet, which will
cast Stop on you if you get hit by it. If that happens, youll be stuck in place and helpless while
you wait for the effect to wear off.
Once the enemies have been defeated, head through the northwest passage to exit the area.

Iscah Aqueduct UG-93


This room is packed with Evil Eyes, so being quick and dispatching the monsters is necessary.
Youll also encounter Flans: gelatinous piles of malicious goo. These guys shrug off physical
damage like its a joke, but if you use magic attacks or Breaksight strikes, you can do away with
these violent jellies in no time.
Clear the room of enemies, then head through the east passage to reach your first objective.

Eastern Dynamo
Youll need to approach the dynamo on the left at the top of the stairs. A handful of Ankhegs
will attempt to impede your progress. They arent much of a challenge, so just cut, smash, or
shoot your way through them. When the room is clear, head up the stairs and place the Magicite
charge on the gears, then head back to area 3.
There is nothing left for you to do in area 3, so just head through the west passage to reach area
5.

A Study in Flan
A couple things to note: Flans will sort of rotate their heads around before they leap forward.
Learn to pay close attention to that leap and the animation preceding it, as hitting them with a
Breaksight strike is incredibly easy if you know that a leap is coming.
The other thing to keep in mind is what magic you use against each Flan you encounter. The
color of a Flan is like the color of a Bomb, in that each color represents an element. Red Flans
absorb fire magic; blue Flans are water-based, meaning fire magic is limited, but lightning works
well; yellow Flans absorb lightning magic.
Iscah Aqueduct UG-94

The water level has been raised in this room as well, but the valve isnt here. Take care of the
enemies ahead of you, then enter the south passage to leave the room.

Iscah Aqueduct UG-95


Fight your way through the Ankhegs, Flans, and Evil Eyes to reach the south point of the room.
The drainage valve is at the southern-most part of this area. Turn it, then head through the west
passage into area 7 to reach the second dynamo.
Southern Dynamo

Only a single Evil Eye stands between you and the dynamo, but once youve planted the
Magicite charge, a gang of Evil Eyes will appear at the bottom of the stairs to get revenge for
their fallen comrade.
Defeat them, then head back to area 5.
Iscah Aqueduct UG-94 Revisited
Now that the water levels have lowered, you can enter the middle portion of the room. Plenty of
monsters litter this area, so be on your guard. Your goal is to reach the northern passage to enter
area 8.
Iscah Aqueduct UG-96
Now that the water levels have lowered, you can enter the middle portion of the room. Plenty of
monsters litter this area, so be on your guard. Your goal is to reach the northern passage to enter
area 8.
There arent many enemies in this room. Slowly make your way through the room while
defeating enemies and heading toward the eastern passage.

Special Order
Combat Trial: Refrain from using magic so as not to alert the enemy to your presence.
Time Limit: 1:00
Effect: Protect 0:30
Reward: Ignis Tertius, Vol. I
Iscah Aqueduct UG-97
A smattering of Ankhegs, accompanied by a Flame Flan, litter the room. Defeat them and move
to the other side of the passage.
Northern Dynamo
The final dynamo is just up the flight of stairs ahead, but is also blocked by three Flame Flans.
Cut your way through to the top of the stairs and plant the Magicite charge on the final dynamo.
Once the charge has been planted, head back to area 8 and head through its north passage, which
was blocked by a large, locked door, but will now open for you.
Iscah Aqueduct UG-139 (Safe Zone)

Heal up with the Recovery Portal and save with the Relic Terminal, then head through the north
passage to area 12.
Iscah Aqueduct UG-142
Imperial Troopers and Shock Troopers now join the monster offensive, so be on your guard.
Youll also have to contend with a twenty-five-minute timer ticking down. Move fast to reach
your next objective, which is about six rooms away. Dont linger in any place for too long.
Iscah Aqueduct UG-143
Three Shock Troopers will be battling a Flame Flan in this room. The water level in the center of
the room is too high to cross. Head straight forward to reach the northwest corner of the room
where the valve is. Turn the valve and stay on your guard; waves of monsters will begin
appearing while you wait for the water level to slowly drop.
Once the water level drops, head through the northwest passage to reach area 14.
Iscah Aqueduct UG-144
The path through this area is incredibly narrow and three Flame Flans are lying in wait for you
just around the corner. Dont rush or youll very likely end up sandwiched between all three of
them.
Iscah Aqueduct UG-145
You can find a Knowing Tag in the southwest corner of the room, but youll have to fight your
way through a Diceratops to get there. Diceratops are just like the Demonicorns you encountered
earlier in the game. Keep moving and try to attack them from behind to avoid the bulk of their
attacks.
Once youve cleared the room and grabbed the Knowing Tag, head back to area 13 and go
through the southeast passage to reach area 16.

Iscah Aqueduct UG-146


An energy field blocks access to the northeast passage leading to area 17. To get past it youll
need to defeat the imperial soldiers that are guarding it.
As soon as you head through, two more RPG-155 Gunners appearone on the rubble above you
and one just up the path. A Supersoldier also appears just before the northeast passage to area
17.
Iscah Aqueduct UG-147

This passage is extremely narrow and also packed with Imperial Troopers and Coeurls. Take
your time progressing so as to avoid getting more attention than youre prepared to handle.
Iscah Aqueduct UG-148
Similar to the room you were just in, this is another narrow corridor filled with enemies. This
time you have to deal with the robotic Martinets and imperial soldiers.
Iscah Aqueduct UG-149
Three Imperial Troopers block your path to the next area. An energy field will appear in the
south end of the room, restricting access until you defeat the Trooper CO.
Iscah Aqueduct UG-151
Enemies fill this narrow corridor, including a Heavy Gunner. These guys are part of the imperial
army and they carry with them a minigun, which can bowl you and your team over with ease.
Iscah Aqueduct UG-26
The room is full of Imperial Troopers who must be dispatched before you can exit the room. If
you took the SO for this room, youll also need to find the Sullied Ring, which is near the
southeast corner of the room.
Once youre done, head to the northwest passage on the upper level of the room.

Special Order
Search the fallen for personal effects using your active leader.
Time Limit: 2:00
Effect: Protect 1:00
Reward: Elixir
Iscah Aqueduct UG-27
This is another room with a narrow path. Switch to a ranged character to deal with the handful of
Martinets that are just outside of melee range. You dont need to defeat any enemies to move on
to the next room.
Iscah Aqueduct UG-28

Stick with a ranged character for this room. Youll encounter Panjandrums, which are flying,
robotic, exploding fuel tanks. If youre standing near them when they are defeated, youll get
caught in a fiery explosion. Youll also have to tangle with a handful of Coeurls and
Supersoldiers.
Aqueduct Exit
Several more imperial soldiers fill this room and are led by an RPG-155 Gunner CO named
Corporal Helmutt. You need to defeat the CO to gain access to the next room.
Downtown Iscah (Safe Zone)
Use the Recovery Portal to heal up. The next room is your last for this Mission, meaning youre
going to have a tough fight on your hands.
Imperial Command

Special Order
Take out all Imperial Troopers on high ground using your active leader. (Switch to a ranged
character.)
Time Limit: 2:00
Effect: Freecast 0:30
Reward: Phoenix Pinion

Special Order 2
Find the Colossuss weakness using your active leader.
Time Limit: 5:00
Effect: Freecast 0:30
Reward: Megalixir
There are several enemies in the square of this area. Youll need to defeat them before your time
runs out. Try not to be too hasty if you have enough time; there are two SOs for this room that
you can accept for some last-minute rewards.
The first SO requires you to have a ranged character. The square is lined with balconies. To
complete this SO, you just need to run around the square and shoot the Troopers that are standing
on the balconies.

The second SO wont appear until the CO in the Colossus shows up. Youll need to clear out all
of the enemies that enter the square to get the CO to appear. Once he does, youll need to hit the
Colossus with a thunder attack to complete the SO.

Mission Accomplished
Youll earn the Golem Eidolon for completing this Mission. Golem is a slow, but incredibly
powerful, Eidolon. You should be perfectly familiar with him, since he likely knocked out a few
of your party members in Togoreth.
Before heading back to Akademeia, you can enter Iscah and do a Task and buy some accessories
from the Merchant.
Iscah Accessories Merchant
Compare rows: Select

Item

Price

Silver Bangle

2000 Gil

Argentic Ring

2000 Gil

Metal Gloves

2000 Gil

Iscah Accessories Merchant


Compare rows: Select

Item

Price

Ignis Secundus, Vol.II

3500 Gil

Glacies Secunda, Vol. II

3500 Gil

Fulgur Secundus, Vol. II

3500 Gil

Aegis Secunda, Vol. II

3500 Gil

Tactical Vest

2000 Gil

Shield Talisman

1500 Gil

Shock Buckler

2000 Gil

Guardian Armor

1500 Gil

When youre finished with those, head back to Akademeia to start your next Free Time session.
Events, Tasks, and Expert Trials (Second Break4 Days)
Moogle Classes

Compare rows: Select


DFMG-102: Elementary Defense Magic II Magic: Esuna
FRMG-101: Elementary Fire Magic I

Magic: Fire BOM

ICMG-101: Elementary Ice Magic I

Magic: Blizzard RF

LTMG-101: Elementary Lightning Magic I Magic: Thunder BOM


Events

Compare rows: Select


Location

Who

Reward

Note

Main Gate

Asato

Hi-Potion

Fountain Courtyard

Nadeshiko

Ether

Moogle Classes

Compare rows: Select


Airship Landing

Kiyo

Elixir

Back Garden

Bench

Cutscene, Phoenix
Need to play as Ace.
Pinion

Back Garden

Nine

Mega-Potion

Kazusas Laboratory (behind the


bookcase on the left side of the Kazusa
Crystarium)

Interactive
Cutscene, Random
Item

Central Command

Queen

Cutscene, XPotion

Armory

Cinque

Cutscene, XPotion

Sorcery

Quon

Ether

This Event will only be available if you


spoke with Quon in earlier Events.

Ready Room

Carla

You need to have spoken to Carla in


Cutscene, X-Ether all other Events before shell appear
here.

Ready Room

Jack

Mega-Potion

Lounge

Class Seventh
Ether
Moogle

Terrace

Machina/Rem Hi-Potion

Need to play as Machina/Rem; this


Event is only available when Emina is
not around.

Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

Armory

Guildsman

Give five Light Feathers to


Shock Shield
the Guildsman.

You can find the monster in


the Iscah Region.

Sorcery

Sorcery
Researcher

Give one Purple Phantoma Unlock Vermilion

to the Sorcery Researcher. Bird Squad

Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

Command.
Protector Ring

You can complete this by


doing a Simulated Battle in
the Arena.

Auric Ring

Give ten Elixirs to the


Commissar.

Five Megalixirs

Take three prisoners by


defeating enemy COs in
the Iscah Area.

Flak Jacket

Get Enra a Potion from


Rem.

Crystal Shard

Central
Command

Commandant

Lounge

Administration Give 500 SPP to the


Official
Administration Official.

Main Gate

Commissar

Crystarium

Class Ninth
Cadet

Ready Room Enra

Defeat fifteen Imperial


Troopers.

Outside of Akademeia
Compare rows: Select
Location

Who

Task

Reward

Note

Iscah

Mayor Aoba

Defeat two Imperial Commanders in the Iscah


Sentinel Emblem
Region.

Rokol

Nana

Defeat six Evil Eyes in the Iscah Region.

MP Enhancer

Expert Trials

Compare rows: Select


Name
Expelling the
Imperial

Level
Requirement

Instructions

Note

Level 36

Lead Dominion forces to take over the Iscah Region.

Second
Playthrough

The Clash in the


Level 37
Caverns

Class Zero must send a squad of four to the Rokol


Caverns to retrieve classified Dominion documents.

Second
Playthrough

For More Information


If you want more information about the Tasks, Expert Trials, and Events in Final Fantasy Type-0
HD, refer to the Side Quests section of this guide.

Mission Preparation
Once youve completed your Free Time, head to Classroom Zero to receive your next Mission.
Your next Mission is level 22, so if youre not at least within two levels of that with five or more
party members, save and quit to the Title Screen, and level up by redoing past Missions.
Head to the Airship Landing and charter an airship to the Iscah Region. Once youve landed,
proceed to the area marked on your minimap, which is the town of Rokol.
Shop with the Weapon Merchant and buy one of each of his weapons, then equip them to each of
your party members. If you cant afford them, sell some monster spoils, or save and quit back to
the Title Screen to do some past Missions.
Once youve finished equipping and preparing your party, head to the other end of Rokol and
speak with the soldier standing in front of the Magitek Armor to begin the Mission.

Walkthrough Mission 5
Operation MA Demolition
Mission Level: 22
S-Rank Requirements
Time Phantoma Casualties
30:00 50

Magitek Mayhem

Before the Mission can begin in earnest, youll have to use stolen Magitek Armor to traverse
Azurr. Youll have a limited amount of time to roam around the area, but you can refill your time
lost by picking up the fuel tanks scattered around the area. You can head directly to the Magitek
Armor factory in the north and begin the Mission, or you can explore Azurr to find a handful of
items scattered around on the ground.

Magitek Armor Facility


Materil Depot
A lot of this Mission involves stealth. There are Panjamdrums with red scan rings around them,
and flying Nomads that are constantly searching the area for intruders. Sneaking through the
facility isnt as hard as it might seem. Avoid the scan rings of the Panjamdrums and destroy or
stay behind the Nomads to avoid detection. If you do opt to destroy the Nomads, youll need to
do it with a melee character, or Trey with his Charged Shot upgraded as much as possible, and
itll need to be done in one hit. Jack is a particularly excellent character for this kind of quick kill.
If you cant defeat a Nomad in one hit, youll have the entire room up in arms trying to find you,
so make sure you only try to destroy Nomads when youre certain you can do it swiftly.
If you get caught, things get a lot more complex. All of the Panjamdrums will become active and
wave after wave of enemies will attack you until the alarm turns off or until you leave the room.
Head to the south hallway of the Materil Depot until the right wall explodes. Turn around and
go back to the start of the hallway and down the ladder on your right.

Special Order
Sneak into the R&D; facility undetected using your active leader.
Time Limit: 10:00
Effect: Haste 0:30
Reward: Magic: Blizzard ROK
Waterway Sector UG-1

Youll need to be very careful in this room and make a point to leave as quickly as possible. A
Marduk can often be found sleeping in this room and a few others, and if its awoken itll tear
your squad apart in seconds. The enemies in all of the Waterway Sectors will never stop pouring
out no matter how many you defeat. Carve a path through the enemies to reach the next area, but
dont linger. The treasures in the waterways are accessible if you Lock-On to an enemy, and then
change targets with the Right Analog stick to target the treasure chest. Focus on following the
yellow diamond on your minimap instead of exploring this area.
You have no hope of completing the Marduk SOs on this playthrough, so waste no time heading
through the northeast passage instead of the northwest one.

Special Order
Take down the Marduk using your active leader.
Time Limit: 40:00
Effect: Protect 0:45
Reward: Diamond Bangle

Waterway Sector UG-3


Head through the northeast passage to area 4.
Waterway Sector UG-6

Special Order
Take down the Marduk using your active leader.
Time Limit: 40:00
Effect: Protect 0:45
Reward: Diamond Bangle
Waterway Sector UG-5
The treasure is inaccessible from this side of the room, so if you havent already grabbed it of
your own accord, ignore it for now and move on through the northwest passage.
Control Room 16 (Safe Zone)
Warehouse RD-1
The Sensor Calibration Lab is directly west of your starting position in this room. If you take the
SO and head through any other door, youll lose your chance to complete the SO, so make sure
you look at the rooms name before you enter it.

Special Order
Reach the Sensor Calibration Lab undetected using your active leader.
Time Limit: 5:00
Effect: Freecast 0:30
Reward: Phoenix Down

Sensor Calibration Lab


If the researchers see you, theyll race to the alarm and set it off, calling in several imperial
soldiers to try and take you down. You dont want that, especially if you pick up the SO for this
room.
To prevent the researchers from triggering the alarm, look through the windows on the top level
of the room and locate the alarm. It is the small box with the red light on top of it. Your job is to
get in front of that box and then kill all of the researchers that get near it. You need to destroy the
alarm, but that can be hard to do when the researchers get near it. The researchers will run away
from you if you get too close, so you wont have to worry about them triggering the alarm if you
stand in front of it. Once any nearby researchers have run away, you should be able to target the
alarm box. Destroy the alarm box and then kill the researchers. One of them is holding an ID
Card that you need to access the computer. Once you have the ID Card, approach the computer
marked on your minimap. Access the computer, then leave the area.
Now, head to the Warehouse RD-2 area, which can be accessed through the north passage on the
lower level of Warehouse RD-1.

Special Order
Secure the lab before the researchers can sound the alarm, using your active leader.
Time Limit: 3:00
Effect: Invisible 0:45
Reward: [Sevens Weapon] Sleipnir Tail
Warehouse RD-2
The Armor Development Lab is in the south passage, just east of where you start in this room.

Special Order
Reach the Armor Development Lab undetected using your active leader.
Time Limit: 5:00
Effect: Regen 0:45
Reward: Elixir
Armor Development Lab

The alarm box is directly below the windows on the upper level of the room. The quick way to
get to the box is to go through the passage on the left, then race to the right. Once the box is
destroyed, kill the researchers until you find the ID Card. Access the computer, then leave the
room.
To reach the next area, head through the southwest passage, which is next to where you entered
Warehouse RD-2 initially.

Special Order
Secure the lab before the researchers can sound the alarm, using your active leader.
Time Limit: 3:00
Effect: Trance 0:45
Reward: Phoenix Down
Warehouse RD-3
The Parameter Stabilization Lab is in the northeast corner of this room.

Special Order
Reach the Parameter Stabilization Lab undetected while using your active leader.
Time Limit: 5:00
Effect: Protect 0:45
Reward: Elixir

Parameter Stabilization Lab

Special Order
Secure the lab before the researchers can sound the alarm, using your active leader.
Time Limit: 3:00
Effect: Aura 1:30
Reward: Phoenix Pinion
This time, the alarm box is directly in front of the computer on the far side of the room. This is
an incredibly difficult SO to complete, because the room is made up like a maze. Youll need to
switch to your fastest squad member, preferably a ranged character, and then race directly to the
alarm box without stopping. There are two researchers standing directly near the alarm box, so
getting in front of the alarm box, then standing by and taking out the researchers as they
approach the box, is the best strategy.
Once youve destroyed the alarm box, kill the researchers, grab the ID Card, and access the
computer. Then leave the room and head for area 16.
To find area 16, follow the yellow diamond on your minimap back to Warehouse RD-1, then
through the large door down on the south side of the room.

Perimeter (Safe Zone)


Corridor
The alarms will be set off as soon as you enter the Corridor. Theres nothing you can do to stop
that. The rest of this Mission is going to be a lot tougher, so stay on your toes.

Special Order
Score a Killsight strike on the enemy leader using your active leader.
Time Limit: 5:00
Effect: Trance 0:45
Reward: [Treys Weapon] Thorn Bow
Transport Route MA-1
The way forward is blocked by an imperial barricade, but there isnt a way around. Yet. Hide off
in a corner and wait until the western passage opens. Refrain from accepting the SO just yet.
Youll need to avoid taking damage to complete the SO, which is really easy once youve
cleared out all the enemies and are standing by the door leading out of the area.
Once Naghi opens the western passage, head through and swiftly defeat the CO at the end of the
bridge. Just before hes been defeated, accept the SO and deal the killing blow to complete it.

Special Order
Break through the imperial defenses without taking damage using your active leader.
Time Limit: 5:00
Effect: Freecast 0:45
Reward: Silver Gloves
Arsenal 61
The room will be blocked off at its northwest and northeast ends until you defeat all the soldiers
in each area.

Special Order
Score a Killsight strike on one Shock Trooper using your active leader.

Time Limit: 5:00


Effect: Protect 0:30
Reward: Elixir
Arsenal 68
This area will be blocked off by a gate and youll need to tear through the imperial soldiers to
drop it and leave the room. After youve dropped the gate, youre free to leave the room.

Special Order
Take down seven enemies with your active leader.
Time Limit: 5:00
Effect: Aura 0:30
Reward: Fulgur Secundus, Vol. II
Control Room 21 (Safe Zone)
Transport Route MA-2

Before you cross the bridge at the end of this area, use a Phoenix Pinion (if you have one) on
your partys active leader. As soon as you begin crossing the bridge, a White Tiger lCie appears
and immediately kills off your active leader. You cant do anything to stop this, so dont worry
about it, but if you dont have a Phoenix Pinion you may want to switch to your least valuable
party member for this scene.

Special Order
Harvest three Phantoma with your active leader.
Time Limit: 5:00
Effect: Quick 0:30
Reward: Glacies Secunda, Vol. II

Arsenal 71
There is a CO in this room, but you dont need to defeat him to move on. You can also find an
item in the northeast corner of the room where the CO is residing.

Special Order
Take down four Shock Troopers using your active leader.
Time Limit: 5:00
Effect: Endure 0:30
Reward: Ignis Secundus, Vol. II
Arsenal 105
Martinets litter this room. Switch to your ranged character to take them down, then head to area
25 via the southwest passage.

Special Order
Take down three Martinets using your active leader.
Time Limit: 5:00
Effect: Regen 0:45
Reward: Auric Ring
Sentinel Hangar (Safe Zone)
Save, save, and then save again. The next room is not only hard, it features one of the hardest
SOs in the game. If something goes wrong, youll want to have a save you can jump back to
immediately.
Make sure you have a ranged character as your active leaderpreferably not Trey, as his bow
doesnt work well against moving targets, which will be detrimental to this next SO.

Sentinel Hangar [2]

Special Order
Suppress the Colossus sortie.
Time Limit: 5:00
Effect: Invisible 0:45
Reward: [Kings Weapon] Magnati

A Colossus activates immediately after you enter the room. As soon as its defeated, immediately
look to the right side of the room. An imperial pilot will be making his way from the northwest
corner of the room to a Colossus on the west side of the room. You need to shoot him before he
reaches the Colossus to avoid failing the SO.
The next pilot comes from the southwest corner of the room. The last pilot, Lieutenant Enriquez,
will come from the southeast corner. Caters gun works quite well for this SO, as it has enemyseeking properties that carry the bullets to your target.
You need to kill Lieutenant Enriquez either before he reaches his Colossus or while hes in it to
leave the area. Once hes been defeated, another CO and his troops enter the room. Youll also
have access to another SO.

Special Order

Score Killsight strikes on three enemies using your active leader.


Time Limit: 5:00
Effect: Haste 0:30
Reward: Medical Kit
Once you defeat the CO, a Relic Terminal and a Recovery Portal will appear. So long as the CO
stays alive, a steady stream of enemies with the Rage buff will continue to attack you.
Save before entering the next area. Youd also be wise to drop all your squad members and
switch to a ranged character. This next room is the holding pen for the Brionac, which is a giant
machine that will kill you and your party members in a single hit if it actually manages to land an
attack. Your party members dont have the reflexes you do, so bringing them along is almost a
guarantee to suffer a casualty or two.
Having a ranged character will make hitting the Brionac much easier than if you brought a melee
fighter, and you dont necessarily need to have a high damage output, because most of the
damage youll do to the Brionac will be from Breaksight strikes.
Hangar 9

Special Order
Destroy the Brionac as quickly as possible using your active leader.
Time Limit: 5:00
Effect: Protect 0:30
Reward: The Eidolon Rubicante
Engine Room

Special Order
Land thirty hits on Nimbus using your active leader.
Time Limit: 3:00
Effect: Freecast 1:00
Reward: Tizs Prayer

Boss: Brionac

Most of Brionacs attacks are heavily projected, so youll know when its about to strike well
before it strikes. The main difficulty is knowing where it will strike.

If Brionac swings its arm down, its going to sweep the entire area in front of it. When you see it
pull its arm back, move into the entryway and wait for it to finish its sweep. As soon as it
finishes, a Breaksight strike opportunity will be available.
If the Brionac begins spinning up its arms as they become electrified, move to the entryway
again. Brionac will begin throwing electrified Magitek Armor (MA) at you and youll need to
shoot all of it out of the air or take damage when it impacts with you. The easiest way to deal
with this is to sit in the entryway and use the Lock-On to target the MAs. Whenever they are
targeted, the MAs will have Killsight placed on them. If you hit them while they have Killsight
on, theyll fly back at Brionic.
Dont spend too much time in the entryway, however: the Brionac has a move that will attack
directly in the entryway. After each of the Brionac attacks, make your way back out in front of it
if you hid in the entryway. This will help bait the Brionac into attacking in front of it, instead of
in the entryway. If you do end up triggering the entryway attack, signaled by the Brionac pulling
its arm back and electrifying it, step out and to either side of the entryway, or as far back inside
the entryway as possible to the safe spot against the back wall.
Pay close attention to what Moglin has to say. If the Moogle tells you to hide, get into the
entryway. If you notice the Brionac lifting its left arm, thats another telltale sign to get into the
entryway. Brionac will slam down with its arms, one at a time, which will give you an
opportunity for a Breaksight strike immediately after.
It only takes a handful of Breaksight strikes to defeat the Brionac, so never stop firing at it if you

can help it.


Once Brionac has been defeated, youll be ushered to area 28.

Boss: Nimbus

We hesitate to even call this a boss fight, because you stand no chance against Nimbus during
this playthrough. To end the fight, youll either need to defeat him or hang in there until he
leaves. Since the former isnt possible, the latter choice is the only option. Take note that you can
just let him kill your party if youre not in the mood to wait him out, but it will add casualties to
your Report Card.
Like the fight with Brionac, this is a fight that is best suited for a single squad member. Avoid
adding any other party members to your squad and make sure to have a fast, quick-dodging
character selected as your active leader.
When Nimbus appears near the green, glowing machinery outside of the boundaries of the area,
hell begin creating symbols on the ground that will shoot a bolt of white light straight down
shortly after the symbol appears. If you get hit by this, youll be killed immediately. Luckily,
they are rather easy to dodge. Wait until one appears below you, then dodge to either the left or
right of itwhichever side has more open space. When another one appears, dodge in the
direction opposite of where you just dodged.

Nimbus will do this same move, but on the other side of the room sometimes. When that
happens, dodge away from Nimbus instead of shuffling left to right as we suggested earlier.
When Nimbus appears low to the ground within the boundaries of the room, get away and to the
side of him. If you give him a chance, hell do exactly what he did to your party member earlier
in the Mission: stab you with a beam of light that will instantly kill you.
Nimbus has one more move that hell do, where he appears low to the ground and then spins two
energy beams around his head. You can avoid this in the same manner as you do when he
appears and lunges forward with an energy beam.
After about three to five minutes, Nimbus takes off and the fight will be over.
Mission Accomplished
Completing this Mission will earn you the Fire ROK spell.
The fight with Nimbus ends in a ceasefire between the dominion and Milites. For the time being,
youll be staying in a hotel behind enemy lines. Things are going to play out a little differently
during this next chapter.

Walkthrough Chapter 4: The Last Queens


Return to Oblivion
As we mentioned before, this chapter will be spent behind enemy lines in the Militesi capital city
of Ingram. You wont have much time to do Tasks and Events this time around, so make sure
you fully explore the city before committing to any Event that would steal your precious Free
Time.

Events, Tasks, and Expert Trials (First Break1 Day)


Events

Compare rows: Select


Location

Who

Reward

Note

Events

Compare rows: Select


Location

Who

Reward

Note

VIP Suite

Trey

Cutscene, X-Potion

VIP Suite

Sice

Cutscene, Hi-Potion

VIP Suite

Rem

Cutscene, Elixir

Hotel Armada

Aria

Cutscene, Hi-Potion

District 0709

Piett

Cutscene, Hi-Potion

District 0709

Imperial Trooper

Ether

District 0709

Imperial Trooper

Hi-Potion

District 0711

Jack

Cutscene, Hi-Potion

District 0711

Cater

Cutscene, Hi-Potion

District 0711

Imperial Trooper

Ether

District 0714

Imperial Trooper

Hi-Potion

District 0714

Eight

Mega-Potion

For More Information


If you want more information about the Tasks, Expert Trials, and Events in Final Fantasy Type-0
HD, refer to the Side Quests section of this guide.

Tasks in Ingram
There are a couple of Tasks in Ingram, but the requirements for completing them will be out of
your realm of possibilities right now. Come back and complete them on the second or third
playthrough.

Support From Akademeia

While you wont have access to Akademeias facilities during this time, Moglin and Aria will
show up at the entrance of the Hotel Armada to render you some assistance. Speak with Aria to
earn a Hi-Potion and gain access to her storefront. She wont have much, but anything is better
than nothing at this point.
You can also speak with Moglin to do a Simulated Battle or to skip ahead to the next Mission. If
youre in desperate need of some more levels for your party members, the Simulated Battles will
help, but we suggest you do past Missions at the Title Screen to level up faster.

Walkthrough Mission 6
Escaping the Imperial Capital
Mission Level: 23
S-Rank Requirements
Time Phantoma Casualties
25:00 90

Grand Foyer
As soon as you clear the first area and the energy wall drops, the SO will pop up for you to
accept. The Guest Registers are near the computers at the front desk in the next room.

Special Order
Acquisition Challenge: Procure two hotel Guest Registers.
Time Limit: 2:00

Effect: Haste 0:45


Reward: Elixir
Hotel Entrance (Safe Zone)
Hotel Armada
A ranged character is ideal for this area, because two imperial soldiers are standing on top of
trucks that you have no way to climb.

Special Order
Defeat the enemy commander using your active leader.
Time Limit: 2:00
Effect: Protect 0:45
Reward: Vitality Apparatus
District 0709

Special Order
Acquisition Challenge: Harvest three Phantoma.
Time Limit: 2:00
Effect: Haste 0:45
Reward: Elixir
District 0711
To complete the SO for this room, youll need to switch to your ranged character to take out the
Mid-sized Carrier.
Youll need to defeat the CO, who will appear after you take down the other soldiers and the
Mid-Sized Carrier, for the north gate to drop.

Special Order
Take down one Mid-Sized Carrier using your active leader.

Time Limit: 5:00


Effect: Freecast 1:00
Reward: Magic: Blizzard ROK-II
District 0714
Youll have to be on your guard in this room, as there are a couple of Colossus units running
amok. They are much easier to challenge with a melee fighter instead of a ranged one. Stand in
front of the Colossus to bait it into swinging at you. As soon as it stops and raises its arms, dodge
behind it and wait for Breaksight to appear, then strike. Youll make short work of it in no time.
Once youve defeated one of the Colossi the gate will drop, allowing you to access the second
half of the room. As soon as you approach the gate on the other end of the room, a Colossus CO
will appear. Defeat the Colossus CO to drop the energy wall and gain access to the next area.

Special Order
Combat Trial: Score three Breaksight strikes on a Colossus.
Time Limit: 4:00
Effect: Protect 0:45
Reward: [Machinas Weapon] Rune Rapiers
District 0720 (Safe Zone)
District 0722
A train car will roll up to the center of the room and imperial soldiers will jump off to engage
you. If you approach the north end of the area, a CO will enter the room from its north passage.
Defeat the CO to be able to exit the area.
District 0723
To complete the SO, you need to pick up three Army Notebooks scattered around the room.
Refer to the map for this room for each of the items locations.
Once you defeat the Colossus CO, youre free to move through the north passage.

Special Order
Acquisition Challenge: Collect three items located in this area.

Time Limit: 4:00


Effect: Haste 0:45
Reward: Elixir
District 0724

Shortly after entering this area, Supersoldier Akkad, a monstrous maniac carrying a brutally
large sword, will enter as well. He will stalk you through the train tunnels for the rest of the time
you are here. Killing him right now is nearly impossible, so your best bet is to avoid him
entirely.
If youre trying to complete the SO for this room, avoiding him is your job. Dont Lock-On to
him; just run to the other side of the room whenever he gets near you.

Special Order
Judgment Analysis: Monitor the freak Akkad.
Time Limit: 1:00
Effect: Regen 0:45

Reward: [Deuces Weapon] Platinum Piccolo


District 0725
Be swift about defeating the enemies in this room. You only need to kill the CO to exit the room,
but if youre going for the SO, youll need to hold off until youve killed at least two other
imperial soldiers first.

Special Order
Acquisition Challenge: Harvest three Phantoma.
Time Limit: 2:00
Effect: Invincible 0:30
Reward: Phoenix Down

District 0726
To complete this SO, you need to perform a Killsight strike on an Imperial Trooper, not the
Colossus. Youll need to be extra careful, because Troopers are in short supply and Akkad will
enter the room shortly after you do.

Special Order

Score a Killsight strike on one imperial trooper using your active leader.
Time Limit: 2:00
Effect: Aura 0:30
Reward: Elixir

District 0727

Dont worry about the CO in this room. Hell escape through the passage you entered from as
soon as you enter. It is possible to defeat him if you attack him as soon as you enter, but if you
want the SOs in the following rooms, youll have to head down the path he was going to take
anyway. Defeat the remaining Imperial Troopers, then head to the yellow diamond on your
minimap.
It turns out that the CO who ran from you was carrying the keycard to that door. Youll have to
backtrack to find him and obtain the keycard from him.
District 0726
A Colossus CO will be in the center of the room. Defeat it to open the path to area 14. Before
you leave, however, youll be given another SOthis time involving Akkad.

Special Order
Defeat the enemy commander using your active leader.
Time Limit: 5:00
Effect: Aura 1:00
Reward: Megalixir

Special Order
Casting Exam: Strike the freak Akkad with three spells.
Time Limit: 5:00
Effect: Haste 1:00
Reward: Phoenix Pinion
District 0728
The CO will be running up the ramp directly ahead of you. Chase him down and kill him to
obtain the Gate Key. Head back to area 13 whenever youre ready.
If youre doing the SO for this room, refer to the map to see where each of the Railway Maps
are.

Special Order
Acquisition Challenge: Collect three items located in this area.

Time Limit: 4:00


Effect: Freecast 0:45
Reward: Stormwyrm Armlet
District 0729 (Safe Zone)
District 0730
As soon as you enter the room, a timer will begin ticking down, marking when the train you
desperately need to be on is departing. You only have three minutes to defeat the CO and hop on
the train.
To make matters worse, as soon as you approach the ramp leading down to the lower level of the
room, Akkad will burst through the vent-like wall and begin pursuing you again.
The room is structured in a maze-like fashion. In order to navigate it, refer to the map below. As
soon as the CO has been killed, race around the trains to the yellow diamond on your minimap to
ride the train out of this area.
If youre trying to complete the SO for this room, refer to the map for all of the Formation Chart
locations.

Special Order
Acquisition Challenge: Collect three items located in this area.
Time Limit: 2:00
Effect: Haste 1:00
Reward: [Rems Weapon] Rune Daggers
Tiger Liner 703A (Safe Zone)
When you first enter this area, its completely safe. You can save, heal, and upgrade your
characters. If you move down the ramp just ahead, enemies will ride in on another train to try
and take you out.
Tiger Liner 703A Contd

Imperial Troopers and Airborne Troopers will do their best to hassle you, but if you switch to a
ranged character, you should have very few problems dealing with either of them.
Move north until you cant proceed any farther, then knock the large ramp down onto the train to
your right. As soon as you begin heading north after crossing over to the other train, an SO will
appear.
Continue defeating the imperial soldiers as you make your way up to the front of the train. Kick
down the second ramp and cross over to the other side to find the last two enemies in the area.
Once youve defeated them, youll be ushered to the next area.

Special Order
Take down three imperial troopers using your active leader.
Time Limit: 2:00
Effect: Protect 1:00
Reward: Icewyrm Armlet
Hold off on defeating the last two enemies if you want to grab the item on the north point of the
train.

Station 3348 (Safe Zone)

District 3348
Youll need to defeat all of the Imperial Troopers ahead of you to open the path to the northeast
passage. As soon as the energy shield drops, head north and youll encounter two trucks full of
Imperial Troopers. Well, there are two trucks, but we shouldnt say theyre full. A total of
three Troopers exit the backs of the trucks and try to take you out. Defeat them and the northeast
gate will open, revealing one more Trooper and a CO. Defeat the CO to get the gate down
permanently.
Defeating the CO first will allow you to loot the MPV-A1 Trunk Key from the surrendered
Trooper. Use the key to open the truck closer to the gate. Inside youll find two surrendered
soldiers. One will give you a Hi-Potion, while the other will give up the key to unlock the other
truck.

Special Order
Score Killsight strikes on two Imperial Troopers using your active leader.
Time Limit: 2:00
Effect: Protect 0:30
Reward: Firewyrm Armlet
District 3349
An Imperial Trooper with two Coeurls will bum-rush you as soon as you enter the room. Defeat
them and two more Imperial Troopers will appear. Knock them out as well, then approach the
western gate to get the CO to appear. Once youve defeated the CO, hell drop the key to the
truck located near the entrance of this area.
Run to the back of the truck and hit the Action button to open it. Enter the truck to find a Support
Serum.
District 3350

This area marks the beginning of a long pursuit by the scorpion-like Magitek Armor, Vajra.
Things will require more patience and timing from here until the end of the Mission, so be sure
to play it safe whenever Vajras around and keep your eyes open to either escape or attack the
mechanized arachnid.
There is a barricade blocking you from the north side of the room. Vajra will jump over the
barricade and challenge you directly. Its attacks come at you quickly, so stay alert.
Using a ranged character is a good idea for this fight. You can easily slide under Vajras legs to
escape it, so the best approach is to keep your distance, then slide under its legs whenever it
starts to back you into a corner.
After dealing enough damage, Vajra will climb away, and then begin firing at you from the
buildings north of you. Once this happens, the SO for the area will appear. The best way to
complete the SO is to head back around the corner toward where you entered from, then wait out
the timer. Vajra cant reach you from here, so patience is the only thing you need to complete
this SO.

Special Order
Evasion Drill: Avoid taking damage.
Time Limit: 1:00

Effect: Haste 1:00


Reward: Argentic Ring
To get to the north side of the room, stand behind the truck in the barricade and wait for Vajra to
fire. Vajras missile will destroy the truck, creating a passage for you. Head north and then do the
same thing again with the truck on the right side of the barricade, then enter the passage on your
right.
A-13 Building
Vajra will be just outside the building youre currently in. Switch to a ranged character and fire
on Vajra until it climbs up to the second floor. Stay to the right side of the room while running
toward the rubble. Vajra will fire a volley of missiles that is easily avoided if youre near the
rubble on the right side of the room.
Once Vajra leaves, head through the door behind you.
A-13 Building 1F (Safe Zone)
A-13 Building 2F
As you approach the end of the hall, a Snow Giant will swing in along the ceiling and attack you.
Using a ranged character in these tight quarters is recommended. A melee fighter can get
cornered or pressed against a wall, making it an easy target for the Snow Giant. If you keep
backing up while shooting the Snow Giant, then slide past it when it gets too close, you should
easily avoid most of its attacks.
Head through the first opening on the left side of the hall. There is another passage at the end of
the hall, but were going to hold off visiting there for now.

Special Order
Combat Trial: Score two Breaksight strikes on the Snow Giant.
Time Limit: 2:00
Effect: Endure 0:45
Reward: Gold Bracelet
A-13 Building Basement

The basement is loaded with Bat Eyes, all of which need to be killed for the energy shield to
drop. There is also another Snow Giant in this basement that is heading directly toward area 27,
so try not to race there.
Head through the northeast passage to reach the Underground Storeroom.
Underground Storeroom
Youll have to face off with two Snow Giants in this room. There is plenty of space to roam
around, so switch to your heaviest hitter and go to town on the ice creatures. You can hold off on
accepting the SO until at least one of them is at a single bar of health to help assure the SOs
completion.
Once youve defeated them, look in all corners of the room to claim your rewards: three Support
Serums. Once youve grabbed them all, head back up to area 25 and proceed down its north
passage.

Special Order
Defeat two snow giants using your active leader.
Time Limit: 1:30
Effect: Aura 0:30
Reward: Magic: Thunder ROK-II

Special Order
Acquisition Challenge: Collect two items located in this area.
Time Limit: 4:00
Effect: Invincible 0:30
Reward: [Queens Weapon] Rune Saber
Supply Route
There are a handful of Evil Eyes flying around this area that will need to be defeated to remove
the energy shield. The SO for this room can be surprisingly tricky. The first Supply List is in the
first room right after entering the area, while the second one is directly in front of the second
energy shield, hidden between two boxes.
Elevator Lobby

Special Order
Combat Trial: Score two Breaksight strikes on the Behemoth.
Time Limit: 2:00
Effect: Protect 0:30
Reward: Ignis Tertius, Vol. I
This room is pretty lousy. A gigantic Behemoth in an enclosed space is a cruel task to subject
anyone to, but here we are. Switch to your heaviest hitter and stay behind the Behemoth while
attacking it. If you see its tail raise slightly, dodge back, because its going to do a spinning
attack that will hit anyone near it.
Once the Behemoth is dead, an imperial soldier named Piett will enter the room. Defeating Piett
will land you a Hi-Potion.

A-13 Building Rooftop (Safe Zone)


Emergency Stairs

As soon as you approach the energy shield, Vajra will hop up on the roof youre on. Youll need
to watch it and memorize its pattern, then slide in and strike it when it stops firing. As soon as
you hit it a couple of times, itll drop off the roof.

Special Order
Acquisition Challenge: Harvest three Phantoma.
Time Limit: 2:00
Effect: Haste 1:00
Reward: Aegis Secunda, Vol. II
As you approach the stairs leading down to the ground floor, Vajra will hang from the roof of the
building behind you and begin firing missiles again. You can repel it by switching to your ranged
character and firing at it. You dont need to do a lot of damage to get Vajra to flee. Once its
gone, head down the stairs, take out the Imperial Troopers, and then move to the next area.

Special Order
Performance Evaluation: Attack Vajra until it retreats.
Time Limit: 7:00
Effect: Quick 1:00
Reward: Elixir
District 3352
Defeat the two Supersoldiers ahead to drop the energy shield blocking your path to the west side
of the room.
As soon as you approach the west side, the western gate will drop and two Colossus units will
walk out from behind it. This is a pretty tough fight. Your best bet is to try to divide and conquer,
but that strategy wont always work. Switch between targets when necessary to avoid getting
sandwiched between the two giant machines.
To complete the SO, Lock-On to the fuel tank on the left side of the path in front of the Colossus
units and wait for them to approach. As soon as you complete that SO, another one will pop up.
You just need to get the key to the trucks from the CO and then grab the items inside each truck
to complete that SO.

Special Order

Performance Evaluation: Use a fuel tank to damage an enemy.


Time Limit: 1:00
Effect: Quick 1:00
Reward: U1-Shock Damper

Special Order
Acquisition Challenge: Collect two items located in this area.
Time Limit: 3:00
Effect: Regen 1:00
Reward: Elixir
District 3360 (Safe Zone)
District 3361

Boss: Vajra

A ranged character is recommended for this fight. Use the strategies you relied on in all of your
other encounters to take down Vajra. Itll move a lot faster and more frequently, but youve
already seen all of its moves, so you know what to expect.
Like every boss youve faced up to this point, you only need to hit its Breaksight to knock it
down a peg. Once youve hit its Breaksight once, youll be given several opportunities in a row
to do it again. Vajra may move fast, but it doesnt have much in the way of health. It shouldnt
take more than one of these Breaksight breakdowns to put Vajra out of commission.
Mission Accomplished
For completing this Mission, youll receive Magic: Thunder ROK.
Youll start the next Free Time session at an abandoned house in the middle of the woods in the
Old Lorica Region. There isnt a whole lot to do at this point, except talk to your fellow
classmates to pass the time.
Events, Tasks, and Expert Trials (Second Break8 Hours)

If you want to skip forward to the next day, you can speak with Eight near the Relic Terminal
and hell give you the option to rest until morning.
Events

Compare rows: Select


Location

Who

Reward

Note

Abandoned House

Cater

Cutscene, Mega-Potion

Abandoned House

Cinque

Cutscene, Turbo Ether

Abandoned House

Deuce

Cutscene, Hi-Potion

Abandoned House

Queen

Cutscene, Hi-Potion

Once morning arrives, run back to the house and collect lCie Anshars Crystal just past the
Relic Terminal, then head out.
You need to get to Jubanla Region, but chocobos are strictly prohibited. Follow the yellow
diamond on your minimap to get to Jubanla and get ready to fight your way there. Without
chocobos to ride, youll run into plenty of random encounters. Once you reach Jubanla Region,
however, you need only reach the nearby airship to be rescued from behind enemy lines.

Walkthrough Chapter 5: The First Battle of


Judecca
Once back in Akademeia, head to Central Command to start an important cutscene.
Events, Tasks, and Expert Trials (First Break5 Days)
Moogle Classes

Compare rows: Select


FGHT-201: Applied Intro to Battle Basics

40,000
EXP

MAGC-201: Applied Intro to Basic Magic

Magic
Power
+1

HPUP-101: Fundamentals of Health I

HP +50

MPUP-101: Fundamentals of Magic Enhancement I

MP +10

Events

Compare rows: Select


Location

Who

Reward

Note

Airship
Landing

Ryo

Elixir

Airship
Landing

Ryid

Ether

Back Garden Cinque

Mega-Potion

Crystarium

Cutscene, Ether

Kazusas Lab Kazusa

Cutscene, Random Item

Must be done while you only have two to six


hours remaining.

Central
Command

Cutscene, Elixir

Play as Machina.

Cutscene, Hi-Potion

Quon

Cadetmaster

Ready Room Carla

Moogle Classes

Compare rows: Select


Ready Room

Class Twelfth
Moogle

Hi-Potion

Ready Room Enra

Ether

Terrace

Mega-Potion, What
Happened to Aria entry
added to the Rubicus.

Orderly

Terrace

Emina

Cutscene, Hi-Potion

Must be done while you only have two to six


hours remaining; you must speak with the
Sorcery Researcher before shell talk a second
time; can be done during your second break.

Lounge

Deuce

Mega-Potion

Tasks

Compare rows: Select


Location

Who

Task

Reward

Give one Phoenix


Mythril
Main Gate Logistics Officer Down to the Logistics
Gloves
Officer.
Fountain
Courtyard

Enra

Play as Rem and get an


S-Rank in the
Gold Bangle Second Playthrough
Covering the Cadets
Trial.

Crystarium Naghi

Find proof of the


Cactuar.

Central
Dominion
Command Officer

Defeat six Bombs for


Five Xthe Central Command
Potions
Officer.

Armory

Give the Guildsman


seven Fire Shards.

Guildsman

Note

Ballistic
Shield

The Cactuar can be found randomly


in the Airship Landing, the Back
Garden, the Terrace, and the
Chocobo Ranch. (It leaves behind an
item when discovered.)
You must defeat the Bombs in the
Jubanla Region, which you can gain
access by heading through the
Northern Corridor, west of Mi-Go.

Thunderbolt Must fight Bombs in the Rubrum


Armlet
Region.

Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

Sorcery
Researcher

Give the Sorcery


Researcher seven Cyan Crystal Shard
Phantoma.

Sorcery

Dr. Al-Rashia

Can be done in the Arena. You will


Defeat thirty enemies Twelve
need one of these Jeweled Rings to
with Blizzard BOM.
Jeweled Rings complete Quons Task in the first
Free Time of Chapter 7.

Lounge

Administration Give 800 SPP to the


Three
Official
Administration Official. Megalixirs

Sorcery

Expert Trials
Name

Covering the
Cadets

Level
Requirement
Level 38

Instructions
Class Zero must send a squad of six to regain
control of Mero.

Note
Second
Playthrough

For More Information


If you want more information about the Tasks, Expert Trials, and Events in Final Fantasy Type-0
HD, refer to the Side Quests section of this guide.

Mission Preparation
There wont be any airship trips during this Mission. Youll need to exit through the Main Gate
and head to your destination on foot or by chocobo. Once youve left Akademeia, go past
McTighe and then head east toward the Eibon Region. As soon as you approach the Eibon
Region, the Mission will begin.
We recommend you make Trey your active leader and upgrade his Charged Shot as high as you
can. A fully charged arrow from his bow will take out most enemies in a single shot, and he can
shoot from a distance to avoid damage. He is well equipped for almost every RTS Mission from
this point on.

Walkthrough Mission 7

The Reclamation of Eibon (RTS)


Mission Level: 23
S-Rank Requirements
Time Phantoma Casualties
25:00 11

Take Over Domains 1 and 2

You wont have direct control over the Main Camp, but thankfully theyre already producing
Blaze Units that are heading toward Domain 1. Domain 1 has the support of two other towns, so
if the Main Camp is ever going to take it, theyll need your support. Fight off each Infantry Unit
until the Main Camp units take Domain 1. Domain 1 and the Main Camp will then charge
Domain 2. Assist them in this endeavor.
Defend the Dominion Main Camp
Attackers from Domain 3 in the east and Domain 4 in the north will be sent directly to the Main
Camp. You need to defend the Main Camp for one minute and thirty seconds. Around forty-five
seconds in, a massive force from Domain 4 heads toward the Main Camp. Your forces heading
toward Domain 3 will be okay for the most part, so make sure to give Domain 4 some extra care
while checking in on the Domain 3 assault from time to time.
Once you complete this Mission, youll gain control of the Main Camps troops.
Neutralize the Energy Wall at Toguagh

Before you can take Toguagh, youre going to need more support. The energy wall around
Toguagh will regenerate far faster than you can damage it. Send the Main Camp troops to
Domain 3. Enras team has the passage from Domain 4 covered, so dont worry about it for
now.

Once Domain 3 has been captured, send the Main Camp troops to Toguagh and then head there
yourself. Colonel Faith, in his flying Magitek Armor, is guarding Toguagh. Youll need to force
him off of his post by moving in to attack him.
As soon as you approach him, hell immediately begin making his way to Domain 2. Attack him
as much as possible, but understand that you are very unlikely to prevent him from retaking
Domain 2. If you have any spells equipped to your active leader, unleash them on Colonel Faith
to increase your damage output momentarily.
Once Colonel Faith recaptures Domain 2, hell head toward Domain 1 and attempt to do the
same there. To stop him, you only need to lower his health to its yellow bar.
After Colonel Faith has fled, youll gain direct control of Domains 1 and 2. Send all of your
troops to Toguagh.

Invade Toguagh
After the energy wall is down, invade Toguagh.

Southern Square (Safe Zone)


Head through the north passage to reach area 2.
Main Street
Imperial soldiers stand waiting for you in the center of Main Street. Defeat this group, but dont
waste your time on the reinforcements that pop up from the north side of the area. They will
continually flow out of the area, so dont linger to try and mop them up.
Central Square
Colonel Faith is holding out in this area. You only have three minutes to challenge him, so focus
exclusively on him instead of the Imperial Troopers that are also roaming around the square. Just
before bringing Colonel Faith down once and for all, hell retreat, leaving Toguagh in your
hands.
Before you leave, head to area 4 via the southeast passage in area 1. Some of your allies have
been ambushed by Imperial soldiers and are desperately in need of your help.
Back Alley
You need to defeat the CO in this room to complete the rescue mission. Once the mission is
completed, youll be ushered back to the world map to continue the takeover of Eibon.
Neutralize the Energy Wall at Eibon

Before you can actually pull that task off, youll need to capture the rest of the battlefield. Tell
Domain 1 to produce Spark Units and send them to Domain 5; do the same with the Main Camp.
Domain 3 is producing Blaze Units and sending them to Domain 4 as well, so youll have a good
balance. Leave Domain 2 and Toguagh to keep Eibon busy.
Now assist your troops in taking Domains 4 and 5. Once Domain 4 is captured, Enras unit will
move up to help ward off the Colossus units from Domain 5 and also to help capture it.
Once Domain 5 is captured, Enras unit will move up to Eibon. All of your troops will
automatically head for Eibon, since its the last enemy domain on the map, so just stand by and
wait for the energy wall to drop.
Defeat Colonel Faith
Colonel Faith will appear on the field again as soon as the energy wall drops. Enra can distract
him while you invade Eibon, but dont risk it. Instead, help Enra fight Faith and bring him
down.
Invade Eibon
Dont let Colonel Faith get away. Follow him into Eibon!

West Stairs
A handful of Imperial soldiers will be right at the entrance of Eibon, ready to greet you in their
own special way. Defeat them, then head south. About halfway down the area, Colonel Faith will
reappear to harass you some more. He is extremely susceptible to Breaksight strikes. A single
Breaksight strike will drop him to the ground, giving you plenty of time to dole out damage.
After you take his health down to zero, hell take off again.
South Corridor
Several more Imperial soldiers will be waiting for you in this area, including the Magitek Armor
unit, Prometheus. These units fight just like Warriors, so take care of them in the same way you
would a Warrior.
East Corridor
Several Warriors and two Prometheus units are scattered along this area.
Main Stairs
Youll have to face off with more Warriors in this area.
Command Center
Imperial Troopers and Supersoldiers try and slow your progress to the conference room, where
the CO Lieutenant Colonel Berkeley is holding up. Once Berkeley has been defeated, the
Mission will be over.

Mission Accomplished
Youll earn the Blizzard SHG spell for completing this Mission.
Before you head back to Akademeia, you can enter Toguagh and do some gift and Phantoma
shopping. If you speak to the sitting man with the kid next to himhes one of the closest people
to the entranceyoull find out that his sight isnt good. In fact, he cant even see Toguaghs
monument. If you describe it to him by telling him Its hexagonal, About thirty feet, and its
Granite gray, hell reward you by giving you lCie Kannas Crystal.
Once youre done in Toguagh, head back to Akademeia.
Events, Tasks, and Expert Trials (Second Break5 Days)
Moogle Classes

Compare rows: Select


FRMG-102: Elementary Fire Magic
Fire Magic +1
II
ICMG-102: Elementary Ice Magic
Ice Magic +1
II

Moogle Classes

Compare rows: Select


LTMG-102: Elementary Lightning Lightning Magic
Magic II
+1
DFMG-201: Intermediate Defense Defense Magic
Magic I
+2
Events

Compare rows: Select


Location

Who

Reward

Note

Main Gate

Caetuna

Cutscene,

X-Potion

Fountain
Courtyard

Yano

Hi-Potion

Fountain
Courtyard

Dominion
Legionary

Ether

Airship Landing Orderly

MegaPotion,
Assign
Her to My
Custody
entry
added to
the
Rubicus.

Airship Landing Mutsuki

Hi-Potion

Airship Landing Ryo

Elixir

Cemetery

Gate

Cutscene,
Phoenix
Pinion

Crystarium

Hiiragi

Ether

Central
Command

Class Second
Moogle

Hi-Potion

This Event will only appear if you didnt complete it in the


last Free Time session.

Moogle Classes

Compare rows: Select

Ready Room

Orderly

X-Potion,
On
Second
Thought

entry
added to
the
Rubicus.

Lounge

Carla

N/A

Terrace

Kurasame

Cutscene, You must do this Event while Emina isnt around.


X-Potion Otherwise, you wont be able to access this Event.

You need to give her 10,000 Gil.

Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

Main Gate

Logistics Officer

Give three Mega-Potions to the Platinum


Logistics Officer.
Gloves

Fountain
Courtyard

Tokito

Give one Diamond Ore to Tokito.

Good-Luck Can be found in the Bethnel


Charm
Caverns.

Crystarium

Class Ninth
Cadet

Take three prisoners by


defeating enemy COs.

Protector
Ring

Central
Command

Dominion
Officer

Defeat one Striker.

The Strikers can be found in


Ten Elixirs the forests of the Eibon
Region.

Armory

Armory
Guildmaster

Defeat monsters in Bethnel


Give two chunks of Beast Flesh
Gold Bangle Caverns, second
to the Armory Guildmaster.
playthrough.

Sorcery

Sorcery
Researcher

Give ten Sepia Phantoma to the Crystal


Sorcery Researcher.
Shard

Lounge

Administration Give 1,000 SPP to the


Official
Administration Official.

Five
Phoenix
Down

Soldiers and their COs can


be found the forests of the
Mero Region.

Tasks

Compare rows: Select


Location
Terrace

Who
Kurasame

Task

Land twenty Killsight/Breaksight


Shock
strikes and report back to
Shield
Kurasame.

Outside of Akademeia
Location Who
Task
Toguagh Issei

Reward

Reward

Defeat a Dracoknight for Diamond


Issei.
Shield

Note
Can be done in the Arena.

Note
Must be fought on the Innsmouth Coast, second
playthrough.

Expert Trials

Compare rows: Select


Name

Level Requirement

Instructions

Note

Colonel Faiths
Revolt

Level 41

Class Zero must send a squad of six to foil


Colonel Faiths escape.

Second
Playthrough

Covering the
Cadets

Level 38

Class Zero must send a squad of six to regain


control of Mero.

Second
Playthrough

For More Information


If you want more information about the Tasks, Expert Trials, and Events in Final Fantasy Type-0
HD, refer to the Side Quests section of this guide.

An Extra Challenge
While most Expert Trials are meant to be played on your second and third playthroughs, if you
have six party members that are at level 30 or higher, you can challenge the Covering the
Cadets Expert Trial. Itll be a challenge, but if youre willing to abort the mission if things get
out of control, you can keep trying until you complete it. Youll earn a decent amount of EXP
doing this Expert Trial, and completing it will unlock it in the Missions menu on the Title Screen,
giving you the chance to redo it over and over to get your party powered up for the story
Missions to come.
The choice to try it is yours. If you decide you want to have a go at it, take a look at the Side
Quests section of the guide for a more in-depth look at this Mission.

Mission Preparation
Once youve used up all of your Free Time, head to the Airship Landing and speak with the
Dominion Tribune in the center of the landing. Youll have to pick two separate squads for this
and the next Mission, but youll get the chance to swap out your squad members after you
complete this next Mission, so nothing is set in stone. Youll get information for both Missions,
but the one you need to focus on is The Battle of Judecca.
Your first squad will consist of three party members. Pick your worst and least-used characters
for this one. Youll be able to swap the entire party at the start of Mission 9, which is when this
squad is supposed to come into play. Mission 8 is a real challenge, so youre going to want your
best party members under your control in order to handle what the game throws at you.
One last thing to note: Machina wont be available at this time, because he left the group.

Walkthrough Mission 8
The Battle of Judecca
Mission Level: 29
S-Rank Requirements
Compare rows: Select

Time

Phantoma

Casualties

35:00 (If the Eidolon is not summoned)

64

22:00 (If the Eidolon is summoned)

64

S-Rank in Mission 8
Getting an S-Rank in this Mission works a little differently than in the other Missions youve
done up to this point. The time limit is determined by whether or not a specific Eidolon (who we
arent naming here to avoid spoilers) comes to your aid during the boss fight at the end of this
Mission.
Aximo Deck

Youll start Mission 8 on the deck of an airship with a dragon attack in full force. Hop on the
autocannon on the right side of the airship deck and begin unloading on the incoming hoard.
Youll need to survive the dragon onslaught for one minute.

Special Order
Take down fifteen Wingverns using your active leader.
Time Limit: 1:30
Effect: Protect 0:30
Reward: [Eights Weapon] Killer Knuckles

The Wingverns will never show up near the propeller, so if you can see the propeller, move the
autocannon to the left. The hardest Wingverns to grab are the ones that show up in a blind spot
on the upper-left side of the screen. Make sure to check there if you havent seen any Wingverns
in a bit.

Special Order
Score a Killsight strike on Zuiun using your active leader.
Time Limit: 2:00
Effect: Invincible 0:15
Reward: Elixir
After the first dragon attack is over, a dragon CO named Zuiun will fly aboard your airship and a
new SO will appear. Give Zuiun the boot as quickly as you can and then get ready for another
autocannon battle.

Special Order
Take down twenty Wingverns using your active leader.
Time Limit: 1:30
Effect: Protect 0:30
Reward: Auric Ring
Hop back onto the autocannon and take out the incoming Wingvern attack in the same way you
did the first time. Youll have to hold out for one minute again, but this time the attack is a bit
more intense. Stay alert and move the camera slightly to the left if you can see the propeller and
youll end this attack swiftly.
After completing the second Wingvern attack, a Five-Star Dragon begins attacking the ship. This
bad beast isnt something youre going to be able to take down at this time, so keep shooting to
repel it.

Special Order
Evasion Drill: Avoid all attacks.
Time Limit: 1:00

Effect: Regen 0:30


Reward: Regal Armor
The best way to complete the SO is to hop off the autocannon every time the Five-Star Dragon
launches an attack at you, then immediately dodge to the far side of the airship, only heading
back when you hear the attacks hit the deck of the ship. It helps if your active leader isnt a slow
character, such as Trey, Jack, or Cinque. It helps even more if your active leader is a fast
character, such as Cater. Regardless, it can be incredibly difficult to avoid the dragons flurry of
attacks. Do your best to react quickly and get away from the autocannon as soon as you see
fireballs or lightning projectiles head your way.
Once you hear that the ship is about to be impacted by the Five-Star Dragon, the airship portion
of the Mission will be over.

Crash Site (Safe Zone)

Frozen Trail
The room is filled with stronger versions of Flame Flans and Bombs. Youll also have to face off
with a Dracoknight. These jumpy warriors can be a massive pain. They are incredibly evasive
and can block any of your attacks by spinning a lance around in front of themselves.

Special Order
Use your active leader to take down one crme brle with magic.
Time Limit: 1:00
Effect: Trance 0:30
Reward: Megalixir
Frozen Trail [2]
As soon as you clear the room of enemies, the dragon Seiku will enter the area. Your best bet for
challenging Seiku is to switch to a ranged character. Seiku moves a lot and its attacks hit a wide
area; your melee characters will have trouble trying to keep up with Seiku and avoiding its
attacks. If youre lucky enough to land a Breaksight strike, Seiku will drop to the ground,
allowing you to get some extra attacks on it.

Special Order
Score Killsight strikes on two Dracoknights using your active leader.
Time Limit: 2:00
Effect: Quick 0:30
Reward: Draco Medica
Frozen Trail [3]
A couple of Dracoknights, two Pyronades, and a Snowsquatch (the angrier, more ferocious
cousin of the Snow Giant) need to be defeated before you can leave the room.
Frozen Trail [4]

Another strong dragon opponent will be waiting for you in the center of the room. Mikazuchis
elemental attacks are brutal. Theyll often strike all around Mikazuchi, making Mikazuchi a very
dangerous opponent for melee characters. Still, using a melee character is the fastest way to
defeat Mikazuchi. If you have a heavy hitter like Jack, Nine, or Cinque, switch to him or her and
strike once or twice, then dodge. Repeat this method while staying behind Mikazuchi as
frequently as possible to defeat it.

Special Order
Take down Mikazuchi using your active leader.
Time Limit: 4:00
Effect: Endure 0:30
Reward: Ifrits Vulcan Form
Dominion HQ Pro Tem
Another dragon CO, this time named Ginga, will be in this area. As soon as you defeat it, the
area will become a small safe haven for your fellow Akademeia cadets.
Dominion HG Pro Tem (Safe Zone)
Move toward the waypoint on your minimap to find Naghi. Hell request that you rescue the
other Akademeia cadets that are being attacked by a vicious wyvern. There is a Knowing Tag in
this area. To get it, you must talk to the cadet lying on the ice, being healed by another cadet.
Dominion HQ Pro Tem [2] (Safe Zone)
Heal up at the Recovery Portal and save; this next section requires swiftness and perseverance.
You should make Jack your active leader for this next section, provided he isnt under-leveled.
His quick dodge and devastating sword strikes will help you defeat enemies as quickly as
possible, which is something youre definitely going to need.
Yugumo Approach
Youll need to defeat all of the enemies in this room to gain access to the next area.

Hidden Item

The item in this area is incredibly well hidden. It is actually stuck on the wall in the pit, which is
located directly in front of the entrance to this room. In order to grab the item, youll need to
stand directly above it. You wont be able to see the item itself, but a target will appear on it if
youre in the right position.

Yugumo Approach [2]


Youll have to fight another dragon CO if you want to exit this room. There is also a Recovery
Portal next to the passage leading to area 11.
Glacial Plain
Hold off on accepting the SO just yet. Youll only have a minute, and picking up items while
enemies are around can be an exercise in futility. For now, focus on defeating the Behemash and
its buddies.
Once youre ready to complete the SO, the item youre looking for can be found in the flaming
wreckage to the left of the southern passage.

Special Order
Acquisition Challenge: Retrieve a lost article from the airship wreckage.
Time Limit: 1:00
Effect: Invincible 0:15
Reward: Elixir
Yugumo Crash Site (Safe Zone)
The Yugumo
Do not waste time here. A timer will start ticking down, marking when your fellow cadets will
meet their demise at the hands of a Flyvern without your intervention. Defeat the enemies, then
race to the next area.
Hold off on this SO until youve cleared the room of enemies. When youre ready to complete it,
you can find the item just south of the west passage. Once its completed, head through the west
passage.

Special Order
Acquisition Challenge: Retrieve a lost article from the airship wreckage.
Time Limit: 1:00
Effect: Trance 0:30
Reward: Phoenix Down

Central Station
Fellow cadets are at the mercy of a vicious Flyvern. Youll need to scare the dragon off by
attacking it. After a few attacks, the dragon will fly off to another area, starting another timer.
Quickly defeat the enemies marked on your minimap. The location the dragon flies to is random,
so jump ahead in this guide to whatever room youre told to go next.
If youre trying to complete the SO, the item (a Knowing Tag) can be found in front of the
flaming wreckage near the center of the area.

Special Order
Acquisition Challenge: Retrieve a lost article from the airship wreckage.
Time Limit: 1:00
Effect: Trance 0:30
Reward: Megalixir

Eastern Station

The giant Flyvern is harassing a cadet in the center of the room. Youll need to fight the Flyvern
until you deal enough damage to scare it away. Once that is done, you need to kill the remaining
enemies, who are marked on your minimap. The cadet will thank you for the rescue with an
Ether.
As soon as the Flyvern leaves, the timer starts up again, so clear out of the room as quickly as
possible. Head through the south passage back into area 14, then proceed through area 14s west
passage to reach area 16.
Western Station
Youll find another cadet in danger of dying at the claws of the Flyvern. Attack the Flyvern until
you get it down to its yellow bar of health to scare it away again, then defeat the Snowsquatch to
save the cadet. The cadet will thank you by giving you a Mega-Potion.
Race to the south passage of this area to reach area 17.
Southern Station
Another cadet is in need of rescuing from the Flyvern. Take the Flyvern down to its yellow bar
of health and itll flee. Defeat the Demonicorn and the cadet will be safe. As a reward, youll be
given an Elixir.
Now, head south to reach area 14 again, then head through area 14s north passage to reach area
13 again. Proceed to the north end of the Yugumo and climb the ladder to reach area 12.
Heal, save, and then climb the ladder ahead to reach area 11.
Glacial Plain Revisited

Youll need to face off with Sanzashi and his Flyvern in this area. Sanzashi is riding on top of the
Flyverns head. To target him instead of the Flyvern, youll have to change targets with the Right
Analog Stick. Most of your attacks will likely damage the Flyvern, so you need to be careful if
you want to complete this areas SO.
The best time to hit Sanzashi is when the Flyvern lands on the ground. If you get the opportunity
to perform a Breaksight strike, the Flyvern will lay on the ground, making Sanzashi completely
vulnerable to your attacks.
The best time for a Breaksight strike is when the Flyvern begins charging a fireball in its mouth
while on the ground. The attack will pull you toward the Flyverns mouth, so you are going to
have to gamble a bit by continuously shooting at Sanzashi while being dragged in front of the
Flyverns mouth. Be aware that this leaves you vulnerable to a rather devastating attack,
however.
If you managed to keep the Flyvern alive, you can approach it to pick up an Aes Medica, which
is an incredibly powerful healing item.
When youre finished in this area, head through the north passage to reach area 10.

Special Order
Stop Sanzashi using your active leader without taking down his Flyvern.

Time Limit: 2:00


Effect: Quick 0:30
Reward: [Sices Weapon] Reapers Scythe

Dracobaltian Dreadnought (Safe Zone)


Go toward the north passage. Before you can reach it, youll encounter creatures called
Dracobaltians.
First Deck
About halfway down the path youll find a Dracobaltian. These nasty creatures will pull out
every trick in the book to kill your party as quickly as possible.
You must not, under any circumstances, stand still while there is a Dracobaltian in the room with
you. Always attack and dodge and attack and dodge, and so on. Dracobaltians can one-hit kill
you with two of their moves and can almost kill you in a single hit with a third.
Dracobaltians are hard to predict and they are also very squirrely. They can dig underground and
if they get their hands on you, youre done for. Theyll also try to jump on you. If they land on
you, expect to lose a huge chunk of health at the very least. Theyll also shoot out slime that, if it
hits one of your party members, will confine him or her to the ground, allowing the
Dracobaltians in the room to tear in to that party member.
Dracobaltians arent particularly resilient, meaning a few clean shots with a melee weapon
should take them out. Always be on your guard to avoid suffering one of their devastating
attacks, however.
For the SO, you need to pick up the item in front of the Dracobaltian to complete your
investigation.

Special Order
Intel Quest: Investigate the interior.
Time Limit: 3:00
Effect: Aura 0:30
Reward: U1-Shock Damper

Second Deck
You can find the item needed to complete the SO on the last outcropping before the passage
leading to the next area.

Special Order
Intel Quest: Investigate the interior.
Time Limit: 3:00
Effect: Aura 0:30
Reward: Elixir
Third Deck
This room is the same as the past two: a couple of Dracobaltians will be roaming around that
youll need to stay on guard for, and the item for the SO is on one of the outcroppings.

Special Order
Intel Quest: Investigate the interior.

Time Limit: 3:00


Effect: Aura 0:30
Reward: Plated Armor
Bottom Deck
Head down the path, following the yellow diamond on your minimap. As soon as you try to
leave the circular platform in the center of the room, itll begin to move. Youll be stuck on this
bizarre elevator while two waves of Dracobaltians attack you. Defeat both waves of
Dracobaltians to get the elevator to move again.
After the first wave, the elevator will drop and parts of the floor will break away, making your
already limited space even more limited. Once you clear this wave of Dracobaltians, head north
to enter area 22.
Dominion HQ Pro Tem [2] Revisited (Safe Zone)
Dominion HQ Pro Tem Revisited
The Five-Star Dragon, named Shinryu Celestia, who destroyed your airship is in this area trying
to eat Naghi. Luckily for Naghi, as soon as you approach, Shinryu Celestia will get up and fly
away.
Crystalline Cloudfield
Follow Naghi up the path. If youre trying to complete the SO, put your weapon away and follow
him. Before you cross the threshold into the next area, wait and dodge any attacks that come
your way.

Special Order
Combat Trial: Do not engage any enemies.
Time Limit: 1:00
Effect: Invisible 0:15
Reward: Magic: Blizzard MIS-II

Ark Moorage
You need to defeat all of the enemies in the area to make it safe for a friendly airship to land and
drop off supplies. Once youve cleared out all of the enemies, a Relic Terminal and Recovery
Portal will appear. Save and heal, because the boss is in the next room.

Special Order
Take down five Dracobaltians using your active leader.
Time Limit: 4:00
Effect: Trance 0:30
Reward: [Caters Weapon] Magicite Prime

Avoid the Waypoint


Dont step near the waypoint until youre good and ready to start the boss battle. The second you
reach the waypoint on your minimap, youll be whisked away to area 24.
Cimmerian Icefield

Special Order
Evasion Drill: Avoid taking damage.
Time Limit: 2:00
Effect: Aura 1:00
Reward: Crystal Ball

Boss: Shinryu Celestia

Shinryu Celestia is well beyond your ability to fight during this playthrough. A single hit is all
its going to take for her to kill any of your squad members. Struggle as you might, every one of
your party members is going to fall. That is your fate for this playthrough. Dont forget it; it will
be a motivator to come back and play again. Who knows? Maybe your next time around, Shinryu
Celestia will be the one to fall.
For now, if youre hoping to complete the SO, youll need to do it before your party is wiped. In
fact, youll need to do it before anyone is killed at the hands of Shinryu Celestia. Her attacks
involve firing fireballs and lightning projectiles. When she fires them, theyll come out in a
random pattern, so the best way to avoid them is to get as far away as possible. To make this
fight more difficult, you cant perform a Lock-On on Shinryu while shes in the darkness,
making it much harder to dodge her attacks. To keep track of her, look in the darkness for her
glowing, red eyes. This will help you at least keep track of her.

The easiest way we found to dodge her attacks is to stay near one end of the arena and wait for
her to attack. When she fires, race to the other side of the arena, keeping her in front of you at all
times. Shell always fire fireballs and lightning projectiles back to back, but shell sometimes
reverse what she fires first.
Once youve completed the SO, youll have to commit to the deed of having all of your party
members meet their untimely demise. Another SO will pop up, this time requesting you defeat
Shinryu Celestia. You cant complete the SO if you let your party be defeated, however.
Once your party has been wiped out, youll gain control of a new Eidolon. To kill Celestia in the
most excellent way possible, youll need to hold down the Command 1 button to charge your
most powerful attack to full power. If you take any damage while charging the attack, youll lose
the charge, so you need to get Celestia to stop moving first.
Continually attack her with your Command 1 button or do shorter charges on your secondary
attack until you deplete her health. A Breaksight strike opportunity will appear. After a
Breaksight strike, shell hold still long enough for you to fully charge your ultimate attack.
Enjoy.

Special Order

Slay Shinryu Celestia using your active leader.


Time Limit: 5:00
Effect: Aura 1:00
Reward: [Treys Weapon] Venom Bow
Mission Accomplished
Youll earn Magic: Fire MIS for completing this Mission with the use of the Eidolon. Youll
receive a different item if you complete this Mission without the help of the Eidolon (see
Playthrough Two for details).

Walkthrough Chapter 6: Terra


MortisKhalias Decision

This chapter only has one Mission and no Free Time. Its all about the battle at the Big Bridge.
Youll start this chapter at the Staging Point, a camp on the front line of the battle for the Big
Bridge. You can do a few Simulated Battles by talking to Moglin or do some shopping with the
orderly. You can also shop with Tachibana, but he doesnt really have much you can use at the
moment.
When youre ready to begin, speak with Kurasame.

Mission Preparation
Kurasame will offer you the ability to bring back five Class Zero members from Concordia,
meaning youll be able to bring over five of the characters you sent to the Battle of Judecca. You
shouldnt bring Rem, because there is a crystal jammer nearby and shes not a true member of
Class Zero (meaning her abilities would be completely nullified). Choose your strongest and best
five characters to fight for the Big Bridge.

Walkthrough Mission 9
The Clash on Big Bridge
Mission Level: 32
S-Rank Requirements
Time Phantoma Casualties
25:00 108

Last Line
As soon as you accept the SO for this area, you can just sit back and wait for the timer to tick
down. Theres no reason for you to put yourself in harms way.

Special Order
Evasion Drill: Avoid enemy fire.
Time Limit: 1:00

Effect: Protect 0:30


Reward: Elixir
Second Line
Youll need to take out the CO in this area to advance to area 3. The CO is using flying Magitek
Armor, so make sure to switch to a ranged character to take him down faster.
First Line
Youll have to wait for a minute and a half to get support from your comrades. In the mean time,
Colossus units will try and take the First Line. Try and hold them off for as long as you can until
the timer runs out. Once it does, youll be able to perform airstrikes to devastate the remaining
Colossus units.

Special Order
Endurance Test: Allow no casualties.
Time Limit: 2:00
Effect: Aura 0:30
Reward: Fire MIS-II
Border Plains (Safe Zone)

Former Encampment
Youll need to defeat the Warrior CO to move on to area 6.

Special Order
Score Killsight strikes on four imperial troopers using your active leader.
Time Limit: 1:00
Effect: Protect 0:30
Reward: Elixir
East Bank
You need to defeat all of the enemies marked on your minimap to get the bridge to open up for
you. Once it does, a couple of Warriors, one of which is a CO, will enter the area. Defeat the CO
to move on.

The special SO for this area wont appear until after you open the bridge, so make sure to reject
any other SOs and hold off on killing the CO until you have the SO listed below.

Special Order
Take down three Warriors using your active leader.
Time Limit: 1:30
Effect: Protect 0:30
Reward: [Jacks Weapon] Black Widow
Big Bridge
You need to defeat all of the enemies marked on your minimap. As soon as you defeat the first
set of marked enemies, the center of the Big Bridge will lower and another set of enemies,
including a Colossus, will enter the area.
The SO will appear as soon as you defeat the second set of marked enemies. The western end of
the bridge will drop and two Colossi, along with an Imperial Trooper CO, will enter the area.
Refrain from killing the CO to the best of your abilities by avoiding any wide-ranged attacks that
he might get caught in.

Special Order
Take down two Colossi using your active leader.
Time Limit: 2:00
Effect: Invincible 1:00
Reward: Thunder MIS-II
East Bank Revisited
Once youve taken the Big Bridge, a Relic Terminal and Recovery Portal will appear. When you
try and move to the next area, youll be cut off by several Colossi. At this point youll need to
select a character to fight a group of Colossi alone. We are big fans of Jack, but if you have a
favorite melee fighter, go ahead and use him or her. We cant recommend ranged fighters,
however, but the choice is ultimately yours.
Whoever you choose, that character will not be usable for a short period of time after you defend
Big Bridge.

Special Order
Score Killsight strikes on five enemies using your active leader. (This SO will not appear until
you have defeated the three Colossi that start in the area.)
Time Limit: 2:00
Effect: Protect 0:30
Reward: Topaz Shield
Youll have to destroy three Colossi, but once you do, several marked Imperial soldiers will pour
into the area. After fighting several waves of marked enemies, a CO will enter the room. Defeat
him and youll be given the chance to change your party, then youll be sent to area 8 to destroy
the magic jammer MA.

West Bank [2]


Major Ernst will be piloting the crystal jammer MA. If you took the SO, youll want to defeat
him as soon as possible. His front machine guns pack a punch, so stick to his sides. Other than
that he wont give you too much trouble. He remains stationary during the entire fight.
Once hes been defeated, you regain the

Special Order
Defeat the enemy commander using your active leader.
Time Limit: 1:00
Effect: Aura 0:30
Reward: Elixir
ability to select the character you sent to fight the Colossi at area 6 and Rems magic abilities
will also be usable again. Once youve selected your party, youll be sent back to area 8, which
now has a Relic Terminal and Recovery Portal.
Fortified Area
The flying MAs youve only seen as bosses and COs are common enemies in this area. They
move quickly, so switch to your ranged character to bring them down.
Youll also need to defeat every marked enemy in the area to be able to move on to area 10.

Special Order
Destroy one Helldiver using your active leader.
Time Limit: 1:00
Effect: Freecast 0:45
Reward: Blaze Armlet

Fortified Area [2]

On the south end of the area are several Imperial Troopers and a Nymurod that are unreachable
due to the rubble scattered all around them. You can either ignore them and move on to area 11,
or use a ranged character to take them out.

Special Order
Score Killsight strikes on three Shock Troopers using your active leader.
Time Limit: 1:00
Effect: Protect 0:30
Reward: Elixir
Airbase M-680
You need to destroy the Helldivers in this area to progress. You also need to wait until two
minutes pass before you can gain the ability to call in airstrikes. After a minute and a half ticks
down on the timer, if youve killed the first two Helldivers, two more Helldivers will fly in.
Hold off on destroying the Helldivers until the timer runs out. If you destroy all of the Helldivers,
you wont be able to complete the SO.
Head through the south passage, instead of following the yellow-diamond waypoint through the
north passage.

Special Order
Take down a Helldiver with support from the Bahamut Squad using your active leader.
Time Limit: 1:00
Effect: Protect 0:15
Reward: Fulgur Tertius, Vol. II
Airbase M-680 [2]
Youll need to defeat several enemy soldiers and Helldivers to get the CO to enter the area. Once
he has, wait a second before attacking him. The SO wont pop up immediately and youll need
the CO alive if you plan on completing it.
Head back to area 11 and proceed through its north passage to reach area 13.

Special Order

Defeat the enemy commander using your active leader.


Time Limit: 1:30
Effect: Aura 0:30
Reward: [Nines Weapon] Knights Lance
Field Artillery Station (Safe Zone)

Heavy Artillery Depot

Special Order
Destroy three Colossi using your active leader.
Time Limit: 2:00
Effect: Aura 1:00
Reward: Phoenix Pinion
Youll need to defeat four Colossi to get the CO to appear. Once the CO shows up, defeat him to
shut down the giant turret. He hits hard, so use a ranged character and hide behind cover, peaking
out only to attack a few times, then diving right back into cover.
The giant turret was preventing an air strike from blowing up the facility, but with the turret
disabled, your allies wont have any trouble destroying it, even with you in it. Youll have eight
minutes to get out of the enemy base and to safety. Head back to area 13 immediately.
Field Artillery Station Revisited
You dont need to defeat any of the enemies in this area to move on to the next one. Only stay
long enough to complete the SO, if youre interested in doing it. Then get out of there quickly.

Special Order
Score Killsight strikes on two shock troopers using your active leader.
Time Limit: 1:00
Effect: Protect 0:30
Reward: Elixir
Airbase M-680 Revisited

Special Order
Score Killsight strikes on two enemies using your active leader.
Time Limit: 1:00
Effect: Invincible 1:00

Reward: Elixir
The Keycard you grabbed in the last area can be used on the small building on the west side of
this area. There are two more Keycards in this area that will also open small buildings like the
one in here.
Once youre done in this area, if you still have five or more minutes remaining, you can re-enter
area 12, via the south passage in this area. There are two more small buildings housing items in
area 12, and you happen to have two Keycards. Just know that once you grab the items, several
enemies will storm in through area 12s entrance, which will slow you down a good bit.
Once youve collected the items, or if you decide not to go and get them, head through the east
passage to reach area 10.
Airbase M-680 [2] Revisited

Fortified Area [2] Revisited


You can find two more Keycards in this area and another small building housing an item (refer
to the map).

Special Order
Acquisition Challenge: Obtain a Keycard.
Time Limit: 1:00
Effect: Invincible 1:00
Reward: Megalixir
Fortified Area Revisited (Safe Zone)

Special Order
Acquisition Challenge: Retrieve a Knowing Tag from a fallen Dominion legionary.
Time Limit: 1:00
Effect: Invincible 1:00
Reward: Glacies Tertia, Vol. II
West Bank Revisited (Safe Zone)
Once you reach this area, the timer will stop ticking down. Save and healthe boss is in the next
room.

Boss: Gilgamesh

It is very unlikely that youll defeat Gilgamesh during this playthrough. His level is significantly
higher than yours and his damage output is well beyond your ability to endure. Once hes wiped
out your entire team, the Mission will be over.
If you must try, then switch to a ranged character and keep your distance at all times. Hell
perform a spinning attack, then swing his sword straight down, slamming into the ground. He
can do this combination up to two times in a row, but his Breaksight will always appear once
hes finished the combo. If you hit him with a Breaksight strike, hell kneel to the ground,
allowing you to strike him four to five times. Repeat this process until either Gilgamesh or Class
Zero is defeated to complete the Mission.
Mission Accomplished
For completing this Mission, you will gain the ability to summon the Odin Eidolon and the
orderly in Classroom Zero will begin selling Hi-Potions.

Walkthrough Chapter 7: Fate of the CrystalThe Endless Battle


Youll have a whopping eight days to spend during your Free Time, which is more than enough
to do most of the Tasks and Events available during this time.

Events, Tasks, and Expert Trials (First Break8 Days)


Moogle Classes

Compare rows: Select


FGHT-301: Advanced Battle Basics

100,000 EXP

MAGC-301: Topics in Basic Magic

Magic Power +1

HPUP-102: Fundamentals of Health II

Max HP +50

MPUP-102: Fundamentals of Magic


Enhancement II

Max MP +20

Events

Compare rows: Select


Location

Who

Reward

Note

Main Gate

Yamato

Elixir

Airship Landing

Izumo

Elixir

Altocrystarium

Queen

MegaPotion

Hallway

Naghi

Cutscene

You must have completed all other Naghi Events for


this one to appear.

Classroom Zero

Rem/Trey

Cutscene,
Phoenix
Pinion

Back Garden

Machina

MegaPotion

Cemetery

Gate

Cutscene,
Phoenix
Pinion

Crystarium

Class Ninth Moogle X-Potion

Armory/Kazusas
Lab

Kazusa

Cutscene, There must be 6 or less hours left in the day in order


Random to talk to Kazusa. Refer to the Side Quests Section
Item
of this guide for details.

Kazusas Lab

Kazusa

Cutscene, You must obtain an Eyeball Specimen from Naghi in

Moogle Classes

Compare rows: Select


Ether

Central Command.

Central Command Seven

Cutscene,
BOM
Magic
After doing Mutsuki request.
Power
+10

Central Command Shijima

Elixir

Armory

Ryid

Cutscene,
After completing his Task.
Attack +3

Lounge

Carla

N/A

Terrace/Sorcery

Emina/Sorcery
Researcher

There must be 6 or less hours left in the day in order


Cutscene to do Emina Events. Refer to the Side Quests
Section of this guide for details.

Terrace

Tokito

X-Potion

You have to give her 100,000 Gil.

This Event can only be done while Emina isnt on the


Terrace.

Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

Main Gate Logistics Officer

Give three Mega-Remedies to Ten Xthe Logistics Officer.


Potions

Classroom Kurasames
Zero
Tonberry

Land thirty Killsight/Breaksight


Shock
strikes and report back to
Armor
Kurasames Tonberry.

Can be done in Akademeias


Arena.

Crystarium Naghi

Obtain Kurasames Knowing


Tag.

X-Potion

It is found near Bethnel


Caverns; this Event can only
be done after giving Kazusa
the Eyeball Specimen.

Central
Dominion
Command Officer

Defeat ten Ankhegs.

Three
Megalixirs

The Ankhegs must be


defeated in the Old Lorica
Region.

Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

Armory

Ryid

Obtain Lorican Diary.

Crystal
Gloves

Armory

Mutsuki

Obtain one Dark Matter for


Mutsuki.

Diamond
Ring

Dropped by Malboros in the


Roshana Province.

Armory

Guildsman

Retrieve ten Turtle Shells for


the Guildsman.

Diamond
Gloves

You must defeat the


Adamantoise in Innsmouth
Coast.

Sorcery

Quon

Obtain one Jeweled Ring for


Quon.

Dominion
Helmet

You get the ring from Dr. AlRashias Task in the first Free
Time of Chapter 5.

Sorcery

Sorcery
Researcher

Magic:
Give fifteen Mauve Phantoma
Thunder
to the Sorcery Researcher.
MIS

Lounge

Cadetmaster

Give 1500 SPP to the


Cadetmaster.

Five Phoenix

Pinions

Outside of Akademeia
Compare rows: Select
Location
Cetme

Roshana

Rama

Who

Task

Reward

Note

Yatsude

Defeat twenty
Quake Killer
Imperial Troopers.

Can be done in any location; you cannot


reach Cetme until completing the
Operation Sticky Fingers Expert Trial.

Subaru

Defeat fifteen
Mandragoras in
the Roshana
Province.

You cannot enter Roshana until completing


the Operation Dragon Slayer Expert Trial
or until you complete Mission 10.

Gold Anklet

Defeat two
Yukisato Marduks in the
Crystal Shard
Roshana Province.

Marduks are found in the forests of the


Roshana Province; you cannot enter Rama
until completing the Operation Dragon
Slayer Expert Trial or until you complete
Mission 10.

Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

Iron Giants can be found in the Silent Key;


you cannot enter Bazz until completing the
Operation Homecoming Expert Trial.

Bazz

Sakuya

Defeat an Iron
Giant.

Azurr

Okita

Defeat eight
Gold Bangle, MPV- You cannot enter Azurr until completing the
Floating Eyes for
B2 Trunk Key
Climactic Clash at Azurr Expert Trial.
Okita.

Expert Trials
Name

Growth Egg

Level
Requirement

Operation Sticky
Level 46
Fingers

Instructions
Class Zero must send a squad of four to Cetme to
locate an officer who is said to have valuable intel.

Note
Second
Playthrough

Mission Preparation
Head to Classroom Zero to get instructions for your next Mission, once youve used all of your
Free Time. Head to the Airship Landing and charter a flight to Roshana.
You can enter Roshana or Rama and shop, complete a Task, or earn more lCie Crystals (check
the Side Quests section of this guide). Once you reach the border of Rilochy youll be
prompted to begin the next Mission.
As a reminder, we suggest you bring Trey to all RTS Missions. Hes especially effective in this
fight, as there are a lot of airborne enemies that perform ranged attacksa perfect combination
for Trey to show off his attack range.
You should also make a point to have a secondary ranged character at the top of your Reserves
list when youre preparing for this Mission. There are a lot of squirrely flying enemies that will
give both Trey and your melee characters a hard time, especially at the end of the Mission. We
recommend Ace, but Cater, Seven, and King work just as well.

Walkthrough Mission 10
The Kingdoms Final Hours (RTS)

Mission Level: 34
S-Rank Requirements
Time Mission Casualties
35:00 9

Neutralize the Energy Wall Around Shakara


Before you attempt to take out Shakaras energy wall, youre going to need to get more support.
Shakaras got a nasty dragon called an Atmosvern that is all too happy to destroy any and all
who approach the town. Start by assisting the Main Camps troops in taking over Domain 2.
Once the Main Camps troops approach Domain 2, the Atmosvern will move to counterattack
them. Youll need to take its health down to its yellow bar in order to scare the unruly reptile
away from your allies. Be careful, however: a single fireball will more than likely put your active
leader out of commission. And if youre using Trey like we suggested, it will make the Mission a
whole lot harder if you lose him.
When the Atmosvern flees the area, continue with the takeover of Domain 2. After its been
captured, Domain 2 will send its forces to Shakara automatically. Head over to Shakara and help
push the assault forward.
Infiltrate Shakara

Once the energy wall has been dropped, Shakara will be open to invasion. Waste no time in
taking it over with Class Zero.

Trat Gardens
There is only one room in Shakara. Youll need to defeat a Dualistag and a Red Demonicorn to
force out the commander in control of Shakara. The commander is a Dracoknight named
Tonogiri. He has a good bit of health, packs a punch, and also has Haste cast on him, so stay
moving and dont let him get in close to you.
You might want to switch your active leader to a melee fighter, if one is in your squad. If not,
switching to anyone besides Trey is a smart move during this fight. Treys weakness is fastmoving enemies, which makes Tonogiri his poison. Just make sure to switch back to Trey once
the fight is over and before youre ushered back to the world map.
Collect Tonogiris Phantoma
Once Tonogiri has been defeated, Moglin will request that you absorb Tonogiris Phantoma. Its
a simple Mission, but completing it will add to your Mission completion total at the end of this
RTS.
Neutralize the Energy Wall at Rilochy

Once youre back on the world map, your next Mission will be to neutralize the energy wall
around Rilochy. Once again, youll need more troops to accomplish that task. Start by ordering
Shakaras military to attack Domain 3.
To add to the madness, the Atmosvern will appear and fly directly toward Domain 1, attacking
the town as soon as it reaches it. Shoot the wyvern a few times to scare it away, then help your
allies take over Domain 3. Youll need to hurry: the Atmosvern will plant itself between Domain
2 and Domain 4, activing as a barricade to prevent your troops from reaching Domain 4 while
letting enemy troops have full reign over Domain 2.
As soon as your troops reach Domain 3, the Atmosvern will fly over and begin defending the
town. The wyvern will make a stand this time, so the only option is to defeat it to allow your
troops to reach Domain 3.
With the Atmosvern out of the way, your allies from Domain 2 will have no problem capturing
Domain 4 on their own. Once both Domains 3 and 4 are captured, head to Rilochy and wait for
the energy wall to drop.

Infiltrate Rilochy
Once the energy wall drops, itll be time to invade Rilochy.
Town of Rilochy
There are several Dracoknights in Rilochy, so switching your active leader to someone other
than Trey is a good idea. Capturing Rilochy will end the Mission, so you dont have to worry
about swapping Trey back to your active leader once Rilochy is in your possession.
Head toward the northeast passage to reach area 2.
Main Street
Youll be met with a lot of resistance in the form of a variety of flying enemies in this area;
youll also have to deal with Cryonades and an Ironfist Giant, which is a beefed-up version of the
Snow Giant and Snowsquatch.
Clear the room of enemies, then move through the southeast passage to reach the final area in
Rilochy.
Town Square

Defeat six Wingverns and a Diepvern and Rilochy will be yours. Youll need to take out the first
two Wingverns before you can reach the Diepvern, as the Diepvern is in the lower part of the
area, hiding behind an energy wall.
Once Rilochy is yours, youll be transported to Mahamayuri, the royal capital of Concordia.
Storm Mahamayuri

This is the final stretch of Mission 10. Reach Mahamayuri and the battle will be yours. The road
to the royal capital is one long, narrow road guarded by three Flyverns. Dont get hung up on the
Flyverns: hop on a chocobo, ride right past the Flyverns to the capitals doorstep, and the
Mission will be complete.
Mission Complete
After you reach Mahamayuri youll be ushered back to Akademeia to start your second Free
Time session.
Events, Tasks, and Expert Trials (Second Break6 Days)

Moogle Classes

Compare rows: Select


DFMG-202: Intermediate Defense
Magic II

Defense Magic +2

FRMG-201: Intermediate Fire Magic I

Fire Magic +2

ICMG-201: Intermediate Ice Magic I

Ice Magic +2

LTMG-201: Intermediate Lightning


Magic I

Lightning Magic
+2

Events

Compare rows: Select


Location
Airship Landing

Who

Reward

Note

Hiruhata

Mega-Ether

Hallway

Quon

Cutscene,
Magic
Power +5

You will only be able to complete this Event if you


have completed all of his Tasks and Events up to this
point.

Classroom Zero

Tonberry

Ether

Classroom Zero

Deuce

Cutscene,
X-Potion

Back Garden

Ace

MegaPotion

Cemetery

Gate

Cutscene,
Megalixir

Armory/Kazusas
Lab

Kazusa

Cutscene,
Random
Item

There must be 6 or less hours left in the day in order


to talk to Kazusa. Refer to the Side Quests Section
of this guide for details.

Armory

Class Eleventh
Moogle

Mega-Ether

Ready Room

Carla

222,000 Gil

Ready Room

Carla

Cutscene, This Event only appears after doing all of Carlas


Sublimation Tasks and Events up to this point.

The amount of Gil Carla gives you is dependent on


how much youve given her up to this point.

Moogle Classes

Compare rows: Select


Ring
Lounge

Seven

MegaPotion

Terrace/Sorcery

Emina/Sorcery
Researcher

Cutscene,
Random
Item

There must be 6 or less hours left in the day in order


to do Emina Events. Refer to the Side Quests
Section of this guide for details.

Tasks

Compare rows: Select


Location
Main Gate

Who
Logistics
Officer

Task
Give five Megalixirs to the
Logistics Officer.

Reward
Stalwart
Ring

Note

Class Ninth
Crystarium
Cadet

Take ten prisoners by


defeating enemy COs in the Ballistic
forests of the East Nesher Shield
Region.

Before you can undertake this


Task, you must first complete the
Colonel Faiths Last Stand
Expert Trial.

Crystarium Provost

Get information about the


pre-RG era.

Found in the Silent Key, which is


in the Veill Desolands.

Central
Command

Chancellor
Chival VI

Able to wear
Reach the SP Rank of
Formal
Second or third playthrough
Commander (50,000+ SPP).
Attire.

Central
Command

Commandant Defeat six Sand Worms.

Armory

Armory
Guildmaster

Retrieve one Darksoul


Swarm for the Armory
Guildmaster.

Sorcery

Sorcery
Researcher

Obtain one Ivory Phantoma


Crystal Shard
for the Sorcery Researcher.

Lounge

Cadetmaster

Give 2000 SPP to the


Cadetmaster.

Gold Anklet

Diamond
Bangle

Soul of
Thamasa

Crystal Ball

Outside of Akademeia
Compare rows: Select
Location

Who

Task

Reward

Note

Shakara

Ametsuchi

Defeat ten Bombs in the Rilochy Blaze


Province.
Armlet

Rilochy

Akari

Defeat ten Flame Flans in the


Rilochy Province.

They are more common on the


plains of Rilochy.

Amiter

Otokusa

Defeat ninety-nine Lesser Lopros Grand


in the Dragon Sanctuary.
Bangle

Cetme

Yatsude

Defeat twenty Imperial Troopers


You can complete this in
Quake Killer
in Cetme.
Akademeias Arena.

Mythril
Gloves

Second playthrough

For More Information


If you want more information about the Tasks, Expert Trials, and Events in Final Fantasy Type-0
HD, refer to the Side Quests section of this guide.

Mission Preparation
This will be your last full Free Time session, so make sure to do everything you want to do.
Once you begin the next Mission, the game will continually move toward the end of the story
and you wont be able to leave Akademeia any longer. The next Mission only consists of a single
boss battle.
When youve used up your Free Time, speak with the Commandant in Central Command, then
head to Classroom Zero and speak with Moglin to get the details of the next Mission. Head to the
Airship Landing and speak with the Dominion Tribune to be escorted to the Mission zone.
Machina wont be selectable for this Mission, as he has left the party once again.
Bring your best ranged character to this fight, but make sure its not Trey. The boss is too fast for
Treys slow-but-precise attack style. Cater with her Elementillery ability equipped and upgraded
with ice and lightning shots is absolutely wonderful during this fight. Just make sure not to put
the Magicite Pistol on her, or hold off on firing during the Combat Trial: Refrain from using
magic for five minutes SO.

Walkthrough Mission 11
Capturing the Imperial Capital

Mission Level: 36
S-Rank Requirements
Time Phantoma Casualties
1:00 0

Special Order
Land a Lightning-type attack in under fifteen seconds using your active leader. [It doesnt need
to be a magical attack, just elemental.]
Time Limit: 0:15
Effect: Freecast 0:15
Reward: Thunderbolt Armlet

Special Order
Land an Ice-type attack in under fifteen seconds using your active leader. [It doesnt need to be a
magical attack, just elemental.]
Time Limit: 0:15
Effect: Freecast 0:15
Reward: Arctic Armlet

Special Order
Combat Trial: Refrain from using magic for five minutes. [Caters Magicite Pistol counts as
using magic, so dont fire it if you have it equipped.]
Time Limit: 5:00
Effect: Aura 0:30
Reward: [Nines Weapon] Wildfire Spear

Special Order
Land thirty attacks in under five minutes using your active leader.
Time Limit: 5:00

Effect: Endure 0:30


Reward: Ribbon

Special Order
Land a Fire-type attack in under fifteen seconds using your active leader. [It doesnt need to be a
magical attack, just elemental.]
Time Limit: 0:15
Effect: Freecast 0:15
Reward: Blaze Armlet

Boss: General Qator Bashtar

One of the first bosses you fought in this game, General Bashtar, is out to settle the score. Not
much has changed from the last time you fought him. Hes still incredibly fast and youll need to
wait for a Breaksight strike opportunity to really damage him, but he is definitely stronger than
when you last met him.

Bashtar is all bluster: he may move fast and look menacing, but his moves are still as simple as
they were last time. Hell dash around the room faster than you can keep up with, but any time
he pauses, it means an attack is on its way. You can avoid pretty much every attack by dodging
to the left or right whenever you see Bashtar pause.
Bashtars Breaksight will pop up frequently, but only for a moment. The most consistent way to
hit it is to never stop unloading on him. A bullet will hit his Breaksight sooner rather than later,
which will send him crumpling to the ground. When he has fallen to the ground, several
Breaksight strike opportunities will pop up until he gets on his feet again.
It only takes two or three Breaksight strikes that result in him falling to the ground to defeat
Bashtar.
Mission Accomplished

Completing this Mission will net you the Fire BOM-II spell.
Youll need to head back to Akademeia on foot; the Return to Akademeia option isnt
available at this time. There isnt anything that will prevent you from reaching the academy, so
hop on a chocobo and head home. The yellow waypoint on your minimap will guide you there.

Walkthrough Chapter 8: Verdict: Finis

Upon re-entering Akademeia, it becomes immediately apparent that things are not right. From
the Main Gate, head to the Fountain Courtyard. Roaming around the courtyard is a Rursan

Reaver. If you manage to kill it without being killed yourself, the Rursan Reaver will just
resurrect and try to kill you again. Avoid it for now and move on.
Before you head through the north doors to reach the Entrance, you can head to the Airship
Landing to find a couple more Knowing Tags. Once you go through the doors to the Entrance,
you wont be able to leave again, so grab the Knowing Tags now or lose them until you reach
this point again on your second playthrough.
Once you reach the Entrance, a cutscene will play. After it completes, enter Classroom Zero and
head toward the front of the classroom. After a couple more cutscenes play, head to Central
Command and talk to Naghi in the back of the room. Head back out to the Entrance and speak
with the Dominion Tribune in the center of the room, then re-enter Central Command and speak
with Naghi again.

Theres a lot going on in Akademeia that needs to be sorted out before Class Zero can move on
to their final Mission. After speaking with Naghi, head back to Classroom Zero and speak with
Queen at the front of the room. Youll be transferred to the Altocrystarium during the

conversation with Queen. Once the cutscene is over, take this last opportunity to use the
Altocrystarium to power up your spells; once you leave Akademeia you wont be coming back.
Head back to the Entrance and approach Celestia, the Concordian lCie who is standing in front
of the doors leading back out to the Fountain Courtyard. Once the cutscene concludes, if you talk
to her again she will take Class Zero to their final Mission. You wont be able to use Eidolons or
the Vermilion Bird Squad Command while youre on this last Mission. Refrain from speaking
with her until youre fully prepared; once you leave Akademeia theres no turning back.
Head into Central Command, the Crystarium, and Classroom Zero, talk to everyone with the
green exclamation points, and then prepare your team for battle. Youre going to want to make
sure that most, if not all, of your party members have access to elemental attacks or magic, and a
second ability without an element. Youll need both for certain parts of the final Mission.
Once youve finished your preparations, talk to Celestia again and tell her to take you to
Pandmonium.

Walkthrough Mission 12
Invasion of the Rursus

Shrine of Coronation (Safe Zone)


In place of SOs, the party will receive Cids Crucible orders in this Mission. These orders have
unique conditions and traits as outlined below and must be met in order to proceed. However, the
party is revived when all party members have been KOd while in Pandmonium, so you will
not get a game over.
From here you will need to create two parties of three members and go through the cloisters on
the left and right while switching between the two parties. Select three members for each party.
The remaining six characters are shared reserves for both parties.
Youll be switching between both parties as you progress through Pandmonium. Youll have to
choose between two rooms at the start of this Mission; one on the right and one on the left. Well
be going through the left door to start with.
While youre picking your parties, make sure the second team has at least one ranged character
in it. You should have a ranged character in both of your parties. Not having a ranged character

in party two is going to cause you a lot of problems in the near future. Once your teams have
been selected, head through the left door to area 2.

Cids Crucible Traits


These orders cannot be declined. (Details are automatically viewed and the Crucible is
automatically accepted after a set period of time, even if the player does not hit the confirm
button.)
Failure causes an auto KO of your active leader. The area is reset with the character starting back
from the entrance of the area (the character will be revived after the player is returned to the
entrance if Reraise is active on the character).
Hall of Transgression (Party 1)
Youll have to face off with a Rursan Reaver during the duration of this Mission. It isnt
particularly hard to avoid, but it can mark you with a Killsight and KO you, regardless of your
health and level. In order to defeat it, you need to deplete its health and then harvest its Phantoma.
If you fail to do that within a minute or so, the Reaver will rise back to its feet and attack you
once again.

Cids Crucible
Face Cids Crucible: Eliminate all enemies.
Time Limit: 10:00
Hall of Transgression Revisited (Party 2)
Once youre switched over to Party 2s position, head through the right door to reach area 3.

Cids Crucible
Face Cids Crucible: Endure the onslaught until time runs out.
Time Limit: 2:13

Cloister of Adumbration (Safe ZoneParty 1)


Cloister of Revelation (Party 1)

Cids Crucible
Face Cids Crucible: Pass through the portal twice in succession without getting hurt.
Time Limit: 10:00
You will be teleported back to the start of the crucible unless you can get through the portal
twice in a row without taking damage. Keep dodging and head straight for the portal. Using
characters like Ace who have quick evasion maneuvers will make completing this crucible easier.
Using Eights Phantom Rush and then running through is another way to easily complete this
crucible. Additionally, not only will you see Cubes, but also Hundlegs when entering the room
on an even count (2nd, 4th, 6th entry, etc.).

Chamber of Fate (Safe ZoneParty 1)


Cloister of Inspiration (Safe ZoneParty 1)
Cloister of Adumbration Revisited (Safe ZoneParty 2)
Cloister of Revelation Revisited (Party 2)
You can proceed once the Rursan Reaver has been defeated, but the five Candles of Expiation
must be lit to deal damage to the Rursan Reaver. First Lock-On to the Candles of Expiation and
attack them until they are lit. Repeat until all are lit. The flames will go out after some time and if
they go out, you will have to re-light the candles. Attempting to go to the next chamber without
defeating the Rursan Reaver will teleport you back to the beginning of this area and cause
Mandragoras and ground Cubes to spawn, so be careful.

Cids Crucible
Face Cids Crucible: Eliminate all enemies and proceed to the next chamber.
Time Limit: 10:00
Chamber of Fate Revisited (Safe ZoneParty 2)
Cloister of Inspiration Revisited (Party 2)
Youll have to defeat an Iron Giant in order to move on to area 11.

Chamber of All (Safe Zone)


Youll be given the choice to either Become lCie or Remain mortal.
If you select Become lCie youll be ushered to a new chapter of the game called The Chapter
of Darkness, which leads you toward an alternate ending. This is not the good ending of the
game, so if you want to see things through to the end, youll need to select Remain mortal.
After selecting to Remain mortal, you will find a Relic Terminal in the center of the room that
you can use to change your party.

Cloister of Premonition

Defeat enemies and harvest seven Phantoma as you go through the various warp gates to reach
the upper platform. The route on the map to the right details the shortest path that also allows
you to harvest seven Phantoma. Or, if you would like to obtain the treasures before moving on,
use the route described below.

Getting the Goods


You can follow the route on the map to the right to get to the exit as quickly as possible, but
youll miss out on the Megalixir and Mega-Ether that are in this area. To grab the items and still
reach the exit to the room follow the route below.
B -> D -> Obtain Mega-Ether from chest -> F -> C -> B -> E -> H -> J -> L -> Obtain Megalixir
from chest -> M -> I -> N -> J -> K

Entering warp gates with a red jewel on the top of the frame will ensure that you will take the
shortest route that allows harvesting seven Phantoma.

Cids Crucible
Face Cids Crucible: Harvest seven Phantoma on your way to the upper level.
Time Limit: 10:00
Cloister of Adumbration Revisited (Safe Zone)
Two parties must be created to explore two paths, just as you did when you first arrived at
Pandmonium. Taking the eastern path (left path from the view of the characters) will have
limitations on the types of attacks allowed, so its advised to use a party that can utilize a
balanced array of attacks (abilities and magic). Well be heading through the west passage on the
right first, so pick your parties accordingly. Also, any KOd characters are revived and
everyones HP and MP are completely restored right before you create the two parties.
Cloister of Exhibition (Party 1)

Cids Crucible
Face Cids Crucible: Eliminate all enemies and proceed to the next chamber.

Time Limit: 6:00

You will encounter three enemy parties in the order in the tip box below. Try to inflict damage
using Breaksights and Killsights as much as possible to quickly take care of your foes. Enemies
other than the Rursan Reaver will become transparent right after spawning, but the strategy
against these enemies remains the same.

Enemy Parties
1) Two Ice Flans. Defeat the two Ice Flans
2) Two Zabaiones and a Rursan Reaver. Defeat the two Zabaiones and Rursan Reaver
3) Two Zabaiones and a Rursan Reaver. Defeat the two Zabaiones and Rursan Reaver
There are panels of the floor in this area that will turn red and then go back to normal on a sevensecond interval (see the diagram for details). Characters receive more than 200 HP worth of
damage if they step on a panel that is red. It will be difficult to avoid stepping on a red panel
while simultaneously avoiding enemy attacks, so try equipping potions to heal a character that
steps on a panel frequently.

Cloister of Manifestation (Party 2)

Guide party 2 through the east passage to reach area 15. All you need to do in area 15 is
eliminate all the enemies without using physical attacks (those that use weapons or a characters
body), but youll need plenty of MP in order to eliminate all the enemies using magic. Once you
run low on MP, distance yourself from any remaining enemies until its safe to use Ethers or
other MP-replenishing items, then continue your assault. Abilities in the list below are executed
using the Normal Attack button, and are not considered physical attacks. Though a steady hand
is required when using these abilities, they may come in handy when going through this area.

Cids Crucible
Face Cids Crucible: Eliminate your enemies without using physical attacks.
Time Limit: 10:00

Command Attacks Not Considered Physical Attacks


-Ace: Focus
-Deuce: Tone Cluster
-Cater: Explosive Shell
-Queen: Third strike of her normal attack
-Queen: The second strike and projectiles from Riposte Slash
-King: Multitask
Another effective strategy is to use commands like Queens Magic Martyr to replenish the
partys MP while attacking with magic. If you dont have access to Queen or her ability, you can
always stand back and let your squad members defeat the enemies in the room. They can break
the rules and use physical attacks, even if you cant.
Some panels/tiles in the (15) Cloister of Manifestation move up and down, allowing you to reach
other areas. The area starts out as shown in diagram [A], with a path leading to a chest, but when
you reach the point indicated by the red star symbol, a path leading to the exit as shown in
diagram [B] becomes available. However, the moving panels stop moving once the path leading
the exit is available, so the Violet Phantoma in the chest will become unobtainable at that time.

Cloister of Revelation Revisited (Safe ZoneParty 1)

Amphitheater (Party 1)
The exterior wall rotates in a counterclockwise manner, and the wall will eventually come to a
stop once the four pillars have been destroyed. You will be able to proceed if the exit is lined up
properly. (The exit should be to the south when viewed on the radar [minimap]).

Cids Crucible

Face Cids Crucible: Destroy the pillars to discern the flames position.
Time Limit: 10:00
There are candles that will light when three of the four pillars have been destroyed, and the
flames will rotate between the four paths. Look at the candles along the paths to figure out where
the exit should be lined up. A glyph resides along the southern path of the area, and the exit will
line up to the proper spot if you destroy the last pillar when the candles to the sides of the glyph
are lit. Be careful, as a Diceratops will sometimes appear if the exit is not lined up properly.

The lit candles signify where the exit will line up to when the last pillar is destroyed. Wait for the
candles next to the glyph to be lit.

The pillars will reappear after a set period of time regardless of where the exit stops. The walls
will start to rotate once more after the pillars have reappeared.

Chamber of Fate Revisited (Safe ZoneParty 1)


Cloister of Inspiration Revisited (Safe ZoneParty 1)
Cloister of Revelation Revisited (Safe ZoneParty 2)
Amphitheater Revisited (Party 2)

Cids Crucible
Face Cids Crucible: Eliminate your enemies without using magic.
Time Limit: 10:00
As the active leader is prohibited from attacking with magic, you will need to eliminate your
enemies using only normal attacks, Triad Maneuvers, or non-magic ability commands. There are
four Thunder Bombs who constantly evade your attacks
and go transparent in this area, but you dont have to force yourself to fight them as they selfdestruct after some time. However, you will receive significant damage if caught in the explosion,
so be aware of your enemys position using the radar (minimap). A Rursan Reaver is present
upon entering this area, and defeating it will cause two more Rursan Reavers to appear.
Defeating all the enemies will unlock your path forward.

Exiting Area 21
Rotating Platform Groups & Rotation

: Counterclockwise Rotation

: Clockwise Rotation

The platforms in the Amphitheater (21) are broken up into four groups that rotate and stop after
set intervals as shown in the diagram below. You cannot walk on a platform that is moving, so
try moving bit by bit to proceed forward while a platform is stopped. Platforms will not move
when the controlled character is standing on it.
Chamber of Fate Revisited (Safe ZoneParty 2)
Cloister of Inspiration Revisited (Party 2)
Youll have to defeat a Behemoth before you can move on to the next area.
Chamber of Life (Safe Zone)
There is a Relic Terminal in the center of the room that you can use to change your party

Cloister of Instruction
There is a Rursan Reaver in the center of this room. After defeating it, it will become a much
faster, more powerful version of a Rursan Reaver. You need to defeat this more powerful Rursan
Reaver to leave the area.

Portal of Destruction (Safe Zone)

The doors with the symbols of the Four Crystal-States are warp gates, and fierce foes await at the
end of every gate. Defeating the enemy that appears at the end of each section will teleport you
back to this area. Clearing all four gates will grant access to the Spiral of Rebirth (33). Once a
gate has been entered, the flame above it will extinguish and you will no longer be able to go
back into that warp gate.
You can use the Relic Terminal in the north end of the room to change your party. When youre
ready, head through the red door on the southwest side of the circle.
Chapel of Destruction (Red)
Youll come across several cadets wandering the streets. All you need to do is defeat the two
Rursan Reavers before all of the cadets have been annihilated. The enemies arent particularly
powerful around here, so the cadets wont be defeated easily. That means you can remain
relatively calm in your fight. However, if the enemies levels are extremely high on successive
playthroughs, the cadets will be made short work of. Youll need to defeat the enemies quickly in
such instances. Its best to dispose of the enemies as quickly as possible, such as by bringing a
character with high magic stats and barraging the enemies with powerful magic attacks.

Cids Crucible
Face Cids Crucible: Deliver those pitiful souls.
Time Limit: 15:00

Chapel of Destruction (Red) [2]


Defeat all of the Dominion Legionaries and the Golem in this room to be escorted back to area
25.
Portal of Destruction Revisited
Next, head through the blue door on the southeast side of the circle.

Chapel of Destruction (Blue) [3]


A poisonous gas permeates this area, inflicting your party members with the Poison status.
(Removing the status is useless, as it recurs after some time. However, the status is temporarily
removed if your HP gets extremely low.) Make sure to equip potions and heal regularly while
fighting. If a Rursan Reavers attack lands, your character will be inflicted with a Killsight, so be
sure to keep your distance until the status is removed in order to avoid being KOd.

Cids Crucible
Face Cids Crucible: Eliminate your enemies without dying.
Time Limit: 10:00
Chapel of Destruction (Blue) [4]
Youll have to defeat a slew of Dracobaltians to be escorted back to area 25.
Portal of Destruction Revisited
Next, head through the purple door on the northeast side of the circle.
Chapel of Destruction (Purple) [5]
A battle against an Unidentified Target (Gilgamesh) triggers in this area. Cannon fire rains down
from the Militesi airships above, and if you get hit, you may be sent flying and knocked down.
However, the cannon fire does not inflict much damage, so you shouldnt have to worry too
much.
As a refresher, you need to bait Gilgamesh into attacking you by getting in front of him. The
second you see him get ready to attack, dodge out of the way and then prepare to hit his
Breaksight. Damaging his Breaksight will make him pause for a bit, which will, in turn, reveal
more Breaksight strike opportunities. Take care to avoid hitting him a second time until his
Breaksight appears again. If you preemptively attack him after hitting him with a Breaksight
strike, his Breaksight will likely not appear during the time he is stunned. Once youve defeated
him, youll be escorted back to area 25.
Head through the final door in area 25 to reach area 31.
Chapel of Destruction (Yellow) [6]

Your goal is to defeat three invisible Rursan Reavers. Its difficult to gauge when they will attack,
so attacking from close range is not advised. Its best to use characters with ranged attacks like
Ace or Trey to keep your distance. If your attack hits during a Breaksight, the Rursan Reavers
will sprout wings and then become visible like normal.

Cids Crucible
Face Cids Crucible: Eliminate your unseen foes.
Time Limit: 10:00
Chapel of Destruction (Yellow) [7]
There are two flying MAs in this room. Youll need to defeat them to be escorted back to the
Portal of Destruction. Switch to a ranged character and keep attacking; their Breaksight will
appear eventually, and continuously attacking will ensure that you hit it when it does.
Once youre back in area 25, change your party so that you only have one party member
preferably someone fastthen head through the portal in the center of the circle to move on to
area 33.

Spiral of Rebirth
A sea of blood slowly rises in this area. Becoming engulfed by the blood will result in failure.
Fortunately, the blood does not rise at a fast rate, so you should be able to easily clear this
crucible by evading the attacks of the Cubes while making your way up. Once you reach the top,
a message claiming you failed will appear and the battle party will be KOd, but the party will be
revived in area 34 (Sanctuary of Descension). The number of active members in your active

party will be counted towards your Casualties count, so you wont be able to earn an S-Rank
unless you prepared by creating a team of one before this point.

Cids Crucible
Face Cids Crucible: Reach the top without falling in.
Time Limit: 10:00
Sanctuary of Descension (Safe Zone)
The entire active party will enter wounded mode from this point. They will walk agonizingly
slow at this point, so use dodge maneuvers to move at a faster pace.
Youll find Machina and Rems lCie Crystals in the center of the hall, directly in front of their
frozen forms. Approaching the Crystals will result in cutscenes playing.
Sanctuary of Descension [2](Safe Zone)
Consecrated Ground

Boss: The Rursan Arbiter

The battle against the Rursan Arbiter is comprised of two consecutive battles. During the first
battle (or phase), Class Zero will have to battle while in wounded mode. This battle cannot be
won and the entire group will be wiped out. However, the group will be revived and borrow the
powers of Machina and Rem to become extremely powerful before the second battle begins.
For the second phase, the flow outlined below is followed as each character faces off against the
Rursan Arbiter alone. Striking the Killsight with the twelfth character and harvesting the
Phantoma will complete the fight.
It becomes easier to land attacks after harvesting six Phantoma. Be sure to use characters you are
unaccustomed to using during the second half of this battle.
Once youve harvested the final Phantoma, the battle will be over and you will have completed
the game. Congratulations!

The Rursan ArbiterSecond Battle Flow


-Land an attack while the Breaksight is present.-Harvest a Phantoma from the Arbiters body.
(Character is then KOd.)-Select a character from the reserves. -Repeat

Playthrough Two Introduction


As weve mentioned before, Final Fantasy Type-0 HD was meant to be played more than once.
In fact, playing through a second time offers significantly more Missions than your first
playthrough. Youll need to load the save you created after beating the game in order to start
your second playthrough. When you start playthrough two, all of your items, character stats, and
gil, as well as all of the Rubicus entries youve accumulated so far will be at your disposal.
In addition to all of that, youll also get the chance to play through the game at a higher difficulty,
which will keep the challenge appropriate to your level and also yield new rewards for
completing Missions.
Well be listing all of the Tasks, Expert Trials, Events, and Missions that you can do in the
previous playthrough and this one, so you can keep track of whats old and new, as well as figure
out what youve already done and what you havent.
Youll still have to unlock things that were a part of story Missions, like the Airship Landings
charter flights, all of the towns and regions, and your Squad Commands. Youll still have your
Eidolons, but you wont be able to access them until you reach Togoreth in Chapter 2.
Last thing we should mention about playthrough two is about the difficulty. While you might
think that the next step after completing the game is to up the enemy levels so you keep the
challenge at your current level, you might want to hold off on that. While the story missions will
be your level, the extra Missions and Expert Trials will not be. Most of the Expert Trials and
extra Missions were made so that youd play them after beating the game once through, but on

the same difficulty. Thats why so many of the Expert Trials had level requirements between 35
and 48. If you up the difficulty, youre going to be in the exact same position you were in on
your first playthrough, with the Expert Trials being too high for you. You can switch your
difficulty at any time using a Relic Terminal, so we suggest you set it to Agito and then change it
back to Officer whenever you do one of the extra Missions or Expert Trials.

Using This Chapter


There are a few things to keep in mind when using this section of the guide. Weve added the
rewards for completing Missions on different difficulties and achieving an S-Rank. Both the SRank reward and a difficulty reward can be obtained in the same Mission. The S-Rank rewards
drop based on the percentages listed next to each of the rewards. Youll have to S-Rank a
Mission or Expert Trial multiple times in order to get each of the items available.
If you see a reward preceded by Orderly, that means that it is now available from the shop run
in Classroom Zero.
If you see Armory preceding a reward, it means that the shop in the Armory now has that item
to sell.
You, of course, already know that seeing Magic before the name of a reward means that it is a
spell.
If you see Eidolon preceding a reward, it means that youve earned something Eidolon related.
If you see a reward that looks something like, Eidolon: Ifrits Rubicante Form, it means youve
unlocked a new form for one of your Eidolons.
If you see SPP preceding a reward, it means that a new item has been added to the SPP shops
inventory in Central Command.
Breaks are Free Time sessions, as we are sure you recall. Well be putting the Missions in their
order of appearance, which should help you figure out when a Free Time session begins and
ends.
Well be sure to mark any new Events, Tasks, Expert Trials, or Missions with a Second
Playthrough tag in the Note column of their table to help you know whats new and what
isnt.
That about covers it. We hope this section and all the sections in the Rubicus chapter will help
you see and do everything you want to in Final Fantasy Type-0 HD.

Playthrough Two Chapter 1: War-Three


Hours that Changed the World

Mission 0: Taking Back Akademeia

S-Rank Requirements
Time Phantoma Casualties
08:00 40

Rewards

Officer

Agito

Finis

Magic: Fire SHG, Megalixer Power Sash Crystal Gloves


S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

46.9% Ferric Ring

25.0% Platinum Bangle

25.0% Mythril Bangle

40.6% Iron Bangle

25.0% Mist Mask

25.0% Waterproof Mask

12.5% Megalixir

25.0% Rain Hood

25.0% Smoke Hood

25.0% Sand Visor

25.0% Balaclava

Playthrough Two Chapter 2: Raise the


Vermilion Banner
First Break6 Hours
Events

Compare rows: Select


Location

Who

Reward

Note

Terrace

Machina/Rem

Cutscene and a Hi-Potion

Cemetery

Machina/Rem

Cutscene and an X-Potion

Must have Machina/Rem as your active


leader.

Sorcery

Dr. Al-Rashia

Hi-Potion

Mission 1: The Cadets First Deployment (Level 12)

S-Rank Requirements
Time Phantoma Casualties
06:00 48

Rewards

Officer

Agito

Finis

Orderly: Remedy, Tactical Vest Armory: Mythril Ring Armory: Diamond Ring

S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

21.9% Ignis Secundus, Vol. I

25.0% Mythril Gloves

50.0% Platinum Bracelet

21.9% Glacies Secunda, Vol. I

25.0% Ignis Codex

25.0% Rune Ring

21.9% Fulgur Secundus, Vol. I

25.0% Glacies Codex

12.5% Celestial Armlet

21.9% Aegis Secunda, Vol. I

25.0% Fulgur Codex

9.4% Gold Hairpin

12.4% Megalixir

3.1% Ribbon

Second Break12 Hours


Moogle Classes

Compare rows: Select


FGHT-100: Principles of Combat

Mega Ether,

2,000 EXP

DFMG-100: Introduction to Defense Magic

Defense
Magic +2

ATTK-100: Introduction to Applied Tactics

Second
Attack Power
Playthroug
+3
h

DFMG-301: Advanced Defense Magic I

Defense
Magic +2

Second
Playthroug
h

Events

Compare rows: Select


Location

Who

Reward

Main Gate

Enra

Hi-Potion

Fountain
Courtyard

Celestia (Short woman with white


hair)

Cutscene,
Turbo

Ether

Note

Moogle Classes

Compare rows: Select


Fountain
Courtyard

Azuma (Purple-haired cadet)

Elixir

Airship Landing

Dominion Citizen

Hi-Potion

Entrance

Class Eighth Moogle

MegaPotion

Back Garden

Queen

[Queen
Only]
Lucid
Lenses

Second Playthrough

Crystarium

Machina/Ace

Cutscene,
If youre Machina speak to Ace, and
Turbo
vice versa.
Ether

Kazusas Lab

Kazusa

Cutscene

Armory

Kazusa

Cutscene, You must only have six or fewer hours


Ether
left in a day in order to talk to Kazusa.

Armory

Kazusa

Cutscene, Need to talk to him a second time to


Ether
open his lab.

Armory

King

Ether

Ready Room

Carla

Cutscene,
Pretty

Pelt

Terrace

Tokito

Hi-Potion

You must have more than six hours


left in a day in order to talk to Tokito.

Terrace

Class Third Moogle

MegaPotion

Terrace

Emina

Cutscene,
You must only have six or fewer hours
Random
left in a day in order to talk to Emina.
Item

Terrace

Machina/Rem

Cutscene, You must have more than six hours


Megaleft in a day in order to talk to
Potion Machina/Rem. If youre Rem speak to

Need to talk to him twice in the


Armory before you can do this Event.

Moogle Classes

Compare rows: Select


Machina.

Mission 2: Operation Reconquista (RTS MissionLevel 13)

S-Rank Requirements
Time Phantoma Casualties
20:00 9
Rewards
Officer

Agito

Finis

Auric Ring Hypno Crown Regal Crown


S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

25.0% Phoenix Pinion

25.0% Phoenix Pinion (Three)

25.0% Phoenix Pinion (Six)

25.0% Silver Bangle

25.0% Gold Bangle

25.0% Platinum Bangle

25.0% Silver Gloves

25.0% Soldiers Gloves

25.0% Platinum Gloves

25.0% Bulletproof Vest

25.0% Flak Jacket

25.0% Ballistic Shield

Third Break2 Days


Moogle Classes

Compare rows: Select


MAGC-100: Principles of Magic

Magic Power +1

FRMG-100: Introduction to Fire Magic

Fire Magic +1

ICMG-100: Introduction to Ice Magic

Ice Magic +1

LTMG-100: Introduction to Lightning Magic

Lightning Magic +1

MAGC-110: Introduction to Applied Sorcery

Magic Power +1

Second
Playthrough

FRMG-202: Intermediate Fire Magic II

Fire Magic +2

Second
Playthrough

ICMG-202: Intermediate Ice Magic II

Ice Magic +2

Second
Playthrough

LTMG-202: Intermediate Lightning Magic II

Lightning Magic +2

Second
Playthrough

Events

Compare rows: Select


Location

Who

Reward

Note

Moogle Classes

Compare rows: Select


Classroom Zero

Machina/Rem

Cutscene, Ether

Sorcery

Dr. Al-Rashia

Cutscene, HiPotion

Lounge

Naghi

Cutscene, Ether

Ready Room

Koharu

Mega-Potion

Ready Room

Dominion Legionary

Hi-Potion

Central Command

Sice

Ether

Entrance

Class Fifth Moogle

Hi-Potion

Fountain Courtyard

Class First Moogle

Hi-Potion

Airship Landing

Class Tenth Moogle

Hi-Potion

Must have Ace as your active


leader.

Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

Armory

Guildsman

Give one Pretty Pelt.

Sorcery

Sorcery
Researcher

Give one Red Phantoma


to the Sorcery
Ferric Ring
Researcher.

Central
Command

Dominion
Officer

Lounge

Administration Give the Administration


Megalixir
Official
Official 100 SPP.

Main Gate

Logistics Officer Give three Potions.

Ether

Class Ninth
Cadet

Strikers are the Magitek Armor


Ignis
enemies that can be found
Primus, Vol.
randomly in battles in the Rubrum
II
Region.

Crystarium

Defeat two Vertigo.

Defeat one Striker.

Iron Bangle Found on Coeurls in Corsi Cave.

Glacies
Vertigo can be found in the forests
Prima, Vol.
of the Rubrum Region.
II

Tasks

Compare rows: Select


Location
Fountain
Courtyard

Who
Enra

Ready Room Tokito

Task

Reward

Note

Meet up with Rem.

Phoenix
Down

Change your lead character to


Rem.

Give Tokito a Sexy


Swimsuit.

Fulgur
Can be purchased from Corsis
Primus, Vol.
Merchant.
II

Outside of Akademeia
Compare rows: Select
Location

Who

Task

Reward

Note

McTighe

Amane

Defeat three Lesser


Coeurl.

Silver Bracelet Coeurls can be found in Corsi Cave.

Corsi

Takano

Defeat ten Aqua


Flans.

HP Enhancer

Aqua Flans can be found on the plains in


the Rubrum Region.

Aqvi

Koki

Give Koki a Fire


Shard.

Ferric Ring

Fire Shards can be found from Bombs in


Corsi Cave.

Mission 3: The Capture of Togoreth Stronghold (Level 13)

S-Rank Requirements
Time Phantoma Casualties
25:00 90
Rewards

Officer

Agito

Finis

Eidolon: Shiva, Silver Bangle Armory: Deflector Armory: Masters Mail

S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

37.5% Silver Bangle

37.5% Mythril Bangle

25.0% Diamond Gloves

25.0% Argentic Ring

25.0% Platinum Bracelet

25.0% Fulgur Divinum

25.0% Silver Gloves

25.0% Diamond Ring

25.0% Crystal Ring

12.5% Megalixir

12.5% Rain Hood

21.9% Supple Shield


3.1% Ribbon

Mission 3.5: Operation Breakthrough (Level 34)

S-Rank Requirements
Time Phantoma Casualties
12:00 120
Rewards

Officer

Agito

Finis

Eidolon: Shivas Shankara Form, Auric Hourglass Armory: Topaz Shield Armory: Mutsunokami

S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

18.8% Argentic Hourglass

26.6% H5-Shock Absorber

29.7% Growth Egg

18.8% Mythril Gloves

20.3% Guardian Ring

20.3% Advanced Interceptor

18.8% Ballistic Shield

20.3% Waterproof Mask

20.3% Waterproof Mask

15.5% U2-Shock Damper

20.3% Rain Hood

20.3% Rain Hood

12.5% Megalixir

12.5% Auric Hourglass (Two)

6.3% Auric Hourglass (Five)

12.5% Gold Anklet

3.1% Ribbon

3.1% Auric Hourglass

Second Playthrough
This Mission is accessed by selecting Circle around back when you reach Togoreth for
Mission 3.
Special Orders

Compare rows: Select


Room

Order

Time
Limit

Effect

Take out three enemies


Freecast
on high ground using 3:00
0:30
your active leader.

Eliminate the enemy


Haste
commander using your 5:00
0:30
active leader.

Destroy the Colossus


using your active
leader.

13

Freecast
Take down the
2:00
0:30
Demonicorn using your

2:00

Reward

Note

Ignis Essentia

Fulgur
Essentia

The commanders name is Second


Lieutenant Achman. He is not marked
with a CO tag, so youll have to look out
for him; hes one of the MAs.

[Deuces
Invincible
Weapon]

0:30
Wildfire Flute
Magic: Quake

Special Orders

Compare rows: Select


Room

Order

Time
Limit

Effect

Reward

Note

active leader.
14

Subdue the enemy


Invisible
leader using your active 1:00
0:30
leader.

Glacies
Essentia

Hes on the upper level on the left side of


the room; you need a ranged character.

Playthrough Two Chapter 3: Weapons of


Mass Destruction
First Break4 Days
Moogle Classes

Compare rows: Select


FGHT-101: Survey of Battle Basics

10,000

EXP

MAGC-101: Survey of Basic Magic

Magic
Power
+1

DFMG-101: Elementary Defense Magic I

Defense
Magic
+2

HPUP-100: Introduction to Health

Max HP

+20

ATTK-101: Survey of Applied Tactics

Attack Second
Power Playthroug
+3
h

MAGC-111: Survey of Applied Sorcery

Magic Second
Power Playthroug
+1
h

Moogle Classes

Compare rows: Select


DFMG-302: Advanced Defense Magic II

Defense Second
Magic Playthroug
+3
h

HPUP-201: Topics in Health I

Second
Max HP
Playthroug
+60
h

Events

Compare rows: Select


Location

Who

Reward

Note

Main Gate

Class Sixth
Moogle

Hi-Potion

Fountain
Courtyard

Orderly

Glass Pendant

Allows you to get an Accessory later.

Airship Landing

Class Fourth
Moogle

Hi-Potion

Crystarium

Quon

Cutscene, Turbo

Ether

Crystarium

Tachibana

Hi-Potion

Central
Command

Trey

Mega-Potion

Central
Command

Dominion
Legionary

Hi-Potion

Back Garden

Bench

Cutscene, Elixir

You need to be playing as Ace to start this Event.

Back Garden

Cater

Ether

Armory

Mutsuki

Cutscene, Mega
Remedy

Sorcery

Dr. Al-Rashia

Cutscene, X-Ether You need to be playing as Rem to start this Event.

Armory

Kazusa

Cutscene, Ether

You need to talk to him twice while you only have


two to six hours remaining on any day.

Moogle Classes

Compare rows: Select


Lounge

Carla

N/A

Give her 1000 Gil.

Lounge

Akagi

Hi-Potion

Emina

Cutscene, HiPotion

Must be done while you only have two to six hours


remaining on any day; you must speak with the
Sorcery Researcher before shell talk a second time;
can be done during your second break.

Terrace

Tasks

Compare rows: Select


Location

Who

Main Gate Logistics Officer

Task
Give the Logistics Officer
three Ethers.

Reward
Five XPotions

Note

Take one prisoner by


defeating Imperial COs in the Ballistic
North Togoreth Region
Shield
forests.

You must accept the Expert Trial


United Front to get access to
North Togoreth and complete
this Task before completing the
Expert Trial.

Crystarium Provost

Recover Akademeias entire Wizards


history.
Hat

Open the treasure in the first


room in Corsi Cave.

Hallway

Defeat three enemies with


Fire RF.

Magic
Power +3

Can be done in the Arena in a


Simulated Battle.

Central
Dominion
Command Legionary

Defeat six Perkunas.

Aegis
Veritas

You need to accept the United


Front Expert Trial to get access
to the North Togoreth Region at
this point.

Central
Kurasame
Command

Land ten Killsight/Breaksight


strikes and report back to
10,000 EXP
Kurasame.

Armory

Guildsman

Give three jugs of Tree Sap to Shock


the Guildsman.
Shield

Defeat monsters in Togoreth


Region.

Sorcery

Sorcery
Researcher

Give three Green Phantoma Argentic


to the Sorcery Researcher.
Ring

Crystarium

Class Ninth
Cadet

Dr. Al-Rashia

Tasks

Compare rows: Select


Location
Lounge

Who

Task

Reward

Administration Give 300 SPP to the


Official
Administration Official.

Fulgur
Secundus,
Vol. II

Note

Outside of Akademeia
Compare rows: Select
Location

Who

Task

Reward

Note

Mi-Go

Moto

Defeat ten Hundlegs.

Aegis Tertia, Vol. II

Keziah

Nenji

Defeat four Bombs.

Three Blaze Armlets Northern Corridor

Expert Trials
The Keziah Diversion (Level 35)

S-Rank Requirements
Time Phantoma Casualties
3:20 11-13

Plains in Togoreth Region.

Rewards
Officer

Agito

Finis

Magic: Bio Armory: Gale Armlet Armory: [Nines Weapon] Kains Lance
S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

25.0% Dragonic Ring

25.0% Mythril Bracelet

25.0% Rune Ring

25.0% Soldiers Gloves

25.0% Diamond Bracelet

25.0% Thundersnow Ring

25.0% Aegis Tertia, Vol. II

25.0% Crystal Ball

25.0% Battery Barrier

12.5% Megalixir

25.0% Aegis Codex

21.9% Warlocks Headdress

12.5% Gold Bangle

3.1% Ribbon

After accepting the Keziah Diversion Expert Trial, head to Keziah on the northeast side of the
Togoreth Region.
Items

Compare rows: Select


Room

Item

Note

Knowing Tag

Has a 25% chance of appearing.

Knowing Tag

Has a 25% chance of appearing.

United Front (Level 36)

S-Rank Requirements
Time Phantoma Casualties
12:00 110
Rewards

Officer

Agito

Finis

Eidolon: Ifrits Firebrand Form Armory: Gaia Armlet Armory: [Rems Weapon] Assassins Daggers
S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

37.5% Shock Shield

25.0% Tome of Lakshmi

25.0% Hypno Crown

25.0% Auric Ring

25.0% Dominion Helmet

25.0% Lunar Armlet

25.0% Platinum Gloves

25.0% Sentinel Emblem

25.0% Supple Shield

S-Rank Rewards

Compare rows: Select


Officer
12.5% Megalixir

Agito

Finis

25.0% Lunar Armlet

21.9% Rune Ring


3.1% Ribbon

After accepting the United Front Expert Trial, head to Mi-Go in the North Togoreth Region,
which is north of the Togoreth Region.

Magic Prohibited
You are forbidden from using Magic during this Expert Trial, so make sure to prepare
accordingly.
Special Orders

Compare rows: Select


Room

Order

Time
Limit

Effect

Reward

Note

Combat Trial: Defeat the enemy


3:00
commander by yourself.

Aura
0:30

[Aces Weapon] Only appears after youve


Platinum Deck shut down all the Datalinks.

Performance Evaluation: Use


Datalink to neutralize the
communication towers.

3:00

Protect Thunderbolt
0:30
Armlet

This SO also appears in areas 8


and 13, but can only be done
one time.

Combat Trial: Eliminate all


Shock Troopers.

1:00

Haste
0:30

There are two Shock Troopers


in this area.

Performance Evaluation: Have


5:00
your allies defeat an enemy.

Sentinel Emblem

Endure
Blaze Armlet
0:30

Your allies only need to deal


the killing blow; you can
attack the enemy to lower its
health.

Items

Compare rows: Select


Room

Item

Note

Special Orders

Compare rows: Select


Room

Order

Time
Limit

Effect

Reward

Note

Aes Medica 50%/Argentum Medica 50%

Ferrum Medica 50%/Aes Medica 50%

Ferrum Medica 50%/Aes Medica 50%

11

Ferrum Medica 50%/Aes Medica 50%

Mission 4: The Infiltration of Iscah (Level 17)

S-Rank Requirements
Time Phantoma Casualties
15:00 90
Rewards

Officer

Agito

Finis

Eidolon: Golem, Dominion Helmet Magic: Raise Armory: [Eights Weapon] Kaiser Knuckles
S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

43.8% Fulgur Secundus, Vol. II

25.0% Diamond Gloves

25.0% Crystal Gloves

21.9% Silver Bangle

25.0% Ignis Codex

25.0% Mist Mask

21.9% Ignis Secundus, Vol. II

25.0% Glacies Codex

25.0% Platinum Bracelet

12.4% Megalixir

25.0% Fulgur Codex

21.9% Celestial Armlet


3.1% Ribbon

Second Break4 Days


Moogle Classes

Compare rows: Select


DFMG-102: Elementary Defense Magic II

Magic: Esuna

FRMG-101: Elementary Fire Magic I

Magic: Fire BOM

ICMG-101: Elementary Ice Magic I

Magic: Blizzard RF

LTMG-101: Elementary Lightning Magic I

Magic: Thunder BOM

DFMG-401: SeminarMastery of Aegis I

Defense Magic +3

Second
Playthrough

FRMG-301: Advanced Fire Magic I

Fire Magic +3

Second
Playthrough

Moogle Classes

Compare rows: Select


ICMG-301: Advanced Ice Magic I

Ice Magic +3

Second
Playthrough

LTMG-301: Advanced Lightning Magic I

Lightning Magic +3

Second
Playthrough

Events

Compare rows: Select


Location

Who

Reward

Note

Main Gate

Asato

Hi-Potion

Fountain Courtyard

Nadeshiko

Ether

Airship Landing

Kiyo

Elixir

Back Garden

Bench

Cutscene, Phoenix
Pinion

Need to play as Ace.

Back Garden

Nine

Mega-Potion

Kazusas Laboratory (behind the


bookcase on the left side of the
Crystarium)

Kazusa

Interactive
Cutscene, Random
Item

Please refer to the Side


Quests portion of this guide
in the Rubicus for more
information on this SubEvent.

Central Command

Queen

Cutscene, X-Potion

Armory

Cinque

Cutscene, X-Potion

Sorcery

Quon

Ether

This Event will only be


available if you spoke with
Quon in earlier Events.

Ready Room

Carla

Cutscene, X-Ether

You need to have spoken to


Carla in all other Events
before shell appear here.

Ready Room

Jack

Mega-Potion

Lounge

Class Seventh
Ether
Moogle

Moogle Classes

Compare rows: Select

Terrace

Need to play as
Machina/Rem; this Event is
only available when Emina is
not around.

Machina/Rem Hi-Potion

Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

Armory

Guildsman

Give five Light Feathers to


Shock Shield
the Guildsman.

Sorcery

Sorcery
Researcher

Unlock Vermilion
Give one Purple Phantoma
Bird Squad

to the Sorcery Researcher.


Command.

Central
Command

Commandant

Defeat fifteen Imperial


Troopers.

Lounge

Administration Give 500 SPP to the


Official
Administration Official.

Main Gate

Commissar

Crystarium

Class Ninth
Cadet

Ready Room Enra

You can find the monster in


the Iscah Region.

Protector Ring

You can complete this by


doing a Simulated Battle in
the Arena.

Auric Ring

Give ten Elixirs to the


Commissar.

Five Megalixirs

Take three prisoners by


defeating enemy COs in
the Iscah Area.

Flak Jacket

Get Enra a Potion from


Rem.

Crystal Shard

Outside of Akademeia
Compare rows: Select
Location
Iscah

Who
Mayor Aoba

Task

Reward

Defeat two Imperial Commanders in the Iscah


Sentinel Emblem
Region.

Note

Tasks

Compare rows: Select


Location
Rokol

Who
Nana

Task

Reward

Defeat six Evil Eyes in the Iscah Region.

Expert Trials
Expelling the Imperial (RTS MissionLevel 36)

Note
MP Enhancer

S-Rank Requirements
Time Phantoma Casualties
21:00 8
Rewards

Officer

Agito

Finis

Eidolon: Golems Gigas Form Growth Egg Mogs Lucky Charm


S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

25.0% Phoenix Pinion

22.0% Phoenix Pinion (Three)

20.0% Phoenix Pinion (Six)

25.0% Gold Bangle

22.0% Armlet of Ifrit

20.0% Armlet of Ifrit

25.0% Mythril Ring

22.0% Interceptor

10.0% Advanced Interceptor

25.0% Aegis Essentia

22.0% Diamond Shield

10.0% Armlet of Shiva

12.0% Armlet of Ramuh

20.0% Opal Shield


20.0% Armlet of Ramuh

There are no items or special SOs in this Expert Trial, so well be focusing exclusively on how to
beat the RTS elements of the mission. Once you accept this Expert Trial, head to the Iscah
Region to the west of the Togoreth Region to start it.

Infiltrate Rokol
Right from the beginning of the Expert Trial, Domain 1 will be under heavy attack by several
units. Race over there and take out the Mid-Sized Carrier first. Youll have to keep Domain 1
safe for twenty-five seconds to complete this Mission.
Once youve destroyed the Mid-Sized Carrier, take out all of the Infantry units surrounding
Domain 1. Once theyve been defeated, youll need to destroy the Autoturret on the wall to the
southwest of Domain 1. Time will likely run out before you can reach the Autoturret, but that
doesnt mean you shouldnt destroy it for a little added security.
Once the time runs out, if youre successful, youll gain control of both Domains 1 and 2.
Neutralize Rokols Energy Wall
Before you order all of your troops to Rokol, send Domain 2s soldiers to Domain 3 and assist in
taking it over. Domain 1 will already be sending soldiers to Domain 3, so youll have plenty of
help in taking Domain 3.

Order your troops from Domain 2 to attack Rokol and leave Domains 1 and 3 to hold off the
Colossus units that Limbo unleashed. Protect Domain 3 from the Colossus onslaught and wait
for your forces to reach Rokol. If youre playing as Trey, taking out the Colossus units will go
pretty easy, because Treys arrows pierce through enemies. If Trey has Charged Shot maxed out,
it wont be difficult to take out two Colossus units with one fully charged shot. If you keep that
up, your troops will be able to reach Limbo. They wont be able to take it, but by reaching Limbo
theyll stop the production of Colossus units.
Infiltrate Rokol
Infiltrating Rokol is very straightforward. Defeat the CO in area 4 to capture the town.
Neutralize Limbos Energy Wall
Youll have control of Rokols soldiers immediately after capturing it. Theyll automatically
send troops to Limbo, as will all your other towns, so all you need to do from here is help them
reach Limbo itself.
To try and keep you on your toes, Limbo will send two Mid-Sized Carriers to two of your bases:
one to Rokol and one to Domain 1. Shoot them down without delay, then help your troops take
down Limbos energy wall.
Infiltrate Limbo

There are only two areas in Limbo. You only need to defeat the CO in area 2 to capture the town
and complete this Expert Trial.
The Clash in the Caverns (Level 37)

S-Rank Requirements
Time Phantoma Casualties
5:00 30

Rewards
Officer

Agito

Finis

Magic: Blizzard MIS Armory: Torrent Armlet Armory: Shambhala


S-Rank Rewards

Compare rows: Select


Officer
25.0% Sublimation Ring

Agito
25.0% Tiara

Finis
25.0% Ignis Magnum

S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

25.0% Gemini Ring

25.0% Crystal Gloves

25.0% Crystal Ring

25.0% Thundersnow Ring

25.0% Tome of Shiva

25.0% Advanced Interceptor

12.5% Megalixir

25.0% Mist Mask

21.9% Glacies Magnum

12.5% Crystal Ball

3.1% Ribbon

The Rokol Caverns are located slightly northeast of Rokol. Once you attempt to enter them,
youll be prompted to start the Expert Trial.
Special Orders

Compare rows: Select


Room

Order

Take down a supersoldier


using your active leader.

Time
Limit

Effect

Reward

Note

Invincible Mythril
0:30
Gloves

Find the monsters


weakness using your active 3:00
leader.

Freecast
0:15

Phoenix
Pinion

Hit one of the Flame Flans with an


ice attack; this SO is only available
after you find the case.

Destroy the Autoturret


using your active leader.

Endure
0:30

Gold
Bangle

Quickly subdue the enemy


leader using your active
1:00
leader.

Aura 0:30

Mythril
Ring

Items
Room
6

Item

2:00

1:00

Note

First Aid Kit 50%/Support Serum 50%

Mission 5: Operation MA Demolition (Level 22)

S-Rank Requirements
Time Phantoma Casualties
30:00 50
Rewards

Officer

Agito

Finis

Magic: Fire ROK, Bulletproof Vest Orderly: Mega-Potion Armory: [Cinques Weapon] Seraphim Mace
S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

25.0% Tempered Shield

25.0% Mythril Bracelet

25.0% Diamond Bangle

25.0% Auric Ring

25.0% Aegis Codex

25.0% Supple Shield

25.0% Soldiers Gloves

25.0% Ballistic Shield

25.0% Sublimation Ring

12.5% Megalixir

12.5% Ignis Codex

21.9% Growth Egg

12.5% Vitality Apparatus

12.5% Supple Shield

3.1% Ribbon

Mission 5.5: A Fog-Laden Foray (Level 37)


S-Rank Requirements
Time Phantoma Casualties
30:00 50
Rewards

Officer

Agito

Finis

Eidolon: Golems Ogre Form, Auric Hourglass Magic: Tornado Armory: Marvelous Shout

Playthrough Two
This Mission is accessed by selecting Locate another base when you speak with the MA pilot
in Rokol for Mission 4.

S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

18.8% Argentic Hourglass

26.6% H5-Shock Absorber

29.7% Growth Egg

18.8% Platinum Bangle

20.3% Tome of Ifrit

20.3% Celestial Armlet

18.8% Red Beret

20.3% Deflector

20.3% Lunar Armlet

15.5% Talisman

20.3% Lunar Armlet

20.3% Warlocks Headdress

12.5% Megalixir

12.5% Auric Hourglass (Two) 6.3% Auric Hourglass (Five)

12.5% Mythril Bangle

3.1% Ribbon

3.1% Auric Hourglass


Special Orders

Compare rows: Select


Room

Order

Time
Effect
Limit

Reward

Note

Stealth Mission:
Avoid being spotted 5:00
by the enemy.

Aura
0:30

Elixir

You can wait until youve defeated all of the


enemies in this room before you activate
this SO. From there, just wait the five
minutes and youll complete the SO.

Stealth Mission:
Avoid being spotted 5:00
by the enemy.

Aura
0:30

Magic:
Invisible

You can wait until youve defeated all of the


enemies in this room before you activate
this SO. From there, just wait the five
minutes and youll complete the SO.

Combat Trial: Defeat


2:00
a supersoldier.

[Rems
Endure Weapon]
0:30
Wildfire
Daggers

10

Performance
Evaluation: Eliminate 3:00
all enemies.

Regen
1:00

[Sices
Weapon]

Lamias Scythe

Items

Compare rows: Select


Room

Item

Note

First Aid Kit 50%/Support Serum 50%

Support Serum 50%/Strength Serum 50%

Combat Ration 50%/First Aid Kit 50%

First Aid Kit 50%/Strength Serum 50%

Imperial Command

Boss: Balmung

Balmung is just like the crystal jammer MA from Big Bridge, or the Dinsleif from the first
Mission, but with a slight twist. Every once in a while, a scope will encompass all of your screen

and your active leader will be in the center of it. If you are in the middle of that scope when the
gun its attached to fires, your active leader will die instantly. Roll around, dodge, and generally
move around to avoid being shot.
Other than that, this boss is incredibly simple and youve fought something similar to it before.
Attack its side, stay away from its front, and avoid the snipers laser to avoid being shot at.

After you defeat Balmung, youll be forced to switch to Trey in order to snipe the sniper. The
sniper is crouched directly in front of the cave seen in the screen to the left. Put him in the center
of your reticle and press the Normal Attack button to kill him and complete the Mission.

Playthrough Two Chapter 4: The Last


Queens Return to Oblivion
First Break1 Day
Events

Compare rows: Select


Location

Who

Reward

Note

Events

Compare rows: Select


Location

Who

Reward

Note

VIP Suite

Trey

Cutscene, X-Potion

VIP Suite

Sice

Cutscene, Hi-Potion

VIP Suite

Rem

Cutscene, Elixir

Hotel Armada

Aria

Cutscene, Hi-Potion

District 0709

Piett

Cutscene, Hi-Potion

District 0709

Imperial Trooper

Ether

District 0709

Imperial Trooper

Hi-Potion

District 0711

Jack

Cutscene, Hi-Potion

District 0711

Cater

Cutscene, Hi-Potion

District 0711

Imperial Trooper

Ether

District 0714

Imperial Trooper

Hi-Potion

District 0714

Eight

Mega-Potion

Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

District
0714

You need to bring a party member with an Attack


Max out one
stat of 255 to Clemente. You very likely wont have
Draconic
Clemente cadets Attack for
a party member with attack this high during this
Gemstone
Clemente.
playthrough, so wait until playthrough three to
complete this one.

District
0714

Lady
Celestia

Invite other
cadets to join
Class Zero for
Lady Celestia.

Akatoki
Amethyst

You must have completed Naghi, Carla, Quon,


Mutsuki, and Ryids Sub-Events in your first
playthrough to complete this Task.

Mission 6: Escaping the Imperial Capital (Level 23)

S-Rank Requirements
Time Phantoma Casualties
25:00 90
Rewards

Officer

Agito

Finis

Magic: Thunder ROK, Sentinel Emblem Orderly: Mega-Ether Armory: Blade Barrier
S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

25.0% Soldiers Gloves

25.0% Diamond Bangle

25.0% Battery Barrier

25.0% Magitek Shield

25.0% Ignis Codex

25.0% Deflector

25.0% Flameshield Cloak

25.0% Glacies Codex

25.0% Celestial Armlet

12.5% Megalixir

25.0% Fulgur Codex

21.9% Lustrous Armlet

12.5% Bulletproof Vest

Mission 6.5: Mission Under Ceasefire (Level 38)

3.1% Ribbon

S-Rank Requirements
Time Phantoma Casualties
7:00 50

Rewards

Officer

Agito

Finis

Armory: Aegis Essentia, Auric Hourglass Eidolon: Odins Grmnir Form Armory: Crazy Eights
S-Rank Rewards

Compare rows: Select


Officer
18.8% Argentic Hourglass

Agito
26.6% Red Cap

Finis
29.7% Growth Egg

S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

18.8% Flak Jacket

20.3% Tome of Ifrit

20.3% H5-Shock Absorber

18.8% Quake Killer

20.3% Mages Miter

20.3% Balaclava

18.8% Arctic Armlet

20.3% Ballistic Shield

20.3% Snow Goggles

12.5% Megalixir

12.5% Auric Hourglass (Two)

6.3% Auric Hourglass (Five)

9.2% Talisman

3.1% Ribbon

3.1% Auric Hourglass

SO Conditions
This Mission is accessed by selecting Explore the outskirts when starting Mission 6.
If you want to complete both SOs 13 and 14, youll need to start this Mission with just one party
member, and he or she will have to have a Fire spell equipped. Jack, Trey, or Cinque with Fire
BOM will serve you well during this Chapter.
Special Orders

Compare rows: Select


Room

Order

Performance Evaluation: Defeat one evil eye


within the time limit.

Time
Limit

Effect

Reward

Note

Endure
0:30

Megalixir

Performance Evaluation: Harvest Phantoma from


1:00
a tonberry.

Quick
0:30

Regal Armor

13

Take down an enemy without allied assistance


using your active leader.

Haste
0:30

[Caters Weapon]
Rune Trigger

14

Combat Trial: Defeat the sledgefist giant without


5:00
letting any Militesi soldiers die.

1:00

3:00

Aura 0:30 Armlet of Shiva

Items

Compare rows: Select


Room

Item

Note

Support Serum

12

Turbo Ether 50%/Elixir 50%

12

Support Serum

Playthrough Two Chapter 5: The First Battle


of Judecca
First Break5 Days
Moogle Classes

Compare rows: Select


FGHT-201: Applied Intro to Battle Basics

40,000 EXP

MAGC-201: Applied Intro to Magic

Magic Power +1

HPUP-101: Fundamentals of Health I

HP +50

MPUP-101: Fundamentals of Magic Enhancement I MP +10

ATTK-201: Intermediate Applied Tactics

Attack Power +5

Second Playthrough

MAGC-210: Intermediate Applied Sorcery

Magic Power +1

Second Playthrough

HPUP-202: Topics in Health II

Max HP +80

Second Playthrough

MPUP-201: Topics in Magic Enhancement I

Max MP +30

Second Playthrough

Events

Compare rows: Select


Location
Airship Landing

Who
Ryo

Reward
Elixir

Note

Moogle Classes

Compare rows: Select


Airship Landing

Ryid

Ether

Back Garden

Cinque

Mega-Potion

Crystarium

Quon

Cutscene, Ether

Central Command

Cadetmaster

Cutscene, Elixir

Play as Machina.

Ready Room

Carla

Cutscene, Hi-Potion

Ready Room

Class Twelfth Moogle

Hi-Potion

Ready Room

Enra

Ether

Terrace

Orderly

Mega-Potion, What Happened to

Aria entry added to the Rubicus.

Lounge

Deuce

Mega-Potion

Reward

Note

Tasks

Compare rows: Select


Location

Who

Task

Give one Phoenix


Mythril
Main Gate Logistics Officer Down to the Logistics
Gloves
Officer.
Fountain
Courtyard

Enra

Play as Rem and get an


S-Rank in the
Gold Bangle Second Playthrough
Covering the Cadets
Trial.

Crystarium Naghi

Find proof of the


Cactuar.

Ballistic
Shield

The Cactuar can be found randomly


in the Airship Landing, the Back
Garden, the Terrace, and the
Chocobo Ranch. (It leaves behind an
item when discovered.)

Central
Dominion
Command Officer

Defeat six Bombs for


Five Xthe Central Command
Potions
Officer.

Jubanla Region. (You can gain access


to it by heading through the
Northern Corridor, west of Mi-Go.)

Armory

Give the Guildsman

Guildsman

Thunderbolt Must fight Flame Bombs in the

Tasks

Compare rows: Select


Location

Who

Task
seven Fire Shards.

Reward
Armlet

Note
Rubrum Region.

Sorcery

Sorcery
Researcher

Give the Sorcery


Researcher seven Cyan Crystal Shard
Phantoma.

Sorcery

Dr. Al-Rashia

Defeat thirty enemies Twelve


Can be done in the Arena.
with Blizzard BOM.
Jeweled Rings

Lounge

Administration Give 800 SPP to the


Three
Official
Administration Official. Megalixirs

Expert Trials
Covering the Cadets (Level 38)

S-Rank Requirements
Time Phantoma Casualties
24:00 135

Rewards
Officer

Agito

Finis

Magic: Fire RF-II Eidolon: Shivas Petite Shiva Form [Deuces Weapon] Lamias Flute
S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

25.0% Ignis Essentia

56.2% Circlet

46.9% Aegis Divinum

25.0% Glacies Essentia

25.0% Mythril Bracelet

25.0% Stalwart Ring

S-Rank Rewards

Compare rows: Select


Officer
25.0% Fulgur Essentia

Agito

Finis

18.8% Diamond Bangle

12.5% Megalixir

25.0% Celestial Armlet


3.1% Ribbon

12.5% Aegis Essentia


Special Orders

Compare rows: Select


Room

Order

Time
Limit

Effect

Reward

Note

Performance Evaluation: Use


Datalink to defuse the time 5:00
bomb.

Endure
0:30

After saving all three cadets; you


Megalixir can only do this SO once in either
area 4, 10, or 14.

Combat Trial: Aid the cadets


by defeating three Imperial 5:00
Troopers.

Haste
0:30

Gold
Bangle

Combat Trial: Take out three


Imperial Troopers on high
1:00
ground.

Freecast
Auric Ring
0:30

10

Performance Evaluation: Use


Datalink to defuse the time 5:00
bomb.

Endure
0:30

After saving all three cadets; you


Megalixir can only do this SO once in either
area 4, 10, or 14.

14

Performance Evaluation: Use


Datalink to defuse the time 5:00
bomb.

Endure
0:30

After saving all three cadets; you


Megalixir can only do this SO once in either
area 4, 10, or 14.

Help the cadets in this area defeat


the Imperial Troopers, instead of
defeating them yourself.

Items

Compare rows: Select


Room

Item

Note

Support Serum 50%/X-Potion 25%/X-Ether 25%

After saving all three cadets.

X-Ether 50%/Support Serum 50%

After saving all three cadets.

Strategy
Youll first be tasked with aiding three cadets, all of whom will be marked on your map on the
Info screen. This is the time to do the SOs in areas 5 and 6. As soon as you rescue each of the
cadets, youll be escorted back to area 1. At this point you can do SOs 4, 10, or 14. (You can
only do one, but theyre all exactly the same, so no worries.) You also can grab the items from
areas 5 and 9. Youll have to defuse the three bombs that are marked on your map in the Info
screen. Once youve completed that task, area 15 will open up.
All you need to do in area 15 is stay alive and defeat enough soldiers to coax the CO out of the
Mid-Sized Carrier in the center of the area. Once you defeat the CO, the Expert Trial will be
over.
A Charge on the Border (RTS MissionLevel 38)

S-Rank Requirements
Time Phantoma Casualties
25:00 10
Rewards

Officer

Agito

Finis

Eidolon: Ifrits Calamity Form SPP: Lilith Rod SPP: Crystal Mail
S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

25.0% Phoenix Pinion

25.0% Phoenix Pinion (Three)

25.0% Phoenix Pinion (Six)

25.0% Vitality Apparatus

25.0% Platinum Bangle

25.0% Platinum Bangle

25.0% Mythril Gloves

25.0% Mythril Gloves

25.0% Crystal Gloves

S-Rank Rewards

Compare rows: Select


Officer
25.0% Unusual Artifact

Agito
25.0% Unusual Artifact

Finis
25.0% Unusual Artifact

Expert Trial Requirements


This Expert Trial will only appear after completing the Covering the Cadets Trial.
There are no items or red SOs in this Expert Trial, so well be focusing exclusively on how to
beat the RTS elements of the Mission. Once you accept this Expert Trial, head to the Airship
Landing and fly to the Iscah Region. Proceed west to reach the Mero Region. Once you reach
the Mero Region youll be prompted to start the Expert Trial. Accept it to begin the battle.
Occupy Domain 1
Your first mission is to capture Domain 1, but youre going to find it to be nearly impossible
with the Autoturret next to the town shooting all of your troops as they approach. Take out the
Autoturret while ignoring the Warrior units coming out of Domain 1. Once its been destroyed,
help push your soldiers up to Domain 1.
Once your soldiers reach Domain 1, immediately race to Domain 2, which is under the control of
your allies.
Defend Domain 2
Your enemies will immediately try to strike back at you and your allies once youve taken
Domain 1. Youll have to defend your territory for 60 seconds to complete the mission.
A Mid-Sized Carrier will begin attacking Domain 2, and it will have very little issue taking your
town from you if leave it unchecked. This is where Trey really shines; charge up an arrow until it
reaches Max Charge, then unleash it on the Mid-Sized Carrier. Youll do devastating damage to
the Carrier. Shoot it a few more times with fully charged arrows and youll bring the Carrier
down.
After 60 seconds, if Domain 2 is still in allied hands, youll be able to command the troops that
appear from it.
Neutralize Alerions Energy Wall

Your next task will be to lower Alerions energy wall, but youll never be able to accomplish that
without destroying the Autoturret southwest of Domain 2. Its been shooting your allies as they
make their way to Alerion, making it almost impossible to reach the town.
Destroy the Autoturret and help your troops reach Alerion.
Invade Alerion
Youll need to invade Alerion immediately after the energy wall falls. Renown will begin
producing Helldiver units, which are strong, flying MAs, and theyll fly directly to your Main
Base. These units will be very difficult to contend with while trying to capture the battlefield, but
they will only attack the Main Base while Alerions energy wall is down.
Youll need to deactivate all of the Datalink towers in Alerion in five minutes to complete the
mission. Dont waste any time fighting off enemies until youve reached the tower in each area.
There are four towers to shut down in Alerion. Once all four have been deactivated, the CO in
charge of Alerion will appear. Defeat him and Alerion will be yours.
Destroy the Mid-Sized Carrier
After you re-enter the battlefield, a Mid-Sized Carrier will enter it as well near Alerion. Your
mission is to take out the Mid-Sized Carrier. It will stop off at Domain 3 and begin attacking.
Before you can destroy it, the Mid-Sized Carrier will lift off and fly toward Domain 2. It will
take off again before you are able to bring it down. It will then fly to Alerion, which is when you
can finally shoot it down.
During this time, an imperial dreadnought will fly around the map and recapture your domains
one by one. You cant do anything to stop it except shoot down the Mid-Sized Carrier.

Neutralize Renowns Energy Wall


Once the Mid-Sized Carrier has been destroyed, the dreadnought will leave the battlefield.
Youll need to recapture Domain 1, then head for Domain 4 before you can take down Renowns
energy wall.

Immediately rush over to Domain 2 and order them to send troops to Domain 1. Waste no time
in doing this; attacks on Alerion and Domain 3 will be fierce and any delay might cost you either
location. Once Domain 2 has been ordered to attack Domain 1, head to Domain 3 and defend it
until Domain 1 has been captured. Once Domain 1 is in your possession again, order Domain 2
and Alerion to produce Spark Units, and then send them to Renown. The Helldiver units will
come out of Renown at a rapid pace, making it very hard to push toward Domain 4. The Spark
Units will drive the Helldivers back long enough for your other units to capture Domain 4.
Invade Renown
Once your troops reach Renown, it will only be a moment before they drop its energy wall. After
the wall has dropped, invade Renown and capture it to complete this Expert Trial.
The Battle on the Beach (Level 40)
S-Rank Requirements
Time Phantoma Casualties
5:00 7

Rewards
Officer

Agito

Finis

Armory: Crystal Ball Armory: Circlet Armory: Tiara

Once you accept this Expert Trial, head to the Airship Landing and take a flight to the Iscah
Region. Approach the MA troops, which are marked on your minimap to begin the Trial.
S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

37.5% Crystal Ball

25.0% Phoenix Pinion

25.0% Diamond Gloves

25.0% Flak Jacket

25.0% Circlet

25.0% Interceptor

25.0% Sentinel Emblem

25.0% Mythril Gloves

25.0% Blade Barrier

12.5% Megalixir

12.5% Stabproof Shield

21.9% Tiara

12.5% Ballistic Shield

3.1% Crystal Ball

Expert Trial Requirements

This Expert Trial will only appear after completing the A Charge on the Border Trial.
Mission 7: The Reclamation of Eibon (RTSLevel 23)

S-Rank Requirements
Time Phantoma Casualties

25:00 11
Rewards

Officer

Agito

Finis

Magic: Blizzard SHG, Gold Bangle SPP: Mythril Armor Adamant Shell
S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

25.0% Phoenix Pinion

25.0% Phoenix Pinion (Three)

25.0% Phoenix Pinion (Six)

25.0% Platinum Bracelet

25.0% Mythril Bracelet

25.0% Arctic Armlet

25.0% Crystal Ball

25.0% Circlet

25.0% Blaze Armlet

25.0% Medical Kit

25.0% Thunderbolt Armlet

25.0% Tiara

Second Break5 Days


Moogle Classes

Compare rows: Select


FRMG-102: Elementary Fire Magic II

Fire Magic +1

ICMG-102: Elementary Ice Magic II

Ice Magic +1

LTMG-102: Elementary Lightning Magic II Lightning Magic +1

DFMG-201: Intermediate Defense Magic


Defense Magic +2
I

FRMG-302: Advanced Fire Magic II

Fire Magic +3

Second
Playthrough

ICMG-302: Advanced Ice Magic II

Ice Magic +3

Second
Playthrough

LTMG-302: Advanced Lightning Magic II Lightning Magic +3

Second
Playthrough

DFMG-402: SeminarMastery of Aegis II Defense Magic +3

Second

Moogle Classes

Compare rows: Select


Playthrough
Events

Compare rows: Select


Location
Main Gate

Who
Caetuna

Fountain Courtyard Yano

Reward

Note

Cutscene, X-Potion
Hi-Potion

Fountain Courtyard Dominion Legionary Ether

Airship Landing

Orderly

Mega-Potion,
Assign Her to My
Custody entry

added to the
Rubicus.

Airship Landing

Mutsuki

Hi-Potion

Airship Landing

Ryo

Elixir

If you talk to Ryo in the last Free Time


session, this Event will not be here.

Cemetery

Gate

Cutscene, Phoenix

Pinion

Crystarium

Hiiragi

Ether

Central Command Class Second Moogle Hi-Potion

Ready Room

Orderly

X-Potion, On
Second Thought

entry added to the


Rubicus.

Lounge

Carla

N/A

Terrace

Kurasame

Cutscene, X-Potion

You need to give her 10,000 Gil.

Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

Main Gate

Logistics Officer

Give three Mega-Potions to the Platinum


Logistics Officer.
Gloves

Fountain
Courtyard

Tokito

Give one Diamond Ore to Tokito.

Good-Luck Can be found in the Bethnel


Charm
Caverns.

Crystarium

Class Ninth
Cadet

Take three prisoners by


defeating enemy COs.

Protector
Ring

Central
Command

Dominion
Officer

Defeat one Striker

The Strikers can be found in


Ten Elixirs the forests of the Eibon
Region.

Armory

Armory
Guildmaster

Defeat monsters in Bethnel


Give two chunks of Beast Flesh
Gold Bangle Caverns, second
to the Armory Guildmaster.
playthrough.

Sorcery

Sorcery
Researcher

Give ten Sepia Phantoma to the Crystal


Sorcery Researcher.
Shard

Lounge

Administration Give 1000 SPP to the


Official
Administration Official.

Terrace

Kurasame

Land twenty Killsight/Breaksight


Shock
strikes and report back to
Shield
Kurasame.

Outside of Akademeia
Location Who
Task
Toguagh Issei

Five
Phoenix
Down

Reward

Defeat a Dracoknight for Diamond


Issei.
Shield

Expert Trials
Colonel Faiths Revolt (Level 41)

Soldiers and their COs can


be found the forests of the
Mero Region.

Can be done in the Arena.

Note
Must be fought on the Innsmouth Coast, second
playthrough.

S-Rank Requirements
Time Phantoma Casualties
15:00 40
Rewards

Officer

Agito

Finis

Eidolon: Golems Troll Form Eidolon: Bahamuts Neo Bahamut Form Magic: Meteor

Once you accept this Expert Trial, leave Akademeia through the Main Gate and head to Toguagh
in the Eibon Region.
S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

25.0% Diamond Gloves

25.0% Crystal Ball

25.0% Armlet of Ramuh

25.0% Ballistic Shield

25.0% Interceptor

25.0% Advanced Interceptor

25.0% U2-Shock Damper

25.0% Supple Shield

25.0% Ignis Divinum

12.5% Megalixir

25.0% Opal Shield

21.9% Supple Shield

12.5% Aegis Codex

3.1% Ribbon

Strategy
Colonel Faith is stationed in area 3 at the start of the Trial. If you want to have a chance to grab
all of the items and complete all of the SOs during this Trial, ignore Faith any time you see him
and head to the areas listed below. If you attack Colonel Faith and deplete his health, youll be
escorted to area 19 where youll need to defend yourself against waves of enemies for five
minutes. Once the five minutes are up, the Trial will be over.

If you want to get the SOs without having to wait a long time for Colonel Faith to appear in the
required areas, head straight to area 12. Faith starts in area 3, but he will almost immediately
move to area 12 shortly after you leave area 12. This will allow you to finish the area 12 SO
without having to wait several minutes for him to re-enter the area. Once youve completed area
12s SO, head to area 6 and wait for Faith to appear there to complete area 6s SO. After that,
complete the remaining SO and collect the items scattered around the map, then track down and
kill Colonel Faith.
Special Orders

Compare rows: Select


Room

Order

Time
Limit

Effect

Reward

Note

Stealth Mission: Ambush


Invincible
10:00
Megalixir
Colonel Faith.
0:30

You need to wait in this area until


Colonel Faith makes his way to this
area himself. Once he enters the
area, the SO will be complete.

12

Combat Trial: Score a


Breaksight strike on
Colonel Faith.

18

19

Freecast
0:45

U2-Shock
Damper

You need to wait until Colonel Faith is


in this area before this SO will
appear.

Performance Evaluation:
Fight your way through 5:00
the enemy ambush.

Quick 0:30

Phoenix
Pinion

You just need to defeat the CO in this


area to complete the SO.

Performance Evaluation:
Take down twenty
3:00
imperial stragglers.

Trance
1:00

[Eights
Weapon]

Diamond Fists

1:00

Items

Compare rows: Select


Room

Item

Note

Ether 50%/Medical Kit 50%

14

Elixir 50%/X-Ether 25%/Support Serum 25%

18

X-Ether 50%/Elixir 50%

Mission 8: The Battle of Judecca (Level 29)

S-Rank Requirements
Compare rows: Select

Time

Phantoma

Casualties

35:00 (Not saved by the Eidolon)

64

22:00 (Saved by the Eidolon)

64

S-Rank in Mission 8
Getting an S-Rank in this Mission works a little differently than in the other Missions youve
done up to this point. The time limit is determined by whether or not a specific Eidolon (who we
arent naming here to avoid spoilers) comes to your aid during the boss fight at the end of this
Mission.
Rewards
Officer

Agito

Finis

Armory: Lunar Armlet Armory: Platinum Bangle Armory: Mythril Bangle


S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

21.9% Ignis Tertius, Vol. II

25.0% Ignis Veritas

25.0% Fulgur Divinum

21.9% Glacies Tertia, Vol. II

25.0% Gold Anklet

25.0% Warlocks Headdress

21.9% Fulgur Tertius, Vol. II

25.0% Mist Mask

25.0% Armlet of Ramuh

21.9% Aegis Tertia, Vol. II

25.0% Balaclava

21.9% Lunar Armlet

12.4% Megalixir

Mission 8.5: Operation Vulturnus (Level 42)

3.1% Ribbon

S-Rank Requirements
Time Phantoma Casualties
24:00 100

S-Rank Rewards

Compare rows: Select


Officer
18.8% Argentic Hourglass

Agito
25.0% Deflector

Finis
25.0% Blessed Armlet

S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

18.8% Ignis Essentia

25.0% Lunar Armlet

25.0% Sublimation Ring

18.8% Glacies Essentia

18.8% Rune Ring

25.0% Battery Barrier

18.8% Fulgur Essentia

18.8% Topaz Shield

15.6% Growth Egg

12.5% Megalixir

12.4% Auric Hourglass (Two)

6.3% Auric Hourglass (Five)

9.2% Circlet

3.1% Ribbon

3.1% Auric Hourglass

Second Playthrough
This Mission is accessed by selecting Travel to the border when you speak with the Dominion
Tribune at the Airship Landing for Mission 8.
Rewards

Officer

Agito

Finis

Eidolon: Bahamut, Auric Hourglass Armory: Regal Armor Armory: [Sevens Weapon] Beastmaster
Special Orders

Compare rows: Select


Room

Order

Time
Effect
Limit

Reward

Note

Do not perform magic


attacks with your active
leader.

11

Combat Trial: Deal at least


Aura
3500 damage to the
1:00
0:45
Diepvern.

Eidolon: Diablos

Baalberith Form

13

Performance Evaluation:
Regen
Defeat Wingvern and
2:00
0:30
neutralize the energy wall.

[Sevens
Weapon]
Wildfire
Whipblade

1:00

Protect
Arctic Armlet
1:00

Special Orders

Compare rows: Select


Room

Time
Effect
Limit

Order

21

Intel Quest: Obtain


classified information on
the royal army.

Haste
2:00
0:20

25

Performance Evaluation:
Exterminate all the
pyronades

1:00

Regen
0:30

Reward

Note

Megalixir

The item you are looking for doesnt


appear as a red light like other items.
Its inside the box closest to the wall
on the north side of the area.

Elixir

Items

Compare rows: Select


Room

Item

Note

Argentum Medica 50%/Aurum Medica


50%

10

Aes Medica 71.1%/Argentum Medica


28.9%

12

Knowing Tag

14

Draco Medica 71.1%/Aurum Medica


28.9%

16

Aes Medica 71.1%/Argentum Medica


28.9%

Can only be reached from the southeast passage of


area 13.

20

Aes Medica 71.1%/Argentum Medica


28.9%

23

Knowing Tag

Playthrough Two Chapter 6: Terra MortisKhalias Decision


Mission 9: The Clash on Big Bridge (Level 32)

S-Rank Requirements
Time Phantoma Casualties
25:00 108
Rewards

Officer

Agito

Finis

Eidolon: Odin, Orderly: Hi-Potion Eidolon: Ifrits Ignis Form Orderly: Elixir
S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

25.0% Magitek Shield

25.0% Talisman

25.0% Celestial Armlet

12.5% Megalixir

25.0% Interceptor

25.0% Sand Visor

12.5% Circlet

25.0% Topaz Shield

25.0% Gemini Ring

12.5% Ignis Essentia

25.0% Lunar Armlet

21.9% Celestial Armlet

S-Rank Rewards

Compare rows: Select


Officer

Agito

12.5% Glacies Essentia


12.5% Fulgur Essentia
12.5% Tempered Shield

Mission 9.5: The Last Line of Defense (Level 43)

S-Rank Requirements
Time Phantoma Casualties
N/A 45

Finis
3.1% Ribbon

Rewards

Officer

Agito

Finis

Magic: Blizzard BOM-II, Auric Hourglass Armory: Opal Shield Armory: Valkyries
S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

18.8% Argentic Hourglass

37.5% Circlet

25.0% Fulgur Divinum

18.8% Blaze Armlet

25.0% Mythril Bracelet

25.0% Gemini Ring

18.8% Arctic Armlet

25.0% Tome of Ramuh

25.0% Celestial Armlet

18.8% Thunderbolt Armlet

12.5% Auric Hourglass (Two)

15.6% Lustrous Armlet

12.5% Megalixir

6.3% Auric Hourglass (Five)

9.2% Safety Bit

3.1% Ribbon

3.1% Auric Hourglass


Special Orders

Compare rows: Select


Room

Order

Performance
Evaluation: Defend
your allies.

Performance
Evaluation: Defend
your allies.

Performance
Evaluation: Defend
your allies.

Performance
Evaluation: Defend

Time
Limit

Effect

2:00

Protect
1:00

2:00

Regen
1:00

Reward

Note

You have to defeat all of the enemies


[Jacks Weapon] that come out of the west side of the
Demonslayer
area without letting a single cadet
fall.

Gold Anklet

You have to defeat all of the enemies


that come out of the west side of the
area without letting a single cadet
fall.

5:00

Quick 1:00 Gaia Armlet

You have to defeat all of the enemies


that come out of the west side of the
area without letting a single cadet
fall.

5:00

Invincible Torrent Armlet

You have to defeat all of the enemies


that come out of the west side of the

S-Rank Rewards

Compare rows: Select


Officer

Agito

your allies.

10

Performance
Evaluation: Defend
your allies.

Items
Room
4

1:00

2:00

Item
Support Serum 75%/Fortified
Ration 25%

Finis
area without letting a single cadet
fall.

Endure
1:00

Gale Armlet

You have to defeat all of the enemies


that come out of the west side of the
area without letting a single cadet
fall.

Note
You can only reach this item by going through area 5s
southwest passage.

Second Playthrough
This Mission is accessed by selecting Contact Dr. Arecia when you speak with Kurasame at
the start of Chapter 6.
Strategy
There is a twenty-minute timer in this Mission, but it doesnt track how much time you have to
complete the Missionit marks how long you have to survive it. Things are structured a bit
differently here than in all other Missions youve done up to this point. Instead of heading
toward an objective, youll be waiting for them to appear on the map. Your job is to protect your
allies in each of the areas that the Militesi attack. Theyll attack the map at specific times, but
which area theyll attack is random. Theyll never attack the same area twice, however. You can
find the list of areas and when the Militesi will attack them below.
Once the twenty-minute timer hits zero, youll be teleported to an alternate dimension. Youll
have to survive in this dimension for three minutes while spectral Bahamut-like creatures attack
you. The Bahamuts are pretty easy to deal with despite their size. Stick to their sides at all times
and youll be able to avoid all of their attacks. Once the three-minute timer runs out, youll be
escorted back to the real world and the Mission will be over.
The Triad Maneuver is absolutely vital to this battle. The SO in area 2 wont leave you with
much time, and youll have several Colossus units to fight off. The Triad Maneuver will help you
take out huge chunks of their health, which will give you a much better chance of completing the
SO.

Time of Attack
Attack 1 (19:30 Minutes Remaining)
Attack 2 (17:10 Minutes Remaining)
Attack 3 (14:45 Minutes Remaining)
Attack 4 (12:30 Minutes Remaining)
Attack 5 (10:00 Minutes Remaining)
Attack 6 (5:45 Minutes Remaining)
Attack 7Area 2 (2:40 Minutes Remaining)

Playthrough Two Chapter 7: Fate of the


Crystal-The Endless Battle
First Break8 Days
Moogle Classes

Compare rows: Select


FGHT-301: Advanced Battle Basics

100,000 EXP

MAGC-301: Topics in Basic Magic

Magic Power

+1

HPUP-102: Fundamentals of Health II

Max HP +50

MPUP-102: Fundamentals of Magic Enhancement II Max MP +20


ATTK-301: Practicum in Applied Tactics

Attack Power Second


+5
Playthrough

MAGC-310: Practicum in Applied Sorcery

Magic Power Second


+1
Playthrough

HPUP-301: Practicum in Health

Max HP +100

Second
Playthrough

MPUP-202: Topics in Magic Enhancement I

Max MP +50

Second
Playthrough

Events

Compare rows: Select


Location

Who

Reward

Note

Main Gate

Yamato

Elixir

Airship Landing

Izumo

Elixir

Altocrystarium

Queen

MegaPotion

Hallway

Naghi

Cutscene

You must have completed all other Naghi


Events for this one to appear.

Classroom Zero

Rem/Trey

Cutscene,
Phoenix
Pinion

Back Garden

Machina

MegaPotion

Cutscene,
Phoenix
Pinion

Cemetery Gate
Crystarium

Class Ninth Moogle

X-Potion

Armory/Kazusas Lab

Kazusa

There must be 6 or less hours left in the


Cutscene,
day in order to talk to Kazusa. Refer to the
Random
Side Quests Section of this guide for
Item
details

Kazusas Lab

Kazusa

Cutscene, You must obtain an Eyeball Specimen


Ether
from Naghi in Central Command.

Central Command

Seven

Cutscene,
BOM
Magic
After doing Mutsuki request.
Power
+10

Central Command

Shijima

Elixir

Armory

Ryid

Cutscene,
After completing his Task.
Attack +3

Lounge

Carla

N/A

You have to give her 100,000 Gil.

Moogle Classes

Compare rows: Select

Terrace/Sorcery

There must be 6 or less hours left in the


day in order to do Emina Events. Refer to
Emina/Sorcery Researcher Cutscene
the Side Quests Section of this guide for
details

Terrace

Tokito

X-Potion

This Event can only be done while Emina


isnt on the Terrace.

Outside of Akademeia
Compare rows: Select
Location
Cetme

Who
Yatsude

Roshana Subaru

Task

Reward

Note

Defeat twenty
Imperial Troopers.

Can be done in any location; you cannot reach


Quake Killer Cetme until completing the Operation Sticky
Fingers Expert Trial.

Defeat fifteen
Mandragoras in the
Roshana Province.

You cannot enter Roshana until completing the


Gold Anklet Operation Dragon Slayer Expert Trial or until
you complete Mission 10.

Rama

Marduks are found in the forests of the


Defeat two Marduks
Roshana Province; you cannot enter Rama until
Yukisato in the Roshana
Crystal Shard
completing the Operation Dragon Slayer
Province.
Expert Trial or until you complete Mission 10.

Bazz

Sakuya

Iron Giants can be found in the Silent Key; you


Defeat an Iron Giant. Growth Egg cannot enter Bazz until completing the
Operation Homecoming Expert Trial.

Azurr

Okita

Gold Bangle,
Defeat eight Floating
You cannot enter Azurr until completing The
MPV-B2
Eyes for Okita.
Climactic Clash at Azurr Expert Trial.
Trunk Key

Tasks

Compare rows: Select


Location
Main Gate

Who
Logistics
Officer

Task

Reward

Give three Mega-Remedies Ten Xto the Logistics Officer.


Potions

Note

Outside of Akademeia
Compare rows: Select
Location

Who

Task

Reward

Note

Classroom Kurasames
Zero
Tonberry

Land thirty
Killsight/Breaksight strikes
and report back to
Kurasames Tonberry.

Crystarium Naghi

Obtain Kurasames Knowing


X-Potion
Tag.

Central
Dominion
Command Officer

Defeat ten Ankhegs.

Three
Megalixirs

The Ankhegs must be defeated in


the Old Lorica Region.

Armory

Ryid

Obtain Lorican Diary.

Crystal
Gloves

Armory

Mutsuki

Obtain one Dark Matter for Diamond


Mutsuki.
Ring

Dropped by Malboros in the


Roshana Province.

Armory

Guildsman

Retrieve ten Turtle Shells for Diamond


the Guildsman.
Gloves

You must defeat the Adamantoise


in Innsmouth Coast.

Sorcery

Quon

Obtain one Jeweled Ring for Dominion


Quon.
Helmet

You get the ring from Dr. AlRashias Task in the first Free
Time of Chapter 5.

Sorcery

Sorcery
Researcher

Give fifteen Mauve


Phantoma to the Sorcery
Researcher.

Magic:

Thunder MIS

Lounge

Cadetmaster

Give 1500 SPP to the


Cadetmaster.

Five Phoenix

Pinions

Expert Trials
The Retreat from Roshana (Level 45)

Shock Armor

Can be done in Akademeias


Arena.
It is found near Bethnel Caverns;
this Event can only be done after
giving Kazusa the Eyeball
Specimen.

S-Rank Requirements
Time Phantoma Casualties
33:00 100

Rewards
Officer

Agito

Finis

Magic: Blizzard RF-II Armory: Sublimation Ring Armory: [Treys Weapon] Artemis Bow
S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

56.2% Flak Jacket

25.0% Platinum Bracelet

25.0% Ignis Divinum

25.0% Megalixir

25.0% Guardian Ring

25.0% Mages Miter

12.5% Gold Bangle

25.0% Red Beret

25.0% Deflector

6.3% Platinum Bangle

25.0% H5-Shock Absorber

21.9% Mythril Bracelet


3.1% Ribbon

After accepting The Retreat from Roshana Expert Trial, head to Roshana, which is east of the
Eibon Region.
Special Orders

Compare rows: Select


Room

Order

Time
Limit

Effect

Reward

Note

Performance Evaluation:
Defeat the Wingvern and
neutralize the energy walls.

2:00

This SO wont appear until


Trance [Cinques Weapon]
you are near the energy
0:45
Wildfire Mace
wall.

Combat Trial: Take down at


least fifty enemies.

3:00

Regen
1:00

Blessed Armlet

Combat Trial: Attract enemy


attention by dealing 30,000 HP 3:00
worth of damage.

Haste
1:00

Celestial Armlet

Special Orders

Compare rows: Select


Room

Order

Time
Limit

Effect

Reward

Note

Keep the enemies from


Thundersnow Ring reaching the door on the
south side of the room.

12

Combat Trial: Stall the enemy


3:00
for three minutes.

Regen
1:00

14

Combat Trial: Take down three


3:00
Dragoniers.

Protect
Regal Armor
0:45

The Dragoniers are on the


Flyverns backs.

Items

Compare rows: Select


Room

Item

Note

Hi-Potion 50%/Argentum Medica 37.5%/Elixir 12.5%

10

Elixir 75%/Ether 25%

11

Knowing Tag

13

Knowing Tag

14

Turbo Ether 50%/Elixer 50%

Operation Sticky Fingers (Level 46)

S-Rank Requirements
Time Phantoma Casualties
7:00 16

Rewards
Officer

Agito

Finis

Armory: Fulgur Essentia Armory: Blaze Armlet Armory: Armlet of Ifrit


S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

50.0% Ignis Codex

37.5% Lunar Armlet

25.0% Mythril Bracelet

25.0% Megalixir

25.0% Diamond Gloves

25.0% Diamond Bracelet

12.5% Mythril Bracelet

25.0% Deflector

25.0% Advanced Interceptor

12.5% Talisman

12.5% Mythril Bracelet

21.9% Gold Hairpin


3.1% Ribbon

After accepting the Operation Sticky Fingers Expert Trial, head to Cetme, which is east of the
Mero Region. There are no items or red SOs in the Expert Trial.
Secret Agents Zero (Level 46)

S-Rank Requirements
Time Phantoma Casualties
21:00 108

Rewards
Officer

Agito

Finis

Armory: Ignis Essentia Armory: Ruby Shield Armory: [Queens Weapon] Phantasmal Blade
S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

21.9% Ignis Essentia

21.9% Ignis Veritas

21.9% Ignis Magnum

21.9% Glacies Essentia

21.9% Glacies Veritas

21.9% Glacies Magnum

21.9% Fulgur Essentia

21.9% Fulgur Veritas

21.9% Fulgur Magnum

21.9% Aegis Essentia

21.9% Aegis Veritas

21.9% Aegis Magnum

12.4% Megalixir

12.4% Mages Miter

9.3% Warlocks Headdress


3.1% Ribbon

Expert Trial Requirements


This Expert Trial will only appear after completing the Operation Sticky Fingers Expert Trial.
After accepting the Secret Agents Zero Expert Trial, use the Airship Landing to take a flight to
the Cetme District. Follow the waypoint on your minimap to reach Mt. Klimov.
Special Orders

Compare rows: Select


Room

Order

Time
Limit

Performance Evaluation:
Keep fighting in spite of the 1:00
snowstorm.

Effect
Regen
0:45

Reward

Phoenix Pinion

Note
You just need to fight until the
timer runs out.

Special Orders

Compare rows: Select


Room

Order

Time
Limit

Effect

Reward

16

Combat Trial: Annihilate the


enemy in under five
5:00
minutes.

Protect
Gold Anklet
0:30

27

Combat Trial: Deal 5000


2:00
damage to the Snow Giant

Aura
0:45

Note

[Queens
This SO will only pop up after you
Weapon]
destroy the Colossus units and the
Wildfire Saber Snow Giants enter the room.

Items

Compare rows: Select


Room

Item

Note

Keycard

Keycard

Knowing Tag

10

Knowing Tag

10

Fortified Ration 50%/Combat Ration 50%

14

First Aid Kit 50%/Strength Serum 50%

15

Combat Ration 50%/First Aid Kit 50%

21

First Aid Kit 50%/Strength Serum 50%

Operation Dragon Slayer (Level 45)

S-Rank Requirements
Time Phantoma Casualties
30:00 12

S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

25.0% Phoenix Pinion (Two)

25.0% Phoenix Pinion (Four)

25.0% Phoenix Pinion (Eight)

25.0% Diamond Bracelet

25.0% Crystal Bracelet

25.0% Crystal Bracelet

25.0% Aegis Essentia

25.0% Aegis Divinum

25.0% Diamond Shield

S-Rank Rewards

Compare rows: Select


Officer

Agito

25.0% Mobility Gear


Rewards
Officer

25.0% Gold Anklet

Agito

Finis
25.0% Adamant Shell

Finis

Eidolon: Diabolos SPP: Reed Cloak SPP: Megalixir

After accepting the Operation Dragon Slayer Expert Trial, head to the Roshana Province,
which is east of the Eibon Region.

Expert Trial Requirements


This Expert Trial will only appear after completing The Retreat from Roshana Expert Trial.

Occupy Domain 3
Help your troops push up to Domain 3 and capture it, then race back to the Main Camp.
Defend the Main Camp

Wingverns from Domain 1 will begin attacking the Main Camp. Youll need to defend the Main
Camp from the Wingvern assault for one minute to complete this Mission. Once the timer
reaches zero, if you protected the Main Camp, youll gain direct control over it. Order your
troops from the Main Camp to take over Domain 1.
Stop the Flyvern
For taking Domain 1, the enemy will send a Flyvern over to Domain 3 and summon two
Malboros. Defeat the Malboros and attack the Flyvern and it will fly over to Domain 2 and
attempt to do the same thing. Keep attacking the Flyvern and it will give up and fly away.
Neutralize Roshanas Energy Wall
Help your soldiers push up to Roshana. All of your troops will already be making their way to
Roshana, so all you need to do is help them push up to the town itself.
Invade Roshana
Once the energy wall has been neutralized, enter Roshana and capture it. The next three Missions
youll be given require you to kill enemies consisting of specific element types and then harvest
their Phantoma. Dont try to clear the rooms of enemies. Instead, focus on killing the elemental
enemies whose Phantoma you need, then move on. The last of the three Missions involves
getting Phantoma from lightning-type enemies, which can be a little tough to find, if for no other
reason than there arent a ton of enemies in Roshana.

Harvest Two Phantoma from Fire-Type Enemies


While in Roshana, Moglin will task you with harvesting two fire Phantoma. There is a Pyronade
in area 1 of Roshana and a second one will also appear if you keep defeating the enemies in that
area. Harvesting the Phantoma of both Pyronades is enough to complete this Mission.
Harvest Three Phantoma from Ice-Type Enemies

Youll find plenty of Cryonades around area 1. You can also find more Cryonades in area 2 as
well, if youve killed off all the ones in area 1.
Harvest Four Phantoma from Lightning-Type Enemies
This is the same deal as the past two Missions. The lightning enemies to look for are the Gateau
Shockalots and the Galvanades.
Drive the Enemies Out of Roshana
Defeat the marked enemies in area 3s central square to complete this Mission and capture
Roshana.
Neutralize Ramas Energy Wall
The enemy will send the giant Flyvern back onto the field to attack your domains. It will fly
directly to the Main Camp to summon more Malboros this time. Rush over to the Main Camp
and attack the Flyvern as soon as it arrives. You can prevent it from summoning the Malboros if
youre fast enough and do enough damage. The Flyvern will retreat once again after taking a bit
of damage. It will then make its way directly to Domain 2 to attempt to summon more Malboros.
Head there and try to interrupt its attacks. Once youve scared it off again, it will head for Rama
and stay there for the remainder of the battle.
From here on, help your troops take Domain 5 and push up to Rama. Youll have to fight
through incredibly tough turtle-like creatures called Cragapaces. Help your allies push up near
Rama and theyll help you attack the Flyvern. Bring the Flyvern down once and for all and lead
your troops up to Rama to bring the energy wall down.
Invade Rama
Once the energy wall has dropped, enter Rama. In area 1 of Rama, a Behemash is causing
trouble for your allies. He wont appear until you reach area 3 and kill the enemy there, but once
you do, all you need to do is bring the Behemash down to capture Rama and complete this
Expert Trial.
The enemy that needs killing is a spy for the Concordian army who is leaking allied secrets in
Rama. Hes hiding out in area 3 and hell need to be dealt with in order to reach the Behemash.
Once the spy has been forcefully retired from his spy career, head back to area 1 to find the
Behemash.
Thwarting the Royal Ambush (Level 46)

S-Rank Requirements
Time Phantoma Casualties
5:00 14

Rewards
Officer

Agito

Finis

Armory: Mythril Gloves Armory: Diamond Gloves Armory: Crystal Gloves


S-Rank Rewards

Compare rows: Select


Officer
12.5% Megalixir

Agito
25.0% Phoenix Pinion

Finis
12.5% [Aces Weapon] Platinum Deck

12.5% [Aces Weapon] Lustrous Deck 25.0% Platinum Bangle 12.5% [Deuces Weapon] Wildfire Flute
12.5% [Deuces Weapon] Platinum
Piccolo

25.0% Circlet

12.5% [Treys Weapon] Venom Bow

12.5% [Treys Weapon] Thorn Bow

12.5% Protector Ring

12.5% [Caters Weapon] Rune Trigger

12.5% [Caters Weapon] Magicite


Prime

12.5% Aegis Veritas

12.5% [Cinques Weapon] Wildfire Mace

12.5% [Cinques Weapon] Buster


Hammer

12.5% [Sices Weapon] Lamias Scythe

12.5% [Sices Weapon] Reapers


Scythe

12.5% [Sevens Weapon] Wildfire


Whipblade

S-Rank Rewards

Compare rows: Select


Officer

Agito

12.5% [Sevens Weapon] Sleipnir Tail

Finis
12.5% Tiara

After accepting the Thwarting the Royal Ambush Expert Trial, use the Airship Landing to take
a flight to Mi-Go in the North Togoreth Region. Follow the waypoint on your minimap to reach
the Adamantoise northeast of Mi-Go. Approach the Adamantoise to start the Expert Trial.

Expert Trial Requirements


This Expert Trial will only appear after completing the Operation Dragon Slayer Expert Trial.
Strategy
Area 1 of this Expert Trial has you fighting the Adamantoise, named Josai, on a beach. You cant
leave the area and Josais health and defense are off the charts. To make matters worse, it has a
permanent Regen buff on itself, meaning doing significant damage to it is almost impossible.
There is one way to significantly damage it: hit its Breaksight when it attempts to slam down on
top of you with its front half. This is the only time youll be able to hurt it, so try to avoid it
otherwise.
After a few minutes of dodging this repugnant reptile, youll be escorted automatically to area 2.
From that point, you only need to defeat the Wingvern CO in area 4 to complete this Expert
Trial.
Items
Room
4

Item

Note

Knowing Tag Whether or not this item shows up is random

Wyverns in the Woods (Level 47)

S-Rank Requirements
Time Phantoma Casualties
6:00 25
Rewards
Officer

Agito

Finis

Armory: Red Beret Armory: Mages Miter Armory: Warlocks Headdress

Expert Trial Requirements


This Expert Trial will only appear after completing the Thwarting the Royal Ambush Expert
Trial.

After accepting the Wyverns in the Woods Expert Trial, use the Airship Landing to take a
flight to the Roshana Province, then follow the waypoint on your minimap into the woods just a
little northwest of Roshana.
S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

12.5% Megalixir

25.0% Phoenix Pinion

12.5% [Eights Weapon] Diamond Fists

12.5% [Eights Weapon] Killer


Knuckles

25.0% Mythril Ring

12.5% [Nines Weapon] Wildfire Spear

12.5% [Nines Weapon] Knights


Lance

25.0% Circlet

12.5% [Jacks Weapon] Demonslayer

12.5% [Jacks Weapon] Black Widow

12.5% Platinum
Bracelet

12.5% [Queens Weapon] Wildfire Saber

12.5% [Queens Weapon] Rune Saber 12.5% Dragonic Ring

12.5% [Kings Weapon] Judgments

12.5% [Kings Weapon] Magnati

12.5% [Machinas Weapon] Twin


Lvateinns

12.5% [Machinas Weapon] Rune


Rapiers

12.5% [Rems Weapon] Wildfire Daggers

12.5% [Rems Weapon] Rune Daggers

12.5% Aegis Veritas

Strategy
There arent any red SOs or items in this Expert Trial, but the forest is an absolute maze, which
is quite difficult to navigate if you dont know where to go. The quickest path to area 8 is to go
north in area 1, north in area 2, south in areas 3 and 4, east in area 5, west in area 6, and east in
area 7. Once youve reached area 8, youll find a dragon named Sei-Lan. Defeat the dragon to
complete this Expert Trial.
The Climactic Clash at Azurr (RTSLevel 48)

S-Rank Requirements
Time Phantoma Casualties
40:00 14

S-Rank Rewards

Compare rows: Select


Officer
21.9% Ignis Essentia

Agito
21.9% Crystal Bracelet

Finis
21.9% Crystal Bracelet

S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

20.3% Glacies Essentia

20.3% Grand Bangle

20.3% Grand Bangle

20.3% Fulgur Essentia

20.3% Crystal Ring

20.3% Crystal Ring

12.5% Advanced Interceptor

12.5% Ignis Divinum

12.5% Dukes Gauntlets

12.5% Grand Bangle

12.5% Glacies Divinum

12.5% Blessed Armlet

12.5% Crystal Ring

12.5% Fulgur Divinum

12.5% Super Ribbon

Rewards

Officer

Agito

Finis

Eidolon: Golems Dwarf Golem Form SPP: Phoenix Pinion SPP: Onion Armor

After accepting The Climactic Clash at Azurr Expert Trial, use the Airship Landing to take a
flight to Cetme, then head to the Azurr District, west of Cetme. Alternatively, if Cetme is not
available as a destination from the Airship Landing, you can fly to Iscah and head west to reach
the Azurr District. Once you reach the Azurr District, the Expert Trial will begin.

Expert Trial Requirements


This Expert Trial will only appear after completing the Secret Agents Zero Expert Trial.

Shoot Down the Mid-Sized Carrier


You wont have any room to breathe at the start of this Expert Trial. From the word go a MidSized Carrier will fly to Domain 1 and begin attacking it relentlessly. Shoot it down to gain
direct control over Domain 1.
Neutralize Morinas Energy Wall
Morina is producing an awful lot of MAs, which means you should tell Domain 1 to produce
Spark Units to deal with them. Help your troops push up to Morina so they can remove that
energy wall for you. Youll need to destroy the Autoturret to the right of Morina if you want any
hope of ever reaching the town, but once thats gone itll be smooth sailing from then on.
Invade Morina

Youll need to destroy all of the fuel tanks in Morina within five minutes to help them win the
battle. There are Panjandrums posing as normal fuel tanks which wont count toward the fuel
tanks that you need to destroy.

Main Gate
There are no fuel tanks in this area.
Central Concourse

There are three fuel tanks in area 2.


Central Square
There are only two fuel tanks in this area. Destroy them and move on.
Western Warehouse
There are four fuel tanks in area 4.
Northern Warehouse
The final five fuel tanks are in area 5. Destroy them and head back to area 1. Defeat the CO that
appears shortly after entering area 1 to capture and gain direct control over Morina.
Defend Morina
As soon as you capture Morina, the enemy launches a counterattack to take it back. Youll need
to defend the town for a minute and fifteen seconds while waiting for reinforcements. Start by
telling Morina to produce Spark Units to help deal with the incoming Helldiver units, then focus
on taking out the Mid-Sized Carrier attacking the town.
After a minute and fifteen seconds have passed, the assault on Morina will die down and Izumo
will appear in an airship to help you protect Morina. Youll need to destroy the Autoturret
southwest of Morina to help your army push up to Domain 2.
Neutralize Arwens Energy Wall
With Izumos help, taking Domain 2 and Arwen wont be an issue. Lead your soldiers up to
Arwen and wait for them to take down the energy wall. Make sure to tell all of the towns under
your direct control to send units to Arwenthe energy wall there is quite strong, so youll need
all the help you can get to take it down.
Youll also want to check on Morina as well. Azurr will sneak a Mid-Sized Carrier over to
Morina while youre pushing up to Arwen. It wont do much damage to Morina, but it will slow
down your troop production.
Invade Arwen

Arwen is only one area big, and all you need to do to capture it is defeat the CO. To get the CO
to appear, youll need to defeat all the enemies that appear in the area. After defeating the Striker
MAs, keep your eyes on the right side of the runway. A Mid-sized Carrier will try and fly out of
Arwen, but if youre fast enough, you can shoot it down before its able to leave.
Neutralize Azurrs Energy Wall
The final showdown with Azurr has arrived. Help your soldiers fend off a large force of MAs
coming from Domain 3 and Azurr while also helping them take both towns.
After taking Domain 3, youll gain direct control of the Izumo Unit. Use the Mogvice command
and place markers to guide Izumo to where you want him to go. The markers will appear
wherever youre standing when you activate Mogvice, so make sure youre standing wherever
you want Izumo to go before calling it.
Shortly after gaining the ability to command Izumo, Azurr will send out an arachnid-like MA
called Vigilante (its just like Vajra from Chapter 3). Vigilante will plant itself near the Main
Camp and begin firing on any of your allies as they approach Domain 3. Order Izumo to head to
the Vigilantes position next to the Main Camp.
It will eventually make its way over to Morina. Chase it down and attack it before it can take
Morina back. You only need to take out a single bar of health to get the Vigilante to run away.
When it does run, it will race right back to the peak it was standing on near the Main Camp.
Once the Vigilante approaches Izumo, theyll begin to fight it out. Assist Izumo in defeating the
Vigilante.
After you take another bar of its health, Vigilante will leap back onto the peak. It will stay up
there for a minute or so, then it will begin attacking Izumo again. Repeat this process until the
Vigilante is destroyed. Just make sure not to leave Izumo alone with Vigilante; the arachnid-MA
can tear Izumo apart if Izumo has to face it alone.
Help your troops push up to Azurr and wait for the energy wall to drop.
Invade Azurr

Youll have five minutes to chase down and defeat the CO in Azurr. In each area you enter,
make a point of reaching the CO immediately and depleting his health. Hell run to the next area
after that point and the timer will stop until you follow after him. Youll waste precious time
trying to defeat every enemy in each area before attacking him. Youll also be required to defeat
all of the enemies in the area after he leaves, so you wont be missing out on EXP or Phantoma
by racing to the CO.
Once you defeat the CO after reaching area 3, Azurr will be yours and this Expert Trial will be
complete.
Mission 10: The Kingdoms Final Hours (RTSLevel 34)

S-Rank Requirements
Time Mission Casualties
35:00 9

Rewards
Officer

Agito

Finis

Growth Egg Battery Barrier Masters Mail


S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

25.0% Phoenix Pinion

25.0% Phoenix Pinion (Three)

25.0% Phoenix Pinion (Six)

25.0% Blaze Armlet

25.0% Armlet of Ifrit

25.0% Topaz Shield

25.0% Thunderbolt Armlet

25.0% Armlet of Ramuh

25.0% Ruby Shield

25.0% Arctic Armlet

25.0% Armlet of Shiva

25.0% Opal Shield

Second Break6 Days


Moogle Classes

Compare rows: Select


DFMG-202: Intermediate Defense Magic II

Defense

Magic +2

FRMG-201: Intermediate Fire Magic I

Fire

Magic +2

ICMG-201: Intermediate Ice Magic I

Ice

Magic +2

LTMG-201: Intermediate Lightning Magic I

Lightning

Magic +2

DFMG-403: SeminarMastery of Aegis III

Second
Defense
Playthroug
Magic +5
h

FRMG-401: SeminarMastery of Ignis

Second
Fire
Playthroug
Magic +5
h

ICMG-401: SeminarMastery of Glacies

Ice
Second
Magic +5 Playthroug

Moogle Classes

Compare rows: Select


h
LTMG-401: SeminarMastery of Fulgur

Second
Lightning
Playthroug
Magic +5
h

Events

Compare rows: Select


Location
Airship
Landing

Who

Reward

Note

Hiruhata

Mega-Ether

Hallway

Quon

Cutscene, Magic
Power +5

You will only be able to complete this Event if you


have completed all of his Tasks and Events up to
this point.

Classroom
Zero

Tonberry

Ether

Classroom
Zero

Deuce

Cutscene, X-Potion

Back Garden Ace

Mega-Potion

Cemetery

Cutscene, Megalixir

Gate

Kazusas Lab Kazusa

Armory

Class Eleventh
Moogle

Must be done while you only have two to six hours


Cutscene, Random remaining on any day; if youve been diligent in
Item
visiting Kazusa up to this point, you can wrap up his
sub-quest during this Chapter.
Mega-Ether

Ready Room Carla

222,000 Gil

The amount of Gil Carla gives you is dependent on


how much youve given her up to this point.

Ready Room Carla

Cutscene,
Sublimation Ring

This Event only appears after doing all of Carlas


Tasks and Events up to this point.

Lounge

Mega-Potion

Seven

Moogle Classes

Compare rows: Select

Terrace

Emina

You must speak with the Sorcery Researcher before


shell talk a second time; if youve been diligent in
Cutscene, Random
visiting Emina up to this point, you can wrap up his
Item
sub-quest during this Chapter after you finish
Kazusas sub-quest.

Tasks

Compare rows: Select


Location
Main Gate

Who
Logistics
Officer

Task
Give five Megalixirs to the
Logistics Officer.

Reward
Stalwart
Ring

Note

Class Ninth
Crystarium
Cadet

Take ten prisoners by


defeating enemy COs in the Ballistic
forests of the East Nesher Shield
Region.

Before you can venture to East


Nesher, you must first undertake
the Colonel Faiths Last Stand
Expert Trial.

Crystarium Provost

Get information about the


pre-RG era.

Found in the Silent Key, which is


in the Veill Desolands.

Central
Command

Chancellor
Chival VI

Able to wear
Reach the SP Rank of
Formal
Second or third playthrough.
Commander (50,000+ SPP).
Attire.

Central
Command

Commandant Defeat six Sand Worms.

Armory

Armory
Guildmaster

Retrieve one Darksoul


Swarm for the Armory
Guildmaster.

Sorcery

Sorcery
Researcher

Obtain one Ivory Phantoma Crystal


for the Sorcery Researcher. Shard

Lounge

Cadetmaster

Give 2000 SPP to the


Cadetmaster.

Gold Anklet

Diamond
Bangle

Soul of
Thamasa

Crystal Ball

Outside of Akademeia
Compare rows: Select
Location

Who

Task

Reward

Note

Shakara

Ametsuchi

Defeat ten Bombs in the Rilochy Blaze


Province.
Armlet

Rilochy

Akari

Defeat ten Flame Flans in the


Rilochy Province.

They are more common on the


plains of Rilochy.

Amiter

Otokusa

Defeat ninety-nine Lesser Lopros Grand


in the Dragon Sanctuary.
Bangle

Second playthrough.

Cetme

Yatsude

Defeat twenty Imperial Troopers Quake


in Cetme.
Killer

You can complete this in


Akademeias Arena.

Mythril
Gloves

Expert Trials
Operation Homecoming (Level 37)

S-Rank Requirements
Time Phantoma Casualties
3:00 11-14
Rewards
Officer

Agito

Finis

Armory: Glacies Essentia Armory: Arctic Armlet Armory: Armlet of Shiva

S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

37.5% Aegis Codex

37.5% Circlet

25.0% Rune Ring

25.0% Megalixir

25.0% Sentinel Emblem

25.0% Tome of Lakshmi

25.0% Auric Ring

25.0% Gold Anklet

25.0% Celestial Armlet

12.5% Mythril Ring

12.5% Rune Ring

21.9% Mages Miter


3.1% Ribbon

Expert Trial Requirements


This Expert Trial will only appear after completing The Climactic Clash at Azurr Expert Trial
in your first Free Time session in Chapter 7; it will automatically be available in your second
session.
After accepting the Operation Homecoming Expert Trial, use the Airship Landing to take a
flight to the Cetme, then head through the cave in the mountains southwest of Cetme to reach the
West Nesher District.

Getting the Airship


After you complete the Operation Homecoming Expert Trial, youll be able to head south of
the West Nesher District into the Veill Desolands. On the southern tip of the Veill Desolands is a
cave named the Silent Key. Completing the Silent Key will get you access to your own personal
airship. For more information, check the Side Quests section of this guide.
Items

Compare rows: Select


Room

Item

Note

White Tiger

In the back of the truck on the east side of the area; youll need to defeat the
Colossus CO at the end of the area to get the truck key.

Strength
Serum

In the back of the truck in the middle of area 1; youll need to defeat the
Colossus CO at the end of the area to get the truck key.

Combat

In the back of the truck on the north end of the area; youll need to defeat the

Items

Compare rows: Select


Room

Item
Ration

Note
Colossus CO at the end of the area to get the truck key.

Protecting the Defector (Level 49)

S-Rank Requirements
Time Phantoma Casualties
5:00 15-18
Rewards
Officer

Agito

Finis

Armory: Gold Bangle Armory: Platinum Bracelet Armory: Diamond Bangle

S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

37.5% Shock Shield

25.0% Phoenix Pinion

25.0% Regal Armor

25.0% Sparkshield Cloak

25.0% Shock Armor

25.0% Frostshield Cloak

25.0% White Cape

25.0% Plated Armor

25.0% Star Pendant

12.5% Megalixir

12.5% Flameshield Cloak

21.9% U2-Shock Damper

12.5% Hermes Sandals

3.1% Ribbon

Expert Trial Requirements


This Expert Trial will only appear after completing the Operation Homecoming Expert Trial.
After accepting the Protecting the Defector Expert Trial, use the Airship Landing to take a
flight to Cetme, then head through the cave in the mountains southwest of Cetme to reach the
West Nesher District.
There are no red SOs or items in this Trial. You only need to reach area 3 and then head back to
area 1 to finish it.
Colonel Faiths Last Stand (Level 49)

S-Rank Requirements
Time Phantoma Casualties
18:00 107

Rewards
Officer

Agito

Finis

Armory: Aegis Veritas Armory: Warrior Ring Armory: Aegis Magnum


S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

25.0% Ballistic Shield

25.0% Crystal Ring

37.5% Regal Crown

25.0% Quake Killer

25.0% Red Beret

31.3% Gold Hairpin

S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

25.0% Sentinel Emblem

25.0% Supple Shield

25.0% Aegis Armlet

12.5% Megalixir

25.0% Battery Barrier

3.1% Ribbon

12.5% Plated Armor

3.1% Angel Earrings

Expert Trial Requirements


This Expert Trial will only appear after completing the Protecting the Defector Expert Trial.
After accepting the Colonel Faiths Last Stand Expert Trial, use the Airship Landing to take a
flight to Bazz, then head east to reach the East Nesher District. Alternatively, if Bazz is not
available as a destination in the Airship Landing, you can fly to Cetme and head south to reach
the West Nesher District. Head east from there to reach the East Nesher District.
Special Orders

Compare rows: Select


Room

Order

Performance
Evaluation: Quickly
secure the area.

Time
Limit
2:00

Effect
Haste
0:30

Reward

Note

Megalixir

Deal 9999 damage to a


Colossus in one hit
Aura
1:00
using your active
1:00
leader.

Ribbon

Combat Trial: Take


down the freak.

[Kings
Weapon]
Judgments

Performance
Evaluation: Use the fuel
Freecast
2:00
Megalixir
tanks to defeat the
0:30
enemy.

Protect
2:00
1:00

You need to lure an enemy by a fuel tank


and then detonate it.

Special Orders

Compare rows: Select


Room

12

Time
Limit

Order

Evasion Drill: Avoid all


enemy attacks.

Effect

Trance
2:00
1:00

Reward

Ribbon

Note
You must avoid taking damage and avoid
killing the CO until the two minutes are
up. Stick to his back as much as possible
and youll avoid a majority of his attacks.

After Killing the CO in Area 12


11

Combat Trial: Annihilate


Protect
the enemy in under five 5:00
1:00
minutes.

Lustrous
Armlet

Items

Compare rows: Select


Room

Item

Note

Support Serum 75%/Strength Serum


25%

10

Fortified Ration

After Killing the CO in Area 12

Knowing Tag

Support Serum 50%/Strength Serum


50%

Knowing Tag

Whether or not this item appears is completely


random

First Aid Kit 50%/Support Serum 50%

First Aid Kit 50%/Strength Serum 50%

The Amiter Resistance (Level 51)

S-Rank Requirements
Time Phantoma Casualties
2:30 18-23
Rewards
Officer

Agito

Finis

Magic: Aloud Armory: Thunderbolt Armlet Armory: Armlet of Ramuh

S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

25.0% Ignis Essentia

25.0% Stalwart Ring

34.4% Diamond Bracelet

25.0% Glacies Essentia

25.0% Red Beret

25.0% Crystal Gloves

25.0% Fulgur Essentia

25.0% Deflector

25.0% Warlocks Headdress

12.5% Megalixir

25.0% Rain Hood

12.5% Adamant Armlet

12.5% Aegis Essentia

3.1% Ribbon

Expert Trial Requirements


This Expert Trial will only appear after obtaining the airship from the Silent Key.
After accepting The Amiter Resistance Expert Trial, use the Airship Landing to board your
airship. (You can also board the airship from the world map by pressing the two buttons listed on
the bottom-right corner of the screen.) Then fly north of Akademeia to reach the Dragon
Sanctuary. After landing in the Dragon Sanctuary, follow the waypoint on your minimap to the
town of Amiter. The Trial will begin when you reach Amiter.
Special Orders

Compare rows: Select


Room

Order

Time Limit

Effect

Reward

Note

Performance Evaluation: Defeat the


Behemash.

3:00

Aura 0:30

Performance Evaluation: Defeat the


Snowsquatch.

3:00

Endure 0:30 Arctic Armlet

Performance Evaluation: Defeat the


Wingvern.

2:00

Quick 0:30

Performance Evaluation: Defeat the


Diepvern.

3:00

Protect 0:30 Magic: Death

Performance Evaluation: Defeat the


Skyvern.

2:00

Trance 0:30 Blaze Armlet

Celestial Armlet

Mythril Ring

Dominating the Dragons Nest (Level 51)

S-Rank Requirements
Time Phantoma Casualties
30:00 135
Rewards

Officer

Agito

Finis

Eidolon: Diablos Astaroth Form Armory: Diamond Shield Magic: Holy


S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

25.0% Ignis Veritas

37.5% Mythril Bracelet

37.5% Gold Hairpin

25.0% Glacies Veritas

25.0% H5-Shock Absorber

25.0% Crystal Bracelet

25.0% Fulgur Veritas

25.0% Lunar Armlet

25.0% Soul of Thamasa

12.5% Megalixir

12.5% Waterproof Mask

9.4% Regal Crown

12.5% Aegis Veritas

3.1% Ribbon

After accepting Dominating the Dragons Nest Expert Trial, use the Airship Landing to board
your airship. (You can also board the airship from the world map by pressing the two buttons
listed on the bottom-right corner of the screen.) Then fly north of Akademeia to reach the
Dragon Sanctuary. After landing in the Dragon Sanctuary, follow the waypoint on your minimap
to the Dragons Nest. The Expert Trial will begin when you reach the Dragons Nest.

Expert Trial Requirements


This Expert Trial will only appear after completing The Amiter Resistance Expert Trial.
Special Orders
Room
55

Order

Time Limit

Performance Evaluation: Slay all the dragons. 5:00

Effect

Reward

Note

Aura 0:30 Hypno Crown

Items

Compare rows: Select


Room

Item

Note

Argentum Medica 50%/Aurum Medica 50%

Argentum Medica 50%/Aurum Medica 50%

16

Aurum Medica

23

Aurum Medica

Items

Compare rows: Select


Room

Item

Note

29

Draco Medica

37

Aurum Medica

44

Aurum Medica

50

Aurum Medica

53

Draco Medica

Strategy
This tower is massive, but dont let that get to you; its actually a good bit simpler than you
might think. You can run through most of the rooms in the tower without having to fight a single
enemy. The only things you really need to watch out for are the rooms with particles floating
around in the air. These have pretty terrible effects on your party that youre going to want to
avoid as much as possible. Red particles in a room mean a rapid health drain. Purple particles
mean youll be poisoned while youre in that room, which will drain your health, but much
slower than red rooms. Green particle rooms are MP draining rooms.
The tower has its twists and turns, but it cant outsmart the waypoint on your minimap.
Following the waypoint will always guide you to the rooms you need to go to next in order to
reach the next floor of the tower. Always follow the waypoint to avoid losing your way.
Youll find a Dragons Egg at the top of the tower, which will serve as this Expert Trials boss.
There isnt much to say about the fight, because the Dragons Egg is completely stationary and
its only defense mechanism is calling other dragons into the room to fight you. The Egg also has
a massive amount of defense, so destroying it is going to take quite some time. Try to ignore the
dragons that the Egg summons, instead focusing all of your energy on destroying the Egg itself.
The dragons are little more than pesky, and trying to fight them as they enter the room is an
exercise in futility. Just keep fighting the Egg until its destroyed and youll have this Expert
Trial in the bag.
Mission 11: Capturing the Imperial Capital (Level 36)
S-Rank Requirements
Time Mission Casualties
1:00 0

Rewards

Officer

Agito

Finis

Magic: Fire BOM-II, Luminous Robe Armory: Stabproof Shield Armory: U2-Shock Damper
S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

25.0% Crystal Ball

37.5% Mythril Bracelet

25.0% Warlocks Headdress

25.0% Shock Shield

25.0% Tiara

25.0% Opal Shield

18.8% Gold Bangle

25.0% Armlet of Ramuh

25.0% Gold Hairpin

18.8% Mythril Ring

12.5% Crystal Gloves

21.9% Supple Shield

12.4% Megalixir

Mission 11.5: Machinas Struggle (Level 36)

3.1% Ribbon

S-Rank Requirements
Time Phantoma Casualties
15:00 20

Rewards

Officer

Agito

Finis

Magic: Thunder BOM-II, Auric Hourglass Armory: Gemini Ring Armory: Dreadnaughts
S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

21.7% Aegis Essentia

37.4% Warrior Ring

25.0% Grand Bangle

18.8% Argentic Hourglass

18.8% Platinum Bracelet

25.0% Aegis Divinum

18.8% Combat Apparatus

18.8% Circlet

25.0% Celestial Armlet

18.8% Interceptor

12.5% Auric Hourglass (Two)

15.6% Mythril Bracelet

12.5% Megalixir

12.5% Diamond Bangle

6.3% Auric Hourglass (Five)

6.3% Crystal Gloves

3.1% Ribbon

3.1% Auric Hourglass


Special Orders

Compare rows: Select


Room

Order

Time
Limit

Effect

Reward

Note

The Crystal wills you to annihilate the


dominion soldiers.

The Crystal wills you to take down Golem. 3:00

Aura 0:30

Eidolon: Golems Titan

Form

The Crystal wills you to slay Adad.

3:00

Protect
0:30

[Machinas Weapon]
Twin Lvateinns

The Crystal wills you to harvest


Phantoma.

1:00

Invisible
0:30

Interceptor

13

The Crystal wills you to take down Golem


5:00
without taking more than 2000 damage.

Endure
1:00

Aegis Divinum

3:00

Aura 0:30 Red Beret

Items

Compare rows: Select


Room

Item

Note

Support Serum

First Aid Kit 50%/Support Serum 50%

Knowing Tag

Knowing Tag

Knowing Tag

Support Serum

Support Serum

10

Support Serum

Strategy
Youll only be able to play as Machina in this Mission, and you wont have any choice but to
complete the SO-like Crystals Focus challenges that pop up. The rules of SOs still apply:
accept and complete the challenge or die. Luckily, not only is Machina incredibly powerful
during this Mission, the Crystals Focus challenges are rather simple. Machina will also have the
Haste buff cast on him for the entirety of the Mission, making Machina that much more deadly.
At the end of the Mission, youll have to face Gilgamesh one-on-one. Hes much more
predictable than when you met him on the Big Bridge. You can still only damage him with
Breaksight strikes, but those appear after just about every attack Gilgamesh does. We should
mention that his Breaksight wont appear on the first attack he performs after being staggered
from a previous Breaksight strike, so always stay far away from his first attack after
recovering.

Playthrough Two
This Mission is accessed by selecting Check in with Machina when you speak with the
Dominion Tribune at the Airship Landing at the end of your second break in Chapter 7.

Playthrough Two Chapter 8: Verdict: Finis


Invasion of the Rursus

S-Rank Requirements
Time Phantoma Casualties
45:00 68

23-24

Rewards

Officer

Agito

Armory: Platinum Gloves, Auric Hourglass (Three), Chapter of Truth unlocked


in the Rubicus (first playthrough only), Rise from the Ashes unlocked in the
Rubicus

Black
Cowl

Finis
Elementalist
Ring

S-Rank Rewards

Compare rows: Select


Officer

Agito

Finis

50.0% Red Beret

50.0% Mages Miter

50.0% Warlocks Headdress

12.5% Megalixir

16.7% Glacies Magnum

16.7% Glacies Magnum

12.5% Glacies Magnum

16.7% Fulgur Magnum

16.7% Fulgur Magnum

12.5% Fulgur Magnum

16.7% Ignis Magnum

16.7% Ignis Magnum

12.5% Ignis Magnum

The Rubicus Introduction


The Rubicus is where you will find information on all of the weapons, accessories, and (almost)
all of the items in the game. Youll also find lists of all of the Tasks, optional dungeons, and SubEvents. To top off the Rubicus, there is also information about chocobo breeding, Phantoma, and
a bestiary, which lists all of the monsters in the game.

The Rubicus Weapons, Accessories, and


Items
You will find lists of all of the weapons, accessories, and items (excluding story and missionrelated items) in this section of the Rubicus.

Weapons

Aces Weapons

Compare rows: Select


Name

Attack
Power

Additional
Effect

Locations

Buy
Price

Sell
Price

Playing Cards 3

Default Weapon

80

Argentic
Deck

In Akademeias Armory

1200

120

Akademeia
Deck

SPP Post in Akademeias Central Command


(Defeat thirty enemies with Ace)

200
SPP

100

1600

160

Arcane Deck 9

Increases MP by
At the shop in Rokol, in the Iscah Region
10%

Lustrous
Deck

10

Complete the SO in area 6 of The Capture of


Togoreth Stronghold mission in Chapter 2

180

Imperial
Tarot

12

At the shop in Cetme, in the Cetme District

2000

200

Draconic
Deck

15

At the shop in Roshana, in the Roshana Province 2400

240

Ironclad
Deck

24

Increases
Defense by 30

At the shop in Bazz (after helping the Dominion


Citizen gather four people), in the West Nesher
District

6500

650

Mythril Deck 32

Increases all
Magic power by At the shop in Amiter, in the Dragon Sanctuary
10

9000

900

Platinum
Deck

38

Complete the SO in area 2 of the United Front

Expert Trial in Chapter 3

Reapers
Tarot

43

May inflict
Death status

SPP Post (Defeat 700 enemies with Ace)

2500
SPP

1250

Cardsharks
48
Deck

Random treasure in Bethnel Caverns

2700

Magicians
Deck

52

Increases all
In Akademeias Armory (Land 200 Killsight strikes
Magic power by
35000 3500
with Ace)
10

Hanafuda

58

Doubles EXP

SPP Post (Land 300 Killsight strikes with Ace)

5000

1800

2500

Aces Weapons

Compare rows: Select


Attack
Power

Name

Additional
Effect

Locations

received

Buy
Price

Sell
Price

SPP

Crazy Eights 62

In Akademeias Armory after completing the


Mission Under Ceasefire mission in Finis
difficulty in Chapter 4 (Second Playthrough or
higher)

Black Trump 68

May inflict
Death Status

Defeat Eight-Arm Gilgamesh with Ace (Third


Playthrough or higher)

60000 6000

Deuces Weapons

Compare rows: Select


Name

Attack
Additional Effect
Power

Flute

Argentic
Flute

Baroque
Flute

Locations
Default Weapon

Buy
Price

Sell
Price

80

Increases MP by
In Akademeias Armory
20%

1200

120

Increases MP by SPP Post in Akademeias Central Command


30%
(Defeat thirty enemies with Deuce)

200
SPP

100

Anima Flute 8

Increases HP by
At the shop in Rokol, in the Iscah Region
20%

1600

160

Platinum
Piccolo

Marching
Flute

12

Increases MP by
At the shop in Cetme, in the Cetme District
50%

2000

200

Wyvern
Whistle

14

Increases MP by
At the shop in Roshana, in the Roshana Province 2400
40%

240

Maestros
Flute

24

Increases
Defense by 30

650

Mythril

31

Increases all
At the shop in Amiter, in the Dragon Sanctuary
Magic power by

Complete the SO in area 10 of the Escaping the

Imperial Capital mission in Chapter 4

At the shop in Bazz, in the West Nesher District 6500


9000

180

900

Aces Weapons

Compare rows: Select


Attack
Power

Name
Flute

Additional
Effect

Locations

Buy
Price

Sell
Price

10

Wildfire
Flute

37

Hoarfrost
Flute

42

Fire Magic +15

Complete the SO in area 9 of the Operation


Breakthrough mission in Chapter 2 (Second
Playthrough or higher)

1800

Ice Magic +15

SPP Post (Defeat 700 enemies with Deuce)

2500
SPP

1250
2700

Voltaic Flute 46

Lightning Magic
Random treasure in Bethnel Caverns
+15

Guardian
Flute

Defense Magic
+20

In Akademeias Armory (Land 200 Killsight


strikes with Deuce)

35000 3500

Doubles EXP
received

SPP Post (Land 300 Killsight strikes with Deuce)

5000
SPP

59

In Akademeias Armory after completing the


Covering the Cadets Expert Trial in Finis
difficulty in Chapter 5

60000 6000

63

Increases all
Defeat Eight-Arm Gilgamesh with Deuce (Third
Magic power by
Playthrough or higher)
60

51

Angel Flute 54
Lamias
Flute
Elysian
Whistle

2500

Treys Weapons

Compare rows: Select


Name

Attack
Additional Effect
Power

Locations

Buy
Price

Sell
Price

Long Bow

Default Weapon

80

Argentic
Bow

In Akademeias Armory

1200

120

Hunters
Bow

SPP Post in Akademeias Central Command


(Defeat thirty enemies with Trey)

200 SPP 100

Treys Weapons

Compare rows: Select


Name
Windslash
Bow

Attack
Additional Effect
Power

Buy
Price

Locations

Sell
Price

10

At the shop in Rokol, in the Iscah Region

1600

160

Thorn Bow 11

Complete the SO in area 14 in the Operation


MA Demolition mission in Chapter 3

180

Power Bow 12

At the shop in Cetme, in the Cetme District

2000

200

Elfin Bow

15

At the shop in Roshana, in the Roshana Province 2400

240

Platinum
Bow

24

At the shop in Bazz, in the West Nesher District 6500

650

Mythril Bow 33

Increases all
Magic power by At the shop in Amiter, in the Dragon Sanctuary 9000
10

900

Venom Bow 38

May inflict
Poison status

1800

Thanatos
Bow

42

May inflict Death


SPP Post (Defeat 700 enemies with Trey)
status

2500
SPP

1250

Rune Bow

47

Increases MP by
Random treasure in Bethnel Caverns
30%

2700

Chirons
Bow

52

In Akademeias Armory (Land 200 Killsight


strikes with Trey)

35000 3500

Blessed Bow 56

Doubles EXP
received

SPP Post (Land 300 Killsight strikes with Trey)

5000
SPP

Artemis
Bow

In Akademeias Armory after completing The


Retreat from Roshana Expert Trial in Finis
difficulty in Chapter 7

60000 6000

62

Yoichis Bow 69

Complete the SO in area 25 in The Battle of


Judecca mission in Chapter 5

May inflict Death Defeat Eight-Arm Gilgamesh with Trey (Third


status
Playthrough or higher)

2500

Caters Weapons

Compare rows: Select


Name

Attack
Power

Additional
Effect

Locations

Buy
Price

Sell
Price

Magicite Pistol 3

Default Weapon

80

MTek-II Pistol 5

In Akademeias Armory

1200

120

Magicite
Blaster

SPP Post in Akademeias Central Command


(Defeat thirty enemies with Cater)

200
SPP

100

MTek-II
Blaster

Increases all
Magic power by At the shop in Rokol, in the Iscah Region
1

1600

160

Magicite
Prime

10

Complete the SO in area 24 in The Battle of


Judecca mission in Chapter 5

180

Riot Gun

12

At the shop in Cetme, in the Cetme District

2000

200

Draconic Pistol 15

At the shop in Roshana, in the Roshana


Province

2400

240

Erinyes Pistol 25

At the shop in Bazz, in the West Nesher District 6500

650

Mythril Pistol 33

Increases all
Magic power by At the shop in Amiter, in the Dragon Sanctuary 9000
15

900

Rune Trigger

Complete the SO in area 13 in the Mission


Increases MP by
Under Ceasefire mission Chapter 4 (Second
50%
Playthrough or higher)

1800

Mtek-II Prime 46

SPP Post (Defeat 700 enemies with Cater)

2500
SPP

1250

Missing Score 52

Random treasure in Bethnel Caverns

2700

Shining Shot

Increases all
In Akademeias Armory (Land 200 Killsight
Magic power by
strikes with Cater)
30

35000 3500

Doubles EXP
received

SPP Post (Land 300 Killsight strikes with Cater)

5000
SPP

In Akademeias Armory after completing the A 60000 6000


Fog-Laden Foray mission in Finis difficulty in

41

56

Tanegashima 62
Marvelous

67

2500

Treys Weapons

Compare rows: Select


Attack
Additional Effect
Power

Name
Shout

Locations

Buy
Price

Sell
Price

Chapter 3 (Second Playthrough or higher)

MTek-ZERO

71

Defeat Eight-Arm Gilgamesh with Cater (Third

Playthrough or higher)

Cinques Weapons

Compare rows: Select


Name

Attack
Additional Effect
Power

Locations

Buy
Price

Sell
Price

Mace

Default Weapon

80

Skull
Crusher

In Akademeias Armory

1200

120

Shock
Hammer

SPP Post in Akademeias Central Command


(Defeat thirty enemies with Cinque)

200
SPP

100

Seismic
Shaker

10

At the shop in Rokol, in the Iscah Region

1600

160

Buster
Hammer

11

Complete the third SO in area 12-2 in the


Escaping the Imperial Capital mission in
Chapter 4

180

Battle
Mace

12

At the shop in Cetme, in the Cetme District

2000

200

Ogre
Hammer

16

At the shop in Roshana, in the Roshana Province 2400

240

Ares Mace 25

At the shop in Bazz, in the West Nesher District 6500

650

Mythril
Mace

38

Increases all
Magic power by
10

At the shop in Amiter, in the Dragon Sanctuary

900

Wildfire
Mace

43

May inflict Burn


status

Complete the SO in area 1 in The Retreat from

Roshana Expert Trial in Chapter 7

9000

1800

Cinques Weapons

Compare rows: Select


Attack
Additional Effect
Power

Name

Locations

Buy
Price

Sell
Price

Hoarfrost
Mace

49

May inflict Freeze


SPP Post (Defeat 700 enemies with Cinque)
status

2500
SPP

1250

Voltaic
Mace

54

May inflict Shock


Random treasure in Bethnel Caverns
status

2700

Gigas
Hammer

60

In Akademeias Armory (Land 200 Killsight strikes


35000 3500
with Cinque)

Lucky
Mallet

64

Doubles EXP
received

SPP Post (Land 300 Killsight strikes with Cinque)

5000
SPP

60000 6000

Seraphim
Mace

69

In Akademeias Armory after completing the


Operation MA Demolition mission in Finis
difficulty in Chapter 3 (Second Playthrough or
higher)

Thors
Hammer

74

Defeat Eight-Arm Gilgamesh with Cinque (Third

Playthrough or higher)

2500

Sices Weapons

Compare rows: Select


Attack
Power

Name

Additional
Effect

Locations

Scythe

Default Weapon

Silver Scythe

Increases MP by
In Akademeias Armory
10%

War Scythe

Platinum
Scythe

Reapers
Scythe

Buy
Price

Sell
Price

80

1200

120

SPP Post in Akademeias Central Command


(Defeat thirty enemies with Sice)

200
SPP

100

At the shop in Rokol, in the Iscah Region

1600

160

May inflict
Death status

Complete the SO on your second visit to area


11 in The Battle of Judecca mission in

Chapter 5

180

Cinques Weapons

Compare rows: Select


Name

Attack
Additional Effect
Power

Locations

Buy
Price

Sell
Price

Steel Scythe

12

At the shop in Cetme, in the Cetme District

2000

200

Wyvern Fang

15

At the shop in Roshana, in the Roshana


Province

2400

240

Cronuss
Scythe

24

At the shop in Bazz, in the West Nesher


District

6500

650

Mythril Scythe 34

Increases all
At the shop in Amiter, in the Dragon
Magic power by
Sanctuary
10

9000

900

Lamias Scythe 38

Complete the SO in area 10 in the A FogIncreases MP by


Laden Foray mission in Chapter 3 (Second
20%
Playthrough or higher)

1800

Toxic Scythe

43

May inflict
Poison status

SPP Post (Defeat 700 enemies with Sice)

2500
SPP

1250

Persephones
48
Scythe

May inflict
Death status

Random treasure in Bethnel Caverns

2700

Nightmare

In Akademeias Armory (Land 200 Killsight


strikes with Sice)

35000 3500

Pixies Scythe 58

Doubles EXP
received

SPP Post (Land 300 Killsight strikes with Sice)

5000
SPP

Shambhala

63

In Akademeias Armory after completing The


Clash in the Caverns Expert Trial in Finis
60000 6000
difficulty in Chapter 3

Tezcatlipoca

68

Defeat Eight-Arm Gilgamesh with Sice (Third

Playthrough or higher)

53

2500

Sevens Weapons

Compare rows: Select


Name

Attack
Power

Additional
Effect

Locations

Buy
Price

Sell
Price

Sevens Weapons

Compare rows: Select


Name

Attack
Power

Additional
Effect

Locations

Buy
Price

Sell
Price

Whipblade

Default Weapon

80

Silver
Whipblade

In Akademeias Armory

1200

120

Knights
Whipblade

SPP Post in Akademeias Central Command


(Defeat thirty enemies with Seven)

200 SPP 100

Platinum
Whipblade

At the shop in Rokol, in the Iscah Region

1600

160

Sleipnir Tail

10

Complete the SO in area 8 of the Operation


MA Demolition mission in Chapter 3

180

Chain
Whipblade

12

At the shop in Cetme, in the Cetme District

2000

200

Wyvern Tail

15

At the shop in Roshana, in the Roshana


Province

2400

240

Steel Snake

22

At the shop in Bazz, in the West Nesher District 6500

650

Mythril
Whipblade

34

Increases all
Magic power by At the shop in Amiter, in the Dragon Sanctuary 9000
10

900

Wildfire
Whipblade

38

Complete the SO in area 13 in the Operation


May inflict Burn
Vulturnus mission in Chapter 5 (Second

status
Playthrough or higher)

1800

Hoarfrost
Whipblade

43

May inflict
Freeze status

SPP Post (Defeat 700 enemies with Seven)

2500
SPP

1250

Voltaic
Whipblade

48

May inflict
Shock status

Random treasure in Bethnel Caverns

2700

Rosethorn

52

In Akademeias Armory (Land 200 Killsight


strikes with Seven)

35000 3500

Reginleif

57

Doubles EXP
received

SPP Post (Land 300 Killsight strikes with Seven)

5000
SPP

2500

Sevens Weapons

Compare rows: Select


Attack
Power

Name

Additional
Effect

Locations

Buy
Price

Beastmaster

61

In Akademeias Armory after completing the


Operation Vulturnus on Finis difficulty in
Chapter 5 (Second Playthrough or higher)

Brynhildr

66

Defeat Eight-Arm Gilgamesh with Seven (Third

Playthrough or higher)

Sell
Price

60000 6000

Eights Weapons

Compare rows: Select


Name

Attack
Additional Effect
Power

Locations

Buy
Price

Sell
Price

Brass
Knuckles

Default Weapon

80

Silver
Knuckles

In Akademeias Armory

1200

120

Killer
Knuckles

May inflict Death Complete the SO in area 1 of The Battle of


status
Judecca mission in Chapter 5

180

Heavy
Knuckles

SPP Post in Akademeias Central Command


(Defeat thirty enemies with Eight)

200 SPP 100

Platinum
Knuckles

10

At the shop in Rokol, in the Iscah Region

1600

160

Iron Fists

12

At the shop in Cetme, in the Cetme District

2000

200

Boxing Gloves 16

At the shop in Roshana, in the Roshana


Province

2400

240

Steel Claws

26

At the shop in Bazz, in the West Nesher


District

6500

650

34

Increases all
Magic power by At the shop in Amiter, in the Dragon Sanctuary 9000
10

900

Mythril
Gloves

Sevens Weapons

Compare rows: Select


Name

Attack
Power

Additional
Effect

Locations

Buy
Price

Sell
Price

Diamond Fists 42

Complete the SO in area 19 of the Colonel


Faiths Revolt Expert Trial in Chapter 5

1800

Adamant
Knuckles

48

SPP Post (Defeat 700 enemies with Eight)

2500
SPP

1250

Godhands

53

Random treasure in Bethnel Caverns

2700

Master Fists 58

In Akademeias Armory (Land 200 Killsight


strikes with Eight)

35000 3500

Golden Hands 64

Doubles EXP
received

SPP Post (Land 300 Killsight strikes with Eight)

5000
SPP

70

Akademeias Armory after completing The


Infiltration of Iscah mission on Finis
difficulty in Chapter 2

60000 6000

Demon Fists 75

Defeat Eight-Arm Gilgamesh with Eight (Third

Playthrough or higher)

Kaiser
Knuckles

2500

Nines Weapons

Compare rows: Select


Attack
Power

Name

Additional
Effect

Locations

Buy
Price

Sell
Price

Lance

Default Weapon

80

Heavy Lance

In Akademeias Armory

1200

120

Javelin

SPP Post in Akademeias Central Command


(Defeat thirty enemies with Nine)

200 SPP 100

Shapeshifter

10

At the shop in Rokol, in the Iscah Region

1600

Knights Lance 11

Complete the SO in area 12 of The Clash on

Big Bridge mission in Chapter 6

180

Harpoon

At the shop in Cetme, in the Cetme District

200

12

2000

160

Nines Weapons

Compare rows: Select


Attack
Power

Name

Additional
Effect

Locations

Buy
Price

Sell
Price

Wyvern Horn 16

At the shop in Roshana, in the Roshana


Province

2400

240

Holy Lance

At the shop in Bazz (after helping the


Dominion Citizen gather four people), in the
West Nesher District

6500

650

Mythril Lance 37

Increases all
At the shop in Amiter, in the Dragon
Magic power by
Sanctuary
10

9000

900

Wildfire Spear 42

May inflict Burn Complete the SO in area 1 of the Capturing


status
the Imperial Capital mission in Chapter 7

1800

Hoarfrost
Spear

May inflict
Freeze status

2500
SPP

1250

2700

26

47

SPP Post (Defeat 700 enemies with Nine)

Voltaic Spear 53

May inflict Shock


Random treasure in Bethnel Caverns
status

Venus Gospel 58

In Akademeias Armory (Land 200 Killsight


strikes with Nine)

35000 3500

Highwind

Doubles EXP
received

SPP Post (Land 300 Killsight strikes with Nine)

5000
SPP

63

2500

Kains Lance

69

In Akademeias Armory after completing The


Keziah Diversion Expert Trial on Finis
60000 6000
difficulty in Chapter 3

Lance of
Longinus

74

Defeat Eight-Arm Gilgamesh with Nine (Third

Playthrough or higher)

Jacks Weapons

Compare rows: Select


Name
Katana

Attack
Power
3

Additional
Effect

Locations
Default Weapon

Buy
Price

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Price
80

Nines Weapons

Compare rows: Select


Name

Attack
Power

Additional
Effect

Locations

Buy
Price

Sell
Price

Kiku-ichimonji 5

In Akademeias Armory

1200

120

Nagamitsu

SPP Post in Akademeias Central Command


(Defeat thirty enemies with Jack)

200
SPP

100

Black Widow

May inflict
Poison status

Complete the SO in area 6 of The Clash on Big

Bridge mission in Chapter 6

180

Murasame

10

At the shop in Rokol, in the Iscah Region

1600

160

Imperial Blade 12

At the shop in Cetme, in the Cetme District

2000

200

Dragonslayer

15

At the shop in Roshana, in the Roshana Province 2400

240

Kotetsu

26

At the shop in Bazz (after helping the Dominion


Citizen gather four people), in the West Nesher 6500
District

650

Mythril Blade 36

Increases all
Magic power by At the shop in Amiter, in the Dragon Sanctuary 9000
15

900

Demonslayer

42

Complete the SO in area 2 of The Last Line of


Defense mission in Chapter 6 (Second
Playthrough or higher)

1800

Rapture

47

May inflict
Death status

SPP Post (Defeat 700 enemies with Jack)

2500
SPP

1250

Conqueror

53

Random treasure in Bethnel Caverns

2700

Muramasa

58

Increases MP
by 30%

In Akademeias Armory (Land 200 Killsight


strikes with Jack)

35000 3500

Bushido Blade 63

Doubles EXP
received

SPP Post (Land 300 Killsight strikes with Jack)

5000
SPP

Mutsunokami 68

In Akademeias Armory after completing the


Increases HP by Operation Breakthrough mission on Finis
30%
difficulty in Chapter 2 (Second Playthrough or
higher)

2500

60000 6000

Nines Weapons

Compare rows: Select


Attack
Power

Name
Genji Blade

75

Additional
Effect

Locations
Defeat Eight-Arm Gilgamesh with Jack (Third
Playthrough or higher)

Buy
Price

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Price

Buy
Price

Sell
Price

Queens Weapons

Compare rows: Select


Name

Attack
Additional Effect
Power

Locations

Longsword

Default Weapon

80

Flamberge

In Akademeias Armory

1200

120

Claymore

SPP Post in Akademeias Central Command


(Defeat thirty enemies with Queen)

200 SPP 100

Rune Saber

Increases MP by Complete the SO in area 28 of the Escaping


20%
the Imperial Capital mission in Chapter 4

180

Shamshir

10

At the shop in Rokol, in the Iscah Region

1600

160

Imperial
Saber

12

At the shop in Cetme, in the Cetme District

2000

200

Ancient Blade 15

At the shop in Roshana, in the Roshana


Province

2400

240

At the shop in Bazz (after helping the Dominion


Citizen gather four people), in the West Nesher 6500
District

650

Mythril Saber 36

Increases all
Magic power by At the shop in Amiter, in the Dragon Sanctuary 9000
10

900

Wildfire
Saber

41

Fire Magic +20

Complete the SO in area 27 of the Secret


Agents Zero Expert Trial in Chapter 7

1800

Hoarfrost
Saber

46

Ice Magic +20

SPP Post (Defeat 700 enemies with Queen)

2500
SPP

1250

Warlord

26

Queens Weapons

Compare rows: Select


Name

Attack
Additional Effect
Power

Locations

Buy
Price

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Price

Voltaic Saber 52

Lightning Magic
Random treasure in Bethnel Caverns
+20

Master
Sword

57

Defense Magic
+20

In Akademeias Armory (Land 200 Killsight


strikes with Queen)

35000 3500

Save the
Queen

63

Doubles EXP
received

SPP Post (Land 300 Killsight strikes with


Queen)

5000
SPP

Phantasmal
Blade

68

In Akademeias Armory after completing the


Secret Agents Zero Expert Trial on Finis
difficulty In Chapter 7

60000 6000

Celestial
Saber

73

Defeat Eight-Arm Gilgamesh with Queen (Third

Playthrough or higher)

2700

2500

Kings Weapons

Compare rows: Select


Name

Attack
Power

Additional
Effect

Locations

Buy
Price

Sell
Price

Twin
Revolvers

Default Weapon

80

Twin
Magnums

In Akademeias Armory

1200

120

Outsiders

SPP Post in Akademeias Central Command


(Defeat thirty enemies with King)

200
SPP

100

Twin
SuperMags

At the shop in Rokol, in the Iscah Region

1600

160

Magnati

10

Complete the SO in area 23 of the Operation


MA Demolition mission in Chapter 3

180

Hardedges

12

At the shop in Cetme, in the Cetme District

2000

200

Double

14

At the shop in Roshana, in the Roshana Province 2400

240

Queens Weapons

Compare rows: Select


Name

Attack
Additional Effect
Power

Locations

Buy
Price

Sell
Price

Dragons
Dual Blasters 24

At the shop in Bazz (after helping the Dominion


Citizen gather four people), in the West Nesher 6500
District

650

Mythril
Blasters

33

Increases all
Magic power by At the shop in Amiter, in the Dragon Sanctuary 9000
10

900

Judgments

38

Complete the SO in area 5 of the Colonel


Faiths Last Stand Expert Trial in Chapter 7

1800

Death
Penalties

42

May inflict
Death status

SPP Post (Defeat 700 enemies with King)

2500
SPP

1250

Supershot STs 47

Random treasure in Bethnel Caverns

2700

Dominators

In Akademeias Armory (Land 200 Killsight


strikes with King)

35000 3500

Peacemakers 56

Doubles EXP
received

SPP Post (Land 300 Killsight strikes with King)

5000
SPP

Valkyries

60

May inflict
Death status

In Akademeias Armory after completing The


Last Line of Defense mission on Finis
difficulty in Chapter 6 (Second Playthrough or
higher)

60000 6000

Quicksilvers

64

Defeat Eight-Arm Gilgamesh with King (Third


Playthrough or higher)

51

2500

Machinas Weapons

Compare rows: Select


Name
Bolt Rapiers

Attack
Power
3

Additional
Effect

Locations
Default Weapon

Buy
Price

Sell
Price
80

Machinas Weapons

Compare rows: Select


Name

Attack
Power

Additional
Effect

Locations

Buy
Price

Sell
Price

Argentic Rapiers 5

In Akademeias Armory

1200

120

Clockwork Blades 8

SPP Post in Akademeias Central Command


(Defeat 30 enemies with Machina)

200
SPP

100

Platinum Rapiers 10

At the shop in Rokol, in the Iscah Region

1600

160

Rune Rapiers

11

Increases MP
by 20%

Complete the SO in area 6 in the Escaping


the Imperial Capital mission in Chapter 4

180

Mecha-Rapiers

12

At the shop in Cetme, in the Cetme District

2000

200

Ryujin Rapiers

15

At the shop in Roshana, in the Roshana


Province

2400

240

26

At the shop in Bazz (after helping the


Dominion Citizen gather four people), in the 6500
West Nesher District

650

36

Increases all
At the shop in Amiter, in the Dragon
Magic power by
Sanctuary
10

Corkscrew
Rapiers

Mythril Rapiers

9000

Complete the SO in area 6 of the Machinas


Struggle mission in Chapter 7 (Second

Playthrough or higher)

900

Twin Lvateinns 41

Increases MP
by 50%

Flametongues

46

Fire Magic +30 SPP Post (Defeat 700 enemies with Machina)

2500
SPP

1250

Icebrands

50

Ice Magic +30

2700

Random treasure in Bethnel Caverns

1800

Thunderslashes 54

Lightning Magic In Akademeias Armory (Land 200 Killsight


+30
strikes with Machina)

35000 3500

Twin Durandals

Doubles EXP
received

SPP Post (Land 300 Killsight strikes with


Machina)

5000
SPP

In Akademeias Armory after completing the


Machinas Struggle mission on Finis
60000 6000
difficulty in Chapter 7 (Second Playthrough or
higher)

Dreadnaughts

61

65

2500

Machinas Weapons

Compare rows: Select


Attack
Power

Name
Twin Excaliburs

75

Additional
Effect

Locations
Defeat Eight-Arm Gilgamesh with Machina
(Third Playthrough or higher)

Buy
Price

Sell
Price
1

Rems Weapons

Compare rows: Select


Name

Attack
Power

Additional
Effect

Locations

Sell
Price

Daggers

Argentic
Daggers

Increases MP by
In Akademeias Armory
10%

Dancing
Daggers

SPP Post in Akademeias Central Command


(Defeat thirty enemies with Rem)

200 SPP 100

Ogrenyxes

At the shop in Rokol, in the Iscah Region

1600

Rune Daggers

10

Increases MP by Complete the SO in area 16 of the Escaping

30%
the Imperial Capital mission in Chapter 4

180

Butterfly Edges 11

At the shop in Cetme, in the Cetme District

2000

200

Parrying
Daggers

At the shop in Roshana, in the Roshana


Province

2400

240

14

Default Weapon

Buy
Price

80

1200

120

160

Survival Edges 23

At the shop in Bazz (after helping the


Increases HP by
Dominion Citizen gather four people), in the
30%
West Nesher District

6500

650

Mythril Daggers 32

Increases all
At the shop in Amiter, in the Dragon
Magic power by
Sanctuary
10

9000

900

Wildfire
Daggers

36

Complete the SO in area 6 of the A FogFire Magic +20 Laden Foray mission in Chapter 3 (Second
Playthrough or higher)

1800

Hoarfrost

41

Ice Magic +20

2500

1250

SPP Post (Defeat 700 enemies with Rem)

Machinas Weapons

Compare rows: Select


Attack
Power

Name

Additional
Effect

Locations

Daggers

Buy
Price

Sell
Price

SPP

Voltaic Daggers 46

Lightning Magic
Random treasure in Bethnel Caverns
+20

Defenders
Daggers

50

Defense Magic In Akademeias Armory (Land 200 Killsight


+30
strikes with Rem)

35000 3500

Zwillblades

54

Doubles EXP
received

SPP Post (Land 300 Killsight strikes with Rem)

5000
SPP

Assassins
Daggers

59

May inflict
Death status

In Akademeias Armory after completing the


United Front Expert Trial in Finis difficulty 60000 6000
in Chapter 3

Orichalcum
Dirks

63

Defeat Eight-Arm Gilgamesh with Rem (Third

Playthrough or higher)

Accessories
HP-, MP-, Defense-, and Attack-Increasing Accessories
Compare rows: Select
Name

Effect

Bronze Bangle

Increases max HP by 10%

Iron Bangle

Increases max HP by 20%

Silver Bangle

Increases max HP by 30%

Vitality Apparatus

Increases max HP by 40%

Gold Bangle

Increases max HP by 50%

Platinum Bangle

Increases max HP by 60%

Mythril Bangle

Increases max HP by 70%

2700

2500

HP-, MP-, Defense-, and Attack-Increasing Accessories


Compare rows: Select
Name

Effect

Diamond Bangle

Increases max HP by 80%

Grand Bangle

Doubles max HP

Silver Bracelet

Increases max HP and MP by 10%

Gold Bracelet

Increases max HP and MP by 20%

Combat Apparatus

Increases max HP and MP by 30%

Platinum Bracelet

Increases max HP and MP by 40%

Mythril Bracelet

Increases max HP and MP by 50%

Diamond Bracelet

Increases max HP and MP by 80%

Crystal Bracelet

Doubles max HP and MP

Adamant Shell

Increases max HP by 50% and Defense by 50

Mythril Armor

Increases max HP by 50% and prevents Burn, Freeze, and Shock

Cupric Ring

Increases max MP by 10%

Ferric Ring

Increases max MP by 20%

Argentic Ring

Increases max MP by 30%

Auric Ring

Increases max MP by 40%

Draconic Ring

Increases max MP by 50%

Mythril Ring

Increases max MP by 60%

Diamond Ring

Increases max MP by 70%

Rune Ring

Increases max MP by 80%

Crystal Ring

Doubles max MP

Earrings

Increases max MP by 10% and all Magic by 2

Amulet

Increases max MP by 20% and all Magic by 4

HP-, MP-, Defense-, and Attack-Increasing Accessories


Compare rows: Select
Name

Effect

Talisman

Increases max MP by 20% and all Magic by 8

Crystal Ball

Increases max MP by 30% and all Magic by 10

Circlet

Increases max MP by 40% and all Magic by 15

Tiara

Increases max MP by 60% and all Magic by 20

Hypno Crown

Increases max MP by 80% and all Magic by 30

Regal Crown

Doubles max MP and increases all Magic by 40

Black Belt

Increases Attack by 5

Power Sash

Increases Attack by 20

Gauntlets

Increases Defense by 10

Buckler

Increases Defense by 15

Metal Gloves

Increases Defense by 20

Silver Gloves

Increases Defense by 25

Soldiers Gloves

Increases Defense by 30

Platinum Gloves

Increases Defense by 35

Mythril Gloves

Increases Defense by 40

Diamond Gloves

Increases Defense by 50

Crystal Gloves

Increases Defense by 60

Aegis Armlet

Increases Defense by 80

Adamant Armlet

Increases Defense by 100 and grants Endure

Mythril Helm

Increases Defense by 10 and prevents Burn

Protector Ring

Increases Defense by 30 and ballistic resistance by 10%

Warrior Ring

Increases Defense by 30 and ballistic resistance by 30%

HP-, MP-, Defense-, and Attack-Increasing Accessories


Compare rows: Select
Name

Effect

Guardian Ring

Increases Defense by 30 and impact resistance by 30%

Stalwart Ring

Increases Defense by 40 and both ballistic and impact resistance by 40%

Reed Cloak

Increases Defense by 50 and grants Protect

Crystal Mail

Increases Defense by 70 and grants Trance

Onion Armor

Increases Defense by 70 and grants Aura

Magic-Increasing Accessories
Compare rows: Select
Name

Effect

Ignis Primus, Vol. I

Increases Fire Magic by 2, but reduces max MP by 10%

Ignis Primus, Vol. II

Increases Fire Magic by 4, but reduces max MP by 12%

Ignis Secundus, Vol. I

Increases Fire Magic by 6, but reduces max MP by 14%

Ignis Secundus, Vol. II

Increases Fire Magic by 8, but reduces max MP by 18%

Ignis Tertius, Vol. I

Increases Fire Magic by 10, but reduces max MP by 24%

Ignis Tertius, Vol. II

Increases Fire Magic by 13, but reduces max MP by 28%

Ignis Essentia

Increases Fire Magic by 16, but reduces max MP by 32%

Ignis Veritas

Increases Fire Magic by 20, but reduces max MP by 36%

Ignis Magnum

Increases Fire Magic by 30, but reduces max MP by 40%

Ignis Divinum

Increases Fire Magic by 50, but reduces max MP by 40%

Ignis Codex

Increases Fire Magic by 20 and prevents Burn, but reduces max MP by 10%

Tome of Ifrit

Increases Fire Magic by 40 and prevents Burn, but reduces max MP by 30%

Glacies Prima, Vol. I

Increases Ice Magic by 2, but reduces max MP by 10%

Glacies Prima, Vol. II

Increases Ice Magic by 4, but reduces max MP by 12%

HP-, MP-, Defense-, and Attack-Increasing Accessories


Compare rows: Select
Name

Effect

Glacies Secunda, Vol. I

Increases Ice Magic by 6, but reduces max MP by 14%

Glacies Secunda, Vol. II

Increases Ice Magic by 8, but reduces max MP by 18%

Glacies Tertia, Vol. I

Increases Ice Magic by 10, but reduces max MP by 24%

Glacies Tertia, Vol. II

Increases Ice Magic by 13, but reduces max MP by 28%

Glacies Essentia

Increases Ice Magic by 16, but reduces max MP by 32%

Glacies Veritas

Increases Ice Magic by 20, but reduces max MP by 36%

Glacies Magnum

Increases Ice Magic by 30, but reduces max MP by 40%

Glacies Divinum

Increases Ice Magic by 50, but reduces max MP by 40%

Glacies Codex

Increases Ice Magic by 20 and prevents Freeze, but reduces max MP by 10%

Tome of Shiva

Increases Ice Magic by 40 and prevents Freeze, but reduces max MP by 30%

Fulgur Primus, Vol. I

Increases Lightning Magic by 2, but reduces max MP by 10%

Fulgur Primus, Vol. II

Increases Lightning Magic by 4, but reduces max MP by 12%

Fulgur Secundus, Vol. I

Increases Lightning Magic by 6, but reduces max MP by 14%

Fulgur Secundus, Vol. II

Increases Lightning Magic by 8, but reduces max MP by 18%

Fulgur Tertius, Vol. I

Increases Lightning Magic by 10, but reduces max MP by 24%

Fulgur Tertius, Vol. II

Increases Lightning Magic by 13, but reduces max MP by 28%

Fulgur Essentia

Increases Lightning Magic by 16, but reduces max MP by 32%

Fulgur Veritas

Increases Lightning Magic by 20, but reduces max MP by 36%

Fulgur Magnum

Increases Lightning Magic by 30, but reduces max MP by 40%

Fulgur Divinum

Increases Lightning Magic by 50, but reduces max MP by 40%

Fulgur Codex

Increases Lightning Magic by 20 and prevents Shock, but reduces max MP by


10%

Tome of Ramuh

Increases Lightning Magic by 40 and prevents Shock, but reduces max MP by

HP-, MP-, Defense-, and Attack-Increasing Accessories


Compare rows: Select
Name

Effect
30%

Aegis Prima, Vol. I

Increases Defense Magic by 2, but reduces max MP by 10%

Aegis Prima, Vol. II

Increases Defense Magic by 4, but reduces max MP by 12%

Aegis Secunda, Vol. I

Increases Defense Magic by 6, but reduces max MP by 14%

Aegis Secunda, Vol. II

Increases Defense Magic by 8, but reduces max MP by 18%

Aegis Tertia, Vol. I

Increases Defense Magic by 10, but reduces max MP by 24%

Aegis Tertia, Vol. II

Increases Defense Magic by 13, but reduces max MP by 28%

Aegis Essentia

Increases Defense Magic by 16, but reduces max MP by 32%

Aegis Veritas

Increases Defense Magic by 20, but reduces max MP by 36%

Aegis Magnum

Increases Defense Magic by 30, but reduces max MP by 40%

Aegis Divinum

Increases Defense Magic by 50, but reduces max MP by 40%

Aegis Codex

Increases Defense Magic by 20 and prevents Silence, but reduces max MP by


10%

Tome of Lakshimi

Increases Defense Magic by 40 and prevents Silence, but reduces max MP by


30%

Feathered Cap

Increases all Magic by 4

Wizards Hat

Increases all Magic by 8

Dominion Helmet

Increases all Magic by 12

Red Cap

Increases all Magic by 18

Red Beret

Increases all Magic by 26

Mages Miter

Increases all Magic by 38

Warlocks Headdress

Increases all Magic by 60

Gold Hairpin

Increases all Magic by 80

HP-, MP-, Defense-, and Attack-Increasing Accessories


Compare rows: Select
Name

Effect

Soul of Thamasa

Increases all Magic by 100

Luminous Robe

Increases all Magic by 15 and max MP by 50%

Elementalist Ring

Increases all Magic by 30 and max MP by 30%

Lilith Rod

Increases all Magic by 30 and doubles max MP

Resistance-Increasing Accessories
Compare rows: Select
Name

Effect

Ballistic Vest

Increases ballistic resistance by 5%

Tactical Vest

Increases ballistic resistance by 10%

Ballistic Armor

Increases ballistic resistance by 15%

Bulletproof Vest

Increases ballistic resistance by 20%

Flak Jacket

Increases ballistic resistance by 25%

Ballistic Shield

Increases ballistic resistance by 30%

Interceptor

Increases ballistic resistance by 35%

Advanced Interceptor

Increases ballistic resistance by 40%

H2-Ballistic Armor

Increases ballistic resistance by 15% and max HP by 20%

Deflector

Increases ballistic resistance by 30% and max HP by 50%

Tempered Shield

Increases ballistic and impact resistance by 5%

Magitek Shield

Increases ballistic and impact resistance by 10%

Supple Shield

Increases ballistic and impact resistance by 20%

Zircon Shield

Increases ballistic and impact resistance by 25%

Topaz Shield

Increases ballistic and impact resistance by 30%

Resistance-Increasing Accessories
Compare rows: Select
Name

Effect

Ruby Shield

Increases ballistic and impact resistance by 35%

Diamond Shield

Increases ballistic and impact resistance by 40%

Opal Shield

Increases ballistic, impact, piercing, and cleaving resistance by 30%

Riot Shield

Increases impact resistance by 5%

Shock Buckler

Increases impact resistance by 10%

U1-Shock Damper

Increases impact resistance by 15%

Shock Shield

Increases impact resistance by 20%

Shock Armor

Increases impact resistance by 25%

U2-Shock Damper

Increases impact resistance by 30%

Quake Killer

Increases impact resistance by 35%

Battery Barrier

Increases impact resistance by 40%

H2-Shock Absorber

Increases impact resistance by 15% and max HP by 20%

H5-Shock Absorber

Increases impact resistance by 30% and max HP by 50%

Shield Talisman

Increases piercing resistance by 30%

Pierceproof Armor

Increases piercing resistance by 35%

Sentinel Emblem

Increases piercing resistance by 40%

Stabproof Shield

Increases piercing resistance by 45%

Blade Barrier

Increases piercing resistance by 48%

H2-Stab Armor

Increases piercing resistance by 30% and max HP by 20%

Guardian Armor

Increases cleaving resistance by 30%

Circumventor

Increases cleaving resistance by 35%

Plated Armor

Increases cleaving resistance by 40%

Resistance-Increasing Accessories
Compare rows: Select
Name

Effect

Regal Armor

Increases cleaving resistance by 45%

Masters Mail

Increases cleaving resistance by 48%

H2-Circumventor

Increases cleaving resistance by 30% and max HP by 20%

Fire Armlet

Increases Fire resistance by 10%

Flame Armlet

Increases Fire resistance by 15%

Brimstone Armlet

Increases Fire resistance by 20%

Firewyrm Armlet

Increases Fire resistance by 25%

Blaze Armlet

Increases Fire resistance by 30% and prevents Burn

Armlet of Ifrit

Increases Fire resistance by 40% and prevents Burn

Ice Armlet

Increases Ice resistance by 10%

Frost Armlet

Increases Ice resistance by 15%

Glacial Armlet

Increases Ice resistance by 20%

Icewyrm Armlet

Increases Ice resistance by 25%

Arctic Armlet

Increases Ice resistance by 30% and prevents Freeze

Armlet of Shiva

Increases Ice resistance by 40% and prevents Freeze

Spark Armlet

Increases Lightning resistance by 10%

Blitz Armlet

Increases Lightning resistance by 15%

Thunder Armlet

Increases Lightning resistance by 20%

Stormwyrm Armlet

Increases Lightning resistance by 25%

Thunderbolt Armlet

Increases Lightning resistance by 30% and prevents Shock

Armlet of Ramuh

Increases Lightning resistance by 40% and prevents Shock

Torrent Armlet

Increases Water resistance by 45%

Resistance-Increasing Accessories
Compare rows: Select
Name

Effect

Gaia Armlet

Increases Earth resistance by 45%

Gale Armlet

Increases Wind resistance by 45%

Sublimation Ring

Increases Fire and Ice resistance by 25% and prevents Burn and Freeze

Gemini Ring

Increases Fire and Lightning resistance by 25% and prevents Burn and Shock

Thundersnow Ring

Increases Ice and Lightning resistance by 25% and prevents Freeze and Shock

Lunar Armlet

Increases Fire, Ice, and Lightning resistance by 20% and prevents Burn, Freeze,
and Shock

Celestial Armlet

Increases damage resistance by 15% and increases max HP by 10%

Lustrous Armlet

Increases damage resistance by 20% and increases max HP by 30%

Blessed Armlet

Increases damage resistance by 30% and max HP by 40%

Dukes Gauntlets

Increases Defense by 20 and damage resistance by 25%

Status Effect Accessories


Compare rows: Select
Name

Effect

Jeweled Ring

Gift from Mother that increases all Magic by 7

Arias Amulet

Token made at Arias insistence that prevents Burn, Freeze, and Shock

U1-Strength Apparatus Highly fragile apparatus found on the battlefield that grants Aura
U2-Strength Apparatus Fragile apparatus found on the battlefield that grants Aura
Imperial Helmet

Only a filthy traitor would dare wear this garish Militesi headpiece

U1-Vulcanizer

Fragile apparatus found on the battlefield that grants Protect

U1-Vitality Apparatus

Highly fragile apparatus that increases max HP by 50% and grants Regen

U2-Vitality Apparatus

Fragile apparatus found in the field that doubles max HP and grants Regen

Resistance-Increasing Accessories
Compare rows: Select
Name

Effect

Frostshield Cloak

Prevents Freeze

Flameshield Cloak

Prevents Burn

Sparkshield Cloak

Prevents Shock

White Cape

Prevents Silence

Star Pendant

Prevents Poison

Hermes Sandals

Prevents Stop

Safety Bit

Prevents Death

Angel Earrings

Prevents Killsight

Medical Kit

Prevents Poison and Silence

Mobility Gear

Prevents Stop and Freeze

Gold Anklet

Prevents Burn, Freeze, and Shock

Ribbon

Prevents Burn, Freeze, Shock, Silence, Poison, and Stop

Super Ribbon

Prevents Death and all other status ailments

Mist Mask

Nullifies the effects of fog

Balaclava

Nullifies the effects of a snowstorm

Snow Goggles

Nullifies the effects of a flurry

Sand Visor

Nullifies the effects of a sandstorm

Smoke Hood

Nullifies the effects of a heat wave

Waterproof Mask

Nullifies the effects of a downpour

Rain Hood

Nullifies the effects of rain

Growth Egg

Doubles EXP received

Mogs Lucky Charm

Quadruples EXP received

Resistance-Increasing Accessories
Compare rows: Select
Name

Effect

Oracles Codex

Ace: Increases all Magic by 30 and grants Endure

Seraphim Score

Deuce: Increases max MP by 50% and grants Regen

Omnipedia

Trey: Increases Attack by 30 and nullifies all weather effects

Mages Knapsack

Cater: Increases all Magic by 50 and impact resistance by 40%

Moogle Plushie

Cinque: Increases Attack and Defense by 50

Bewitching Fragrance Sice: Adds Death, Burn, and Poison effects to normal attacks
Lace Leggings

Seven: Increases Defense by 40 and grants Regen

Transcendent Scroll

Eight: Increases Attack by 80 and grants Endure, but reduces all Magic by 40

Meteor Buckle

Nine: Increases max HP by 60% and grants Endure

Hagakure

Jack: Increases Attack by 80 and grants Regen, but reduces Defense by 50

Lucid Lenses

Queen: Prevents Burn, Freeze, and Shockand is said to harbor mysterious


power...

Tailored Suit

King: Increases max HP by 50% and nullifies all weather effects

Pluviale

Machina: Increases Defense by 30 and nullifies all weather effects

Betrothal Ring

Rem: Increases all Magic by 30 and grants Regen

SP Armlet

Increases all Magic by 10

SP Chestplate

Increases all Magic by 15 and max HP and MP by 20%

SP Robe

Increases all Magic by 20, increases max HP and MP by 20%, and grants Protect

SP Shield

Increases all Magic by 30, increases max HP and MP by 50%, and grants Protect

SP Cape

Increases all Magic by 40, increases max HP and MP by 50%, and grants Protect
and Regen

SP Armor

Increases all Magic by 50, increases max HP and MP by 50%, and grants various
buffs

SP Helm

Increases all Magic by 60, increases max HP and MP by 50%, and grants various

Resistance-Increasing Accessories
Compare rows: Select
Name

Effect
buffs

SP Crystal

Increases ATK and DEF by 100, all Magic by 70, max HP and MP by 50%, and
grants various buffs

Ring of Pulse

Highly fragile ring that grants Freecast, but rejects EXP

Glove of Lindzei

Highly fragile glove that increases Attack by 100, but rejects EXP

Armlet of Etro

Highly fragile armlet that increases Magic by 100, doubles max MP, and grants
Quick, but rejects EXP

Amulet of Mwynn

Highly fragile amulet that increases Attack by 100, doubles max HP, and grants
Aura, but rejects EXP

Draconic Gemstone

Nullifies all weather effects

Unusual Artifact

Increases max HP by 20%, Attack and Defense by 20, and ballistic resistance by
25%

Black Cowl

Increases all damage resistance by 10% and grants Quick

Juggernaut Badge

Increases damage resistance by 40% and both max HP and MP by 120%

Assault Badge

Grants Aura and Regen, but reduces all Magic by 100

Enchanted Badge

Increases all Magic by 99 and grants Trance and Quick, but reduces Attack by 99

Grand Mages Badge

Increases damage resistance by 40% and grants Freecast

Akatoki Amethyst

Gift from Celestia that increases all Magic by 100 and grants Quick

Genji Armor

Increases damage resistance by 40% and Defense by 50

Genji Helm

Nullifies all weather effects and prevents Burn, Freeze, Shock, Silence, Poison,
and Stop

Iceblade Hilt

Article left behind by the Ice Reaper that increases max MP and slightly
increases most resistances

Agito Insignia

Proof that one is worthy of the title of Agito

Life Armlet

Grants Reraise

Items
Consumables

Compare rows: Select


Item

Description

Potion

Restores 50% of targets HP

Hi-Potion

Restores 100% of targets HP

Mega-Potion

Restores 50% of partys HP

X-Potion

Restores 100% of partys HP

Ether

Restores 50% of targets MP

Turbo Ether

Restores 100% of targets MP

Mega-Ether

Restores 50% of partys MP

X-Ether

Restores 100% of partys MP

Remedy

Cures target of all status ailments

Mega-Remedy

Cures party of all status ailments

Elixir

Restores 100% of targets HP and MP

Megalixir

Restores 100% of partys HP and MP

Combat Ration

Militesi issue that restores 50% of targets HP

Fortified Ration

Militesi issue that restores 50% of targets HP and grants Aura

First Aid Kit

Militesi issue that restores 100% of targets HP and grants Aura

Strength Serum

Militesi issue that grants Aura to target

Support Serum

Militesi issue that grants Aura to party

Ferrum Medica

Concordian issue that restores 25% of targets HP and grants Regen

Aes Medica

Concordian issue that restores 50% of targets HP and grants Regen

Argentum Medica Concordian issue that restores 100% of targets HP and grants Regen
Aurum Medica

Concordian issue that restores 100% of targets HP and MP, and cures all status
ailments

Consumables

Compare rows: Select


Item

Description

Draco Medica

Concordian issue that restores 100% of targets HP and MP, and grants invincibility

Phoenix Down

Revives all dead party members

Phoenix Pinion

Grants Reraise to a target

Monster Spoils

Compare rows: Select


Item
Rigid
Scaleskin

Description
Extremely hard scale that grants
Protect

Buy
Price

Sell
Price

How to Get

400

300

Drop: Doublicorn, Diceratops,


Juggernaut

Fire Shard

Fragment brimming with the power of

fire that grants Aura

200

Drop: Bomb, Flame Flan

Ice Shard

Fragment brimming with the power of

ice that grants Protect

200

Drop: Ice Bomb, Aqua Flan

Lightning
Shard

Fragment brimming with the power of

lightning that grants Quick

200

Drop: Thunder Bomb, Electric Flan

Light
Feather

Feather tinged with magic power that

grants Freecast

200

Drop: Evil Eye, Marduk, Mushussu

Fury Bristle

Whisker from a belligerent monster


that grants Aura

300

Drop: Snow Giant, Wendigo

Tree Sap

Tree sap packed with nutrients that


grants Regen

200

Drop: Mandragora

Insect Oil

Secretion from a poisonous bug that


cures all status ailments

200

Drop: Hundleg, Ankheg

Pretty Pelt

Very beautiful hide that grants Aura


and Protect

320

Drop: Lesser Coeurl

Thick Hide Sturdy pelt that grants Endure

Consumables

Compare rows: Select


Item

Description

Flan Ooze

Oil filled with magical energy that


briefly grants Trance and Quick

200

Drop: Flan family

Bomb Core

Organ said to contain a bombs soul


that grants Aura and Trance

300

Drop: Bomb family

Turtle Shell

Exceedingly hard shell that grants


Protect and Regen

1000

Drop: Adamantortoise, Adamantoise


(Innsmouth Coast)

Dragon
Fang

Sharp tooth only found on wild


dragons that grants Quick and
Freecast

600

Lesser Lopros

Cactus
Spine

Needle from the famously fast Cactuar

that grants Quick

800

Drop: Cactuar, Kactuar, Blooming


Cactuar

Anima
Lantern

Lantern governing life and death that

grants Reraise

500

Drop: Tonberry

700

Drop: Behemoth, Lesser Lopros,


Sandworm, Snow Giant, Wendigo,
Skyvern

1000

Drop: Behemoth, Behemoth King,


Marduk, Mushussu, Skyvern

Meat bursting with life energy that


Beast Flesh restores 100% of HP and MP, and
grants Trance

Horn imbued with mystical powers


Beast Horn that restores 100% of HP and MP, and
grants Freecast
Presents

Compare rows: Select


Item

Description

Buy Sell
Price Price

How to Get

Eyeball
Specimen

The sample requested by Kazusa


that seems to be staring into your
soul

Naghi in Central Command in the first


Free Time of Chapter 7 (After
advancing Kazusas Event line)

Til Finis
Comes, With
You

One in a series of romance novels


that enjoys immense popularity in 1000
spite of its banal content

100

At the shop in Corsi, in the Rubrum


Region

Presents

Compare rows: Select


Item

Description

Buy Sell
Price Price

How to Get

Compact
Mirror

A handheld mirror perfect for


when one needs to do a quick
touch-up

2000

200

At the shop in Mi-Go, in the North


Togoreth Region

Quill Pen

A lovely feather said to help reduce


finger tension when scribbling in 8000
ones diary

800

At the shop in Meroe, in the Meroe


Region

Hydrangea
Bouquet

A bunch of freshly-clipped blue


flowers that smell like sunshine

1000

100

At the shop in Corsi, in the Rubrum


Region

An intricate carving featuring an


Antique Cameo embossed image of the Vermilion 5000
Bird

500

At the shop in Rokol, in the Iscah


Region

Fancy Tapestry

A vermeil wall hanging that exudes


8000
elegance with every thread

800

At the shop in Meroe, in the Meroe


Region

Tea Set

An adorable little teapot and


matching teacups that are too
short and stout to use

2000

200

At the shop in Mi-Go, in the North


Togoreth Region

Ornamental
Plant

A decorative piece of foliage that


breathes nature back into any
room

8000

800

At the shop in Toguagh, in the Eibon


Region

Famous
Painting

A popular portrait of three


Akademeia officials painted by a
prominent Rubrum artist

15000 1500

Perfume Set

A sampling of massively trendy


fragrances including Love Naturally 3000
and Eau de Polyrhythm

300

At the shop in Mi-Go, in the North


Togoreth Region

Music Box

An intricate box hiding a delicate


doll inside that dances in time with 5000
the music

500

At the shop in Rokol, in the Iscah


Region

Jewelry Box

An ornate box perfect for storing


diamond rings, pearl necklaces,
and other overly expensive

12000 1200

At the shop in Meroe, in the Meroe


Region

At the shop in Meroe, in the Meroe


Region

Presents

Compare rows: Select


Item

Description

Buy Sell
Price Price

How to Get

accessories
Luconia Doll

A doe-eyed, floppy-eared plushie


who has captured the hearts of
children across Orience

8000

800

At the shop in Toguagh, in the Eibon


Region

Potted Plant

A domesticated cactuar said only


to blossom once every thousand
years

5000

500

At the shop in Rokol, in the Iscah


Region

An intricate carving whose


Wooden Coeurl sensuous curves entice all those
with plenty of Gil to spend
Crystal
Chandelier

10000 1000

At the shop in Toguagh, in the Eibon


Region

A lavishly designed luminaire that


At the shop in Toguagh, in the Eibon
seems to glimmer even with the
15000 1500
Region
lights off

A fancy piece of jewelry featuring a


Ruby Necklace boldly cut ruby pendant sure to
2000
catch the eyes of passersby

200

At the shop in Corsi, in the Rubrum


Region

A bouquet of freshly-clipped red


Rose Bouquet roses with dewdrops of romance
dripping from every petal

1000

100

At the shop in Corsi, in the Rubrum


Region

Enamel Purse

A pearly purse perfect for parties,


picnics, and just about any other 6000
social obligation

600

At the shop in Rokol, in the Iscah


Region

Makeup Kit

An all-in-one cosmetic set with


eyeshadow and foundation in just 3000
the right shades

300

At the shop in Mi-Go, in the North


Togoreth Region

A photo stand embedded with


Picture Frame sapphires stunning enough to
3000
overshadow the picture on display

300

At the shop in Mi-Go, in the North


Togoreth Region

A decadent torte smothered with


rich frosting not nearly as sweet as 4000
it looks

400

At the shop in Rokol, in the Iscah


Region

Buttercream
Cake

Presents

Compare rows: Select


Item

Buy Sell
Price Price

Description

How to Get

Bath Set

A sponge and soap set specially


designed to leave ones skin feeling 6000
silky smooth

600

At the shop in Meroe, in the Meroe


Region

Aromatic Oils

A set of scents sure to soothe even


6000
the most unsettled of spirits

600

At the shop in Meroe, in the Meroe


Region

Pearl Hairpin

A hairclip embedded with pearls


that shine enough to make hair
seem extra glossy

10000 1000

A cutesy, cotton-candy pink bikini


Sexy Swimsuit that leaves too little to the
1500
imagination

At the shop in Toguagh, in the Eibon


Region

150

At the shop in Corsi, in the Rubrum


Region

Good-Luck
Charm

A petite pouch containing dried


cactuar petals said to bring good
fortune

Gained as a reward for completing


Tokitos Task in the Fountain
Courtyard (Chapter 5, second Free
Time)

Diamond Ore

A stone custom-ordered for an


engagement ring symbolizing an
everlasting bond

In the upper-western treasure chest


in area 7 of the Bethnel Caverns

Glass Pendant

A delicate glass ornament featuring

an ornately drawn floral pattern

Gained as a reward for completing


the Orderlys Event in the Fountain
Courtyard (Chapter 3, first Free Time)

Greens

Compare rows: Select


Item

Gysahl
Greens

Description

Buy
Price

Leafy vegetables
that increase the
chances of hatching 100
a different type of
chocobo

Sell
Price

10

How to Get

At the shop in Keziah, in the Togoreth RegionObane


at the Chocobo Ranch gives ten when first spoken to

Presents

Compare rows: Select


Item

Buy Sell
Price Price

Description

How to Get

Krakka
Greens

Leafy vegetables
that greatly increase
the chances of
1000
hatching a different
type of chocobo

100

At the shop in Meroe, in the Meroe Region

Tantal
Greens

Leafy vegetables
that make a chocobo
100
chickling take after
its father

10

At the shop in Mi-Go, in the North Togoreth Region

Pahsana
Greens

Leafy vegetables
that make a chocobo
100
chickling take after
its mother

10

At the shop in Mi-Go, in the North Togoreth Region

Curiel
Greens

Leafy vegetables
that increase the

number of chocobos
hatched

100

A possible item in area 6 of Corsi Cave

Mimett
Greens

Leafy vegetables
that increase the

chances of hatching
a good chocobo

200

A possible item in area 6 of Corsi Cave

Reagan
Greens

Leafy vegetables
that greatly increase
the chances of
hatching a good
chocobo

300

Possible contents of the treasure chests in areas 7,


10, and 12 in the Bethnel CavernsPossible contents
of the treasure chest in the Innsmouth Coast

500

A possible item in area 5 of The Valley of


MonstersPossible contents of the treasure chest in
the Innsmouth Coast

500

Old Lorica Region, Deserted House (From your


fellow cadets during Chapter 4)Possible contents of
the treasure chest in the Innsmouth CoastDefeat
200 enemies with any character (Can be done once
per character, awarded on Report Card screen after

Leafy vegetables
that maximize the
Sylkis Greens

chances of hatching
a good chocobo
Gyzahl
Greens

Leafy vegetables
that increase the

chances of hatching
a whole flock of

Presents

Compare rows: Select


Item

Buy Sell
Price Price

Description
chocobos

How to Get

a mission)

Side Quests Introduction


In this section of the Rubicus, youll find a list of all of the Tasks in the game, all of the optional
dungeons and bosses, a list of all forty-three lCie Crystals and how to obtain them, and a few
additional elements.

Side Quests Tasks


Chapter 2: Tasks (Third Break2 Days)
Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

Armory

Guildsman

Give one Pretty Pelt to


the Armory Guildsman.

Sorcery

Sorcery
Researcher

Give one Red Phantoma


to the Sorcery
Ferric Ring
Researcher.

Central
Command

Dominion
Officer

Defeat two Vertigo.

Lounge

Administration Give the Administration


Megalixir
Official
Official 100 SPP.

Main Gate

Logistics Officer

Give three Potions to the


Ether
Logistics Officer.

Crystarium

Class Ninth
Cadet

Defeat one Striker.

Iron Bangle Found on Coeurls in Corsi Cave.

Glacies
Vertigo can be found in the forests
Prima, Vol.
of the Rubrum Region.
II

Strikers are the Magitek Armor


Ignis
enemies that can be found
Primus, Vol.
randomly in battles in the Rubrum

Tasks

Compare rows: Select


Location

Fountain
Courtyard

Who

Enra

Ready Room Tokito

Task

Reward

Note

II

Region.

Have Rem speak with


Enra.

Phoenix
Down

Change your lead character to


Rem.

Give Tokito a Sexy


Swimsuit.

Fulgur
Can be purchased from Corsis
Primus, Vol.
Merchant.
II

Outside of Akademeia
Compare rows: Select
Location

Who

Task

Reward

Note

McTighe

Amane

Defeat three Lesser


Coeurl.

Silver Bracelet Coeurls can be found in Corsi Cave.

Corsi

Takano

Defeat ten Aqua


Flans.

HP Enhancer

Aqua Flans can be found on the plains in


the Rubrum Region.

Aqvi

Koki

Give Koki a Fire


Shard.

Ferric Ring

Fire Shards can be found from Bombs in


Corsi Cave.

Chapter 3: Tasks (First Break4 Days)


Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

Main Gate Logistics Officer

Give the Logistics Officer three Five XEthers.


Potions

Class Ninth
Crystarium
Cadet

Take one prisoner by defeating


Ballistic
Imperial COs in the North
Shield
Togoreth Region forests.

You must accept the Expert


Trial United Front to get
access to North Togoreth and
complete this Task.

Crystarium Provost

Recover Akademeias entire

Wizards Hat Open the treasure in the first

Tasks

Compare rows: Select


Location

Hallway

Who

Task

Dr. Al-Rashia

Reward

Note

history.

room in Corsi Cave.

Defeat three enemies with Fire Magic


RF.
Power +3

Can be done in the Arena in a


Simulated Battle.
You need to accept the
Expert Trial United Front to
get access to the North
Togoreth Region at this
point.

Central
Dominion
Command Legionary

Defeat six Perkunas.

Aegis
Veritas

Central
Kurasame
Command

Land ten Killsight/Breaksight


strikes and report back to
Kurasame.

10,000 EXP

Armory

Guildsman

Give three jugs of Tree Sap to


the Armory Guildsman.

Shock Shield

Sorcery

Sorcery
Researcher

Give three Green Phantoma to Argentic


the Sorcery Researcher.
Ring

Lounge

Administration Give 300 SPP to the


Official
Administration Official.

Fulgur
Secundus,
Vol. II

Defeat monsters in the


Togoreth Region.

Outside of Akademeia
Compare rows: Select
Location

Who

Task

Reward

Note

Mi-Go

Moto

Defeat ten Hundlegs.

Aegis Tertia, Vol. II

Keziah

Nenji

Defeat four Bombs.

Three Blaze Armlets Northern Corridor

Chapter 3: Tasks (Second Break4 Days)

Plains in Togoreth Region.

Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

Armory

Guildsman

Give five Light Feathers to


Shock Shield
the Guildsman.

You can find the monster in


the Iscah Region.

Sorcery

Sorcery
Researcher

Unlock Vermilion
Give one Purple Phantoma
Bird Squad

to the Sorcery Researcher.


Command.

Central
Command

Commandant

Defeat fifteen Imperial


Troopers.

Lounge

Administration Give 500 SPP to the


Official
Administration Official.

Main Gate

Commissar

Protector Ring

You can complete this by


doing a Simulated Battle in
the Arena.

Auric Ring

Give ten Elixirs to the


Commissar.

Five Megalixirs

Class Ninth
Crystarium
Cadet

Take three prisoners by


defeating enemy COs in
the Iscah Area.

Flak Jacket

Ready Room Enra

Give Enra a Potion from


Rem.

Crystal Shard

Outside of Akademeia
Compare rows: Select
Location

Who

Task

Reward

Note

Iscah

Mayor Aoba

Defeat two Imperial Commanders in the Iscah


Sentinel Emblem
Region.

Rokol

Nana

Defeat six Evil Eyes in the Iscah Region.

Chapter 4: Tasks (Second Break1 Day)

MP Enhancer

Tasks

Compare rows: Select


Location

District
0714

District
0714

Who

Task

Reward

Note

You need to bring a party member with an Attack


Max out one
stat of 255 to Clemente. You very likely wont have
Draconic
Clemente cadets Attack for
a party member with attack this high during the
Gemstone
Clemente.
first playthrough, so wait until playthrough three to
complete this Task.
Invite other
cadets to join
Class Zero for
Lady Celestia.

Lady
Celestia

Akatoki
Amethyst

You must have completed Naghi, Carla, Quon,


Mutsuki, and Ryids Sub-Events in your first
playthrough to complete this Task.

Chapter 5: Tasks (First Break5 Days)


Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

Main Gate Logistics Officer

Give one Phoenix Down Mythril


to the Logistics Officer. Gloves

Fountain
Courtyard

Play as Rem and get an


S-Rank in the Covering
Gold Bangle Second playthrough.
the Cadets Expert
Trial.

Enra

Ballistic
Shield

The Cactuar can be found randomly


in the Airship Landing, the Back
Garden, the Terrace, and the
Chocobo Ranch. (It leaves behind an
item when discovered.)

Central
Dominion
Command Officer

Defeat six Bombs for


the Central Command
Officer.

Five XPotions

You must defeat the Bombs in the


Jubanla Region, which you can gain
access to by heading through the
Northern Corridor, west of Mi-Go.

Armory

Give the Guildsman


seven Fire Shards.

Thunderbolt Must fight Bombs in the Rubrum


Armlet
Region.

Crystarium Naghi

Find proof of the


Cactuar.

Guildsman

Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

Sorcery

Sorcery
Researcher

Give the Sorcery


Researcher seven Cyan Crystal Shard
Phantoma.

Sorcery

Dr. Al-Rashia

Defeat thirty enemies


with Blizzard BOM.

Lounge

Administration Give 800 SPP to the


Three
Official
Administration Official. Megalixirs

Twelve
Jeweled
Rings

Can be done in the Arena.

Chapter 5: Tasks (Second Break5 Days)


Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

Main Gate

Logistics Officer

Give three Mega-Potions to the Platinum


Logistics Officer.
Gloves

Fountain
Courtyard

Tokito

Give one Diamond Ore to


Tokito.

Good-Luck Can be found in the Bethnel


Charm
Caverns.

Crystarium

Class Ninth
Cadet

Take three prisoners by


defeating enemy COs.

Protector
Ring

Central
Command

Dominion
Officer

Defeat one Striker.

The Strikers can be found in


Ten Elixirs the forests of the Eibon
Region.

Armory

Armory
Guildmaster

Defeat monsters in Bethnel


Give two chunks of Beast Flesh
Gold Bangle Caverns, second
to the Armory Guildmaster.
playthrough.

Sorcery

Sorcery
Researcher

Give ten Sepia Phantoma to the Crystal


Sorcery Researcher.
Shard

Lounge

Administration Give 1000 SPP to the

Five
Phoenix

Soldiers and their COs can


be found in the forests of
the Mero Region.

Tasks

Compare rows: Select


Location

Terrace

Who

Task

Reward

Official

Administration Official.

Kurasame

Land twenty Killsight/Breaksight


Shock
strikes and report back to
Shield
Kurasame.

Outside of Akademeia
Location Who
Task
Toguagh Issei

Down
Can be done in the Arena.

Reward

Defeat a Dracoknight for Diamond


Issei.
Shield

Note

Note
Must be fought on the Innsmouth Coast, second
playthrough.

Chapter 7: Tasks (First Break8 Days)


Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

Main Gate Logistics Officer

Give three Mega-Remedies to Ten Xthe Logistics Officer.


Potions

Classroom Kurasames
Zero
Tonberry

Land thirty Killsight/Breaksight


Shock
strikes and report back to
Armor
Kurasames Tonberry.

Can be done in Akademeias


Arena.

Crystarium Naghi

Obtain Kurasames Knowing


Tag.

X-Potion

It is found near Bethnel


Caverns; this Event can only
be done after giving Kazusa
the Eyeball Specimen.

Central
Dominion
Command Officer

Defeat ten Ankhegs.

Three
Megalixirs

The Ankhegs must be


defeated in the Old Lorica
Region.

Armory

Ryid

Obtain Lorican Diary.

Crystal
Gloves

Armory

Mutsuki

Obtain one Dark Matter for

Diamond

Dropped by Malboros in the

Tasks

Compare rows: Select


Location

Who

Task

Reward

Note

Mutsuki.

Ring

Roshana Province.

Armory

Guildsman

Retrieve ten Turtle Shells for


the Guildsman.

Diamond
Gloves

You must defeat the


Adamantoise in Innsmouth
Coast.

Sorcery

Quon

Obtain one Jeweled Ring for


Quon.

Dominion
Helmet

You get the ring from Dr. AlRashias Task in the first Free
Time of Chapter 5.

Sorcery

Sorcery
Researcher

Magic:
Give fifteen Mauve Phantoma
Thunder
to the Sorcery Researcher.
MIS

Lounge

Cadetmaster

Give 1500 SPP to the


Cadetmaster.

Five Phoenix

Pinions

Outside of Akademeia
Compare rows: Select
Location

Who

Task

Reward

Note

Yatsude

Defeat twenty
Quake Killer
Imperial Troopers.

Can be done in any location; you cannot


reach Cetme until completing the
Operation Sticky Fingers Expert Trial.

Roshana

Subaru

Defeat fifteen
Mandragoras in
the Roshana
Province.

You cannot enter Roshana until completing


the Operation Dragon Slayer Expert Trial
or until you complete Mission 10.

Rama

Defeat two
Yukisato Marduks in the
Crystal Shard
Roshana Province.

Cetme

Bazz

Sakuya

Defeat an Iron
Giant.

Gold Anklet

Growth Egg

Marduks are found in the forests of the


Roshana Province; you cannot enter Rama
until completing the Operation Dragon
Slayer Expert Trial or until you complete
Mission 10.
Iron Giants can be found in the Silent Key;
you cannot enter Bazz until completing the
Operation Homecoming Expert Trial.

Tasks

Compare rows: Select


Location
Azurr

Who

Task

Reward

Note

Defeat eight
Gold Bangle, MPV- You cannot enter Azurr until completing
Floating Eyes for
B2 Trunk Key
The Climactic Clash at Azurr Expert Trial.
Okita.

Okita

Chapter 7: Tasks (Second Break6 Days)


Tasks

Compare rows: Select


Location

Who

Task

Reward

Logistics
Officer

Give five Megalixirs to the


Logistics Officer.

Class Ninth
Cadet

Take ten prisoners by


defeating enemy COs in the Ballistic
forests of the East Nesher Shield
Region.

Before you can undertake this


Task, you must first complete the
Colonel Faiths Last Stand
Expert Trial.

Crystarium Provost

Get information about the


pre-RG era.

Found in the Silent Key, which is


in the Veill Desolands.

Central
Command

Chancellor
Chival VI

Able to wear
Reach the SP Rank of
Formal
Second or third playthrough.
Commander (50,000+ SPP).
Attire.

Central
Command

Commandant Defeat six Sandworms.

Diamond
Bangle

Armory

Armory
Guildmaster

Retrieve one Darksoul


Swarm for the Armory
Guildmaster.

Soul of
Thamasa

Sorcery

Sorcery
Researcher

Obtain one Ivory Phantoma


Crystal Shard
for the Sorcery Researcher.

Lounge

Cadetmaster

Give 2000 SPP to the


Cadetmaster.

Main Gate

Crystarium

Stalwart
Ring

Note

Gold Anklet

Crystal Ball

Outside of Akademeia
Compare rows: Select
Location

Who

Task

Reward

Note

Shakara

Ametsuchi

Defeat ten Bombs in the Rilochy Blaze


Province.
Armlet

Rilochy

Akari

Defeat ten Flame Flans in the


Rilochy Province.

They are more common on the


plains of Rilochy.

Amiter

Otokusa

Defeat ninety-nine Lesser Lopros Grand


in the Dragon Sanctuary.
Bangle

Second playthrough.

Cetme

Yatsude

Defeat twenty Imperial Troopers Quake


in Cetme.
Killer

You can complete this in


Akademeias Arena.

Mythril
Gloves

Side Quests Sub-Events


There are a handful of characters in Akademeia whose Events will sort of develop a relationship
between the members of Class Zero and the characters in question. Most of these characters can
become an unplayable member of Class Zero if you see their Sub-Events to the end and theyll
even reward you handsomely for your efforts. Read on to see each of the characters with SubEvents, where and when the Sub-Events are, and how to complete these special Events.
In order to reach the next stage in each Sub-Event, you must complete the Events and Tasks
listed prior to those Sub-Events.
Carlas Sub-Event

Compare rows: Select


When

Free
Time

Location

Who

Note

Chapter 2

Second
Break

Ready
Room

Carla Event

Chapter 3

First
Break

Lounge

Carla Event: You have to give Carla 1000 Gil.

Chapter 3

Second
Break

Ready
Room

Carla

Event: She only appears here if you talked to her during the first
break in Chapter 3.

Carlas Sub-Event

Compare rows: Select


When

Free
Time

Location

Who

Note

Chapter 5

First
Break

Ready
Room

Carla Event

Chapter 5

Second
Break

Lounge

Carla

Chapter 7

First
Break

Lounge

Carla Event: You have to give Carla 100,000 Gil.

Chapter 7

Second
Break

Ready
Room

Event: Carla will pay you 222,000 Gil if you give her money in
Carla each of her Events. She only appears here if you talked to her
during the first break in Chapter 7.

Chapter 7

Second
Break

Ready
Room

Carla

Event: Sublimation Ring; She only appears here if you talked to


her during the first and second breaks in Chapter 7.

Who

Note

Event: You have to give Carla 10,000 Gil. She only appears here
if you talked to her during the first break in Chapter 5.

Naghis Sub-Event

Compare rows: Select


When

Free
Time

Location

Chapter Third
2
Break

Lounge

Chapter First
5
Break

Task: Find proof of a Cactuar. (The Cactuar can be found


randomly in the Airship Landing, the Back Garden, the Terrace,
Crystarium Naghi
and the Chocobo Ranch. It leaves behind an item when
discovered.)

Chapter First
7
Break

Hallway

Naghi Event

Naghi Event

Quons Sub-Event

Compare rows: Select


When Free Time Location
Chapter 3 First

Who

Crystarium Quon

Note
Event

Quons Sub-Event

Compare rows: Select


When Free Time Location

Who

Note

Break
Chapter 3

Second
Break

Sorcery

Event: He only appears here if you talked to him during


the first break in Chapter 3.

Chapter 5

First
Break

Crystarium Quon

Chapter 5

First
Break

Sorcery

Dr. AlRashia

Task: Defeat thirty enemies with Blizzard BOM. (Can be


done in Akademeias Arena.)

Chapter 7

First
Break

Sorcery

Quon

Task: Obtain one Jeweled Ring. (You get the Jeweled Ring
from completing Dr. Al-Rashias Task in your first break of
Chapter 5.)

Chapter 7

Second
Break

Hallway

Quon

Event: He only appears here if you talked to him during


the first break in Chapter 7.

Quon

Event

Mutsukis Sub-Event

Compare rows: Select


When

Free Time

Location

Who

Note

Chapter 3 First Break Armory

Mutsuki Event

Second
Break

Mutsuki Event

Chapter 5

Airship
Landing

Chapter 7 First Break Armory


Chapter 7 First Break

Central
Command

Mutsuki

Task: Obtain one Dark Matter. (Dropped by Malboros in


the Roshana Province.)

Seven

Event: You can only talk to Seven at this point if you have
completed all of Mutsukis Sub-Events.

Ryids Sub-Event

Compare rows: Select


When

Free Time

Chapter 3 Second

Location
Armory

Who
Cinque

Note
Event

Ryids Sub-Event

Compare rows: Select


When

Free Time

Location

Who

Note

Break
Airship
Landing

Ryid

Event

Chapter 7 First Break Armory

Ryid

Task: Obtain the Lorican Diary.

Chapter 7 First Break Armory

Ryid

Event: He only appears here if you complete his Task


during the first break in Chapter 7.

Chapter 5 First Break

The next two characters Sub-Events are a bit different than the others and require more
dedication in order to complete them. These characters wont join Class Zero, but you will be
rewarded for your efforts.

Dr. Kazusa
Doctor Kazusa has a total of fifteen scenes that will play out once you are able to enter his secret
lab hidden behind the bookshelf on the left side of the Crystarium. In order to access his lab, you
must first talk to him in the Armory twice, both of which are Events. On the second of the two
Events in the Armory, youll need to talk to Kazusa when you only have six or fewer hours of
Free Time remaining in a day. From that point on youll be able to visit him during any Free
Time so long as you have only six or fewer hours of Free Time remaining in a day. Visit him
with each member of Class Zero to get different scenes.
1. Speak to Kazusa in the Armory during Chapter 2.
2. Talk to him again with only six or fewer hours of Free Time remaining.
3. You can now enter his lab behind the bookshelf in the far left corner of the Crystarium for
Scenes 1-7.
4. In Chapter 7, talk to Kazusa after you finish Naghis Sub-Events.
5. Talk to Naghi once more in the Central Command and hell give you an item.
6. Go back to Kazusas Lab and talk to him to give him the item.
7. Talk to Naghi in the Crystarium and complete his Task (Find Kurasames Tag).
8. Talk to Kazusa in his lab.

9. Visit with Class Zero members in scenes 8-15, as listed on the Kazusas Scenes table.
10. Examine the yellow capsule in his lab.
11. Talk to Kazusa.
Kazusas Scenes

Compare rows: Select


Scene

Visit Kazusa with

Cater

Cinque or Sice

Deuce or Seven

Nine or Jack

Ace or King

Trey or Rem

Eight or Machina

Sice

Cinque or King

10

Ace or Machina

11

Nine

12

Deuce or Jack

13

Trey or Eight

14

Cater or Queen

15

Seven or Rem

Emina
Emina is Akademeias most popular instructor. You can find her on the Terrace in Akademeia
whenever you have six or fewer hours of Free Time remaining in a day. Youll need to
constantly go back and forth between her and the Sorcery Researcher in order to progress her

Sub-Event. Talking to the Sorcery Researcher wont advance time at all, but talking to Emina
will.
1. Talk to Emina on the Terrace during your second break with only six or fewer hours
remaining.
2. Talk to the Sorcery Researcher in Sorcery.
3. Talk to Emina on the Terrace again.
4. Learn Sheer from the Sorcery Researcher in Sorcery.
5. Buy and give at least three Presents to Emina (see the Presents table under the Items
section of the Weapons and Accessories chapter of the Rubicus for more information).
6. Learn Sheera from the Sorcery Researcher.
7. Buy and give at least five more Presents to Emina (see the Presents table under the Items
section of the Weapons and Accessories chapter of the Rubicus for more information).
8. Complete Kazusas Sub-Event
9. Learn Sheerga from the Sorcery Researcher.
10. Give more Presents to Emina to see the Sheerga scenes (see the Presents table under the
Items section of the Weapons and Accessories chapter of the Rubicus for more
information).
11. Talk to Emina on the Terrace.
12. Talk to the Sorcery Researcher in the Sorcery Room.
13. Talk to Emina on the Terrace.

Side Quests Optional Dungeons


There are several dungeons scattered around Orience that you do not need to visit at any point in
the game, but will yield you rewards if youre willing to brave them. Read on to find them all
and gain all of the rewards they have to offer.

Corsi Cave
Note
Enemy Level: 22

Location: Rubrum Region, east of the town of Corsi


Compare rows: Select
Room

Item

Note

Rubrum Analects

Needed for Provosts Task in


Chapter 3, First Break

Knowing Tag

Mimett Greens 37.5%/Two Mimett Greens 37.5%/Two


Curiel Greens 12.5%/Amulet 12.5%

Crystal Ball 50%/Megalixir 25%/Circlet 25%

Northern Corridor
Note
Enemy Level: 31
Location: North Togoreth Region, west of Mi-Go
Compare rows: Select
Room

Item

Note

Knowing Tag

Megalixir 75%/Shock Armor 25%

Potion 90.6%/Mega-Potion 6.3%/Phoenix Pinion 3.1%

Black Tortoise Crevasse


Note
Enemy Level: 72
Location: Old Lorica Region, north of the Deserted House
Compare rows: Select
Room

Item

Note

Knowing Tag

Five Potions 50%/Three X-Potions 50%

Knowing Tag

There are two total Knowing Tags spread around this


area.

Ultima Ground Zero


Note
Enemy Level: 72
Location: Old Lorica Region, connected to the end of the Black Tortoise Crevasse
Compare rows: Select
Room

Item

Note

Mobilization Strategy

Eight X-Potions 25%/Two Megalixirs 25%/Shock Armor 25%/U2-Shock Damper

Eight X-Potions 25%/Three Megalixirs 25%/Shock Armor 25%/H2-Shock Absorber


25%

Lorican Diary

Eight X-Potions 25%/Two Megalixirs 25%/Soldiers Gloves 25%/Shock Armor 25%

lCie Erragals Crystal

Compare rows: Select


Room
10

Item
Adamant Shell 50%/H5-Shock Absorber 25%/Topaz Shield 25%

Note

Mount Jubanla
Note
Enemy Level: 67
Location: Jubanla Region, in the volcano (you need to wrap around its southeast end to reach the
entrance to Mount Jubanla)
Compare rows: Select
Room

Item

Note

Knowing Tags

There are four total Knowing Tags


spread around this area.

Knowing Tag

There are three total Knowing Tags


spread around this area.

Firewyrm Armlet 50%/Six Fire Shards 31.2%/Eight Fire


Shards 12.5%/Armlet of Ifrit 6.3%

Knowing Tag

Compare rows: Select


Room

Item

Note

Blaze Armlet 50%/Six Fire Shards 31.2%/Eight Fire Shards

12.5%/Armlet of Ifrit 6.3%

10

lCie Kaimanus Crystal

11

Armlet of Ifrit 49.6%/Elementalist Ring 25%/Smoke Hood

25%/Firewyrm Armlet 0.4%

Tower of Agito
Note
Enemy Level: 128
Location: In the center of the Eibon Region. (You must have the airship Setzer before you can
enter the Tower of Agito.)

Also referred to as the Tower of Judecca, this is the most difficult dungeon to complete. One
must use the airship Setzer to enter the tower, as it stands in the middle of a lake in the Eibon
Region.

Preparations for Ascending the Tower of Agito


The enemies in the Tower of Agito are level 128 and extremely strong. Be sure to get your main
party characters up to level 99 and equip the strongest weapon you have to increase their attack
power as much as possible before entering the tower. Having the accessories listed in the table
below will allow your characters to withstand some of the enemies attacks, even for a bit.
Change your equipment while progressing through the tower to prepare for each set of enemies
(check the Encountered Enemies and Suggested Accessories for Fighting in the Tower of Agito
list for details about what to equip before each room). A Cosmic Malboro awaits at the top of the
tower, but its attacks are easily avoided, so you wont have to worry about enhancing your
defensive stats for that battle.
Its not uncommon to fail in the tower even with thorough preparations. We suggest bringing
plenty of Phoenix Pinions and Anima Lanterns in advance and fight with the Reraise buff on
when possible. Anima Lanterns are dropped by Tonberries, which can also be encountered
within the tower, but its safer to obtain the items by repeatedly going through the Mission
Under Ceasefire Mission (Chapter 4; second playthrough).

Encountered Enemies and Suggested Accessories for Fighting in the Tower of


Agito
Area 3: First Chamber
Monster: Tonberry
Suggested Accessory to Have Equipped*: Blade Barrier x2
Area 5: Second Chamber
Monster: Coeurl
Suggested Accessory to Have Equipped*: Armlet of Ramuh + Genji Armor
Area 7: Third Chamber
Monster: Glasya Labolas
Suggested Accessory to Have Equipped*: Adamant Armlet** + Genji Armor
Area 9: Fourth Chamber
Monster: Mushussu
Suggested Accessory to Have Equipped*: Adamant Armlet** + Genji Armor
Area 11: Fifth Chamber

Monster: Behemoth King


Suggested Accessory to Have Equipped*: Adamant Armlet** + Genji Armor
Area 14: Chamber of Ruin
Monster: Cosmic Malboro
Suggested Accessory to Have Equipped*: Enchanted Badge*** + Grand Mages Badge****
* The ease of obtaining the accessories was taken into consideration as well. Its better to equip
accessories that raise a characters defense to 255 or use DEF Enhancers to raise the stat if
possible. (There are certain weapons for Ace and Deuce that raise their defense as well.)
** There is a 50% chance of getting this from the chest in area 6: Walk of the Void [3].
*** There is a 12.5% chance of getting this from the chest in area 10 Walk of the Void [5].
**** There is a 12.5% chance of getting this from the chest in area 12 Walk of the Void [6].
1. Tower of Agito (Safe Zone)
To head to the next floor of the tower, step onto the platform in the center of the room.

Defeat 100 Monsters


The Tower of Agito contains several rooms connected with corridors. One hundred of a specific
type of monster is encountered in each room. You must defeat all 100 of these monsters in order
to proceed, so its best to strike enemies when a Breaksight is present to inflict damage
efficiently. We suggest using spells like Fire BOM-II, especially against the Tonberries and
Coeurls as they spawn in relatively larger groups, to take out multiple targets at once.
Note: You can exit the tower from areas 4, 6, 8, 10, 12, and 13 by heading back towards the
previous room. However, exiting and reentering will cause you to restart from the first room in
the tower.

2. Walk of the Void (Safe Zone)


Head up the flight of stairs and through the door to reach area 3.

3. First Chamber
Youll have to fight 100 Tonberries in order to move on to the next room.

4. Walk of the Void [2] (Safe Zone)


Head up the stairs and through the door to reach area 5.

Treasures in the Tower


Almost all of the treasure chests in the Tower of Agito will refill when you leave and reenter the
tower. (The chest in area 13 will not refill.)
5. Second Chamber
Youll need to defeat 100 Coeurls to move on to the next area.

6. Walk of the Void [3] (Safe Zone)


Head through the door at the top of the stairs to enter area 7.

7. Third Chamber
Your next challenge is to defeat 100 Glasya Labolas.

8. Walk of the Void [4] (Safe Zone)


Head up the stairs until you reach the door leading to area 9, then head through it.

9. Fourth Chamber
A hundred Mushussus wait for you in this area. Defeat them to move on.

10. Walk of the Void [5] (Safe Zone)


Head to the top of the stairs and through the door to reach area 11.

11. Fifth Chamber


Youll have a brutal battle with 100 Behemoth Kings in this area.

12. Walk of the Void [6] (Safe Zone)

This is your last flight of stairs in the Tower of Agito. Head through the doors at the top of the
stairs to enter the Chamber of Decision.

13. Chamber of Decision (Safe Zone)


There are no enemies in this room. There is a warp at the center of the room where you must
make a choice: proceed on to the Chamber of Ruin or leave the tower. The Darksoul Swarm item
obtained from the chest can be used to complete the Slayers Spoils VII Task available in
Chapter 7 in your second Free Time session by taking it back to the Armory Guildmaster.

14. Chamber of Ruin


Unlike the previous rooms, there is a single Cosmic Malboro in the center of the room, and all
you need to do is defeat it to complete this dungeon. The safest strategy is to dodge the Cosmic
Malboros attacks while moving around the perimeter in a single direction, and using ranged
attacks to inflict damage once the Cosmic Sludge drops have disappeared from the ground.
Equip the Enchanted Badge and Grand Mages Badge you obtained in the tower to receive the
Trance, Quick, and Freecast buffs and continually hit the Cosmic Malboro with Fire-based magic
(its weakness). A chest containing the Agito Insignia and a warp to exit the tower will appear
after defeating the Cosmic Malboro.

The Agito Insignia


After obtaining an Agito Insignia, the chest it was contained in will have different contents* on
subsequent trips through the Tower of Agito. The contents of the chest are:
Grand Bangle (25%)
Mogs Lucky Charm (25%)
Soul of Thamasa (25%)
Juggernaut Badge (18.8%)
Ribbon (6.2%)
* Once youve obtained an Agito Insignia, the chest will not contain the new contents if the
Agito Insignia is equipped on one of your characters or you sell it. In either of those cases, the
chest would just yield another Insignia.

Traversing the Innsmouth Region


In order to reach the next optional dungeon, youll need to reach the Innsmouth Region. You can
reach the Innsmouth Region by heading southeast in the Eibon Region. The Innsmouth Region is
an archipelago that can only be traversed with a chocobo or with the airship Setzer. There are

narrow crossings of shallow water that will allow you to reach each of the archipelagos
individual islands, but you cant cross that water on foot. The water is a lighter shade of blue
than the rest of the sea, so it should be pretty easy to spot.

Innsmouth Coast
Note
Enemy Level: 51
Location: In the Innsmouth Region, southeast of the Eibon Region.
The treasure chest in this area can refill on subsequent visits, but after your first trip to the
Innsmouth Coast, an Adamantoise will show up every time you enter this area.
Compare rows: Select
Room

Item

Note

Elixir 18.7%/Guardian Ring 18.7%/Shock Shield 18.7%/Sentinel


Emblem 18.7%/Phoenix Pinion 6.3%/Pahsana Greens
6.3%/Sylkis Greens 6.3%/Gyzahl Greens 6.3%

lCie Clareuss Crystal

On the east side of the area


along the wall. (The sand
makes it a bit hard to see.)

Bethnel Caverns
Note
Enemy Level: 55
Location: Just above the town of Mero in the Mero Region.

Compare rows: Select


Room

Item

Note

Knowing Tags

There are six total Knowing


Tags spread around this area.

Crystal Ball 25.0%/Circlet 25.0%/Dominion Helmet 25.0%/Red


Cap 25%

Knowing Tags

There are four total Knowing


Tags spread around this area.

Elixir 43.5%/[Cinques Weapon] Mace 12.5%/[Sevens Weapon]


These are the potential
Whipblade 12.5%/Reagan Greens 6.3%/[Cinques Weapon]
contents of the northmost
Voltaic Mace 6.3%/[Sevens Weapon] Voltaic Whipblade
treasure chest in area 7.
6.3%/Red Beret 6.3%/Snow Goggles 6.3%

Elixir 43.5%/[Deuces Weapon] Flute 12.5%/[Caters Weapon]


These are the potential
Magicite Pistol 12.5%/Reagan Greens 6.3%/[Deuces Weapon]
contents of the northwestern
Voltaic Flute 6.3%/[Caters Weapon] Missing Score 6.3%/Circlet
treasure chest in area 7.
6.3%/Mist Mask 6.3%

Diamond Ore

From the third chest going


counterclockwise from the

Compare rows: Select


Room

Item

Note
northmost chest.

Elixir 43.5%/[Eights Weapon] Brass Knuckles 12.5%/[Queens


Weapon] Longsword 12.5%/Reagan Greens 6.3%/[Eights
Weapon] Godhands 6.3%/[Queens Weapon] Voltaic Saber
6.3%/White Cape 6.3%/Smoke Hood 6.3%

Elixir 43.5%/[Aces Weapon] Playing Cards 12.5%/[Treys


These are the potential
Weapon] Longbow 12.5%/Reagan Greens 6.3%/[Aces Weapon]
contents of the southwestern
Cardsharks Deck 6.3%/[Treys Weapon] Rune Bow
treasure chest in area 7.
6.3%/Platinum Gloves 6.3%/Balaclava 6.3%

Elixir 43.5%/[Sices Weapon] Scythe 12.5%/[Jacks Weapon]


Katana 12.5%/Reagan Greens 6.3%/[Sices Weapon]
Persephones Scythe 6.3%/[Jacks Weapon] Conquerer
6.3%/Mages Miter 6.3%/Sand Visor 6.3%

These are the potential


contents of the southmost
treasure chest in area 7.

Knowing Tags

There are two total Knowing


Tags spread around this area.

10

Elixir 43.5%/[Kings Weapon] Twin Revolvers 12.5%/[Rems


Weapon] Daggers 12.5%/Reagan Greens 6.3%/[Kings Weapon]

Supershot STs 6.3%/[Rems Weapon] Voltaic Daggers 6.3%/Star


Pendant 6.3%/Rain Hood 6.3%

11

Knowing Tag

12

Elixir 43.5%/[Nines Weapon] Lance 12.5%/[Machinas Weapon]


These are the potential
Bolt Rapiers 12.5%/Reagan Greens 6.3%/[Nines Weapon] Voltaic
contents of the northmost
Spear 6.3%/[Machinas Weapon] Icebrands 6.3%/Hermes
treasure chest in area 12.
Sandals 6.3%/Waterproof Mask 6.3%

12

lCie Urshanabis Crystal

12

Red Beret 50%/Tiara 25%/Dukes Gauntlets 25%

These are the potential


contents of the westmost
treasure chest in area 7.

Silent Key
Note
Enemy Level: 44
Location: On the southern tip of the Veill Desolands, south of the West Nesher District.

Compare rows: Select


Room

Item

Note

Frostshield Cloak 50%/Platinum Bracelet


25%/Bulletproof Vest 25%

Flameshield Cloak 50%/Auric Ring 25%/Mythril

Ring 25%

10

Sparkshield Cloak 50%/Platinum Gloves


25%/Warrior Ring

11

Voyage Log

13

Unusual Artifact

You also obtain a Lost Tome when you activate


the console in this room.

14

lCie Satoris Crystal

No Turning Back
Once you activate the airship in area 14 of the Silent Key, you wont be able to access this
location again during this playthrough. Make sure you have everything before taking the airship.

The Valley of Monsters


Note
Enemy Level: 93
Location: In the southern end of the pit in the Northern Valley. (You need the Setzer to reach the
Northern Valley.)
Compare rows: Select
Room

Item

Note

Elixir 25%/Megalixir 25%/Sylkis Greens 25%/Two Sylkis Greens 25%

lCie Nimruds Crystal

Ignis Veritas 18.8%/Glacies Veritas 18.8%/Fulgur Veritas 18.8%/Aegis Veritas

Compare rows: Select


Room

Item
18.8%/Phoenix Pinion 18.5%/Black Cowl 6.3%

Note

Gilgameshs Challenge
Note
Enemy Level: 65
Somewhere in the world, a tear in the fabric of reality can be found where Gilgamesh awaits
challengers. You can obtain powerful weapons by accepting his challenge and successfully
defeating him.
Gilgameshs portal will first be accessible near the Black Tortoise Crevasse by leaving the
Deserted House in Chapter 4 on your third playthrough. In order for it to appear, you must have
defeated Gilgamesh in previous playthroughs at the end of Chapter 6, the unidentified version of
him in Chapter 8, and in the Machinas Struggle mission in Chapter 7 during the second
playthrough.
Enter the Tear in the Fabric of Reality and Battle Gilgamesh
Tears in the fabric of reality appear on the world map during successive playthroughs after the
Machinas Struggle mission has been completed. Coming into contact with a tear will trigger a
battle against Gilgamesh. A character is chosen at random to take part in a one-on-one battle
without the use of reservesthe use of Teleport Stones is prohibited as well. The only way to
return to the world map is to either defeat Gilgamesh or be defeated by him.

The tears are found in four possible locations (listed in the Locations Where A Tear in Reality
Appears note). The tear first appears at location (1) Old Lorica and rotates to the next location
every time Gilgamesh is faced. When the tear is entered at the Innsmouth Region, it will restart
its cycle and go back to the Old Lorica Region.

Locations Where A Tear in Reality Appears


1: Old Lorica Region
2: Azurr District
3: Rilochy Province
4: Innsmouth Region

The tears look like floating black orbs, and they only appear on the world map. Coming into
contact with one will transport one random character to the Throne Room to face off with
Gilgamesh.

Gilgamesh may now have eight arms, but the fight with him still has the same ebb and flow of
your past encounters. Dont stand still at any point in this fight. His attacks are just as
devastating as theyve always been and now theyre a bit harder to read. Constantly circling him
and then waiting for an opening will make most of this fight relatively easy. After just about
every attack he does, his Breaksight will appear. Hitting it will stun him momentarily and allow
you the opportunity for more Breaksight strikes.

The move you have to watch out for the most is when Gilgameshs weapons float around him
and glow with a gold hue. When you see this, immediately get near him; after a couple of
seconds of floating in the air, Gilgameshs Breaksight will appear. If you hit it youll interrupt
the move. If you miss, continually dodge and pray, because those weapons are going to rain
down on top of you for more than enough time to deal significant damage to your active leader.

Special SOs Available During the Gilgamesh Battle


While you face off with Gilgamesh, you will receive special SOs during the battle.*
Combat Trial: Refrain from using magic for five minutes.
Time Limit: 5:00
Buffs: Aura (30 seconds)
Reward: Quake Killer
Deal 30,000 damage in under five minutes using your active leader.
Time Limit: 5:00
Buffs: Aura (30 seconds)

Reward: Ribbon
Land a Fire-type attack in under fifteen seconds using your active leader.
Time Limit: 0:15
Buffs: Freecast (15 seconds)
Reward: Tome of Ifrit
Land a Ice-type attack in under fifteen seconds using your active leader.
Time Limit: 0:15
Buffs: Freecast (15 seconds)
Reward: Tome of Shiva
Land a Lightning-type attack in under fifteen seconds using your active leader.
Time Limit: 0:15
Buffs: Freecast (15 seconds)
Reward: Tome of Ramuh
*The order in which SOs are received is random.
Obtain the Most Powerful Weapons by Defeating Gilgamesh
Defeating Gilgamesh will reward you with that characters best weapon. But be careful, as
Gilgamesh will steal the equipped weapon if you lose. If you do not possess any other
equippable weapons, Gilgamesh will not take anything.

Weapons Obtained by Defeating Gilgamesh


[Aces Weapon] Black Trump
[Deuces Weapon] Elysian Whistle
[Treys Weapon] Yoichis Bow
[Caters Weapon] MTek-ZERO
[Cinques Weapon] Thors Hammer

[Sices Weapon] Tezcatlipoca


[Sevens Weapon] Brynhildr
[Eights Weapon] Demon Fists
[Nines Weapon] Lance of Longinus
[Jacks Weapon] Genji Blade
[Queens Weapon] Celestial Saber
[Kings Weapon] Quicksilvers
[Machinas Weapon] Twin Excaliburs
[Rems Weapon] Orichalcum Dirks
Youll receive the message Completed 10 missions and earned Gilgameshs respect if you
defeat Gilgamesh ten times. This also applies to defeating Gilgamesh during the Machinas
Struggle story mission.

Vanquishing the Nox Suzaku


S-Rank Requirements
Time Phantoma Casualties
4:00 0

0-5

Rank Rewards

Compare rows: Select


Rank

Reward

S-Rank

Crystal Shard 50%/Soul of Thamasa 50%

A-Rank

Gold Hairpin 87.5%/Crystal Shard 12.5%

B-Rank

Crystal Ring 50%/Crystal Bracelet 50%

C-Rank

Regal Crown 50%/Grand Bangle 50%

Top Secret

In true Final Fantasy form, Type-0 HD has a secret boss, named Nox Suzaku. Nox Suzaku is one
of the toughest enemies youll fight in the game, and in order to avoid spoilers while still
providing you information on how to beat this monstrous creature, weve opted not to put
screenshots of it at all. Weve included a map showing all the locations that Nox Suzaku likes to
hang out, but other than that youll be going in blind, so to speak.
The Nox Suzaku is a large enemy that appears in the skies of Orience. You will need to use the
Setzer to infiltrate and subdue this mysterious foe. In order to unlock the ability to face this
massive monster, youll need to complete The Last Line of Defense Mission in Chapter 6 on
your second playthrough.

Challenging Nox Suzaku


Nox Suzaku appears and disappears after certain conditions have been met from your second
playthrough or later. Use the Setzer to infiltrate it and commence the special Vanquishing the
Nox Suzaku Mission. Follow the battle flow detailed in the Defeating Nox Suzaku section to
defeat the Nox Suzaku and earn the rewards listed in this section.
Attempting to harvest Phantoma while the Nox Suzaku is present will result in the Nox Suzaku
stealing the Phantoma. Be extremely careful when trying to obtain rare Phantoma. Phantoma

extracted from a defeated enemy will head to the sky while the Nox Suzaku is present on the
world map.

Nox Suzaku Spawn and Disappearance Conditions


Spawn Conditions:
*First Time: Harvest 500 Phantoma after completing The Last Line of Defense Mission in
Chapter 6 in your second playthrough (does not trigger unless the Setzer has been obtained).
*All Subsequent Times: There is a 0.8% chance of the Nox Suzaku reappearing for each
Phantoma harvested after having harvested 500 Phantoma after the Nox Suzaku has disappeared.
Disappearance Conditions:
*There is a 3.9% chance of the Nox Suzaku disappearing with each Phantoma it steals.
*Either successfully vanquish or be defeated by the Nox Suzaku after accepting the
Vanquishing the Nox Suzaku Mission.
Defeating Nox Suzaku
Youll select your squad members, your equipment, and Squad Command after entering the Nox
Suzaku. Eidolons are unavailable for this Mission, so be sure to select another option for your
Squad Command.
The Nox Suzaku doesnt normally appear on the battle map, but if a squad member falls, it will
appear for a short period of time. It will appear with a Breaksight, so be sure to land an attack as
soon as possible. But defeating the other enemies will transition the battle to consecutive rounds
as detailed with the chart shown here, and continuing on this path will result in failure. You must
get the Nox Suzaku to appear and defeat it before reaching this point. As you need to have
multiple party members perish to complete this mission, we suggest you always have one
character you dont often use in your squad at all times. The Nox Suzaku will appear and attempt
to harvest Phantoma when one of your squad members is defeated, so youll want to have the
unused squad member die on purpose while the remaining squad members focus on attacking the
Nox Suzaku.
Landing a hit while a Breaksight is present will make the Nox Suzaku stop. It will disappear after
seven seconds, so deal as much damage to it as you can before then.
Nox Suzaku Battle Flow
The battle with Nox Suzaku can be dramatically different for different people. Thats because the
enemies you face while fighting Nox Suzaku are somewhat random. Weve included a
breakdown of the potential enemies youll encounter during the battle to help you stay on top of
the fight. Keep in mind that you do not need to complete all of these waves in order to defeat the

Nox Suzaku. If you kill it at any point during the fight, all remaining enemy waves will be
forfeit.
Wave 1No. of Enemies: 4
*One enemy from each of the groups A-D found in the Enemy Group Details note will
spawn.
After four enemies have been defeated, Wave 2 will start.
Wave 2No. of Enemies: 3
*One enemy from one of the groups (A-D) will spawn.
*One enemy from group E will spawn.
*One enemy from group F will spawn.
After three enemies have been defeated, Wave 3 will start.
Wave 3No. of Enemies: 2
*One enemy from group F will spawn.
*One enemy from group G will spawn.
After two enemies have been defeated, enemies will cease to appear. You only need to take out
Nox Suzaku to complete the Mission.
Mission Failed
If you fail to defeat the Nox Suzaku, your party will be teleported back to the world map, the
Nox Suzaku will disappear, and youll be given a Megalixir as a consolation prize.
Mission Completed
When the Nox Suzaku has been successfully vanquished, your party will be teleported back to
the world map with the Nox Suzaku having disappeared after the mission results and rewards
screens has displayed.

Enemy Group Details


Group A:
The Condemned (Cater)*

The Condemned (Eight)*


The Condemned (Jack)*
Group B:
The Condemned (Ace)*
The Condemned (Cinque)*
The Condemned (Sice)*
The Condemned (Nine)*
Group C:
The Condemned (Trey)*
The Condemned (Seven)*
The Condemned (King)*
The Condemned (Rem)*
Group D:
The Condemned (Supersoldier)**
The Condemned (Dracoknight)**
The Condemned (Agito Cadet)***
Group E:
The Condemned (Deuce)*
The Condemned (Queen)*
The Condemned (Machina)*
The Unseen (Golem)
The Condemned (Freak)
The Condemned (Dracobaltian)

Group F:
The Unseen (Ifrit)
The Unseen (Shiva)
The Condemned (Marlboro)
The Condemned (Adamantortoise)
Group G:
The Unseen (Odin)
The Unseen (Diabolos)
The Unseen (Bahamut)
The Condemned (Marduk)
The Condemned (Behemoth)
* These enemies will appear with the names of Support Personnel who have previously aided
you that were defeated in a previous battle against the Nox Suzaku.
** These enemies will appear with a unique name as seen for that type of enemy unit as
encountered in the game.
*** Agito Cadets will appear with their own personal names.

Side Quests l'Cie Crystals


There are a total of forty-three lCie Crystals scattered all over Orience. You can take the
Crystals to Atra in Iscah (at the end of the path the mayor is on) and he will tell you a little bit
about them. He will also reward you for collecting the Crystals by giving you the access to
accessories in his shop in the Night Bazaar. (Talk to the mayor after helping him get back his
stolen item and hell ask you if you want to be transferred to the Night Bazaar.) These
accessories are extremely powerful, but are also extremely expensive, break, and prevent any
character wearing them from gaining EXP.

1. lCie Mizuas Crystal


After retaking McTighe in Chapter 2, talk to the mayor of McTighe, then talk to all of the
citizens. (Youll need to check all of the doors lining the walls of McTighe too.) Once all the

citizens have gathered, talk to the mayor again and hell give you the lCie Crystal for your
help.

2. lCie Kayaharas Crystal


Found on the ground in the center of the town of Corsi.

3. lCie Yuus Crystal


This Crystal is obtained in Aqvi in the Rubrum Region. Talk to the girl named Nazuna, who is
standing under the tree, two times. Once youve done that, speak with one of the three children
that are also standing near the tree. If you talk to Nazuna again, shell run away.Head to Aqvis
entrance and talk to the Dominion Tribune. The Tribune will give you a letter for Nazuna. Take
the letter to Nazuna and shell thank you by giving you lCie Yuus Crystal.

4. lCie Lazulines Crystal


This Crystal is obtained in Keziah in the Togoreth Region. Talk to the Dominion Quaestor at
Keziahs entrance and shell ask you to deliver missives to every house in the town. The
Quaestor will only have you deliver one missive at a time, so once you deliver one, head back to
her to grab another. Youll need to do this a total of ten times in order to earn the Crystal. On the
tenth missive, youll need to speak to the townspeople to get a hint as to who the letter belongs to
before youll be able to deliver it. Once the final missive has been delivered, head back to the
Quaestor and speak with her to get the lCie Crystal.

5. lCie Yukas Crystal


This Crystal is obtained in Mi-Go in the North Togoreth Region. After entering Mi-Go, youll
see four men in the far-right corner ahead of you. They are all looking for advice on how to
attract women. Answer their questions with the answers below to receive the lCie Crystal.

Just be casual with her.


With a friendly Heya!
Smart colors, like a suave navy.
Get a wild and sexy tan.

6. lCie Shamhats Crystal


This Crystal is obtained in Iscah. Talk to the mayor in the center of town near the treasure chest
two times. As soon as you start the second conversation, the kid standing next to the mayor at the
treasure chest will steal its contents and take off up the stairs. Follow the kid until he stops
running, then head back to the mayor. Agree to help the mayor find the stolen item, then talk to
the kid again. Demand that the kid return the stolen item to the mayor and hell inform you that
he has lost it. Head back to the mayor and then head down the path until you reach the giant
Lorican named Atra. Atra is the guy you turn your lCie Crystals in to for rewards. If you talk to
him twice hell tell you that he had the stolen item, but a giant, yellow monster stole it. Hes
referring to a chocobo. Head up the stairs just past the mayor and take a right once you reach the
top. At the end of the path is a Dominion Legionary and his chocobo. Talk to him and ask to
inspect his chocobo and hell give you the item. Talk to the mayor again and hell give you the
lCie Crystal as a thanks for helping him retrieve the item.

7. lCie Maonas Crystal

This Crystal is obtained in Rokol in the Iscah Region. Talk to the Dominion Citizen on the
corner ahead of where you enter the town and hell ask you for some juicy secrets about the
Dominion Legionaries occupying Rokol. Talk to each of the Legionaries in Rokol and the
Quaestor at the towns entrance, then return to the Dominion Citizen and report your findings.
He will reward you with the lCie Crystal as thanks.

8. lCie Kannas Crystal

This Crystal is obtained in Toguagh in the Eibon Region. Speak to the man sitting with the kid
standing next to him. Hell tell you he is an artist, but he is near blind. He wants to draw the
monument in the center of Toguagh, but he needs it to be described to him, so he can create a
mental picture of it. Tell him Its hexagonal, About thirty feet, and its Granite gray, and
hell reward you by giving you lCie Kannas Crystal.

9. lCie Suzusus Crystal


This lCie Crystal is obtained in Mero in the Iscah Region. In the alley on the east side of
town.

10. lCie Ehms Crystal


This lCie Crystal is obtained in Cetme. It can be found behind the Dominion Tribune at the top
of Cetmes fourth flight of stairs.

11. lCie Augustas Crystal


This Crystal in obtained in Roshana. Complete the Dominion Legionary Subarus (in the
northeast corner of town) Task to defeat fifteen Mandragoras around Roshana (found on the
plains, not the forests), then talk to the Dominion Quaestor at the base of the ramp below Subaru.
Head up the ramp on your right and then take another right to reach another Dominion Legionary.
Talk to the Legionary to get him to move. The lCie Crystal is underneath his feet.

12. lCie Caelans Crystal


This Crystal is obtained in Rama in the Roshana Province. Complete Yukisatos Task to gain
entrance to the town. Talk to the Kingdom Citizen standing in front of the gate ahead and youll
be asked to give the proper countersign. The answer changes every time you visit the city and
youll have two tries with every visit. If you get the answer wrong twice, youll have to leave,
then return to try again. The Kingdom Citizen on the right upon entering the town will give you a
hint as to what the answer is with each visit. For example, My niece took third place means
that the answer is the third one on the list. After getting the proper countersign the Kingdom
Citizen will open the second gate. You must complete the question process with the correct
answers five times in a row in order to get the Crystal. After the fifth correct answer, the eastern
gate will drop and the lCie Crystal will be sitting on the ground.

13. lCie Jgges Crystal


This Crystal is obtained in Bazz in the West Nesher District. Head down the stairs on the far side
of town, then look in the alcove on your immediate right to find the lCie Crystal.

14. lCie Anatiduss Crystal


This Crystal in obtained in Shakara in the Rilochy Province. Head up the ramp on the left side of
town and accept the Task. Complete the Task and then talk to the female Kingdom Citizen who
is near the gate on the same ramp as Ametsuchi and tell her Oh, that sounds interesting. Talk to
her until she talks about a gemstone. Head up the ramp on the right side of town and talk to the
male Kingdom Citizen on the right side of the platform. Hell ask for twenty Hi-Potions. Indulge
him and hell give you the lCie Crystal.

15. lCie Daphnias Crystal


This Crystal is obtained in Rilochy. Head into town and stand at the back of the line in front of
the gate. After about five seconds, the gate will open. Go straight and talk to the priestess at the
end of the corridor and donate 100 Gil. Leave the town and repeat this process until youve
donated 1000 Gil. To show gratitude for your support, the priestess will give you lCie
Daphnias Crystal.

16. lCie Albuss Crystal


This lCie Crystal is obtained in Amiter in the Dragon Sanctuary. Complete Otokusas Task, then
wait outside of town for the world map to get foggy. Once the fog appears, re-enter Amiter and
youll find two Tonberries. Speak with the Tonberry over on the last ramp to the right and it will
give you the lCie Crystal.

17. lCie Ales Crystal

This Crystal is obtained in Azurr. Complete Okitas Task to receive the MPV-B2 Trunk Key.
After completing the Task talk to the Dominion Citizen looking for his keys. The doors in the
back of the vehicle will open and there you will find the lCie Ales Crystal.

18. lCie Erragals Crystal


Found in Ultima Ground Zero area 9 in the Old Lorica Region.

19. lCie Kaimanus Crystal


Found in Mount Jubanla area 10 in the Jubanla Region.

20. lCie Urshanabis Crystal


Found in Bethnel Caverns area 10 in the Mero Region.

21. lCie Satoris Crystal


Found inside the cockpit of the Setzer in the Silent Key, the southern point of the Veill
Desolands.

22. lCie Yuginos Crystal


This Crystal is obtained in Akademia. The Cactuar that randomly appears in the Terrace, Airship
Landing, or Chocobo Ranch has a chance of dropping this lCie Crystal.

23. lCie Siduris Crystal

This lCie Crystal is obtained in the Berith Desert. Look on the ground in the southeast corner of
the Berith Desert to find the lCie Crystal.

24. lCie Nimruds Crystal


Found inside the Valley of Monsters area 6, in the Northern Valley. You need the airship Setzer
to reach the Northern Valley and this lCie Crystal.

25. lCie Clareuss Crystal


Found near the grass on the east side of Innsmouth Coast in the Innsmouth Region.

26. lCie Anshars Crystal


Found just past the Relic Terminal in the Deserted House in the Old Lorica Region.

27. lCie Tagisus Crystal


Found in the Tower of Agito area 8 in the Eibon Region. You need the airship Setzer to reach the
Tower of Agito and this lCie Crystal.

28. lCie Enlils Crystal

Found in the southwestern pit in the Northern Valley. You need the airship Setzer to reach the
Northern Valley and this lCie Crystal.

29. lCie Ziusudras Crystal

This lCie Crystal is obtained in the Jubanla Region. From the Northern Corridor, the lCie
Crystal is on the ground to the right after crossing the bridge.

30. lCie Vestas Crystal

This lCie Crystal is obtained at the end of the road in Mahamayuri.

31. lCie Wehrers Crystal

This lCie Crystal is obtained on the southwest corner of the bridge in the north of the Azurr
District.

32. lCie Theos Crystal

This lCie Crystal is found on the ground near the western tip of the large crevasse in the center
of the Cetme District.

33. lCie Rinois Crystal

This lCie Crystal is obtained in the Iscah Region. Climb up the southwest structure in the center
of the Iscah Region. The Crystal in top of that structure.

34. lCie Argenias Crystal

This lCie Crystal is found on the ground in the Rilochy Province along the shoreline, directly
south of the town of Rilochy.

35. lCie Rhianes Crystal

This lCie Crystal is found on the ground near the shoreline around the northwest end of the
West Nesher District.

36. lCie Jorugs Crystal

This lCie Crystal is obtained in the East Nesher District. From the Gehwer Base, youll find the
lCie Crystal on the ground to the southwest of the nearby bridge.

37. lCie Kiyosakis Crystal

This lCie Crystal is obtained on the ground on the northern tip of the Eibon Region.

38. lCie Tenebras Crystal

This lCie Crystal is obtained on the tip in the center of the Roshana Province.

39. lCie Aarmads Crystal

This lCie Crystal is obtained on the northeast area of the Innsmouth Region.

40. lCie Caetunas Crystal

This Crystal is obtained in the Mero Region, found on the ground west of the Bethnel Caverns,
west of Mero.

41. lCie Qunmis Crystal

This Crystal is obtained in the Old Lorica Region, found on the ground north of the Deserted
House and on the west side of the blast site.

42. lCie Rems Crystal


This Crystal is obtained in Chapter 8, found on the ground in the center of area 34 of
Pandmonium.

43. lCie Machinas Crystal


This Crystal is obtained in Chapter 8, found on the ground in the center of area 34 of
Pandmonium.

Side Quests Akane

An Akademeia cadet named Akane can be found in some of the optional dungeons scattered
around Orience. It seems that she has run into a bit of trouble. Or rather, her boyfriend did when
he was turned into a frog by unexplained means. Now Akane is on a quest to cure her boyfriend.
Shell gladly help you out along the waythat is, if you have Phantoma or Gil. The list below is
where you can find Akane (in area 1 of all listed locations) and what shell have to offer when
you speak with her.
Corsi Cave (Rubrum Region): She doesnt have anything to offer here.

Black Tortoise Crevasse (Old Lorica Province): Shell trade you an ATK Enhancer for forty
Rouge Phantoma.
The Valley of Monsters (Northern Valley): She will sell you Cerise, Smalt, Jasmine, and Ivy
Phantoma for 3000 Gil apiece.
Bethnel Caverns (Mero Region): Shell trade you a DEF Enhancer for forty Smalt Phantoma.

Side Quests Knowing Tags


The Knowing Tags you see scattered all over Orience can be given to the Moogle in the Entrance
Hall in Akademeia for items. The number of Knowing Tags you turn in all at once determines
what item you get. For example: If you only turn in one to nine Knowing Tags at a time, youll
only receive a Potion every time. If you turn in ninety-nine Tags all at once, youll receive a
Phoenix Pinion. Read the Knowing Tag Rewards table for a breakdown of exactly what youll
get for trading in Knowing Tags.
Knowing Tag Rewards
Compare rows: Select

Number of Tags

Reward

19

Potion

1019

X-Potion

2039

X-Ether

4059

Dominion Helmet

7079

Megalixir

8098

Phoenix Down

99

Phoenix Pinion

Chocobo Breeding Chocobo Breeding


Youll find plenty of chocobos roaming around Orience during your travels, but if you want to
make higher quality, rarer chocobos youll need to breed them. This section of the guide is a
breakdown of what Greens and chocobos youll need in order to create the best, strongest, and
fastest chocobos in the game.

Chocobo Sexes

There are no noticeable differences between male and female chocobos. You need one male and
one female chocobo in order to breed more chocobos, however.
Each chocobo has its strengths and weaknesses, but those are only relevant during the RTS
missions. Chocobos will do different amounts of damage and take different amounts of damage
from enemies in RTS missions. Choose the chocobo thats right for each situation. For instance,
a Fleetfoot Chocobo is perfect for traversing the world map or swiftly getting from one side of
the battlefield to another, but you should reconsider if you want to try and fight enemies while
riding on top of one of these birds. On the flipside, Assault Chocobos are excellent combatants
and will more than gladly kick the stuffing out of enemies during an RTS mission. Youll more
than likely cycle between different chocobos, so always have a wide variety and a large supply
of chocobos on hand as often as you can manage.
Chocobo Types and Breeding Methods
Compare rows: Select
Name

Description

How to Breed/Where to Find

Which Greens

Note

Chocobo

A run-of-the-mill
chocobo that can be
Chocobo + Chocobo
found all over
Orience

None

Found
anywhere
chocobos are
roaming

War Chocobo

A chocobo that is
Chocobo + Chocobo
difficult to take down

Gysahl Greens

Combat
Chocobo

A chocobo with
decent offensive
abilities

War Chocobo + Chocobo or Gysahl Greens for


War Chocobo + War Chocobo both pairings

Assault
Chocobo

A chocobo with
strong offensive
abilities

Combat Chocobo + Combat


Chocobo

Gysahl Greens

Swiftwind
Chocobo

A chocobo with
extremely strong
offensive abilities

Combat Chocobo + Combat


Chocobo

Mimett Greens

Fleetfoot
Chocobo

A chocobo that is
fast but easily
defeated

Found in the Jubanla Region None

Turbo
Chocobo

A chocobo that is
extremely fast but
easily defeated

Chocobo + Fleetfoot Chocobo


Pahsana Greens for
or Fleetfoot Chocobo +

both pairings
Fleetfoot Chocobo

Chocobo Types and Breeding Methods


Compare rows: Select
Name

Description

How to Breed/Where to Find

Sonic Chocobo

A fast, sturdy
chocobo

Turbo Chocobo + Turbo


Chocobo

Supersonic
Chocobo

A sturdy chocobo
Sonic Chocobo + Sonic
that is extremely fast Chocobo

Which Greens

Note

Gysahl Greens

Mimett Greens

A weak chocobo that Supersonic Chocobo +


Sidestepping
can dodge enemy
Supersonic Chocobo/Found in Mimett Greens
Chocobo
attacks
the Berith Desert

Evasive
Chocobo

A weak chocobo that


Found in the Innsmouth
can dodge almost all
Region
attacks

Sneaky
Chocobo

A sturdy chocobo
that can dodge
attacks

Evasive Chocobo + Evasive


Mimett Greens for
Chocobo or Evasive Chocobo
both pairings
+ Combat Chocobo

Stealth
Chocobo

Reagan Greens for


A sturdy chocobo
Evasive Chocobo + Evasive
the first pairing,
that can dodge
Chocobo or Sneaky Chocobo
Mimett Greens for
attacks and hit hard + Sneaky Chocobo
the second

Knight
Chocobo

Supersonic Chocobo +
A chocobo with
Swiftwind Chocobo or
strong offensive and
Swiftwind Chocobo +
defensive abilities
Swiftwind Chocobo

None

Reagan Greens for


the first pairing,

Sylkis Greens for the


second pairing

A fast, powerful
Stealth Chocobo + Stealth
Sylkis Greens for
Ninja Chocobo chocobo that can
Chocobo or Stealth Chocobo
both pairings
dodge enemy attacks + Swiftwind Chocobo

A chocobo among
Ninja Chocobo + Ninja
Sylkis Greens for
chocobos with
Chocobo or Knight Chocobo +
both pairings
exceptional abilities Ninja Chocobo

Master
Chocobo

Greens

Compare rows: Select


Name

Description

Chocobo Types and Breeding Methods


Compare rows: Select
Name

Description

How to Breed/Where to Find

Which Greens

Note

Gysahl Greens

Leafy vegetables that increase the chances of hatching a different type of chocobo

Krakka Greens

Leafy vegetables that greatly increase the chances of hatching a different type of
chocobo

Tantal Greens

Leafy vegetables that make a chocobo chickling take after its father

Pahsana Greens Leafy vegetables that make a chocobo chickling take after its mother
Curiel Greens

Leafy vegetables that increase the number of chocobos hatched

Mimett Greens

Leafy vegetables that increase the chances of hatching a good chocobo

Reagan Greens

Leafy vegetables that greatly increase the chances of hatching a good chocobo

Sylkis Greens

Leafy vegetables that maximize the chances of hatching a good chocobo

Gyzahl Greens

Leafy vegetables that increase the chances of hatching a whole flock of chocobos

Phantoma Tips, Drop Rates, and Purchase


Locations Introduction
As you likely well know by now, Phantoma is obtained from most enemies after they are
defeated. This section of the guide will focus on more of the specific details of Phantoma: their
drop rates, who drops them, and where you can buy them.
Specific Phantoma rarely appear from any specific enemies. Instead, the Phantoma you receive
from a defeated enemy will vary depending on which character you use, what weapon, what
skills or magic, or whether the enemy is associated with a specific element.

Phantoma Tips, Drop Rates, and Purchase


Locations Phantoma Harvested from
Enemies Changes Based on Various Factors
Phantoma can be harvested from any defeated enemies (excluding the ones that are listed in the
Conditions Where Phantoma is Not Obtained from Defeated Enemies note). The type of

Phantoma obtained is determined as detailed in the chart below, but factors such as enemy type,
level, and how the enemy was defeated (finishing blow) affects the Phantoma type. For example,
defeating an enemy that possesses the power of fire with a fire-based attack makes it more likely
to obtain Red Phantoma from the enemy. For wild monsters, the monster type affects not only
the type of Phantoma obtained, but the item they drop as well.

Conditions Where Phantoma is Not Obtained from Defeated Enemies


Defeating enemies that do not possess Phantoma, such as Martinets and Panjandrums, and most
boss-type enemies.
Leaving defeated enemies alone for a set period of time and they disappear.
Defeating enemies over an area where there is no floor.
Defeating enemies using Rems Siphon Sphere or Siphon Delta abilities.
When the Nox Suzaku is present on the world map.

Phantoma Tips, Drop Rates, and Purchase


Locations Phantoma Information
Red Phantoma

Compare rows: Select


Name

Red

Magenta

Cerise

Rouge

Cinnabar

Effect/Use

How to Obtain

Harvested from defeated


For general fire magic, Blizzard RF, and
enemies; Shops: Corsi,
Thunder RF enhancement.
Toguagh
Harvested from defeated
For general fire magic, Blizzard RF,
enemies; Shops: Rama,
Thunder RF, and Meteor enhancement.
Rilochy
For general fire magic, Blizzard RF/RF- Harvested from defeated
II, Thunder RF, Thunder SHG-II, and enemies; Shops: Valley
Meteor enhancement.
of Monsters
For general fire magic, Blizzard RF/RFHarvested from defeated
II, Thunder RF, Thunder SHG-II, and
enemies
Meteor enhancement.
Mission: 8-1 (on floor);
For general fire magic, Blizzard RF-II,
Harvested from defeated
and Meteor enhancement.
enemies

Purchase
Price

Sell
Price

1000

100

2000

200

3000

300

N/A

500

N/A

800

Blue Phantoma

Compare rows: Select


Name

Blue

Cyan

Smalt

Cobalt

Cerulean

Effect/Use

How to Obtain

Harvested from defeated


enemies; Shops: Corsi,
Toguagh
For general ice magic, Fire BOM/BOM- Harvested from defeated
II, Thunder BOM/BOM-II, and Death enemies; Shops: Rama,
enhancements.
Rilochy
For general ice magic, Fire BOM/BOM- Harvested from defeated
II, Thunder BOM/BOM-II, and Death enemies; Shops: Valley
enhancements.
of Monsters
For general ice magic, Fire BOM/BOMHarvested from defeated
II, Thunder BOM/BOM-II, and Death
enemies
enhancements.
For general ice magic, Fire BOM-II,
Harvested from defeated
Thunder BOM-II, and Death
enemies
enhancements.
For general ice magic and Death
enhancements.

Purchase
Price

Sell
Price

1000

100

2000

200

3000

300

N/A

500

N/A

800

Yellow Phantoma

Compare rows: Select


Name

Effect/Use

How to Obtain

Purchase
Price

Sell
Price

Yellow

Harvested from defeated


For general lightning magic enhancements. enemies; Shops: Corsi,
Toguagh

1000

100

Sepia

Harvested from defeated


For general lightning magic enhancements. enemies; Shops: Rama,
Rilochy

2000

200

For general lightning magic, Fire SHG/SHG-II, Harvested from defeated


Jasmine Blizzard SHG/SHG-II, and Tornado
enemies; Shops: Valley of
enhancements.
Monsters

3000

300

Topaz

For general lightning magic, Fire SHG-II,


Harvested from defeated
Blizzard SHG-II, and Tornado enhancements. enemies

N/A

500

Golden

For general lightning magic, Blizzard SHG-II, Harvested from defeated


and Tornado enhancements.
enemies

N/A

800

Green Phantoma

Compare rows: Select


Name

Effect/Use

How to Obtain

Purchase
Price

Sell
Price

Green

For defensive magic (Cure, Protect, Esuna, Harvested from defeated


Wall, Avoid) enhancements.
enemies; Shops: Toguagh

1000

100

Verdant

For general defensive magic (excluding


Holy) enhancements.

Harvested from defeated


enemies; Shops: Rilochy

2000

200

Ivy

For general defensive magic, Ultima, and


Bio enhancements.

Harvested from defeated


enemies; Shops: Valley of
Monsters

3000

300

Jade

For defensive magic (Cure, Protect,


Invisible, Esuna, Holy), Ultima, and Bio
enhancements.

Harvested from defeated


enemies

N/A

500

Celadon

For defensive magic (Invisible, Holy),


Ultima, and Bio enhancements.

Harvested from defeated


enemies

N/A

800

Purple Phantoma

Compare rows: Select


Name

Effect/Use

How to Obtain

Purchase
Price

Harvested from defeated


5000
enemies; Shops: Toguagh

Sell
Price

Purple

For Death, Protect, and Raise enhancements.

Mauve

For special magic (Death, Meteor, Quake,


Harvested from defeated
Tornado, Aloud), MIS type, Protect, and Raise
N/A
enemies
enhancements.

1000

Lavender

For general special magic, MIS type, Protect, Harvested from defeated
N/A
and Holy enhancements.
enemies

1500

Violet

Mission: 8-1 (on floor);


For general special magic, MIS type, Invisible,
Harvested from defeated N/A
and Holy enhancements.
enemies

3000

Indigo

For general special magic, MIS-II type,


Invisible, and Holy enhancements.

4800

Harvested from defeated


N/A
enemies

500

White Phantoma

Compare rows: Select


Name

Effect/Use

How to Obtain

Purchase
Price

Sell
Price

White

None

Harvested from defeated


N/A
enemies

10

Ivory

For greater boosts when used with other


Phantoma during magic enhancements.

Mission: 8-1 (on floor),


Harvested from defeated N/A
enemies

500

Pearl

None

Mission: 8-1 (on floor);


Harvested from defeated N/A
enemies

1000

(Special)
Argent

None

Harvested from Tonogiri


(Mission 7-1)

100

N/A

Phantoma Drop Rates


Compare rows: Select

Enemy Category

Generic Enemy 1

Finishing Blow

Phantoma

Probability

All Other Methods

White

64.6%

All Other Methods

Red

11.8%

All Other Methods

Blue

11.8%

All Other Methods

Yellow

11.8%

Killsight

Green

52.9%

Killsight

Red

15.7%

Killsight

Blue

15.7%

Killsight

Yellow

15.7%

Fire-Based Attack

Red

78.4%

Fire-Based Attack

Green

9.8%

Fire-Based Attack

Purple

9.8%

Phantoma Drop Rates


Compare rows: Select

Enemy Category

Generic Enemy 2

Finishing Blow

Phantoma

Probability

Fire-Based Attack

Magenta

2.0%

Ice-Based Attack

Blue

78.4%

Ice-Based Attack

Green

9.8%

Ice-Based Attack

Purple

9.8%

Ice-Based Attack

Cyan

2.0%

Lightning-Based Attack

Yellow

78.4%

Lightning-Based Attack

Green

9.8%

Lightning-Based Attack

Purple

9.8%

Lightning-Based Attack

Sepia

2.0%

All Other Methods

White

64.6%

All Other Methods

Magenta

11.8%

All Other Methods

Cyan

11.8%

All Other Methods

Sepia

11.8%

Killsight

Verdant

52.9%

Killsight

Magenta

15.7%

Killsight

Cyan

15.7%

Killsight

Sepia

15.7%

Fire-Based Attack

Magenta

78.4%

Fire-Based Attack

Verdant

9.8%

Fire-Based Attack

Mauve

9.8%

Fire-Based Attack

Cerise

2.0%

Ice-Based Attack

Cyan

78.4%

Phantoma Drop Rates


Compare rows: Select

Enemy Category

Generic Enemy 3

Finishing Blow

Phantoma

Probability

Ice-Based Attack

Verdant

9.8%

Ice-Based Attack

Mauve

9.8%

Ice-Based Attack

Smalt

2.0%

Lightning-Based Attack

Sepia

78.4%

Lightning-Based Attack

Verdant

9.8%

Lightning-Based Attack

Mauve

9.8%

Lightning-Based Attack

Jasmine

2.0%

All Other Methods

White

64.6%

All Other Methods

Cerise

11.8%

All Other Methods

Smalt

11.8%

All Other Methods

Jasmine

11.8%

Killsight

Ivy

52.9%

Killsight

Cerise

15.7%

Killsight

Smalt

15.7%

Killsight

Jasmine

15.7%

Fire-Based Attack

Cerise

78.4%

Fire-Based Attack

Ivy

9.8%

Fire-Based Attack

Lavender

9.8%

Fire-Based Attack

Rouge

2.0%

Ice-Based Attack

Smalt

78.4%

Ice-Based Attack

Ivy

9.8%

Ice-Based Attack

Lavender

9.8%

Phantoma Drop Rates


Compare rows: Select

Enemy Category

Generic Enemy 4

Finishing Blow

Phantoma

Probability

Ice-Based Attack

Cobalt

2.0%

Lightning-Based Attack

Jasmine

78.4%

Lightning-Based Attack

Ivy

9.8%

Lightning-Based Attack

Lavender

9.8%

Lightning-Based Attack

Topaz

2.0%

All Other Methods

White

64.6%

All Other Methods

Rouge

11.8%

All Other Methods

Cobalt

11.8%

All Other Methods

Topaz

11.8%

Killsight

Jade

52.9%

Killsight

Rouge

15.7%

Killsight

Cobalt

15.7%

Killsight

Topaz

15.7%

Fire-Based Attack

Rouge

78.4%

Fire-Based Attack

Jade

9.8%

Fire-Based Attack

Violet

9.8%

Fire-Based Attack

Cinnabar

2.0%

Ice-Based Attack

Cobalt

78.4%

Ice-Based Attack

Jade

9.8%

Ice-Based Attack

Violet

9.8%

Ice-Based Attack

Cerulean

2.0%

Lightning-Based Attack

Topaz

78.4%

Phantoma Drop Rates


Compare rows: Select

Enemy Category

Generic Enemy 5

Finishing Blow

Phantoma

Probability

Lightning-Based Attack

Jade

9.8%

Lightning-Based Attack

Violet

9.8%

Lightning-Based Attack

Violet

2.0%

All Other Methods

White

64.6%

All Other Methods

Cinnabar

11.8%

All Other Methods

Cerulean

11.8%

All Other Methods

Golden

11.8%

Killsight

Celadon

52.9%

Killsight

Cinnabar

15.7%

Killsight

Cerulean

15.7%

Killsight

Golden

15.7%

Fire-Based Attack

Cinnabar

78.5%

Fire-Based Attack

Celadon

7.8%

Fire-Based Attack

Indigo

7.8%

Fire-Based Attack

Ivory

5.9%

Ice-Based Attack

Cerulean

78.5%

Ice-Based Attack

Celadon

7.8%

Ice-Based Attack

Indigo

7.8%

Ice-Based Attack

Ivory

5.9%

Lightning-Based Attack

Golden

78.5%

Lightning-Based Attack

Celadon

7.8%

Lightning-Based Attack

Indigo

7.8%

Phantoma Drop Rates


Compare rows: Select

Enemy Category

High Level 1

High Level 1

High Level 2

Finishing Blow

Phantoma

Probability

Lightning-Based Attack

Ivory

5.9%

All Other Methods

Green

52.9%

All Other Methods

Red

15.7%

All Other Methods

Blue

15.7%

All Other Methods

Yellow

15.7%

Killsight

Magenta

29.4%

Killsight

Cyan

29.4%

Killsight

Sepia

29.4%

Killsight

Ivory

11.8%

Fire-Based Attack

Magenta

78.5%

Fire-Based Attack

Purple

13.7%

Fire-Based Attack

Green

5.9%

Fire-Based Attack

Ivory

2.0%

Ice-Based Attack

Cyan

78.5%

Ice-Based Attack

Purple

13.7%

Ice-Based Attack

Green

5.9%

Ice-Based Attack

Ivory

2.0%

Lightning-Based Attack

Sepia

78.5%

Lightning-Based Attack

Purple

13.7%

Lightning-Based Attack

Green

5.9%

Lightning-Based Attack

Ivory

2.0%

All Other Methods

Verdant

52.9%

Phantoma Drop Rates


Compare rows: Select

Enemy Category

High Level 3

Finishing Blow

Phantoma

Probability

All Other Methods

Magenta

15.7%

All Other Methods

Cyan

15.7%

All Other Methods

Sepia

15.7%

Killsight

Cerise

29.4%

Killsight

Smalt

29.4%

Killsight

Jasmine

29.4%

Killsight

Ivory

11.8%

Fire-Based Attack

Cerise

78.4%

Fire-Based Attack

Mauve

13.7%

Fire-Based Attack

Verdant

5.9%

Fire-Based Attack

Ivory

2.0%

Ice-Based Attack

Smalt

78.4%

Ice-Based Attack

Mauve

13.7%

Ice-Based Attack

Verdant

5.9%

Ice-Based Attack

Ivory

2.0%

Lightning-Based Attack

Jasmine

78.4%

Lightning-Based Attack

Mauve

13.7%

Lightning-Based Attack

Verdant

5.9%

Lightning-Based Attack

Ivory

2.0%

All Other Methods

Ivy

52.9%

All Other Methods

Cerise

15.7%

All Other Methods

Smalt

15.7%

Phantoma Drop Rates


Compare rows: Select

Enemy Category

High Level 4

Finishing Blow

Phantoma

Probability

All Other Methods

Jasmine

15.7%

Killsight

Rouge

29.4%

Killsight

Cobalt

29.4%

Killsight

Topaz

29.4%

Killsight

Ivory

11.8%

Fire-Based Attack

Rouge

78.4%

Fire-Based Attack

Lavender

13.7%

Fire-Based Attack

Ivy

5.9%

Fire-Based Attack

Ivory

2.0%

Ice-Based Attack

Cobalt

78.4%

Ice-Based Attack

Lavender

13.7%

Ice-Based Attack

Ivy

5.9%

Ice-Based Attack

Ivory

2.0%

Lightning-Based Attack

Topaz

78.4%

Lightning-Based Attack

Lavender

13.7%

Lightning-Based Attack

Ivy

5.9%

Lightning-Based Attack

Ivory

2.0%

All Other Methods

Jade

52.9%

All Other Methods

Rouge

15.7%

All Other Methods

Cobalt

15.7%

All Other Methods

Topaz

15.7%

Killsight

Cinnabar

29.4%

Phantoma Drop Rates


Compare rows: Select

Enemy Category

Fire Type 1

Finishing Blow

Phantoma

Probability

Killsight

Cerulean

29.4%

Killsight

Golden

29.4%

Killsight

Ivory

11.8%

Fire-Based Attack

Cinnabar

78.4%

Fire-Based Attack

Violet

13.7%

Fire-Based Attack

Celadon

5.9%

Fire-Based Attack

Ivory

2.0%

Ice-Based Attack

Cerulean

78.4%

Ice-Based Attack

Violet

13.7%

Ice-Based Attack

Celadon

5.9%

Ice-Based Attack

Ivory

2.0%

Lightning-Based Attack

Golden

78.4%

Lightning-Based Attack

Violet

13.7%

Lightning-Based Attack

Celadon

5.9%

Lightning-Based Attack

Ivory

2.0%

Killsight

Magenta

78.4%

Killsight

Green

9.8%

Killsight

Purple

9.8%

Killsight

Ivory

2.0%

All Other Methods

Red

90.2%

All Other Methods

Yellow

4.7%

All Other Methods

Green

4.7%

Phantoma Drop Rates


Compare rows: Select

Enemy Category

Fire Type 2

Fire Type 3

Fire Type 4

Finishing Blow

Phantoma

Probability

All Other Methods

Ivory

0.4%

Killsight

Cerise

78.4%

Killsight

Verdant

9.8%

Killsight

Mauve

9.8%

Killsight

Ivory

2.0%

All Other Methods

Magenta

90.2%

All Other Methods

Sepia

4.7%

All Other Methods

Verdant

4.7%

All Other Methods

Ivory

0.4%

Killsight

Rouge

78.4%

Killsight

Ivy

9.8%

Killsight

Lavender

9.8%

Killsight

Ivory

2.0%

All Other Methods

Cerise

90.2%

All Other Methods

Jasmine

4.7%

All Other Methods

Ivy

4.7%

All Other Methods

Ivory

0.4%

Killsight

Cinnabar

78.4%

Killsight

Jade

9.8%

Killsight

Violet

9.8%

Killsight

Ivory

2.0%

All Other Methods

Rouge

90.2%

Phantoma Drop Rates


Compare rows: Select

Enemy Category

Ice Type 1

Ice Type 2

Ice Type 3

Finishing Blow

Phantoma

Probability

All Other Methods

Topaz

4.7%

All Other Methods

Jade

4.7%

All Other Methods

Ivory

0.4%

Killsight

Cyan

78.4%

Killsight

Green

9.8%

Killsight

Purple

9.8%

Killsight

Ivory

2.0%

All Other Methods

Blue

90.2%

All Other Methods

Red

4.7%

All Other Methods

Green

4.7%

All Other Methods

Ivory

0.4%

Killsight

Smalt

78.4%

Killsight

Verdant

9.8%

Killsight

Mauve

9.8%

Killsight

Ivory

2.0%

All Other Methods

Cyan

90.2%

All Other Methods

Magenta

4.7%

All Other Methods

Verdant

4.7%

All Other Methods

Ivory

0.4%

Killsight

Cobalt

78.4%

Killsight

Ivy

9.8%

Killsight

Lavender

9.8%

Phantoma Drop Rates


Compare rows: Select

Enemy Category

Ice Type 4

Lightning Type 1

Lightning Type 2

Finishing Blow

Phantoma

Probability

Killsight

Ivory

2.0%

All Other Methods

Smalt

90.2%

All Other Methods

Cerise

4.7%

All Other Methods

Ivy

4.7%

All Other Methods

Ivory

0.4%

Killsight

Cerulean

78.4%

Killsight

Jade

9.8%

Killsight

Violet

9.8%

Killsight

Ivory

2.0%

All Other Methods

Cobalt

90.2%

All Other Methods

Rouge

4.7%

All Other Methods

Jade

4.7%

All Other Methods

Ivory

0.4%

Killsight

Sepia

78.4%

Killsight

Green

9.8%

Killsight

Purple

9.8%

Killsight

Ivory

2.0%

All Other Methods

Yellow

90.2%

All Other Methods

Blue

4.7%

All Other Methods

Green

4.7%

All Other Methods

Ivory

0.4%

Killsight

Jasmine

78.4%

Phantoma Drop Rates


Compare rows: Select

Enemy Category

Lightning Type 3

Lightning Type 4

Finishing Blow

Phantoma

Probability

Killsight

Verdant

9.8%

Killsight

Mauve

9.8%

Killsight

Ivory

2.0%

All Other Methods

Sepia

90.2%

All Other Methods

Cyan

4.7%

All Other Methods

Verdant

4.7%

All Other Methods

Ivory

0.4%

Killsight

Topaz

78.4%

Killsight

Ivy

9.8%

Killsight

Lavender

9.8%

Killsight

Ivory

2.0%

All Other Methods

Jasmine

90.2%

All Other Methods

Smalt

4.7%

All Other Methods

Ivy

4.7%

All Other Methods

Ivory

0.4%

Killsight

Golden

78.4%

Killsight

Jade

9.8%

Killsight

Violet

9.8%

Killsight

Ivory

2.0%

All Other Methods

Topaz

90.2%

All Other Methods

Cobalt

4.7%

All Other Methods

Jade

4.7%

Phantoma Drop Rates


Compare rows: Select

Enemy Category

Arena 1

Arena 2

Arena 3

Finishing Blow

Phantoma

Probability

All Other Methods

Ivory

0.4%

All Other Methods

White

100.0%

Killsight

White

52.9%

Killsight

Green

47.1%

Fire-Based Attack

White

52.9%

Fire-Based Attack

Red

47.1%

Ice-Based Attack

White

52.9%

Ice-Based Attack

Blue

47.1%

Lightning-Based Attack

White

52.9%

Lightning-Based Attack

Yellow

47.1%

All Other Methods

White

100.0%

Killsight

White

52.9%

Killsight

Verdant

47.1%

Fire-Based Attack

White

52.9%

Fire-Based Attack

Magenta

47.1%

Ice-Based Attack

White

52.9%

Ice-Based Attack

Cyan

47.1%

Lightning-Based Attack

White

52.9%

Lightning-Based Attack

Sepia

47.1%

All Other Methods

White

100.0%

Killsight

White

52.9%

Killsight

Ivy

47.1%

Phantoma Drop Rates


Compare rows: Select

Enemy Category

Endless Spawn

Finishing Blow

Phantoma

Probability

Fire-Based Attack

White

52.9%

Fire-Based Attack

Cerise

47.1%

Ice-Based Attack

White

52.9%

Ice-Based Attack

Smalt

47.1%

Lightning-Based Attack

White

52.9%

Lightning-Based Attack

Jasmine

47.1%

All Other Methods

White

98.0%

All Other Methods

Green

2.0%

Killsight

White

98.0%

Killsight

Purple

2.0%

Fire-Based Attack

White

98.0%

Fire-Based Attack

Red

2.0%

Ice-Based Attack

White

98.0%

Ice-Based Attack

Blue

2.0%

Lightning-Based Attack

White

98.0%

Lightning-Based Attack

Yellow

2.0%

Eidolons Introduction
Understanding Eidolons
Eidolons are powerful allies, and a well-timed summon can change the course of a battle. Before
you rely on the use of an Eidolon, however, there are a few important details worth considering:
Each Eidolon must be unlocked before it can be accessed in the Promotion menu or
intentionally summoned.

Like the members of Class Zero, Eidolons gain experience from defeating enemies. Over time,
this increases an Eidolons level and grants AP that can be used to enhance its abilities. As you
gain access to more Eidolons, remember to spend time strengthening lower-level allies.
When an Eidolon is summoned, the character responsible for the spell is sacrificed. Reraise
effects can reverse the KO, but the casualty will still be factored in to your Report Card at the
end of a Mission.
Once summoned, an Eidolon has a limited amount of time on the battlefield. However, a single
Eidolon can be summoned multiple times over the course of a Mission.
If an Eidolon is defeated in battle, it cannot be summoned for the remainder of the Mission.
Not all Eidolons can be summoned at will. Odin (Chapter 1) and Bahamut ZERO only appear
during specific missions. Neither of these Eidolons can be accessed through the Promotion menu.
After summoning an Eidolon, you can switch active leaders to take control of another party
member. The Eidolon will follow the party, choosing its own tactics as it engages available
enemies.
Vulcan and Ogre both have the Automaton ability. These Eidolons cannot be controlled, so
make sure you switch leaders after summoning either of them.
Eidolons can only be summoned in areas that are large enough to accommodate them. The
minimum summoning radius is determined by the size of your chosen Eidolon.

Eidolons Ifrit-Class

All attacks used by the Ifrit-class are fire based and capable of inflicting Burn. This class of
Eidolon also has access to the Flameproof abilityonce unlocked, this ability grants the Eidolon
immunity to Fire-based attacks. Ifrit-class Eidolons have a relatively low movement speed, but
theyre able to rush toward their targets during specific attacks.
Resistances
Ballistic Impact Piercing Cleaving Fire Ice Lightning Water Earth Wind
1.0

1.0

1.0

1.0

0.3 1.5 1.0

1.0

1.0 1.0

Ifrit-Class Command Abilities


Compare rows: Select
Ability

Description

Applicable Eidolons

Blazing Strike

Strike enemies to inflict Fire-type damage

Ifrit, Firebrand, Rubicante, Vulcan

Meteor Strike

Hurl a sphere of flames at enemies

Ifrit, Firebrand, Vulcan

Eruption

Conjure pillars of flame to attack nearby enemies Ifrit, Firebrand, Rubicante, Vulcan

Flaming Fist

Strike enemies to inflict Fire-type damage

Calamity

Meteor Mash

Hurl a sphere of flames at enemies

Ignis

Hellfire

Conjure pillars of flame to attack nearby enemies Ignis

Ifrit
Ifrit is the first Eidolon to be unlocked in the game. Though its initial level is relatively low, its
high stats allow Ifrit to deal with tougher enemies. Its Flameproof ability becomes available
fairly early in the game, making Ifrit a valuable ally.
Compare rows: Select

How to Unlock:
Minimum Summoning
Radius:
Duration:

The required Summoning Permit is granted during the Mission The


Capture of Togoreth Stronghold.
1.5 meters
75 seconds (can be increased to 95 seconds)

Core Stats

Potential Boosts from Abilities


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Stat

Max Boost

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+20 seconds

Max HP

+1000

Max MP

+100

Attack

+10

Defense

+50

MP Regeneration

1.83

Movement Speed

1.0

Initial Status
Level EXP AP
23

117,500 6

Command Abilities

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Slot

Ability

Blazing Strike

Eruption

Meteor Strike

Basic Attributes

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Attribute

Value

Movement Speed

2.58 meters per second

Flinch Resistance

Immune

Command Abilities

Compare rows: Select


Slot

Ability

Knockdown Resistance

Immune

Knockback Resistance

0.33

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

HP Up

HP Up II

16

MP Up

MP Auto-Regen Up

12

Defense Up

10

Attack Up

11

Summon Extension

Summon Extension II

Flameproof

Blazing Strike

Blazing Strike: Power Up

Blazing Strike: Crit Up

Blazing Strike: Crit Up II

13

Blazing Strike: Crit Up III

15

Meteor Strike

Meteor Strike: Power Up

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Meteor Strike: Burn Up

Meteor Strike: Burn Up II

14

Eruption

Firebrand
Firebrand offers impressive stats and a variety of upgrades to its command abilities. Its initial
summon duration is relatively short, but investing in some key abilities will almost double the
time Firebrand can remain on the battlefield.
Compare rows: Select

How to Unlock:
Complete the Expert Trial United Front on Officer difficulty.
Minimum Summoning Radius: 1.5 meters
Duration:
45 seconds (can be increased to 75 seconds)

Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+30 seconds

Max HP

+1000

Max MP

+100

Attack

+0

Defense

+0

MP Regeneration

1.0

Movement Speed

1.0

Initial Status
Level
EXP
56

AP

2,594,426 6

Command Abilities

Compare rows: Select


Slot

Ability

Blazing Strike

Eruption

Meteor Strike

Basic Attributes

Compare rows: Select


Attribute

Value

Movement Speed

2.58 meters per second

Flinch Resistance

Immune

Knockdown Resistance

Immune

Knockback Resistance

0.33

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

HP Up

HP Up II

12

MP Up

Summon Extension

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Summon Extension II

14

Summon Extension III

16

Flameproof

Blazing Strike

Blazing Strike: Power Up

Blazing Strike: Power Up II

10

Meteor Strike

Meteor Strike: Power Up

Meteor Strike: Power Up II

11

Eruption

Eruption: Power Up

Eruption: Power Up II

Eruption: Power Up III

13

Eruption: Power Up IV

15

Eruption: MP Down

Rubicante
Rubicante has a low max HP, but its Auto-Regen ability allows it to slowly replenish HP lost
during combat. This Eidolon also lacks any HP-boosting abilities, so Rubicante must be used
with caution. Rubicante also has a fairly low max MP. Because Blazing Strike consumes no MP,
it plays a key role in Rubicantes damage output.
Compare rows: Select

How to Unlock:

During the Mission Operation MA Demolition in Chapter 3, complete


the SO objective Destroy Brionac as quickly as possible using your
active leader.

Compare rows: Select

Minimum
0.9 meters
Summoning Radius:
Duration:
75 seconds (cannot be increased)
Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+0 seconds

Max HP

+0

Max MP

+200

Attack

+10

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Defense

+0

MP Regeneration

1.41

Movement Speed

1.0

Initial Status
Level EXP AP
29

243,216 6

Command Abilities

Compare rows: Select


Slot

Ability

Blazing Strike

Eruption

Basic Attributes

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Attribute

Value

Movement Speed

1.56 meters per second

Flinch Resistance

Immune

Knockdown Resistance

Immune

Knockback Resistance

0.33

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

Auto-Regen

MP Up

MP Up II

MP Auto-Regen Up

Attack Up

16

Flameproof

Blazing Strike

Blazing Strike: Power Up

Blazing Strike: Power Up II

Eruption

Eruption: Power Up

Eruption: Power Up II

Eruption: Power Up III

Eruption: Power Up IV

12

Eruption: Crit Up

10

Eruption: Crit Up II

14

Eruption: MP Down

11

Eruption: MP Down II

13

Eruption: MP Down III

15

Vulcan

This Eidolon cannot be controlled in battle. When summoned, Vulcan automatically chooses its
targets and which attacks to use. As such, its usually best to summon Vulcan near priority
targets. This Eidolon starts with a relatively short summon duration, but more time can be added
by unlocking key abilities.
Compare rows: Select

How to Unlock:

During the Mission The Battle of Judecca in Chapter 5, complete the


SO objective Take down Mikazuchi using your active leader.

Minimum Summoning
1.5 meters
Radius:
Duration:
50 seconds (can be increased to 80 seconds)
Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+30 seconds

Max HP

+1500

Max MP

+0

Attack

+10

Defense

+0

MP Regeneration

1.0

Movement Speed

1.0

Initial Status
Level
EXP
47

AP

1,445,903 6

Command Abilities

Compare rows: Select


Slot

Ability

Blazing Strike

Eruption

Meteor Strike

Basic Attributes

Compare rows: Select


Attribute

Value

Movement Speed

2.58 meters per second

Flinch Resistance

Immune

Command Abilities

Compare rows: Select


Slot

Ability

Knockdown Resistance

Immune

Knockback Resistance

0.33

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

Automaton

HP Up

HP Up II

HP Up III

15

Attack Up

16

Summon Extension

Summon Extension II

Summon Extension III

10

14

Flameproof

12

Blazing Strike

Blazing Strike: Crit Up

Blazing Strike: Crit Up II

11

Blazing Strike: Power Up

Blazing Strike: Power Up II

Meteor Strike

Meteor Strike: Power Up

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Meteor Strike: Power Up II

10

Eruption

Eruption: Power Up

Eruption: Power Up II

13

Calamity
Calamity offers impressive offensive and defensive stats. Its HP can be greatly enhanced by
unlocking key abilities, giving it one of the highest max HP ratings of all Eidolons. Calamitys
short-range Flaming Fist is its only attack, but it can be enhanced with the Flaming Dash
ability.
Compare rows: Select

How to Unlock:
Minimum Summoning
Radius:
Duration:

Complete the Expert Trial A Charge on the Border on Officer


difficulty.
2.1 meters
90 seconds (cannot be increased)

Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+0 seconds

Max HP

+3500

Max MP

+0

Attack

+0

Defense

+0

MP Regeneration

1.0

Movement Speed

1.0

Initial Status
Level
EXP
58

AP

2,908,574 6

Command Abilities

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Slot

Ability

Flaming Fist

Basic Attributes

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Attribute

Value

Movement Speed

3.6 meters per second

Flinch Resistance

Immune

Knockdown Resistance

Immune

Knockback Resistance

0.33

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

HP Up

HP Up II

HP Up III

HP Up IV

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

HP Up V

10

HP Up VI

12

HP Up VII

14

Flaming Fist

Flaming Fist: Power Up

Flaming Fist: Power Up II

Flaming Fist: Power Up III

Flaming Fist: Power Up IV

Flaming Fist: Power Up V

Flaming Fist: Power Up VI

11

Flaming Fist: Power Up VII

13

Flaming Fist: Power Up VIII

15

Flaming Dash

16

Ignis
Ignis starts at a high level and an impressive Fire Magic rating. This Eidolon possesses attacks
that require MP, so unlocking the MP Auto-Regen Up ability should be your priority.
Compare rows: Select

How to Unlock:
Minimum Summoning
Radius:
Duration:

Complete the Mission The Clash on Big Bridge on Agito


difficulty.
0.9 meters
50 seconds (can be increased to 70 seconds)

Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+20 seconds

Max HP

+500

Max MP

+100

Attack

+0

Defense

+0

MP Regeneration

1.83

Movement Speed

1.0

Initial Status
Level
EXP
71

AP

5,562,678 6

Command Abilities

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Slot

Ability

Hellfire

Meteor Mash

Basic Attributes

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Attribute

Value

Movement Speed

1.56 meters per second

Flinch Resistance

Immune

Knockdown Resistance

Immune

Knockback Resistance

0.33

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

HP Up

MP Up

MP Auto-Regen Up

Summon Extension

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Summon Extension II

12

Flameproof

Meteor Mash

Meteor Mash: Power Up

Meteor Mash: Crit Up

10

Meteor Mash: Crit Up II

15

Meteor Mash: MP Down

11

Hellfire

Hellfire: Power Up

Hellfire: Crit Up

Hellfire: Crit Up II

14

Hellfire: Burn Up

Hellfire: Burn Up II

13

Hellfire: Effect Up

16

Eidolons Golem-Class

Golem-class Eidolons feature high max HP, Defense, and resistance stats. They also feature a
command that grants temporary invincibility, making them particularly durable Eidolons. This
durability comes at a cost, however, as Golem-class Eidolons have fairly slow movement and
attack speeds.
Resistances
Ballistic Impact Piercing Cleaving Fire Ice Lightning Water Earth Wind
0.8

0.8

0.8

0.8

0.8 0.8 0.8

0.8

0.4 0.8

Golem-Class Command Abilities


Compare rows: Select
Ability

Description

Megaton Punch Launch both fists to damage enemies

Applicable Eidolons
Golem, Gigas, Ogre, Titan, Dwarf
Golem

Gaia Stampede

Stomp around and shatter the ground while


damaging enemies

Ancients Wrath

Become invincible and attack automatically for a set


Golem, Gigas, Troll, Titan
period of time

Golem

Golem, Gigas, Troll, Ogre, Titan

Golem starts with a very high max HP, and it has access to six separate HP-boosting abilities.
Along with its impressive Defense and resistance stats, a fully upgraded Golem is capable of
absorbing a good deal of damage. Its max MP and Attack rating are both fairly low, however,
making Gaia Stampede Golems most effective method of dealing damage.
Compare rows: Select

Complete the Mission The Infiltration of Iscah on Officer


difficulty.

How to Unlock:
Minimum Summoning
Radius:
Duration:

2.2 meters
120 seconds (can be increased to 130 seconds)

Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+10 seconds

Max HP

+3000

Max MP

+0

Attack

+0

Defense

+0

MP Regeneration

1.0

Movement Speed

1.0

Initial Status
Level EXP AP
24

134,180 6

Command Abilities

Compare rows: Select


Slot

Ability

Megaton Punch

Ancients Wrath

Gaia Stampede

Basic Attributes

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Attribute

Value

Movement Speed

2.1 meters per second

Flinch Resistance

Immune

Command Abilities

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Slot

Ability

Knockdown Resistance

Immune

Knockback Resistance

Immune

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

HP Up

HP Up II

HP Up III

10

HP Up IV

13

HP Up V

15

HP Up VI

10

16

Summon Extension

Mobile Strike

Mobile Strike: Power Up

Megaton Punch

Gaia Stampede

Gaia Stampede: Power Up

Gaia Stampede: Power Up II

Gaia Stampede: Power Up III

Gaia Stampede: Power Up IV

11

Gaia Stampede: Power Up V

14

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Ancients Wrath

Ancients Wrath: Power Up

Ancients Wrath: Power Up II

Ancients Wrath: Power Up III

12

Gigas
Gigas starts with a very long summon duration, and it can be extended by unlocking related
abilities. It also starts with a fairly low level, so gaining experience should be a priority. Gigas
has a high max MP, allowing for repeated use of its Megaton Punch or Ancients Wrath.
Compare rows: Select

How to Unlock:
Minimum Summoning
Radius:
Duration:

Complete the Expert Trial Expelling the Empire on Officer


difficulty.
2.2 meters
160 seconds (can be increased to 200 seconds)

Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+40 seconds

Max HP

+2000

Max MP

+0

Attack

+0

Defense

+0

MP Regeneration

1.0

Movement Speed

1.86

Initial Status
Level EXP AP
27

194,007 6

Command Abilities

Compare rows: Select


Slot

Ability

Megaton Punch

Ancients Wrath

Gaia Stampede

Basic Attributes

Compare rows: Select


Attribute

Value

Movement Speed

2.1 meters per second

Flinch Resistance

Immune

Knockdown Resistance

Immune

Knockback Resistance

Immune

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

HP Up

HP Up II

HP Up III

12

HP Up IV

15

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Accelerate

Accelerate II

10

Accelerate III

10

14

Summon Extension

Summon Extension II

Summon Extension III

10

13

Summon Extension IV

10

16

Mobile Strike

Mobile Strike: Power Up

Mobile Strike: Power Up II

Megaton Punch

Megaton Punch: Power Up

Gaia Stampede

Gaia Stampede: Power Up

Ancients Wrath

Ancients Wrath: Power Up

11

Troll
Troll features middling stats, but its Auto-Regen makes this Eidolon more durable than it might
seem. Troll also lacks the long-range Megaton Punch offered by most Golem-class Eidolons, so
Gaia Stampede serves as its main source of damage.
Compare rows: Select

How to Unlock:

Complete the Expert Trial Colonel Faiths Revolt on Officer


difficulty.

Compare rows: Select

Minimum Summoning
Radius:
Duration:

2.2 meters
110 seconds (can be increased to 130 seconds)

Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+20 seconds

Max HP

+1500

Max MP

+0

Attack

+0

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Defense

+0

MP Regeneration

1.0

Movement Speed

1.57

Initial Status
Level
EXP
64

AP

3,994,689 6

Command Abilities

Compare rows: Select


Slot

Ability

Ancients Wrath

Gaia Stampede

Basic Attributes

Compare rows: Select


Attribute

Value

Movement Speed

2.1 meters

Flinch Resistance

Immune

Knockdown Resistance

Immune

Knockback Resistance

Immune

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

Auto-Regen

HP Up

HP Up II

HP Up III

12

Accelerate

Accelerate II

13

Summon Extension

Summon Extension II

11

Mobile Strike

Mobile Strike: Power Up

Mobile Strike: Power Up II

Mobile Strike: Power Up III

14

Gaia Stampede

Gaia Stampede: Power Up

Gaia Stampede: Power Up II

Gaia Stampede: Power Up III

15

Ancients Wrath

Ancients Wrath: Power Up

Ancients Wrath: Power Up II

10

Ancients Wrath: Power Up III

16

Ogre

This Eidolon cannot be controlled in battle. Once summoned, Ogre automatically chooses its
own combat targets and methods. This Golem-class Eidolon lacks Ancients Wrath, but its high
max HP and defensive stats make it very durableand once its Bulletproof ability is unlocked,
Ogre is a particularly formidable Eidolon.
Compare rows: Select

How to Unlock:
Minimum Summoning
Radius:
Duration:

Complete the Mission A Fog-Laden Foray on Officer difficulty in


the second playthrough.
3.0 meters
70 seconds (can be increased to 90 seconds)

Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+20 seconds

Max HP

+2000

Max MP

+100

Attack

+0

Defense

+0

MP Regeneration

1.0

Movement Speed

1.57

Initial Status
Level
EXP
59

AP

3,074,333 6

Command Abilities

Compare rows: Select


Slot

Ability

Megaton Punch

Gaia Stampede

Basic Attributes

Compare rows: Select


Attribute

Value

Movement Speed

2.58 meters per second

Flinch Resistance

Immune

Command Abilities

Compare rows: Select


Slot

Ability

Knockdown Resistance

Immune

Knockback Resistance

Immune

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

Automaton

HP Up

HP Up II

HP Up III

12

HP Up IV

16

MP Up

Accelerate

Accelerate II

Bulletproof

Summon Extension

Summon Extension II

13

Mobile Strike

Megaton Punch

Megaton Punch: Power Up

Megaton Punch: Power Up II

11

Megaton Punch: Power Up III

15

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Gaia Stampede

Gaia Stampede: Power Up

Gaia Stampede: Power Up II

10

Gaia Stampede: Power Up III

14

Titan
Titan offers high max HP and impressive defensive stats. It also has a high starting level, so it
doesnt need to gain experience before its effective in battle. Titan does have a fairly short
summon duration, however, even after its Summon Extension ability is unlocked.
Compare rows: Select

How to Unlock:

During the second playthrough, complete the SO objective The Crystal


wills you to take down Golem in the Mission Machinas Struggle.

Minimum Summoning
2.2 meters
Radius:
Duration:
70 seconds (can be increased to 80 seconds)

Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+10

Max HP

+1000

Max MP

+200

Attack

+0

Defense

+0

MP Regeneration

1.0

Movement Speed

1.57

Initial Status
Level
EXP
66

AP

4,407,872 6

Command Abilities

Compare rows: Select


Slot

Ability

Megaton Punch

Ancients Wrath

Gaia Stampede

Basic Attributes

Compare rows: Select


Attribute

Value

Movement Speed

2.1 meters per second

Flinch Resistance

Immune

Knockdown Resistance

Immune

Knockback Resistance

Immune

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

HP Up

HP Up II

13

MP Up

MP Up II

14

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Accelerate

Accelerate II

12

Mobile Strike

Mobile Strike: Power Up

Mobile Strike: Power Up II

Mobile Strike: Power Up III

15

Summon Extension

16

Megaton Punch

Megaton Punch: Power Up

Megaton Punch: Power Up II

10

Gaia Stampede

Gaia Stampede: Power Up

Gaia Stampede: Power Up II

Ancients Wrath

Ancients Wrath: Power Up

Ancients Wrath: Power Up II

11

Dwarf Golem
Megaton Punch is the Dwarf Golems only command ability. When this Eidolon runs out of MP,
attempting to use Megaton Punch will result in a Mobile Strike attack. Because the Dwarf Golem
doesnt possess Gaia Stampede, its mobility is extremely limited. Summon Dwarf Golem near
potential targets to maximize its effectiveness.
Compare rows: Select

How to Unlock:

Complete the Expert Trial The Climactic Clash at Azurr on

Compare rows: Select

Officer difficulty.
Minimum Summoning
Radius:
Duration:

1.7 meters
90 seconds (can be increased to 110 seconds)

Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+20 seconds

Max HP

+500

Max MP

+0

Attack

+0

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Defense

+0

MP Regeneration

1.0

Movement Speed

1.0

Initial Status
Level
EXP
82

AP

8,799,494 6

Command Abilities

Compare rows: Select


Slot

Ability

Megaton Punch

Basic Attributes

Compare rows: Select


Attribute

Value

Movement Speed

1.58 meters per second

Flinch Resistance

Immune

Knockdown Resistance

Immune

Knockback Resistance

Immune

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

HP Up

Summon Extension

10

Summon Extension II

14

Mobile Strike

Megaton Punch

Megaton Punch: Power Up

Megaton Punch: Power Up II

Megaton Punch: Power Up III

Megaton Punch: Power Up IV

Megaton Punch: Power Up V

Megaton Punch: Power Up VI

11

Megaton Punch: Power Up VII

13

Megaton Punch: X-Power

15

Megaton Punch: Crit Up

Megaton Punch: Crit Up II

16

Megaton Punch: MP Down

Megaton Punch: MP Down II

Megaton Punch: MP Down III

12

Eidolons Shiva-Class

Shiva-class Eidolons are skilled in the use of Ice-based attacks. With proper timing, these
Eidolons can chain attacks for extended combos. Shiva-class Eidolons are quick, but their
momentum can make it difficult to control their movements.
Resistances
Ballistic Impact Piercing Cleaving Fire Ice Lightning Water Earth Wind
1.0

1.0

1.0

1.0

1.5 3.0 1.0

1.0

1.0 1.0

Shiva-Class Command Abilities


Compare rows: Select
Ability

Description

Applicable Eidolons

Icicle Twirl

Whirl around and deal Ice-type damage to nearby enemies Shiva, Petite Shiva

Diamond Dust

Launch a series of rapid-fire Ice-type attacks with timed


button presses

Winter Wonderland Freeze nearby enemies


Crystal Dust

Launch a series of rapid-fire Ice-type attacks with timed


button presses

Shiva
Shiva, Shankara
Shankara, Petite Shiva

Shiva
Like Ifrit, Shiva is unlocked fairly early in the game. Unlike other Eidolons in her class, Shiva
offers three command abilities. Her high speed and long summon duration make Shiva an ideal
choice when time is of the essence.

Compare rows: Select

How to Unlock:
Minimum Summoning
Radius:
Duration:

Complete the Mission The Capture of Togoreth Stronghold on


Officer difficulty.
0.7 meters
90 seconds (can be increased to 120 seconds)

Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+30 seconds

Max HP

+1000

Max MP

+100

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Attack

+0

Defense

+0

MP Regeneration

1.0

Movement Speed

1.05

Initial Status
Level EXP AP
21

89,009 6

Command Abilities

Compare rows: Select


Slot

Ability

Icicle Twirl

Winter Wonderland

Diamond Dust

Basic Attributes

Compare rows: Select


Attribute

Value

Movement Speed

12.0 meters per second

Flinch Resistance

Immune

Knockdown Resistance

Immune

Knockback Resistance

0.33

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

HP Up

HP Up II

10

12

MP Up

Accelerate

11

Summon Extension

Summon Extension II

10

Summon Extension III

10

16

Icicle Twirl

Icicle Twirl: Power Up

Icicle Twirl: Power Up II

Icicle Twirl: Crit Up

Icicle Twirl: Crit Up II

14

Diamond Dust

Diamond Dust: Combo Up

Diamond Dust: Combo Up II

13

Winter Wonderland

Winter Wonderland: Time Up

Winter Wonderland: Time Up II

Winter Wonderland: Time Up III

15

Shankara

Shankara starts with a high level and has a very high Ice Magic rating. However, these
advantages are offset by her low max HP and a short summon duration. This means that chaining
multiple Crystal Dust attacks is the key to Shankaras effectiveness in battle.
Compare rows: Select

How to Unlock:
Minimum Summoning
Radius:
Duration:

Complete the Mission Operation Breakthrough on the second


playthrough.
0.6 meters
45 seconds (can be increased to 65 seconds)

Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat
Duration

Max Boost
+20 seconds

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Max HP

+500

Max MP

+0

Attack

+0

Defense

+0

MP Regeneration

1.0

Movement Speed

1.0

Initial Status
Level
EXP
48

AP

1,553,458 6

Command Abilities

Compare rows: Select


Slot

Ability

Winter Wonderland

Crystal Dust

Basic Attributes

Compare rows: Select


Attribute

Value

Movement Speed

10.0 meters per second

Flinch Resistance

Immune

Knockdown Resistance

Immune

Command Abilities

Compare rows: Select


Slot

Ability

Knockback Resistance

0.33

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

HP Up

10

14

Summon Extension

11

Summon Extension II

13

Crystal Dust

Crystal Dust: Power Up

Crystal Dust: Power Up II

Crystal Dust: Crit Up

Crystal Dust: Crit Up II

Crystal Dust: Freeze Up

Crystal Dust: Freeze Up II

Crystal Dust: Freeze Up III

10

Crystal Dust: Freeze Up IV

15

Winter Wonderland

Winter Wonderland: Time Up

Winter Wonderland: Time Up II

Winter Wonderland: Time Up III

Winter Wonderland: Time Up IV

12

Abilities

Compare rows: Select


Ability

AP Cost

Winter Wonderland: Time Up V

Release Order
16

Petite Shiva
Petite Shiva is roughly half the size of a human, and she has a very slow movement speed for a
member of this Eidolon class. She starts at a fairly low level, so Petite Shiva requires a bit of
experience before shes effective in tough battles. Attack with Icicle Twirl and chain into Crystal
Dust for a solid combo.
Compare rows: Select

How to Unlock:
Minimum Summoning
Radius:
Duration:

Complete the Expert Trial Covering the Cadets on Agito


difficulty.
0.4 meters
120 seconds (cannot be increased)

Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+0 seconds

Max HP

+1000

Max MP

+200

Attack

+0

Defense

+0

MP Regeneration

1.0

Movement Speed

1.1

Initial Status
Level EXP AP
12

16,964 6

Command Abilities

Compare rows: Select


Slot

Ability

Icicle Twirl

Crystal Dust

Basic Attributes

Compare rows: Select


Attribute

Value

Movement Speed

6.6 meters per second

Flinch Resistance

Immune

Knockdown Resistance

Immune

Knockback Resistance

1.1

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

HP Up

12

HP Up II

14

10

MP Up

10

MP Up II

14

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Accelerate

12

Accelerate II

16

14

Icicle Twirl

Crystal Dust

Crystal Dust: Power Up

Crystal Dust: Power Up II

10

Crystal Dust: Power Up III

12

Crystal Dust: Power Up IV

14

11

Crystal Dust: Power Up V

16

15

Crystal Dust: Crit Up

10

Crystal Dust: Crit Up II

16

12

Crystal Dust: Freeze Up

Crystal Dust: Freeze Up II

18

16

Crystal Dust: Combo Up

16

13

Eidolons Odin-Class

When summoned, Odin-class Eidolons unleash a powerful attack with a high probability of
inflicting Death on their targets. These mounted knights also feature four command abilities,
allowing them to deal serious damage to surviving targets.
Resistances
Ballistic Impact Piercing Cleaving Fire Ice Lightning Water Earth Wind
1.0

1.0

1.0

1.0

1.0 1.0 1.0

1.0

1.0 1.0

Odin-Class Command Abilities


Compare rows: Select
Ability

Description

Applicable Eidolons

Prance

Command steed Sleipnir to leap away from enemy


attacks

Odin, Grmnir, Odin


(Chapter 1)

Moonring Blade

Fire a shock wave to attack enemies and occasionally Odin, Grmnir, Odin
inflict Death
(Chapter 1)

Cavalier Charge

Close in on enemies and perform a melee attack

Odin, Grmnir, Odin


(Chapter 1)

Zantetsuken

Kill enemies instantly

Odin, Odin (Chapter 1)

Shin-Zantetsuken

Kill enemies instantly

Grmnir

Odin
Odin is a well-rounded Eidolon with high stats. In battle, he can switch between his four
command abilities and a basic Mobile Strike attack. His Moonring Blade has a wide attack radius,
and is often the only tool needed to clear a crowded battlefield.
Compare rows: Select

How to Unlock:
Minimum Summoning
Radius:
Duration:

Complete the Mission The Clash on Big Bridge on Officer


difficulty.
1.6 meters
70 seconds (can be increased to 110 seconds)

Note
The Odin that appears in the games first chapter has some unique abilities that arent offered by
the standard Odin.
Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+40 seconds

Max HP

+2000

Max MP

+0

Attack

+0

Defense

+0

MP Regeneration

1.0

Movement Speed

1.08

Initial Status
Level
EXP
48

AP

1,553,450 6

Command Abilities

Compare rows: Select


Slot

Ability

Moonring Blade

Zantetsuken

Cavalier Charge

Prance

Basic Attributes

Compare rows: Select


Attribute

Value

Movement Speed

7.2 meters per second

Flinch Resistance

Immune

Command Abilities

Compare rows: Select


Slot

Ability

Knockdown Resistance

Immune

Knockback Resistance

0.33

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

HP Up

HP Up II

HP Up III

HP Up IV

11

Accelerate

Summon Extension

Summon Extension II

Summon Extension III

10

Summon Extension IV

10

13

Mobile Strike

Prance

Moonring Blade

Moonring Blade: Power Up

Moonring Blade: Power Up II

12

Moonring Blade: Crit Up

Moonring Blade: Death Up

15

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Cavalier Charge

Cavalier Charge: Power Up

Cavalier Charge: Power Up II

14

Zantetsuken

Zantetsuken Bonus

16

Grmnir
Grmnir is a fierce Eidolon with an improved version of the Zantetsuken ability. His max HP and
Defense are well above that of the standard Odin, but his summon duration is considerably
shorter. Invest in his Shin-Zantetsuken Speed Up abilities to reduce the attacks required charge
time.
Compare rows: Select

How to Unlock:
Minimum Summoning
Radius:
Duration:

Complete the Mission Mission Under Ceasefire on Agito difficulty


in the second playthrough.
2.1 meters
50 seconds (can be increased to 60 seconds)

Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+10 seconds

Max HP

+0

Max MP

+0

Attack

+10

Defense

+0

MP Regeneration

1.0

Movement Speed

1.08

Initial Status
Level
EXP
70

AP

5,317,234 6

Command Abilities

Compare rows: Select


Slot

Ability

Moonring Blade

Shin-Zantetsuken

Cavalier Charge

Prance

Basic Attributes

Compare rows: Select


Attribute

Value

Movement Speed

9.36 meters per second

Flinch Resistance

Immune

Knockdown Resistance

Immune

Knockback Resistance

0.33

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

Accelerate

10

Attack Up

14

Summon Extension

Mobile Strike

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Prance

Moonring Blade

Moonring Blade: Power Up

Moonring Blade: Power Up II

Moonring Blade: Power Up III

12

Cavalier Charge

Cavalier Charge: Power Up

Cavalier Charge: Power Up II

Cavalier Charge: Power Up III

13

Shin-Zantetsuken

Shin-Zantetsuken Bonus

Shin-Zantetsuken Bonus II

Shin-Zantetsuken Bonus III

11

Shin-Zantetsuken Bonus IV

15

Shin-Zantetsuken: Speed Up

Shin-Zantetsuken: Speed Up II

Shin-Zantetsuken: Speed Up III

16

Odin (Chapter 1)
This powerful Eidolon is summoned and controlled during the games first chapter, but he
cannot be selected or summoned at any other point. He possesses remarkably high stats and
unique abilities, but he isnt invulnerable. This version of Odin is summoned automatically, and
he remains active until hes fulfilled his role in the mission.

Compare rows: Select

How to Unlock:
This Eidolon only appears in the games first chapter.
Minimum Summoning Radius: N/A
Duration:
N/A
Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

Max HP

Max MP

Attack

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Defense

MP Regeneration

Movement Speed

Initial Status
Level
EXP
99

AP

62,498,207 0

Command Abilities

Compare rows: Select


Slot

Ability

Moonring Blade

Zantetsuken

Cavalier Charge

Prance

Basic Attributes

Compare rows: Select


Attribute

Value

Movement Speed

7.2 meters per second

Flinch Resistance

Immune

Knockdown Resistance

Immune

Knockback Resistance

0.33

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

Special Summon

HP Up

Attack/Defense Up

Infinite Summon

Mobile Attack

Prance

Moonring Blade

Moonring Blade: Power Up

Moonring Blade: Power Up II

Cavalier Charge

Cavalier Charge: Power Up

MAX Power

Zantetsuken

Zantetsuken Bonus

Zantetsuken Bonus II

Eidolons Diabolos-Class

Diabolos-class Eidolons have low Max HP and defensive stats, but they boast high Attack power
and great mobility. These Eidolons also feature unique command abilities, some of which are
capable of damaging allies. All Diabolos-class Eidolons possess an enhanced Mobile Strike
ability, which drains HP from enemy targets.
Resistances
Ballistic Impact Piercing Cleaving Fire Ice Lightning Water Earth Wind
1.0

1.0

1.0

1.0

1.0 1.0 1.0

1.0

1.0 1.0

Diabolos-Class Command Abilities


Compare rows: Select
Ability

Description

Applicable Eidolons

Shadow Strike Swiftly dive towards and attack enemies

Diabolos, Astaroth

Dark Barrier

Conjure a barrier to block enemy fire

Diabolos

Gravija Sphere

Launch a sphere of gravitational energy that can be charged by


holding down the Ability button

Diabolos

Sinister Strike Perform a diving attack and occasionally inflict Poison


Graviton

Launch a sphere of gravitational energy that can be charged by


holding down the Ability button

Baalberith
Astaroth

Diabolos
Diabolos possesses a variety of attacks, but it also features Dark Barriera defensive command
ability not shared by any other Eidolon. Its Gravija Sphere is very effective against enemies with
large pools of HP, but this attack does have some inherent risks. Gravija Sphere will damage any
allies caught in the effect, and enemy attacks can disrupt the abilitys charging phase.
Compare rows: Select

How to Unlock:
Minimum Summoning
Radius:
Duration:
Core Stats

Complete the Expert Trial Operation Dragon Slayer on Officer


difficulty.
0.8 meters
90 seconds (can be increased to 110 seconds)

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+20 seconds

Max HP

+1000

Max MP

+100

Attack

+0

Defense

+0

MP Regeneration

1.0

Movement Speed

1.09

Initial Status
Level
EXP
49

AP

1,665,800 6

Command Abilities

Compare rows: Select


Slot

Ability

Shadow Strike

Gravija Sphere

Dark Barrier

Basic Attributes

Compare rows: Select


Attribute

Value

Movement Speed

26.97 meters per second

Flinch Resistance

Immune*

Command Abilities

Compare rows: Select


Slot

Ability

Knockdown Resistance

Immune

Knockback Resistance

0.33

*While charging Gravija Sphere, flinch resistance is reduced to 0.


Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

HP Up

HP Up II

MP Up

Accelerate

Accelerate II

10

11

Summon Extension

Summon Extension II

10

14

Mobile Strike

Mobile Strike: Power Up

Mobile Strike: Power Up II

13

Shadow Strike

Shadow Strike: Power Up

Shadow Strike: Power Up II

Shadow Strike: Power Up III

15

Shadow Strike: Crit Up

10

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Shadow Strike: +Stop

16

Dark Barrier

Dark Barrier II

Dark Barrier III

12

Gravija Sphere

Baalberith
Baalberith has very high Attack power, even compared to other Diabolos-class Eidolons.
However, it only has two methods of attack. Focus on upgrading both Sinister Strike and Mobile
Strike to ensure that Baalberith can deal significant damage for the duration of a summon.
Compare rows: Select

How to Unlock:

During the second playthrough, complete the SO objective Combat Trial:


Deal at least 3500 damage to the Diepvern in the Mission Operation
Vulturnus.

Minimum
0.4 meters
Summoning Radius:
Duration:
75 seconds (can be increased to 85 seconds)

Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+10 seconds

Max HP

+1000

Max MP

+0

Attack

+0

Defense

+0

MP Regeneration

1.0

Movement Speed

1.09

Initial Status
Level
EXP
57

AP

2,748,643 6

Command Abilities

Compare rows: Select


Slot

Ability

Sinister Strike

Basic Attributes

Compare rows: Select


Attribute

Value

Movement Speed

14.82

Flinch Resistance

Immune

Knockdown Resistance

Immune

Knockback Resistance

0.33

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

HP Up

HP Up II

12

Accelerate

Accelerate II

11

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Summon Extension

10

10

Mobile Strike

Mobile Strike: Power Up

Mobile Strike: Power Up II

14

Sinister Strike

Sinister Strike: Power Up

Sinister Strike: Power Up II

13

Sinister Strike: Poison Up

Sinister Strike: Poison Up II

Sinister Strike: Poison Up III

Sinister Strike: Poison Up IV

16

Sinister Strike: Effect Up

Sinister Strike: Effect Up II

Sinister Strike: Effect Up III

15

Astaroth
Astaroth has a lower max HP and weaker defensive stats than the other Eidolons in its class, but
it also features Graviton. This powerful attack is essentially an improved version of Diabolos
Gravija Sphere. Graviton also deals increased damage to nearby allies, however, so Astaroth is
best summoned during missions that allow only a single party member.
Compare rows: Select

How to Unlock:

Complete the Expert Trial Dominating the Dragons Nest on


Officer difficulty.

Minimum Summoning
Radius:

1.0 meters

Compare rows: Select

Duration:

110 seconds (can be increased to 150 seconds)

Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+40 seconds

Max HP

+1000

Max MP

+0

Attack

+0

Defense

+0

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

MP Regeneration

1.0

Movement Speed

1.09

Initial Status
Level
EXP
73

AP

6,076,309 6

Command Abilities

Compare rows: Select


Slot

Ability

Shadow Strike

Graviton

Basic Attributes

Compare rows: Select


Attribute

Value

Movement Speed

37.77 meters per second

Flinch Resistance

Immune

Knockdown Resistance

Immune

Knockback Resistance

0.33

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

Auto-Endure

HP Up

HP Up II

14

Accelerate

Accelerate II

12

Summon Extension

Summon Extension II

Summon Extension III

11

Summon Extension IV

10

15

Mobile Strike

Mobile Strike: Power Up

Mobile Strike: Power Up II

Shadow Slash

Graviton

Graviton: Power Up

Graviton: Power Up II

Graviton: Power Up III

10

Graviton: Power Up IV

16

Graviton: Speed Up

Graviton: Speed Up II

13

Eidolons Bahamut-Class

Bahamut-class Eidolons suffer from poor mobility and low Defense, but their high base stats and
powerful abilities make them formidable allies in combat. Bahamut-class Eidolons are useful in a
variety of situations, but they are limited by relatively short summon durations.
Resistances
Ballistic Impact Piercing Cleaving Fire Ice Lightning Water Earth Wind
1.0

1.0

1.0

1.0

1.0 1.0 1.0

1.0

1.0 1.0

Bahamut-Class Command Abilities


Compare rows: Select
Ability

Description

Applicable Eidolons

Rush

Hurl self towards enemies and perform a body blow

Bahamut, Neo
Bahamut

Shock Wave

Release an energy wave to attack nearby enemies

Bahamut, Neo
Bahamut

Mega Flare

Unleash a continuous beam that can be charged by holding down Bahamut, Bahamut
the Ability button
ZERO

Giga Flare

Unleash a continuous beam that can be charged by holding down


Neo Bahamut
the Ability button

Grand Buster Lunges forward and delivers a devastating punch

Bahamut

Bahamut ZERO

With the exception of max MP, Bahamut possesses very high core stats. Its attacks are extremely
powerful, and only Mega Flare consumes MP. Unfortunately, Bahamut does have a short
summon duration, and it can only be summoned in wide-open areas.
Compare rows: Select

How to Unlock:
Minimum Summoning
Radius:
Duration:

Complete the Mission Operation Vulturnus on Officer difficulty in


the second playthrough.
3.0 meters
50 seconds (can be increased to 60 seconds)

Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat
Duration

Max Boost
+10 seconds

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Max HP

+1500

Max MP

+0

Attack

+0

Defense

+0

MP Regeneration

1.0

Movement Speed

1.0

Initial Status
Level
EXP
47

AP

1,445,903 6

Command Abilities

Compare rows: Select


Slot

Ability

Rush

Mega Flare

Shock Wave

Basic Attributes

Compare rows: Select


Attribute

Value

Movement Speed

2.67 meters per second

Flinch Resistance

Immune

Knockdown Resistance

Immune

Command Abilities

Compare rows: Select


Slot

Ability

Knockback Resistance

Immune

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

HP Up

HP Up II

HP Up III

12

Summon Extension

10

Rush

Rush: Power Up

Rush: Power Up II

10

Rush: Power Up III

13

Rush: Crit Up

Shock Wave

Shock Wave: Power Up

Shock Wave: Power Up II

15

Mega Flare

Mega Flare: Power Up

Mega Flare: Power Up II

11

Mega Flare: Power Up III

16

Mega Flare: MP Down

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Mega Flare: MP Down II

Mega Flare: MP Down III

14

Neo Bahamut
Neo Bahamut starts at a high level with impressive stats and devastating attacks. This Eidolon is
a great way to weaken a particularly formidable opponent, but its short summon duration makes
it a fairly poor choice for anything more than burst damage.
Compare rows: Select

How to Unlock:
Minimum Summoning
Radius:
Duration:

Complete the Expert Trial Colonel Faiths Revolt on Agito


difficulty.
3.0 meters
35 seconds (can be increased to 50 seconds)

Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

+15 seconds

Max HP

+1000

Max MP

+100

Attack

+0

Defense

+0

MP Regeneration

1.0

Movement Speed

1.0

Initial Status
Level
EXP
86

AP

10,272,305 6

Command Abilities

Compare rows: Select


Slot

Ability

Rush

Giga Flare

Shock Wave

Basic Attributes

Compare rows: Select


Attribute

Value

Movement Speed

2.67 meters per second

Flinch Resistance

Immune

Knockdown Resistance

Immune

Knockback Resistance

Immune

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

HP Up

HP Up II

14

MP Up

10

Summon Extension

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Summon Extension II

11

Rush

Shock Wave

Giga Flare

Giga Flare: Power Up

Giga Flare: Power Up II

Giga Flare: Power Up III

Giga Flare: Power Up IV

Giga Flare: Power Up V

Giga Flare: Power Up VI

11

Giga Flare: Power Up VII

13

Giga Flare: Power Up VIII

15

Giga Flare: Crit Up

Giga Flare: Crit Up II

12

Giga Flare: Crit Up III

16

Bahamut ZERO
Like Odin (Chapter 1), Bahamut ZERO can only be summoned at a specific point in the game.
This powerful ally is the pinnacle of Eidolonsaside from having the highest possible core stats,
its HP can never be fully depleted. Bahamut ZERO is strong enough to overwhelm the mighty
Shinryu Celestia in battle.
Compare rows: Select

This Eidolon only appears if every member of Class Zero falls to Shinryu
Celestia during the Mission The Battle of Judecca in Chapter 5.
Minimum Summoning N/A
How to Unlock:

Compare rows: Select

Radius:
Duration:

N/A

Core Stats

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

Duration

Max HP

Max MP

Attack

Defense

Potential Boosts from Abilities


Compare rows: Select

Stat

Max Boost

MP Regeneration

Movement Speed

Initial Status
Level
EXP
99

AP

99,999,999 6

Command Abilities

Compare rows: Select


Slot

Ability

Grand Buster

Mega Flare

Basic Attributes

Compare rows: Select


Attribute

Value

Movement Speed

6.0 meters per second

Flinch Resistance

Immune*

Knockdown Resistance

Immune

Knockback Resistance

Immune

*While charging Mega Flare, flinch resistance is reduced to 0.

Abilities

Compare rows: Select


Ability

AP Cost

Release Order

Intel

Infinite Summon

Special Summon

Killsight Rush

Grand Buster

Mega Flare

Mega Flare: Power Up

Mega Flare: Power Up II

Giga Flare

Giga Flare: Power Up

Giga Flare: Power Up II

Tera Flare

Tera Flare: Power Up

Tera Flare: Power Up II

Tera Flare: Power Up III

Eidolon Ascendant

Bestiary Bestiary Part 1


Using the Bestiary
Enemies are divided into categories as they appear in the games Rubicus. Some enemies have
variants with distinct names, stats, resistances, Phantoma harvest patterns, orwhen
applicableitems that have a chance to drop when a specific enemy is defeated.

Phantoma harvest patterns indicate possible yields based on enemy type and the method in which
the enemy was defeated. For more information, please refer to thePhantoma section of this
guides Rubicus chapter.

Imperial Trooper

Basic Information
Enemy Variant

Recommended Locations

Base
MGK
ATK MGK DEF
HP
DEF

Base
EXP

Rage Mode

Imperial Trooper

Militesi Controlled Areas; Mission


240
1-1

75

28 10

Aura, Haste

Straggler

Dominion of Rubrum (after


Rubrum takes back control)

50

28 10

Aura, Haste

1,000 75

28 10

Aura, Haste,
Endure

Imperial Trooper
Mission 3-2; Mission 4-1
(Leader)

240

Physical Resistances
Enemy Variant

Ballistic Impact Piercing Cleaving

Imperial Trooper

0.8

1.0

1.0

1.0

Straggler

1.0

1.0

1.0

1.0

Imperial Trooper (Leader) 0.8

1.0

1.0

1.0

Elemental Resistances
Enemy Variant

Fire Ice Lightning Water Earth Wind

Imperial Trooper

2.0 1.0 1.0

1.0

1.0 1.0

Straggler

2.0 1.0 1.0

1.0

1.0 1.0

Imperial Trooper (Leader) 2.0 1.0 1.0

1.0

1.0 1.0

Status Resistances
Enemy Variant

Burn Freeze Shock Poison Stop DEF Reduction Stun

Imperial Trooper

Straggler

Imperial Trooper (Leader) 0

Effect Resistances
Enemy Variant

Knockback Flinch

Imperial Trooper

0-1

(When Leader) Damage=28% 0

Straggler

0-1

(When Leader) Damage=28% 0

Imperial Trooper (Leader) 1

0-1

(When Leader) Damage=28% 0

30

Phantoma Harvest Pattern


Enemy Variant
Level 1-23

Breaksight

Level 24-52

Killsight Death Zantetsuken

Level 53+

Imperial Trooper

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3

Straggler

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3

Imperial Trooper (Leader) Generic Enemy 1 Generic Enemy 2 Generic Enemy 3

Supersoldier

Basic Information
Enemy Variant

Recommended Locations

Base
MGK
ATK MGK DEF
HP
DEF

Base
EXP

Rage Mode

Supersoldier

Mission 2-2; Mission 2-3

450

90

36 10

17

Aura, Haste,
Endure

Imperial
Commander

Militesi Controlled Areas;


Mission 1-1

700

90

36 10

22

Aura, Haste,
Endure

Imperial
Commander

Expert Trial 3-C; Expert Trial


7-G

3,400 27

14 2

22

Aura, Haste,
Endure

Colonel Buchanan Expert Trial 5-A

850

90

36 10

22

Aura, Haste,
Endure

Piett

800

135

36 60

24

Aura, Haste,
Endure

Mission 4-1

Physical Resistances
Enemy Variant
Ballistic Impact Piercing Cleaving
Supersoldier

1.0

1.0

1.0

1.0

Imperial Commander 1.0

1.0

1.0

1.0

Imperial Commander 1.0

1.0

1.0

1.0

Colonel Buchanan

1.0

1.0

1.0

1.0

Piett

1.0

1.0

1.0

1.0

Elemental Resistances
Enemy Variant
Fire Ice Lightning Water Earth Wind
Supersoldier

2.0 1.0 1.0

1.0

1.0 1.0

Imperial Commander 2.0 1.0 1.0

1.0

1.0 1.0

Imperial Commander 2.0 1.0 1.0

1.0

1.0 1.0

Colonel Buchanan

2.0 1.0 1.0

1.0

1.0 1.0

Piett

2.0 1.0 1.0

1.0

1.0 1.0

Status Resistances
Enemy Variant
Supersoldier

Burn

Freeze

Shock

Poison

Stop

DEF Reduction

Stun

20

20

20

20

20

20

20

Imperial Commander 20

20

20

20

20

20

20

Imperial Commander 60

60

60

60

60

60

60

Colonel Buchanan

Immune Immune Immune Immune Immune Immune

Immune

Piett

Immune Immune Immune Immune Immune Immune

Immune

Effect Resistances
Enemy Variant

Knockback Flinch

Supersoldier

0-3

(When Leader) Damage=28% 20

60

Imperial Commander 1

0-3

(When Leader) Damage=28% 20

100

Imperial Commander 1

0-3

(When Leader) Damage=28% 60

100

Colonel Buchanan

0-3

(When Leader) Damage=28% Immune 100

Piett

0-3

(When Leader) Damage=28% Immune 100

Breaksight

Killsight Death Zantetsuken

Phantoma Harvest Pattern


Enemy Variant
Level 1-23
Supersoldier

Level 24-52

Level 53+

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3

Imperial Commander High Level 1

High Level 2

High Level 3

Imperial Commander High Level 1

High Level 2

High Level 3

Colonel Buchanan

High Level 1

High Level 2

High Level 3

Piett

High Level 1

High Level 2

High Level 3

Imperial Officer

Basic Information
Enemy
Recommended Locations
Variant

Base
ATK MGK DEF
HP

Imperial
Officer

Mission 2-2; Mission 3-2

Imperial
Officer

Mission 2-3; Expert Trial 35,000


C

600

MGK
DEF

Base
EXP

Rage Mode

80

32 10

13

Aura, Haste,
Endure

100

32 30

21

Aura, Haste,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Imperial Officer 0.8

1.0

1.0

1.0

Imperial Officer 0.6

1.0

1.0

1.0

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Imperial Officer 1.5 0.8 0.8

0.8

0.8 0.8

Imperial Officer 1.15 0.6 0.6

0.6

0.6 0.6

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Imperial Officer 0

Imperial Officer 0

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Imperial Officer 1

0-2

Damage =28% 0

120

Imperial Officer 1

0-2

Damage =28% 0

120

Phantoma Harvest Pattern


Enemy Variant Level 1-23 Level 24-52 Level 53+
Imperial Officer High Level 1 High Level 2 High Level 3
Imperial Officer High Level 1 High Level 2 High Level 3

Heavy Gunner

Basic Information

Enemy Variant

Recommended
Locations

Base
MGK
ATK MGK DEF
HP
DEF

Base
EXP

Rage Mode

Heavy Gunner

Mission 3-1; Mission


3-2

150

40

40 50

16

Aura, Haste,
Endure

Second Lieutenant
Mauritz

Mission 6-Crimson

600

40

40 50

19

Aura, Haste,
Endure

Physical Resistances
Enemy Variant

Ballistic Impact Piercing Cleaving

Heavy Gunner

0.8

1.0

1.0

1.0

Second Lieutenant Mauritz 0.3

1.0

1.0

1.0

Elemental Resistances
Enemy Variant

Fire Ice Lightning Water Earth Wind

Heavy Gunner

2.0 1.0 1.0

1.0

1.0 1.0

Second Lieutenant Mauritz 2.0 0.6 0.6

0.6

0.6 0.6

Status Resistances
Enemy Variant

Burn Freeze Shock Poison Stop DEF Reduction Stun

Heavy Gunner

20

20

20

20

20

20

20

Second Lieutenant Mauritz 20

20

20

20

20

20

20

Effect Resistances
Enemy Variant

Knockback Flinch

Heavy Gunner

0-2

(When Leader) Damage=28% 20

Second Lieutenant Mauritz 1

0-2

(When Leader) Damage=28% 20

40

Phantoma Harvest Pattern


Enemy Variant
Heavy Gunner

Level 1-23

Level 24-52

Killsight Death Zantetsuken

Level 53+

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3

Second Lieutenant Mauritz High Level 1

RPG-155 Gunner

Breaksight

High Level 2

High Level 3

Basic Information
Enemy Variant

Recommended Locations

Base
MGK
ATK MGK DEF
HP
DEF

Base
EXP

Rage Mode

RPG-155 Gunner

Dominion of Rubrum (under


Militesi control); Mission 3-1

120

27

28 10

Aura, Haste,
Endure

Straggler

Dominion of Rubrum (after


Rubrum takes back control)

120

36

72 10

Aura, Haste,
Endure

750

30

28 10

13

Aura, Haste,
Endure

RPG-155 Gunner
Mission 1-1; Mission 3-1
(Leader)
Physical Resistances
Enemy Variant

Ballistic Impact Piercing Cleaving

RPG-155 Gunner

0.8

1.0

1.0

1.0

Straggler

0.3

0.3

0.3

0.3

RPG-155 Gunner (Leader) 0.8

1.0

1.0

1.0

Elemental Resistances
Enemy Variant

Fire Ice Lightning Water Earth Wind

RPG-155 Gunner

2.0 1.0 1.0

1.0

1.0 1.0

Straggler

0.3 0.3 0.3

0.3

0.3 0.3

RPG-155 Gunner (Leader) 2.0 1.0 1.0

1.0

1.0 1.0

Status Resistances
Enemy Variant

Burn Freeze Shock Poison Stop DEF Reduction Stun

RPG-155 Gunner

Straggler

50

50

50

50

50

50

50

RPG-155 Gunner (Leader) 0


Effect Resistances
Enemy Variant

Knockback Flinch

RPG-155 Gunner

0-1

Breaksight

Killsight Death Zantetsuken

(When Leader) Damage=28% 0

Straggler

0-1

(When Leader) Damage=28% 50

RPG-155 Gunner (Leader) 1

0-1

(When Leader) Damage=28% 0

Phantoma Harvest Pattern


Enemy Variant
Level 1-23

Level 24-52

Level 53+

RPG-155 Gunner

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3

Straggler

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3

RPG-155 Gunner (Leader) High Level 1

High Level 2

High Level 3

Shock Trooper

Basic Information
Enemy Variant

Recommended
Locations

Base
ATK MGK DEF
HP

MGK
DEF

Base
EXP

Rage Mode

Shock Trooper

Mission 2-2; Mission 3200


1

60

28 10

15

Aura, Haste,
Endure

Shock Trooper
(Leader)

Mission 3-1; Mission 3700


2

60

28 10

15

Aura, Haste,
Endure

Physical Resistances
Enemy Variant

Ballistic Impact Piercing Cleaving

Shock Trooper

1.0

1.0

1.0

1.0

Shock Trooper (Leader) 1.0

1.0

1.0

1.0

Elemental Resistances
Enemy Variant
Fire Ice Lightning Water Earth Wind
Shock Trooper

2.0 1.0 1.0

1.0

1.0 1.0

Shock Trooper (Leader) 2.0 1.0 1.0

1.0

1.0 1.0

Status Resistances
Enemy Variant

Burn Freeze Shock Poison Stop DEF Reduction Stun

Shock Trooper

Shock Trooper (Leader) 0

Effect Resistances
Enemy Variant

Knockback Flinch

Shock Trooper

0-2

(When Leader) Damage=28% 0

Shock Trooper (Leader) 1

0-2

(When Leader) Damage=28% 0

Phantoma Harvest Pattern


Enemy Variant
Level 1-23
Shock Trooper

Level 24-52

Killsight Death Zantetsuken

Level 53+

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3

Shock Trooper (Leader) High Level 1

Sniper

Breaksight

High Level 2

High Level 3

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
Mission 3-Crimson

50

36 10

Physical Resistances
Ballistic Impact Piercing Cleaving

Elemental Resistances
Fire Ice Lightning Water Earth Wind

Status Resistances
Burn Freeze Shock Poison Stop DEF Reduction Stun

Effect Resistances
Knockback Flinch Breaksight Killsight Death Zantetsuken

18

Phantoma Harvest Pattern


Level 1-23 Level 24-52 Level 53+

Freak

Basic Information
Enemy Variant Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
Supersoldier Akkad Mission 4-1

20,000 300

250 300

42

Freak

Blast Site; Expert Trial 7-B 8,000

150

50 300

55

Freak

Mission 7-Crimson

40

30 300

38

1,800

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Supersoldier Akkad 0.3

1.0

1.0

1.0

Freak

0.3

1.0

1.0

1.0

Freak

0.3

1.3

1.3

1.3

Elemental Resistances
Enemy Variant
Fire

Ice

Lightning Water

Earth

Wind

Supersoldier Akkad Immune Immune Immune Immune Immune Immune


Freak

Immune Immune Immune Immune Immune Immune

Freak

Immune Immune Immune Immune Immune Immune

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction

Stun

Supersoldier Akkad 200 200

200

200

200 50

Immune

Freak

200 200

200

200

200 50

Immune

Freak

100 100

100

100

100 50

Immune

Effect Resistances
Enemy Variant Knockback Flinch

Breaksight

Killsight Death Zantetsuken

Supersoldier Akkad Immune

Immune Damage=1-6% 200

Immune Immune

Freak

Immune

Immune Damage=1-6% 200

Immune Immune

Freak

Immune

Immune Damage=1-6% 100

Immune Immune

Phantoma Harvest Pattern


Enemy Variant
Level 1-50

Level 51-80

Level 81+

Supersoldier Akkad Generic Enemy 2 Generic Enemy 3 Generic Enemy 4


Freak

High Level 2

Freak

Generic Enemy 2 Generic Enemy 3 Generic Enemy 4

Militesi Coeurl

High Level 3

High Level 4

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP
Mission 2-3; Mission 3-1 120

100

60 0

Rage Mode
Aura, Haste, Endure

Physical Resistances
Ballistic Impact Piercing Cleaving
0.3

1.0

1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth Wind
1.5 0.7 0.7

0.7

0.7 0.7

Status Resistances
Burn Freeze Shock Poison Stop DEF Reduction Stun
0

Effect Resistances
Knockback Flinch
1

Breaksight

Killsight Death Zantetsuken

(When Leader) Damage=19% 0

Phantoma Harvest Pattern


Level 1-23
Level 24-52

Level 53+

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3

Airborne Trooper

Basic Information
Enemy Variant

Recommended
Locations

Base
MGK
ATK MGK DEF
HP
DEF

Base
EXP

Rage Mode

Airborne Trooper

Mission 4-1; Mission 61,200


1

40

40 30

14

Aura, Haste,
Endure

Airborne Trooper
(Leader)

Mission 4-1; Mission 61,900


1

40

40 30

18

Aura, Haste,
Endure

Physical Resistances
Enemy Variant

Ballistic Impact Piercing Cleaving

Airborne Trooper

0.75

1.0

1.0

1.0

Airborne Trooper (Leader) 0.75

1.0

1.0

1.0

Elemental Resistances
Enemy Variant

Fire Ice Lightning Water Earth Wind

Airborne Trooper

1.0 1.0 1.5

1.0

1.0 1.0

Airborne Trooper (Leader) 1.0 1.0 1.5

1.0

1.0 1.0

Status Resistances
Enemy Variant

Burn Freeze Shock Poison Stop DEF Reduction Stun

Airborne Trooper

Airborne Trooper (Leader) 30

Immune 0

30

Immune 30

20

30

Effect Resistances
Enemy Variant Knockback Flinch

Breaksight

Killsight Death Zantetsuken

Airborne Trooper 0.4

2-3

(All Instances Other Than Endless


Spawn) Damage28%

Airborne Trooper
0.4
(Leader)

2-3

(All Instances Other Than Endless


Spawn) Damage28%

30

50

Phantoma Harvest Pattern


Enemy Variant
Level 1-23
Airborne Trooper

Level 53+

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3

Airborne Trooper (Leader) High Level 1

Nymurod

Level 24-52

High Level 2

High Level 3

Basic Information
Enemy Variant

Recommended
Locations

Base
ATK MGK DEF
HP

MGK
DEF

Base
EXP

Rage Mode

Nymurod

Mission 1-1; Mission 2-2 1,000

36

72 10

10

Aura, Haste,
Endure

Nymurod
(Leader)

Mission 1-1; Mission 2-2 3,800

36

72 10

13

Aura, Haste,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Nymurod

0.8

1.0

1.0

1.0

Nymurod (Leader) 0.8

1.0

1.0

1.0

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Nymurod

1.0 1.0 1.5

1.0

1.0 1.0

Nymurod (Leader) 1.0 1.0 1.5

1.0

1.0 1.0

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction
Nymurod

Stun

Immune 50

50

Immune

Nymurod (Leader) 0

Immune 50

50

Immune

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Nymurod

0.2

Damage=28% 50

Nymurod (Leader) 0.2

Damage=28% 50

50

Phantoma Harvest Pattern


Enemy Variant
Level 1-23
Nymurod

Level 53+

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3

Nymurod (Leader) High Level 1

Striker

Level 24-52

High Level 2

High Level 3

Basic Information
Enemy
Recommended Locations
Variant

Base
MGK
ATK MGK DEF
HP
DEF

Base
EXP

Rage Mode

Striker

Dominion of Rubrum (after Rubrum


takes back control); Mission 6-1

600

55

40 20

17

Aura, Haste,
Endure

Striker
(Leader)

Mission 2-3; Mission 6-1

1,950 65

40 20

23

Aura, Haste,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Striker

0.7

1.0

1.0

1.0

Striker (Leader) 0.7

1.0

1.0

1.0

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Striker

1.0 1.0 1.5

1.0

1.0 1.0

Striker (Leader) 1.0 1.0 1.5

1.0

1.0 1.0

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Striker

Immune 0

Striker (Leader) 0

Immune 0

Effect Resistances
Enemy Variant Knockback Flinch
Striker

Breaksight

Killsight Death Zantetsuken

0.5

(When Leader) Damage=28% 0

Striker (Leader) 0.5

(When Leader) Damage=28% 0

50

Phantoma Harvest Pattern


Enemy Variant
Level 1-23
Striker

Level 24-52

Level 53+

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3

Striker (Leader) High Level 1

High Level 2

High Level 3

Warrior

Basic Information

Recommended Locations

Enemy Variant

Base
MGK
ATK MGK DEF
HP
DEF

Base
EXP

Rage Mode

Warrior

Militesi Controlled Areas;


Mission 2-3

800

65

40 20

16

Aura, Haste,
Endure

Warrior (Leader)

Mission 1-1; Mission 2-3

1,500 75

40 20

24

Aura, Haste,
Endure

Second Lieutenant
Achman

Mission 2-Crimson

500

40 20

16

Aura, Haste,
Endure

65

Physical Resistances
Enemy Variant

Ballistic Impact Piercing Cleaving

Warrior

0.7

1.0

1.0

1.0

Warrior (Leader)

0.7

1.0

1.0

1.0

Second Lieutenant Achman 0.7

1.0

1.0

1.0

Elemental Resistances
Enemy Variant

Fire Ice Lightning Water Earth Wind

Warrior

1.0 1.0 1.5

1.0

1.0 1.0

Warrior (Leader)

1.0 1.0 1.5

1.0

1.0 1.0

Second Lieutenant Achman 1.0 1.0 1.5

1.0

1.0 1.0

Status Resistances
Enemy Variant

Burn Freeze Shock Poison Stop DEF Reduction Stun

Warrior

Immune 0

Warrior (Leader)

Immune 0

Second Lieutenant Achman 0

Immune 0

Effect Resistances
Enemy Variant

Knockback Flinch

Warrior

0.5

(When Leader) Damage=28% 0

Warrior (Leader)

0.5

(When Leader) Damage=28% 0

50

Second Lieutenant Achman 0.5

(When Leader) Damage=28% 0

80

15

Breaksight

Killsight Death Zantetsuken

Phantoma Harvest Pattern


Enemy Variant
Level 1-23(*Level 1-50) Level 24-52(*Level 51-80) Level 53+(*Level 81+)
Warrior

Generic Enemy 1

Generic Enemy 2

Generic Enemy 3

Warrior (Leader)

High Level 1

High Level 2

High Level 3

High Level 3*

High Level 4*

Second Lieutenant Achman High Level 2*

Prometheus

Basic Information
Enemy Variant

Base
MGK
ATK MGK DEF
HP
DEF

Recommended Locations

Prometheus

Dominion of Rubrum (after Rubrum


takes back control); Mission 5-1

900

Prometheus
(Leader)

Expert Trial 3-B

Lieutenant
Hamilton

Mission 2-2

40 20

19

Aura, Haste,
Endure

1,200 20

20

27

Aura, Haste,
Endure

2,600 60

40 20

27

Aura, Haste,
Endure

Physical Resistances
Enemy Variant
Ballistic Impact Piercing Cleaving
Prometheus

0.7

1.0

1.0

1.0

Prometheus (Leader) 2.5

2.5

2.5

2.5

Lieutenant Hamilton 0.7

1.0

1.0

1.0

Base
Rage Mode
EXP

Elemental Resistances
Enemy Variant
Fire Ice Lightning Water Earth Wind

50

Prometheus

1.0 1.0 1.5

1.0

1.0 1.0

Prometheus (Leader) 0.4 0.5 0.75

0.5

0.5 0.5

Lieutenant Hamilton 1.0 1.0 1.5

1.0

1.0 1.0

Status Resistances
Enemy Variant
Burn Freeze Shock Poison Stop DEF Reduction Stun
Prometheus

Immune 0

Prometheus (Leader) 0

Immune 0

Lieutenant Hamilton 0

Immune 0

Effect Resistances
Enemy Variant

Knockback Flinch

Prometheus

0.5

(When Leader) Damage=28% 0

Prometheus (Leader) 0.5

(When Leader) Damage=28% 0

50

Lieutenant Hamilton 0.5

(When Leader) Damage=28% 0

50

Phantoma Harvest Pattern


Enemy Variant
Level 1-23
Prometheus

Breaksight

Level 24-52

Killsight Death Zantetsuken

Level 53+

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3

Prometheus (Leader) High Level 1

High Level 2

High Level 3

Lieutenant Hamilton High Level 1

High Level 2

High Level 3

Striker Transport

Basic Information
Recommended Locations

Base HP ATK MGK DEF MGK DEF Base EXP

Mission 2-Crimson; Expert Trial 3-C 450

40

40 20

12

Physical Resistances
Ballistic Impact Piercing Cleaving
0.7

1.0

1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth Wind
1.0 1.0 1.5

1.0

1.0 1.0

Status Resistances
Burn Freeze Shock Poison Stop DEF Reduction Stun
0

Immune 0

Effect Resistances
Knockback Flinch
0.5

Breaksight

Killsight Death Zantetsuken

(When Leader) Damage=28% 0

Rage Mode
Aura, Haste, Endure

Phantoma Harvest Pattern


Level 1-23
Level 24-52

Level 53+

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3

Colossus

Basic Information
Enemy Variant

Recommended Locations

Base
ATK MGK DEF
HP

MGK
DEF

Base
EXP

Rage Mode

Colossus

Militesi Controlled Areas;


Mission 4-1

2,250

70

120 60

38

Aura,
Endure

Colossus

Mission 3-2; Expert Trial 7-C

3,800

80

120 60

36

Aura,
Endure

Colossus
(Leader)

Mission 3-2; Mission 4-1

2,500

80

120 60

40

Aura,
Endure

Colossus
(Leader)

Mission 2-Crimson; Expert Trial


3-A

4,500

80

120 60

36

Aura,
Endure

Major Odilon

Mission 3-1

2,500

80

120 58

42

Aura,
Endure

Campini Squad Expert Trial 5-C

4,000

120

90 60

36

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Colossus

0.75

1.0

0.75

0.75

Colossus

0.75

1.0

0.75

0.75

Colossus (Leader) 0.75

1.0

0.75

0.75

Colossus (Leader) 0.75

1.0

0.75

0.75

Major Odilon

0.75

1.0

1.0

0.75

Campini Squad

0.3

1.4

1.2

1.2

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Colossus

1.0 1.0 1.5

1.0

1.0 1.0

Colossus

1.0 1.0 1.5

1.0

1.0 1.0

Colossus (Leader) 1.0 1.0 1.5

1.0

1.0 1.0

Colossus (Leader) 1.0 1.0 1.5

1.0

1.0 1.0

Major Odilon

1.0 1.0 2.0

1.0

1.0 1.0

Campini Squad

0.4 0.6 Immune 0.9

1.0 1.0

Status Resistances
Enemy Variant Burn

Freeze

Shock

Poison

Stop

DEF Reduction

Stun

Colossus

50

50

50

Immune 50

20

100

Colossus

100

100

100

Immune 100

20

100

Colossus (Leader) 50

50

50

Immune 50

20

100

Colossus (Leader) 100

100

100

Immune 100

20

100

Major Odilon

Immune Immune Immune Immune Immune Immune

Immune

Aura,
Endure

Campini Squad

100

100

Effect Resistances
Enemy Variant Knockback Flinch

100

Immune 100

Breaksight

20

100

Killsight Death Zantetsuken

Colossus

0.2

5-6

Damage=19-28% 200

30

Colossus

0.2

5-6

Damage=19-28% 200

80

15

Colossus (Leader) 0.2

5-6

Damage=19-28% 200

50

Colossus (Leader) 0.2

5-6

Damage=19-28% 200

80

15

Major Odilon

0.2

5-6

Damage=19-28% Immune 80

15

Campini Squad

0.2

5-6

Damage=19-28% 200

15

80

Phantoma Harvest Pattern


Enemy Variant Level 1-23(*Level 1-50) Level 24-52(*Level 51-80) Level 53+(*Level 81+)
Colossus

Generic Enemy 1

Generic Enemy 2

Generic Enemy 3

Colossus

High Level 2*

High Level 3*

High Level 4*

Colossus (Leader) High Level 1

High Level 2

High Level 3

Colossus (Leader) High Level 2*

High Level 3*

High Level 4*

Major Odilon

High Level 1

High Level 2

High Level 3

Campini Squad

High Level 2*

High Level 3*

High Level 4*

Helldiver

Basic Information

Enemy Variant Recommended Locations

Base
ATK MGK DEF
HP

MGK
DEF

Base
EXP

Rage Mode

Helldiver

Mission 6-1; Mission 6Crimson

1,350

90

50 10

32

Aura, Haste,
Endure

Helldiver
(Leader)

Mission 6-1; Mission 6Crimson

3,400

90

50 10

36

Aura, Haste,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Helldiver

0.7

1.0

1.0

1.0

Helldiver (Leader) 0.7

1.0

1.0

1.0

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Helldiver

1.0 1.0 1.5

1.0

Immune 1.3

Helldiver (Leader) 1.0 1.0 1.5

1.0

Immune 1.3

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Helldiver

Immune 0

Helldiver (Leader) 0

Immune 0

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Helldiver

0.1

Damage=19% 0

50

Helldiver (Leader) 0.1

Damage=19% 0

50

Phantoma Harvest Pattern


Enemy Variant Level 1-23(*Level 1-50) Level 24-52(*Level 51-80) Level 53+(*Level 81+)
Helldiver

Generic Enemy 1

Helldiver (Leader) High Level 2*

Blackburn

Generic Enemy 2

Generic Enemy 3

High Level 3*

High Level 4*

Basic Information

Enemy Variant

Recommended
Locations

Base
MGK
ATK MGK DEF
HP
DEF

Base
EXP

Rage Mode

Colonel Faith

Mission 5-1

3,750 90

65 10

Aura, Haste,
Endure

Colonel Faith

Expert Trial 5-D; Expert


Trial 7-J

4,250 120

65 10

36

Aura, Haste,
Endure

Unidentified MA
(Colonel Faith)

Mission 8-1

1,300 65

65 10

36

Aura, Haste,
Endure

Physical Resistances
Enemy Variant

Ballistic Impact Piercing Cleaving

Colonel Faith

0.7

1.0

1.0

1.0

Colonel Faith

0.7

1.0

1.0

1.0

Unidentified MA (Colonel Faith) 0.7

1.0

1.0

1.0

Elemental Resistances
Enemy Variant

Fire Ice Lightning Water Earth Wind

Colonel Faith

1.0 1.0 1.5

1.0

Immune 1.3

Colonel Faith

1.0 1.0 1.5

1.0

Immune 1.3

Unidentified MA (Colonel Faith) 1.0 1.0 1.5

1.0

Immune 1.3

Status Resistances
Enemy Variant

Burn

Freeze

Shock

Poison

Stop

DEF Reduction

Stun

Colonel Faith

Immune Immune Immune Immune Immune 50

Immune

Colonel Faith

Immune Immune Immune Immune Immune 50

Immune

Unidentified MA (Colonel Faith) Immune Immune Immune Immune Immune 50

Immune

Effect Resistances
Enemy Variant

Knockback Flinch Breaksight Killsight Death Zantetsuken

Colonel Faith

0.1

Damage=6% Immune Immune Immune

Colonel Faith

0.1

Damage=6% Immune Immune 10

Unidentified MA (Colonel Faith) 0.1

Damage=6% Immune Immune 10

Phantoma Harvest Pattern


Enemy Variant

Level 1-23 Level 24-52 Level 53+

Colonel Faith

Colonel Faith

Unidentified MA (Colonel Faith)

Gabriel

Basic Information
Enemy Variant Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
General Bashtar Mission 2-3

3,500

100

56 50

46

General Bashtar Mission 7-2

6,000

165

64 50

50

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving

General Bashtar 1.0

1.0

1.0

1.0

General Bashtar 0.5

1.0

0.5

0.5

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
General Bashtar 1.0 1.0 1.5

1.0

Immune 1.8

General Bashtar 1.0 1.0 1.5

1.0

Immune 1.8

Status Resistances
Enemy Variant Burn

Freeze

Shock

Poison

Stop

DEF Reduction

Stun

General Bashtar Immune Immune Immune Immune Immune Immune

Immune

General Bashtar Immune Immune Immune Immune Immune Immune

Immune

Effect Resistances
Enemy Variant Knockback Flinch

Breaksight

Killsight Death Zantetsuken

General Bashtar 1

Damage=3-6% Immune Immune Immune

General Bashtar 1

Damage=3-6% Immune Immune Immune

Phantoma Harvest Pattern


Enemy Variant Level 1-23 Level 24-52 Level 53+
General Bashtar

General Bashtar

Gabriel (Omega Model)

Basic Information

Enemy Variant

Unidentified MA
(Colonel Faith)
Physical Resistances
Enemy Variant

Recommended
Locations
Mission 8-1

1,300 65

1.0

1.0

36

Aura, Haste,
Endure

1.0

Burn

Freeze

1.0

Shock

Immune 1.3

Poison

Stop

DEF Reduction

Unidentified MA (Colonel Faith) Immune Immune Immune Immune Immune 50


Effect Resistances
Enemy Variant

Rage Mode

Fire Ice Lightning Water Earth Wind

Unidentified MA (Colonel Faith) 1.0 1.0 1.5


Status Resistances
Enemy Variant

65 10

Base
EXP

Ballistic Impact Piercing Cleaving

Unidentified MA (Colonel Faith) 0.7


Elemental Resistances
Enemy Variant

Base
MGK
ATK MGK DEF
HP
DEF

Stun
Immune

Knockback Flinch Breaksight Killsight Death Zantetsuken

Unidentified MA (Colonel Faith) 0.1


Phantoma Harvest Pattern
Enemy Variant

Damage=6% Immune Immune 10

Level 1-23 Level 24-52 Level 53+

Unidentified MA (Colonel Faith)

Vajra

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
Mission 4-1

6,000

120

Physical Resistances
Ballistic Impact Piercing Cleaving
0.5

1.25 1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth Wind
0.75 0.75 1.25

0.75 0.75 0.75

20 50

58

Status Resistances
Burn Freeze Shock

Poison

Stop

DEF Reduction

Immune Immune Immune Immune Immune Immune

Stun
Immune

Effect Resistances
Knockback Flinch Breaksight Killsight Death Zantetsuken
Immune

Damage=5% Immune Immune Immune

Phantoma Harvest Pattern


Level 1-23 Level 24-52 Level 53+

Dinsleif

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
Mission 1-1

4,500

60

100 30

50

Aura, Endure

Physical Resistances
Ballistic Impact Piercing Cleaving
1.0

1.0

1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth Wind
1.0 1.0 1.5

1.0

Status Resistances
Burn Freeze Shock

1.0 1.0

Poison

Stop

DEF Reduction

Immune Immune Immune Immune Immune 50


Effect Resistances
Knockback Flinch Breaksight
Immune

Balmung

Immune

Killsight Death Zantetsuken

Damage=9-13% Immune Immune 3

Phantoma Harvest Pattern


Level 1-23 Level 24-52 Level 53+

Stun

Basic Information
Recommended Locations

Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode

Mission 6-1; Mission 3-Crimson 2,750

100

100 30

34

Physical Resistances
Ballistic Impact Piercing Cleaving
1.0

1.0

1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth Wind
1.0 1.0 1.5

1.0

Status Resistances
Burn Freeze Shock

1.0 1.0

Poison

Stop

DEF Reduction

Immune Immune Immune Immune Immune 50

Stun
Immune

Effect Resistances
Knockback Flinch Breaksight Killsight Death Zantetsuken
Immune

Damage=6% Immune Immune 20

Aura, Endure

Phantoma Harvest Pattern


Level 1-50 Level 51-80 Level 81+
High Level 2 High Level 3 High Level 4

Brionac

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
Mission 3-2

2,750

255

Physical Resistances
Ballistic Impact Piercing Cleaving
0.75

1.0

1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth Wind
2.0 2.0 2.0

1.0

1.0 1.0

20 70

53

Status Resistances
Burn Freeze Shock

Poison

Stop

DEF Reduction

Immune Immune Immune Immune Immune Immune


Effect Resistances
Knockback Flinch
Immune

Stun
Immune

Breaksight Killsight Death Zantetsuken

Immune Damage=3% Immune Immune Immune

Phantoma Harvest Pattern


Level 1-23 Level 24-52 Level 53+

Martinet

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
Mission 3-1; Mission 3-2 60

60

80 0

Physical Resistances
Ballistic Impact Piercing Cleaving
0.75

1.0

1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth Wind
1.0 1.0 1.5

1.0

1.0 1.0

Status Resistances
Burn Freeze Shock Poison Stop DEF Reduction Stun
0

Immune 0

Effect Resistances
Knockback Flinch
0.33

Breaksight

Panjandrum

Killsight Death Zantetsuken

Only Killsight Appears 0

Phantoma Harvest Pattern


Level 1-23 Level 24-52 Level 53+

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
Mission 3-1; Mission 3-2 120

60

80 0

Physical Resistances
Ballistic Impact Piercing Cleaving
0.75

1.0

1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth Wind
1.0 0.75 1.5

0.75 0.75 0.75

Status Resistances
Burn Freeze Shock Poison Stop DEF Reduction Stun
0

Immune 0

Effect Resistances
Knockback Flinch
0.33

Breaksight

Killsight Death Zantetsuken

Only Killsight Appears 0

Phantoma Harvest Pattern


Level 1-23 Level 24-52 Level 53+

Nomad

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
Mission 3-2; Expert Trial 5-D 200

20

Physical Resistances
Ballistic Impact Piercing Cleaving
0.75

1.0

1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth Wind
1.0 1.0 1.0

1.0

1.0 1.0

100 0

Status Resistances
Burn Freeze Shock Poison Stop DEF Reduction Stun
0

Immune 0

Effect Resistances
Knockback Flinch
0.33

Breaksight

Killsight Death Zantetsuken

Only Killsight Appears 0

Phantoma Harvest Pattern


Level 1-23 Level 24-52 Level 53+

Mid-sized Carrier

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP
Mission 2-3; Mission 4-1 800

60

100 10

13

Rage Mode
Aura, Haste, Endure

Physical Resistances
Ballistic Impact Piercing Cleaving
0.8

0.8

0.8

0.8

Elemental Resistances
Fire Ice Lightning Water Earth Wind
1.0 1.0 2.0

1.0

Status Resistances
Burn Freeze Shock

1.0 1.5

Poison

Stop

DEF Reduction

Immune Immune Immune Immune Immune Immune

Stun
Immune

Effect Resistances
Knockback Flinch Breaksight Killsight Death Zantetsuken
Immune

Damage=28% Immune 0

Phantoma Harvest Pattern


Level 1-23
Level 24-52

Level 53+

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3

Dracoknight

Basic Information
Enemy Variant

Recommended
Locations

Base
ATK MGK DEF
HP

MGK
DEF

Base
EXP

Rage Mode

Dracoknight

Mission 5-2; Mission 7-1 240

50

28 10

11

Aura, Haste,
Endure

Coastal
Warden

Innsmouth Coast

1,500

50

28 10

11

Aura, Haste,
Endure

Tonogiri

Mission 7-1

2,000

80

25 100

28

Aura, Haste,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Dracoknight

1.0

1.0

1.0

1.0

Coastal Warden 1.0

1.0

1.0

1.0

Tonogiri

1.25 1.25

0.12

1.0

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind

Dracoknight

2.0 1.0 1.0

1.0

1.0 1.0

Coastal Warden 2.0 1.0 1.0

1.0

1.0 1.0

Tonogiri

0.12 0.12 0.12

0.25 0.12 0.12

Status Resistances
Enemy Variant Burn Freeze Shock Poison
Dracoknight

Stop

DEF Reduction

Coastal Warden 0

Immune 0

Immune

Tonogiri

Effect Resistances
Enemy Variant Knockback Flinch
Dracoknight

0-2

Stun
0

Breaksight

Killsight Death Zantetsuken

(When Leader) Damage=28% 0

Coastal Warden Immune

Immune (When Leader) Damage=28% Immune Immune Immune

Tonogiri

0-2

Phantoma Harvest Pattern


Enemy Variant
Level 1-50
Dracoknight

(When Leader) Damage=28% 0

Level 51-80

Level 81+

High Level 2

High Level 3

High Level 4

Coastal Warden High Level 2

High Level 3

High Level 4

Tonogiri

Wingvern

Argent Phantoma Argent Phantoma Argent Phantoma

Immune Immune

Basic Information
Enemy Variant

Base
ATK MGK DEF
HP

Recommended Locations

MGK
DEF

Base
EXP

Rage Mode

Wingvern

Mission 5-2; Mission 7-1

1,200

80

60 30

18

Aura,
Endure

Wingvern

Mission 8-1

1,200

80

60 30

18

Aura,
Endure

Wingvern
(Leader)

Mission 5-2; Expert Trial 71,500


E

90

70 30

18

Aura,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Wingvern

0.75

1.0

1.0

1.0

Wingvern

0.75

1.0

1.0

1.0

Wingvern (Leader) 0.75

1.0

1.0

1.0

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind

Wingvern

1.8 1.3 1.3

1.3

Immune 1.5

Wingvern

1.5 1.0 1.0

1.0

Immune 1.5

Wingvern (Leader) 1.2 0.8 0.8

0.8

Immune 1.2

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction

Stun

Wingvern

30

30

50

30

20

Immune

Wingvern

30

30

50

30

20

Immune

Wingvern (Leader) 30

30

50

30

20

Immune

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Wingvern

0.1

Damage=28% 30

80

Wingvern

0.1

Damage=28% 30

80

Wingvern (Leader) 0.1

Damage=28% 30

80

Phantoma Harvest Pattern


Enemy Variant
Level 1-50

Level 51-80

Level 81+

Wingvern

Generic Enemy 2 Generic Enemy 3 Generic Enemy 4

Wingvern

Generic Enemy 2 Generic Enemy 3 Generic Enemy 4

Wingvern (Leader) High Level 2

Skyvern

High Level 3

High Level 4

Basic Information
Enemy
Recommended Locations
Variant

Base
MGK
ATK MGK DEF
HP
DEF

Base
EXP

Rage
Mode

Skyvern

Expert Trial 7-K; Expert Trial 7-L

1,600

80

60 30

18

Aura,
Endure

Skyvern

Expert Trial 7-L

15,000 80

60 30

18

Aura,
Endure

Lesser
Lopros

Dragon Sanctuary (Plains); Roshana


Province (Plains)

2,000

60 30

18

Aura,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Skyvern

0.75

1.0

1.0

1.0

Skyvern

0.4

1.0

1.0

1.0

1.0

1.0

1.0

Lesser Lopros 0.75

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind

80

Skyvern

1.8 1.3 1.3

1.3

Immune 1.5

Skyvern

0.8 0.5 0.5

0.5

Immune 0.8

Lesser Lopros 1.8 1.3 1.3

1.3

Immune 1.5

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction

Stun

Skyvern

30

30

50

30

20

Immune

Skyvern

30

30

50

30

20

Immune

Lesser Lopros 30

30

50

30

20

Immune

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Skyvern

0.1

Damage=28% 30

80

Skyvern

0.1

Damage=2% 30

80

Lesser Lopros 0.1

Damage=28% 30

80

Phantoma Harvest Pattern


Enemy Variant
Level 1-50

Level 51-80

Level 81+

Skyvern

Generic Enemy 2 Generic Enemy 3 Generic Enemy 4

Skyvern

High Level 2

High Level 3

High Level 4

Lesser Lopros Generic Enemy 2 Generic Enemy 3 Generic Enemy 4


Dropped Items
Enemy Variant

Item 1

Item 2

Skyvern

Skyvern

Lesser Lopros Beast Flesh (50%), Dragon Fangs Beast Horn (50%), Dragon Fangs

Diepvern

Basic Information
Enemy
Recommended
Variant
Locations

Base
MGK
ATK MGK DEF
HP
DEF

Base
EXP

Rage Mode

80 100

26

(Only when HP is down to


20%) Aura, Endure

Mission 7-1; Expert Trial


1,500 90
7-K

80 50

26

(Only when HP is down to


20%) Aura, Endure

Mission 5-Crimson;
Expert Trial 7-F

80 50

26

(Only when HP is down to


20%) Aura, Endure

Mikazuchi

Mission 5-2

Diepvern
Diepvern

2,500 90

2,500 90

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Mikazuchi

0.75

0.7

0.7

0.7

Diepvern

0.75

0.7

0.7

0.7

Diepvern

0.6

0.7

0.7

0.7

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind

Mikazuchi

1.8 1.3 1.3

1.3

1.0 1.5

Diepvern

1.8 1.3 1.3

1.3

1.0 1.5

Diepvern

1.2 0.8 0.8

0.8

0.8 1.2

Status Resistances
Enemy Variant Burn

Freeze

Shock

Poison

Stop

DEF Reduction Stun

Mikazuchi

Immune Immune Immune Immune Immune Immune

100

Diepvern

30

30

50

30

20

30

Diepvern

30

30

50

30

20

30

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Mikazuchi

0.1

Damage=19% Immune 200

15

Diepvern

0.1

Damage=19% 30

150

10

Diepvern

0.1

Damage=19% 30

150

15

Phantoma Harvest Pattern


Enemy Variant Level 1-50 Level 51-80 Level 81+
Mikazuchi

High Level 2 High Level 3 High Level 4

Diepvern

High Level 2 High Level 3 High Level 4

Diepvern

High Level 2 High Level 3 High Level 4

Brontovern

Basic Information
Enemy
Recommended
Variant
Locations

Base
MGK
ATK MGK DEF
HP
DEF

Base
EXP

Rage Mode

Diepvern

Expert Trial 7-L

18,000 90

80 50

30

(Only when HP is down to


20%) Aura, Endure

Gouten

Expert Trial 7-K

3,400

80 50

28

(Only when HP is down to


20%) Aura, Endure

90

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Diepvern

0.6

0.7

0.7

0.7

Gouten

0.75

0.7

0.7

0.7

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Diepvern

1.2 0.8 0.8

0.8

0.8 1.2

Gouten

1.8 1.3 1.3

1.3

1.0 1.5

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Diepvern

30

30

50

30

20

30

30

30

50

30

20

30

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Diepvern

0.1

Damage=2% 30

200

15

Gouten

0.1

Damage=19% 30

80

15

Phantoma Harvest Pattern


Enemy Variant Level 1-50 Level 51-80 Level 81+
Diepvern

High Level 2 High Level 3 High Level 4

Gouten

High Level 2 High Level 3 High Level 4

Flyvern

Basic Information
Enemy Variant Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
Flyvern

Mission 5-2

10,000 100

70 60

28

Sanzashi

Mission 5-2

1,200

100 100

Flyvern

Expert Trial 7-A

10,000 89

60 60

36

Dragonier

Expert Trial 7-A

1,200

100 100

Kaze

Expert Trial 7-L

20,000 85

60 60

36

Zenn

Expert Trial 7-L

2,400

100 100

Flyvern

Mission 5-Crimson

10,000 90

60 60

30

Konoha

Mission 5-Crimson

1,200

100 100

42

46

44

42

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Flyvern

0.5

0.5

0.5

0.5

Sanzashi

1.0

1.0

1.0

1.0

Flyvern

0.5

0.5

0.5

0.5

Dragonier

1.0

1.0

1.0

1.0

Kaze

0.5

0.5

0.5

0.5

Zenn

1.0

1.0

1.0

1.0

Flyvern

0.5

0.5

0.5

0.5

Konoha

1.0

1.0

1.0

1.0

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Flyvern

0.25 0.25 0.25

0.25 0.25 0.33

Sanzashi

1.0 1.0 1.0

1.0

Flyvern

0.25 0.25 0.25

0.25 0.25 0.33

1.0 1.0

Dragonier

1.0 1.0 1.0

1.0

Kaze

0.25 0.25 0.25

0.25 0.25 0.33

Zenn

1.0 1.0 1.0

1.0

Flyvern

0.25 0.25 0.25

0.25 0.25 0.33

Konoha

1.0 1.0 1.0

1.0

Status Resistances
Enemy Variant Burn

Freeze

Shock

1.0 1.0

1.0 1.0

1.0 1.0

Poison

Stop

DEF Reduction

Stun

Flyvern

Immune Immune Immune Immune Immune 20

Immune

Sanzashi

Immune Immune Immune Immune Immune Immune

Immune

Flyvern

Immune Immune Immune Immune Immune 20

Immune

Dragonier

Immune Immune Immune Immune Immune Immune

Immune

Kaze

Immune Immune Immune Immune Immune 20

Immune

Zenn

Immune Immune Immune Immune Immune Immune

Immune

Flyvern

Immune Immune Immune Immune Immune 20

Immune

Konoha

Immune Immune Immune Immune Immune Immune

Immune

Effect Resistances
Enemy Variant Knockback Flinch

Breaksight

Killsight Death Zantetsuken

Flyvern

Immune

99

Damage=1-6% Immune Immune 25

Sanzashi

Immune

99

Damage=1-6% Immune Immune 20

Flyvern

Immune

99

Damage=1-6% Immune Immune 25

Dragonier

Immune

99

Damage=1-6% Immune Immune 19

Kaze

Immune

99

Damage=1-6% Immune Immune 25

Zenn

Immune

99

Damage=1-6% Immune Immune 20

Flyvern

Immune

99

Damage=1-6% Immune Immune 25

Konoha

Immune

99

Phantoma Harvest Pattern


Enemy Variant
Level 1-50

Damage=1-6% Immune Immune 20

Level 51-80

Level 81+

Flyvern

Generic Enemy 2 Generic Enemy 3 Generic Enemy 4

Sanzashi

Generic Enemy 2 Generic Enemy 3 Generic Enemy 4

Flyvern

High Level 2

High Level 3

High Level 4

Dragonier

High Level 2

High Level 3

High Level 4

Kaze

High Level 2

High Level 3

High Level 4

Zenn

High Level 2

High Level 3

High Level 4

Flyvern

High Level 2

High Level 3

High Level 4

Konoha

High Level 2

High Level 3

High Level 4

Shinryu Celestia

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode

Mission 5-2

20,000 120

100 100

62

Physical Resistances
Ballistic Impact Piercing Cleaving
0.5

0.7

0.7

0.7

Elemental Resistances
Fire Ice Lightning Water Earth Wind
1.0 1.0 1.0

1.0

1.0 1.0

Status Resistances
Burn Freeze Shock Poison
Immune Immune Immune 50

Stop

DEF Reduction

Immune Immune

Stun
Immune

Effect Resistances
Knockback Flinch Breaksight Killsight Death Zantetsuken
Immune

99

Damage=1% Immune Immune Immune

Phantoma Harvest Pattern


Level 1-23 Level 24-52 Level 53+

Dracobaltian

Basic Information
Enemy Variant

Recommended
Locations

Base
ATK MGK DEF
HP

MGK
DEF

Base
EXP

Rage Mode

Dracobaltian

Mission 5-2; Expert Trial


250
7-A

50

28 10

12

Aura, Haste,
Endure

Dracobaltian
(Large)

Mission 8-1

50

28 10

16

Aura, Haste,
Endure

1,000

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Dracobaltian

1.0

1.0

1.0

1.0

Dracobaltian (Large) 1.0

1.0

1.0

1.0

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Dracobaltian

1.5 1.0 1.0

1.0

1.0 1.0

Dracobaltian (Large) 1.5 1.0 1.0

1.0

1.0 1.0

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Dracobaltian

Dracobaltian (Large) 0

Effect Resistances
Enemy Variant Knockback Flinch
Dracobaltian

Breaksight

Killsight Death Zantetsuken

Only Killsight Appears 0

Dracobaltian (Large) 1

Only Killsight Appears 0

Phantoma Harvest Pattern


Enemy Variant
Level 1-50
Dracobaltian

Level 81+

Generic Enemy 2 Generic Enemy 3 Generic Enemy 4

Dracobaltian (Large) High Level 2

Channelgate

Level 51-80

High Level 3

High Level 4

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
Mission 2-3

2,000

40

100 150

Physical Resistances
Ballistic Impact Piercing Cleaving
1.0

1.0

1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth Wind
1.0 1.0 1.0

1.0

Status Resistances
Burn Freeze Shock

1.0 1.0

Poison

Stop

DEF Reduction

Immune Immune Immune Immune Immune Immune


Effect Resistances
Knockback Flinch Breaksight Killsight Death Zantetsuken

Immune Immune Immune

Phantoma Harvest Pattern


Level 1-23 Level 24-52 Level 53+

Golem

Stun
Immune

Basic Information
Enemy Variant Recommended Locations

Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode

Golem

Mission 2-3; Mission 2-Crimson 20,000 200 10

150 150

Golem

Mission 8-1

3,500

200 10

80 130

31

Golem

Mission 7-Crimson

2,800

80 10

40 130

36

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Golem

0.2

0.2

0.3

0.2

Golem

0.2

0.2

0.2

0.2

Golem

1.2

1.2

1.5

1.2

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Golem

0.4 0.4 0.4

0.4

Immune 0.4

Golem

0.4 0.4 0.4

0.4

Immune 0.4

Golem

0.4 0.4 0.4

Status Resistances
Enemy Variant Burn

Freeze

0.4

Shock

Immune 0.4

Poison

Stop

DEF Reduction

Stun

Golem

Immune Immune Immune Immune Immune Immune

Immune

Golem

Immune Immune Immune Immune Immune Immune

Immune

Golem

Immune Immune Immune Immune Immune Immune

Immune

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Golem

0.04

98

Damage=1% Immune Immune Immune

Golem

0.04

98

Damage=1% Immune Immune Immune

Golem

0.04

98

Damage=1% Immune Immune Immune

Phantoma Harvest Pattern


Enemy Variant Level 1-23 Level 24-52 Level 53+
Golem

Golem

Golem

Hundlegs

Basic Information
Enemy
Recommended Locations
Variant

Base
ATK MGK DEF
HP

MGK
DEF

Base
EXP

Rage Mode

Hundlegs

Rubrum Region; Mission 380


2

40

20 0

Aura, Haste,
Endure

Pricklepede

Expert Trial 7-L

40

20 0

Aura, Haste,
Endure

80

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Hundlegs

1.0

1.0

1.0

1.0

Pricklepede

1.0

1.0

1.0

1.0

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Hundlegs

2.0 1.0 1.0

1.0

1.0 1.0

Pricklepede

1.0 1.0 1.0

1.0

1.0 1.0

Status Resistances
Enemy Variant Burn

Freeze
0

Shock
0

Poison

Pricklepede

Immune Immune Immune Immune Immune Immune

Breaksight

DEF Reduction

Hundlegs

Effect Resistances
Enemy Variant Knockback Flinch

Stop

Stun
0
Immune

Killsight Death Zantetsuken

Hundlegs

1.43

Only Killsight Appears 0

Pricklepede

1.43

Only Killsight Appears Immune 0

Phantoma Harvest Pattern


Enemy Variant Level 1-23(*Level 1-50) Level 24-52(*Level 51-80) Level 53+(*Level 81+)
Hundlegs

Generic Enemy 1

Generic Enemy 2

Generic Enemy 3

Pricklepede

Generic Enemy 2*

Generic Enemy 3*

Generic Enemy 4*

Dropped Items
Enemy Variant

Item 1

Item 2

Hundlegs

Insect Oil (25%)

Pricklepede

Ankheg

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP
Jubanla Region; Mission 3-1 85

42

22 0

Physical Resistances
Ballistic Impact Piercing Cleaving
1.0

1.0

1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth Wind
2.0 1.0 1.0

1.0

1.0 1.0

Status Resistances
Burn Freeze Shock Poison Stop DEF Reduction Stun
0

Effect Resistances
Knockback Flinch
1.43

Breaksight

Killsight Death Zantetsuken

Only Killsight Appears 0

Rage Mode
Aura, Haste, Endure

Phantoma Harvest Pattern


Level 1-23
Level 24-52

Level 53+

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3


Dropped Items
Item 1
Item 2
Insect Oil (25%)

Capparwire

Basic Information
Enemy
Recommended Locations
Variant

Base
ATK MGK DEF
HP

MGK
DEF

Base
EXP

Rage Mode

Capparwire

Togoreth Region; Expert Trial


150
7-C

60

20 0

12

Aura, Haste,
Endure

Thorndrake

Expert Trial 7-F

60

20 10

Aura, Haste,
Endure

150

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving

Capparwire

1.0

1.0

1.0

1.0

Thorndrake

1.0

1.0

1.0

1.0

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Capparwire

2.0 1.0 1.0

1.0

1.0 1.0

Thorndrake

2.0 1.0 1.0

1.0

1.0 1.0

Status Resistances
Enemy Variant Burn

Freeze
0

Shock
0

Poison

Thorndrake

Immune Immune Immune Immune Immune Immune

Breaksight

DEF Reduction

Capparwire

Effect Resistances
Enemy Variant Knockback Flinch

Stop

Stun
0
Immune

Killsight Death Zantetsuken

Capparwire

2.5

Only Killsight Appears 0

Thorndrake

2.5

Only Killsight Appears Immune 0

Phantoma Harvest Pattern


Enemy Variant Level 1-23(*Level 1-50) Level 24-52(*Level 51-80) Level 53+(*Level 81+)
Capparwire

Generic Enemy 1

Generic Enemy 2

Generic Enemy 3

Thorndrake

Generic Enemy 2*

Generic Enemy 3*

Generic Enemy 4*

Dropped Items
Enemy Variant

Item 1

Item 2

Capparwire

Tree Sap (25%)

Thorndrake

Mandragora

Basic Information

Recommended Locations

Base
MGK
ATK MGK DEF
HP
DEF

Old Lorica Region (After Chpt. 4 Free Time 2);


50
Mission 8-1

60

20 0

Physical Resistances
Ballistic Impact Piercing Cleaving
1.0

1.0

1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth Wind
2.0 1.0 1.0

1.0

1.0 1.0

Status Resistances
Burn Freeze Shock Poison Stop DEF Reduction Stun
0

Effect Resistances
Knockback Flinch

Breaksight

Killsight Death Zantetsuken

Base
EXP
15

Rage Mode
Aura, Haste,
Endure

2.5

Only Killsight Appears 0

Phantoma Harvest Pattern


Level 1-23
Level 24-52

Level 53+

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3


Dropped Items
Item 1
Item 2
Tree Sap (25%)

Flame Flan

Basic Information
Enemy
Recommended
Variant
Locations

Base
ATK MGK DEF
HP

MGK
DEF

Base
EXP

Rage Mode

Mission 3-1

400

60

70 0

13

Aura, Haste,
Endure

Crme Brle Mission 5-2

400

60

70 0

13

Aura, Haste,
Endure

Flame Flan

Inferno

Jubanla Region

2,750

80

80 0

Aura, Haste,
Endure

18

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Flame Flan

0.05

0.15 0.15

0.15

Crme Brle 0.05

0.15 0.15

0.15

Inferno

0.15 0.15

0.15

0.05

Elemental Resistances
Enemy Variant
Fire
Flame Flan

Ice Lightning Water

Earth

Wind

0.75 (Absorb) 2.0 1.0

1.0

0.5

0.5

Crme Brle 0.75 (Absorb) 2.0 1.0

1.0

0.5

0.5

Inferno

0.75 (Absorb) 2.0 Immune Immune Immune Immune

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Flame Flan

Immune 0

Crme Brle Immune 0

Inferno

Immune 0

Effect Resistances
Enemy Variant Knockback Flinch
Flame Flan

Breaksight

Killsight Death Zantetsuken

1-3

Only in Expert Trial 3-D; Damage=19% 0

Crme Brle 1

1-3

Inferno

1-3

Damage=19%

50

0.1

Phantoma Harvest Pattern


Enemy Variant Level 1-23(*Level 1-50) Level 24-52(*Level 51-80) Level 53+(*Level 81+)
Flame Flan

Fire Type 1

Fire Type 2

Fire Type 3

Crme Brle Fire Type 2*

Fire Type 3*

Fire Type 4*

Inferno

Fire Type 3

Fire Type 4

Fire Type 2

Dropped Items
Enemy Variant
Flame Flan

Item 2

Fire Shard (50%) Flan Ooze (25%)

Crme Brle
Inferno

Item 1

Flan Ooze (100%)

Bestiary Bestiary Part 2


Ice Flan

Basic Information
Enemy
Recommended Locations
Variant
Ice Flan

Rilochy Province (Plains)

Base
ATK MGK DEF
HP
400

60

70 0

MGK
DEF

Base
EXP
13

Rage Mode
Aura, Haste,
Endure

Blancmange

Mission 5-2

400

60

70 0

13

Aura, Haste,
Endure

Asmodeus

West Nesher District


(Snowfield)

2,750

120

80 0

18

Aura, Haste,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Ice Flan

0.05

0.15 0.15

0.15

Blancmange

0.05

0.15 0.15

0.15

Asmodeus

0.05

0.15 0.15

0.15

Elemental Resistances
Enemy Variant Fire

Ice

Lightning Water

Earth

Wind

Ice Flan

2.0 0.75 (Absorb) 1.0

1.0

0.5

0.5

Blancmange

2.0 0.75 (Absorb) 1.0

1.0

0.5

0.5

Asmodeus

2.0 0.75 (Absorb) Immune Immune Immune Immune

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Ice Flan

Immune 0

Blancmange

Immune 0

Asmodeus

Immune 0

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Ice Flan

1-3

Blancmange

1-3

Asmodeus

0.1

1-3

Damage=19% 0

50

Phantoma Harvest Pattern


Enemy Variant Level 1-23(*Level 1-50) Level 24-52(*Level 51-80) Level 53+(*Level 81+)
Ice Flan

Ice Type 1

Ice Type 2

Ice Type 3

Blancmange

Ice Type 2*

Ice Type 3*

Ice Type 4*

Asmodeus

Ice Type 2

Ice Type 3

Ice Type 4

Dropped Items
Enemy Variant

Item 1

Item 2

Ice Flan

Ice Shard (50%)

Flan Ooze (25%)

Blancmange

Asmodeus

Flan Ooze (100%)

Electric Flan

Basic Information
Enemy Variant

Electric Flan

Recommended
Locations

Iscah Region

Base
ATK MGK DEF
HP
400

60

70 0

MGK
DEF

Base
EXP
13

Rage Mode
Aura, Haste,

Endure
Gateau
Shockalot

Expert Trial 7-D

400

60

70 0

13

Aura, Haste,
Endure

Kukulcan

Blast Site

2,750

120

80 0

18

Aura, Haste,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Electric Flan

0.05

0.15 0.15

0.15

Gateau Shockalot 0.05

0.15 0.15

0.15

Kukulcan

0.15 0.15

0.15

0.05

Elemental Resistances
Enemy Variant Fire Ice
Electric Flan

Lightning

Water

Earth

Wind

1.75 1.5 0.75 (Absorb) 1.0

0.5

0.5

Gateau Shockalot 1.75 1.5 0.75 (Absorb) 1.0

0.5

0.5

Kukulcan

1.75 1.5 0.75 (Absorb) Immune Immune Immune

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Electric Flan

Immune 0

Gateau Shockalot 0

Immune 0

Kukulcan

Immune 0

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Electric Flan

1-3

Gateau Shockalot 1

1-3

Kukulcan

1-3

Damage=19% 0

50

0.1

Phantoma Harvest Pattern


Enemy Variant Level 1-23(*Level 1-50) Level 24-52(*Level 51-80) Level 53+(*Level 81+)
Electric Flan

Lightning Type 1

Lightning Type 2

Lightning Type 3

Gateau Shockalot Lightning Type 2*

Lightning Type 3*

Lightning Type 4*

Kukulcan

Lightning Type 3

Lightning Type 4

Lightning Type 2

Dropped Items
Enemy Variant
Electric Flan

Item 1

Item 2

Lightning Shard (50%) Flan Ooze (25%)

Gateau Shockalot

Kukulcan

Flan Ooze (100%)

Aqua Flan

Basic Information
Enemy
Recommended
Variant
Locations
Aqua Flan

Togoreth Region

Base
ATK MGK DEF
HP
400

60

70 0

MGK
DEF

Base
EXP
18

Rage Mode
Aura, Haste,

Endure
60

70 0

18

Aura, Haste,
Endure

Togoreth Region (Forest) 2,750

120

80 0

22

Aura, Haste,
Endure

Innsmouth Region

120

80 0

26

Aura, Haste,
Endure

Agave Syrup

Expert Trial 7-E

Zabaione
Megamarina

400

2,750

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Aqua Flan

0.05

0.15 0.15

0.15

Agave Syrup

0.05

0.15 0.15

0.15

Zabaione

0.05

0.15 0.15

0.15

Megamarina

0.05

0.15 0.15

0.15

Elemental Resistances
Enemy Variant Fire
Ice

Lightning

Aqua Flan

1.75 2.0

2.25

0.25 (Absorb) 0.5

0.5

Agave Syrup

1.5 1.75

2.0

0.25 (Absorb) 0.5

0.5

Zabaione

1.5 Immune 2.0

0.25 (Absorb) Immune Immune

Megamarina

1.5 1.75

0.25 (Absorb) Immune Immune

2.0

Water

Earth

Wind

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Aqua Flan

Immune 0

Agave Syrup

Immune 0

Zabaione

Immune 0

Megamarina

Immune 0

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Aqua Flan

1-3

Agave Syrup

1-3

Zabaione

0.1

1-3

Damage=19% 0

50

Megamarina

0.1

1-3

Damage=19% 0

50

Phantoma Harvest Pattern


Enemy Variant Level 1-23(*Level 1-50) Level 24-52(*Level 51-80) Level 53+(*Level 81+)
Aqua Flan

Generic Enemy 1

Generic Enemy 2

Generic Enemy 3

Agave Syrup

Generic Enemy 2*

Generic Enemy 3*

Generic Enemy 4*

Zabaione

High Level 1

High Level 2

High Level 3

Megamarina

High Level 1

High Level 2

High Level 3

Dropped Items
Enemy Variant

Item 1

Item 2

Aqua Flan

Ice Shard (50%)

Flan Ooze (25%)

Agave Syrup

Zabaione

Flan Ooze (100%)

Megamarina

Flan Ooze (100%)

Evil Eye

Basic Information
Enemy
Recommended
Variant
Locations

Base
ATK MGK DEF
HP

MGK
DEF

Base
EXP

Rage Mode

Evil Eye

Rubrum Region

150

50

30 80

15

Aura, Haste,
Endure

Petrifeye

Mission 5-2

150

50

30 80

15

Aura, Haste,
Endure

Ahriman

Iscah Region (Forest)

1,500

70

30 80

27

Aura, Haste,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Evil Eye

1.0

1.25 1.25

1.25

Petrifeye

1.0

1.25 1.25

1.25

Ahriman

1.0

1.25 1.25

1.25

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind

Evil Eye

1.25 0.8 0.8

0.8

0.8 1.2

Petrifeye

1.25 0.8 0.8

0.8

0.8 1.2

Ahriman

1.25 0.8 0.8

0.8

0.8 1.2

Status Resistances
Enemy Variant Burn Freeze Shock Poison

Stop

DEF Reduction Stun

Evil Eye

10

10

10

Immune 0

Petrifeye

10

10

10

Immune 0

Ahriman

10

10

10

Immune 0

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Evil Eye

0.5

0-3

Petrifeye

0.5

0-3

Ahriman

0.1

0-3

Damage=19% 0

Phantoma Harvest Pattern


Enemy Variant Level 1-23(*Level 1-50) Level 24-52(*Level 51-80) Level 53+(*Level 81+)
Evil Eye

Generic Enemy 1

Generic Enemy 2

Generic Enemy 3

Petrifeye

Generic Enemy 2*

Generic Enemy 3*

Generic Enemy 4*

Ahriman

High Level 1

High Level 2

High Level 3

Dropped Items
Enemy Variant

Item 1

Item 2

Evil Eye

Light Feather (50%)

Petrifeye

Ahriman

Light Feather (50%)

Bat Eye

Basic Information
Enemy
Recommended
Variant
Locations

Base
ATK MGK DEF
HP

MGK
DEF

Base
EXP

Rage Mode

Bat Eye

Mission 4-1

150

50

30 80

13

Aura, Haste,
Endure

Toxifeye

Mission 5-2

150

50

30 80

13

Aura, Haste,
Endure

Vertigo

Rubrum Region (Forest) 1,500

70

90 80

24

Aura, Haste,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Bat Eye

0.8

1.25 1.25

1.25

Toxifeye

0.8

1.25 1.25

1.25

Vertigo

0.8

1.25 1.25

1.25

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind

Bat Eye

1.25 0.8 0.8

0.8

0.8 1.2

Toxifeye

1.25 0.8 0.8

0.8

0.8 1.2

Vertigo

1.25 0.8 0.8

0.8

0.8 1.2

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Bat Eye

10

10

10

Immune 0

Toxifeye

10

10

10

Immune 0

Vertigo

10

10

10

Immune 0

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Bat Eye

0.5

0-3

Toxifeye

0.5

0-3

Vertigo

0.1

0-3

Damage=19% 0

50

Phantoma Harvest Pattern


Enemy Variant Level 1-23(*Level 1-50) Level 24-52(*Level 51-80) Level 53+(*Level 81+)
Bat Eye

Generic Enemy 1

Generic Enemy 2

Generic Enemy 3

Toxifeye

Generic Enemy 2*

Generic Enemy 3*

Generic Enemy 4*

Vertigo

High Level 1

High Level 2

High Level 3

Dropped Items
Enemy Variant

Item 1

Item 2

Bat Eye

Light Feather (50%)

Toxifeye

Vertigo

Light Feather (100%)

Dark Eye

Basic Information
Enemy
Recommended
Variant
Locations

Base
ATK MGK DEF
HP

MGK
DEF

Base
EXP

Rage Mode

Dark Eye

Eibon Region

150

50

30 80

23

Aura, Haste,
Endure

Vilifeye

Mission 7-1

150

50

30 80

23

Aura, Haste,
Endure

Buer

Eibon Region (Forest)

1,500

70

30 80

31

Aura, Haste,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Dark Eye

0.8

1.25 1.25

1.25

Vilifeye

0.8

1.25 1.25

1.25

Buer

0.8

1.25 1.25

1.25

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind

Dark Eye

1.25 0.8 0.8

0.8

0.8 1.2

Vilifeye

1.25 0.8 0.8

0.8

0.8 1.2

Buer

1.25 0.8 0.8

0.8

0.8 1.2

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Dark Eye

10

10

10

Vilifeye

10

10

10

Buer

10

10

10

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Dark Eye

0.5

0-3

Immune 0

Vilifeye

0.5

0-3

Immune 0

Buer

0.1

0-3

Damage=19% Immune 50

Phantoma Harvest Pattern


Enemy Variant Level 1-23(*Level 1-50) Level 24-52(*Level 51-80) Level 53+(*Level 81+)
Dark Eye

Generic Enemy 1

Generic Enemy 2

Generic Enemy 3

Vilifeye

Generic Enemy 2*

Generic Enemy 3*

Generic Enemy 4*

Buer

High Level 1

High Level 2

High Level 3

Dropped Items
Enemy Variant

Item 1

Item 2

Dark Eye

Light Feather (50%)

Vilifeye

Buer

Light Feather (50%)

Floating Eye

Basic Information
Enemy
Recommended
Variant
Locations

Base
ATK MGK DEF
HP

MGK
DEF

Base
EXP

Rage Mode

Floating Eye

Cetme District

250

50

20 80

19

Aura, Haste,
Endure

Plague

Black Tortoise Crevasse

1,500

70

20 80

30

Aura, Haste,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Floating Eye

0.8

1.25 1.25

1.25

Plague

0.8

1.25 1.25

1.25

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Floating Eye

1.25 0.8 0.8

0.8

0.8 1.2

Plague

1.25 0.8 0.8

0.8

0.8 1.2

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Floating Eye

10

10

10

Plague

10

10

10

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Floating Eye

0.5

0-3

Plague

0.1

0-3

Damage=19% 0

50

Level 24-52

Level 53+

Phantoma Harvest Pattern


Enemy Variant
Level 1-23

Immune 0

0
4

Floating Eye

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3

Plague

High Level 1

Dropped Items
Enemy Variant

Item 1 Item 2

Light Feather (50%)


Light Feather (100%)

Bomb

High Level 2

High Level 3

Basic Information
Enemy
Recommended
Variant
Locations

Base
ATK MGK DEF
HP

MGK
DEF

Base
EXP

Rage Mode

Bomb

Rubrum Region

400

55

30 0

11

Aura, Haste,
Endure

Pyronade

Mission 5-2

400

55

30 0

11

Aura, Haste,
Endure

Lavaball

Northern Corridor

750

120

40 0

19

Aura, Haste,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Bomb

1.0

1.0

1.0

1.0

Pyronade

1.0

1.0

1.0

1.0

Lavaball

1.0

1.0

1.0

1.0

Elemental Resistances
Enemy Variant
Fire

Ice Lightning Water Earth Wind

Bomb

0.3 (Absorb) 1.5 0.5

0.5

0.5 1.2

Pyronade

0.3 (Absorb) 1.5 0.5

0.5

0.5 1.2

Lavaball

0.3 (Absorb) 1.5 0.5

0.5

0.5 1.2

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Bomb

Immune 0

Pyronade

Immune 0

Lavaball

Immune 0

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Bomb

Immune

1-3

Pyronade

Immune

1-3

Lavaball

Immune

1-3

Damage=19% 0

50

Phantoma Harvest Pattern


Enemy Variant Level 1-23(*Level 1-50) Level 24-52(*Level 51-80) Level 53+(*Level 81+)
Bomb

Fire Type 1

Fire Type 2

Fire Type 3

Pyronade

Fire Type 2*

Fire Type 3*

Fire Type 4*

Lavaball

Fire Type 2

Fire Type 3

Fire Type 4

Dropped Items
Enemy Variant

Item 1

Item 2

Bomb

Fire Shard (50%)

Bomb Core (25%)

Pyronade

Lavaball

Bomb Core (100%)

Ice Bomb

Basic Information
Enemy
Base
Recommended Locations
ATK MGK DEF
Variant
HP

MGK
DEF

Base
EXP

Rage Mode

Ice Bomb

Mero Region
(Snowfield)

400

55

30 0

11

Aura, Haste,
Endure

Cryonade

Mission 5-2

400

55

30 0

11

Aura, Haste,
Endure

Krysta

Cetme District
(Snowfield)

750

120

40 0

19

Aura, Haste,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Ice Bomb

1.0

1.0

1.0

1.0

Cryonade

1.0

1.0

1.0

1.0

Krysta

1.0

1.0

1.0

1.0

Elemental Resistances
Enemy Variant Fire

Ice

Lightning Water Earth Wind

Ice Bomb

1.5 0.3 (Absorb) 0.5

0.5

0.5 1.2

Cryonade

1.5 0.3 (Absorb) 0.5

0.5

0.5 1.2

Krysta

1.5 0.3 (Absorb) 0.5

0.5

0.5 1.2

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Ice Bomb

Immune 0

Cryonade

Immune 0

Krysta

Immune 0

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Ice Bomb

Immune

1-3

Cryonade

Immune

1-3

Krysta

Immune

1-3

Damage=19% 0

50

Phantoma Harvest Pattern


Enemy Variant Level 1-23(*Level 1-50) Level 24-52(*Level 51-80) Level 53+(*Level 81+)
Ice Bomb

Ice Type 1

Ice Type 2

Ice Type 3

Cryonade

Ice Type 2*

Ice Type 3*

Ice Type 4*

Krysta

Ice Type 2

Ice Type 3

Ice Type 4

Dropped Items
Enemy Variant

Item 1

Item 2

Ice Bomb

Ice Shard (50%)

Bomb Core (25%)

Cryonade

Krysta

Bomb Core (100%)

Thunder Bomb

Basic Information
Enemy
Recommended
Variant
Locations

Base
ATK MGK DEF
HP

MGK
DEF

Base
EXP

Rage Mode

Thunder
Bomb

Northern Corridor

400

55

30 0

11

Aura, Haste,
Endure

Thunder
Bomb

Mission 8-1

800

120

40 0

19

Aura, Haste,
Endure

Galvanade

Expert Trial 7-D

400

55

30 0

11

Aura, Haste,
Endure

Perkunas

North Togoreth Region

800

120

40 0

19

Aura, Haste,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Thunder Bomb 1.0

1.0

1.0

1.0

Thunder Bomb 1.0

1.0

1.0

1.0

Galvanade

1.0

1.0

1.0

1.0

Perkunas

1.0

1.0

1.0

1.0

Elemental Resistances
Enemy Variant Fire Ice

Lightning

Water Earth Wind

Thunder Bomb 1.0 1.0 0.3 (Absorb) 0.5

0.5 1.2

Thunder Bomb 1.0 1.0 0.3 (Absorb) 0.5

0.5 1.2

Galvanade

1.0 1.0 0.3 (Absorb) 0.5

0.5 1.2

Perkunas

1.0 1.0 0.3 (Absorb) 0.5

0.5 1.2

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Thunder Bomb 0

Immune 0

Thunder Bomb 0

Immune 0

Galvanade

Immune 0

Perkunas

Immune 0

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Thunder Bomb Immune

1-3

Thunder Bomb Immune

1-3

50

Galvanade

Immune

1-3

Perkunas

Immune

1-3

Damage =19% 0

50

Phantoma Harvest Pattern


Enemy Variant Level 1-23(*Level 1-50) Level 24-52(*Level 51-80) Level 53+(*Level 81+)
Thunder Bomb Lightning Type 1

Lightning Type 2

Lightning Type 3

Thunder Bomb Lightning Type 2

Lightning Type 3

Lightning Type 4

Galvanade

Lightning Type 2*

Lightning Type 3*

Lightning Type 4*

Perkunas

Lightning Type 2

Lightning Type 3

Lightning Type 4

Dropped Items
Enemy Variant

Item 1

Item 2

Thunder Bomb Lightning Shard (50%) Bomb Core (25%)


Thunder Bomb Bomb Core (100%)

Galvanade

Perkunas

Bomb Core (100%)

Doublicorn

Basic Information

Enemy Variant Recommended Locations

Base
ATK MGK DEF
HP

MGK
DEF

Base
EXP

Rage Mode

Doublicorn

Cetme District; Azurr


District

800

80

80 0

29

Aura, Haste,
Endure

Demonicorn

Mission 2-3

400

80

80 0

25

Aura, Haste,
Endure

Demonicorn

Mission 5-2; Mission 5Crimson

800

80

80 0

25

Aura, Haste,
Endure

Demonicorn

Mission 2-Crimson

600

100

100 0

33

Aura, Haste,
Endure

Great
Tauricorn

Iscah Region; Togoreth


Region

2,750

100

100 0

33

Aura, Haste,
Endure

Dualistag

Mission 7-1

1,200

80

80 0

33

Aura, Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Doublicorn

0.6

1.0

0.8

0.8

Demonicorn

0.8

1.0

0.8

0.8

Demonicorn

0.6

1.0

0.8

0.8

Demonicorn

0.6

1.0

0.8

0.8

Great Tauricorn 0.6

1.0

0.8

0.8

Dualistag

1.0

1.0

1.0

0.8

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Doublicorn

1.5 1.0 1.0

1.0

1.0 1.0

Demonicorn

1.0 1.0 1.0

1.0

1.0 1.0

Demonicorn

1.5 1.0 1.0

1.0

1.0 1.0

Demonicorn

1.5 1.0 1.0

1.0

1.0 1.0

Great Tauricorn 1.5 1.0 1.0

1.0

1.0 1.0

Dualistag

0.7

0.7 0.7

1.0 0.7 0.7

Status Resistances
Enemy Variant Burn

Freeze
0

Shock
0

Poison
0

Stop
0

DEF Reduction Stun

Doublicorn

Demonicorn

Immune Immune Immune Immune Immune Immune

0
100

Demonicorn

Demonicorn

Great Tauricorn 0

Dualistag

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Doublicorn

0.5

Demonicorn

0.5

Immune 50

Demonicorn

0.5

Demonicorn

0.5

Great Tauricorn 0.1

Damage=16% 0

80

Dualistag

Damage=16% 0

80

0.1

Phantoma Harvest Pattern


Enemy Variant Level 1-23(*Level 1-50) Level 24-52(*Level 51-80) Level 53+(*Level 81+)
Doublicorn

Generic Enemy 1

Generic Enemy 2

Generic Enemy 3

Demonicorn

Generic Enemy 1

Generic Enemy 2

Generic Enemy 3

Demonicorn

Generic Enemy 2*

Generic Enemy 3*

Generic Enemy 4*

Demonicorn

Generic Enemy 1*

Generic Enemy 2*

Generic Enemy 3*

Great Tauricorn Generic Enemy 2

Generic Enemy 3

Generic Enemy 4

Dualistag

Generic Enemy 3*

Generic Enemy 4*

Generic Enemy 2*

Dropped Items
Enemy Variant

Item 1

Item 2

Doublicorn

Thick Hide (50%)

Demonicorn

Demonicorn

Demonicorn

Great Tauricorn Beast Horn (50%) Thick Hide (50%)


Dualistag

Diceratops

Basic Information

Enemy Variant Recommended Locations

Base
ATK MGK DEF
HP

MGK
DEF

Base
EXP

Rage Mode

Dicertatops

Jubanla Region; Mission


3-1

800

80

80 0

29

Aura, Haste,
Endure

Red
Demonicorn

Mission 7-1

3,000

120

80 0

29

Aura, Endure

Juggernaut

Blast Site

2,300

100

100 0

33

Aura, Haste,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving

Dicertatops

0.6

1.0

0.8

0.8

Red Demonicorn 0.6

0.85 0.7

0.7

Juggernaut

1.0

0.8

0.6

0.8

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Dicertatops

1.5 1.0 1.0

1.0

1.0 1.0

Red Demonicorn 1.5 1.0 1.0

1.0

1.0 1.0

Juggernaut

1.0

1.0 1.0

1.5 1.0 1.0

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Dicertatops

Red Demonicorn 0

Juggernaut

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Dicertatops

0.5

Red Demonicorn 0.1

Juggernaut

0.1

Damage=16% 0

80

Damage=16% 0

80

Phantoma Harvest Pattern


Enemy Variant Level 1-23(*Level 1-50) Level 24-52(*Level 51-80) Level 53+(*Level 81+)
Dicertatops

Generic Enemy 1

Generic Enemy 2

Generic Enemy 3

Red Demonicorn Generic Enemy 2*

Generic Enemy 3*

Generic Enemy 4*

Juggernaut

Generic Enemy 3

Generic Enemy 4

Generic Enemy 2

Dropped Items
Enemy Variant
Dicertatops

Item 1
Thick Hide (50%)

Red Demonicorn
Juggernaut

Item 2

Beast Horn (50%) Thick Hide (50%)

Wendigo

Basic Information
Enemy
Recommended Locations
Variant

Base
MGK
ATK MGK DEF
HP
DEF

Base
EXP

Rage Mode

Wendigo

Dragon Sanctuary (Forest); West


Nesher District

3,500 55

55 0

32

Aura, Haste,
Endure

Glasya
Labolas

Cetme District; Tower of Agito

4,250 65

55 0

32

Aura, Haste,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Wendigo

1.0

1.0

1.0

1.0

Glasya Labolas 1.0

1.0

1.0

1.0

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Wendigo

1.5 1.5 1.0

1.0

1.5 1.5

Glasya Labolas 1.5 1.5 1.0

1.0

1.5 1.5

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Wendigo

30

30

30

30

30

Glasya Labolas 30

30

30

30

30

Effect Resistances
Enemy Variant Knockback Flinch
Wendigo

0.1

Glasya Labolas Immune

Damage=19-28% 30

50

Damage=19-28% 30

50

Level 51-80

Level 81+

Generic Enemy 2 Generic Enemy 3 Generic Enemy 4

Glasya Labolas High Level 2


Dropped Items
Enemy Variant
Wendigo

Killsight Death Zantetsuken

Phantoma Harvest Pattern


Enemy Variant
Level 1-50
Wendigo

Breaksight

High Level 3

Item 1

High Level 4

Item 2

Fury Bristle (50%)

Glasya Labolas Fury Bristle (75%) Beast Flesh (25%)

Snow Giant

Basic Information

Enemy Variant Recommended Locations

Base
ATK MGK DEF
HP

MGK
DEF

Base
EXP

Rage Mode

Snow Giant

Mission 4-1

4,250

50

50 0

32

Aura, Haste,
Endure

Snow Giant

Azurr District; Expert Trial


2,750
7-C

45

45 0

32

Aura, Haste,
Endure

Snow Giant

Expert Trial 7-C

14,000 120

60 0

40

Aura, Haste,
Endure

Snowsquatch

Mission 5-2; Mission 7-1

4,250

50

50 0

32

Aura, Haste,
Endure

Sledgefist
Giant

Mission 4-Crimson

27,400 160

200 0

40

Aura, Haste,
Endure

Sasquatch

Azurr District

4,250

50 0

36

Aura, Haste,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Snow Giant

1.0

1.0

1.0

1.0

50

Snow Giant

1.0

1.0

1.0

1.0

Snow Giant

1.0

1.0

1.0

1.0

Snowsquatch

1.0

1.0

1.0

1.0

Sledgefist Giant 0.4

0.4

0.4

0.4

Sasquatch

1.0

1.0

1.0

1.0

Elemental Resistances
Enemy Variant Fire Ice

Lightning Water Earth Wind

Snow Giant

2.5 Immune 0.75

1.0

1.0 1.0

Snow Giant

2.5 Immune 0.75

1.0

1.0 1.0

Snow Giant

2.5 Immune 0.75

1.0

1.0 1.0

Snowsquatch

2.5 Immune 0.75

1.0

1.0 1.0

Sledgefist Giant 1.2 Immune 0.4

0.4

0.4 0.4

Sasquatch

1.0

1.0 1.0

2.5 Immune 0.75

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Snow Giant

30

Immune 30

30

30

Snow Giant

30

Immune 30

30

30

Snow Giant

100 Immune 100

100

100 50

100

Snowsquatch

30

30

30

Sledgefist Giant 100 Immune 100

100

100 50

100

Sasquatch

30

30

30

Immune 30

Immune 30

Effect Resistances
Enemy Variant Knockback Flinch
Snow Giant

0.1

Breaksight

Killsight Death Zantetsuken

Damage=19-28% 30

50

Snow Giant

0.1

Damage=19-28% 30

50

Snow Giant

0.1

Damage=3%

150

15

Snowsquatch

0.1

Damage=19-28% 30

50

Sledgefist Giant 0.1

Damage=3%

150

20

Sasquatch

Damage=19-28% 30

50

Immune

Phantoma Harvest Pattern


Enemy Variant
Level 1-50

100

100

Level 51-80

Level 81+

Snow Giant

Generic Enemy 2 Generic Enemy 3 Generic Enemy 4

Snow Giant

Generic Enemy 2 Generic Enemy 3 Generic Enemy 4

Snow Giant

High Level 2

Snowsquatch

Generic Enemy 2 Generic Enemy 3 Generic Enemy 4

High Level 3

High Level 4

Sledgefist Giant High Level 2

High Level 3

High Level 4

Sasquatch

High Level 2

High Level 3

High Level 4

Item 1

Item 2

Dropped Items
Enemy Variant
Snow Giant

Snow Giant

Fury Bristle (75%) Beast Flesh (25%)

Snow Giant

Fury Bristle (75%) Beast Flesh (25%)

Snowsquatch

Sledgefist Giant Fury Bristle (75%) Beast Flesh (25%)


Sasquatch

Fury Bristle (75%) Beast Flesh (25%)

Lesser Coeurl

Basic Information
Enemy Variant

Recommended Locations

Base
MGK
ATK MGK DEF
HP
DEF

Base
EXP

Rage Mode

Lesser Coeurl

Mero Region (Snowfield);


Corsi Cave

120

75

60 10

Aura, Haste,
Endure

Lesser Coeurl
(Leader)

Corsi Cave

600

100

60 70

11

Aura, Haste,
Endure

Physical Resistances
Enemy Variant
Ballistic Impact Piercing Cleaving
Lesser Coeurl

1.0

1.0

1.0

1.0

Lesser Coeurl (Leader) 1.0

1.0

1.0

1.0

Elemental Resistances
Enemy Variant
Fire Ice Lightning Water Earth Wind
Lesser Coeurl

2.0 1.0 1.0

1.0

1.0 1.0

Lesser Coeurl (Leader) 2.0 1.0 1.0

1.0

1.0 1.0

Status Resistances
Enemy Variant
Lesser Coeurl

Burn

Freeze

Shock

Poison

Stop

DEF Reduction

Stun

Immune Immune Immune Immune Immune Immune

Immune

Lesser Coeurl (Leader) Immune Immune Immune Immune Immune Immune

Immune

Effect Resistances
Enemy Variant

Knockback Flinch

Lesser Coeurl

(When Leader) Damage=19% Immune 0

Lesser Coeurl (Leader) 1

(When Leader) Damage=19% Immune 50

Phantoma Harvest Pattern


Enemy Variant
Level 1-23
Lesser Coeurl

Level 24-52

Dropped Items
Enemy Variant

Item 1

High Level 2

Item 2

Lesser Coeurl (Leader) Pretty Pelt (100%)

Coeurl

Killsight Death Zantetsuken

Level 53+

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3

Lesser Coeurl (Leader) High Level 1

Lesser Coeurl

Breaksight

High Level 3

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
Corsi Cave; Tower of Agito 1,600

50

28 10

16

Physical Resistances
Ballistic Impact Piercing Cleaving
1.0

1.0

1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth Wind
2.0 1.0 1.0

1.0

Status Resistances
Burn Freeze Shock

1.0 1.0

Poison

Stop

DEF Reduction

Immune Immune Immune Immune Immune Immune


Effect Resistances
Knockback Flinch Breaksight Killsight Death Zantetsuken
Immune

Damage=6% Immune 200

Stun
Immune

Aura

Phantoma Harvest Pattern


Level 1-23 Level 24-52 Level 53+
High Level 1 High Level 2 High Level 3

Marduk

Basic Information
Recommended Locations

Base HP ATK MGK DEF MGK DEF Base EXP

Rilochy Province (Forest); Mission 3-2 8,000


Physical Resistances
Ballistic Impact Piercing Cleaving
0.5

1.0

0.75

0.75

Elemental Resistances
Fire Ice Lightning Water Earth Wind
1.25 0.5 1.0

0.5

1.0 1.0

150

100 50

28

Rage Mode
Aura, Haste, Endure

Status Resistances
Burn Freeze Shock

Poison

Stop

DEF Reduction

Immune Immune Immune Immune Immune 50


Effect Resistances
Knockback Flinch
Immune

Phantoma Harvest Pattern


Level 1-23
Level 24-52

Level 53+

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3

Item 2

Beast Horn (50%) Light Feather (50%)

Mushussu

Immune

Breaksight Killsight Death Zantetsuken

Immune Damage=13% Immune Immune 100

Dropped Items
Item 1

Stun

Basic Information
Recommended Locations

Base HP ATK MGK DEF MGK DEF Base EXP

Mount Jubanla; Tower of Agito 5,250

160

110 55

34

Physical Resistances
Ballistic Impact Piercing Cleaving
0.5

1.0

0.75

0.75

Elemental Resistances
Fire Ice Lightning Water Earth Wind
1.25 0.5 1.0

0.5

Status Resistances
Burn Freeze Shock

1.0 1.0

Poison

Stop

DEF Reduction

Immune Immune Immune Immune Immune 50


Effect Resistances
Knockback Flinch
Immune

Phantoma Harvest Pattern


Level 1-23
Level 24-52

Level 53+

Generic Enemy 1 Generic Enemy 2 Generic Enemy 3

Item 2

Beast Horn (50%) Light Feather (50%)

Behemoth

Immune

Breaksight Killsight Death Zantetsuken

Immune Damage=13% Immune Immune 100

Dropped Items
Item 1

Stun

Rage Mode
Aura, Haste, Endure

Basic Information
Enemy
Recommended Locations
Variant

Base
ATK MGK DEF
HP

MGK
DEF

Base
EXP

Rage Mode

Behemoth

Bethnel Caverns; Mission 44,250


1

110

55 30

28

Aura, Haste,
Endure

Behemash

Mission 5-2; Mission 5Crimson

5,000

100

55 30

28

Aura, Haste,
Endure

Behemash

Expert Trial 7-D

6,250

125

55 30

32

Aura, Haste,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Behemoth

0.6

1.0

1.0

1.0

Behemash

0.6

1.0

1.0

1.0

Behemash

0.6

1.0

1.0

1.0

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind

Behemoth

0.6 0.6 0.6

0.6

0.6 0.6

Behemash

0.6 0.6 0.6

0.6

0.6 0.6

Behemash

0.6 0.6 0.6

0.6

0.6 0.6

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Behemoth

200 200

200

200

200 50

100

Behemash

200 200

200

200

200 50

100

Behemash

200 200

200

200

200 50

100

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Behemoth

Immune

Damage=19% 200

Immune 5

Behemash

Immune

Damage=19% 200

Immune 4

Behemash

Immune

Damage=6% 200

Immune 10

Phantoma Harvest Pattern


Enemy Variant Level 1-23(*Level 1-50) Level 24-52(*Level 51-80) Level 53+(*Level 81+)
Behemoth

High Level 1

High Level 2

High Level 3

Behemash

Generic Enemy 2*

Generic Enemy 3*

Generic Enemy 4*

Behemash

High Level 1

High Level 2

High Level 3

Dropped Items
Enemy Variant

Item 1

Item 2

Behemoth

Beast Horn (50%) Beast Flesh (50%)

Behemash

Behemash

Behemoth King

Basic Information
Recommended Locations

Base HP ATK MGK DEF MGK DEF Base EXP

Veill Desolands; Bethnel Caverns 6,000

150

55 30

Physical Resistances
Ballistic Impact Piercing Cleaving
0.35

1.0

1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth Wind
0.6 0.5 0.4

0.4

0.5 0.4

Status Resistances
Burn Freeze Shock Poison Stop DEF Reduction Stun
200 200

200

200

200 50

100

Effect Resistances
Knockback Flinch Breaksight Killsight Death Zantetsuken
Immune

Damage=2% 200

Immune 5

42

Rage Mode
Aura, Haste, Endure

Phantoma Harvest Pattern


Level 1-50
Level 51-80

Level 81+

Generic Enemy 2 Generic Enemy 3 Generic Enemy 4


Dropped Items
Item 1

Item 2

Beast Horn (50%) Beast Flesh (50%)

Malboro

Basic Information
Recommended Locations

Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode

Eibon Region; Roshana Province 5,250


Physical Resistances
Ballistic Impact Piercing Cleaving
0.1

0.1

0.1

0.1

50

60 30

30

Elemental Resistances
Fire Ice Lightning Water Earth Wind
2.0 1.0 1.0

1.0

Status Resistances
Burn Freeze Shock

1.0 1.0

Poison

Stop

DEF Reduction Stun

Immune Immune Immune Immune Immune 50


Effect Resistances
Knockback Flinch Breaksight
0.08

Killsight Death Zantetsuken

Damage=3-6% Immune Immune 50

Phantoma Harvest Pattern


Level 1-50
Level 51-80

Level 81+

Generic Enemy 2 Generic Enemy 3 Generic Enemy 4


Dropped Items
Item 1

Item 2

Beast Flesh (100%)

Great Malboro

Basic Information
Recommended Locations

Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode

Dragon Sanctuary; Valley of Monsters 4,000

55

65 35

Physical Resistances
Ballistic Impact Piercing Cleaving
0.1

0.1

0.1

0.1

Elemental Resistances
Fire Ice Lightning Water Earth Wind
2.0 1.0 1.0

1.0

Status Resistances
Burn Freeze Shock

1.0 1.0

Poison

Stop

DEF Reduction Stun

Immune Immune Immune Immune Immune 50


Effect Resistances
Knockback Flinch Breaksight
0.08

Killsight Death Zantetsuken

Damage=3-6% Immune Immune 50

36

Phantoma Harvest Pattern


Level 1-50
Level 51-80

Level 81+

Generic Enemy 3 Generic Enemy 4 Generic Enemy 5


Dropped Items
Item 1

Item 2

Beast Flesh (100%)

Cosmic Malboro

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
Tower of Agito

7,000

Physical Resistances
Ballistic Impact Piercing Cleaving
1.0

1.0

1.0

1.0

60

70 40

84

Elemental Resistances
Fire Ice Lightning Water Earth Wind
2.0 1.0 1.0

1.0

Status Resistances
Burn Freeze Shock

1.0 1.0

Poison

Stop

DEF Reduction

Immune Immune Immune Immune Immune 50


Effect Resistances
Knockback Flinch
Immune

Breaksight

Stun
Immune

Killsight Death Zantetsuken

Immune Damage=3-6% Immune Immune Immune

Phantoma Harvest Pattern


Level 1-50
Level 51-80

Level 81+

Generic Enemy 3 Generic Enemy 4 Generic Enemy 5


Dropped Items
Item 1

Item 2

Beast Flesh (100%)

Adamantortoise

Basic Information
Enemy Variant Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
Adamantortoise Dragon Sanctuary

3,500

Jossai

20,000 35

Expert Trial 7-E

60

200 80

32

Aura, Endure

250 160

38

Aura, Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Adamantortoise 0.75

1.0

1.0

1.0

Jossai

0.8

0.8

0.8

0.6

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Adamantortoise 0.5 1.5 0.75

0.5

Jossai

0.45 0.8 0.8

0.45 1.2 0.6

1.0 1.0

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction

Stun

Adamantortoise 200 200

200

200

200 100

Immune

Jossai

200

200

200 100

Immune

200 200

Effect Resistances
Enemy Variant Knockback Flinch

Breaksight Killsight Death Zantetsuken

Adamantortoise Immune

Immune Damage=13% 200

Immune 50

Jossai

Immune Damage=13% 200

Immune 50

Immune

Phantoma Harvest Pattern


Enemy Variant
Level 1-50

Level 51-80

Level 81+

Adamantortoise Generic Enemy 2 Generic Enemy 3 Generic Enemy 4


Jossai

High Level 2

Dropped Items
Enemy Variant

Item 1

High Level 3

Item 2

Adamantortoise Turtle Shell (100%)


Jossai

Adamantoise

High Level 4

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
Innsmouth Coast

4,300

65

205 85

48

Physical Resistances
Ballistic Impact Piercing Cleaving
0.75

1.0

1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth Wind
0.5 1.5 0.75

0.5

1.0 1.0

Status Resistances
Burn Freeze Shock Poison Stop DEF Reduction
200 200

200

Effect Resistances
Knockback Flinch
Immune

200

200 100

Stun
Immune

Breaksight Killsight Death Zantetsuken

Immune Damage=13% 200

Immune 50

Aura, Endure

Phantoma Harvest Pattern


Level 1-50
Level 51-80

Level 81+

Generic Enemy 3 Generic Enemy 4 Generic Enemy 5


Dropped Items
Item 1

Item 2

Turtle Shell (100%)

Sandworm

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP
Berith Desert

2,750

Physical Resistances
Ballistic Impact Piercing Cleaving
0.6

1.0

1.0

1.0

50

50 50

42

Rage Mode
Aura, Haste, Endure

Elemental Resistances
Fire Ice Lightning Water Earth
0.6 2.0 1.0

1.0

Status Resistances
Burn Freeze Shock

Wind

Immune Immune

Poison

Stop

DEF Reduction

Immune Immune Immune Immune Immune 30


Effect Resistances
Knockback Flinch
Immune

Phantoma Harvest Pattern


Level 1-50
Level 51-80

Immune Immune

Level 81+

Generic Enemy 2 Generic Enemy 3 Generic Enemy 4

Item 2

Beast Flesh (100%)

Landworm

Immune

Breaksight Killsight Death Zantetsuken

Immune Damage=13% 100

Dropped Items
Item 1

Stun

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP
Berith Desert

3,750

55

55 55

48

Physical Resistances
Ballistic Impact Piercing Cleaving
0.6

1.0

1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth
0.6 2.0 1.0

1.0

Status Resistances
Burn Freeze Shock

Wind

Immune Immune

Poison

Stop

DEF Reduction

Immune Immune Immune Immune Immune 30


Effect Resistances
Knockback Flinch
Immune

Stun
Immune

Breaksight Killsight Death Zantetsuken

Immune Damage=13% 100

Immune Immune

Rage Mode
Aura, Haste, Endure

Phantoma Harvest Pattern


Level 1-50
Level 51-80

Level 81+

Generic Enemy 3 Generic Enemy 4 Generic Enemy 5


Dropped Items
Enemy Variant

Item 1 Item 2

Beast Flesh (100%)

Iron Giant

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP
Silent Key

3,000

Physical Resistances
Ballistic Impact Piercing Cleaving
1.0

1.0

1.0

1.0

130

70 80

33

Rage Mode
Aura, Haste, Endure

Elemental Resistances
Fire Ice Lightning Water Earth Wind
1.0 1.0 0.6

1.0

Status Resistances
Burn Freeze Shock

1.0 Immune

Poison

Stop

DEF Reduction Stun

Immune Immune Immune Immune Immune Immune


Effect Resistances
Knockback Flinch
Immune

Breaksight Killsight Death Zantetsuken

Immune Damage=6% Immune 50

Phantoma Harvest Pattern


Level 1-50
Level 51-80

Level 81+

Generic Enemy 3 Generic Enemy 4 Generic Enemy 5


Dropped Items
Item 1

Item 2

Item 3

Item 4

Mega-Potion (50%) X-Potion (25%) Hi-Potion (12.5%) Megalixir (12.5%)

Red Giant

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP
Silent Key

3,500

135

75 85

33

Physical Resistances
Ballistic Impact Piercing Cleaving
1.0

1.0

1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth Wind
1.0 1.0 0.6

1.0

Status Resistances
Burn Freeze Shock

1.0 Immune

Poison

Stop

DEF Reduction Stun

Immune Immune Immune Immune Immune Immune


Effect Resistances
Knockback Flinch
Immune

Breaksight Killsight Death Zantetsuken

Immune Damage=6% Immune 50

Rage Mode
Aura, Haste, Endure

Phantoma Harvest Pattern


Level 1-50
Level 51-80

Level 81+

Generic Enemy 3 Generic Enemy 4 Generic Enemy 5


Dropped Items
Item 1

Item 2

Item 3

Item 4

Mega-Potion (50%) X-Potion (25%) Hi-Potion (12.5%) Megalixir (12.5%)

Cactuar

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP
Berith Desert; Iscah Region 2,000
Physical Resistances
Ballistic Impact Piercing Cleaving
1.0

1.0

1.0

1.0

20

20 50

128

Rage Mode
Aura, Haste, Endure

Elemental Resistances
Fire Ice Lightning Water Earth Wind
1.0 1.0 1.0

1.0

1.0 1.0

Status Resistances
Burn Freeze Shock Poison Stop DEF Reduction Stun
100 100

100

100

100 50

Effect Resistances
Knockback Flinch Breaksight Killsight Death Zantetsuken
1

Damage=28% 100

Phantoma Harvest Pattern


Level 1-50
Level 51-80

50

Level 81+

Generic Enemy 2 Generic Enemy 3 Generic Enemy 4


Dropped Items
Item 1

Item 2

Cactus Spine (25%)

Kactuar

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP
Old Lorica Region

2,000

22

22 55

128

Physical Resistances
Ballistic Impact Piercing Cleaving
1.0

1.0

1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth Wind
1.0 1.0 1.0

1.0

1.0 1.0

Status Resistances
Burn Freeze Shock Poison Stop DEF Reduction Stun
100 100

100

100

100 50

Effect Resistances
Knockback Flinch Breaksight Killsight Death Zantetsuken
1

Damage=28% 100

50

Rage Mode
Aura, Haste, Endure

Phantoma Harvest Pattern


Level 1-50
Level 51-80

Level 81+

Generic Enemy 2 Generic Enemy 3 Generic Enemy 4


Dropped Items
Item 1

Item 2

Cactus Spine (100%)

Blooming Cactuar

Basic Information
Recommended Locations

Base HP ATK MGK DEF MGK DEF Base EXP

Berith Desert; Roshana Province 2,000


Physical Resistances
Ballistic Impact Piercing Cleaving
1.0

1.0

1.0

1.0

24

24 60

255

Rage Mode
Aura, Haste, Endure

Elemental Resistances
Fire Ice Lightning Water Earth Wind
1.0 1.0 1.0

1.0

1.0 1.0

Status Resistances
Burn Freeze Shock Poison Stop DEF Reduction Stun
100 100

100

100

100 50

Effect Resistances
Knockback Flinch Breaksight Killsight Death Zantetsuken
1

Damage=28% 100

Phantoma Harvest Pattern


Level 1-50
Level 51-80

130

13

Level 81+

Generic Enemy 3 Generic Enemy 4 Generic Enemy 5


Dropped Items
Item 1

Item 2

Cactus Spine (100%)

Tonberry

Basic Information
Enemy
Recommended Locations
Variant

Base
MGK
ATK MGK DEF
HP
DEF

Base
EXP

Rage Mode

Tonberry

Tower of Agito; Mission 4Crimson

2,000

120

80 120

Aura, Haste,
Endure

Tonberry
(Large)

Mission 8-1

2,850

130

90 130

Aura, Haste,
Endure

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Tonberry

1.0

1.0

1.0

1.0

Tonberry (Large) 1.0

1.0

1.0

1.0

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Tonberry

1.0 1.0 1.0

1.0

1.0 1.0

Tonberry (Large) 1.0 1.0 1.0

1.0

1.0 1.0

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Tonberry

100 100

100

100

100 50

100

Tonberry (Large) 100 100

100

100

100 50

100

Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Tonberry

1.25

Tonberry (Large) 1

Damage=19% 100

80

Damage=19% 100

200

20

Phantoma Harvest Pattern


Enemy Variant
Level 1-50
Tonberry

Level 51-80

Level 81+

Generic Enemy 2 Generic Enemy 3 Generic Enemy 4

Tonberry (Large) Generic Enemy 3 Generic Enemy 4 Generic Enemy 5


Dropped Items
Enemy Variant
Tonberry

Item 1

Item 2

Anima Lantern (50%)

Tonberry (Large) Anima Lantern (50%)

The Nox Suzaku

Basic Information

Recommended
Locations

Enemy Variant

Base
MGK
ATK MGK DEF
HP
DEF

Base
EXP

Rage
Mode

Unidentified Target (Nox


Suzaku)

Mission 1-1

500

20 1,400 300 70

Nox Suzaku

Abyssal Darkness

1,300

48

Physical Resistances
Enemy Variant

Ballistic

Impact

120

90 120

Piercing

Cleaving

Unidentified Target (Nox Suzaku) 1.0 (Absorb) 1.0 (Absorb) 1.0 (Absorb) 1.0 (Absorb)
Nox Suzaku
Elemental Resistances
Enemy Variant

1.0

1.0

Fire

Ice

1.0

Lightning

1.0

Water

Earth

Wind

Unidentified Target (Nox


Suzaku)

1.0
(Absorb)

1.0
(Absorb)

1.0
(Absorb)

1.0
(Absorb)

1.0
(Absorb)

1.0
(Absorb)

Nox Suzaku

1.0

1.0

1.0

1.0

1.0

1.0

Status Resistances
Enemy Variant

Burn

Freeze

Shock

Poison

Stop

DEF Reduction

Stun

Unidentified Target (Nox Suzaku) Immune Immune Immune Immune Immune Immune

Immune

Nox Suzaku

Immune Immune Immune Immune Immune Immune

Immune

Effect Resistances
Enemy Variant

Knockback Flinch

Breaksight Killsight Death Zantetsuken

Unidentified Target (Nox Suzaku) Immune

Immune Damage=5% Immune Immune Immune

Nox Suzaku

Immune

Immune Damage=5% Immune Immune Immune

Phantoma Harvest Pattern


Enemy Variant

Level 1-23 Level 24-52 Level 53+

Unidentified Target (Nox Suzaku)

Nox Suzaku

Cube

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
Mission 8-1

1,000

35

100 50

28

Physical Resistances
Ballistic Impact Piercing Cleaving
1.0

1.0

1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth Wind
1.0 2.0 1.0

1.0

Status Resistances
Burn Freeze Shock

1.0 1.0

Poison

Stop

DEF Reduction

Immune Immune Immune Immune Immune Immune


Effect Resistances
Knockback Flinch Breaksight Killsight Death Zantetsuken

Immune 50

Phantoma Harvest Pattern


Level 1-23 Level 24-52 Level 53+

Rursan Reaver (1)

Stun
Immune

Basic Information
Enemy Variant

Recommended Locations

Base
HP

ATK MGK DEF

Rursan Reaver
(1)

Mission 8-1

2,750

100

Rursan Reaver
(1)

Mission 8-1 (Chapter of


Darkness)

2,750

2,000

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Rursan Reaver (1) 1.0

1.0

1.0

1.0

Rursan Reaver (1) 1.0

1.0

1.0

1.0

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Rursan Reaver (1) 1.0 1.0 1.0

1.0

1.0 1.0

Rursan Reaver (1) 1.0 1.0 1.0

1.0

1.0 1.0

MGK
DEF

Base
EXP

Rage
Mode

100 50

25

150 150

25

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction

Stun

Rursan Reaver (1) 100 100

100

100

100 100

Immune

Rursan Reaver (1) 100 100

100

100

100 100

Immune

Effect Resistances
Enemy Variant Knockback Flinch

Breaksight Killsight Death Zantetsuken

Rursan Reaver (1) Immune

Immune Damage=13% Immune Immune Immune

Rursan Reaver (1) Immune

Immune Damage=13% Immune Immune Immune

Phantoma Harvest Pattern


Enemy Variant
Level 1-50

Level 51-80

Level 81+

Rursan Reaver (1) Generic Enemy 3 Generic Enemy 4 Generic Enemy 5


Rursan Reaver (1) Generic Enemy 3 Generic Enemy 4 Generic Enemy 5

Rursan Reaver (2)

Basic Information
Enemy Variant

Base
HP

Recommended Locations

ATK MGK DEF

Rursan Reaver
(2)

Mission 8-1

3,750

100

Rursan Reaver
(2)

Mission 8-1 (Chapter of


Darkness)

3,750

2,000

MGK
DEF

1.0

1.0

1.0

Rursan Reaver (2) 1.0

1.0

1.0

1.0

30

150 150

30

Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Rursan Reaver (2) 1.0 1.0 1.0

1.0

1.0 1.0

Rursan Reaver (2) 1.0 1.0 1.0

1.0

1.0 1.0

Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction

Stun

Rursan Reaver (2) 100 100

100

100

100 100

Immune

Rursan Reaver (2) 100 100

100

100

100 100

Immune

Effect Resistances
Enemy Variant Knockback Flinch

Breaksight Killsight Death Zantetsuken

Rursan Reaver (2) Immune

Immune Damage=16% Immune Immune Immune

Rursan Reaver (2) Immune

Immune Damage=16% Immune Immune Immune

Phantoma Harvest Pattern


Enemy Variant
Level 1-50

Level 51-80

Rage
Mode

100 50

Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Rursan Reaver (2) 1.0

Base
EXP

Level 81+

Rursan Reaver (2) Generic Enemy 3 Generic Enemy 4 Generic Enemy 5

Rursan Reaver (2) Generic Enemy 3 Generic Enemy 4 Generic Enemy 5

The Rursan Arbiter

Basic Information
Recommended Locations Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
Mission 8-1

15,000 100

100 50

68

Physical Resistances
Ballistic Impact Piercing Cleaving
1.0

1.0

1.0

1.0

Elemental Resistances
Fire Ice Lightning Water Earth Wind
1.0 1.0 1.0

1.0

Status Resistances
Burn Freeze Shock

1.0 1.0

Poison

Stop

DEF Reduction

Immune Immune Immune Immune Immune Immune

Stun
Immune

Effect Resistances
Knockback Flinch
Immune

Breaksight Killsight Death Zantetsuken

Immune Damage=5% Immune Immune Immune

Phantoma Harvest Pattern


Level 1-50 Level 51-80 Level 81+

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